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Our guest Kim Swift turned a student demo into the mega-hit Portal. Previously the Head of Creative for Xbox Games Publishing, she also did level design on Left 4 Dead and was Design Director for Star Wars: Battlefront II. We discuss how to pitch, owning IP on Mars and whether or not the cake is a lie - this week!Episode Highlights[00:00:21] Kim Swift's Game Design Origin StoryKim talks about how she got into game development by modding games like Doom and Quake, which eventually led to her joining Valve right out of college.[00:04:37] The Birth of Portal: From Student Project to ValveKim explains how her DigiPen student project Narbacular Drop caught Valve's attention and led to the creation of Portal.[00:10:50] Working With Gabe Newell and Valve's CultureKim describes Valve's flat hierarchy, creative freedom, and how working with Gabe Newell shaped her career.[00:14:08] Creative Constraints in Game DesignShe shares how limits and constraints actually helped drive innovation in Portal's level design.[00:20:22] The Magic of Short Games: Why Portal Was Just RightKim reflects on why Portal was intentionally short and how the team prioritized player experience over game length.[00:25:46] From Valve to Big Tech: Her Leap Into Cloud GamingShe discusses her transition from traditional studios to roles at Amazon and Xbox, focusing on innovation in cloud gaming.[00:33:10] Leadership Advice: Trust Your Gut and Advocate for YourselfKim offers advice for aspiring leaders in tech: trust your instincts, advocate for your ideas, and know your worth.[00:42:15] Kim's Hopes for the Future of GamesShe envisions a future where games are more inclusive, emotionally resonant, and push the boundaries of storytelling.Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!Hosted by Alexander Seropian and Aaron MarroquinFind us at www.thefourthcurtain.com Join our Patreon for early, ad-free episodes plus bonus content at https://patreon.com/FourthCurtain Come join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on twitter: @fourthcurtainEdited and mastered at https://noise-floor.com Audio Editor: Bryen HensleyVideo Editor: Sarkis GrigorianProducer: Shanglan (May) LiArt: Paul RusselCommunity Manager: Doug ZartmanFeaturing Liberation by 505
Our guest this week is professor Stephen O'Bent who shares with us all about his experience teaching at Digipen, the game development university. We talk about pursuing an education in game design and what that entails, the general Digipen experience, teaching music courses at a specialized academy, and the reasons one might enroll. We also cover all the gaming and Nintendo news, including the recent Sony State of Play, the DICE Awards, Switch 2 patents and pricing, and more. As always, we close with the games we've all been playing. Listen to Super Switch Headz on Apple Podcasts, Spotify, YouTube or wherever you enjoy podcasts. 0:00:00 Introduction 0:08:07 News and Rumors 0:37:45 Digipen 1:26:25 Games We're Playing Discord: https://discord.com/invite/CWbF4gb Facebook: https://www.facebook.com/groups/switchheadz Patreon: https://www.patreon.com/SuperSwitchHeadz/ Website: http://www.switchheadz.com/
Neste episódio do Emílias Podcast - Mulheres na Computação, conversamos com Ingrid Mendes, mestre em Computação Aplicada pela Universidade Federal do Pará (UFPA), sobre sua jornada acadêmica e profissional. Ingrid compartilha como sua paixão pela Computação começou e nos conta sobre sua dissertação de mestrado, que resultou no desenvolvimento do jogo sério "Heróis da Luz", voltado para o ensino de suporte básico de vida. Durante a conversa, Ingrid discute a importância dos jogos sérios na área da saúde e reflete sobre sua experiência como mulher na Computação, destacando professoras que a inspiraram ao longo do caminho. Ingrid também dá dicas valiosas para mulheres que desejam seguir carreira em Computação e faz recomendações de livros, filmes, séries e podcasts relacionados a jogos e à indústria de games. Links: Site de Ingrid: https://sites.google.com/view/ingridmendes Linkedin https://www.linkedin.com/in/ingridmendes/ Todas as redes → https://bento.me/ingridmendes Programa de Pós-Graduação em Computação Aplicada (PPCA) - Universidade Federal do Pará (UFPA) Campus Universitário de Tucuruí (CAMTUC) https://ppca.propesp.ufpa.br/ Linktree do projeto de mestrado https://linktr.ee/heroisdaluz_game Digipen https://www.digipen.edu/ Manas Digitais https://www.manasdigitais.com.br/ Ingrid Nunes - https://open.spotify.com/episode/0m2jyHclrV2Bvwvw4HRlRC Demais links: https://gist.github.com/adolfont/96896ca3b354aba344e49665906cfbc7 Editor: Allax Almeida O Emílias Podcast é um projeto de extensão da UTFPR Curitiba. Descubra tudo sobre o programa Emílias - Armação em Bits em https://linktr.ee/Emilias. #PODCAST #EMILIAS
Vanessa Nicole Naff is a Software Engineer for Warner Bros. Discovery. She works with the behind the scenes aspects of transcoding and live streaming video. In this episode, Vanessa takes us through her journey from growing up in a rural town to studying abroad in Japan and finally working with complex and advanced Go powered technology. 00:00 Introduction 02:50 First Memory of a Computer08:24 Main Interests Before High School12:57 Entering High School20:20 Studying in Japan24:40 Adjusting Back to Home Life27:04 Applying to University in Arizona31:40 Goodwill Hunting and Reality37:54 Deciding on a Career Path43:54 Working at Digipen50:55 Working in Technology57:50 Becoming a Software Developer1:00:00 The Importance of Feedback1:07:00 What is Vanessa Doing Today?1:20:30 Creating Opportunities1:29:00 Contact Info1:29:50 Persistence is KeyConnect with Vanessa: Email: vanessa@axiomista.comLinkedIn: https://www.linkedin.com/in/vanessanaff/overlay/contact-info/Twitter: https://twitter.com/axiomista/Mentioned in today's episode:Warnerbros: https://www.warnerbros.com/Want more from Ardan Labs? You can learn Go, Kubernetes, Docker & more through our video training, live events, or through our blog!Online Courses : https://ardanlabs.com/education/ Live Events : https://www.ardanlabs.com/live-training-events/ Blog : https://www.ardanlabs.com/blog Github : https://github.com/ardanlabs
Hoy arrancamos nuestra 11ª temporada de RUN (Quién lo iba a decir). Empezamos por todo lo alto con Ánder Goenaga, progamador de gameplay en Hugecalf Studios. Ánder empezó sus estudios como desarrollador de videojuegos en DigiPen, la famosa Universidad de videojuegos localizada en Bilbao, comenzando su andadura como junior gameplay programmer en Ubisoft gracias a […] Lee la entrada completa en 11x01 - Cómo fue trabajar en Orio and the Will of the Wisps.
