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Welcome to Dev Game Club, where this week we start a new series on Metroid Prime, which we are playing via the Nintendo Switch remaster. We set the game in its time, talk a little bit about Retro, and then wall jump into the action of the tutorial area. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Until you arrive on Tallon IV Issues covered: Tim's purging, Western developers making FPSes for Japanese publishers, basing things on the lock-on, a game set apart by art direction, a ban on 2002, Brett's bookend years, the Capcom 5, the games for GameCube, being in the helmet, attach rate, top sales, reminiscing about a former colleague, the transition to 3D and Mark HH to support, seeing the potential for the game beneath the engine, ripping away ownership of the FPS, returning to the 2D formula, doling out their lesser selling properties a bit at a time, starting with all the gadgets, taking notes when you play a Metroid game, adding accessibility via the lock-on, locking on without a target, scanning as the second thing, good world building and boss teasing, teaching you how to fight with a simple boss, the amazing music and audio design, getting to look through the helmet, augmenting the sense of embodiment, finding community in an MMO, design for addictiveness, having an engaging game and then making something punishing, taking a game too far, the golden mean, ethical free-to-play, game metrics, key performance indicators, costs of people who play a game too much, designing to encourage people to step away from time to time, the humble origins of the James Bond theme, Games, people, and influences mentioned or discussed: GoldenEye 007, Splatoon, Capcom, Lost Planet, Retro Studios, Halo, Hitman 2: Silent Assassin, Eternal Darkness, Ratchet & Clank, Morrowind, Animal Crossing, Kingdom Hearts, Timesplitters 2, Medal of Honor: Allied Assault, 2015 Games, Infinity Ward, Jedi Knight 2, NOLF 2, BF1942, GameCube, Wind Waker, Resident Evil, Super Mario Sunshine, James Bond 007: Nightfire, Metroid Fusion, Dark Cloud 2, Sly Cooper & Thievious Raccoonus, Splinter Cell, Warcraft III, Neverwinter Nights, Jedi Starfighter, LucasArts, Resident Evil 4, Republic Commando, Metroid Dread, Nintendo Switch, LoZ: Tears of the Kingdom, Geist, Shadows of the Empire, Mark Haigh-Hutchinson, Jon Knowles, Shigeru Miyamoto, MegaForce, Super Mario 64, LoZ: Ocarina of Time, Wired magazine, DOOM (1993), Metroid: Samus Returns, Bandai/Namco, Metroid: Other M, Mario Kart 8, Breath of the Wild, Horizon: Zero Dawn, Arkham Asylum, Unreal, Colin "The Shots," World of Warcraft, Everquest, Marvel Snap, 343 Industries, June, Aristotle, Super Mario Galaxy, Sony, Star Wars: Galaxies, Raph Koster, Ultima Online, Calamity Nolan, James Bond, Guy Morgan, Monty Norman, Bad Sign/Good Sign, V. S. Naipaul, A House for Mr. Biswas, John Barry, Grant Kirkhope, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Check the Discord! Links: The James Bond origin track Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord: https://t.co/h7jnG9J9lz DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we continue our series on 2008's survival horror in space, Dead Space. We talk about the ways we are maybe breaking the game a bit, art design, level design and camera framing, and sometimes... how it doesn't work. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Into Level 7 (Brett) or 4 (Tim) Issues covered: unkillable aliens, alien encounter tropes, taking themselves seriously, unknowable cosmic horror being taken seriously, dying again and again in a turret section, managing a lot in the asteroid section, being unable to learn a pattern, silence accentuating strangeness, building up to turning on the turret, the increasing grandiosity of set pieces, making set pieces last longer through difficulty, replaying areas in games and allowing that richness to carry you through, set pieces with cutscene rewards, the right mix in a set piece in the centrifuge, putting the character in unlikely places, breaking the game with the pulse rifle, the expectations of the space marine, good achievement design, getting rewarded similarly to a headshot, using stasis to learn where to shoot, fearing running out of upgrades, the suit design and the skeletal vertebrae, making Isaac look like he's in the same space as his suit, not feeling space, extra layers of geometry, repeating spaces to make things feel artificially familiar, framing doors so that you can see what you're doing next, not needing the breadcrumbs. Games, people, and influences mentioned or discussed: Visceral, Star Wars: Starfighter, Alien (series), Independence Day, Resident Evil 4, Event Horizon, Tom Cruise, Asteroids, Medal of Honor: Allied Assault, Dark Souls, The Last of Us II, Uncharted (series), Tomb Raider (series), Killer 7, Suda 51, Grasshopper Manufacture, Platinum, H. R. Geiger, Mystery Dip, Blarg42, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Our last episode of play Errata: Brett was in fact on suit level 3. He regrets the error. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
TCW Podcast Episode 169 - Activision and Kotick Part 3 In our final part on Activision and Kotick we see how Activision continued to develop and acquire new IPs. With Spycraft they were in on the Siliwood era of games a trend that continued with Zork Grand Inquisitor. Attempts were made to gain further ground with games like Interstate '76, Big Game Hunter, and Apocalypse. However it was not until Tony Hawk's Pro Skater, Call of Duty, and the eventual acquisition of Activision by Vivendi that Bobby Kotick was able to realize his goal of becoming the largest 3rd party developer! Spycraft The Great Game: https://www.youtube.com/watch?v=OHWFO6SL-wY Zork Grand Inquisitor: https://www.youtube.com/watch?v=-sEvzdefXk8 Interstate '76: https://www.youtube.com/watch?v=jLB-dUOUg6Y Pixel Blurring: https://www.reddit.com/r/interestingasfuck/comments/rwtc13/not_just_imagination_due_to_pixel_blurring_older/ FF1 CRT VS LCD: https://www.youtube.com/watch?v=9Z_6Uoea_DI Big Game Hunter 2: https://www.youtube.com/watch?v=mHBUVdxQUEU Heretic: https://www.youtube.com/watch?v=7niU6A3yYeU Hexen: https://www.youtube.com/watch?v=UwqGlFjgAOw Hexen 2: https://www.youtube.com/watch?v=CgHq_muqeH0&list=PL30CJwxIgVycgZ1Cw_5WeejC0CbDBfg79 Apocalypse: https://www.youtube.com/watch?v=uM191mkD3U0 Top Skater: https://www.youtube.com/watch?v=bx9vMnLAglQ Tony Hawk's Pro Skater: https://www.youtube.com/watch?v=kEGVwVz_ZRw Real Life James Bond: https://www.youtube.com/watch?v=roAKodJ3TuM Medal of Honor: https://www.youtube.com/watch?v=x6ivwknQN54 Medal of Honor Allied Assault: https://www.youtube.com/watch?v=vTH8A7Q9V54 Call of Duty Finest Hour: https://www.youtube.com/watch?v=9pn0qx_PL7M Call of Duty (pc): https://www.youtube.com/watch?v=X7KJ7yDJDGk Shoot to Kill British Training Video: https://www.youtube.com/watch?v=UXqwh2o_zzs American VS German Automatic Weapons: https://www.youtube.com/watch?v=TkUom-XkgC0 New episodes on the 1st and 15th of every month! TCW Email: feedback@theycreateworlds.com Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book, published Dec 2019, is available at CRC Press and at major online retailers: http://bit.ly/TCWBOOK1 Intro Music: Josh Woodward - Airplane Mode - Music - "Airplane Mode" by Josh Woodward. Free download: http://joshwoodward.com/song/AirplaneMode Outro Music: RolemMusic - Bacterial Love: http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/
Quit beatin' yer gums and stow that sugar report, Lieutenant! Your best gal is gonna have to wait, because ol' Uncle Adolph is up to no good and it's our duty to stop him. Your usual RHP compliment will be augmented on this mission by none other than Major Josh Covel of the Still Loading division, so taxi on up and get that devil's piano in good working order, 'cause you're going to need it!
