Podcasts about level designer

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Best podcasts about level designer

Latest podcast episodes about level designer

SOFREP Radio
Pixels & Patriotism; Matt Patak & Lewis Manalo, Co Founders of Old Glory Studios

SOFREP Radio

Play Episode Listen Later Mar 17, 2025 62:14 Transcription Available


Founded by combat veterans and seasoned game developers Lewis Manalo and Matt Patak, Old Glory Studios brings over 25 years of experience in the gaming industry. Our founders have worked on some of the most popular tactical shooters in the world, bringing their real-life experiences into game development. Old Glory's goal is to make combat games that are easy to pick up, but hard to master. Backed by a talented network of developers, writers, and artists, our mission is to deliver games that are accessible to everyone while staying true to the authentic combat experiences of our founders. Matt Patak: Served in Iraq with the Third Infantry Division. Level Designer on Tom Clancy's The Division 1 & 2, Ryse: Son of Rome, Exoborne, and more. Lewis Manalo: Served in Afghanistan with the 82nd Airborne. Worked as an independent film producer before transitioning to video games. Writer on Tom Clancy's Ghost Recon franchise, Dying Light 2, Vampire the Masquerade: Bloodhunt, Exoborne, and more.See omnystudio.com/listener for privacy information.

Quête Secondaire
#30 - Invité: Loïc Lecomte - Level Designer

Quête Secondaire

Play Episode Listen Later Nov 4, 2024 125:25


Pour notre 30e épisode, on accueille au podcast Loïc Lecomte, un talentueux Level Designer qui travaille avec nous chez Gearbox Studio Québec. Comme à l'habitude, on en profite pour explorer son parcours personnel et professionnel. Ainsi on revient sur ses études en JV en France, ses premiers pas dans l'industrie française et au studio Ankama (Dofus). Et pour finir, on discute de son passage de la France vers le Québec: c'était quoi le déclic? Le Québec, l'Eldorado que tu t'imaginais? C'était quoi le choc culturel à ton arrivée? Bref, on en couvre large! Bon épisode! Hébergé par Acast. Visitez acast.com/privacy pour plus d'informations.

Level Design Lobby
Level Design Lobby - Lead Level Designer Leo Mah

Level Design Lobby

Play Episode Listen Later Jun 25, 2024 54:55


This episode I am joined by Lead Level Designer Leo Mah, who shares his journey to that of a Lead Designer. Breaking down what makes a good lead and work on his past projects. Support the show: http://bit.ly/33xpKbG ---------------------------------- Let's Design Books ----------------------------------- Ebook - https://bit.ly/39BakJD Physical Books - https://bit.ly/3mfOsbS ----------------------------------- Contact Leo Mah ----------------------------------- Website: https://www.leomah.com/ LinkedIn: https://uk.linkedin.com/in/leomah0308 --------------------------------- Contact Me ---------------------------------- Twitter: https://twitter.com/MaxPears Website: https://www.maxpears.com/​ Email: leveldesignlobby@gmail.com -----------------------------------

OK COOL
OK COOL holt nach: Spec Ops: The Line | Vorgeplänkel

OK COOL

Play Episode Listen Later Jun 24, 2024 36:04


Spec Ops: The Line gilt als eines der Vorzeigebeispiele der deutschen Spielebranche - und das aus gutem Grund: Der Deckungsshooter von 2012 dreht sich um ein fiktives Katastrophenszenario im Nahen Osten, das ein kleines, amerikanisches Einsatzteam an den Rand seiner Kräfte treibt. Der Titel gilt außerdem als eines der wenigen wahren Antikriegsspiele. Jörg Friedrich hat unter anderem als Level Designer an diesem Spiel gearbeitet und alle Höhen und Tiefen der jahrelangen Entwicklung erlebt. Daher ist es ganz besonders toll, dass ausgerechnet er sich die Zeit genommen hat, Dom Schott auf seiner Reise zurück in die Vergangenheit zu begleiten und dabei allerlei Schwenks aus der turbulenten Entwicklung an Spec Ops: The Line preiszugeben. Es wird aufregend!

Games Tribune Magazine
GTM Restart 237 | Hiroshi Yamauchi Retro-Opina, Phil Spencer y Apps, Stellar Blade, Entrevista: Alberto Portero

Games Tribune Magazine

Play Episode Listen Later Apr 2, 2024 150:25


#yamauchi #nintendo #philspencer #xbox #stellarblade #visionsofmana #princeofpersiathelostcrown #gtm #gtmrestart #podcast ¡Ya está aquí vuestra ración semanal de vuestro podcast favorito! Con la participación de: ✔️ Juan Tejerina · @jtvillamuera ✔️ Ramiro Díez · @Ramisfactions ✔️ Juan Pedro Prat · @JuanpePrat_ ✔️ Javier Bello · @Javi_B_C ✔️ Dan Puerta al Sótano · @dan_chaos ✔️ Yugita-Chan · @YugitaChan Intro musical de GTM Restart creada por Pitypob · @pitypob2 ✌ Cuña publicitaria cortesía de Iván Priego · @ipripo94 ⚙️ Edición y Montaje: Javier Bello · @Javi_B_C GTM LINKTREE: https://linktr.ee/gtmediciones *Canal de Yugita-chan*: https://www.youtube.com/@YugitaChan *Canal de Dan*: https://www.youtube.com/@Dan-PuertaAlSotano Micrófonos Pulse gracias al apoyo de NZXT https://nzxt.com/en-DE ================ ACTUALIDAD - Recordamos las palabras de Hiroshi Yamauchi, tercer presidente de Nintendo, sobre el aumento del coste en la producción de videojuegos asemejándose al cine. - Phil Spencer compara la disponibilidad de apps en teléfonos de distintas marcas, cómo TikTok, a las exclusividades en consolas. - Cierra Smilegate Barcelona, una de las divisiones de los estudios surcoreanos detrás de Lost Ark. - Juanpe ha podido ponerse a las manos de Stellar Blade y Visions of Mana y nos contará sus impresiones. MELOCOTONAZO "Eye of the Untold Her" — Lindsey Stirling https://open.spotify.com/intl-es/track/3mfm3PSCeQsU11UGdsINED?si=28ffc31c835a4c29&nd=1&dlsi=b00579a1622f4d9c ENTREVISTA: ALBERTO PORTERO - Hemos podido charlar con Alberto Portero, Level Designer en Ubisoft Montreal que ha trabajado en títulos cómo Prince of Persia: The Lost Crown o The Knight Witch. RECTA FINAL - Como siempre, cerraremos hablando de los juegos que nos han ocupado esta semana junto con la ración de caspa rancia en la despedida. ================ 0:00 CUÑA PUBLICITARIA 0:50 INTRO 5:00 HIROSHI YAMAUCHI Y LOS COSTES 23:17 PHIL SPENCER, APPS Y EXCLUSIVIDADES 49:45 SMILEGATE CIERRA SUS PUERTAS 54:25 VISIONS OF MANA 1:02:02 STELLAR BLADE 1:11:15 MELOCOTONAZO 1:15:09 ENTREVISTA ALBERTO PORTERO 2:01:27 RECTA FINAL ================ GTM (Games Tribune Magazine) 2024 @GamesTribune www.gamestribune.com

Ruff Talk VR
Interview with Rob Slann - Lead Level Designer of Max Mustard

Ruff Talk VR

Play Episode Listen Later Mar 20, 2024 58:27


On this episode of Ruff Talk VR we are joined by Robbie the Lead Game Designer of Max Mustard! A new VR platformer from Toast Interactive, Max Mustard takes some of the best elements from classic platformers and wraps it all together with a great story! Listen as we talk with Robbie about the making of Max Mustard!Patreon: https://www.patreon.com/rufftalkvrRuff Talk VR Discord: https://discord.gg/9JTdCccucSIf you enjoy the podcast be sure to rate us 5 stars and subscribe! Join our official subreddit at https://www.reddit.com/r/RuffTalkVR/Get 20% OFF @manscaped + Free Shipping with promo code RUFFTALKVR at MANSCAPED.com!Max Mustard Store Link: https://www.meta.com/experiences/5269080709783454/Store Description: Max Mustard is now available to Wishlist or Pre-Order exclusively on Meta Quest!From 21st March 1PM (PST), Max Mustard will be officially launched and playable on the Meta Quest Store. ABOUT MAX MUSTARDDon't just play the game, step inside the game. Max Mustard is a made-for-VR platformer with a timeless, delightful art style. Each of the 40 hand crafted levels are their own unique adventure, designed for intense gameplay, exhilarating surprises and constant variety. No boring bits! It's the perfect combination of first-person power-ups and classic third-person platforming. This is a VR platformer you'll find impossible to put down!BACK STORYMax Mustard is an inventor on the dying plant Krunch, who witnesses small creatures being captured and caged by an unscrupulous businessman and his mechanical workforce. He's making a fortune selling them as an elitist vanity product to the super wealthy. You and Mustard team up to save as many creatures as you can.Along the way, you are faced with a surprise dilemma when a friend reveals a secret about who they really are and imposes an impossible decision on you. One which could have monumental consequences.FUN FACTS40 Levels.4 Bosses.8 Upgrades.REVIEWS“The mechanics are out of this world and every level is unique!”"It's not a child's game, it's a game for the inner-child".“This is not a game of checkers, it's a game of chess!”Support the show

PlayStation Inside
Interview #6 : Julien Eveillé, senior level designer chez Crytek et ex-Arkane

PlayStation Inside

Play Episode Listen Later Feb 28, 2024 56:40


Bonjour à toutes et à tous et bienvenue sur le podcast de PlayStation Inside. Vous vous apprêtez à écouter une interview de Julien Eveillé, senior level designer chez Crytek, et notamment passé par Arkane. L'interview a été menée par notre cofondateur Yacine, et notre chroniqueur Malik. Nous souhaitons remercier Julien de sa disponibilité, et espérons que l'interview vous plaira autant que nous avons aimé la réaliser. Excellente écoute et à très vite sur les ondes de PlayStation Inside ! Nous vous invitons à découvrir et ajouter THRESHOLD à votre liste de souhaits, le jeu vidéo à venir de Julien : https://store.steampowered.com/app/2580020/THRESHOLD/

Indie Game Lunch Hour
Creating Intimate Player Connections to the Game-World

Indie Game Lunch Hour

Play Episode Listen Later Jan 10, 2024 59:13


In this exciting episode, we're thrilled to have Jack Burrows as our guest, leading us on a journey through his extraordinary career in the gaming industry. Jack's adventure began back in 2016 as an intern at the Savannah College of Art and Design, where he made significant contributions to the development of "Aven Colony" alongside seasoned developers. Since then, he has passionately honed his skills in testing and QA roles on prestigious titles like Call of Duty, demonstrating not only dedication but also expertise that truly stands out. Join us for a dynamic conversation as Jack shares invaluable insights from his professional journey, providing an exclusive behind-the-scenes look into his experiences as a Level Designer for renowned companies such as Activision, 2K Games, and NetEase. Learn more about JackLearn more about usJoin the next episode of the Indie Game Lunch Hour LIVE every Wednesday at 12pm EST on our Discord channel to answer your own burning questions and be immortalized in the recordings.

