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The underappreciated art of Inking takes the format in our newest episode with a fantastic example of it's art form!Anthony Fowler Jr. is a professional comic book inker and illustrator currently working for DC Comics. Most recently, he was an inker on DC Power 2024 #1 and Dawn of DC: Cyborg #4 for DC Comics. Previous clients also include BOOM! Studios, Dynamite Entertainment, T-Pub Comics, Marvel Entertainment, Universal Studios, and Gazillion Entertainment. Anthony is a passionate advocate for inking as a unique and important discipline in comic book art. In 2020, he was nominated for an Inkwell Award for his work on Firefly for BOOM! Studios.Anthony and André discuss the dark nature of Legend of Zelda: Majora's Mask, discovering an art community at a local drink and comic event and how intuition is a huge part of the inking game!Support the Show.
John Romero is an award-winning game designer, level designer and programmer whose work spans over 130 games, 107 of which have been published commercially, including the iconic works Wolfenstein 3D, DOOM and Quake. He has worked in the mobile, hardcore, mid-core, casual and MMO space. John has co-founded eight successful game companies including the likes of id Software, Gazillion Entertainment and, most recently, Romero Games which celebrated its 7th anniversary in 2022. He is considered to be among the world's top game designers, and his games have won well over 100 awards. One of the earliest indie developers, John began working in the game space in 1979 on mainframes before moving to the Apple II in 1982. He is a completely self-taught programmer, designer and artist, having drawn his inspirations from early Apple II programmers. He co-owns Romero Games. John's autobiography DOOM Guy: Life in First Person is getting released in July 2023. Industry-redefining breakthroughs in design and tech during his time at id Software made DOOM and Quake cultural phenomena, and this thrilling story recounts every step of the process, from collaborative, heavy metal–fueled days spent crafting the industry's most revolutionary and cutting-edge games to a high-profile falling-out with id cofounder John Carmack. After years in the gaming spotlight, Romero is now telling his story—the whole story—shedding new light on the development of his games and his business partnerships, from the highest highs to the lowest lows, sharing insights about design, code, the industry, and his career right up to today. Sharing gratitude for a lifetime in games, Romero reveals the twists and turns that led him, ultimately, to be called DOOM Guy. A copy of the book can be purchased here: https://www.amazon.com/Doom-Guy-Life-First-Person/dp/141975811X. In this Podcast, Allan McKay interviews John Romero, the legendary Creator of DOOM and Co-Creator of id Software, about his start as a programmer, overcoming life struggles, getting his start as a programmer, launching id Software and the success of Commander Keen, the cultural impact of DOOM, transitioning to 3D – and the release of his first autobiography DOOM GUY: LIFE IN FIRST PERSON. For more show notes, visit www.allanmckay.com/412.
Today we interview the creator and father of Diablo and Co-Founder and former President of Blizzard North/Condor, Founder of Flashship Studios, Creative Director for Turbine Inc, and President, COO, and late CEO of Gazillion Entertainment the studio responsible for Marvel Heroes. He currently is the founder, game designer and creative director for Greybeard Games, and CoHead of Skystone Games a publisher who's aim is to help smaller indie studios with multiplatform releases. You can find he and his wife streaming on twitch together at https://www.twitch.tv/thejunglequeen! We talk about everything from his history in gaming to which characters he thinks are the most accurate in MSF. 01-Introduction....THE CREATOR OF DIABLO 0:00 02-The Reason for the Interview 3:22 03-Maintenance Mode...? 5:02 04-Is the Game Dying? 10:45 05-Full-Time Job? 15:33 06-Best MSF Game Mode 18:41 07-An Era Lost where games were fun... 20:25 08-The reason for the Return of the King to MSF 24:37 09-MetaCritic and Marvel Heroes 29:06 10-Most accurate hero in MSF and which is the lease 35:34 11-What model is best for video games? 39:53 12-Diablo Today??? 45:03 13-Final Thoughts 46:49 Adventures by A Himitsu https://soundcloud.com/a-himitsu Creative Commons — Attribution 3.0 Unported— CC BY 3.0 Free Download / Stream: http://bit.ly/2Pj0MtT Music released by Argofox https://youtu.be/8BXNwnxaVQE Music promoted by Audio Library https://youtu.be/MkNeIUgNPQ8 --- Support this podcast: https://anchor.fm/mobilex-podcast/support