No quadragésimo primeiro episódio da Locadora do Reloading, Bruno Carvalho, Edu Aurrai, Felipe Mesquita e Rodrigo Cunha falaram sobre Portal, o Puzzle em Primeira Pessoa da Valve, lançado em 2007; e sua sequência de 2011 - Portal 2, ambos jogos que mexeram com a cabeça dos jogadores nos ensinando a pensar com portais. Lembrando que esse retorno só foi possível graças aos nossos queridos e queridas, amigos e amigas gamers, que colaboraram com a campanha dedicada ao episódio. Muito obrigado a cada um de vocês, que acreditaram e fizeram esse episódio tão especial acontecer. Esperamos que vocês gostem tanto de ouvi-lo, quanto nós gostamos de fazê-lo! Duração: 257 min COMENTADOS: Site da DigiPen sobre o jogo Narbacular Drop The History of Portal (conceitos e câmaras iniciais de Portal) Portal: No Escape (Live Action Short Film by Dan Trachtenberg) F-STOP, a mecânica original de Portal 2 Design da GLaDOS semelhante a uma pessoa amarrada Transmission Received? | Portal's First ARG (ARG entre Portal e Portal 2) Light Bar do DualShock 4 no Portal 2 da Steam HQ Rato de Laboratório (Lab Rat) FEED EXCLUSIVO DO LOCADORA DO RELOADING: http://reloading.com.br/feed/locadora/ GALERIA DE APOIADORES DA LOCADORA #41 Adriano LimaAlessandro Dos Santos GomesAlex VieiraAlison SilvaAugusto Cesar Da Silva GeraldoBruno BarrosBruno Lopes ChagasCaio Fabrício CoutinhoCarlos Davi Marques Da SilvaCesar Dos Anjos BotasDaniel MaffeiDecio De Souza Oliveira JuniorDjair Durães MagalhãesElton Cesar De Oliveira Da CruzErick MendonçaErick MendonçaÉverton De Souza Mendes InocêncioFábio GuedesFelipe C. SantosFilipe Abel OrtolanGehard FernandoGuilherme Martins AlvesGustavo NascimentoJan BritoJefferson FerrariJoão Guilherme GuedesJosé Higor Da Silva Andrade DinizLeandro Bastos AndreaciLeandro Campos MendesLeonardo Tavares MiguelLuan JuniorLucas LessaMarcel MacedoMarcus Vinicius Giestal CostaMatheus Trevizoli BarrachiMauricio ImenezPaulo Renato De Lara Silva RodriguesPedro Luiz Coelho De OliveiraPedro Luiz Coelho De OliveiraPedro Muniz MendesRafael LessaRemerson RegisRenato Alberto PereiraRenato FrançaRenato MesquitaRodrigo TomasiRogério MontanareRui Palmeira Reis JuniorSamir Montalvão FraihaSamuel CabralStenio Nery De OliveiraThiago Augustus Blasco E SilvaThiago BarretoTiago Rutsatz SalomoniVinicius ReisVinicius VitoriaWagner De Castro LopesWagner Dos SantosWill Gamerlife
I welcome Angel Muniz, a 3D Generalist and Technical Artist who shares about her transition into the game industry, talking with Bungie, getting her first job, and going back to school. Hear career advice about how the art field is changing, creating automation, learning integration, and getting your first position. Learn about knowing your value, having mentors, passion & curiosity, and advancing your career. We then discuss hackathons, growing your skills, her VR portfolio, and her love of learning. Hear about emotional intelligence, politics, listening, bodystorming, and how we process information. Discover AI machine learning, building an experience to help with anxiety, XR, wearables, aerospace, and NASA. Learn about integrating XR into education, roles outside of triple-A, different projects she's worked on, challenges around hiring, toxic environments, and thoughts on being neurodivergent. Hear about overwhelming job descriptions, changing skills, the metaverse, wantrepreneurs, reading the room, and not being critical when playing games. Towards the end we talk about networking, connecting with the IGDA, Global Game Jam, the value of GDC, and the game dev community in Houston. Hear about games like Graveyard Keeper, kind words for this podcast, where to connect online, new tech battles, keeping your skills sharp, her mentor's advice on making progress each day, and info on my YouTube presentation about careers outside of traditional game development. Bio: Angel Muniz is originally from Texas, a former NASA JSC - Animation & Graphics Lab 3D Intern, who worked on growing the game industry in Houston —mainly in the XR field. Angel served as a Co-PI for a National Science Foundation Grant & Adjunct Professor for the Dynamic Reality Technology program (AAS in XR) at Coastal Alabama College. With a background in public speaking for high-performance art/PBR & optimization, she was a keynote speaker for the University of Pennsylvania, a guest lecturer at the University of Houston - Computer Science, Microsoft's HoloAcademy in Redmond, Immersive Tech Conference, IGDA, and more. For over 7 years, Angel has worked as a 3D Generalist and Technical Artist - CGI for Amazon AWS, TenGun, TYM Studio, Practical VR, Ong Innovations, and served as a consultant to many more. She's been a professional mentor for the game developer community co-creating and participating in boot camps, hackathons, and one-on-one sessions with artists and developers. She is currently building an application in XR and plans to apply for her 2nd NSF grant to fund her research in behavioral health, communication, and technology. Angel is an advocate for neurodiverse individuals in the field as she continues her work in the game industry. She is an avid learner and seeks to build and utilize new tools in automation for game art in the industry. Show Links: * Substance Designer website * SMU Guildhall website * Digipen website * NSF Grants website * Rain on Your Parade Steam * IGDA website * Global Game Jam website * GDC website * Graveyard Keeper website * The Survivalists Steam * Detroit: Become Human Wikipedia * Joowon Kim SMU Guildhall * Careers Options Beyond Traditional Game Development me on YouTube Connect Links: *Angel Muniz LinkedIn *Angel Muniz website Game Dev Advice Links: * Game Dev Advice Patreon: please help support the show if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers: I'm hiring lots of roles! * Game Dev Advice hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