Indie Game Lunch Hour
The Many Ways of Building a Level

Indie Game Lunch Hour

Play Episode Listen Later Nov 15, 2023 51:24


Dive into the dynamic world of game design with our latest podcast episode featuring Nathan Kellman, a seasoned Level Designer at Lost Boys Interactive with over 2+ years of experience in the gaming industry. Nathan shares his insights into the intricate process of designing levels for renowned titles like Diablo IV, offering a behind-the-scenes look at the creative challenges and triumphs in the gaming world. Beyond his design expertise, Nathan's commitment to nurturing the next generation of talent shines through as he dedicates time to helping aspiring game designers by reviewing portfolios and resumes. Join us as we explore the fascinating intersection of creativity, innovation, and mentorship in the gaming industry with Nathan Kellman.Learn more about NathanLearn more about Lost Boys InteractiveLearn more about usJoin the next episode of the Indie Game Lunch Hour LIVE every Wednesday at 12pm EST on our Discord channel to answer your own burning questions and be immortalized in the recordings.

80 Level Podcast
Developer's Journey to Japan and Elden Ring - 80 Level Podcast

80 Level Podcast

Play Episode Listen Later Sep 20, 2023 41:22


Join us for an exciting peek behind the scenes of Japan's gamedev world with Ben Roach, ex-Level Designer at FromSoftware and now Founder of Upsurge Studios. Ben talks about his experience working on the Elden Ring. We also delve into the magic of Japanese game design, discuss the role of cultural influences, and reveal the secrets that make Japanese game development unique.Official Upsurge Website: https://www.upsurgestudios.com/  Artstation: https://www.artstation.com/upsurge_studios  Twitter/X: https://twitter.com/StudiosUpsurge Revisit Ben's Dark Souls tutorial on 80 Level: https://80.lv/articles/dark-souls-3-in-ue4-production-interview/ Follow 80 LEVEL on social media:https://www.facebook.com/LevelEighty  https://www.instagram.com/eighty_level/https://twitter.com/80LevelWe are looking for more artists!Join 80 LEVEL Talent for free: https://80lv.pro/join-80lvTalentGet your work noticed by some of the biggest and best developers, publishers, and studios in video games today.This video is sponsored by Xsolla, a global video game commerce company with a robust and powerful set of tools and services designed specifically for the video game industry: http://xsolla.pro/8023

Indie Game Lunch Hour
Marketing yourself for your Dream Job

Indie Game Lunch Hour

Play Episode Listen Later Jun 21, 2023 52:34


Join us as we dive into the fascinating world of Lexie Rooks, an eccentric Level Designer who made her way into Night School Studio (Netflix). With an impressive background in crafting narrative mobile hits like Choices: Stories You Play and Harry Potter: Hogwarts Mystery, Lexie fearlessly embraces the realms of weirdness and wonder, infusing her work with humor. Join us as we explore how she is revolutionizing the gaming industry by creating unprecedented novel experiences.Learn more about LexieLearn more about usJoin the next episode of the Indie Game Lunch Hour LIVE every Wednesday at 12pm EST on our Discord channel to answer your own burning questions and be immortalized in the recordings.

Art-Wise
76. Entry Level Designer Stories From a Custom T-Shirt Shop

Art-Wise

Play Episode Listen Later Mar 28, 2023 61:34


Welcome to Artwise, the podcast where we explore all things art. In this episode, we're going to take a closer look at entry-level graphic design jobs and share some fascinating stories from my past experiences working as a graphic designer in a custom t-shirt shop. Being an entry-level graphic designer can be both rewarding and challenging, and we'll delve into the details of this type of job. From managing customer expectations to coming up with unique designs on the spot, you'll gain a better understanding of what it takes to succeed in the industry. Through our stories, you'll learn about the importance of communication, time management, and creativity when working in the graphic design field. We'll also share some tips and tricks for building a strong foundation as an entry-level graphic designer and setting yourself up for success. Whether you're a recent graduate looking to start your career or simply interested in learning more about the world of graphic design, this episode is for you. Join us on YouTube, Spotify, or Apple Podcasts to hear our stories and gain valuable insights into the exciting world of entry-level graphic design. Support The Podcast Here: https://linktr.ee/artwisepodcast

PROFESSIONIste - Le protagoniste dell'audiovisivo si raccontano
S2 - Ep. 4 | Marta La Mendola, Game Designer per Funday Games - Quando la passione ti spinge ad affrontare delle sfide

PROFESSIONIste - Le protagoniste dell'audiovisivo si raccontano

Play Episode Listen Later Mar 15, 2023 14:31


In questa puntata Marta La Mendola, Game Designer per Funday Games, ci racconta il suo percorso nel mondo dei videogiochi. Partendo dalla consapevolezza di voler unire lavoro e passione, ha intrapreso un percorso di studi, diverso dalla maggior parte dei suoi coetanei, che l'ha portata a ricoprire il ruolo di Level Designer in una casa di produzione estera. Durante questa chiacchierata la nostra protagonista racconta le caratteristiche fondamentali di un bravo Game Designer, le nuove spinte del settore e i passi da percorrere per entrare in questo mondo. Buon ascolto! *** SCOPRI DI PIÙ SU WOMEN IN FILM, TELEVISION & MEDIA ITALIA: https://wiftmitalia.it/ SCOPRI DI PIÙ SU RADIO24: https://www.radio24.ilsole24ore.com/

Drops Mix Games
Drops Mix Games #31: Saiba o que faz um level designer; jogos para o Nintendo Switch; e mais

Drops Mix Games

Play Episode Listen Later Feb 5, 2023 3:53


Kiwi Talkz
#145 - Jack Burrows Interview (Call Of Duty, Level Design, Activision, QA, Interns, Aven Colony, Metroid Prime etc. )

Kiwi Talkz

Play Episode Listen Later Dec 12, 2022 59:32


Jack Burrows a game level designer best known for his tenure at Treyarch as a Level Designer on Call Of Duty: Blacks Ops Cold War and Call Of Duty:Warzone Season 6. Before that he did QA on Black Ops 4 and World War II.   #callofduty #callofdutymobile #callofdutyblackops   TIMESTAMPS 00:00 - Intro 00: 40 - Jack's First Day At Activision Was Brutal 03:10 - Relatability 04:18 - QA Is A Great Way To Gain Experience/QA In The Old Days 05:30 - QA Call Of Duty: World War II/Looking For Bugs 07:27 - Testing For Different Platforms 08:27 - How Jack Moved From QA To A Level Designer 12:30 - How Jack Approaches Level Design/Call Of Duty Level Design Multiplayer Examples 14:54 - Freedom Of Call Of Duty: Warzone Level Design 15:45 - Designing Downtown & Stadium In Call Of Duty:Warzone  17:00 - Brainstorming Prototypes For Level Designs 19:23 - Destructible Terrain In The Levels 20:53 - Collaborating With The Artists 22:40 - Level Designers & Artists Reaching A Balance 23:54 - You Cant Be A Game Designer And Be Sensitive To Criticism 25:23 - College Prepared Jack For Criticism/Jack Became Brutal Of Critiquing Others Work 27:45 - Moving Into Call Of Duty: Black Ops Cold War/Ruka Map 28:41 - Making Content For The Game That Got Cut 29:39 - Content Is Usually Cut Because It Doesnt Mesh With The Final Vision 31:08 - Developers Day Dreamed How Microsoft Buying Activision Would Change The Studio 32:00 - Call Of Duty On Nintendo Consoles/Why Call Of Duty Isnt On Switch 34:00 - Why Jack Hasnt Attempted To Get Jobs At Studios For His Favourite Games(Metroid Prime, Dead Space, Bioshock etc.) 36:31 - Youre A Cog In A Machine On AAA And Need To Be A Jack Of All Trades With Indie Development 38:48 - A.I Art Generators Cant Compete With Artists On Game Development 41:10 - Training Interns At Treyarch 44:30 - Level Design Devs Dont Crunch For The Most Part At Treyarch/Imposter Syndrome 47:05- What Kills Devs Passion For Development  Is The Sense Of Wonder 48:04 - Jack Thinks Its Bad That Game Devs Dont Play More Games, Its Imperative For The Craft 49:00 - Franchise Fatigue 50:00 - Family Life/How Jack Finds Time To Play Games 52:18 - Working On Aven Colony/Paul Tozour/Metroid Prime 58:01 - Where To Follow Jack 58:18 - Tyvic Stallworth

