Podcasts about game developer magazine

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Best podcasts about game developer magazine

Latest podcast episodes about game developer magazine

Geeks Of The Valley
#103 Indie Dreams & Gaming Insights with Execution Labs' Jason Della Rocca

Geeks Of The Valley

Play Episode Listen Later Nov 11, 2024 40:23


Ever wondered how small indie studios become global game changers? Jason Della Rocca—game industry entrepreneur, funding advisor, and co-founder of Execution Labs—shares his extensive experience in transforming the game industry. He provides unique insights into pitching, funding, and ecosystem development, offering a glimpse into what it takes to thrive in the competitive game industry. Jason Della Rocca is a game industry entrepreneur, funding advisor, and cluster expert. He specializes in business/partnership development, pitching/funding, and ecosystem/cluster development. As the co-founder of Executions Labs, he was a hands-on early-stage investor to over 20 independent game studios from North America and Europe. Between 2000-09 he served as the executive director of the International Game Developers Association (IGDA), and was honored for his industry-building efforts with the inaugural Ambassador Award at the Game Developers Conference. In 2009, Jason was named to Game Developer Magazine's “Power50,” a list which profiles 50 of the most important contributors to the state of the game industry. As a sought-after expert on the game industry, Jason has lectured at conferences and universities worldwide. LinkedIn: https://www.linkedin.com/in/jasondellarocca/ Website: https://www.executionlabs.com/ --- Support this podcast: https://podcasters.spotify.com/pod/show/geeksofthevalley/support

The Insert Credit Show
Ep. 340 - Dog Eyeballs

The Insert Credit Show

Play Episode Listen Later May 27, 2024 55:32


The leading minds in video games confer on past visual design choices, how bad minigames happen, and the Shenmue MMO, ShenMMO. Hosted by Alex Jaffe, with Frank Cifaldi, Tim Rogers, and Brandon Sheffield. Edited by Esper Quinn, original music by Kurt Feldman. Questions this week: Brandon, can you defend this Game Developer Magazine cover? (08:03) Why do bad minigames happen? (16:39) What have you closed the door on in video games, both recreationally and professionally? (21:50) If you had to wear the same video game t-shirt every day and get complimented on it or you'd die, what would it be? (27:30) Insert Credit Quick Break: Legendary Puns (35:18) Chopemon asks: What video game “booms” have their been? (37:36) What is the getting to the bus stop at the exact same time as your bus of video games? (44:04) LIGHTNING ROUND: GameFAQ&As - Minecraft (49:26) Recommendations and Outro (51:47) Discuss this episode in the Insert Credit Forums A SMALL SELECTION OF THINGS REFERENCED: Darkseid DC Heroes & Villains: Match 3 Banjo-Kazooie Super Mario 64 Donkey Kong Country The Legend of Zelda: Ocarina of Time Growing Up Sixty-Four Koryo Tours: Pyongyang Racer Game Developer Magazine Feb. 2011 “The Minecraft Cover” Game Developer (magazine) Minecraft Assassin's Creed series Deadly Premonition Game Developer Magazine Aug. 2010 “The Deadly Premonition Cover” Ryū ga Gotoku / Like a Dragon / Yakuza series Final Fantasy VII: Remake Final Fantasy VII: Rebirth Guitar Hero Eternights Final Fantasy VI Satellaview Super Mario Bros. Halo 3 Sonic the Hedgehog Stray Dan Dussault Boku no Natsuyasumi Action Button Reviews BOKU NO NATSUYASUMI: The Bottom Line (by Dan Dussault) Pentagram Doom Awesome Possum Kicks Dr. Machino's Butt Grand Theft Auto III Ghost of Tsushima Days Gone Elden Ring Rainbow Six series Call of Duty: Modern Warfare series Spec Ops series World of WarCraft Beckett Massive Online Gamer Fortnite Five Nights at Freddy's The Lord of the Rings Online series Star Wars: The Old Republic Shenmue series Shenmue Online Metal Slug series King of Fighters series Wii Sports Final Fantasy VII Forza Motorsport series NBA 2K11 OnLive X-Men 2: Clone Wars EarthBound Recommendations: Brandon: Spin-Clean Record Washers, wire folder racks to dry records, Crow Country Frank: Once you've done the second thing in Animal Well you can youtube the rest, support video game preservation by buying a Thou Art Dead shirt Jaffe: 52 Pickup This week's Insert Credit Show is brought to you by Legendary Puns, and patrons like you. Thank you. Subscribe: RSS, Apple Podcasts, Google Podcasts, Spotify, and more!

