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This week Anna and Paul are joined by Michael aka YakWaxLips! We're discussing the new Adventure Game Merch Store, the state of modern adventure games, how to market adventure games and support devs, the legacy of LucasArts in modern adventure games, and his opinion of Gabriel Knight, as a LucasArts mega fan. Mangia! Shek out YakWaxLips on Youtube Grab a Phantom Fellows shirt or mug at AdventureGameMerch.com ! Play our adventure game! The Phantom Fellows is out now! GOG Steam itch.io Fireflower Mac App Store The Phantom Fellows Pin/Magnet by CanvasQuest! The Phantom Fellows Players Companion (Guide to Must-See Moments!) Shek out our friends in the Adventure Game Hotspot Network: Space Quest Historian's 6 Adventure Game Puzzles That Can Go F Themselves (feat. Paul) Adventure Game Geek's Geek Plays Demos - Theropods, "An Adventure Lost In Time" OneShortEye's Why (almost) No One Solves This Game Adventure Game Hotspot's Point and Click Adventure Game Stories You'll Relate To (feat. Anna & Paul) Conversations with Curtis' Paul Korman & Daniel play The Phantom Fellows! & Daniel plays Return to Monkey Island with Anna & Paul from the Classic Gamers Guild Podcast Tech Talk with Daniel Albu's Mark Seibert: The Sound of Sierra On-Line
For this "Rebroadcast", Karl & Will share their episode originally released way back in July of 2014- "Adventure!" (#120)!" In this blast from the past, the guys share some of the best music from both classic point-and-click adventure games from the likes of Lucasarts and Sierra, but also other kinds of adventure games too. Enjoy!
Welcome to Dev Game Club, where this week we begin a new series on 2010's Deadly Premonition. We first set the game in its time, and talk a bit about Japanese creators breaking out and establishing more auteurist inclinations, before turning to the first part of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to/through the police station Issues covered: announcement of our October schedule, singing reviews, 2010 in games, horror games or things in the space, the place in the console cycle, Tim's understanding of the game going in, an indie-developer feel, amortizing investment to earn out, a shift in Japanese development, a surprising game coming out of nowhere, the blogosphere, American pop culture, a difficult creator to follow, Dark Cooper, the HD transition and switch to widescreen, making UI for HD, the victim in the tree and all its symbology, the discipline of the first scene, quick cutting in cinema, York and Zach talking about Tom and Jerry, holding on uncanny valley faces with the la la song, chasing photorealistic faces, stereotypes, the long table beautifully framed, the difficulty of sustaining a Lynchian show, an open world game with driving, a schedule of events and a populace with routines, the connections between characters, a "yes" game, a town being a character, the frustration of the schedule, an open world town vs an open world forest, something being best as a game, making choices and the feelings you have making them, walking simulators and systemic richness, Brett and Tim differ, portals being aligned for you, level and systems design not talking. Games, people, and influences mentioned or discussed: Erik Wolpaw, Portal/Portal 2, Defeating Games for Charity, Alan Wake (series), Resident Evil 5, God of War III, BioShock 2, Halo: Reach, Super Mario Galaxy 2, Fallout: New Vegas, Civ V, Dead Rising 2 (and series), Metal Gear: Peacewalker, Starcraft II, Amnesia: Dark Descent, Limbo, Assassin's Creed: Brotherhood, Mass Effect 2, Red Dead Redemption, Darksiders, Heavy Rain, Danganronpa: Trigger Happy Havoc, Battle Royale, Swery65, Hidetaka Suehiro, Access Games, David Lynch, Twin Peaks, Aksys Games, Stephen King, Control, Remedy Entertainment, Fatal Frame, Suda51, Grasshopper Manufacture, 2K Games, Ken Levine, The Elder Scrolls (series), Neo Geo SNK, Hideo Kojima, Konami, Hironobu Sakaguchi, Shenmue, Clover/Platinum, CapCom, Killer 7, Viewtiful Joe, Gathering of Developers, Ion Storm, Shinji Mikami, Ninja Gaiden Black, Giant Bomb, PlayStation, Interstate '76, Naomi Watts, Beyond Good and Evil, Crystal Dynamics, Tom and Jerry, Quentin Tarantino, Top Gun, Sleep with Me (obliquely), Gilmore Girls, The Last of Us, Ashley Johnson, Juno, Elliot Page, The Shining, Batman, Northern Exposure, Mark Frost, The X-Files, Ashton Herrmann, The Red Strings Club, LucasArts, The Walking Dead, Gone Home, Dear Esther, No Man's Sky, Mike, Quake, Spelunky, Calamity Nolan, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More of Deadly Premonition! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
In today's episode, we are extremely honored to be joined by Darragh O'Farrell, who was the former voice director for LucasArts video games. During this insightful interview, he shares some behind-the-scenes details about casting the iconic characters for Infernal Machine, Emperor's Tomb, and Staff of Kings. To conclude this compelling conversation, he also shares some fun stories about George Lucas and the canceled video game Star Wars 1313.
We're back with more Light and Magic! Our stuff! bio.link/thesidebarcantina Special shout out to those who participate in our live chat! The chat is most definitely where it's at! And all of our Patreon supporters! YOU are the reason why we do this! Support our Sidebar Family: ATSW The Escape Pod: Wednesdays live on YouTube at 1905 EST. https://bio.link/atswtheescapepod Support the official Sidebar Cantina band, TILTHEEND! https://tiltheendofficial.bio.link Layman's Terms! On YouTube https://www.youtube.com/@laymansterms3150 The Orange and Fett Show! On Spotify https://open.spotify.com/show/3XJdyJWBtAtM4dy1a5V4So?si=08dd3e9e7b5e400c
We'd love to hear from you. Send us a text! The Naked Texture Artist is a podcast where VFX/animation veterans have deep and honest conversations about their challenges and growth as working artists.Marking our 2 year anniversary, here is a public service announcement about where The Naked Texture Artist podcast is going:Going forward, we are moving to video. Regarding The Naked Pixels, I am scaling back the release schedule. Find my reasoning and the background information in this episode.The Naked Texture Artist is produced by Marque Pierre Sondergaard. Support us on https://ko-fi.com/thenakedtextureartist Contact us on thenakedtextureartist@gmail.com Follow us on https://www.instagram.com/thenakedtextureartist/ Music copyright belongs to Tycho for the song Awake - https://tychomusic.com/ Additional sound effects from https://www.zapsplat.com
Wie schon in Folge 100 angekündigt, feiern wir die 200. Nerdwelten-Episode mit einem echten Klassiker der Retrospiele: Monkey Island 2: LeChuck's Revenge – von vielen Fans als das beste Point-and-Click-Adventure der goldenen LucasArts-Ära gefeiert.Im typischen Nerdwelten-Dreiergespann besprechen wir Guybrush Threepwoods zweiten Auftritt, tauchen in die cleveren Rätsel, die ikonische Spielewelt und die unvergesslichen Charaktere ein und schauen dem Affen mit sechs Augen genau auf den Pelz.Zum Abschluss kommen zudem einige gute Freunde des Podcasts zu Wort, die uns liebe Grüße und Botschaften geschickt haben – ein besonderes Highlight zum Jubiläum!Sprecher: Hardy Heßdörfer, Daniel Cloutier und Ben Dibbert
Jan und Basti erscheinen spaet, nicht als Verspaetete, sondern als temporale Anomalien im sozialen Gefuege der Veranstaltung. Die Party existiert bereits, oszillierend zwischen kulinarischer Sinnlichkeit und semiotischer Ueberforderung. Die Essens-Spione agieren mit chirurgischer Praezision, ihre Currywurst ein Manifest funktionaler Gastronomie. Silvia und Sven sind die diskreten Epistemologen am Telefon, allwissend, aber der Sprache entwhnt. In der Schweiz verschwinden Studenten, nicht spurlos, sondern entlang eines narrativen Vektors, der sich jeder Aufloesung entzieht. Daedalic produziert wieder Adventures, gereift wie ein Bordeaux, der sich weigert, modern zu schmecken. Visionaire bleibt, nicht aus Nostalgie, sondern weil Geschichten in Deutschland noch atmen. Jan spricht in Andeutungen. Basti hoert in Subtexten. Die Nacht beginnt, aber ihr Ende ist eine Frage der Interpretation.