"I'm a work in progress." Reality TV Celeb Colt Johnson teaches some profoundly deep and surprisingly inspirational things about what he has learned as he has "examined himself" as part of TLC's most popular franchise ever: 90 Day Fiance and its various spinoffs. Colt shares the truth about who he is and some of the circumstances in his earlier life that have been difficult to manage. He has been loved and hated by millions of people around the globe. His life has been both messy *and televised for the past 5 years, and his life has been documented through an engagement and marriage, domestic violence, divorce, shallow rebound, affair, second engagement, second marriage, pregnancy, and miscarriage, all while living with his widowed mother. But now he is thinking grown-ass-man shit. Where he is now is new and he shares the mature things he is trying to do to make his life meaningful. Colt dropped out of homeschool in 5th grade. His over-protective mother and mostly-disengaged father did the best they could. In his early 20's he walked into his dad's apartment and found him dead. He has lived with his mother ever since. He has been ridiculed for his codependent relationship with his mom. He didn't learn to drive until he was 28. He eventually graduated from the prestigious DigiPen with a bachelor's degree in computer science and created software for Formula One, Indy Car and The Boeing Company, which awarded him the Boeing Performance Excellence Award in 2014. He is currently trying to distance himself from destructive patterns and he shares never-before discussed details of his ongoing development as a man. --- Send in a voice message: https://anchor.fm/alphaquorum/message
Our twenty-fourth episode of the Shinesparkers Podcast stars Lawrence Schwedler, the composer of Metroid Prime Hunters, and many other video game soundtracks during the Nintendo 64 and GameCube era, while at NST (Nintendo Software Technology). Lawrence shares his memories of working on Metroid Prime Hunters, and answers our questions, and shares his thoughts on topics […]
Lawrence Schwedler is a program director for the music and sound design program at Digipen. He previously spent a considerable amount of years working at NST on games such as Metroid Prime Hunters, Pokemon Puzzle League and Mario Vs Donkey Kong. Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! #ad TIMESTAMPS 00:00 - Manscaped Sponsor Segment/Intro 02:30 - How Lawrence Ended Up Working For Nintendo 06:50 - Music Lawrence Submitted For NST Job Application/MIDI Data 10:50 - Limitations Of The Nintendo DS/ComposingThe Music For Metroid Prime Hunters 15:40 - Lawrence Got Little Direction From Nintendo On MPH Music/Metroid Prime's Influence On MPH Music 19:50 - The One MPH Piece That Nintendo Told Him To Correct 21:00 - Work Structure At NST/Music For First Hunt 23:20 - Kenji Yamamoto's Guidance Of Music For MPH 26:26 - Differences Between Audio In Film & Games/Soundscapes 28:25 - Blurring The Line Between Sound Design & Music 30:10 - Music & Sound Design Of Zelda: Breath Of The Wild/Non Linear Implementation 32:10 - Time Spent On Sound Design/Revisions On Mario Vs Donkey Kong 33:43 - Being A Good Composer Is No Longer Good Enough/Audiokinetic Wwise 37:02 - Requirements To Get Into Digipen BA In Arts Of Music & Sound Design 40:20 - Sound Design Starts With Music/Learning A Vast Amount Of Skills 47:42 - Lawrence Feels An Obligation To Teach Students Skills That Won't Become Obsolete 53:45 - Being Real With Students On How Competitive The Audio Space Is 56:38 - Music Design/Laying The Foundation For Students To Find A Job 1:00:30 - Imposter Syndrome/Working For Nintendo Was Some Of The Most Stressful Times For Lawrence 1:03:45 - Lawrence Has A Twitch Lecture On Zelda: Breath Of The Wild
Yes! You read the title right! That long-awaited mailbag episode we promised is FINALLY here!!! We spent an afternoon talking about comic books, board games, and of course The Kingkiller Chronicle to answer all your burning questions. We also turned the tables on our family and friends with some funny and cute interviews of the people who love us most! Along the way we still managed to get some interesting facts courtesy of Will's sister Anna, and an interview with Will's personal phronemos: his grandfather Jack. Somewhere along the way, Will promised I'd share links to games I made at DigiPen and probably one or two other things I've forgotten about. Those will show up at Patreon.com/waystonepod for all the world to see. We hope you love it as much as we did.