Bhavin Shah is the Founder & CEO @ Moveworks, the cloud-based AI platform, purpose-built for large enterprises, that resolves employees' IT support issues—instantly and automatically. To date Bhavin has raised over $108M with Moveworks from the likes of Mamoon Hamid @ Kleiner Perkins, Arij Janmohamed @ Lightspeed, Bain Capital, Sapphire Ventures and ICONIQ. Prior to Moveworks, Bhavin was the Founder and CEO @ Refresh which was later acquired by LinkedIn and then before that founded Gazillion Entertainment, a company he scaled to over 200 employees. In Today’s Episode We Discuss: How Bhavin made his way into the wonderful world of SaaS and came to found Moveworks? What are the core challenges IT teams are facing as a result of the move to remote work? Where do many make mistakes here? What can one do from a structural perspective to set them up for success when moving to remote? What does great change management look like in Bhavin’s mind today? Where do so many go wrong here? How does this change in the world of remote? Who should be involved in executing on the change management plan? How does Bhavin think about the role of customer success today? Why does Bhavin believe that customer success and product should be in one org? How does Bhavin think about the interplay of marketing and customer success? Is marketing moving closer and closer to customer success with their content? Bhavin’s 60 Second SaaStr: What is the hardest element of Bhavin’s role with Moveworks today? Hardest role to hire for today? Why? If Bhavin could change one thing in the world of SaaS today, what would it be? If you would like to find out more about the show and the guests presented, you can follow us on Twitter here: Jason Lemkin Harry Stebbings SaaStr Bhavin Shah
In this episode, we chat with David Lee, now Community Manager at Bend Studio, developers of action-adventure survival horror game Days Gone, but who has been a multi-year veteran of the industry, working in roles at IGN, Playstation Haven, BANDAI NAMCO, Activision, and together with Frank at Gazillion Entertainment on Marvel Heroes Omega. We follow David on his journey from passionate Ragnarok Online player and community rep to his days working with influencers in the Fighting Game Community to his whirlwind current gig, where he's been responsible for bringing the good Community Management word to the international market for Bend. Excuse any mutual fanboying over amazing JRPGs past and present! Music credit: Geoplex - Resplendent from The Arcadium/TheFatRat
Welcome to Dev Game Club, where this week we extend our time with 1996's Diablo with an interview with Condor/Blizzard North co-founder and Diablo lead programmer and designer David Brevik. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:39 Interview 1:21:19 Break 1:21:51 Wrap-up Issues covered: falling in love with games as a young person, learning how to program, finding out you could make a living making games, typing in programs from magazines, sticking with games, clip-art discs, founding Condor, Diablo pitch document, meeting people at CES, genre calcification and RPGs, working on a fighting game and finding out the SNES and Genesis games were being developed independently, switching to PC games, having the whole gang up to get a pitch, starting with Rogue and adding graphics, the short life of claymation-based graphics, signing as turn-based but Blizzard wanting real-time, getting a 3D0 contract for a football game on the M2, a side distraction into baseball and other sports, cutting turns up fractionally, being all-in on the turn-based/permadeath nature of Rogue-likes, strategy games going to real-time, squeezing more money out of the publisher, getting real-time running in a couple hours, stealing from X-COM's graphics, having a moment when the clouds part and the angels sing, democracy works, having an "I've never seen this before" moment, moving away from D&D tropes and getting darker, having internal hockey tournaments, lowering "time to killing monsters," removing complexity from potions and also verbs, pen and paper requiring character development and games less so, stealing the attributes/requirements loot properties from Angband, getting away from Tolkien and towards the Gothic from the art direction, the contribution of music to the tone, trading player-oriented drama for immediacy, constraints leading to a cornerstone of the series, simplification of the good and the evil, having the stories you get from playing rather than from dialog and designer-written story, running around in multiplayer, getting owned by The Butcher, tackling lots of big new programming stuff on Diablo including networking, having a tutor in Pat Wyatt, inventing