Honest UX Talks
#50 How to move from Junior to Mid Level Designer

Honest UX Talks

Play Episode Listen Later May 4, 2022 52:22


• What are the signs you are not a junior designer anymore and can move to a new level? • How to understand what gaps you need to fill in in order to move to a new level? What is a career development framework? • What to do if you feel that you are ready to move to the new level but you do not get promoted? • How to build a case for promotion? • Top 6 takeaways Mentioned in the episode: Progression.fyi Intercom Product Design Job Levels This Episode's sponsor:

Abington Launchbox Podcast Channel
Launch Trajectories: Antler - Developing and Launching a Video Game

Abington Launchbox Podcast Channel

Play Episode Listen Later Apr 20, 2022 48:23


In this episode, we feature a startup company with Penn State Abington ties called Antler. Antler started out as a small podcast that reviewed indie games on steam. Over the years their videos and music gained more attention on popular platforms such as YouTube and Twitch. As live streamers they partnered up with multiple charity organizations and live stream teams to raise a combined total of 65 thousand dollars in charity for Children's Hospital of Philadelphia, Toys for Tots, Covid Relief, and much more. The team at Antler gathered many skills from their previous experiences that led them to start up a video game development company. Antler currently has one game, Somni, released with over ten more planned for the future. Guests: Dan Stepanski, PSU Abington (Penn State Abington - 2022), Owner, Art Director, Assistant Programmer and Level Designer for Antler, Shawn Stepanski, PSU Abington (Penn State Abington - 2012), Owner, Marketing Director, Social Media Manager, and Asset Acquisition for Antler, and Roberto de Mendonca, Owner, Music Director, Programmer, and Sound Artist for Antler. You can learn more about Antler and Somni at: https://antlercrew.weebly.com/

Vic's Basement
Episode 288 – How TT Games Made The Best LEGO Star Wars Game! w/ Level Designer Mike Consalvey – Vic’s Basement

Vic's Basement

Play Episode Listen Later Apr 19, 2022


Victor Lucas welcomes TT Games Level Designer, Mike Consalvey to the Basement to talk about the creation of LEGO Star Wars: The Skywalker Saga! Watch: YouTube.com/EPNtv Live: Twitch.tv/EPN Merch: EPN.tv/Merch Thank you for LISTENING, SUBSCRIBING and REVIEWING Vic's Basement! #PlayForever

BRoadcast: An Apex Legends Podcast
Interviewing A Respawn Level Designer: Alex Graner | Apex Legends Season 12 Map Update!

BRoadcast: An Apex Legends Podcast

Play Episode Listen Later Mar 16, 2022 133:15


Welcome to BRoadcast! BRoadcast is your ultimate #1 source of Apex Legends related content from deep dives to community related topics. Since Apex Legends Season 0, Geo, ElmmerFudd and DoctorShrimply, your hosts, have dropped into every map Respawn has thrown at them battling it out against the toughest of opponents! Want to support our new cast? Join our discord, follow our twitch, or become a patreon! Check out our linktree and listen to the first episode to find out how! LINKTREE: https://linktr.ee/br_broadcast This is a special episode where we would like to welcome Alex Graner. You may know Alex from his recent article on ea.com called “Sabotaged Olympus Map”! He designed and helped create the Olympus we have been playing during Season 12. In this episode we ask all the questions you want answered about why he made the changes he did and what exactly a Level Designer does! Check out Alex Graner's website here: alexgraner.com Alex's Twitter Handle: @Alex_Graner Thanks so much Alex! I have enjoyed getting to know you over the last year and to final come together to talk about Apex on my podcast was an honor! Keep up the hard work! - Geo #PlayApex #ApexLegends #BRoadcast #ALGS #Developer #Level #Designer #LevelDesigner #VideoGames #Halo #CoD #CallofDuty --- Support this podcast: https://anchor.fm/br-broadcast/support

The CG Spectrum Podcast
Starting a Game Studio with Borderlands' Carl Shedd

The CG Spectrum Podcast

Play Episode Listen Later Mar 16, 2022 54:22


Carl Shedd is the Co-Founder & World Director at Ruckus Games and is also a mentor of virtual production at CG Spectrum. Justin and Carl chat about how important your reputation is when working at a studio and the strong bond you gain with your colleagues, the shift from working at AAA game studios to co-founding his own game studio and developing his own games, how to build community while working and starting a studio remotely, and tips for navigating the challenges of starting your own studio. Carl has worked in the industry professionally for over 17 years. He started his career at Gearbox Software in 2004 as a Level Designer for the Brothers In Arms franchise. In 2008, Carl was part of a small team that was integral to evolving the Borderlands art style into what it has become today. After a small hiatus at id Software working on Rage, Carl rejoined Gearbox Software to create and lead their Level Art and eventually their Lighting Art Departments. Carl recently moved on from his position as World Building Director at Gearbox Software to start up Ruckus Games; an independent game developer with a mission to inspire the next generation of game makers. His credits include Brothers In Arms, the Borderlands franchise and Rage. Hosted on Acast. See acast.com/privacy for more information.

merugezu
Podcast #33 - Martine fait du Kung-Fu

merugezu

Play Episode Listen Later Feb 24, 2022 218:04


Pour ce 33ème épisode du podcast de merugezu, un invité rejoint le Barbecue ! Nous avons en effet eu la chance de pouvoir discuter avec Slimane aka Daezr, membre du Discord de la merguez. S'il est aujourd'hui Game Designer & Game content Analyst chez Bandai Namco Europe, Slimane a eu l'occasion de travailler sur Sifu, dernier jeu du studio parisien Sloclap, pendant environ 2 ans, où il y a occupé les postes de Game Designer et de Level Designer. L'occasion pour nous d'en apprendre davantage sur les coulisses de ce jeu qui a fait beaucoup parler en ce début d'année. Programmes des hostilités : 00:00 - INTRODUCTION   03:15 - PARTIE 1 : À QUOI TU JOUES ?     • 03:15 - Guillaume : Dying Light 2 & Yakuza 7 • 33:43 - Pazou : Lost Ark • 52:09 - Slimane : Shin Megami Tensei V & Guardians of the Galaxy • 1:13:17 - Teo : La Cité des Enfants Perdus • 1:27:37 - Ken : Sifu   02:07:00 - INTERLUDE : EN APARTÉ AVEC GUILLAUME   02:18:28 - PARTIE 2 : LE PARCOURS DE SLIMANE, GAME DESIGNER & LEVEL DESIGNER SUR SIFU • 02:18:28 - Ses débuts dans le métier • 02:27:30 - Sa participation au développement de Sifu • 03:19:13 - Son départ de Sloclap et l'arrivée chez Bandai Namco 03:34:39 - CONCLUSION Autour de la table virtuelle : • Ken (@FunKDreamer) • Pazou (@paz0u) • Teo (@teolefou01) • Guillaume (@Guimilledollars) • Slimane N'hésitez pas à rejoindre le Discord de la merguez : https://discord.gg/AYZjGudCsE

Shinesparkers Podcast
Episode 22 – Kynan Pearson (Ex Retro Studios)

Shinesparkers Podcast

Play Episode Listen Later Feb 18, 2022 44:42


Our twenty-second episode welcomes Kynan Pearson, a former Retro Studios developer who was a Level Designer for Metroid Prime 2: Echoes and Metroid Prime 3: Corruption. He then went on to become Lead Designer for Donkey Kong Country Returns. Kynan discusses how the Metroid series could be adapted for other genres, and goes on to […]

Monsieur Series and friends
Kevin Pinson Level Designer (Asobo) sur A Plague Tale : innocence

Monsieur Series and friends

Play Episode Listen Later Feb 2, 2022 46:43


Quatrième épisode où après avoir reçu du graphiste, du narrative designer, j'ai pu m'entretenir avec un Level Designer, un poste important dont on entend pas assez parler. Il s'agit de Kevin Pinson, Level Designer chez Asobo Studio à Bordeaux et ayant travaillé sur le tout récent chef d'oeuvre A Plague Tale : Innocence. Il y est question de rats, de lumières, de greybox et penser son design pour appuyer la narration. Bonne écoute ! Crédits : Extrait sonore de la bande son originale composée par Olivier Deriviere. https://olivierderiviere.bandcamp.com/album/a-plague-tale-innocence-deluxe-edition

NFT Morning, Decouvrez tous les projets NFT et Crypto-art
#190 | Le defi des Users Generated Contents (UGC) pour les métaverses avec Quentin de BEM Builders