In this episode, we talk with John Doran, a former instructor at Digipen and current Game Design instructor at Bradley University. He is also the author of 14 books on topics such as Unity and Unreal games engines.Check out all of his books here: https://www.packtpub.com/authors/john...His latest book on Unity 2020 can be found here:https://www.amazon.com/Unity-2020-Mob...Let's get started!Social Media
Support Topic Lords on Patreon and get episodes a week early! (https://www.patreon.com/topiclords) Lords: * Ryan (@ryanikecomposer) made a great grilled cheese sandwich in an air fryer two weeks ago. * https://en.wikipedia.org/wiki/Air_fryer * Alexander is a math professor at DigiPen and trades his chicken flock's eggs to a neighbor for home-roasted coffee beans. * https://www.quora.com/profile/Alexander-Young-2 Topics: * 8:41 Creativity from a seed vs from a box * 18:41 Every fucking comedy trailer in the 90s used Hall of the Mountain king and it sucked and I hated it and why don't we do that any more * https://www.20k.org/episodes/thebooj * 29:04 Some guy you just met asks to install an HDMI port on your foot. You decide to go for it. When you plug in a TV, what's playing on your foot? * https://en.wikipedia.org/wiki/TonyHawk%27sSkate_Jam * https://twitter.com/tonyhawk/status/5184156673 * 40:12 David asks: "Yak shaving in your profession or hobby" * https://i.imgur.com/t0XHtgJ.gif * https://en.wikipedia.org/wiki/Timeboxing * 49:01 I think about the "abstinence train" from a high school health class video once a week. How can I turn this from distraction into motivation? * 1:02:00 Multi-lingual animals Microtopics: * Making a transcendent grilled cheese in the air fryer. * Dipping food in terrifyingly hot golden juice that might burn your face off. * Walking into your friend's house and seeing an edifice. * Esoteric kitchen appliances that we find invaluable. * A Kevin Bacon co-working situation. * An espresso machine where you have to screw the lid down properly or it explodes. * The adrenaline rush of surviving the cooking process making the food taste way better. * Trading your chicken's fresh eggs for your neighbor's home-roasted coffee beans. * Trading jam games for fresh jam. * Getting super excited by discovering that something is impossible. * Proving the theorem that something can never be equal to something else. * Using a constraint to make something new. * AI-driven space helmets that generate plausible sounds for the space vista you're looking at. * A naval battle In Space!!; * Taking the script of an existing movie and adding a bunch of jokes to it. * Everybody knowing that Shakespeare was a hack but being afraid to say it. * Marching on the National Mall shrieking about public domain music usage in movie trailers. * Getting nostalgic about trends you always hated. * Aphantasia but for envisioning loudspeakers. * Being the kind of kid that keeps a database of classical music used in film trailers. * Owen Wilson's goblin-like face, sitting in his hall. * Looney Tunes characters creeping around while pizzicato strings punctuate their footsteps. * All classical music being recontextualized as Looney Tunes music. * John Williams changing one note of your opus and now it's the soundtrack to Star Wars. * Learning to play a mid-90s cartoon theme on harpsichord and realizing it's basically Hall of the Mountain King with every third note removed. * The booj. * Listening to a fake movie trailer and growing excited for a movie that doesn't exist. * A young child singing a Judas Priest song as if it's a nursery rhyme. * Putting the booj in trailers for Casablanca and giving 1940s audiences a heart attack. * Playing the booj outside ancient Rome and Romans inventing the film camera because they want to see the movie so badly. * Somehow removing even more agency from a "would you rather" question. * The HDMI port in your foot playing pretzel advertisements. * Asking your friend if they see the creepy guy staring at the camera in the background of this People's Court episode, but your friend can't get past that the TV episode is playing via an HDMI port on your foot. * Being assured that whatever comes out of your foot won't kill you. * The HDMI port in your foot not hurting unless you try to run. * The HDMI port on your foot playing memories of you running with the Columbia City Running Club. * Forgetting to run your brain screen saver and getting brain burn-in and the last thing someone said to you faintly ringing in your head forever. * An AR Tony Hawk skating game where you skate on power lines by holding your phone camera up to them. * Tony Hawk being a Pokemon. * The cat bus from My Neighbor Totoro. * Toddlers discovering the front yard. * A toddler whaling on a cat but she refuses to run away and just gets annoyed. * Getting all your cat poking and yanking out of the way as a toddler. * Yak shaving being a metaphor, hopefully. * Getting anxiety from hearing yak shaving explained. * Growing up with an antagonistic relationship with sleeping and by extension your own body. * Thinking of sleep as step 0 for anything you want to get done tomorrow. * Wanting a free uninterrupted hour and getting it by sleeping an hour less tonight. * The hemispheres of your brain having two different chronotypes. * Trying way too hard to relate to the teens. * Teens in the 90s being way into locomotives. * Three humans dressed up as train cars heading for Abstinence Street and the caboose trying to unhook himself because he wants to feel something right now. * The two front cars of the train polycule trying to convince the caboose that Abstinence Street is really cool actually. * The Abstinence Train PSA being the direct inspiration for The Human Centipede. * Ryan being the caboose in this metaphor. * The awards organization that gives you a trophy for eating your very last peanut butter and jelly sandwich. * An abstinent train polycule in the railyard of ideas, validating each other's impulses. * An abstinent train polycule changing the law to allow polygamy. * Becoming a Zen Master but when your followers think you're meditating, you're actually repeating the Abstinence Train PSA in your head. * Finally finding the Abstinence Train on YouTube and vaporizing into the atmosphere, your purpose fulfilled. * A homebrew recreation of the famous Abstinence Train video. * The results you get when you type "Abstinence Train" into YouTube. * Wanting to get a job at Google to fix YouTube's search engine so you can search for "Abstinence Train" but having to shave a yak first. * Mean Girls but all the time and they never grow out of it. * Chickens having a particular call they make when a hawk appears that means everyone should hide. * A crow that knows when chickens are warning other chickens about the incipient hawk. * Being very frustrated that the host put the topics in the wrong order. * The host leaving the show early but the guests continuing to talk for another fifteen minutes. * Assuring the listener that you're not bragging when you explain just how many podcasts you've been on. * Being called out by a podcast you were listening to but not otherwise involved in. * Being a doctor of mathematics but weighing in on whether dinosaurs were domesticable because it's Quora after all. * Chickens being way more shareable than your latest math problem. * Remembering the face of the human that threatened your nest. * Making decoy nests to fool the government agency trying to get rid of you. * A crow really just being a black pigeon. * The sound of a juvenile crow hassling their mom for food. * Throwing an olive at a murder of crows to meet the one crow who is willing to approach it like it's a live grenade. * Seattle residents exchanging crow attack stories. * Jim not being here to ask you if you want to plug anything.