Battle.Net, coming in with the multiplayer very late, peer-to-peer model and notifying others, non-deterministic model and rampant cheating, erring on the side of being generous, uniting people on the Internet, the huge impact of Diablo's designs on gaming as a whole, David's latest project, going from CEO to a one-man-show, the huge impact David's had on the industry, transformative games. Games, people, and influences mentioned or discussed: Iguana Entertainment, Condor/Blizzard North, Flagship Studios, Hellgate: London, Gazillion Entertainment, Marvel Heroes, Graybeard Games, It Lurks Below, Pong, Apple ][+, Richard Garriott, Ultima, Inside (magazine), Intel, FM Wave, Tramiel family, Atari/Atari Lynx, Gordo 106, Sunsoft, Acclaim, 3D0, Justice League Task Force, SNES, Sega Genesis, Silicon & Synapse, Warcraft, Davidson & Associates, Math Blaster, Reading Blaster, Allen Adham, Mike Morhaime, Pat Wyatt, Chris Metzen, Rogue, Nethack, Moria/UMoria/Angband, Primal Rage, Dune 2000, Baldur's Gate, X-COM, Starfighter, Mortimer and the Riddle of the Medallion, J. R. R. Tolkien, Dungeons & Dragons, NHL '94, DOOM (1993), Erich and Max Schaefer, Matt Uelmen, Dragon magazine, Amazon, Total Entertainment Network, Daron Stinnett, Dark Forces, Loderunner, Terraria, Starbound, Zork, Don Tomassello (now that's random), Planescape: Torment, PS4, Nintendo Switch, Bill Roper. Next time: An additional bonus episode with Diablo III! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
In this first episode of 2019 of Behind the Screen, we talk with Nikki Greicar, a Rigger in the mobile games industry and an experienced Technical Artist who's been working in games for a number of years. A former co-worker of Frank's and Kristen's when they were all at Gazillion Entertainment together working on Marvel Heroes Omega, Nikki gives us the lowdown on the Technical Art part of the design pipeline and muses about her road into games through studying game art/design as well as networking at GDC.
We kick off Behind the Screen by interviewing the producer of the show, our very own Kristen Fuller, livestream producer and community manager. Kristen Fuller has worked at Riot Games, Robot Entertainment, Gazillion Entertainment, and BioWare Austin. She has worked with several game communities, ranging from STAR WARS: The Old Republic to more recently League of Legends. She's co-hosted two previous podcasts, co-produced the League of Legends podcast, and been the primary driver behind the League of Legends livestream. Since recording this podcast, Kristen has departed from Riot Games. Frank's Twitter: twitter.com/PhoenixRed Kristen's Twitter: twitter.com/MiniWhiteRabbit
This week we discuss the sudden end of Marvel Heroes developer Gazillion Entertainment, Epic Games suing Fortnite cheaters, EA reacting to progression criticism in Need for Speed Payback, US state legislators setting their sights on Star Wars Battlefront II, Bungie's Destiny 2 XP bar faux pas, and our final word on microtransaction culture as a whole. Use our Amazon page to donate to the show: www.densepixels.com/amazon Subscribe to our YouTube channel: Dense Pixels You can now follow us on Twitch! Brad - DensePixelsBrad Terrence - App4RITioN410 Micah - denseblacknerd Twitter: @DensePixels Facebook: Dense Pixels Podcast Subscribe on iTunes or Google Play Music Headlines Gazillion Entertainment fires Marvel Heroes team after announcement that game is coming to a close Epic Games suing Fortnite cheaters, one of whom is a minor Top Stories EA also tweaks how progression works in Need for Speed: Payback after criticism Hawaii legislature mulling over law to restrict sale of Star Wars Battlefront II Bungie changes how XP gains displayed in Destiny 2 after inconsistencies proven
Star Wars Battlefront 2 is back in the news for all the wrong reasons and the pals are discussing whether it's too late for EA to right this sinking ship. PLUS: A new Super Mario Bros. movie is in the works! RANDOM QUESTION OF THE WEEK DA NEWS: 1. The nominees for The Game Awards have been revealed: http://thegameawards.com/awards/ 2. Deadline is reporting that Fox 21 and Hulu have teamed for a television series based on Hitman franchise by IO Interactive: http://deadline.com/2017/11/hitman-television-series-derek-kolstad-john-wick-creator-hulu-fox-21-pilot-script-1202206934/ 3. Rampage Trailer Reactions: b. https://www.youtube.com/watch?v=coOKvrsmQiI 4. The Wall Street Journal is reporting that Nintendo has made a deal with Universal Pictures and their Illumination Entertainment studio is close to closing a deal for an animated Super Mario Bros. movie: https://www.wsj.com/articles/mario-bros-set-to-jump-to-big-screen-in-movie-deal-with-universals-illumination-1510675881 