Gamescom 2025's Biggest Reveals: WoW Clones, Magic RimWorld & Star Fox! | Midnight, Fellowship, Herands
Hans lebt zwischen Anfang und Ende. Jan lebt zwischen Realitaet und GPS-Navigation. Basti lebt jetzt in Dueren. Der Zug war puenktlich - leider in die falsche Richtung. Frankreich investiert nicht mehr in Koeln. Aber dafuer in Syberia. Maria spielt, was keiner sieht. Jan sendet Geschmacksknospen wie Gedichte. Basti antwortet mit ASMR-Brause. Hans kommt spaeter. Vielleicht. Oder war schon da. Niemand weiss es. Aber alle sind sehr beschaeftigt. Hurz.
Im Foyer der Halle sammelt sich Staub, unsichtbar wie Erwartungen vor dem ersten Kaffee. Jan tritt ein, nicht suchend, nur gehend, als waere er ein Gedanke, der nie vergessen hat, wohin er gehoert. Basti bleibt eine Abwesenheit mit dem Gewicht einer leeren Stuhlreihe, ein stiller Taktgeber in der Ferne. Zwischen Messelicht und Stimmengewirr liegt ein schmaler Korridor aus Zufallen, auf dem man nur vorwaerts gehen kann, ohne jemals anzukommen.
Our guest is Feargus Urquhart, founder and CEO of Obsidian, the premier maker of videogame RPGs. Having mastered 27 second pizzas he moved to testing and production of huge titles like KOTOR, Baldur's Gate and Fallout. We discuss snatching victory from the jaws of defeat with Pillars of Eternity, and when a feature is real - this week!Episode Highlights[00:00:00] Founding Obsidian Entertainment: From Black Isle to New BeginningsFeargus shares how he and his former Black Isle colleagues launched Obsidian in 2003, determined to create deep RPG experiences despite industry headwinds.[00:05:00] The Fallout Series Legacy: Storytelling That Stands the Test of TimeFeargus reflects on his work with Fallout and how its blend of player choice, dark humor, and moral complexity still influences RPG design today.[00:12:00] Navigating Publisher Deals: Lessons from the Early Obsidian YearsHear how Obsidian survived rocky publisher relationships, including near cancellations, and what the team learned about creative control and financial survival.[00:21:00] Making Star Wars: Knights of the Old Republic II Under Deadline PressureFeargus explains how the team delivered KOTOR II in just 14 months—and the trade-offs required to ship under tight LucasArts deadlines.[00:31:00] From Pillars of Eternity to Deadfire: Reviving the Isometric RPGDiscover how Kickstarter and a passionate fan base brought Pillars of Eternity to life, sparking a renaissance for classic-style RPGs.[00:43:00] The Microsoft Acquisition: Joining Xbox Game StudiosFeargus discusses Obsidian's 2018 acquisition by Microsoft, what it meant for studio stability, and how it opened doors for ambitious projects.[00:50:00] Creating The Outer Worlds: Satire, Choice, and Sci-Fi ExplorationLearn how Obsidian blended sharp humor, branching narratives, and vibrant worlds to craft The Outer Worlds, a modern hit with old-school sensibilities.[01:03:00] Advice for Aspiring Game Developers: Build Skills and Networks EarlyFeargus offers guidance for breaking into the industry—emphasizing collaboration, flexibility, and learning from every project.Support the showThank you for listening to our podcast all about videogames and the amazing people who bring them to life!Hosted by Alexander Seropian and Aaron MarroquinFind us at www.thefourthcurtain.com Join our Patreon for early, ad-free episodes plus bonus content at https://patreon.com/FourthCurtain Come join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on Twitter: @fourthcurtainEdited and mastered at https://noise-floor.com Audio Editor: Bryen HensleyVideo Editor: Sarkis GrigorianProducer: Kimya TaheriArt: Paul RusselCommunity Manager: Doug ZartmanFeaturing Liberation by 505
The lads grab their engraved rods and play with some loose bones as they cover the LucasArts' 1995 xenoarchaeologist point-and-click adventure: The Dig. Topics include the gaming prowess of Steven Spielberg, the incredibly fraught production process, and what it means to have have a point and click adventure imprint upon you as a child that requires you to turn a turtle into a bomb. Want more TWOAPW? Get access to our full back catalogue of premium/bonus episodes by subscribing for $5/month at Patreon.com/worstofall! Media Referenced in this Episode: The Dig. LucasArts. 1995. A Conversation with Gary Brubaker. Tech Talk with Daniel Albu. April 6th, 2025. “The Dig is a weird LucasArts adventure dreamed up by Steven Spielberg” by Andy Kelly. PC Gamer. May 15th, 2020. The Dig by Jimmy Maher. Digital Antiquarian. July 23rd. 2021. “Exclusive Interview with Noah Falstein” by Santiago Mendez. The Dig Museum. December 27th, 2004. “Interview with Brian Moriarty” by Paco García. Aventura y CÍA. March 2006. “LucasArts Secret History #11: The Dig Bills Tiller and Eaken”. The International House of Mojo. “LucasArts Secret History #11: The Dig Sean Clark's Recollections of Joy”. The International House of Mojo. Original Design Document for The Dig “So, a Giant Asteroid is Heading for Earth…Again…” by Luke Plunkett. Kotaku. November 2nd, 2011. “Steven Spielberg Apparently Won't Play Uncharted Because He's a Big PC Gamer and Only Likes Mouse and Keyboard” by Kat Bailey. IGN. October 2nd, 2024. TWOAPW theme by Brendan Dalton: Patreon // brendan-dalton.com // brendandalton.bandcamp.com Interstitial: “Brink” // Written by A.J. Ditty // Featuring A.J. Ditty as “Professor Ludger Brink”