Insert Credit Show
Ep. 340 - Dog Eyeballs

Insert Credit Show

Play Episode Listen Later May 27, 2024 55:32


The leading minds in video games confer on past visual design choices, how bad minigames happen, and the Shenmue MMO, ShenMMO. Hosted by Alex Jaffe, with Frank Cifaldi, Tim Rogers, and Brandon Sheffield. Edited by Esper Quinn, original music by Kurt Feldman. Questions this week: Brandon, can you defend this Game Developer Magazine cover? (08:03) Why do bad minigames happen? (16:39) What have you closed the door on in video games, both recreationally and professionally? (21:50) If you had to wear the same video game t-shirt every day and get complimented on it or you'd die, what would it be? (27:30) Insert Credit Quick Break: Legendary Puns (35:18) Chopemon asks: What video game “booms” have their been? (37:36) What is the getting to the bus stop at the exact same time as your bus of video games? (44:04) LIGHTNING ROUND: GameFAQ&As - Minecraft (49:26) Recommendations and Outro (51:47) Discuss this episode in the Insert Credit Forums A SMALL SELECTION OF THINGS REFERENCED: Darkseid DC Heroes & Villains: Match 3 Banjo-Kazooie Super Mario 64 Donkey Kong Country The Legend of Zelda: Ocarina of Time Growing Up Sixty-Four Koryo Tours: Pyongyang Racer Game Developer Magazine Feb. 2011 “The Minecraft Cover” Game Developer (magazine) Minecraft Assassin's Creed series Deadly Premonition Game Developer Magazine Aug. 2010 “The Deadly Premonition Cover” Ryū ga Gotoku / Like a Dragon / Yakuza series Final Fantasy VII: Remake Final Fantasy VII: Rebirth Guitar Hero Eternights Final Fantasy VI Satellaview Super Mario Bros. Halo 3 Sonic the Hedgehog Stray Dan Dussault Boku no Natsuyasumi Action Button Reviews BOKU NO NATSUYASUMI: The Bottom Line (by Dan Dussault) Pentagram Doom Awesome Possum Kicks Dr. Machino's Butt Grand Theft Auto III Ghost of Tsushima Days Gone Elden Ring Rainbow Six series Call of Duty: Modern Warfare series Spec Ops series World of WarCraft Beckett Massive Online Gamer Fortnite Five Nights at Freddy's The Lord of the Rings Online series Star Wars: The Old Republic Shenmue series Shenmue Online Metal Slug series King of Fighters series Wii Sports Final Fantasy VII Forza Motorsport series NBA 2K11 OnLive X-Men 2: Clone Wars EarthBound Recommendations: Brandon: Spin-Clean Record Washers, wire folder racks to dry records, Crow Country Frank: Once you've done the second thing in Animal Well you can youtube the rest, support video game preservation by buying a Thou Art Dead shirt Jaffe: 52 Pickup This week's Insert Credit Show is brought to you by Legendary Puns, and patrons like you. Thank you. Subscribe: RSS, Apple Podcasts, Google Podcasts, Spotify, and more!