Welcome to Dev Game Club, where this week we begin a new series on The Elder Scrolls III: Morrowind, Bethesda Game Studios RPG classic from 2002. We situate it in time and then dive right in, having been released from imprisonment and sent on a specific mission. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours of play Issues covered: 2002 in games, Todd Howard's first mainline game as director, a little about Bethesda, Tim's history with the series, early games feeling open world, finding the titles generic, Brett confesses, not playing just the main quest, directing the player via POIs, self-motivated quests, interview homework, the prophecies, something is going on in Vvardenfell, name/job, situating you in the world with character creation, the census bureau, the clever setups, tutorial and usability, the death of Ultima as a franchise, Brett the battlemage, being able to pick up anything, we try to find the names of the elven races, all the skills and accidentally thieving, sleeping in the wrong bed, having laws enforced, not being able to barter because of contraband, thoughtful world-building, imagining a bigger world from small interactions, playing the good assassin, being opposed to the outlanders, coming up with concepts from the real world, coding the Khajiit as shifty Arabs, homebrew and archetypal sources, steering away from making particular races evil, slavery in RPGs, walking to Balmora, doing some quests, different architecture, Tim's sidequest to woo a Dunmer, directions to get to a quest, what is the arc of the game?, feeling like you have chapters even when a game doesn't have progression or leveling up, the small decisions you make all the time in game design, the crosshairs in Halo. Games, people, and influences mentioned or discussed: Jonah Lobe, Jean Simonet, Andrew Kirmse, Republic Commando, Oblivion, Hitman 2: Silent Assassin, Kingdom Hearts, Eternal Darkness, Ratchet & Clank, Xbox, Metroid Prime, Splinter Cell, Medal of Honor: Allied Assault, Sly Cooper, Legend of Zelda: Wind Waker, Jedi Starfighter, Battlefield 1942, Age of Mythology, Jedi Knight II, Warcraft III: Reign of Chaos, Neverwinter Nights, Bioware, Jade Empire, Knights of the Old Republic, Todd Howard, Redguard, Tomb Raider, Indiana Jones, NHL series, Terminator, Fallout (series), Starfield, The Witcher III, Reed Knight, Ultima Underworld, Arena, Daggerfall, Patrick Stewart, Firaxis, MechAssault, DoubleNegative (youtuber), Liam Neeson, Fallout: New Vegas, Underworld Ascendant, Paul Neurath, Baldur's Gate, Tyranny, Planescape: Torment, Pillars of Eternity, Dungeons & Dragons, Star Wars, WoW Classic, Infinity Engine, Sea of Thieves, Ifthatisyo U'rerealname, Halo, RE VII, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More hours? Links: You're Finally Awake Errata: The game we referred to as the spiritual successor to Ultima Underworld was Underworld Ascendant and not Ascension (which was the subtitle to Ultima IX). We regret the error. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Deja tu comentario en: https://www.seomental.com/episodio-3-epicidades-belicas-para-todos-los-gustos/ En este tercer episodio me centro en todo ese material audiovisual que inspira victorias y derrotas al ritmo de arengas y marchas épicas. Los 7 Pecados Digitales de esta semana son: Libro: La Caída de Reach de Eric Nylund Película: La Delgada Línea Roja Tema musical: Journey to the line de Hans Zimmer Serie: BattleStar Galáctica Vídeojuego: Medal of Honor: Allied Assault Herramienta Digital: TweetDeck Profesional Digital: Luis Villanueva Pecadora Digital Invitada: Carolina Gómez Aquí la transcripción completa: Bienvenido, bienvenida, a este tercer episodio de Los 7 Pecados Digitales by SEOmental. Soy Iñaki Tovar, CEO de la agencia SEO Webpositer y, como sabéis, en estas últimas semanas (y en parte gracias al confinamiento) estoy dando rienda suelta a esta espinita creativa que tenía clavada, estos pecadillos digitales con los que cada semana pretendo compartiros influencias culturales que han marcado mi vida de alguna manera, en forma de libros, de canciones, de pelis, de series, de videojuegos y donde además (como no puedo dejar de lado mi pasión por el Marketing Digital) toda las semanas también os traigo alguna herramienta digital que use en el día a día, y os recomiendo algún perfil profesional también que haya marcado mi carrera de alguna manera. También tenemos una sección de "pecadores digitales", una sección en la que vosotros, a través del perfil de anchorfm (que es anchor.fm/seomental) o a través de redes sociales (mi usuario de Twitter es @seomental y el hashtag es #pecadoresdigitales. Ahí podéis dejarme también vuestros pecados digitales y yo los iré incorporando en todos estos episodios. Bueno, ¿y de qué va este tercer episodio? Pues hoy me lo he marcado como algo épico (así, con todas las letras). Va a ser un episodio épico, y además lo he titulado "Epicidad bélica para todos los gustos", es que veréis que me he centrado en eso: en pelis, en libros en videojuegos y tal que tienen un marcado sentimiento de fuera de lo común, de emoción, de adrenalina que te sube por el cuello hasta las orejas y te las pone bien rojas. Sabéis el sentimiento que os digo, ¿no? Es ese sentimiento que podéis visualizar viendo al rey Théoden de "El Señor de los Anillos" en "El retorno del Rey", cuando se pone a meterle la arenga a los soldados con la espada en alto y empieza a chocarles espada con espada diciendo aquello de "¡Muerte, muerte!". Os acordáis, ¿no? O cuando están los de 300 defendiendo el paso, cuando dice "¡esto es Esparta!". Todo eso es epicidad. Aunque la para "epicidad" como tal no figura en el diccionario de la RAE, yo arrojo desde aquí una lanza para que la incorporen. De hecho, hay una petición en change.org para ella. Sin más, vamos a empezar con los 7 pecados digitales de esta semana. [Voz de mujer] Los 7 Pecados Digitales by SEOmental. Bueno, llega el momento del libro. El libro, en esta ocasión, aunque no va a ser de un súper autorazo (no creo que jamás vaya a ganar un premio reconocible), lo que sí os puedo decir es que es un novelista de ciencia ficción de los que crean escuela. A pesar de que, por supuesto, en este podcast van a venir autores clásicos (como Isaac Asimov, Richard Matheson, Arthur C. Clarke, tantos y tantos que están clavados en el alma), hoy, como iba de batallas épicas y de esa epicidad (en este caso epicidad espacial), he querido hablaros de este reciente descubrimiento que se llama "The Fall of Reach" ("La caída de Reach") y que viene del universo HALO, por Eric Nylund. Bueno, "The Fall of Reach" es una historia de súper soldados criados desde pequeños, robados de sus padres y pasados por las mil torturas para convertirlos en máquinas de matar para proteger a la humanidad frente a futuras amenazas, y esa amenaza llega, claro. Son los Covenants. Bueno, si eres semi frikie (si estás siguiendo este podcast, imagino que un poco de sangre frikie corre por tus venas) conocerás un poco la historia de HALO; pero, vamos, digamos que es la típica historia de la humanidad defendiéndose de una raza alienígena implacable, y que cuando parece que el enemigo es quien tú crees, hay uno mucho peor. Se tienen que unir ambos sectores del ejército para luchar contra un enemigo peor y mucho más potente. En fin, un libro repleto de acción militar. Casi que estás leyendo el libro y te da la sensación de estar escuchando esta música de fondo mientras lo lees. Está narrado sin tapujos, con el gore que le sienta también a este tipo de novelas y con la justificación técnica y precisa de cada elemento científico y de tecnología que aparece en el libro. Todo tiene sentido y eso es algo que nos gusta mucho a los fans de la ciencia ficción. Sin duda un libro muy recomendable que, obviamente, abre paso a ese fantástico videojuego que también es HALO y su precuela (que es este "The Fall of Reach"). Una historia de perdedores, pero muy heroicos. Sin duda, te lo recomiendo. Lo vas a disfrutar a tope. [Voz de mujer] Los 7 Pecados Digitales by SEOmental. [Suena diálogo de película] - En este mundo, un hombre en sí no es nada, y no hay más mundos, solo este. - Yo he visto otro mundo. Aunque a veces creo que solo lo imaginé. Si caigo yo primero, te esperaré allí: al otro lado de las oscuras aguas... ¿Por qué iba a tener miedo a la muerte? Yo pertenezco a ti. Hay que subir directamente a esa colina. ¿Cuántos hombres daría a cambio? ¿Cuántas vidas? Fluimos juntos, como el agua. Bebo de ti. Bueno, no sé si os habrá sonado la peli. Estoy seguro de que a varios de vosotros sin duda. Se trata de "La Delgada Línea Roja", de Terrence Malick. En esta ocasión (y estoy seguro de que se va a repetir en más ocasiones) este pecado digital va a ser un combo, porque voy a matar dos pájaros de un tiro. O sea, va a ser la película de "La Delgada Línea Roja" de Terrence Malick, y además también va a ser el tema musical. Es que esta peli, aquí siempre os digo, son temas que me han marcado. Esta película la vi cuando estudiaba comunicación audiovisual (porque, no sé si lo sabéis, una parte de mi ADN es de director de cine) y, bueno, pues fuimos todos los compañeros con algún profesor a verla a un cine de Murcia. La verdad es que yo salí bastante afectado. Si la habéis visto, sabéis que no es la típica película de guerra. Está basada en un poema, el director es un director muy especial, Terrence Malick, que se hace mucho de rogar para hacer películas y, cuando las hace, siempre hay polémicas detrás (actores que lo aman y odian al mismo tiempo). Sin duda, una