Following on from our DGC series on 2002's Eternal Darkness, we talk with designer Brad Furminger, who got his start at Silicon Knights working on Eternal Darkness and an earlier version of Too Human. We talk about design choices on Eternal Darkness and get lots of little stories. Podcast breakdown: 0:42 Interview segment 1:03:35 Break 1:04:06 Feedback Issues covered: getting in with geographical luck, progressively getting into deeper discussions with a future employer, becoming second party with Nintendo, being at a teaching developer, diversity of background and interests, structuring for various characters, studying the game bible, working with tough tools, the "glamour" of game development, having an intense crunch, what doesn't kill you makes you stronger, not being able to show fear, having a learning moment that lasts, a four-room prototype, meeting ED, building worlds and universes and not just individual games, a universe with mystery, diversity of characters, a strong positive female role model, the ancient ones and their machinations, establishing the importance of places in the world, building and rebuilding the world, returning to a place and knowing where to go, blending the player and character experience, the meta effects, the adventure game beginnings, sanity effects coming from the whole team, incorporating good ideas as a designer, Brad's favorite meta sanity effect, the difficulty of going low sanity, "You need keys that aren't keys," illustrative koans, finding ways to connect Alex through the chapters as keys, teaching the player to navigate the unknown, Nintendo's excellent QA department, finding a weird.... hardware bug?, PEBCAC, sacrificing a feature to make the game a little more approachable, seeing the flaws in our own work, making not enough use of the body part targeting, having to change to Pargon for Japanese, the magic system, developing around four plays, the percentage of people who finish a game having started it, hoping rather than expecting people would play more than once, making changes that cut down on differentiation of playthroughs but benefited QA, getting into teaching, getting experimental in classes, the impact of 9/11 on Eternal Darkness, Bush invoking the Crusades, incorporating development lessons into teaching, a game recommendation, the impact of fans in keeping games alive and playable, usability testing and playtesting, getting information about the whole player, blind testing, having that discomfort and not saying anything about play, getting a sense of what the player is experiencing, giving voice to what you're playing, pushback on playtesting, using different departments to playtest, seeing and not reading, usability issues again. Games, people, and influences mentioned or discussed: World of Warcraft, Silicon Knights, Metal Gear Solid: Twin Snakes, Too Human, Bedlam Games, D&D: Daggerdale, George Brown College, Toronto Film School, Denis Dyack, Legacy of Kain: Blood Omen, Full Sail, DigiPen, Sandbox Studios, Digital Extremes, PlayStation 1, Nintendo 64, GameCube, Nintendo, Ted Travor, Sierra, King's Quest, Space Quest, Robyn Miller, MYST, Lovecraft, Shigeru Miyamoto, Trevor Fencott, Runbow, 13AM Games, Jedi Starfighter, DLC Podcast, Jeff Cannata, Christian Spicer, Alynne O., FromSoft, Shadow Tower Abyss, Metroid Prime, Half-Life 2, King's Field, Dark Souls/Bloodborne, Owen Lawson, TIE Fighter, X-Com, Dark Forces, Planescape: Torment, Star Control 2, Stardock, Lucas Rizoli, Microsoft, Republic Commando, Michael Abbott, Valve, Blizzard, Jeffrey Sondin-Kung (Pinecone), LEC-Game Theory, Zachary Crownover, Johnny Pockets, John Romero, Persona 5. Links: Patrick Klepek on Mizzurna Falls Next time: Up to level 20 (?ish) in World of Warcraft https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Jesse y Roland, equipo y familia de artista y programador, hablando de su experiencia estudiando en DigiPen.
Entrevista a Pedro Rivero, impulsor de Animakom Fest, en Euskadi Hoy Magazine. Con Iratxe Celis y Aintzane Juaristi. La tercera edición de ANIMAKOM FEST se inaugurara? el martes, 2 de Abril, con el largometraje “Black Is Beltza” del director Fermi?n Muguruza en la sesio?n semanal del Cineclub FAS en el Salo?n El Carmen. El mie?rcoles, 3 de Abril, estara? dedicado completamente a la animacio?n local, comenzando con un encuentro de productores vascos en el centro DigiPen, que acogera? tambie?n una master class de Myriam Ballesteros. Las proyecciones de cortometrajes a competicio?n tendra?n lugar en la Sala Bilborock entre los di?as 4 y 6 de Abril, complementándose con sesiones infantiles en el Instituto France?s y la Sala Dock del edificio BBF. Uno de los objetivos de ANIMAKOM FEST es significar el trabajo de las realizadoras, ilustradoras y animadoras de la comunidad internacional de la animacio?n, otorgando en cada edicio?n un Premio Animakom como tributo y reconocimiento a su carrera. En esta edicio?n, el festival entregara? este galardo?n nada menos que a cinco realizadoras vascas, Myriam Ballesteros, Isabel Herguera, Izibene On?ederra, Maite Ruiz de Austri y Begon?a Vicario, en un acto que tendra? lugar el mie?rcoles 3 de abril a las 19.30 horas en la Sala Cu?pula del Teatro Campos Eli?seos.
Entrevista a Pedro Rivero, impulsor de Animakom Fest, en Euskadi Hoy Magazine. Con Iratxe Celis y Aintzane Juaristi. La tercera edición de ANIMAKOM FEST se inaugurara? el martes, 2 de Abril, con el largometraje “Black Is Beltza” del director Fermi?n Muguruza en la sesio?n semanal del Cineclub FAS en el Salo?n El Carmen. El mie?rcoles, 3 de Abril, estara? dedicado completamente a la animacio?n local, comenzando con un encuentro de productores vascos en el centro DigiPen, que acogera? tambie?n una master class de Myriam Ballesteros. Las proyecciones de cortometrajes a competicio?n tendra?n lugar en la Sala Bilborock entre los di?as 4 y 6 de Abril, complementándose con sesiones infantiles en el Instituto France?s y la Sala Dock del edificio BBF. Uno de los objetivos de ANIMAKOM FEST es significar el trabajo de las realizadoras, ilustradoras y animadoras de la comunidad internacional de la animacio?n, otorgando en cada edicio?n un Premio Animakom como tributo y reconocimiento a su carrera. En esta edicio?n, el festival entregara? este galardo?n nada menos que a cinco realizadoras vascas, Myriam Ballesteros, Isabel Herguera, Izibene On?ederra, Maite Ruiz de Austri y Begon?a Vicario, en un acto que tendra? lugar el mie?rcoles 3 de abril a las 19.30 horas en la Sala Cu?pula del Teatro Campos Eli?seos.