NFT Morning, Decouvrez tous les projets NFT et Crypto-art

Play Episode Listen Later Jan 5, 2022 38:55


Après avoir reçu Paul de BEM Builders il y a quelques semaines, qui était venu nous parler des possibilité de création dans The Sandbox (Room #153 avec Marie du Studio Nabiya), cette fois c’est Quentin, designer chez BEM builders, qu’on retrouvera dorénavant tous les mois, qui nous a parlé des User Generated Content (UGC).Si vous ne savez pas ce que ce sont les UGC, qu’on peut traduire en français par “contenu généré par les utilisateurs”, c’est tout simplement la possibilité qu’ont les utilisateurs d’un jeu, d’une appli, d’un métaverse ou autres d’y créer du contenu tels que des wearables, du mobilier, des immeubles, c’est à dire finalement s’inventer son monde dans un univers déjà existant…Les UGC vont bouleverser bien des domaines, et c’est ce que nous explique justement Quentin dans l’article qu’il vient d’écrire à ce sujet sur les métaverses, et qu'on vous partage çi-dessous:The Sandbox et le défi de l’UGC. 16 Dec Written By Quentin TOURBEZLa sortie de la version alpha de The SandBox est l'occasion de rappeler que cet espace virtuel n'est pas seulement un jeu mais un nouveau paradigme dans l'univers de l'UGC. Dans The Sandbox les usagers peuvent via une suite d'outils fabriqués sur mesure pour les besoins du jeu, concevoir les NFT qui peupleront ce dernier. Ce contenu généré par les joueurs est d'une qualité remarquable dans The Sandbox, si bien qu'il m'apparaît tout à fait neuf dans l'univers du jeu vidéo d'avoir rendu aussi malléable et accessible la création d’éléments destinés à intégrer le jeu.Dans ma courte histoire de joueur j'ai pu rencontrer deux autres fois une excitation pareille — et même plus forte, l'époque aidant — à la vue de tels systèmes de construction. La première fut Minecraft — bouleversement total de l'équilibre des planètes — monde ouvert où il m'était rendu possible de tout créer jusqu’aux systèmes électriques complexes de mes rêves. Je vous vois les passionnés de la Redstone et autres constructeurs de calculatrices. L’esthétique tout en blocs du jeu de Mojang m'a passé avec le temps, mais je dois reconnaître que dans la limite esthétique qui était imposée aux joueurs nous trouvions toujours une créativité étonnante de ressources.La seconde fut plus tardive, elle eut lieu lors de mon arrivée sur ce magnifique serveur privé de Dofus où lorsque le prix de l’abonnement étant devenu trop cher sur les serveurs d'Ankama nous avions migré avec mes amis. Les personnes qui géraient ce serveur avaient eu la bonne — ou très mauvaise — idée de créer un éditeur de cartes en dérivant des objets utilisés dans le jeu officiel. Moi, grand fanatique de Lego que je suis, j'ai fondu en deux temps trois mouvements sur cette opportunité qui s'offrait à moi. Et me voici en train de créer de toutes pièces un monde de glace, un monde de désert, des arènes grandiloquentes et j'en passe. Pour moi rien n'avait plus de valeurs que de pouvoir créer à partir de la matière qui à cette époque me passionnait : Dofus. Si mon amour pour la chose s'est amenuisé avec les jours c'est seulement pour deux raisons. J'avais fini par prendre une place certaine sur ce serveur, designer en chefs avant l'heure d'un monde fictif, et déjà on me rémunérait en visibilité (et avec une quantité pharaonique de monnaie virtuelle et des skins). Mais là n'est pas la question, j’étais plus que d'accord avec cela, vous savez ce que c'est la passion, ça fait faire des choses étranges.Le vrai problème de ce néo UGC est que nous nous sommes retrouvés dans l’anarchie la plus totale. Moi qui pensais être un coordinateur zélé de ce monde nouveau, j'ai découvert dans la stupeur que nous étions plusieurs chérifs dans ce FarWest. Les créateurs acceptaient sans restriction aucune les ajouts de tous les apprentis level designer sans même en jauger de la qualité. Le serveur a bientôt fini par ressembler à un coloriage d'enfant de cinq ans, et les joueurs perdus dans cet amas désordonné de mondes ont quitté le navire.Les challenges qui s'ouvrent à The Sandbox pour voir les joueurs rejoindre leur arche de Noé plutôt que de se jeter par-dessus bords ne sont pas si différents : engager les joueurs, et préserver le jeu coûte que coûte. Leur position sur le segment à double tranchant de l'outil de production du contenu et de l'outil d'exploitation de ce même contenu leur donne un avantage certain, celui d'être à la fois l’émetteur et le récepteur du signal. Sébastien (CEO de The Sandbox), affirme dans sa communication qu'ils ont à cœur de maîtriser la qualité de l'UGC, et c'est pour moi la clef d'un monde à succès.Roblox et Minecraft ont adressé le problème de la qualité des productions des joueurs en réduisant les potentiels créatifs offerts aux joueurs. De gros blocs, des actions. The Sandbox prend le risque d'offrir un univers plus ouvert que ses concurrents. Le risque d'un investissement plus faible des joueurs est à courir.Face à un UGC parfois aléatoire en qualité, The Sandbox a déjà fait la démonstration d'une stratégie judicieuse pour conserver leur monde attractif : ils préservent en interne des capacités de production d'expériences sans en déléguer toute la responsabilité aux joueurs. C'est à mon sens un outil génial et quand on voit ce qu'ils ont été capables de construire autour de l'univers de Snoop Dogg. Tout y était d'une grande qualité, autant les NFT que les Lands. Même la vidéo d'introduction au projet était d'un grand professionnalisme.Pourtant il se pourrait que de nouveaux métiers émergent dans la lignée de ce qu'il se passe parfois quand de nouvelles économies sont rendues accessibles au plus grand nombre. Je prendrais ici à titre d'exemple Airbnb et Uber. Toutes deux nouvelles sociétés transformantes d'une industrie vieillissante, elles ont vu se développer des métiers annexes à leurs services. Des poissons nageant à côté des baleines pour y trouver un peu de nourriture. On a vu apparaître des conciergeries Airbnb ou encore des services de nettoyages dédiés aux chauffeurs Uber. The Sandbox verra irrémédiablement de nouveaux services s'adjoindre — qu'ils le souhaitent ou non — à leur monde : c'est la beauté du métaverse (ou du capitalisme). Dans cette vague de nouveaux métiers, nous pouvons être prolixes dans nos imaginaires étant donné que The Sandbox dispose d'une frange importante de sujets pouvant être augmentés.Avec bem.builders, nous agissons déjà en ce sens en proposant nos services comme architectes dans les différents multiverse. Mais poussons la réflexion encore quelques centimètres plus loin, imaginons la dérive du système du $SAND, imaginons des banquiers de The Sandbox comme il y a pu en avoir dans Eve Online ou encore des décorateurs d'intérieurs ou des gestionnaires de collections de NFT. Il n'y a qu'un pas entre la duplication des économies réelles dans le métavers, condition sine qua non de l'existence de ce dernier.J'espère que The Sandbox saura relever les challenges qui sont les siens en brisant peu à peu les barrières à l’accès qu'il possède aujourd'hui et que ses équipes feront leur profession de foi au divertissement pour maintenir un plaisir de jeu toujours fidèle à la promesse des origines. Le $SAND ne grandira que par le jeu, le passé nous l'a prouvé maintes fois.____________________________________________________________________________Entretiens avec Sébastien BORGET (Co-Fondateur & CEO de The Sandbox)Quels sont les garde-fous que vous avez implantés dans votre métavers pour préserver l'esprit "jeu" de The Sandbox et être garants des productions générées par les joueurs ?Avec TheSandbox nous tirons parti de l'expérience que nous avons développée dans le gaming depuis dix ans déjà. Depuis les premières itérations de notre jeu — sur mobile au début puis maintenant en 3d et sur la blockchain — nous nous sommes attachés à offrir à nos joueurs / nos créateurs, des cadres créatifs qui les inspirent et les guident afin de ne pas les laisser face au syndrome de la page blanche. Aujourd’hui nous disposons d'une suite d'outils qui permettent à la communauté de créer du contenu simplement et de manière guidée : le GameMaker et les templates. Ces outils agissent comme un sas de décompression entre la créativité sans limite des créateurs et notre univers. Nous avons aussi lancé des GameJam sur des thématiques précises au cours de l'année passée. Ce système nous a permis de comprendre à quel point la créativité de notre communauté était impressionnante : notre système de gameplay à mème était détourné pour créer de nouveau style d'aventure comme des jeux de tir. Cela dépasse en tout point l'aspect esthétique des skins et du level design, c'est vraiment un niveau supérieur d'UGC. Avec ce niveau de qualité dans les productions de notre publique, je pense que nous allons pouvoir maintenir notre stratégie ; aujourd’hui nous avons une équipe en interne de plus d'une dizaine de Level Designer qui planche sur nos expériences, mais à l'avenir nous souhaitons représenter moins de 90 % des productions de The Sandbox. Je suis convaincu que nous avons la communauté pour cela.Pensez-vous que l'économie d'un métavers comme The Sandbox puisse connaître des parallèles avec l'économie réelle : avoir des banques tenues par des joueurs, avoir des décorateurs d’intérieurs et des artisans fabricants de skins ? Est-ce votre ambition ? Seriez-vous contents d'un tel engagement des joueurs, comme on a pu le voir dans WoW ou Eve Online.Je suis content que vous évoquiez ces MMORPG pour la bonne raison que ce sont des jeux qui ont su vivre et rester attractif très longtemps. Dans ces jeux c'est vrai qu'il y a une forte implication des joueurs dans les mécanismes de vie du jeu qui s'organisent autour du gameplay central. Je suis convaincu que la tokenization (la mise sous forme de token d'éléments du jeu) va accélérer ce processus.J'irais même plus loin en affirmant que de nouveau métiers vont faire le pont entre les mondes virtuels et le marché du travail réel. Je pense qu'il va y avoir un boom des métiers de la production d'assets, nous avons déjà pu nous en apercevoir sur notre Discord ou même lors des GameJam.D'autres métiers suivront la même logique, nous voyons déjà apparaître des agences de virtual estate comme Republic Realm.Aujourd’hui Fortnite est un véritable tunnel publicitaire et semble être devenu un passage obligatoire pour toutes tournées de promotion dans n'importe quel secteur. Quelle est votre politique quant aux partenariats ?Il est vrai que Fortnite est devenu un TimeSquare digital. C'est devenu un passage obligatoire de tout road-show de promotion. C'est un changement de paradigme dans le monde du jeu actuel, mais c'est ce qui leur permet d'être gratuits et accessibles à tous. On se souvient d'expérience où certains jeux avaient tenté des expériences publicitaires dans leurs univers avant de rétropédaler. Je pense que l'économie de la blockchain va nous apporter quelque chose de radicalement différent : la détention des assets par les joueurs. Cette possibilité nouvelle va autoriser de nouveaux modèles économiques après 25 ans d'une économie du jeu vidéo pilotée par les gros studios. Il faudra rééduquer les joueurs c'est certain. Chez nous la publicité est une véritable question, nous avons besoin de préserver notre expérience usager et notre jouabilité à tout prix. Pour le futur des multiverse, il faut que l'on se pose collectivement la question des entreprises à qui nous souhaitons donner les clefs de ces nouveaux espaces. Est-ce que l'on part à nouveau sur un modèle 2.0 où toute la publicité en ligne est contrôlée par les GAFAM ? Ce sera c'est sur la bataille des jeux vidéo et des expériences ludiques dans les dix à vingt prochaines années.Pour aller plus lien: Site officiel de BEM.BuildersLien vers l’article de QuentinSite Officiel de RobloxGame Maker sur The SandBoxProfil de BEM.builders sur Twitter This is a public episode. If you would like to discuss this with other subscribers or get access to bonus episodes, visit www.nftmorning.com

RUN, los videojuegos desde dentro
9x02 - Diseñando niveles en Blasphemous II

RUN, los videojuegos desde dentro

Play Episode Listen Later Oct 29, 2021 102:04


Hoy entrevistamos a Víctor Cerezo, Level Designer en The Game Kitchen y que está trabajando en el desarrollo del esperado Blasphemous II. Víctor nos hablará de cómo comenzó de forma amateur desarrollando niveles para sus juegos favoritos (Half Live y Counter Strike) y cómo esto le abrió las puertas de la industria llegando a trabajar […] Lee la entrada completa en 9x02 - Diseñando niveles en Blasphemous II.