revolución cada vez que estrena algo. En este caso era una visión de la guerra, de la segunda guerra mundial. Una visión muy personal, muy poética, muy documental y sobre todo muy personal. Los actores están, literalmente, asombrosos. Nick Nolte, haciendo el papel del típico general malo que quiere ganar la batalla a toda costa; tenemos a Jim Caviezel, antes de hacer la película de "La Pasión", este sin duda fue el papel que momentáneamente lo lanzó al estrellato, porque desprende un carisma maravilloso durante todo el metraje; y, por supuesto, Sean Penn que lo hace de lujo como esa voz consejera sobre el protagonista, que va intentando guiarlo durante toda la película. "La Delgada Línea Roja" es una historia de guerra, está claro. Es una historia de la batalla de Guadalcanal; es una historia de tomar una colina; es una historia, sobre todo, de personas, de hombres. Cuántas veces hemos visto y pensamos que "Salvar al soldado Ryan" es la referencia cuando hablamos de cine bélico contemporáneo; pero para mí esta sin duda la supera. La supera por las diferentes historias humanas que se van dando aquí; la supera porque no solo vemos el punto de vista del soldado americano, vemos también el punto de vista del soldado japonés y vemos cómo chocan esas dos maneras de entender la guerra, de entender el compromiso, de entender la responsabilidad. Vemos cómo dentro del propio ejército de protagonistas están los beligerantes y, digamos, los pacifistas y los que quieren ir por el camino del medio. Sobre todo, vemos mezcladas historias intermedias: damas personales particulares, como la de ese soldado con su mujer que la ha dejado atrás y a través de unas cartas vamos teniendo unas referencias poético-visuales que te ponen los pelos de punta. Sobre todo, tenemos esta banda sonora maravillosa de Hans Zimmer que se llama "Journey to the line" y que me da paso a presentar el tema. [Suena banda sonora] Pues sí, este es el tema musical elegido del programa de hoy: Journey to the line (el viaje hacia la línea), de un inconmensurable Hans Zimmer. Tema que ha sido copiado hasta la saciedad, intentado de imitar hasta la saciedad, comprados sus derechos hasta la saciedad para incorporarlos a otros tráileres de otras películas (seguro que la habréis escuchado en más de una ocasión), porque es que es pura epicidad (de lo que va este programa de hoy). Hans Zimmer aquí es que es seguro que va a salir muchísimas más veces, porque es uno de mis compositores de bandas sonoras favoritos. Es un tío súper ecléctico que es capaz de hacerte la banda sonora de "El Rey León" o el súper muro de sonido (que es como se llama esta técnica que usa aquí, igual que la que usa en "Interstellar" y en muchas de sus otras película, como por ejemplo en "Dunkerque" también). Es un tema musical que define lo que significa "in crescendo" y define, justo en esa emoción y en esa catarsis que hemos vivido hace unos segundos, cuando el ejército invade por fin y toma la famosa colina de esta película, y chocan esas dos culturas y se ve cómo el enemigo invasor (que en este caso son los americanos) arrasan literalmente un campamento japonés. De verdad, muy dramático. Pelos como escarpia siempre que escucho este tema musical, y no me canso de ver esta película. O sea, muchas veces veréis que haré este tipo de combos (de película + tema musical) porque para mí, como director de cine frustrado (como os he dicho antes), la mitad del éxito de una película, de lo que te transmite una película, es su banda sonora. O sea, es esencial. De hecho, para mí es esencial tener la banda sonora antes de montar lo que son la imágenes, para intentar ir al ritmo (aquí cada uno va a su bola y lo hace como quiere). Yo desde luego, soy de los que prefiere tener el tema musical de base y en función de eso inspirarme para grabar las imágenes y montarlas. En cualquier caso, aquí tenéis este combo de hoy: "La Delgada Línea Roja" (la película de Terrence Malick) y el tema musical "Journey to the line" de Hans Zimmer. Espero que os haya gustado tanto como a mí. [Voz de mujer] Los 7 Pecados Digitales by SEOmental Bien, pues la serie que os traigo hoy es "Battle Star Galáctica", la serie re-imaginada en la original de 1978. Si la he traído es porque para mí también supuso un antes y un después en series de ciencia ficción y porque, siguiendo con el hilo de hoy, es algo realmente épico. Veréis, ahora os comentaré cómo combina el argumento más religioso, íntimo y filosófico con las escenas de batallas espaciales más épicas que yo haya visto. [Suena música] Bueno, y así era como cerraba la intro de cada episodio, que como podéis ver era también un crescendo militar a ritmo de tambores, en el cual ya te iban sacando fogonazos de lo que ibas a ver en el episodio de ese día. Si "Perdidos" puso de moda los clip hangers de dejarte con las ganas al final de cada episodio, en este caso era al revés porque era justo en la intro. En la misma intro te ponían fogonazos de lo que estaba por venir en ese episodio y ya no podías parar. Realmente épica la manera de montar esos tráileres. Bueno, pero ¿de qué iba esta serie de "Battle Star Galáctica"? Pues, es la típica historia de la rebelión de las máquinas contra el hombre. El hombre ha alcanzado cierta madurez en su evolución e inventamos una raza de robots que, por supuesto, acaba revelándose contra nosotros. Cuando se revela, es que es demoledor. O sea, llegan un día y básicamente arrasan con bombas nucleares todo el planeta, y a los humanos apenas nos da tiempo de organizarnos. Una flota de naves comandada por la nave comandante (que es la Battle Star), a manos del comandante Adama (interpretado por un maravilloso James Edward Olmos). Pues, solo esos restos consiguen escapar, salir a velocidad luz del sistema solar y huir de esos Cylons (que es como se autodenomina la raza robótica que pretende erradicarnos de la faz de la tierra). A partir de ese momento, empieza una huida épica, a través de viajes espaciales a la velocidad de la luz en la que se combinan (pues, ya os decía) dog fighting, combates de naves de caza espaciales (Cylon contra los cazas espaciales humanos) que son muy realistas. Veréis que la factura técnica de la serie está muy bien, las escenas de batallas aéreas están muy bien hechas (con un sistema de cámara, de iluminación, con zooms que lo hacen de lo más realista). Tampoco escatima en gore y en momentos duros; pero lo más peculiar de esta serie es cómo combina el tema de la mitología griega porque, igual que la serie original de 1978, venía a llevar trazas de mitología egipcias al más puro estilo de Stargate. Aquí se combina mitología griega y en esa huida, en esa odisea a través del espacio, vamos a encontrarnos con dilemas morales muy importantes en los que hay que elegir el mal menor para salvar a los pocos que quedan de la raza humana; vamos a encontrar ese éxodo religioso en búsqueda de la tierra prometida; y vamos a encontrar giros de guión y un miedo a lo desconocido, a la tecnología y al vacío más existencial que provoca el espacio, que realmente tocan. En esta serie también hay uno de los finales más épicos que yo recuerdo. Épicos por lo emotivo, por el arco argumental que se cierra en ese final. Sin duda, si la podéis conseguir (porque estuvo un tiempo en Netflix, pero ahora no sé por dónde andará), os la recomiendo porque os la vais a disfrutar como un nene. [Voz de mujer] Los 7 Pecados Digitales by SEOmental. Vamos con el momento con el pecador digital invitado. En este caso se trata de pecadora, y no es otra que mi queridísima Carolina Gómez, una de mis mejores amigas desde hace muchísimos años ya, de mi círculo cercano de confianza. Una persona muy creativa, no solo porque es arquitecta; sino porque lleva la creatividad en vena desde que yo la conozco. Es una de las personas con más inventiva, imaginación y buen rollo, de las que yo conozco. Le agradezco muchísimo que venga a compartir su pecado digital confesable con nosotros, que además también es un combo. [Habla Carolina Gómez] Hola a todos, soy carolina Gómez y tengo la enorme suerte de tener a Iñaki como una constante en mi vida, un amigo de los que son familia. Siempre me he sentido atraída por las teorías sobre la existencia de universos paralelos, conformando un multiverso. Os traigo, pues, dos pecados digitales paralelos. Una película, "El efecto mariposa", presenta la teoría del caos y cómo pequeñas variaciones en las condiciones iniciales de un sistema pueden implicar grandes diferencias. Un día sales de casa, tomas el camino a la izquierda y tu vida y las de los que te rodean cambia para siempre. El otro pecado digital es un libro: "4 3 2 1" de Paul Auster. El único hecho inmutable en la vida del protagonista es que nació el 3 de marzo del 47, en Nueva York. A partir de aquí, 4 vidas completamente distintas se abren ante él. Explora 4 mundos diferentes, que nacen de que cada suceso, por irrelevantes que parezcan, abre unas posibilidades y cierra otras, dando vueltas siempre a la eterna cuestión: "¿y si hubieras actuado de forma distinta en un momento crucial de tu vida?". Iñaki, mucha suerte con Los 7 Pecados Digitales. [Voz de mujer] Los 7 Pecados Digitales by SEOmental. [Suena música] Momento para el videojuego. Hoy, que estamos con el tema de la épica, tenía que ser uno de la segunda guerra mundial. El primer juego de la segunda guerra mundial que yo recuerdo que realmente me impactase. Realmente es que creo que fue el primero que, en mi generación, vivimos (por lo menos los que somos jugadores de PC, no de video-consola; yo jamás he tenido video-consola, soy