Kevin Murphy is a master illustrator, portrait artist, and art educator with over 30 years of experience. His career began in 1992 creating commissioned works for National Geographic, LucasArts, Barnes & Noble, Sega, and even the Rolling Stones' Bridges to Babylon tour. In 2001, Kevin transitioned into portraiture and later founded the Art Academy to make professional-level training accessible to everyone. Today, Kevin leads Evolve Artist, an online painting program studied in over 70 countries. What sets his approach apart is a clear, fundamentals-first method that teaches realistic painting like a science—not guesswork. Students of all ages learn to paint confidently through a self-paced, feedback-supported system that emphasizes results over raw “talent.” Kevin's students, including retirees, engineers, and even surgeons, consistently outperform art school graduates with just a fraction of the time typically expected to develop such skills. Kevin Murphy Vroom Vroom Veer Summary Art Education and Career Evolution Kevin shared his career journey, highlighting his transition from an untrained artist to a successful professional in illustration, portrait work, and education. He emphasized the importance of hard work and dedication over natural talent, recounting how he built a school and an online resource to provide accessible art education, which has expanded to 23 brick-and-mortar schools across the US and overseas. Kevin explained that the Evolve program, which is entirely online, focuses on providing structured, skill-building assignments with feedback, creating a supportive community for students worldwide. Breaking the Cycle of Disadvantage Kevin shared his experiences growing up in a tough neighborhood in the Bronx with three brothers, highlighting how his parents, who were not educated, emphasized the importance of education. He discussed how talent and resources often create a feedback loop, using examples from Malcolm Gladwell's "Outliers" about hockey players in Canada and quarterbacks, illustrating how early advantages can significantly impact an individual's development and opportunities. Kevin also mentioned his own challenges in school, which he attributed to his environment and the lack of resources available to him, emphasizing the importance of access to opportunities for personal and professional growth. Journey From Sports to Art Kevin shared his family background, highlighting his older brother's academic and athletic achievements, including his career in computer science and his athletic potential that was derailed by an injury. Kevin discussed his own educational struggles and preference for individual sports like wrestling, which he pursued due to his competitive nature and desire for personal achievement. He reflected on how his interests evolved from wrestling to art, where he found fulfillment in individual pursuits. Thrill-Seeking Journey to Art Kevin shared his past experiences of seeking thrill and adventure, leading to multiple concussions and injuries from his youth. He discussed how his high pain threshold and need for excitement led him to engage in risky activities, despite his family's concerns. As he aged, Kevin's physical condition deteriorated due to accumulated injuries, and he transitioned from construction work to pursue a career in art. Kevin's Journey From Construction to Publishing Kevin shared his career journey from being a construction worker to becoming a successful book cover illustrator and later a publisher. He described how he taught himself to read and fell in love with science fiction and fantasy, leading him to pursue a career in illustration. Kevin highlighted his notable projects, including working with George R. R. Martin on Game of Thrones and creating a Rolling Stones album cover. He also discussed his experience working with LucasArts on puzzles and toy packaging for Jurassic Park.
Welcome to Dev Game Club, where this week we continue our series on indie games with an interview with William Pugh of Crows Crows Crows, one of the principal developers of The Stanley Parable. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:06 Interview 1:04:15 Break 1:04:49 Outro Issues covered: his way in, modding for Mario and fan games, blaming our parents, planning to work for Valve, seeing a format for drama and small teams, turning "we'll see" into "whoopie!", being young when you start, early success and having to learn, being your own boss in indie, watching others, therapy, the crush in the industry, market share and Steam, misguided and unsustainable investment, hoping you can ride your past success after gaps in release, mansion success vs terrace house success, remote development living at home, using... nontraditional game development tools, production: the hardest part, a negative learning experience, killing yourselves for the game, "indie developers are certifiably nuts," intelligence and humor, working for the flowchart of it all, going from a console port to adding more and more content and expanding out to be a multi-platform release, a check that's difficult to cash, finding ways to subvert and surprise, a great trailer and setting a trend, day to day iteration on an anthology, not locking things behind meta gates but changing that up in the sequel, bringing in the bucket, maintaining the original and lovingly adding using the parts you have, having confidence, drawing the line when co-creators are happy, validating your own feelings through playtest, trusting in your own taste, team dynamics and having team members get a say, building and having to throw away, the pressure of the first 15 minutes, grabbing attention and compelling to play more... across the game, subverting the mental map, the impact on future work, edging into new areas, having to overdeliver on expectations and at a high level, needing to hit by the time it arrives, reverse-engineering the game development career, getting good advice, spending the time for the quality, seeing the player, not knowing how you'd extend it, really knowing their parameters, interpreting player feelings, the uselessness of focus-testing, overdoing it on the risk aversion. Games, people, and influences mentioned or discussed: Team Fortress 2, Portal, Davey Wreden, Dr. Langeskov, The Tiger, and the Terribly Cursed Emerald: A Whirlwind Heist, Accounting/Accounting+, Valve, Left 4 Dead, Mario (series), Nintendo, Macromedia Director, Garry's Mod, Narbacular Drop, DigiPen, The Lord of the Rings, Microsoft, Sonic the Hedgehog, Fez, Spelunky, Skype, Dropbox, MSPaint, Google Docs, Chet Faliszek, Indie Game: The Movie, Mark Rein, PlayStation 4, Karla Zimonja, LucasArts, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: ... TBA! Twitch: timlongojr Discord DevGameClub@gmail.com