Level Design Podcast
LD043 - Oli Curtis Level Designer on Postal and Operation Black Mesa

Level Design Podcast

Play Episode Listen Later Jul 20, 2021 59:50


In this episode we have a chat to Oli Curtis (@fragleveldesign) on level design, HAMMER and Source and Postal as well as Black Mesa You can follow our antics over on Twitter. Check out @leveldesignfm! Presented by Mark Drew (@markdrew) , Jonathon Wilson (@omnislash92) and Rob McLachlan (@RMMcLachlan) This has been a CMD:Studio production. Our editor is Matthew Lever @matthewlever and our theme tune is by James Elsey @JamesElseyMusic

GameMakers
Integrating Crypto and Metaverse in Games | Michael Wagner CEO of Star Atlas

GameMakers

Play Episode Listen Later Jun 21, 2021 33:04


Today we are going to be talking about the Solana Blockchain, the Metaverse, and how it all ties to games. To speak to these issues we spoke to Michael Wagner, co-founder and CEO of Star Atlas, the company making a Metaverse game using the Solana blockchain. SPEAKER: - Michael Wagner, CEO Star Atlas LINKS: - Upcoming Star Atlas drops: http://play.staratlas.com/ - Star Atlas Social Links: Twitter | Telegram | Medium | Youtube | Instagram | Discord | Reddit | Facebook | Linkedin - Joseph Kim, CEO LILA Games - LILA Games: We're Hiring! Especially Systems & Economy Designer, Product Manager, and Level Designer! - GameMakers YouTube Channel --- Send in a voice message: https://anchor.fm/gamemakers/message

GameMakers
4 Game Company Growth Paradigms: Zynga, Applovin, Skillz, and Jam City

GameMakers

Play Episode Listen Later Jun 20, 2021 40:22


As game companies become desperate for growth, what are the different strategies they will pursue? Zynga, Applovin, Skillz, and Jam City represent 4 different growth paradigms in F2P gaming. This week I discuss their different approaches to growth and the potential risks these companies face. LINKS: - Joseph Kim, CEO LILA Games - LILA Games: We're Hiring! Especially Systems & Economy Designer, Product Manager, and Level Designer! - GameMakers YouTube Channel --- Send in a voice message: https://anchor.fm/gamemakers/message

NickMoses05 Gaming Podcast
E3 2021: Interview with Mythical Games Senior Level Designer Josh Foreman

NickMoses05 Gaming Podcast

Play Episode Play 30 sec Highlight Listen Later Jun 17, 2021 19:51


Blankos Block Party: https://bit.ly/3cIZXVl (Free) Blankos Block Party Homepage: https://bit.ly/3cLNXToJosh Foreman Twitter: https://bit.ly/35uuBhyHumble Bundle Referral Link: https://bit.ly/3xkdU3VNickMoses 05 Gaming Podcast Apple Link: http://apple.co/3gFoLhb NickMoses 05 Gaming Podcast Podchaser Link: http://bit.ly/35gv8niNickMoses 05 Gaming Podcast Podcast Addict Link: http://bit.ly/39kvGd5NickMoses05 Discord: https://discord.gg/k835wUR$200 Gift Card and iPad Contest - https://bit.ly/2UOvehnIf I missed anything, please comment and help out MoFamMy Socials-----------------------------------Subscribe to the Channel -- http://bit.ly/2Rzyf4SJoin My Discord: https://discord.gg/b2r93tk9k9 Twitter: http://bit.ly/2AMzSlqIG: http://bit.ly/2VYNTWc SC: nickmo05 Tumblr: http://bit.ly/2DcxHco Twitch: http://bit.ly/2DcxeqEMirrativ: http://bit.ly/2swSx0gFacebook: http://bit.ly/2SYVYbzTikTok: http://bit.ly/3aYzxi1Donate (Much Appreciated!!!)----------------------------https://bit.ly/2XdAlJCE3 2021: Interview with Mythical Games Senior Level Designer Josh ForemanSupport the show (https://bit.ly/2XdAlJC)

Nintendo Duel Screens » Proven Gamer
Bohdon Sayre & Mel Ramsden | Stonefly | The Duel Screens Podcast #78

Nintendo Duel Screens » Proven Gamer

Play Episode Listen Later May 28, 2021 47:23


Joining us this week are Bohdon Sayre and Mel Ramsden of Flight School Studio, developer of Stonefly - a chill and tranquil action-adventure game about the journey of self-discovery - all while piloting a bug-sized mech. Bohdon Sayre - Game Director, Flight School Studio Mel Ramsden -Technical Game Designer, Level Designer, and Artist, Flight School Studio   Wishlist Stonefly: https://store.steampowered.com/app/1198590/Stonefly/ Please don't forget to rate us on Apple Podcasts! *************************************************************************************** Thank you for listening! Support us on Patreon. Follow on Twitter & Facebook. Please subscribe to our YouTube.  

NoGutsNoGalaxy
Podcast 224 - Francois - Level Designer - Mechwarrior Online

NoGutsNoGalaxy

Play Episode Listen Later May 21, 2021 79:15


I had the privilege to sit down with Francois, the level designer for Mechwarrior Online, who recently did work to Canyon Network. We talk about it and future changes for maps! Notion Refinery: http://www.notionrefinery.com Notion Refinery Contact: contact@notionrefinery.com Patreon: https://www.patreon.com/NoGutsNoGalaxy Twitch: https://twitch.tv/NGNGtv Merchandise: https://no-guts-no-galaxy.myshopify.com/ Discord: https://discord.gg/zrJmzyg Twitter: https://twitter.com/NoGutsNoGalaxy Facebook: https://www.facebook.com/NoGutsNoGalaxyPodcast/ Soundcloud: https://soundcloud.com/nogutsnogalaxy Amazon Affiliate Link: https://amzn.to/2UQeeWG Wishlist: https://tinyurl.com/y2xdfob4

The Social Sanctuary
#3 Video Games in Youth Culture and Building New Worlds with Sean Gorman, Level Designer at nDreams

The Social Sanctuary

Play Episode Listen Later Mar 12, 2021 29:46


On this episode, I chat to Sean Gorman, Level Designer, Environment Artist and World Builder about Video Games in Youth Culture, Creating New Worlds and Forging a Successful Career. Sean is a London based, experienced video game developer with over 4+ years of professional in-house work experience in the games industry; as a Level Designer and prior an Environment Artist. Sean is currently working at https://www.ndreams.com (nDreams), but has previously worked on major titles including Suicide Squad: Kill The Justice League at https://rocksteadyltd.com (Rocksteady) (due out in 2022). You can find out more about Sean at https://www.gormandev.com (https://www.gormandev.com) ​Follow Sean on Twitter https://twitter.com/GormanDev (@GormanDev) Follow Sean on LinkedIn at https://www.linkedin.com/in/gormandev/ (https://www.linkedin.com/in/gormandev/) Find out more about The Social Sanctuary: https://www.thesocialsanctuary.co.uk Donate to The Social Sanctuary: https://ko-fi.com/thesocialsanctuary Follow the Podcast on Instagram: @thesocialsanctuarypodcast

MeetTheDev
MeetTheDev#14 - Sylvain Menguy, Level Designer

MeetTheDev

Play Episode Listen Later Mar 11, 2021 68:22


Pour ce nouvel épisode de Meet The Dev, je reçois Sylvain Menguy. Sylvain est level designer à Arkanes studios mais il n'a pas un parcours comme les autres puisqu'il a effectué une reconversion professionnelle. C'est après avoir créer des maps pour des jeux valve sur son temps lui qu'il décide de capitaliser sur ses projets et de suivre son rêve pour devenir pro du jeu vidéo. Vous allez l'entendre, sa transition a été assez naturelle.