PC-ero a muerte, de los que se construyen su propio ordenador y le gusta ir tirando de tarjeta gráfica en tarjeta gráfica para exprimir al máximo los gráficos y disfrutar del realismo). Ese año, el juego fue: "Medal of Honor: Allied Assault". ¿Te suena? [Suena música] Del año del que estamos hablando es el 2002. La desarrolladora fue EA (Electronics Arts), y el creador ni más ni menos que el venerabilísimo Steven Spielberg, otro de los que tendrá muchos papeles protagonistas a lo largo de estos 7 pecados digitales. Efectivamente, como podéis adivinar por esos acordes que están sonando de fondo, de esta maravillosa banda sonora súper fílmica, es que tenía mucho que ver con esa joyita que nos dejó Steven Spielberg con "Salvar al soldado Ryan". En el videojuego, tenía un motor gráfico de última generación en aquel entonces (que era el i-Dtec 3, de los creadores de Dumb, seguro que os suena), era un motor gráfico muy potente pero que nunca se había puesto al servicio de lo que era un videojuego de la segunda guerra mundial. Esta es la tercera entrega de Medal of Honor, pero las dos anteriores fueron en consola (que los siento consolores, pero sabéis que los gráficos nunca los habéis podido comparar a los de un PC, ¿verdad?). Los gráficos en PC, con una buena tarjeta gráfica, eran la leche. Yo tenía suerte de tener una de esas tarjetas gráficas, creo que por aquel entonces era una Radeon 9750 (pues, era tecnología de punta). Bueno, esos efectos de iluminación, de partículas, las caras, el texturizado, el número de polígonos que llevaban los personajes eran increíbles. Steven Spielberg metió mano en el juego hasta el punto de que hay una escena, en concreto el tercer capítulo del videojuego, que es una réplica casi exacta de la escena del desembarco de Normandía. O sea, vivir la escena del desembarco de "Salvar al soldado Ryan" en un juego en primera persona, eso era épico. Estábamos todos en la pandi literalmente alucinados con lo que había conseguido este videojuego, aparte del rollo de recorrer bam bunkers matando nazis (pues es algo que siempre desestresa mucho). Además, la guinda del pastel la puso el apartado multijugador. Yo nunca he sido un gran amante de los juegos multijugador, hoy en día prácticamente ni los toco (no tengo tiempo para eso); pero en aquel entonces era como una revolución. Este multijugador fue de esos en los que todos los de la pandilla nos juntábamos y pegábamos unas viciadas ahí, jugando en cooperativo o machacándonos entre nosotros. Era una gozada jugar en esos escenarios, teniendo siempre como referencia la película de "Salvar al soldado Ryan" y la posterior serie que sacó también junto a Tom Hanks (verdad que conoceréis también de "Hermanos de sangre", que seguramente le hagamos un hueco aquí también). Así que, ahí tenéis la recomendación. ¿Queréis un juego retro ahora? Quitadle el polvo y ponedlo a correr en vuestros ordenadores, que va a correr de lujo. Pues, "Medal of Honor: Allied Assault". [Voz de mujer] Los 7 Pecados Digitales by SEOmental. Bien, pues llega el momento de la herramienta digital recomendada. Hoy os traigo una que tiene que ver con redes sociales, se llama "TweetDeck". ¿La conoces? Bueno, TweetDeck lleva conmigo añísimos, porque yo no sé desde cuándo me marqué en Twitter. Seguramente desde los primeros compases de su lanzamiento me enganché a esa red social y, bueno, a lo largo de los años he tenido la oportunidad de gestionar muchas cuentas, tanto la mía personal (que ya sufrió una migración, tuve que cambiar de una a otra) como varias cuentas de empresa de las que he dirigido. Al día de hoy todavía sigo llevando unas cuantas cuentas a nivel personal, o por lo menos monitorizándolas (aunque no me encargue yo de programar todo). Entonces, ¿cómo te ayuda TweetDeck, o por qué me enamoré yo de esta herramienta en su momento? La novedad de TweetDeck era que tenía un sistema de gestión en columnas, lo cual es súper útil. Es decir, en una interfaz (ya fuese en el escritorio o en una aplicación que tenía para Android) tú tenías una columna por cada elemento de Twitter que te interesara. Por ejemplo, puedes tener solo una columna de menciones por tu nombre de usuario, una columna solo de respuestas, una columna solo de mensajes directos, una columna siguiendo un hashtag en concreto. O sea, realmente muy potente y muy cómodo para organizarte la timeline. ¿Qué pasa? Pues que hace unos años Twitter con su política de "menos es más", o más restricciones es menos problemas para ellos, no sé si estáis al tanto pero empezó a restringir lo que es su App y los toques daba con su App; entonces todo ese ecosistema de desarrolladores que había por internet creando Apps específicas para Twitter, con funcionalidades extras que no tenía la herramienta de Twitter, esos desarrolladores vieron como de repente tenían que ir cancelando sus herramientas porque Twitter les estaba cortando el grifo. Entre estas herramientas afectadas, pues TweetDeck fue una de ellas. Era una herramienta standalone, que tenía su propia aplicación de escritorio que te podías descargar (además de la de Android). Twitter en este caso se ve que sí vio algo de potencial, porque realmente (y no nos engañemos) Twitter está muy bien como red social (claro que sí, no digo lo contrario); pero sus herramientas dejan bastante que desear, por eso hay tantas herramientas de terceros intentando facilitar esa interfaz. Entonces, TweetDeck, en vez de ser forzada a ser cancelada por Twitter, lo que hizo Twitter fue comprarla: absorbió TweetDeck y se convirtió TweetDeck en una marca de Twitter. Entonces, digamos que es la herramienta oficial de Twitter para gestionar multicuenta, aunque no la promocione Twitter como tal (porque tampoco le da mucha vidilla). Se cargó las aplicaciones de escritorio (tanto de Windows como de Android), pero hoy en día todavía la puedes seguir usando como aplicación en el navegador. O sea, puedes meterte en el navegador en tweetdeck.com, loguearte con tu cuenta de Twitter y luego añadir todo el resto de cuentas que quieras. Te va a servir tanto si es para gestionar tu cuenta personal, como si necesitas gestionar 3-4 cuentas de empresas. En una vista horizontal, con scroll horizontal bastante funcional, vas a poder manejar todos esos timelines, hacer retweets de un mismo tweet digamos de una manera más sencilla, incluso programar los tweets. Ralamente, de momento, y hasta que se les ocurra quitarla del mapa, te recomiendo que le eches un vistazo porque está muy bien. Yo ya no sé vivir sin ella. Bueno, espero que os haya gustado. Os recuerdo que vosotros también tenéis voz en este programa y que usando el hashtag de #pecadoresdigitales y mencionándome a mí (@seomental) podéis proponerme vuestros pecadillos, para incluirlos en los próximos programas. Hasta aquí la herramienta: TweetDeck. Apúntalo, tweetdeck.com [Voz de mujer] Los 7 Pecados Digitales by SEOmental. Llegamos al momento de mi profesional digital recomendado. Hoy es alguien (bueno, como va a ser siempre en este programa) especial. Se trata de mi socio, de mi compañero, de mi amigo Luis Villanueva. Si estás metido en el sector de marketing digital, SEO, etc., no hace falta que te lo presente, ya sabéis quien es Luis: una de las personas que nos representa el SEO de habla hispana por todo el mundo (no solo en España, sino también en Latinoamérica). Es un emprendedor nato (bueno, un emprendedor en serie, un hervidero de ideas), una persona con muchísimo talento, muy profesional, le encanta su trabajo (es un apasionado de su trabajo); pero una de las cosas que más me llama a mí la atención de Luis es primero su humildad y segundo su foco, su foco de trabajo que no está en sí en el propio trabajo. Para Luis, siempre lo más importante son las personas. Siendo un empresario joven (porque lo es), que tenga estos valores tan claros a mí me hace creer en el futuro. Así que, tengo mucha suerte de tenerlo como compañero, como amigo y como socio. Aquí os lo traigo de compañero digital invitado, para que os cuente un poquito más sobre él y a ver qué nos confiesa. [Habla Luis Villanueva] ¿Quién soy y qué cargo tengo? Pues, bueno, soy Luis Villanueva, socio y SEO manager en Webpositer, también socio de otras empresas como Webpositer Academy o SEOBOX, todas ellas se dedican al mundo online, cada una desde una perspectiva diferente. Por ejemplo, en Webpositer nos dedicamos a ayudar a nuestros clientes a que en sus proyectos web obtengan clientes a través de los buscadores, para finalmente convertirlos en esas ventas o en esos objetivos que cada uno tenga con su proyecto web. Resumiendo, atraemos a través de internet sus potenciales clientes. ¿Una pasión personal? Pues por supuesto que el fitness. Igual que digo que estamos trabajando y en nuestro trabajo tenemos la suerte de que cultivamos nuestra mente, pues en el apartado personal hay que cultivar el cuerpo, que también nos trae muchísimos beneficios importantes. ¿Una pasión profesional? Por supuesto que el SEO por realmente, para una persona hiperactiva como yo, tiene casi todo lo que hace falta, que es: experimentación, descubrir mundos nuevos, afán de superación, constante aprendizaje y, al final, tiene muchísimas cosas todas juntas que son para gente que estén en constante movimiento. ¿Un pecado digital confesable? A modo de película, te diría "Avatar", que es mi película favorita porque transmite muchísimas cosas. [Voz de mujer] Los 7 Pecados Digitales by SEOmental. Bueno, pecadores y pecadoras digitales, se acaba este glorioso día, se acaba este tercer episodio de Los 7 Pecados Digitales by SEOmental. Espero que os haya gustado, espero que lo hayáis disfrutado como yo mientras lo grababa, y que os haya calado alguna de estas reseñas para que tengáis ideas frescas a la hora de elegir vuestro próximo entretenimiento. Para mí sería un honor que las tuvieseis en cuenta. Ya sabéis, os recuerdo que todos tenéis voz también en este podcast. Vuestros pecados digitales son tan confesables como los míos, y solo tenéis que ir a mi perfil de anchor.fm/seomental o seguirme en Twitter @seomental y utilizar el hashtag de #pecadoresdigitales. Ahí me podréis dejar vuestros pecadillos para que yo los tenga en cuenta en los siguientes episodios y compartirlos con el resto de la comunidad (que cada día, y a pesar de llevar solo 3 programas, ya somos más). Muchísimas gracias por estar allí. Nos vemos en el siguiente. Adiós. [Voz de mujer] Los 7 Pecados Digitales by SEOmental. Escucha el episodio completo en la app de iVoox, o descubre todo el catálogo de iVoox Originals