Today, we're heading to a galaxy far, far away to explore Star Wars: Knights of the Old Republic, the 2003 RPG that let players shape their own destiny as Jedi or Sith. We begin by tracing BioWare's rise—from educational software to RPG juggernaut—and how their partnership with LucasArts gave birth to a story set thousands of years before the films. Then, we'll dive into the development of KOTOR, from its combat system and memorable companions to the tech hurdles and narrative risks that helped redefine what licensed games could achieve. Finally, we'll reflect on the game's legacy, its influence on future RPGs, and the status of its long-rumored remake. So grab your lightsaber and decide your path as we journey through the Force on today's trip down Memory Card Lane! Find out more at https://a-trip-down-memory-card-lane.pinecast.co
Our guest this week is Mac Reynolds, CEO and co-founder of Night Street Games, making the PvP shooter Last Flag. As manager of the band, Imagine Dragons, he learned how to find magic from the grind and now applies that to a videogame. We discuss Eagle Scouts, learning to advocate and CTF - this week! Episode Highlights[00:00:00] Realizing How Hard It Is to Make a Game Mac shares how his early assumptions about game development were quickly shattered after launching Night Street Games.[00:08:00] From Managing Imagine Dragons to Founding a Game Studio Learn how Mac transitioned from music manager to game studio co-founder with his brother Dan Reynolds, lead singer of Imagine Dragons.[00:11:00] Building Night Street Games: A True Family Venture Mac discusses starting Night Street Games, working with Dan, and their love for classic developers like LucasArts and Sierra.[00:17:00] Designing Last Flag: A New Take on Capture the Flag Hear how Last Flag evolved from a simple concept into a competitive third-person multiplayer game inspired by hide-and-seek.[00:21:00] Innovative Gameplay: Radar Towers, Seeker Drones & Strategy Mac breaks down the unique mechanics that make Last Flag stand out—like territory control and high-stakes flag defense.[00:29:00] Leaving Law for Creativity and Founding a Studio From law school to the Grammy Awards to launching a game studio, Mac reflects on choosing passion over a traditional career path.[00:44:00] Building a Remote, Scalable Game Team from Scratch He explains how Night Street scaled to over 50 people, balancing internal hires with tightly integrated outsourcing.[00:56:00] Comparing Music & Games: Creativity, Community & Joy Mac reflects on what games and music have in common—creation, community, and the magic of bringing people joy.Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!Hosted by Alexander Seropian and Aaron MarroquinFind us at www.thefourthcurtain.com Join our Patreon for early, ad-free episodes plus bonus content at https://patreon.com/FourthCurtain Come join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on Twitter: @fourthcurtainEdited and mastered at https://noise-floor.com Audio Editor: Bryen HensleyVideo Editor: Sarkis GrigorianProducer: Shanglan (May) LiArt: Paul RusselCommunity Manager: Doug ZartmanFeaturing Liberation by 505
Welcome to Dev Game Club, where this week we continue our series on walking simulators with 2012's Dear Esther, played here in a 2017 "Landmark Edition" but based on a 2007 Source mod for Half-Life 2. We of course set the game in its time, spend a fair amount of time on randomness and meaning, and open the cellar door. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The whole shebang Issues covered: walking simulators, 2012 in games, a little history of The Chinese Room (the company), a little digression on The Chinese Room (the thought experiment), influences, developing in the mod community, the role of randomness, discovering the randomness, justifying the randomness, mod communities replaying games, not discussing games as you play them, writers having the same space to play, 30 seconds of depressing poetry, "cellar door," a quality of lovely phonemes, the facts we know and the things we might interpret, a dreamy narrative space, Tim reveals his baseball knowledge, a metaphor for grief and an otherworldly space, rebirth, a car accident setting vs a gurney setting, things you can miss, not a thing video games would do, appreciating a new design space, directors' commentaries, crematory urns, one of the props, the impact of the ultrasound, needing to relate to the characters, the potential for missing things. Games, people, and influences mentioned or discussed: Fez, The Stanley Parable, The Chinese Room, Dishonored, Halo 4, Diablo III, Kingdom Hearts 3D: Dream Drop Distance, Forza Horizon, New Super Mario Bros U, Far Cry 3, XCOM Enemy Unknown, Alan Wake's American Nightware, Hitman Absolution, Assassin's Creed 3, Max Payne 3, Mass Effect 3, Borderlands 2, Darksiders 2, Spec Ops: The Line, Dragon's Dogma, Fez, Journey, The Walking Dead, Hotline Miami, Spelunky, Papo y Yo, Bastion, Super Hexagon, Sumo Digital, Dan Pinchbeck, Jessica Curry, Rob Briscoe, Independent Games Festival, Korsakovia, Amnesia: A Machine for Pigs, Everyone's Gone to the Rapture, Unity, CryEngine, Little Orpheus, Still Wakes the Deep, Vampire: Bloodlines (series), Hardsuit Labs, Brian Mitsoda, John Searle, Alan Turing, William S. Burroughs, Nigel Carrington, Proteus, Halo, Drew Barrymore, Donnie Darko, Rogue Legacy 2, David Lynch, Lost Highway, Inland Empire, Laura Dern, Waiting for Godot, True West, Sam Shepard, Firewatch, LucasArts, 343 Games, Kevin Schmitt, Metal Gear, Death Stranding, Trespasser, Tacoma, Jedi Starfighter, Daron Stinnett, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: The Stanley Parable Twitch: timlongojr Discord DevGameClub@gmail.com
Greetings programs!On the fifth episode of 486 Deluxe, we cover four pieces of news and review Lucasarts' Point and Click Adventure, The Dig.If you have any feedback on the show, please join the Commodore Chronicles Discord Server (https://discord.gg/edN6J5Dh) or send me an email directly to commodorechronicles@gmail.comCome check out the live fun on Twitch and Youtube. https://twitch.tv/commodore_chronicleshttps://www.youtube.com/@c64chroniclesSpecial thanks to my "Fast Load Collective" patrons; Chris Petzel, Jim Pones, Eric Nelson, Mr. Krystof, Brian Nagel, Bill Bright, George AKA Drumr, James Dalpiaz and Jon Poisson!Also, thanks to our VIC-II Sponsor, Retro Rewind. For all of your C64, 128, C16, Plus 4, Amiga and Tandy CoCo needs, head over to https://www.retrorewind.ca and use the logged-in checkout code "CC10" to get 10% off your Retro Rewind purchases.Thanks for tuning in!