Software Developer's Journey
#141 Freya Holmér a level-designer turned game-developer

Software Developer's Journey

Play Episode Play 52 sec Highlight Listen Later Mar 9, 2021 53:08


Freya took us from the first levels she designed in Trackmania, all the way to her live coding Flowstorm on Twitch. She explained how her view on GameDev expanded over time. She told us the birth story of Shader Forge and the VR-Game Budget Cuts. She spoke of her burnout and how she finally felt back on her feet, streaming and freelancing in the gaming industry.Here are the links from the show:https://www.twitter.com/FreyaHolmerhttps://twitch.tv/acegikmohttps://youtube.com/acegikmohttps://discord.gg/v5VWugaPluginsShapes https://assetstore.unity.com/packages/tools/particles-effects/shapes-173167Shaderforge https://github.com/FreyaHolmer/ShaderForgeTwitter ThreadsMath Visualisation https://twitter.com/FreyaHolmer/timelines/1215413954505297922FlowStorm 1 https://twitter.com/freyaholmer/status/1187810005011050498FlowStorm 2 https://twitter.com/freyaholmer/status/1245111000271028225CreditsCover Campfire Rounds by Blue Dot Sessions is licensed CC BY-NC-ND 4.0.Your host is Timothée (Tim) Bourguignon, more about him at timbourguignon.fr.Gift the podcast a rating on one of the major platforms https://devjourney.info/subscribeSupport the podcast, support us on Patreon: https://bit.ly/devjpatreonSupport the show (http://bit.ly/2yBfySB)

Level Design Podcast
LD034 - Rob McLachlan from The Chinese Room

Level Design Podcast

Play Episode Listen Later Feb 16, 2021 53:46


In this episode we shine the spotlight this time on our very own co-host and Level Designer at The Chinese Room, Rob McLachlan to talk Silent Hill, Little Orpheus and more! You can follow our antics over on Twitter. Check out @leveldesignfm Works and Games we covered in this episode!: Little Orpheus https://www.youtube.com/watch?v=avGJU2hvVeA Silent Hill: Shattered Memories https://www.youtube.com/watch?v=42FF9ismMWY Silent Hill Origins https://www.youtube.com/watch?v=U8kJgT3fldk Ghost Rider https://www.youtube.com/watch?v=yjTzdlAnfiU Presented by Mark Drew (@markdrew) , Jonathon Wilson (@omnislash92), Valentina Chrysostomou (@ValentinaChrys) and Rob McLachlan (@RMMcLachlan) This has been a CMD:Studio production. Our editor is Matthew Lever @matthewlever. This episode was produced by Ash Rose (@Fake_Anime_Geek).

Level Design Lobby
Level Design Lobby: Principle Level Designer Kai Zheng #91

Level Design Lobby

Play Episode Listen Later Feb 16, 2021 48:49


I get a chance to sit down with Principal Level Designer Kai Zheng who has had an incredible 12 years in the industry, who explains his theory of LD is like cooking. Very nice man and super educational. Join the Community: http://bit.ly/33xpKbG ------------------------------------------------------------------------ Contact Kai Zheng ------------------------------------------------------------------------ Twitter - https://twitter.com/devilpie ------------------------------------------------------------------------ Contact Me ------------------------------------------------------------------------Twitter: https://twitter.com/MaxPears​ Website: https://www.maxpears.com/​ Email: leveldesignlobby@gmail.com ------------------------------------------------------------------------

GameDev.tv Community Podcast
106: Developing Meaningful Levels with Sean Gorman

GameDev.tv Community Podcast

Play Episode Listen Later Jan 20, 2021 98:59


This is the hundred and sixth episode of the GameDev.tv Community Podcast. Sean is a London (UK) based, experienced video game developer with over 4+ years of professional in-house work experience in the games industry; as a Level Designer and prior to that as an Environment Artist, with experience in AAA and Indie game development.​He is currently working as a Level Designer at nDreams in South London."My professional background gives me advantageous and unique perspective on design, with my extensive understanding of both disciplines, developing satisfying, meaningful levels that help marry function with form."Twitter: @GormanDevWebsite:https://www.gormandev.com/Level Design Lobby: https://gumroad.com/a/100856947Unity Multiplayer Intermediate C# Coding & Networking: https://www.gamedev.tv/p/unity-multiplayer/?product_id=1319848&coupon_code=JAN21&affcode=45216_dezckag6Unreal C++ Course:https://www.gamedev.tv/p/unreal-engine-c-developer-4-22-learn-c-and-make-video-games/?product_id=1319848&coupon_code=JAN21&affcode=45216_dezckag6Unreal VR Course:https://courses.gamedev.tv/p/unrealmultiplayer/?product_id=1319848&coupon_code=JAN21&affcode=45216_dezckag6Unreal Multiplayer Course:https://courses.gamedev.tv/p/unrealvr/?product_id=1319848&coupon_code=JAN21&affcode=45216_dezckag6Unity 3D Course:https://courses.gamedev.tv/p/complete-unity-developer-3d/?product_id=1319848&coupon_code=JAN21&affcode=45216_dezckag6Unity 2D Course:https://courses.gamedev.tv/p/complete-unity-developer-2d/?product_id=1319848&coupon_code=JAN21&affcode=45216_dezckag6Unity RPG Course:https://courses.gamedev.tv/p/unity-rpg/?product_id=1319848&coupon_code=JAN21&affcode=45216_dezckag6Blender Course:https://www.gamedev.tv/p/blender/?product_id=1319848&coupon_code=JAN21&affcode=45216_dezckag6Blender Character Course:https://www.gamedev.tv/p/blender-character-creator-2/?product_id=1319848&coupon_code=JAN21&affcode=45216_dezckag6GameDev.tv Official PodcastEnjoy the Podcast!Support the show (https://www.gamedev.tv/p/complete-unity-developer-3d/?product_id=1319848&coupon_code=The_K_B&affcode=45216_dezckag6)

Dropping Spicy – An Apex Legends Podcast
#82: Alex Graner (Respawn Level Designer) Interview

Dropping Spicy – An Apex Legends Podcast

Play Episode Listen Later Jan 20, 2021 74:05


This week we are joined by Alex Graner, level designer at Respawn, where we go over his various work on town takeovers, ask him questions from the community, and get input on the hosts town take overs.

PietCast
PietCast #260 - Senior Level Designer Miles Tost

PietCast

Play Episode Listen Later Dec 18, 2020


Heute gibt es ein 1on1-Gespräch mit Miles Tost, Senior Level Designer bei CD Projekt RED und persönlicher Freund von mir (Peter). Wir quatschen über unsere Liebe zu Videospielen, über Miles' Einstieg in die Branche und seine Zeit während der Entwicklung von The Witcher 3 und Cyberpunk 2077.

Nintendo Duel Screens » Proven Gamer
Blake Reible | Happy's Humble Burger Farm | The Duel Screens Podcast #46

Nintendo Duel Screens » Proven Gamer

Play Episode Listen Later Oct 15, 2020 62:35


Joining us this week is Blake Reible - 3D Modeler and Level Designer for Scythe Dev Team and developer of Happy's Humble Burger Farm - a Fast Food Horror Sim! This is a HOTLY anticipated follow-up on Happy's Humble Burger Barn, which took off after Markiplier had a popular stream playing the game. This is truly a fun story to hear!Please don't forget to rate us on Apple Podcasts!***************************************************************************************Thank you for listening!Support us on Patreon.Follow on Twitter & Facebook.Please subscribe to our YouTube.

Ember Sword Podcast
Meet The Team - Thorvald Zehmke, Level Designer

Ember Sword Podcast

Play Episode Listen Later Sep 11, 2020 25:17


You've heard us talk about the art and the systems behind the game, but Ember Sword also leans heavily on its level design. How do we utilize environmental storytelling? What lessons have we learned from games that have attempted it in the past? And just what the heck is DOFUS?All of that and more is answered by our Level Designer Thorvald Zehmke on this Meet The Team episode of the Ember Sword Podcast.Want the developers of Ember Sword to answer your questions? Join the growing community on Discord at https://discord.com/embersword and ask there! Subscribe to our newsletter over at https://embersword.com/ to stay up-to-date on all things Ember Sword. Previous episode:https://apple.co/3k4nYaWhttps://spoti.fi/2YKxx6F FOLLOW US:Apple Podcasts - https://podcasts.apple.com/us/podcast/ember-sword-podcast/id1524973521Spotify - https://open.spotify.com/show/0TO88oVTwMaifIKqT5ePFZGoogle Podcasts - https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkLnBvZGJlYW4uY29tL2VtYmVyc3dvcmQvZmVlZC54bWw=Twitter - https://twitter.com/playemberswordReddit - https://www.reddit.com/r/EmberSword/Facebook - https://www.facebook.com/PlayEmberSword

Level Design Podcast
LD021 - The Division and "Let's Design: Combat" Book with Max Pears

Level Design Podcast

Play Episode Listen Later Aug 4, 2020 46:05


In this episode we get the team together to chat with the lovely Max Pears, Level Designer at CD Projekt Red. We delve into his previous work on The Division, what it takes to park a car correctly and more importantly his new book called "Let's Design: Combat!" You can grab a copy of the book here: Ebook - https://bit.ly/2WvrTUR Physical Book - https://bit.ly/3fBQ2k9

Rewind & Replay
TLOU Part II w/ Level Designer Evan Hill | Rewind & Replay Ep. 3

Rewind & Replay

Play Episode Listen Later Jul 3, 2020 61:40


This week, we're joined by level designer Evan Hill, who worked on The Last of Us Part II. Evan developed notable moments like hats on dinosaurs, having worked on Ellie's birthday flashback, Ellie's sniper training flashback, and many more levels! You can find Evan on Twitter @EHillGameDesign. Thanks to Push Square and Sammy Barker for the screencap from the game! Check out our socials: Website: rewindandreplay.com Twitter: rewind_n_replay Instagram: rewind.and.replay Facebook: www.facebook.com/rewindandreplay

The Industry Idiots Game Design Podcast
EP12_ with Roberto Padron | Level Design

The Industry Idiots Game Design Podcast

Play Episode Listen Later May 25, 2020 68:02


In this week's episode we had the pleasure to sit down with Roberto Padron (Junior Level Designer @ Ubisoft Barcelona) to discuss all things level & game design. We also talk Unreal Engine 5, Portfolios, Mafia, Dishonored & working from home. Enjoy! Follow Roberto: @thetedex (twitter.com/thetedex)As part of the industry and in love with games, best buds Sam & Sven explore both sides of relevant topics in not-too-thick German accents. It's chill, an hour-long, has "valuable insight" / banter and there are guests from AAA and Indie. You can easily reach us via //Twitter_ https://twitter.com/IdiotsIndustryInstagram_ https://www.instagram.com/industryidiots/Discord_ https://discord.gg/P9mFJ6bYoutube_ https://www.youtube.com/channel/UCe3l2KmdiHzDktVZgLu5NKQOr check out our personal channels //Sam_ https://twitter.com/samluckhardtSven_ https://twitter.com/sdgiesselmann Support the show (https://twitter.com/IdiotsIndustry)

Parlons UX Design - Podcast
#04 - Entretien avec Zacharia Ellaham Talhaoui - Level designer

Parlons UX Design - Podcast

Play Episode Listen Later May 1, 2020 14:48


Zacharia Ellaham-Talhaoui reçoit son ancien professeur de UX Design, Thomas Gaudy (ISART, Montréal) au CRÉALAB de la bibliothèque de Repentigny. Ensemble, ils discutent UX Design, création numérique et expérience d'atelier de création de jeux vidéo en lien avec la lutte contre le décrochage scolaire pour les jeunes de la ville de Repentigny (Québec).