This week is all about revisiting old topics. Trees starts off talking about the post office until Fred steers the conversation to next gen console leaked prices. Trees has been playing a lot of No Man's Sky and Picross on the Switch while Fred played Medal of Honor: Allied Assault and Dead Rising. Opening Song: Facehammer by Ozzed (ozzed.net) Closing Song: Supermoon by 65 Days of Static (No Man's Sky)
This week is all about revisiting old topics. Trees starts off talking about the post office until Fred steers the conversation to next gen console leaked prices. Trees has been playing a lot of No Man's Sky and Picross on the Switch while Fred played Medal of Honor: Allied Assault and Dead Rising. Opening Song: Facehammer by Ozzed (ozzed.net) Closing Song: Supermoon by 65 Days of Static (No Man's Sky)
This week is all about revisiting old topics. Trees starts off talking about the post office until Fred steers the conversation to next gen console leaked prices. Trees has been playing a lot of No Man’s Sky and Picross on the Switch while Fred played Medal of Honor: Allied Assault and Dead Rising. Opening Song: Facehammer by Ozzed (ozzed.net) Closing Song: Supermoon by 65 Days of Static (No Man’s Sky)
Animator Chance Glasco is famous for his work on video games, most notably the Call of Duty Franchise. His newest venture, Doghead Simulations, is using Virtual Reality to replace and improve conference calls, video calls, and screen sharing. Imagine being worlds apart, yet able to meet together face to face, sharing data and information in real-time, through a virtual reality environment that works across a variety of platforms and operating systems. TRANSCRIPT: Intro: 0:01 Inventors and their inventions. Welcome to Radio Cade the podcast from the Cade Museum for Creativity and Invention in Gainesville, Florida , the museum is named after James Robert Cade, who invented Gatorade in 1965. My name is Richard Miles. We’ll introduce you to inventors and the things that motivate them, we’ll learn about their personal stories, how their inventions work, and how their ideas get from the laboratory to the marketplace. James Di Virgilio: 0:38 I’m James de Virgilio in for Richard Miles . And today I get a chance to talk with a rather famous, and I heard you said this in a podcast Chance, a famous, but maybe not famous on the street, developer who’s now doing some really interesting things. His name is Chance Glasco. He’s sitting down with me here at the Cade Museum, and we’re going to talk about a couple of things today, a Chance. Let me give you your bio. You’re the Co-founder of Infinity War, that’s what you’re famous for, which produced Call of Duty and the really good Call of Duty games. I think it’s important to say in there , and then you are now the Co – founder since 2016 of Doghead Simulations. And we’re going to spend quite a bit of time talking about this today. What, first of all, why start Doghead? You were in Brazil for a while . You had kind of given yourself a little mental space. Why come back with this project? Chance Glasco: 1:25 So after , um, 13 years of Call of Duty, 15 years of the game industry, I was just burned out. As you probably heard. The game industry is a lot of hours, a lot of crunching late nights. Yeah. They feed you, but you’re there 12 hours a day, sometimes six days a week, and whatnot, it just kind of takes a toll on you. And you, you know, at a certain point, doesn’t matter how much someone pays you. If you can’t enjoy your life, what does it matter? Right. And so I guess I kind of pulled like a Dave Chappelle in a sense , right. I just kind of left the country and went to another place, which was Brazil , uh, lived there for , uh , overall, I close to three years, about two years in Rio and then , uh, six months or so, and , um , San Paulo and , uh , yeah , just enjoyed it and just kind of relaxed, recovered, and started working on a VR project remotely with a buddy of mine, Albert Perez, who’s another Co – founder of Doghead. He was in Seattle, I was in Rio and we were working on this game called Bear Tinder. And it was actually a , um, animal bartending game. You’re in virtual reality, you’re a bear. And then animals come in and they order drinks and you actually reach behind you, grab the bottle, you know, and grab everything, start mixing stuff, get points, serve them. And eventually ended up with just this crazy drunk animal bar. So like, why am I not doing a drunk animal game now? Well, investors, would probably be the correct answer, right? You’re a money guy. So, you know, like if someone came to you, with the background of Call of Duty is like, Hey, I’ve got this great idea. You can get drunk with a goat and a chinchilla in VR, or, Hey, I’ve got this idea that can revolutionize communication education. Like the investors are going to go with the second choice, most likely. James Di Virgilio: 2:55 That’s for sure. So you were working on something very creative and fun. Chance Glasco: 2:58 Yeah, something as far as from Call of Duty as I can get basically. James Di Virgilio: 3:02 And now it’s morphed into something a little more serious, a little bit more professional, more buttoned up maybe? Chance Glasco: 3:06 So, the segue from that was , uh , we were collaborating and I think we were initially using Skype and, you know , um, Skype is not, I don’t know how Skype managed to get worse over the years, but we were very frustrated and it wasn’t just the software itself. It’s just that we had I had five megabit down internet, you know, I was like two streets from a favela. It was not like this, you know , broadband one gigabit experience I was having , um , you know , uh, there’s a lot less bandwidth used if we did this in VR. Cause the video uses a lot of bandwidth. But in, in VR, if you’re in a social situation while we’re sending audio, just like you would on a video conference call. But instead of saying video, we’re sending the XYZ coordinates of your hands and your head. Cause that’s all being tracked. And then applying that to an avatar. And so not only did it solve our bandwidth issues, it was just a much better experience for conferencing remotely. You get in there and in good VR, actually, most of you are now , uh, we’ve gotten to the point where you’ve experienced presence. It’s a sense of actually being somewhere, you put this thing on your head, your subconscious mind buys into it. Your conscious mind knows you’re in VR, right? And so we were like, wow. Or I feel like I’m here with you. Like we’re hanging out in VR. You feel their presence, social presence enters the equation. Once you network other people in there. And they’re like, well, now that we’re hanging out and we’re talking, wouldn’t it be cool if we could like, you know, maybe bring up a PDF or think of a 3D model that we’re working on for the game or something. Um, and so the tool that was fixing our collaboration issues ended up being a product kind of classic story. James Di Virgilio: 4:35 That is a classic story . That’s what I was thinking. As I heard you say, this is, so you just try to solve a problem you had with your Co-founder and then you stumbled upon what is now the primary development piece for, for your studio. The first thing that came to mind for me was what you just said is have done VR before. I have a hard time having my subconscious buy into it. I recognize him in a , in an environment that seems a little bit blurry or it seems a little bit weird and I’m doing things in there. But to hear you say that it’s tracking movements that you actually felt like you were able to read the mannerisms of your Co – founders seems amazing. It seems to transformational. Are you finding that the marketplace desire or something like this for a video conferencing solution? Or is this a hard , a high hurdle to overcome? Chance Glasco: 5:16 I mean, this is something that the market demands, but they don’t know they demand it yet or they do. They just don’t know what it is. They just know that they don’t like video conferencing. But think about like, like Henry Ford, I don’t know exact quote, but something like, “If I would ask people what they wanted , they would’ve said a faster horse.” People like , Oh , want better video conferencing. This isn’t very good. You don’t like video conferencing, not because, Oh , it’s pixelated or you don’t like, because you’re not there with them. It doesn’t matter how good you make video conferencing. You’re still looking at a set of boxes on a screen. And that screen might fill , you know, 30% of your field of view . And then