Welcome to Dev Game Club, where this week we start a new series of explorations on the walking simulator, beginning with Gone Home. We set the game in its time, talk about possible real world experiences, and dive into its restraint and storytelling. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: All of Gone Home Issues covered: walking simulator coverage, the wave of indies and another wave, career changes, Fullbright's early history, leaving the big industry, the value of focus, location-based entertainments and shows, focusing on one thing, having constraints vs not, setting your own constraints, the spooky atmosphere but having restraint, imposing expectations from video games, visiting a previously unknown house, the Ouija board, a literal red hair-ing, stripping out all the video game-isms for interactivity, few mechanics, simple systems and using their few mechanics and verbs, experience-forward, Brett quizzes Tim, narrative richness, the ordering of collectible reading, leveraging non-linear storytelling, using period-appropriate communication, games that make Tim cry, the 90s of it all, letters vs email, waste paper baskets, a visual language and the use of consistency. Games, people, and influences mentioned or discussed: Death Stranding, Dear Esther, Firewatch, BioShock Infinite, Batman: Arkham Origins, GTA V, Tomb Raider (2013), Dead Rising 3, Dead Space 3, LoZ: A Link Between Worlds, The Last of Us, Beyond: Two Souls, AC IV: Black Flag, Rayman Legends, Splinter Cell: Blacklist, Battlefield IV, Payday 2, Outlast, Antichamber, The Stanley Parable, Papers Please, Brothers: A Tale of Two Sons, Starbreeze, Josef Fares, Hazelight Studios, It Takes Two, LucasArts, Clair Obscure: Expedition 33, Blue Prince, Animal Well, Balatro, 343 Studios, BioStats, Calamity Nolan, Tacoma, Indie Game: The Movie, Minerva's Den, Bioshock, Kate Craig, Carl Lumbly, 2K Marin, Hangar 13, Fallout: New Vegas, Morrowind, Sleep No More, Macbeth, Antenna Theater, Meow Wolf, George RR Martin, Control, Imagineering, Disney, Fez, X-Files, Resident Evil, Amnesia, Life Is Strange, Leaves of Grass, Hollow Knight, Pulp Fiction, Final Fantasy IX, Shadow of the Colossus, The Last of Us 2, Alien, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Dear Esther (2012) Links: Why Is Gone Home A Game? Twitch: timlongojr https://twitch.tv/timlongojr Discord https://t.co/h7jnG9J9lz DevGameClub@gmail.com mailto://devgameclub@gmail.com
For me, music is one of the core components that contributes to the enjoyment, and engagement, of a video game title, and this episode is our latest deep dive into some of the classic soundtracks from those games. In today's episode, we'll look at a cross-section of games comparing Sierra Online and LucasArts, two industry behemoths of the 80s and 90s, as I pick some of my favorite, and most personally significant, tracks from those two companies' titles. Join the discussion on Discord! Want more Classic Gaming Today? Sign up as a patron at Patreon.com/ClassicGamingToday!
Grim Fandango Part 2: Johnny Troublehands Square Roots - Episode 464 Quest Log: 27:11 Level Up: 01:49:50 Who do you call when life gives you trouble? JOHNNY TROUBLEHANDS! And he's joined by Matthew Dangerfist! Jim Blazin! And Vanessa Deathteeth! And we finish the LucasArts adventure classic, Grim Fandango! Is Grim a sociopath? Is Glottis better off without him? Was Meche right in holding him at gun point? YES! Also: The Clicker Genre "And Yet I'm Not." Source: Vanessa A Towel Made of Fruit Roll-Up How To Knock Out A Skeleton This Is Nothing Like The Breakfast Club! Tofu Gwace! This Week: Finish Year III and Year IV in Grim Fandango! Next Week: Wake Up in Prison in Enchanted Arms! Our Patreon: http://patreon.com/squarerootspodcast Thanks to Steven Morris for his awesome theme! You can find him at: https://bsky.app/profile/stevenmorrismusic.bsky.social and https://www.youtube.com/user/morrissteven Contact Square Roots! Twitter: @squarerootspod Facebook: https://www.facebook.com/groups/486022898258197/ Email: squarerootspodcast (at) gmail (dort) com
Grim Fandango Part 1: A Mnemonic Tube Square Roots - Episode 463 Quest Log: 29:00 Level Up: 02:05:00 Welcome to the BONE ZONE! This week on the Bone Zone we're checking out LucasArts's pinnacle of adventure gaming, Grim Fandango. In it you start as a reaper, which Matthew informs us is named Grim Fandango. Join these Hep Cats as we get people murdered, trick penguins, and abuse the trust of your man-child elemental buddy. Also: A Little Tiny Computer! Nice Meche! Matt's Wild and Wacky Florida Tour! It Was Rutger Hauer! MANNY, YOU PROMISED! This Week: Finish Year I and Year II in Grim Fandango! Next Week: Finish Year III and Year IV in Grim Fandango! Our Patreon: http://patreon.com/squarerootspodcast Thanks to Steven Morris for his awesome theme! You can find him at: https://bsky.app/profile/stevenmorrismusic.bsky.social and https://www.youtube.com/user/morrissteven Contact Square Roots! Twitter: @squarerootspod Facebook: https://www.facebook.com/groups/486022898258197/ Email: squarerootspodcast (at) gmail (dort) com
We'd love to hear from you. Send us a text! The Naked Texture Artist is a podcast where VFX/animation veterans have deep and honest conversations about their challenges and growth as working artists. Welcome to the sixth and penultimate slice from my conversation with the Dragon Lady. In this part I finally bring up the reason I wanted to talk to her: Is Myriam Catrin the world's best texture artist? Her work speaks for itself, but more than ability and talents, it is Myriam's humanity that make her one of the great and truly special artists. I am sure you will agree, when you have listened to her take on all the greatness talk. There is no sunshine without occasional darkness: Myriam shares a very personal episode, where her work broke her and how she managed to steer herself back to health again. If you want to know the innerworkings of one of the best texture artists in VFX today, the highs and the lows, Myriam shares very generously and fearlessly of her experience. Enjoy! Myriam is a fantastic artist, who's work and interests reach far beyond VFX. Do yourself a favour, please, and explore and support the amazing work Myriam also does: https://www.artstation.com/myriamcatrin Sadly her amazing comic book, Passages, is currently sold out. But look out for new print runs here: https://shop.publicdomain.paris/product/passages-myriam-catrin Myriam has also recently contributed beautiful artwork to the Modern Calligraphy Bible: https://schifferbooks.com/products/modern-calligraphy-bible As well as the exciting project Nariko's Voyage, which is in development for TV: https://www.narikosvoyage.com/ We also talk about the multi-facetted Martin Hill, who's excellent pottery can be found here: https://www.martinhillceramics.com/ Hokusai of legend: https://images.app.goo.gl/S1PvUoHf7wVptqNJ6 We refer back to Steven Pressfield's indispensable book The War of Art. Read it many, many times. It will enable you to do your best work: https://stevenpressfield.com/books/the-war-of-art/ Myriam refers to the breakthrough style of Alberto Mielgo, who of course created the seminal Jibaro episode for Love Death + Robots https://www.albertomielgo.com/ The Naked Texture Artist is produced by Marque Pierre Sondergaard. Support us on https://ko-fi.com/thenakedtextureartist Contact us on thenakedtextureartist@gmail.com Follow us on https://www.instagram.com/thenakedtextureartist/ Music copyright belongs to Tycho for the song Awake - https://tychomusic.com/ Additional sound effects from https://www.zapsplat.com
Welcome to Dev Game Club, where this week we continue our series on 2012's Fez, looking at coming back to a puzzle game and perception in its many forms, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More cubes! Issues covered: video game development ephemera, coming back to a puzzle game, not enjoying the map but maybe you should be, a text adventure map, secret doors, retraining your brain, key ordering, not knowing if you should walk away from puzzles, developing trust with the game, being motivated to solve every puzzle, when do you walk away, planning for the player to get stuck, adventure game slop, getting stuck in a more linear game, putting in scaled difficulty, getting to a point where you're stuck everywhere, different types of puzzling in the game, the steps of a particular puzzle, a meta discussion, a game about perspectives where the activity is manipulating perspectives, being proud of being in games, recontextualizing your perception, having to retrain your brain, overestablishment of genre, having confidence, working on top of a common language, recognizing that you have the tool, mechanics in a neighborhood, experimenting when you've been away, being able to innovate in more major ways, achievements/trophy hunting, being lost in the realm, Turing-complete redstone. Games, people, and influences mentioned or discussed: Sean Vesce, Zack Norman, Interstate '76, VGHF, LucasArts, Space Quest, The Witness, Blue Prince, MYST, Tomb Raider, Zelda, The Fool's Errand, Metroid (series), Hollow Knight, Kingdom Hearts (series), MegaMan (series), Mario (series), Colin from PA, PlayStation/Xbox/Steam, Minecraft, LostLake, Mors, Kaeon, Bvron, Kirk Hamilton, Aaron Evers, Mark Garcia. Notes: Brett referred to Fez's year as 2013 or 2014, but clearly it was 2012. Whoops. Next time: Finish(?) the game? Twitch Discord DevGameClub@gmail.com
Episode 1 of The Dig! By Alan Dean Foster. This is an adaptation of the Lucas Arts game of the same name that was kicked off by Stephen Spielberg in 1989 but it didn't see fruition until 1995. Our Socials Follow us at patreon.com/pixellitpod and hop into our Discord! Blue Sky: https://bsky.app/profile/pixellitpod.com Instagram: https://instagram.com/pixellitpod Book Synopsis When an asteroid out of nowhere threatens to hit Earth, a space shuttle is sent to nudge it into a safe orbit. Venturing to the surface, three crew members become trapped as the asteroid suddenly leaves orbit, transporting them to a strange planet light years away.