Dieku Podcast
Art of Game Design with Jesse Schell

Dieku Podcast

Play Episode Listen Later Nov 9, 2022 50:07


Jesse Schell is the author of the critically acclaimed book "The Art of Game Design: A Book of Lenses," published in 2008. The book captured Game Developer Magazine's coveted "Front Line Award" in 2008. In 2014, he released the second edition of this book. In 2019 the tenth anniversary and third edition of the book was released. Jesse is also the founder and CEO of Schell Games. Since starting Schell Games in 2002, Jesse has grown it into the largest and most successful game development company in Pennsylvania. Under his leadership, Schell Games has produced an amazing array of innovative, transformational and award-winning entertainment experiences, including the Disney Fairies MMO, Pixie Hollow, Toy Story Mania TV Game and some of the most popular interactive theme park attractions in the world. Jesse also holds a faculty position as Distinguished Professor at the Entertainment Technology Center (ETC) of Carnegie Mellon University. Since 2006, Professor Schell has taught the Building Virtual Worlds class, created by ETC Co-Founder and "The Last Lecture" author, Randy Pausch. Prior to starting Schell Games, Jesse was the Creative Director of the Disney Imagineering Virtual Reality Studio, where he worked and played for seven years as a designer, programmer, and manager on numerous projects for Disney theme parks and DisneyQuest. He is perhaps most celebrated for his design of Disney's Toontown Online, the first massively multiplayer game for kids. Toontown Online won several awards, including the following: Computer Gaming World - "2003 MMORPG Game of the Year" Webby Awards - "2003 People's Voice Award, Kids Category" Parents' Choice Foundation - "2003 Silver Honor" Children's Software Review - "2003 All Star Software Award" WiredKids - "2005 Safe Gaming Award" 2005 Webby Awards - "Webby Worthy Selection Award" Learn more about Schell Games: https://www.amazon.ca/Art-Game-Design-Lenses-Third https://schellgames.com https://schellgames.com/blog/among-us-vr-launches-on-november-10-2022 https://twitter.com/jesseschell https://twitter.com/AmongUsVR https://www.etc.cmu.edu Learn more about Dieku Games: https://diekugames.com https://diekugames.itch.io https://www.instagram.com/diekugames https://www.twitter.com/diekugames https://www.tiktok.com/@diekugames https://www.patreon.com/diekugames https://discord.gg/M3jmUvcKt5 --- Send in a voice message: https://podcasters.spotify.com/pod/show/diekugames/message

Geeks Of The Valley
#61: Game Studio Venture Investing with Execution Labs' Jason Della Rocca

Geeks Of The Valley

Play Episode Listen Later Nov 28, 2021 32:34


Jason Della Rocca is a game industry entrepreneur, funding advisor, and cluster expert. He specializes in business/partnership development, pitching/funding, and ecosystem/cluster development. As the co-founder of Executions Labs, he was a hands-on early stage investor to over 20 independent game studios from North America and Europe. Between 2000-09 he served as the executive director of the International Game Developers Association (IGDA), and was honored for his industry building efforts with the inaugural Ambassador Award at the Game Developers Conference. In 2009, Jason was named to Game Developer Magazine's “Power50,” a list which profiles 50 of the most important contributors to the state of the game industry. As a sought after expert on the game industry, Jason has lectured at conferences and universities worldwide. LinkedIn: https://www.linkedin.com/in/jasondellarocca/ --- Support this podcast: https://anchor.fm/geeksofthevalley/support

Dev Game Club
DGC Ep 281: Resident Evil 4 (part one)