you’re like, well, who’s talking, I don’t know all this people. Let me look at, Oh, that person’s mouth is moving while the audio is coming out. Okay. So I guess they’re talking right. Well in VR, if like, let’s say this was Rumi , right? This is our software we’ve met we’re in this environment. This is the 3D rendering. If I’m looking off to the right and I hear you talk, I’m going to hear you out. I’m sorry if I’m looking to the right. Uh , and I hear you talk, I’m going to turn my head left because I heard you out of my left ear. I know you’re to the left of me. Right. That’s natural. That’s what we’re used to experiencing. It doesn’t happen via conferencing. You’re just scanning like this little boxed area of who’s talking, right. Body language. You don’t really get that in , um , in video conferencing. Um, yeah, you can see like their upper body, but there’s no depth. You don’t get everything below that. And it just doesn’t really translate. And so when you’re in VR, people typically will just kind of circle up if they’re in a group, just like you would in real life, like a semicircular circle. When they’re talking, I can see multiple people this way, this person talks, I can turn my head left. You know? So it’s just, we’re basically, we’ve recreated that in person experience using VR. James Di Virgilio: 6:49 It’s , it’s a couple of interesting things. One, you just mentioned that sort of circle, which I think whenever I come out of a movie, people tend to form a circle and you discuss the movie, like it’s the natural human. This is how, and you’re seeing people naturally in the VR world where they could go anywhere they want, right. They can take their avatar and turn away from you, but they don’t, they’re actually forming the same social formation you’d form in the flesh. Chance Glasco: 7:12 You’re utilizing 3D space. Video conferencing, it’s just a 2D panel in front of you, you know? And so when you utilize 3D space, you can do more of it . James Di Virgilio: 7:20 I think one of the most interesting things that I, that I read that you had , um, you had said, and I think this is totally true, is when you put the VR headset on, you’re not distracted and with video conferencing or conference calls, I think anyone listening to this podcast knows that you’re on mute or you’re typing an email or you’re browsing the internet and you’re half listening, but the VR set is fully immersive. So you’re actually in the space with the person, much like you would be one on one. Chance Glasco: 7:45 Yeah. There was actually a study from source enter call that I realized that 70% of people in video conferencing are doing something completely different. And at least one of the things , and it was emailing, it was texting, it was playing games, going into the bathroom, like all kinds of stuff. Right? So when you’re in VR and a hundred percent of your reality is being rendered. It’s not like AR where you’re rendering, you know , 3D over the real world. You’re completely blocked out to the real world. And so, and you had headphones and you’ve got headphones on. Right? And so, because of that, you know, you’re not, if I reached in and grab my phone, and get my phone out I’m not going to see my arm. I’m not going to see my hand. I’ll see my 3D avatar hand, but I’m not going to have a phone in it because that’s in the real world. Right? So it’s just a much better way to focus. And especially when with school, like if you think about online school, I don’t know if you’ve done any online classes, but people don’t have like memories. They don’t reminisce about online school. Hey, remember that time I typed that funny joke and hit enter, and then you type ha ha ha ha. And hit enter. Hell yeah. That was hilarious. Like you never have you ever , never have conversations about the online school, but what if you’re in a , what if your friends is what Harvard is doing? Harvard is using our software to teach Egyptology to Harvard students. And , um, I , uh , university in China. So you have Chinese students and Harvard students in a Egyptian pyramid, a 3D model and different pyramid with the PhD in Egyptology teaching them. They’re gonna remember that. They’re not going to remember the video of the guy talking and the text chat, you know? James Di Virgilio: 9:13 Yeah. You’re absolutely right. I took a lot of online courses at the University of Florida. And then just remember maybe a weird thing the professor did, but there’s no collaborative field. Chance Glasco: 9:22 It’s kinda de-humanized. James Di Virgilio: 9:23 Yeah. It is. It’s a guy on a screen talking that’s that’s fascinating. So they actually feel this. So Harvard is , is presumably one of your? Chance Glasco: 9:31 Yeah, Harvard, Full Sail University, Michigan, I’m sorry. University of Michigan, Wolverines? Yeah. I don’t sometimes there’s like, you know , it was like Florida State can say let’s just rearrange state’s names and the word state into five different colleges and expect you to remember their names. James Di Virgilio: 9:48 So, so your technology is potentially changing the landscape of video conferencing and allowing for an immersive, almost realistic experience anywhere across the world? Chance Glasco: 9:56 Yeah. I wouldn’t say, I said replacing rather than changing, you know , it’s like for instance, we had, you know, we have the first to telegram right? Then like a phone call and then we had , um, you know, audio conferencing and video conferencing. But for the history of human beings, we’ve been communicating from a very complex exchange of facial expressions, body language. Um, there’s all these little details that come together. And when we’re having a conversation , uh , my little shots of either serotonin and dopamine are coming from your little micro reactions in your face, you’re nodding your head, these things. So we’ve basically for the sake of convenience , um, you know, over pretty much during your , um, your lifetime in my lifetime have stripped away all of those human aspects of communication for the sake of convenience. Right? And so what we can do with the VR technology is we can actually rehumanize social media, you know, where we’ve got your body language , um, the new headsets , uh, the new Vive Pro Eye has eye tracking and that’ll probably be a standard feature in the future for most headsets. So now we have like how you’re moving and what exactly like what exactly you’re looking at. You know, just having one to one eye movement in VR , I have an avatar that’s the eyes are moving, how the real person’s moving. That adds emotion that has empathy. And so we’re kind of fooling your brain in a sense to feel. I mean , I don’t know if fooling is the right word where we’re just transferring more of those human aspects into your digital environment. So to give a sense of empathy. James Di Virgilio: 11:16 Now, is anyone else doing this? Is this is this patent protected and how, where are we in that ? Chance Glasco: 11:21 I mean, you can’t, you know, you can’t really patent protect the idea of people being networked in VR, you know , and that in itself is not necessarily a completely unique idea. I mean, we’ve had network games for awhile , but most of the companies that have are known are focusing more on the social, social aspect, not this, like we’re a private invite kind of system like Slack, right? You’re going to get to create a team and you invite people via email. Um , you’ve got other companies that are more of like an AOL chat room. I’m like in the early days we were just going in there and you’re talking to people I’m just more focused on some entertainment. And we realized there was a , a gap of like, Hey, what if you want to be productive? What if you want to get drunk together and actually be productive rather than just be like, Hey, where are you from? You know, that stuff, you can do that in Rumi, but you have to be invited to that team to speak to someone. James Di Virgilio: 12:05 And Rumi is the name? The actual application? Chance Glasco: 12:08 Yeah. Are you MII? Um , in Doghead Simulations is our company name dogheadsimulations.com is our website. But if you, I recommend if you’re gonna get Rumi, get it off of steam because there’s an auto updater. If not, you can go to our website and get it. And it’s free. It’s free up to five users. And so pretty much any small project can use it without paying anything. James Di Virgilio: 12:28 And this works on a wide variety of VR headsets and it also works on non-VR. Chance Glasco: 12:32 So we worked with work on pretty much every PC and Mac made in the last five years for non-VR mode. Uh, we support every major PC, VR headset, you know, the vibe, the Oculus, everything that’s steam, VR, everything, windows, all the windows headsets. And we also support the Oculus Go and the newest head site , which the museum just purchased a bunch of was Oculus Quest. And that’s what I’m really recommending for people right now. It’s not the most high fidelity headset because you’re, you’re not tethered to a PC. It’s basically a cell phone processor that’s in there, but it’s, there’s no wires and it’s easy to use. You put it on. It goes, it’s an amazing experience for $399. You didn’t pick them at best buy once they’re in stock again. But that’s the one that I think is really going to break through. It just came out like two weeks ago, maybe three. It’s a really, I think take VR into the mainstream. James Di Virgilio: 13:16 A couple of years from now, if we look back on this conversation and this time period, what