Det er noen gode eventyrspill gullklumper som ikke er laget av hverken Sierra eller LucasArts. Westwood lagde en litt mindre kjent serie med navnet Legend of Kyrandia. Vi tar for oss oppfølgeren Hand of Fate. Vi har fått med oss den rutinerte Erling Rostvåg kjent fra bl.a. den 18-år gamle podcasten Spillmatic. Les mer om episoden hos spillhistorie. Støtt oss gjerne på Patreon. Følg oss gjerne på Bluesky, Twitter, Facebook, og Podchaser. (00:00) Intro (00:40) Velkommen til cd SPILL (03:19) Kommentarer fra forrige episode (07:11) Dagens spill: Legend of Kyrandia: Hand of Fate (09:45) Hva er questen? (15:49) Brukergrensesnittet (22:32) Litt om ulike boxarts (24:49) Tech Specs (29:12) Musikken (32:19) Mer om grafikken (36:13) Spoiler av hele spillet (43:05) Spoilers: Morningmist Valley (52:44) Spoilers: Volcania (01:00:45) Spoilers: Enchanted forest (01:05:11) Spoilers: Wheels of Fate (01:07:54) Speedrun rekord (01:08:42) Lett å plukke opp ting (01:09:44) Pikselgrafikk og hotspots (01:10:48) Stemmeskuespillet (01:13:49) Spoiler: Hva skjer på slutten? (01:15:03) Minneverdige øyeblikk (01:21:38) Oppfølgere (01:26:37) Spoiler: Blir det et kyss? (01:28:09) Kommentarer fra sosiale medier (01:35:46) Har det holdt seg? (01:39:26) Tips fra Sigve (01:42:00) Neste episode Chapters, images & show notes powered by vizzy.fm.
Welcome to Dev Game Club, where this week we return with a bonus interview for our series on Interstate '76. We talk about shipping the game's predecessor, pulling together, and making something new. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:15 Interview 1:05:22 Break 1:06:00 Outro Issues covered: introducing the guests, having fun making games, great manuals, marrying video games and Hollywood, having more video game applicable experience than you realize, having to right the ship well into development, preordering a game you ended up working on, living in the office, getting enough memory to run the games, opening up space for something new, superheroics and glue, "high polygon counts," muscle cars with guns, being ahead of the curve, sims being in the blood, engine development, come back with your tenth idea, a 28-year scoop on engine work, "I can do that," optimizing and making things up as you go along, making a game like a movie or TV show, a soundtrack that helped drive the game, a team of 12 or 13 people, the few basic bits in a vehicle sim, the players don't know what you've cut, not being arena-based, vigilantes and comic-book heroes, the tools for making the world and a scripted objective system, building from scratch, mission structure, finite state machines and AI, having an identity and character, having a bubble, sticking to your passion, working on a new car game, hearing the chemistry, TTRPGs and alternate histories, our audience maybe not being born yet when this game came out, #minecraft-realm-life. Games, people, and influences mentioned or discussed: Activision, Mechwarrior 2, 20After1, Cinemaware, Crystal Dynamics, Project Snowblind, Tomb Raider (series), E-Line Games, Never Alone, Colabee, Very Very Spaceship, Niantic, Live Aware, Jamdat, DoggyLawn, Atari 2600, David Crane, Stephen Cartwright, Commodore '64, Pitfall: The Mayan Adventure, Adventure, River Raid, Bobby Kotick, Mediagenic, Intellivision, Pong, SimCity, Alan Gershenfeld, Howard Marks, DOOM (1993), FASA Interactive, Battletech, Egghead Software, E3/CES, Tim Morten, LucasArts, Totally Games, Larry Holland, TIE Fighter/X-Wing, Star Wars: Starfighter, id Software, Epic, Julio Jerez, Airport '77, The A-Team, Third Eye Blind, Kelly Walker Rogers, Tim Schafer, Carmageddon, Twisted Metal, Watchmen, Jordan Weisman, Microsoft, Wing Commander, Falcon, Fallout, Tim Cain, Leonard Boyarsky, X-COM, Julian Gollop, Alex Garden, Homeworld, Dan Stansfield, Castle Falkenstein, Secret Weapons of the Luftwaffe, Minecraft, mors, LostLake, Kaeon, bvron, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Back to Fez Notes: Julio Jerez appears to be from Dominican Republic Twitch Discord DevGameClub@gmail.com
This week we're discussing the 2015 Star Wars novel, Lords of the Sith. Our stuff! bio.link/thesidebarcantina Special shout out to those who participate in our live chat! The chat is most definitely where it's at! And all of our Patreon supporters! YOU are the reason why we do this! Support our Sidebar Family: ATSW The Escape Pod: Wednesdays live on YouTube at 1905 EST. https://bio.link/atswtheescapepod Support the official Sidebar Cantina band, TILTHEEND! https://tiltheendofficial.bio.link Layman and Layman! On YouTube https://www.youtube.com/@laymansterms3150 The Orange and Fett Show! On Spotify https://open.spotify.com/show/3XJdyJWBtAtM4dy1a5V4So?si=08dd3e9e7b5e400c
“This could be interesting.” Star Wars + DOOM = awesome success. A simple enough equation for mid-90s LucasArts, but is there more to Dark Forces than that? Leon, Chris Worthington, Darren and Tony blast and puzzle their way through this first-person shooter adventure, with missives from Cane and Rinse's community alliance along the way. From the MS-DOS original to the recent Nightdive remaster, we have all planet-destroying bases covered. http://media.blubrry.com/caneandrinse/caneandrinse.com/podcast/cane_and_rinse_issue_660.mp3 Music featured in this issue: 1. Kyle Katarn's Theme by Clint Bajakian2. The Final Battle by Clint Bajakian edited by Jay TaylorYou can support Cane and Rinse and in return receive an often extended version of the podcast four weeks early, along with exclusive podcasts, if you subscribe to our Patreon for the minimum of $2 per month (+VAT). Do you have an opinion about a game we're covering that you'd like read on the podcast? Then venture over to our forum and check out the list of upcoming games we're covering. Whilst there you can join in the conversations with our friendly community in discussing all things relating to videogames, along with lots of other stuff too. Sound good? Then come and say hello at The Cane and Rinse forum
Celia Hodent is a French author and former director of user experience at Epic Games. Born in France, she earned her doctorate in psychology in Paris, hoping to become a professional academic. Her childhood love of video games, however, drew her to the games industry, and in 2008 she joined Ubisoft to work on the editorial team. In 2010 she transferred to Ubisoft Montreal to work as user experience coordinator on Rainbow 6 series using her training in cognitive science to help guide the design teams. In 2012 she moved to the US, working as UX lead at LucasArts, then as Director of UX at Epic Games, overseeing user experience on Fortnite. Since 2017 my guest has worked as a UX strategy consultant, publishing several books including “The Gamer's Brain: How Neuroscience and UX can Impact Video Game Design.” Be attitude for gains. https://plus.acast.com/s/my-perfect-console. Hosted on Acast. See acast.com/privacy for more information.