Stephen and Shannon, a married couple living in Seattle, WA, make up Pepper Jill and Jack. But on top of that, they have the Give Back Brass Band, Shannon sings in two other groups, Stephen plays for other groups, teaches at DigiPen, and has independent students and a church choir. This inspiring and talented choir deserves our support. Check them out on their websites, buy their first album, and follow them on Facebook so you hear about the next album (and the baby due in May 2019!) www.stephenobent.com www.pepperjillandjack.com The church is Bellevue First Congregational Church, Bellevue, WA. Join us any Sunday. Join the Every Sing podcast group on Facebook at www.facebook.com/groups/1711090705861666/ Every Sing on Twitter: @Every_Sing_Pod Nancy’s website: NancyBos.net Podcast Cover Art by Ken Feisel at kenfeiseldesign.com
Ginger and Lo discuss the financial reprocussions of procreating, with digressions into the horrors of changing for P.E. and the embarassment of thinking you're a fall when you're most likely a spring. Join them as they explore thier big feelings about school fundraisers, and the wonderful prizes that are publicly presented to you when you sell the most crap. They also talk shit about dance moms. In the 2nd half they chat about the murders of Lynettee (whose name Lo totally pronounced wrong) and Kaylene Keller. Kaylene loved Skyrim and was going to attend Digipen to become a video game designer. Please donate to her scholarship fund. Peter Keller was Gary Ridgway level creepy and boring. Logo By Randy Wood Music by Komiku
We enjoy cake (even though the cake is a lie) in Portal. Developer: Valve Corporation | Publisher: Valve Corporation | Release Date: October 10, 2007 Jacob, Mike and Moe make some extreme trust leaps, talk extensively about Mirror's Edge and laugh at some great comedic writing. Join our Discord server! Go to LeftBehindGame.Club and scroll down to the Discord section of the homepage! If you love the show, please consider a review on iTunes. It helps a lot. Players: Jacob McCourt (@JacobMcCourt), Michael Ruffolo (@ruffolom) and Moe Murtadi (@mmurtadi) Website: LeftBehindGame.Club | Twitter: @LeftBehindClub | Instagram: @LeftBehindGameClub Show Notes (spoilers): 2:00 Remember when Valve made video games? 2:15 Is Moe secretly the owner of @IsHL3OutYet? 3:00 The Digipen connection & Narbacular Drop 4:20 The Orange Box 5:55 How does Portal start? 7:45 The difficulty ramp 9:00 Jacob compares Portal to The Witness 11:20 Mike praises Erik Wolpaw and Mike Morasky's writing 14:20 Jacob avoided 11 years of Portal spoilers 15:50 We talk about our favourite levels! 19:00 Jacob used a walkthrough 21:20 Jacob asks about the Weighted Companion Cube 23:35 The Source engine was the engine for physics 24:50 The final boss encounter with GLaDOS 28:05 Connecting Portal and Mirror's Edge 30:45 Jacob brings up the PS3 version of the Orange Box 31:25 Our final thoughts about Portal
In this episode, we talk with Tad Leckman, a multi-talented artist who is now teaching and guiding new art students into their future careers. With a background both in entertainment and education, Tad Leckman has spent the past twenty years focused on the learning and development of artists, designers, writers and engineers. After a successful career as a digital artist and supervisor at Industrial Light and Magic, Tad changed his focus to teaching full-time, and has taught at Academy of Art University, Savannah College of Art and Design, NYU, Escape Studios and University of California Santa Cruz. In 2008, Tad returned to Lucasfilm as Director of Training, overseeing The Jedi Masters Program, staff development and internships for the company's combined animation, visual effects and game development studio in Singapore. Tad has held senior learning and development roles at Blizzard Entertainment and Riot Games. Tad is currently a Visiting Assistant Professor at UCSC, teaching graduate and undergraduate game development and professional practices classes. Tad has lectured at SIGGRAPH, SIGGRAPH Asia, The Brooklyn Art Museum, AnimFX/NZ, CG Overdrive, Games Asia, Seoul International Animation and Cartoon Festival, DigiPen, Savannah Film Festival, VES Festival of Visual Effects, National Youth Leadership Forum on Technology, Port Townsend Film Festival, QuickTime Live!. Tad's Website: http://www.leckman.com/tad/ Tad's Twitter: https://twitter.com/tadleckman Frank’s Twitter: twitter.com/phoenixred Kristen’s Twitter: twitter.com/MiniWhiteRabbit
Playing With Power: A Mature, Unofficial Nintendo Power Retrospective Podcast
BOOM we immediately kick things off with guests Dylan and Ivan to vote on the '95 Nester Awards. Then we dig in on Player's Pulse, NBA Jam knockoff College Slam, Frantic Flea, the horror that is Cutthroat Island, Super Mario Kart again (96 has been a slow year for Nintendo so far), Digipen student projects, the godawful Tetris 3-D for Virtual Boy, a Ken Griffey Jr. interview, and more! Phew. It's a jam packed first half of the issue. Don't miss out! Download now.
3D printing is having an effect on the way things are made. This episode talks about what those things are, how it benefits us all and how you can get involved. Chris Dombos knows a thing or two about 3D printing, and he is also a massive FX nerd so we got on rather well. Having met him first at LA IMATS in Jan 2017 (I discovered he had some of the original Lost Boys moulds), it made sense to catch up when he came over to London recently. Of course, I figured bring the mic and make a podcast out of it. We recorded in a cemetery in London, so there are background noises. The whole gamut of life - cars, sirens, passing people, kids, birds in the sky, aircraft, wind – it’s all there in a place of the dead. It's all background, our audio is clear and we chatted about a number of great topics which matter to anyone who makes things. This includes: There have been a number of auctions as big FX shops started scaling down! This means that the larger shops have all but disappeared but more smaller operations opening up. Props Store London https://propstore.com/ Importance of design and the danger of generic, the process informing the look. Occulus Medium: https://www.oculus.com/medium/ Cost of CAD programs - the free and the fortunes. Digital sculpting revealing an artists lack of anatomical understanding, and how an understanding of form is essential to good sculpture regardless of the medium – clay or pixels. Costs or materials v digital process. It exists as a process, will only get better. The increased incident of joined up thinking, and how digital FX uses a team to create what would have been the job of one person, teams fitting together. For practical FX this wider collaboration is a new thing. We also mention some great artists. These include: Norman Cabreara https://www.instagram.com/norman_cabrera_monsters/ Steve