Level Design Podcast
LD016 - Let's talk Level Design with Valentina Chrysostomou

Level Design Podcast

Play Episode Listen Later Apr 20, 2020 43:34


We've got a full house of hosts and are joined by the fantastic Level Designer of RDR2, Dead End Job and more, Valentina Chrysostomou! Join us as we explore the plains of the wild west and more in this very special episode!

RAMshow
EPISODE #8 - Max Pears

RAMshow

Play Episode Listen Later Apr 14, 2020 37:35


Max is a Level Designer based in Poland. Previously he worked at Ubisoft Reflections studio on The Division title. We talked about his career, and what brought him into the gaming industry in the first place, we touched up his experience working on The Division and we also spoke about the recent Covid-19 situation and the effect it’s going to have on the gaming industry. So tune in, and we hope you’ll enjoy it.

Level Design Podcast
LD014 - Level Design, San Francisco, Ubisoft and more with Julius-Cosmo Oniscu

Level Design Podcast

Play Episode Listen Later Mar 9, 2020 56:15


Senior Level Designer at MachineGames and a true mentor of Level design all round Julius-Cosmo Oniscu joins us as we discuss WatchDogs, becoming a Level Designer and more!

The Mutant Ages
Ravages of the Apocalypse Level Designer Q&A

The Mutant Ages

Play Episode Listen Later Dec 3, 2019 33:44


Maddy and Ryan return with a very special listener mail episode focused around a long email we received from a level designer for the Quake conversion game Ravages of the Apocalypse, which The Mutant Ages hosts have been playing on our YouTube channel (youtube.com/themutantages). Join us as we reflect back on what video games and the modding community were like in the late '90s, and also learn a lot of cool information about the creation of this game that has mostly just frustrated us up to this point. Now that we know more, we've softened a bit to its quirks. Here's a link to the Blue's Quake News archive referenced in the episode: https://www.bluesnews.com/archives/feb97-2.html Here's the YouTube playlist of Maddy and Ryan playing Ravages of the Apocalypse: https://www.youtube.com/watch?v=GbWgarDiT08&list=PLAyA3L8fgmn76fGAX-So_QIZoshBUYqf_ E-mail us your feedback at themutantages@gmail.com or follow us on Twitter at TheMutantAges, MIDImyers and RyanPagella. If you like what you hear, please consider supporting us via patreon.com/themutantages. Thanks!

Au Tour du Mic
Au Tour du Mic - Cooldown #10 Interview Arthur "Syriuss" Sautel, Level Designer sur Ghost Recon Breakpoint

Au Tour du Mic

Play Episode Listen Later Oct 21, 2019 136:34


Notre première interview de la saison 2 est enfin là ! Arthur Sautel alias Syriuss, level designer sur Ghost Recon Breakpoint, s’est posé pendant plus de deux heures avec nous pour parler de son parcours, de son expérience chez Cyanide et plus récemment chez Ubisoft Bordeaux. Une interview très enrichissante puisque Syriuss n’a pas hésité à parler des difficultés du métier en France ainsi que donner des précieux conseils pour les futurs level designer. Un grand merci à lui et on espère que cela vous plaira ! Bonne écoute !  N’hésitez pas à nous faire part de vos remarques et commentaires pour préparer au mieux les prochains podcasts ! Liens complémentaires : Site et portofolio d’Arthur Sautel Linkedin d’Arthur Sautel Page Instagram d’Arthur Sautel Tutoriels vidéo sur le Speed Level Design Artstation de Nicolas Gorszczyk, level artist junior à Ubisoft Bordeaux Trailer de Ghost Recon Breakpoint

Podcasting with Siryakko
ep04 - Kevin Pinson Level Designer (Asobo) sur A Plague Tale : innocence

Podcasting with Siryakko

Play Episode Listen Later May 21, 2019 46:38


Quatrième épisode où après avoir reçu du graphiste, du narrative designer, j'ai pu m'entretenir avec un Level Designer, un poste important dont on entend pas assez parler. Il s'agit de Kevin Pinson, Level Designer chez Asobo Studio à Bordeaux et ayant travaillé sur le tout récent chef d'oeuvre A Plague Tale : Innocence. Il y est question de rats, de lumières, de greybox et penser son design pour appuyer la narration. Bonne écoute ! Crédits : Extrait sonore de la bande son originale composée par Olivier Deriviere. https://olivierderiviere.bandcamp.com/album/a-plague-tale-innocence-deluxe-edition

Au Tour du Mic
Au Tour du Mic - Cooldown #4 Interview Jules Ducasse, Level Designer chez Sloclap (Absolver)

Au Tour du Mic

Play Episode Listen Later Nov 30, 2018 102:23


Avant toute chose, nous tenons à vous remercier chaudement pour votre fidélité ! Nous avons officiellement dépassé la barre des 3000 téléchargements après seulement quatre mois ! C’est incroyable ! Pour fêter ça, nous avons deux bonnes nouvelles ! Premièrement, après moult discussions et reports, nous avons enfin mis en ligne notre page Tipee pour ceux qui veulent nous soutenir financièrement ! Attention, il est important de rappeler que si vous ne pouvez pas participer au Tipee, le simple fait d’écouter le podcast et partager nos émissions nous fait déjà énormément plaisir ! Deuxièmement, le nouveau Cooldown est déjà en ligne ! Nous avons rencontré il y a un petit mois Jules Ducasse, level et game designer chez le studio parisien Sloclap responsable du très bon Absolver pour une superbe interview ! Au menu : les écoles de jeux vidéo, le métier de Level Designer, son expérience sur Absolver, l’intelligence artificiel dans les jeux, l’évolution des moteurs, bref tout y passe ! Bonne écoute !

VideoGameCreation.fr
🎙Podcast #4 – Interview d’Aurélien Larue : Lead Level Designer chez Ubisoft Toronto

VideoGameCreation.fr

Play Episode Listen Later Oct 30, 2018 42:44


Podcast #4 - Interview de Aurélien Larue, un Lead Level Designer chez Ubisoft Toronto. Voici son approche du métier et quelques conseils pour réussir.

But Why Tho? the podcast
Interview: Justin Loar on SMU Guildhall & Breaking Into the Games Industry

But Why Tho? the podcast

Play Episode Listen Later Oct 10, 2018 51:53


After meeting at OP Live Dallas, Adrian sits down with Justin Loar, Alumnus of SMU Guildhall and Level Designer at Gearbox Studios to talk about what SMU Guildhall offers to young developers. This two-year accelerated graduate degree program is the #1 program for game design and is aimed to get students into the game industry at AAA companies as quickly as possible. They also jump into how YOU can break into the Games Industry.   

the Weekly DLC
PAX 2018 Interview - Philippe Dionne - Level Designer of The Messenger

the Weekly DLC

Play Episode Listen Later Sep 10, 2018 5:49


Welcome back to another special episode of The Weekly DLC We are finishing out our PAX coverage with some fantastic interviews with amazing Game Developers! We spoke with Philippe Dionne of Sabatoge Studio based in Quebec City, Canada. He's THE Level Designer for the wonderful new game 'The Messenger' Please enjoy!

Access Granted - A Video Game Accessibility Podcast
Cassie Chui - Developer/Designer @ Drinkbox Studios - Part 1

Access Granted - A Video Game Accessibility Podcast

Play Episode Listen Later Mar 19, 2018 50:58


Subscribe in iTunes: https://apple.co/2nYW2e0 Google Play: https://goo.gl/FSuGUV or in Stitcher: http://stitcher.com/s?fid=172289&refid=stpr In this episode, Steve talks about the upcoming GAConf at GDC as well as chat with Cassie Chui, Designer at Drinkbox Studios and formally Level Designer/Artist for the game Electronic Super Joy by Michael Todd Games. (First released to http://patreon.com/stevesaylor on 03/17/17) In Today’s episode - Cassie Chui, Designer at Drinkbox Studios and formally Level Designer/Artist for the game Electronic Super Joy by Michael Todd Games What am I playing this week Assassins Creed: Origins on the Playstation 4 Blindly reading the NEWS GAConf Advancing accessibility for gamers with disabilities - San Francisco as part of GDC. I’ll keep an ear/eye out for news coming of this conference and GDC for next week’s episode. https://www.gaconf.com/ TODAY’S CONVERSATION: Cassie Chui - Designer @ Drinkbox Studios This is Part 1 of a 2 Part conversation. In Part 1 we chat about what got Cassie into video games and her journey to be a Game Developer/Designer. We also chat about what a Level Designer does and the tricks of the trade. This is an audio only interview, so my apologies for the YouTube audience, but just leave this part of the video on in the background while you do other stuff and I’ll still be here when you get back. Conclusion If you like this episode please give it a rating and review over on iTunes and make sure to hit that subscribe button. I’m in the beginning stages of launching this podcast and I’m trying to hit the New and Noteworthy section, and ratings and reviews help. Click to Subscribe ► https://www.youtube.com/subscription_center?add_user=snowball Music from Epidemic Sound - http://epidemicsound.com Click Like and Share this video if you enjoyed watching me fail. MORE BLIND GAMER VIDEOS CAN BE FOUND HERE: https://www.youtube.com/playlist?list=PLR-2bwEzw1bAwaOD_pc43yoXGH63AlznO Let me know what games you want me to play and I'll play them! Like, share and SUBSCRIBE! Friend me on PSN and Xbox LIVE PSN Name: BlindGamerSteve Xbox Gamertag: BlindGamerSteve Follow me online: TWITTER: http://twitter.com/stevesaylor FACEBOOK: http://fb.com/stevesaylor INSTAGRAM: http://instagram.com/stevesaylor

Mrs. Motivation
Rob Johnston: From Entry Level Designer to Interviewing the Industries Best

Mrs. Motivation

Play Episode Listen Later Mar 13, 2018 38:21


In this episode I sit down with Rob Johnston of the Meet the Creatives podcast and we talk about how he went from entry level designer to successful podcaster who interviews the best creative professionals in the industry

Joy In Learning, The Harley School's Podcast
Joy In Learning: Episode 12, Alumni Ryan Atkinson

Joy In Learning, The Harley School's Podcast

Play Episode Listen Later Nov 29, 2017 10:20


Harley graduate Ryan Atkinson '11 shares how our school helped lay the groundwork for his current job at Sledgehammer Games. Where he most recently acted as a Level Designer for Call of Duty: WWII.   Ryan worked on the single player team to create, iterate, and polish combat setups across 6 levels. He worked in tandem with environment artists, animators, and the FVX and lighting team while guiding different experiences based off of his design and designs that were directed by level leads.