would you like to see Doghead Simulations accomplish? Chance Glasco: 13:22 Yeah. There’s a lot of things I’d like to see. For instance, you could , you know, you can record your screen and have a video of a meeting, but imagine if we actually recorded your position in space, your body language, what you’re doing, all the audio, you could actually revisit a VR meeting almost like the time machine. You go into that environment. And all the avatars are playing back exactly what people were doing, what they’re saying, what they’re interacting with. And that’s cool because I imagine like, Oh, I missed that meeting, you know, last month, let me just go back into it. It’s exactly the same experience they would have with exception that if you talk to these people who quote unquote, they’re not going to respond because they’re basically recordings at this point. James Di Virgilio: 13:57 That’s amazing. I’m really looking forward to using the technology I played around on your website. And I know beforehand, as we, as we wrap up the show, we want to talk a little bit about your background. You and I both had played some baseball and I heard on a different podcast. You talked about wanting to be a baseball player or an astronaut. And instead you wound up going down this path of developing, you know, one of the most famous games of all time, one of the most popular games of all time. And now you’re working on this. I know that no one’s success path is linear. It’s not a , it’s not a bottle rocket of success, not a rock show success. Tell me a little bit about what it was like for you coming through these different dreams you had and realities you had and going to Full Sail and kind of, what did that look like? What does your picture look like? What’s the story of Chance? Chance Glasco: 14:38 I was born in Tulsa, Oklahoma, and I ended up well, it’s complicated. Technically I was kidnapped to Florida and missing for several years. But that’s a whole other podcast, but I ended up staying in Florida in the end. Um, and , uh, I went to Full Sail University. I , um, I’m a graduate of Satellite Beach High School, a class of 99′ of Satellite Beach , uh, spent most of my childhood in Brevard County , uh, Titusville, Cocoa and, you know, Indian Harbor all at that area. And then , um, I find out about Full Sail. I was like, Oh, this is a really cool school. It’s different. So I went of there, checked it out, I was like, I definitely didn’t go here. Didn’t have any money. Took about 40 grand in loans out to cover living expenses and school and all that stuff. I graduated 15, 16 months later, get an internship working at 2015 on Medal of Honor Allied Assault. And then that was successful that we didn’t like we work for. So 22 of those 30 people left, we started Infinity War and had to create a franchise that would compete with Medal of Honor, which we ended up calling Call of Duty. So that’s a , and then that kind of segues into what we talked about earlier is 13 years of that. But the success thing it’s like, it kind of just creeps up. You know, it’s like after when a Call of Duty one came out, no one heard of the franchise, cause it didn’t exist before they just need some Medal of Honor people made a new game. And so that was ended up like at first, not very popular, but because the reviews were so high people started buying it and they just hadn’t heard of it. And then multiplayer kind of made it stick and then Call of Duty two ee had Microsoft ask us to make a launch title for the Xbox 360. So that doubled our sales because we’re now on two systems PC and in 360 and then Cod Four broke us into like basically we’re up there with a Halo and GTA when it comes to sales and then buy Call of Duty, Modern Warfare two. It was, we were beating an Avatar, the box office, you know, so we went from, you know, one of the top three game franchises to , uh , biggest grossing entertainment franchise in probably that decade or somthing so. James Di Virgilio: 16:28 Which is just simply amazing. And here you are with me at the Cade Museum having a conversation and what you’ve had, like you said, many of these conversations, and one last question for you, Chance, if you could go back and tell your, your first entrepreneurial self, so you leave the company you’re working for, you start a infinity , what would you give yourself as a word of wisdom? What would you say, Hey, you’re going to have all the success and things are gonna happen to you, but you kind of anchor to this. What would you tell your previous self? Chance Glasco: 16:53 It sounds really good. Seemingly really good opportunities come along , um, and be careful with it , what your , your choices are. You know, it’s kind of like, you know, someone gets offered, what they think is like a really good record deal. They’re like, Oh wow, we got a record deal or whatever. And then they realize , you know, two years down the road that they were kind of blinded by the fact that there is a record deal and thought, you know, it’s magic or something and made some bad decisions. Maybe, maybe they should have waited for a different record company. Right? I don’t know that’s too cryptic, but? James Di Virgilio: 17:21 Maybe patience with not every opportunity. Chance Glasco: 17:25 Patience, yeah like sometimes when you get some amazing opportunity, that’s the first of many amazing ones and that’s not even the best one, but there are times where you do have to take that. I guess sometimes you look back and say, I should have done that. James Di Virgilio: 17:35 Sure. And there’s no, there’s no, I think your story illustrates what so many others illustrate. Is there’s no perfect path. You can’t make every right decision. Chance Glasco: 17:42 Yeah, yeah. Something that I think will resonate with you when I talk to students a lot, like when I do a lot of talks at Full Sail or universities is especially as I’m talking to usually game developers, people that are like that, you know, a lot of people don’t realize that if, if they’re not active, if they’re not exercising and eating healthy that their brain is not going to function like it should, you know, they’re going to like, Oh, I got to put down another Coca-Cola for my brain. It’d be home , you know, functioning. Right? And so something that I got really into when I was like, it was 2010, I got really into Brazilian jujitsu from watching MMA. And so I would end up going to the lunchtime to train. And it’s like, as a game developer, you’re behind a computer, you’re basically not moving for, you know , 10 hours a day or so. And so you kind of have to balance that with an extreme opposite. And so for me, I found that when I was putting myself in a situation where basically someone’s trying to choke me or break my arm or something, not quiet , you know, you , you know, that’s not going to happen, but you’re trying to get someone trying to put you to that point. Right? That it was so opposite to what I was used to, that it was like, this it’s extremely good balance. Like , yeah, I could have just gone out and gone running, but it wasn’t different enough from sitting in front of a computer. I needed something to really push me . And so also jujitsu, it’s very, it’s creative, it’s very technical. There’s a lot of problem solving. It’s not just brainless and I’m not, you know , attacking other martial arts, like just, you know , striking tons and tons of times over and over repetition. There’s a lot of variety within it. So , uh, that’s, that’s kept me kind of sane through that sitting in front of a computer. And so anyone that even like for me, I grew up a computer nerd, you know, I was programming when I was 14, I was a dork. I was kind of like, you know, into theater and like, you know, not athletic person at all, I still am not. But even if you’re not like find something to balance that desk life, because it’ll, it’ll make you a happier person and it’ll prove your life and other ways too. James Di Virgilio: 19:27 I think that’s why it’s Harvard did a study talking about the different things our brains need each day. And one of them is exercise and others music. But especially if you’re an entrepreneur and you’re spending so much time on one task , it’s essential that your brain gets other space to do things. And something like jujitsu, is deep. You can go very far into that. You can lose yourself into that. And that makes a lot of sense. And I think that’s wise , he is Chance Glasgow. He is the Co-founder of Doghead Simulations. I’ve had so much fun spending some time with you today on behalf of Radio Cade on behalf of Richard Miles, who’s not here doing the interview today. I’m James Di Virgilio. I look forward to talking with you next time. Chance Glasco: 20:01 Thank you guys. Outro: 20:04 Radio Cade would like to thank the following people for their help and support, Liz Gist of the Cade museum for coordinating and vendor interviews. Bob McPeak of Heartwood Soundstage in downtown Gainesville, Florida for recording, editing and production of the podcasts and music theme. Tracy Collins for the composition and performance of the Radio Cade theme song, featuring violinist, Jacob Lawson and special, thanks to the Cade Museum for Creativity and Invention located in Gainesville, Florida.
“Death to the fascists!” Following on from our Medal of Honor: Allied Assault podcast back in 2014, we move on to Infinity Ward’s first ever game, the original Call of Duty. Leon, Karl, Sean and […] The post Call of Duty – Cane and Rinse No.299 appeared first on Cane and Rinse.