Did you ever want to take a road trip across the USA with a wisecracking dog and a highly sociopathic rabbit? If so, you don't want to miss this one, as we discuss the LucasArts "buddy cop" classic, Sam & Max: Hit the Road! Learn about Sam & Max's origins, discover how the game was made, and listen in as we discuss whether it's still worth your time to go on a whirlwind adventure with a couple of anthropomorphic wisecracking detectives, even today. Join the discussion on Discord! Want more Classic Gaming Today? Sign up as a patron at Patreon.com/ClassicGamingToday!
[ Vota Atariteca tramite la app di Spotify ] In cui l'Omone sottopone Cristiano Caliendo a un interrogatorio spietato e si fa raccontare l'origine del mito#calaveracafe #cristianocaliendo #avventuregrafiche #videogiochi #retrogamingQui se vuoi contattare il canale Youtube del CALAVERA CAFÈSe desiderate supportarmi: https://ko-fi.com/ataritecapodcastIl gruppo Telegram del Vintage People NetworkIl canale YouTube dei Vintage People La sigla di Atariteca è stata gentilmente offerta da BluefixxerPer tutto il resto c'è il sito di ATARITECA### CONTRIBUISCI ALL'ATARITECA ###### ISCRIVITI ###Omone su InstagramSpreakeriTunesGoogle Podcast SpotifyFeed
Composer Mark Griskey has scored some of the most iconic video game titles of the last two decades — from the Star Wars universe to Pirates of the Caribbean and Marvel Super Hero Squad. Now, with a fresh master's degree in Music Business from Berklee, he's blending creative mastery with industry strategy.Here we sat down with Mark to talk about the evolution of video game music, his time at LucasArts, and how going back to school is shaping the next chapter of his career as well as his advice for people that want to be in his shoes.
This week we're finishing up Lego Star Wars: Rebuild the Galaxy!
We're taking a look at the new(ish) Lego Star Wars series, Rebuild the Galaxy. Come join us!
This week the boys are back and we got quite a bit to get to including a few local stories to us here in Idaho, The Vice Prez and his life troubles, Joy Reid getting fired, Kathleen Kelly leaving Lucas Arts, and a weird Ohio law they are trying to pass and much much more. Listen in to find out more...Check us out on all social media at time for another podcast or check out our website at timeforanother.comSend us an email at timeforanotherpodcast@gmail.comSupport this podcast at — https://redcircle.com/time-for-another/donationsAdvertising Inquiries: https://redcircle.com/brandsPrivacy & Opt-Out: https://redcircle.com/privacy
Maniac Mansion: "The 10th Anniversary Special" In quite possibly the only time we'll ever cover a pilot episode on this podcast, Chris Cummins of Sci-Fi Explosion joins us for this forgotten, but subversive and smart Eugene Levy-helmed Canadian sitcom and its bizarre first episode – a fake clip show celebrating its 10th anniversary. Seriously! We talk about this show's deep connections with Schitt's Creek, Freaks and Geeks, and the hugely influential improvisation powerhouse Second City and SCTV. Plus, a dive into this show's origins as a LucasArts video game adaptation, a brief history of The Family Channel and its religious ties, and the clip show parodies, dream sequences, anniversary special tropes, JFK assassination jokes, and meta references that this truly daring episode offers.Watch Sci-Fi Explosion on TwitchFollow Sci-Fi Explosion on InstagramA proud part of The Glitterjaw Queer Podcast CollectiveTip us on Ko-Fi | Gimmicks WebsiteEmail: gimmickspodcast@gmail.com | Bluesky | InstagramTheme song: "Disco Tears" by Raven | Creative Commons Attribution 3.0Sources: 1992 Entertainment Weekly piece on “SCTV” alumni are working on the show, Benjamin Scetskey writing for Entertainment Weekly, January 1992The Weird and Wonderful History of Maniac Mansion, Ian Howard writing for Fandom, November 2022Exclusive Interview with Eugene Levy: Creating the Comedy for Maniac Mansion, Dan Madsen writing for Lucasfilm Fan Club Magazine, August 1990. Scans from The International House of MojoFamily Channel Strays from Religion, Embraces Clean Fun, Susan King writing for the Los Angeles Times, January 1991The Long, Strange History of ABC Family, Jacqui Shine writing for The New Republic, October 2015Family Channel's Making Of Maniac Mansion Video
This week Anna & Paul are talking about patches, mods, things and stuff! Come for the things, stay for the stuff. Mangia! Play our adventure game! The Phantom Fellows is out now! GOG Steam itch.io Fireflower Shek out our friends in the Adventure Game Hotspot Network: Space Quest Historian's The 7th Guest and The 11th Hour - do they deserve better? Adventure Game Geek's My Games of the Year 2024 (feat. Paul & The Phantom Fellows) OneShortEye's Even MORE King's Quest IV Details Adventure Game Hotspot's AGH Network's Favorite Adventure Games of 2024 (feat. The Phantom Fellows) Conversations with Curtis' Paul Korman & Daniel play The Phantom Fellows! Tech Talk with Daniel Albu's A Conversation with LucasArts composer Michael Land (Monkey Island / The Dig / iMuse) The Adventure Games Podcast - Interview with Paul Korman - The Classic Gamers Guild Podcast & The Phantom Fellows Say hi I guess! Twitter (Anna) - @CGGpodcast Twitter (Paul) - @PhantomFellows Bluesky ThePhantomFellows.com Send us your words! E-mail: mail@CGGpodcast.com Become a Patreon to support the show? www.patreon.com/ClassicGamersGuild Join the group and talk about neat stuff! Facebook Page Facebook Group We're also on Instagram & YouTube "CGG Theme" and "A Minor Concussion" by The Volume Remote Intro greeting (usually) by (and thank you to) Hope Kodman VonStarnes The Phantom Fellows is available on: GOG Steam itch.io Fireflower