https://io9.gizmodo.com/nintendo-is-finally-making-another-super-mario-bros-mo-1820435189 5. Marvel Heroes, the Diablo-style free-to-play action RPG by Gazillion Entertainment is shutting down: https://kotaku.com/disney-shuts-down-marvel-heroes-1820475273 6. For what will hopefully be the last time, let's jump into our last news item this week, the continued controversy around the release of DICE and EA's Star Wars Battlefront 2: https://www.reddit.com/r/StarWarsBattlefront/comments/7c6bjm/it_takes_40_hours_to_unlock_a_hero_spreadsheet/ https://www.polygon.com/2017/11/11/16637840/star-wars-battlefront-2-loot-crates-cost-heroes https://www.polygon.com/2017/11/13/16643302/battlefront-2-40-hours-unlock-vader-luke-ea-response https://www.dailydot.com/parsec/fan-outrage-spurs-changes-star-wars-battlefront-2/ https://www.polygon.com/2017/11/15/16656478/star-wars-battlefront-2-content-unlock-timecost https://www.polygon.com/2017/11/16/16658476/star-wars-battlefront-2-loot-crate-costs-analysis https://www.polygon.com/2017/11/13/16646374/battlefront-2-40-hours-unlock-luke-vader-prices https://kotaku.com/ea-temporarily-removes-microtransactions-from-star-wars-1820528445 https://twitter.com/EAStarWars/status/931332890717143040 https://www.ea.com/games/starwars/battlefront/battlefront-2/news/pre-launch-update Meat and Potatoes: Can Star Wars Battlefront II still be salvaged? Music: "Swanky Ballroom Party For Sophisticated People" by Adhesive Wombat - @adhesivewombat The Video Game Pals is The Pals Network's weekly video game podcast where we talk about video games, the news and how it all makes us feel. The Pals: Pete: twitter.com/Loud_Pete Sean: twitter.com/SeansSoapbox Thompson: twitter.com/RelicVampire Andy: twitter.com/tiger_millions Peggy: twitter.com/MoiraiOW
On today's episode, our featured guest is Stephan Sherman. Stephan is the founder and Creative Chief Officer of Super Evil Megacorp, which is a gaming and eSports developer. The company's first title, Vainglory, quickly rose to become the world's largest mobile eSport app after it's global launch in early 2015. In less than a year, Vainglory has held live competitive gaming events around the world, and it has received numerous accolades, including Apple's best apps in 2014 and 2015, the Apple design award at World Wide Developers Conference, the IMGA's best technical achievement at People's Choice Awards, and the Tabby Award for best iPad game. The company has also raised more than $41M in funding and is based in San Mateo, California. Prior to founding Super Evil Megacorp and running it's creative design and programming, Stephan worked as an engineer and programmer for the last 15 years at companies including Riot Games, Slipgate Ironworks, and Gazillion Entertainment. Stephan joins us today to talk about the two different business models within gaming and what the future trends will be for the industry. He also shares the specific growth tactics Super Evil Megacorp used to grow the business and why partnering is such an essential component to building up a company. Stephan leaves off the conversation with his final piece of guidance to any new or potential startup founders, encouraging them to simply give it a try.
Show host Chris O'Regan first encountered David Brevik, the CEO of Gazillion Entertainment at Gamescom 2012 where he was showing off Marvel Heroes, a brand new Action RPG MMO that he was on the brink on releasing it to the unsuspecting public. It wasn't quite ready when it did arrive and in response to this Gazillion Entertainment went to its player base and asked them what they could do to fix it. In this unprecedented move Gazillion Entertainment made Marvel Heroes into Marvel Heroes 2015 and it is a very different game from when it first appeared. Topics covered in this episode Davids time at Blizzard and how he made Diablo and Diablo 2 as well as a bunch of indie games including Dream Quest on iOS. http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode66.mp3 The Sausage Factory 66 was edited by Chris O'Regan
Ryan and Marc speak with Art Director Josh Book, Lead Concept Artist Nino Navarra, VFX Supervisor Chris Frenton and Senior Character Artist Tyler Fermelis about all things Marvel Heroes -- the new game from Gazillion Entertainment.
Ryan and Marc talk with President and COO David Brevik and Senior Designer Peter Hu of Gazillion Entertainment about the highly anticipated game Marvel Heroes!
Join Roger, Joe and Vince as they interview Stephen Reid and Andy Collins from Gazillion Entertainment working on the upcoming MMO "Marvel Heroes". iTunes | Stitcher | RSS feed If you enjoy the show, please make certain to stop by iTunes and leave us a review!