Benson Russell has done game design on Last of Us, Uncharted 2 & 3, Medal of Honor (Allied Assault, Breakthrough, Pacific & European Assault, Airborne), SiN, and Star Trek: Elite Force II. Here's his talk with http://gamkedo.club Music by Danny Baranowsky
This episode could have been better … if only you weren’t such a shitty bulldozer driver. Also: The best and worst games we played in 2016
Fulkultur-podden rivstartar hösten med ett spännande snack om världens bästa krigsskildringar i spel, film, tv och litteratur. Från Napoleonkrigen och Gettysburg till D-dagen och Gulfkriget! Länklista Call of Duty: Modern Warfare 2, flygplatsmassaker (spel, 2009) https://www.youtube.com/watch?v=2UadzYIwors Call of Duty (spel, 2003) https://en.wikipedia.org/wiki/Call_of_Duty_(video_game) Rädda menige Ryan (film, 1998) http://www.imdb.com/title/tt0120815 Medal of Honor: Allied Assault (spel, 2002) https://en.wikipedia.org/wiki/Medal_of_Honor:_Allied_Assault Inglorious Basterds (film, 2009) http://www.imdb.com/title/tt0361748/ Svarte Orm - Black Adder goes Forth (tv-serie, 1989) http://www.imdb.com/title/tt0096548/?ref_=fn_al_tt_2 Dr Strangelove eller: Hur jag slutade ängslas och lärde mig älska bomben (film, 1964) http://www.imdb.com/title/tt0057012 Band of Brothers (tv-serie, 2001) http://www.imdb.com/title/tt0185906 The Pacific (tv-serie, 2010) http://www.imdb.com/title/tt0374463 Letters from Iwo Jima (film, 2006) http://www.imdb.com/title/tt0498380 Das Boot (film, 1981) http://www.imdb.com/title/tt0082096 U571 (film, 2000) http://www.imdb.com/title/tt0141926/?ref_=fn_al_tt_1 Thomas Kretschmann (skådespelare) https://youtu.be/FBQy5hy8u2s Stalingrad (film, 1993) http://www.imdb.com/title/tt0108211/ Allå, allå, emliga armén (tv-serie, 1982 – 1992) http://www.imdb.com/title/tt0086659 Secret Army (tv-serie, 1977-1979) http://www.imdb.com/title/tt0075579/ Memphis Belle (film, 1990) http://www.imdb.com/title/tt0100133 Tunna röda linjen (film, 1998) http://www.imdb.com/title/tt0120863 Jarhead (film, 2005) http://www.imdb.com/title/tt0418763/ Krig och Fred (film, 1966) http://www.imdb.com/title/tt0063794/?ref_=fn_al_tt_5 Gettysburg (film, 1993) http://www.imdb.com/title/tt0107007/?ref_=fn_al_tt_1 Pegasus Bridge (film, 2017) http://www.imdb.com/title/tt5349998/?ref_=nv_sr_1 Bron över floden Kwai (film, 1957 http://www.imdb.com/title/tt0050212/?ref_=nv_sr_2 Undergången (film, 2004) http://www.imdb.com/title/tt0363163/?ref_=nv_sr_1 Glory (film, 1989) http://www.imdb.com/title/tt0097441/?ref_=nv_sr_2 Underground (film, 1995) http://www.imdb.com/title/tt0114787 Full Metal Jacket (film, 1987) http://www.imdb.com/title/tt0093058/?ref_=fn_al_tt_1 Apocalypse Now (film, 1979) http://www.imdb.com/title/tt0078788 Plutonen (film, 1986) http://www.imdb.com/title/tt0091763 Rescue Dawn (film, 2006) http://www.imdb.com/title/tt0462504/ Barry Lyndon (film, 1975) http://www.imdb.com/title/tt0072684/?ref_=nv_sr_1 Slakthus 5 (bok, 1969, Kurt Vonnegut) https://en.wikipedia.org/wiki/Slaughterhouse-Five Dan Carlin’s Hardcore History (pod, 2006-) http://www.dancarlin.com/hardcore-history-series/ Monty Python: Mr Hilter https://www.youtube.com/watch?v=8VSTzGwkMiM Zulu (film, 1964) http://www.imdb.com/title/tt0058777/?ref_=fn_al_tt_2 The Eagle Has Landed (film, 1976) http://www.imdb.com/title/tt0074452/ Kelly’s Heroes (film, 1970) http://www.imdb.com/title/tt0065938/ Valiant Hearts - The Great War (spel, 2014) https://en.wikipedia.org/wiki/Valiant_Hearts:_The_Great_War Rescue Dawn (film, 2006) http://www.imdb.com/title/tt0462504/ Livet är underbart (film, 1997) http://www.imdb.com/title/tt0118799 Where Eagles Dare (film, 1968) http://www.imdb.com/title/tt0065207/ The Great Escape (film, 1963) http://www.imdb.com/title/tt0057115/ MASH (film, 1970) http://www.imdb.com/title/tt0066026 MASH (tv-serie, 1972 – 1983) http://www.imdb.com/title/tt0068098 Vinterkriget (film, 1989) http://www.imdb.com/title/tt0098437/?ref_=fn_al_tt_1 Schindler's List (film, 1993) http://www.imdb.com/title/tt0108052 The Imitation Game (film, 2014) http://www.imdb.com/title/tt2084970/?ref_=nv_sr_1 The Civil War (bok) https://www.amazon.com/Civil-War-bestselling-War--based-celebrated/dp/0679755438/ref=sr_1_1?s=books&ie=UTF8&qid=1472549201&sr=1-1&keywords=The+Civil+War The Civil War (dokumentär-serie, 1990) http://www.imdb.com/title/tt0098769/?ref_=nv_sr_1 Generation Kill (tv-serie, 2008) http://www.imdb.com/title/tt0995832/?ref_=fn_al_tt_1 Dunkirke (film, 2017) http://www.imdb.com/title/tt5013056/?ref_=nv_sr_1 Den siste mohikanen (film, 1992) http://www.imdb.com/title/tt0104691/?ref_=fn_al_tt_1
In this second series of the Dev Game Club, we talk about the relevance and place in history of Hitman 2: Silent Assassin, talk a bit about its stealth contemporaries and its descendants, before diving into the first few missions of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Gontranno Sanctuary Anathema St. Petersburg Stakeout Kirov Park Meeting Podcast breakdown: 0:33 Intro 2:11 Hitman 2: Silent Assassin relevance, history, context 32:11 Break 1 32:35 The first four missions 1:21:10 Break 2 1:21:32 Story expectations, what we’re playing, next time Issues covered: Hitman episodic reboot, play style and discovery, stealth genre, handling of action and sandboxes in other stealth games, punishment for failure in genre, lethality and non-lethality, available rankings of playstyle, disguises, the game landscape in 2002, story stage-setting (Hitman: Codename 47 recap), technical stuff, character design (solid colors, no muddy textures), visual language for characters, character categories, torturing Brett, “patience simulators” vs. wish fulfillment, European espionage mood and tone, tutorial shallowness, Brett’s bashing up against the mailman, game pacing, aggression vs stealth, competence fantasy, lack of feedback or planning support, boiling frogs, possibility space exploration, save limitations, “murder puzzles,” clarity (or lack thereof), Tim’s pro tips, running through sewers, free guard’s uniform!, map utility, mechanics discovery, persistent AI state and information propagation, Hitman community division over usability, Brett’s story prediction. Games, people, and influences mentioned or discussed: Hitman: GO, Hitman (2016), System Shock 2, BioShock, Thief, Metal Gear Solid, Hitman: Codename 47, Leon: The Professional, IO Interactive, Eidos, Square Enix, Freedom Fighters, Republic Commando, Kane & Lynch, Mini Ninjas, Warcraft 3, Battlefield: 1942, Animal Crossing, Sly Cooper, Spyro 2, Baldur’s Gate: Dark Alliance, Jedi Starfighter, Metroid Prime, Legend of Zelda: Wind Waker, Medal of Honor: Allied Assault, Peter Hirschmann, Deus Ex, Morrowind, Max Payne, Rambo, Elder Scrolls series, The Darkness, Dead Space 2, Frankenstein, Hitman: Blood Money, Hitman: Contracts, NOLF 2, Final Fantasy, John Le Carré, Crystal Dynamics, Mission: Impossible, Bridge of Spies, Assassin’s Creed, Jean Reno, The Three Stooges, Far Cry series, Guacamelee, Noah Hughes, Spy Party, Idle Thumbs, Twin Peaks. What we’ve been playing: Brett: work, movies, and books :) Tim: The Witcher 3, WoW Next time: Levels 5-10: Tubeway Torpedo through Shogun Showdown @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
The Witness (Waow), ARK (Ouch!), Luigi’s Mansion 2 (bouh!), Emily is Away (hihihi), Missing Translation (gné?), Top 2 : les jeux où vous avez vu la matrice, le quizz, le what else. Le top 2 nous permet de revenir sur un nombre considerable de titres bariolés, à commencer par Supreme Snowboarding, Rayman Legends, Tony Hawk Pro Skater, Jedi Knight 2, Halo, Medal of Honor Allied Assault, Phoenix Wright, Dark Soul. Alors vous le verrez, ce Continuer la lecture What the Duck 16 – Février 2016→
“Your team has trained hard, and I have every confidence you’ll get the job done.” WASD and mouse fingers are flexed as Leon, Tony and Karl* revisit Medal of Honor: Allied Assault, the game that […] The post Medal of Honor: Allied Assault – Cane and Rinse No.148 appeared first on Cane and Rinse.
Redakční mudrování (0:00 - 8:53) Událost týdne: Quo vadis, real-time strategie? (8:53 - 17:20) Novinky: Odhalení ságy Destiny, hardware nového Xboxu, demo = fuj?, Dark Šmouls II (17:20 - 28:38) Hra týdne: Ni No Kuni: Wrath of the White Witch (28:38 - 36:52) Retro: Medal of Honor: Allied Assault (36:52 - 46:33) Záplava dotazů! (46:33 - 1:07:08) Soutěž o triko a bandanu Ghost Recon: Future Soldier (1:07:08 - KONIKLEC!)
Redakční mudrování (0:00 - 8:53) Událost týdne: Quo vadis, real-time strategie? (8:53 - 17:20) Novinky: Odhalení ságy Destiny, hardware nového Xboxu, demo = fuj?, Dark Šmouls II (17:20 - 28:38) Hra týdne: Ni No Kuni: Wrath of the White Witch (28:38 - 36:52) Retro: Medal of Honor: Allied Assault (36:52 - 46:33) Záplava dotazů! (46:33 - 1:07:08) Soutěž o triko a bandanu Ghost Recon: Future Soldier (1:07:08 - KONIKLEC!)
Redakční mudrování (0:00 - 8:53) Událost týdne: Quo vadis, real-time strategie? (8:53 - 17:20) Novinky: Odhalení ságy Destiny, hardware nového Xboxu, demo = fuj?, Dark Šmouls II (17:20 - 28:38) Hra týdne: Ni No Kuni: Wrath of the White Witch (28:38 - 36:52) Retro: Medal of Honor: Allied Assault (36:52 - 46:33) Záplava dotazů! (46:33 - 1:07:08) Soutěž o triko a bandanu Ghost Recon: Future Soldier (1:07:08 - KONIKLEC!)
Close Encounters? Schindler's List? Jaws? Spielberg's finest work was MoHAA. One soldier can make a difference. Steven Spielberg does World War II right in Medal of Honor: Allied Assault.