Dev Game Club

Play Episode Listen Later Oct 27, 2021 73:15


Welcome to Dev Game Club, where this week we start a new series on 2005's Capcom horror classic, Resident Evil 4. We place it in its time and then talk immediately about how it really kicked the third-person action-adventure game into higher gear. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the second typewriter Issues covered: the Capcom 5, having some trouble getting the game off the ground, success of the remake, a really different feel, relying on establishing POV shots from slashers, horror movie touchpoints, moving away from straight-up zombie games, differences between Chris and Leon, meeting Hunnigan via the Codec, popularizing the third-person shooter, hold-overs from the older controls, fighting the controls, embodying the character, disempowerment, pick a spot and stand your ground, jerky enemies, shooting a weapon out of the air, opening up the level design to multiple paths, the gun-and-run, Leon's better tactics, "various awesome actions," moving saves away from being a resource, a more revealed map, having people coming at you with pitchforks and torches, can you get the chainsaw guy?, disconnects with marketing, getting lucky to have marketing departments who got it, moral choices and the morally objectionable, motivating the character choices for evil, coloring the tone of dialog to reflect your choices, what weapons we chose with BioShock, talking about the wrench kill, loving crossbows, style over substance in Control. Games, people, and influences mentioned or discussed: God of War, Shadow of the Colossus, SW: Republic Commando, Psychonauts, Guild Wars, Civ IV, FEAR, The Undying, Splinter Cell: Chaos Theory, AC: Wild World, Guitar Hero, Mercenaries, Battlefront II, KotOR II, Lego Star Wars, Xbox 360, Capcom, GameCube, PN 03, Vanquish, Viewtiful Joe, Suda51, Killer 7, Clover Studio, Hideki Kamiya, Dead Phoenix, Panzer Dragoon, PlayStation 2, Devil May Cry, PT, Game Developer Magazine, Friday the 13th, Halloween, A Nightmare on Elm Street, Evil Dead, Army of Darkness, Godzilla, Classic Monsters, The Hills Have Eyes, 'Salem's Lot, The Omen, The Exorcist, Texas Chainsaw Massacre, Living Dead, Shawn Cassidy, Silent Hill, Gears of War, Metal Gear Solid, Frankenstein, Deathloop, Sam Thomas, BioShock, The Green Knight, David S. Lowery, Ghost Story, Jarkko S, Dishonored, Metro, Hitman, Control, Aki Kaurismaki, The Last of Us Part II, Ryan, Deus Ex, No More Heroes, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Check Twitter! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 269: Ratchet & Clank (part 269)

Dev Game Club

Play Episode Listen Later Jul 28, 2021 83:00


Welcome to Dev Game Club, where this week we begin a new series on the delightful action platformer shooter thing called Ratchet & Clank. We set it in its time a little bit, and talk a bit about developer Insomniac, and then turn to talk about introductory impressions and continue to catch up on feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Novalis Issues covered: destroying your enemies with flame, tone and charm and humor, 2002: a Good Year with a Thick Coat of Peanut Butter, the mascots, playing PlayStation games at the start of the PS2 lifecycle, the Cerny Method, Tim's first time, the war on consoles surrounding mascots and third person action, what Microsoft was up to, Brett projects that Tim will be amazed about with the guns, a little sideline into Resistance, the titles, future streamlining, getting animation to film quality, stretch and squish as a frontier, making a character feel very alive, Brett dives into the hardware, wishing you could take your technical expertise back, seeing lots of characters and structure very early, consistency of tone, enjoyable juvenalia, a series of gags, the surprise of having a map and quests, a variety of enemy types, the tendency of consoles towards PCs, a huge pile of FF6 secrets, a game coming to you at a time where it helped you get through, what we'd want from JRPG combat, taking a week off, thinking you've finished the game, Games, people, and influences mentioned or discussed: Insomniac, PlayStation 2, Disruptor, Spyro (series), Hitman 2: Silent Assassin, Kingdom Hearts, Eternal Darkness, Animal Crossing, GameCube, Super Mario Sunshine, Metroid Prime, Wind Waker, Republic Commando, Xbox, Sly Cooper, MechAssault, Splinter Cell, BG: Dark Alliance, Tony Hawk Pro Skater 4, Phantasy Star Online I & II, Andrew Kirmse, Warcraft III, Jedi Outcast, Freedom Force, Irrational Games, Jonathan Chey, Dungeon Siege, Elder Scrolls III: Morrowind, No One Lives Forever 2, Neverwinter Nights, Battlefield 1942, Jedi Starfighter, Rez, Tetsuya Mizuguchi, Metroid Fusion, Metroid Dread, Sonic (series), GTA III: Vice City, LucasArts, Final Fantasy IX, Final Fantasy Tactics, Sunset Boulevard, Sunset Overdrive, Fuse, Mark Cerny, Game Developer Magazine, Jak & Daxter, Super Mario 64, Nintendo 64, Crash Bandicoot, Rare, Banjo Kazooie, Conker's Bad Fur Day, Sega, UbiSoft, Rayman, Gex, Crystal Dynamics, Croc, Bonk, Blinx: The Time Sweeper, Frogger, Halo, Max Payne, Brute Force, Psychonauts, Viva Pinata, Perfect Dark Zero, GoldenEye, Sea of Thieves, Resistance, Call of Duty, Medal of Honor, Agent Carter, Skylanders, Toys for Bob, Star Wars, Space Quest, Anachronox, Warner Bros, Animaniacs, Bugs Bunny, Ryan/Biostats, Top Gun, Ninja Turtles, Ducktales, Chrono Trigger, Mark Garcia, Undertale, Skyrim, Death Stranding, Calamity Nolan, Kirk Hamilton, Aaron Evers. Next time: Play more! How much more? Peep the Twitters. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 217: SWRC Bonus Interview with David Collins and Jesse Harlin