Wang https://www.instagram.com/stevewangcreaturecreator/ Gio Nakpil http://gionakpil.com/ Bill Corso https://www.stanwinstonschool.com/artists/special-effects-makeup-artist-bill-corso Digital Makeup Group - http://www.digitalmakeupgroup.com/ Adam beane and 'CS Wax' http://www.adambeaneindustries.com/cx5/ Landon Meier http://www.hyperflesh.com/ Jose Fernandez and http://ironheadstudio.com/ Software and websites to help include: Modo https://www.foundry.com/products/modo Places to learn 3D Sculpting https://www.renderosity.com/ http://www.wings3d.com/ Sculptris http://pixologic.com/sculptris/ ZBrush Central http://www.zbrushcentral.com/ ZBrush http://pixologic.com/zclassroom/ ZBrush Core https://store.pixologic.com/zbrushcore/ who listened to sculptors to make the software work for sculpture. Mudbox (https://www.autodesk.com/products/mudbox/overview ), DigiPen https://www.digipen.edu/ Gnomon https://www.gnomon.edu/ Pluralsight (Formerly Digital Tutors) https://www.pluralsight.com/ https://www.gentlegiantstudios.com/ https://3dprinting.com/what-is-3d-printing/ Reality Capture – photogrammetry software https://www.capturingreality.com/ Hope you enjoy this episode - It's exciting and scary at the same time for me. Check us out on Facebook, https://www.facebook.com/stuartandtodd/ or email us direct at stuartandtodd@gmail.com! - Stuart & Todd
Sonia Michaels - “There are a lot of really qualified people out there and so when I have three people that have similar degrees, similar qualifications, and similar experience. You're going to hire the one that seems like they're going to be the best to work with because no one wants to work with a jerk.” Sonia Michaels is a senior lecturer at Digipen where she helps students create outstanding career search materials, develop their professional networking skills, and launch their careers in the game industry. Under her guidance, students and alumni have earned positions at Blizzard, Riot Games, Bungie, Microsoft, Amazon, and many more. Keypoints: She didn't know there was a job opportunity for teaching communication within the game industry, until she began preparing her students at DigiPen to launch their careersThere is no awesome job called Game Idea GuyCritical thinking is essentialUsing custom resumes and cover letterHow to do phone interviews Important to explain how you will fit in with the company and what you will contributeAwesome people are helping to reduce crunch time practicesAvoid using a premade templateAdd your personal branding into your resumeNo one wants to work with a jerk!Excited about more narrative driven gamesAnd much moreConnect: EmailL sonia.michaels@gmail.com / smichaels@digipen.eduTwitter : @soniaghmLinkedin DigiPen Institute of Technology Career Consulting - soyouwanttomakegames GDC Sonia Michaels: Get Noticed & Get Hired Resources: GDC Conference Associate Chris Deleon GamkedoGame developer Resources by David Arcila Trello Kate Edwards Former IGDA Exec. Director and now does Game Culturalization on Geogrify.comGDC Mata Haggis: Storytelling Tools to Boost Your Indie Game’s Narrative and Gameplay PeopleRemember that knowledge is only Potential power, Execution is the game. I highly encourage you take what you learn and put it to good use. Don’t let it go to waste. Connect with my guests and ask them questions, they are willing to help. Comment below to share your thoughts and experience because I read every single message. Subscribe to the podcast to hear more inspiring stories. Thank you for your time! www.gamedevloadout.com
Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. This week we welcome Dario Casali, a level designer who worked on Half-Life and is still with the company all these years later. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:39 Interview with Dario Casali 1:04:41 Break 1:05:03 Feedback segment Issues covered: current status of Tacoma, games in 1993, connecting with a serial cable, newsgroups and Usenet, bundling up levels to sell, connecting over the early Internet, getting into Valve, the magic of Seattle weather, describing how your levels work as part of the interview, an interview between peers, having only the pieces and pulling them together, technology coming online and throwing away a lot of levels beforehand, creating structure by drawing with charcoal on big pieces of paper, having a central focus for a level because designers came up with their own ideas, unifying the design, setting core hours starting from 11am, integrating a new mechanic, competing with one another's levels and with other companies, not wanting long stretches without something new, paranoia and passion and terror, Quake Engine Licensee Cold War, level transition technology, hokey conventions, maintaining complete control of the character, having doors to begin and end the level, having to implement your own stuff even up to save and load, mixing and matching mechanics, not confusing the player: show them a puzzle clearly and then layer complexity for them to figure out, not stopping the player, playtesting was number one, creative autonomy, single-player vs multi-player design effort per second of play, level design and programming interactions, corrupting the Borg-like purity of programmers' work, how level design has changed in two decades, the products should change but the people shouldn't have to, maintaining the culture, doing a thing every day, getting less terrible day by day, finding the thing that undergirds a new Half-Life, having access to the source, analysis paralysis, constraints in engines, Hackathon weeks, bending engines, you can't shut him up. Games, people, and influences mentioned or discussed: Tacoma, Starcraft (obliquely), Milo Casali, Quake, Doom, LucasArts, Chris Klie, Magic: The Gathering, Richard Garfield, id Software, Shawn Green, American McGee, Ted Backman, Marc Laidlaw, code name Quiver, Kelly Bailey, John Guthrie, Fallout, Sin, Daikatana, Jay Stelly, Unreal, Portal, Left 4 Dead, Team Fortress, 343 Industries, Microsoft, Gabe Newell, Bethesda Game Studios, Brian Robb, John Webb, DotA 2, IceFrog, Narbacular Drop, DigiPen, Counterstrike, Forge, Halo, June, Jonathan DeLuca, SuperGiant Games, Greg Kasavin, Bastion, Transistor, Amir Rao, Zelda, Metroid, Shovel Knight, Brian Taylor, Indiana Jones and the Infernal Machine, Skyrim, Starfighter, Rich Davis, Jedi Starfighter, Andrew Kirmse, lucasrizoli, TakLocke, BattleTech, MechWarrior, MechAssault, TIE Fighter, Steel Battalion, Trent Polack, Steel Hunters, Joy Machine Games, FASA, Shadowrun, Jordan Weisman, Haden Blackman, Crossbones, Bachs, Fernandez, Chad Barth, Shibby Train, Fallout 3, The Last Guardian. Next time: We will play and discuss a bit of Half-Life 2 @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. We talk about the much-maligned final levels and understand where they came from and then turn to a few pillars. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the end! Podcast breakdown: 0:35 End of the game 51:40 Break 52:10 Takeaways and Feedback Issues covered: weather and climate change, teleportation and level connectivity, landmarks, teleporting all over the level, unfair design, planning and execution, competence and player empowerment, obsession with permutation, explaining teleportation through visuals, good teleportation design in Portal, bigger payback for more work, limitations in AI make sense and reinforce the story/space, minimal use of character lending importance, G-man as hook character for HL2, bleedthrough of Xen into Black Mesa, control precision (or lack thereof), upping the ante at the end of a game, elite players and first-person navigation, relearning a lot of rules, trying to create recognizable spaces in alien world, throwing lots of spaghetti at the wall, knowing your limitations, sunk cost fallacy, having faith in your vision, the thing that brings nothingness, incorporating teleportation into baby battle, brute forcing a boss, false choice, bridge story from Half-Life to Half-Life 2, fully realized sense of place, connected level design, sensible spaces and narrative ties, making AI look smart and interesting and motivated, direct relation of place to gameplay, accuracy of hours played, interview guest, feedback. Games, people, and influences mentioned or discussed: Tacoma, Portal, Left 4 Dead, DigiPen, Kim Swift, Half-Life 2, Twin Peaks, X-Files, Starfighter, Troy Mashburn, Doom, Quake, System Shock 2, Republic Commando, Eraserhead, Rayman 3D, June, Planescape, Final Fantasy IX, Valve, Marc Laidlaw, Gamer Lawyer, Firewatch, Breath of the Wild, Assassin's Creed, Far Cry, The Crew, Ghost Recon, Resident Evil, The Evil Within, Wasteland, The Last Guardian, lucasrizoli, Reed Knight, Darren Johnson, Diplomacy, Dan Connors, Telltale, briAnderson66(maybe), Doc16109, ToeJam and Earl. Next time: Interview episode @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
En esta ocasión Fran ( @ronsonmaria ) charla con Ignacio Zarrantz ( @IgnacioFase78 ) sobre el @indiebonusfest que tendrá lugarpróximo 12 de diciembre a las 10:00 en Gran vía de Hospitalet de Llobregat, ese día todos los amantes de los videojuegos indies no podéis faltar a la cita. Habilitaremos salas para diferentes presentaciones en las que disfrutaremos de estos títulos como nunca antes lo hemos hecho. Novedades como el próximo RIME de Tequila Works o el ya conocido y aclamado Randal's Monday, contaremos con la participación en vivo de ponentes de la talla de Francisco Tellez (Unepic), que nos mostará en exclusiva y a puerta cerrada material de su nuevo título, o de Jon Cortázar (Relevo Videogames) que nos mostrará su Baboon para PSVita. Pero tampoco faltarán a la cita videojuegos homebrew para consolas y ordenadores clásicos. Nos acompañarán grupos como los Mojon Twins o 1985 Alternativo para presentarnos todas sus novedades. Gracias a las magníficas salas de los cines Filmax de Gran Via 2, podremos disfrutar de Nitronic Rush de DigiPen como nunca antes. Pero además también tendréis campeonatos y torneos de Pro Evolution Soccer 2016, Dragon Ball Xenoverse, Saint Seiya: Soldier’s Soul y juegos retro de los que nos gustan, como Sunset Riders, Bucky O’Hare, Teenage Mutant Ninja Turtles, X-Men… Todos gestionados por los que más saben de esto: PixelsMansion, Zona Versus y Game Museum. Y aprovechando los torneos de Dragon Ball y Saint Seiya así como las instalaciones, no podíamos perder la oportunidad de tener pases de cine en las propias salas de estas y otras sagas como Mazinger Z, gracias a Selecta-Visión. Canta sus cabeceras a pleno pulmón, ¡vuelve a sentirte como aquel niño, rodeado de amigos y disfrutando como nunca! Por supuesto tendremos charlas relacionadas y los compañeros de la asociación A.R.C.A.D.E. se encargarán de calentar motores trayendo algunas de sus máquinas recreativas. ¿Te lo vas a perder? Asegúrate tu entrada (aforo limitado) adquiriendo tu entrada desde web de Cines Filmax. La entrada normal te da acceso a todas las salas, hasta completar aforo. Si quieres asegurarte participar en cualquiera de los torneos, es importante que selecciones el pase de jugador. ¡Os esperamos allí!
He's the man who found the unkillable Goomba, and collected the uncollectable coin in Super Mario 64. Splashed across the front page of Yahoo, Kotaky and more, he's the irrepressible PannenKoek2012, the single greates font of wisdom for all things Super Mario 64. It's a fascinating discussion. (Also pinch hitting for DutchMogul is DigiPen's favorite son, Doug Zwick.) Before that the gang discusses Gamescom! Go for Rainbow discussing news and new/upcoming?? Can it be? Yes. Rate us on iTunes! We Love you GoForRainbow@gmail.com
Episode 7: Today's a quick one! We're on a time limit! Guest Ian Shores joins us again to talk werewolf jail and tabletop games and movies and comics and-
Episode 6: In this delicious episode, Special guest Khalil "Mills" Moutrie joins us while Alek is out on assignment. We talk games we've been playing, Steam sales, food, and crowdsourced chat questions.
Episode 5: Special guest Ian Shores joins us to talk sound design, E3, and what we've been playing
Episode 4: Special guests Davis and Laura join us to talk about games, while Logan is on the road
Episode 3: Despite technical issues halfway through the podcast, we talk about games while creepy iPad David stares at the audience
Episode 2: 05-23-14
Episode 1
This week we ditch the versus format to speak with chiptune compser Doug Zwick about his game Super Space Blank and about the daily life at Digipen Institute of Technology where he studies game design. Games: Pac Man CE Deluxe +, Super Space Blank, Legend of Zelda, Deadly Premonition, Link's Awakening, FTL, Katamari Damacy, Mega Man Series, VVVVVV, Retro City Rampage, Ducktales Remastered, Super Hexagon, Superbrothers: Sword and Sworcery EP, Mighty Switch Force, Shantae Series, Prince of Persia (Original) Please take a second to rate us on iTunes! We love you! Twitter: @GoForRainbow Email: GoForRainbow@gmail.com
Nitronic Rush... it's racing, survival, platforming and so much more!
Did you miss us? We missed you, too. It's pretty obvious why we weren't around to podcast. We were a little busy at PAX East in Boston. But we brought back presents! And here's the first one: A whole bunch of developer interviews. What's in the bag, you ask? Well, nothing but good stuff, including: Sleeping Dogs Firefall War of the Roses Fable Heroes On-floor commentary between Nick Dinicola and Edie Sellers about a number of games on display, including Steel Battalion, Wreckateer, Showdown Effect, the new Rain Slicked Precipice of Darkness, independent games from Digipen, Witcher 2 for the Xbox, and Xcom Enemy Unknown. We'll be back with new stuff in another week, so don't worry. We'll be there. Enjoy.