Lineweights Over Coffee
002: Gaming and Architecture with Oneil Howell

Lineweights Over Coffee

Play Episode Listen Later Sep 16, 2017 39:12


In this episode, we speak to Oneil Howell, a video game level designer at Avalanche studios in New York York City. We discuss: Oneil's love for video games as a child How this passion stuck with him through design school The 'gaminess' of his school architecture projects His thesis on how architectural design can improve the video gaming experience What is a Level Designer and what he does day-to-day The importance of understanding scale in video game design Understanding human behavior in different architecture contexts for the design of non-playable characters (NPCs) Show notes for this episode are available here: http://lineweights.coffee/blog.html#!/posts/S1E2-Designing--Video-Games-with-Oneil-Howell/8 See acast.com/privacy for privacy and opt-out information.

Design Edu Today
040: The Entry Level Designer’s Struggle to Keep Up the Necessary Work Pace with Kelly Driver

Design Edu Today

Play Episode Listen Later Dec 20, 2016 60:16


Kelly Driver, Senior Interactive Designer at idfive, joins Gary Rozanc to discuss the interactive design process including how designers and developers work together, how much HTML and CSS designers really need to know, and how entry level designers have trouble keeping up with the pace necessary to be successful in the industry.

The Debug Log
Episode 57: The Role of a Systems Developer with Hi-Rez's Dayle Flowers

The Debug Log

Play Episode Listen Later Nov 23, 2016 63:49


Game Development has many roles: Gameplay Developer, Systems Developer, Level Designer, Character Artist, Sound Designer, Game Designer, and many more. In today's episode, we are going to talk about the role of a Systems Developer. To do so, I have the pleasure of talking with Dayle Flowers, lead developer on Paladins at Hi-Rez Studios. Before becoming a lead developer, Dayle had several years of experience as a Systems Developer. He explains what the job of a Systems Developer is in a game studio and what mindset and skills are needed to do this job. He also clarifies the differences between a Gameplay Programmer and a Systems Developer. In addition, we talk about Paladins and its controversial similarities with Overwatch. Towards the end of the episode, Dayle shares some of the good practices that he uses to make his game development process more efficient and stay productive. Thanks for tuning in this week and we hope you enjoy the show! Feel free to send any emails if you have more questions about with comments, questions, and concerns, to: thedebuglog@gmail.com

Game Dev Unchained
0008: The game industry for a female with Rosie Katz

Game Dev Unchained

Play Episode Listen Later Nov 17, 2015 72:15


This week we sit down with Level Designer and Mom, Rosie Katz to talk about the real life of a girl in the game industry. Some jokes, some serious, but all true. Fantastic episode.

The Zelda Cast
Zelda Informer Podcast 005: Smash, Zelda, and A Lot of Fun

The Zelda Cast

Play Episode Listen Later Oct 11, 2014 90:34


Description- I would include a description for this episode, but it would be utter nonsense. Check it out! This week your host, Adam, is joined by Chris (from last week) Jake (just some guy) and the wonderful Cassie, Level Designer on Electronic Super Joy! We talk about things like butts. It gets weird. LINK DUMP:Adam's twitter- twitter.com/ABCMilkmanCassie's twitter- twitter.com/d20loveChris' twitter- twitter.com/ChrisJKitchen Jake's Facebook- facebook.com/jake.khosrowDroqen's twitter- twitter.com/droqenThese Warriors Are Terrible- http://thesewarriorsareterrible.com/MeatCake productions- https://www.youtube.com/user/MeatCakeProductions1Chris' PT Let's Play- https://www.youtube.com/watch?v=UkyB1rfffBcElectronic Super Joy- electronicsuperjoy.comLethal League- http://lethalleague.reptile-games.com/Shovel Knight interview- https://www.youtube.com/watch?v=_ShIKsZ6RwoZero Punctuation Hyrule Warriors - http://www.escapistmagazine.com/videos/view/zero-punctuation/9788-Hyrule-Warriors-Review

The Champions' Cast - Zelda Dungeon Podcast
Zelda Informer Podcast 005: Smash, Zelda, and A Lot of Fun

The Champions' Cast - Zelda Dungeon Podcast

Play Episode Listen Later Oct 11, 2014 90:34


Description- I would include a description for this episode, but it would be utter nonsense. Check it out! This week your host, Adam, is joined by Chris (from last week) Jake (just some guy) and the wonderful Cassie, Level Designer on Electronic Super Joy! We talk about things like butts. It gets weird. LINK DUMP:Adam's twitter- twitter.com/ABCMilkmanCassie's twitter- twitter.com/d20loveChris' twitter- twitter.com/ChrisJKitchen Jake's Facebook- facebook.com/jake.khosrowDroqen's twitter- twitter.com/droqenThese Warriors Are Terrible- http://thesewarriorsareterrible.com/MeatCake productions- https://www.youtube.com/user/MeatCakeProductions1Chris' PT Let's Play- https://www.youtube.com/watch?v=UkyB1rfffBcElectronic Super Joy- electronicsuperjoy.comLethal League- http://lethalleague.reptile-games.com/Shovel Knight interview- https://www.youtube.com/watch?v=_ShIKsZ6RwoZero Punctuation Hyrule Warriors - http://www.escapistmagazine.com/videos/view/zero-punctuation/9788-Hyrule-Warriors-Review

Post Game Report
Interview with Octodad Level Designer, Majdi Badri.

Post Game Report

Play Episode Listen Later Oct 25, 2013 45:05


Platform Nation, and Talking About Games team up to bring you an awesome interview with Octodad Level Designer Majdi Badri.  During our interview, we will talk about the early days of Young Horses, Inc, the inspiration for Octodad, and what it's like to develop a Video Game for the Playstion 4. 

Marsha Collier & Marc Cohen Techradio by Computer and Technology Radio / wsRadio
09/07/13 Diablo III on PS33 & Xbox 360 with Matthew Berger, Senior Level Designer and Upcoming Apple releases, phones iOS, OS X

Marsha Collier & Marc Cohen Techradio by Computer and Technology Radio / wsRadio

Play Episode Listen Later Sep 7, 2013 29:56


Marsha Collier & Marc Cohen Techradio by Computer and Technology Radio / wsRadio
09/07/13 Diablo III on PS33 & Xbox 360 with Matthew Berger, Senior Level Designer and Upcoming Apple releases, phones iOS, OS X

Marsha Collier & Marc Cohen Techradio by Computer and Technology Radio / wsRadio

Play Episode Listen Later Sep 7, 2013 28:12


Capsule Computers Gaming Podcast
CC Unplugged Episode 080 - Giana Sisters

Capsule Computers Gaming Podcast

Play Episode Listen Later May 9, 2013 61:29


Ready to get Twisted? This week on CC Unplugged, we have quite the line-up with Dustin Spencer, Luke Halliday, Jahanzeb Khan, and Philip Federico - who have all come together with two very special guests to talk all things Giana. As you know, Giana Sisters: Twisted Dreams launched earlier this year on the Xbox Live Arcade and Steam (coming soon to PSN), and today we have been joined by Level Designer, Audio Designer & GSTD Vision Keeper Stefan Schmitz (aka Schmitty) and Producer, Community Manager, and Kickstarter organizer Emily Steiner from Project Giana, which of course evolved into the the full product that you can play today. On this episode, we talk about the development process behind Giana Sisters: Twisted Dreams, Black Forest Games current and future projects, and even bring up past names such as Mega Man and the original classic itself in a relaxed roundtable discussion. Yes folks, this is one solid show where a lot of burning questions are answered, so you should give it a download below. We also have a GIVEAWAY thanks to our friends at Black Forest Games, and are giving away 10 codes of Giana Sisters: Twisted Dreams for both the XBLA and Steam. All you have to do is send in your answer to our "magical little question" that Emily asks during the show to podcast@capsulecomputers.com with the subject line that reads PROJECT GIANA CONTEST, with your name and preferred platform included in the body of the email itself. Easy stuff.

Game Design w/ Joe Method
Episode 17 - Senior Level Designer, Chris Molina

Game Design w/ Joe Method

Play Episode Listen Later Aug 13, 2012


Chris and I talk about how he got his start in game development, going to school for game design and we discuss best practices on getting your foot in the door of the industry. This really is the “Making games is not all fun and games” episode, some good reality checks for young students who think they have what it takes to be game developers.I started a firstgiving page for Child’s Play Charity. Donate anything you can give if you feel inclined to do so. I give all donators a shout out on my podcast! DONATE HERE!