Dev Game Club

Play Episode Listen Later Jun 24, 2020 113:39


Welcome to Dev Game Club, where this week we delve deeper into audio and music on Republic Commando, via our interview with David Collins and Jesse Harlin, the audio lead and composer for the game, respectively. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:48 Interview 1:45:20 Break 1:45:56 Outro Issues covered: going from film scoring to games, writing a column, dealing with the suits, getting the games at a discount, getting exposed to the hard work of audio and games, interviewing the composer, the turnover at LucasArts in the early 00s, being focused on audio and music in games, Redbook audio, having no one to learn from, having to figure out how to fit all the music on different consoles, parallels to silent film and MIDI, the development of iMUSE and having to replicate it, trying to find middleware for audio, hot-rodding the engine for audio, splitting sound and voice and the history, having lots of departments that had built up their own silos, being a service group at even a greater scale, the costs of switching, burnout and lack of downtime, having to crunch on multiple games at a time, the physical costs of burnout, having to hide that you're working on multiple projects, "see a dog hear a dog" sound design, shifting to being fully involved with one team, integrating departments earlier, having a fully immersive proof-of-concept level with audio, being able to hand off more to audio, still chasing what you'd like from audio, the non-Star Wars Star Wars game, systemic audio vs a more curated experience, the implementation of the Assault Ship, having different musical cues for different approaches, the game finding its own way from the Star Wars musical soundscape, not knowing what the movies would sound like, injecting more personality, having developed based on what we knew, the wonders of the ring modulator, a signature Star Wars sound, having the LucasArts audio available at Skywalker Sound, choosing a language for choral music (and not having Wookiee available), embedding your sister's name in a piece of music, training up the choir on how to sing Mandalorian, having the gall to invent Boba Fett's language, getting away with more because of timeline distance, slipping a thing to be low-key, wanting to use a talking dog, having a thing die because Business Affairs holds onto it for a long time, adding in Russian/Slavic dipthongs, knowing what fans were going to want to know, planning ahead for the meaning of the content, having The Battle of the Trees in Sanskrit for Duel of the Fates, slipping Doctor Who character names into The Old Republic, the audioscape of the "battle beyond," pulling in the audio for a developer diary, having the opportunity to widen the Universe, going nuts with the audio, having time to think about what a space should sound like, "this is my level too," integrated audio storytelling, the invisible art form, people not knowing how to describe audio, "you know, audio's cheap," the small size of the audio team, the high efficiency of audio, where the Ash video came from, having a weird coda to the game like that, critics thinking the game had rock in it, how mistakes happen in reviews, having had a deal, the only rock song ever to be in a Star Wars game, guitars and Star Wars, line items in a budget, Foley as a performance, having raw material for days for blasters and such, having clacky armor in front of the camera the whole game, having a footstep level, having to retag geometry, meeting with a fan, missing out on a multiplayer balancing issue, having networking break the music system, the airing of grievances, making a music map for QA, how to test audio effectively, the problem with music, what these guys are up to now, scores that don't work, knowing that things had to change, iterating on team makeup and process. Games, people, and influences mentioned or discussed: Star Wars, Marvel, Mafia, Avatar, Futurama, Counterspy, Yoku's Island Express, LucasArts, Escape from Monkey Island, Star Wars: Demolition, Starfighter (series), Sony, PlayStation, Uncharted 3, Journey, The Last of Us, Celebration, Skywalker Sound, Rage Software, Space Debris, Starfox, Paul Stroud, Game Developer Magazine, Electronic Musician, Larry the O, USC, The 7th Guest, Xbox, GameCube, Michael Land, Michelle Hinners, Unreal, Naughty Dog, Sony Santa Monica, The Force Unleashed 2, Troy Mashburn, Kevin Schmitt, John Hancock, Nathan Martz, Dave Bogan, Jenny Huang, Wwise, Daron Stinnett, Alien, Event Horizon, J. White, Obi-Wan, Resident Evil, Philip Sousa, Steve Matulac, George Lucas, Ben Burtt, Knights of the Old Republic, BioWare, Justin Lambros, Cindy Wong, Doctor Who, The Longest Day, Tales of Jabba's Palace/Tales of Mos Eisley Cantina, Creative Audio, Harrison Deutsch, Jedi: Fallen Order, Respawn Entertainment, Andrew Cheney, Julian Kwasneski, Bay Area Sound, Aaron Brown, Ash, Chris Williams, Full Throttle 2, The Gone Jackals, Halo, Marty McDonnell, John Williams, Michael Giacchino, Clint Bajakian, Mercenaries, Peter Hirschmann, Jana Vance, Dennie Thorpe, Tony Shalhoub, GalaxyQuest, Battlefront II, ComiCon, Joss Whedon, Riot Games, Valorant, Mafia Remake, Haden Blackman, Matthew Wood, Star Wars Resistance, Galaxy of Adventures, Forces of Destiny, Ahmed Best, Star Wars Jedi Temple Challenge, Jason Sudeikis, Rise of Skywalker, Boss Baby: Back in Business, Netflix, The Soundtrack Show, Ladyhawke, Mutiny on the Bounty, Akili Interactive Labs, EndeavorRx, Metal Gear Solid, Raiders of the Lost Ark, Epic Mickey, Kirk Hamilton, Aaron Evers. Links: SWRC Developer Diary about audio The Battle of the Trees Next time: Another interview! Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 89: Super Mario 64 (part three)

Dev Game Club

Play Episode Listen Later Nov 29, 2017 75:06


Welcome to Dev Game Club, where we are in the midst of our series on 1996 3D platforming sensation Super Mario 64. Tim intros the 'cast for the first time and we discuss both macro and micro design. SM64 Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to 50 stars! Podcast breakdown: 0:44     SM64 Segment 42:02   Break 42:33   Feedback segment Issues covered: likening Brett to a car, increasing difficulty of stars within a hub, Brett getting all the stars for a bunch of worlds and figures out how he got there, red coin challenges, rising frustration but increasing skill, getting access to the second Bowser battle, hub and spoke structure, choices and exploration, building a sense of place by allowing players a bit of choice of which path to follow next, linearity as a review trope, sacrificing narrative for non-linearity, player choice reducing narrative urgency, abstraction of narrative helping with non-linear stories, avoiding stress and soft gating, finding stars out of order, dynamic difficulty built into design, maintaining order for consistency and communication's sake, courses as missions, wanting the clues to the other stars earlier, telling stories via stars, tagging the current star, move set with many possibilities from few inputs, triple jumping in place, gaining height, 100 coin stars, profound impact of the game, finding every way to die in Shifting Sand, adding new stuff that doesn't work as well, swimming in 3D character games, variant gameplay should be easier, the difficulty inherent in the flying controls and not making the transition well from 2D, experimentation, mods and getting in, the paintings and the world of 2D, maintaining some jankiness, leaving bugs in, giants killing you in Skyrim, adventure games and intentional blind alleys, motion sickness, being software driven vs hardware driven, gambling and children, not all characters created equal, matching loot box mechanics to the property. Games, people, and influences mentioned or discussed: Cadillac, Super Mario Odyssey, Jedi Knight: Dark Forces, Nintendo, Skyrim, Super Mario World, Super Mario Sunshine, Game Developer Magazine, Uncharted 4, Mike Reddy, Half-Life 2, Adam Griffiths, Dan Pinchbeck, The Chinese Room, Dear Esther, Logan Brown, From Software, Paper Mario, Legend of Zelda: A Link Between Worlds, Super Mario 3D Land, Halo, Day of the Tentacle, Wolverine, Aaron Evers, PSVR, Vive, Oculus, The Witness, Shadow of the Colossus, Alien: Isolation, TIME Magazine, Ben Zaugg, EA, Madden, FIFA, Aaron Rodgers, Lionel Messi, Star Wars, Battlefront, Piotr/jatyoni. Next time: Beat Bowser (finally)! Links: I could not find the issue of Game Developer I wanted, but here's the magazine archive Adam Griffiths's mod  That One Time It's Different  @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

China Business Cast
Ep. 46 Chinese Investor & Beijing Startup Insights

China Business Cast

Play Episode Listen Later Sep 9, 2016 39:14


Nils is a sought-after and often quoted speaker and author, whose work is regularly featured in prominent publications and blogs like Game Developer Magazine and Gamasutra. By merging the fields of meme theory, behavioral psychology, and game theory, Nils has created a compelling new vision and understanding of what drives human behavior in the Internet era, and is a recognized thought-leader in game design.He has taught his own brand of sales and consumer psychology to companies like Apple and Sina in over 10 countries.Before founding Mention and Traintracks, Nils was the International Channel Manager at HansaWorld. He studied philosophy at Lund University, and served in a special operations unit in the Swedish Army.Episode Content:Shlomo IntroNils tell us a bit of what you do these days?How did you come up with the idea for Traintracks.io?What were the things you’ve done for starting out and keep it lean? Also, listeners ask us about grants and help from VCs/government. Can you elaborate on this; what kind of "help" you had?Basically, Traintracks is an enterprise solution, guess it has a long sales cycle because of that. How do you handle this as a startup?I’ve read somewhere , I think it was on a post you wrote , where China is where REAL big data is. So big data in the US is just not interesting? Not challenging enough? The problem in China is more challenging?Let’s get to #BeiArea movementWhat’s the goal of #BeiArea movement ??Which kind of startups you think are better to grow in China vs. better to grow in the US?Since you spend time in SV every year I wonder what you think of it compared to China? In what terms it’s better and in what terms with worse?What are the best ways to get in touch with you? Episode Mentions:Uncapped convertible notesZynga reportSqlTantan dating companySina weiboRenrenDownload and SubscribeDownload this episode: right click on this link and choose "save as"Subscribe to China Business Cast on iTunesOr check out the full list on subscription options Periscope Live broadcasting of the recordings follow @StartupNoodle (open link on mobile)

App Developer Magazine PODCAST

Windows Developer Announcement, Game Developer Magazine Closes, iOS 7 Beta 3

ios beta microsoft announcement game developer magazine
ChatterBox Video Game Radio
418 - Dr. Chaos

ChatterBox Video Game Radio

Play Episode Listen Later Feb 1, 2012 49:43


Brandon Sheffield, editor in chief of Game Developer Magazine and senior editor of Gamasutra, talks about playing games with friends (both great and s***y), gives his thoughts on the gender gap in game development, and highlights details of the game plagiarism spats we've seen crop up recently. Goodbye, KFNX.

ChatterBox Video Game Radio
418 - Dr. Chaos

ChatterBox Video Game Radio

Play Episode Listen Later Feb 1, 2012 49:43


Brandon Sheffield, editor in chief of Game Developer Magazine and senior editor of Gamasutra, talks about playing games with friends (both great and s***y), gives his thoughts on the gender gap in game development, and highlights details of the game plagiarism spats we've seen crop up recently. Goodbye, KFNX.