About Jesse AlexanderJesse Alexander is an Emmy award-winning screenwriter and producer with over two decades of experience crafting iconic television series and groundbreaking game content. If you've watched TV over the last 20 years, you've likely seen some of Jesse's work. His television credits include Alias, Lost, Heroes, Hannibal, Star Trek: Discovery, American Gods, and Citadel.A pioneer in transmedia storytelling, Jesse has designed award-winning content that extends narratives across multiple platforms. His work in the gaming industry includes contributions to LucasArts, Predator VR, and animated trailers for Blur, as well as narrative design consulting for Valorant and other Riot Games titles.In this episode, Jesse shares his incredible journey—growing up immersed in film and game culture, hustling as a screenwriter, and navigating the ever-evolving landscape of TV and interactive storytelling. We discuss the impact of AI on the creative process, how he channels ADHD into productivity, and the lessons he's learned from decades of freelancing across television, film, and games. Jesse's relentless passion for storytelling, genre innovation, and collaboration shines through, making this an insightful and inspiring conversation for creators of all kinds.Find more about Jesse Alexander at: https://www.scribblejerk.com/Ah-ha! Justin's Takeaways* As Creators, We Are the Product, Not What We Make: Jesse's perspective on creativity was a huge lightbulb moment for me—he emphasized that formats change, tastes shift, and technology evolves, but the one constant in a creative career is you. Instead of being overly attached to any one project, Jesse has focused on honing his craft, staying adaptable, and evolving with the industry. This reminded me of how essential it is to keep learning and growing, no matter the medium or platform.* Ikigai—Finding Purpose in Creative Work: Jesse's career embodies the Japanese concept of ikigai—that intersection of passion, skill, and purpose. He spoke about staying humble, not taking creative work for granted, and grinding relentlessly to turn his love of storytelling into a career. It reinforced something I've long believed: success in any creative field isn't just about talent—it's about the work. If you love it, you have to show up every day and put in the effort to make it sustainable.* Not Fearing Feedback is a Superpower: One of the biggest takeaways from Jesse's story was how he developed an immunity to criticism early on. He grew up making Super 8 films with his friends, and the brutally honest feedback they gave each other shaped his ability to iterate without ego. This fearlessness allowed him to refine his skills, take risks, and navigate the competitive world of Hollywood and game writing. It made me reflect on how fear of judgment holds so many people back—if you can embrace feedback as a tool for growth, you unlock a creative superpower.Think Like A Game Designer is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber.Show Notes“People started seeing that they could rely on me to generate content of a certain level of quality within a window of time.” (00:12:16)Jesse reflects on his early screenwriting hustle, explaining how his relentless output and consistency helped him break into the industry. He emphasizes that success in creative fields isn't just about raw talent—it's about showing up, doing the work, and proving you can execute under pressure. This lesson is invaluable for aspiring creatives looking to establish credibility and build momentum.“The truth is, you just have to decide how badly you want to succeed at the thing—and then turn everything else off.” (00:29:06)Discussing the impact of ADHD on his creative process, Jesse shares how he managed distractions by eliminating them entirely. He credits his ability to stay hyper-focused on writing by avoiding TV, video games, and unnecessary noise. His disciplined approach serves as a powerful reminder that deep work requires conscious effort to remove obstacles and stay committed to the craft.“I was the guy willing to talk back to executives and say, ‘You guys don't get it, man—this show is great.'” (00:44:32)Jesse recounts his time working on Heroes and how the network initially didn't understand its appeal. He explains the importance of being an advocate for creative vision, even when facing skepticism or resistance. His willingness to challenge industry norms and fight for bold ideas is a valuable lesson for any creator looking to push boundaries.“I just want to keep that beginner's brain activated—because we, as creators, are the product.” (01:03:45)Jesse describes his philosophy of lifelong learning, from experimenting with AI to studying new storytelling formats like screen-life movies. He emphasizes that the entertainment landscape is always evolving, and staying relevant means continually pushing yourself to learn, adapt, and innovate. This takeaway is crucial for creatives who want to remain at the forefront of their industry. Get full access to Think Like A Game Designer at justingarydesign.substack.com/subscribe
This week Anna & Paul are talking about screen savers! From the origins to the toasters to the sad, slide show end— what a ride it was. AfterDark for Windows 10/11 Flying Toasters for MacOS Play our adventure game! The Phantom Fellows is out now! GOG Steam itch.io Fireflower Shek out our friends in the Adventure Game Hotspot Network: Space Quest Historian's The 7th Guest and The 11th Hour - do they deserve better? Adventure Game Geek's My Games of the Year 2024 (feat. Paul & The Phantom Fellows) OneShortEye's Even MORE King's Quest IV Details Adventure Game Hotspot's AGH Network's Favorite Adventure Games of 2024 (feat. The Phantom Fellows) Save Your Game's Episode 32 - Kings Quest IV: The Perils of Rosella & Paul Korman Laura Cressup's Twitch & YouTube Channels Conversations with Curtis' Paul Korman & Daniel play The Phantom Fellows! Tech Talk with Daniel Albu's A Conversation with LucasArts composer Michael Land (Monkey Island / The Dig / iMuse) The Adventure Games Podcast - Interview with Paul Korman - The Classic Gamers Guild Podcast & The Phantom Fellows Say hi I guess! Twitter (Anna) - @CGGpodcast Twitter (Paul) - @PhantomFellows Bluesky ThePhantomFellows.com Send us your words! E-mail: mail@CGGpodcast.com Become a Patreon to support the show? www.patreon.com/ClassicGamersGuild Join the group and talk about neat stuff! Facebook Page Facebook Group We're also on Instagram & YouTube "CGG Theme" and "A Minor Concussion" by The Volume Remote Intro greeting (usually) by (and thank you to) Hope Kodman VonStarnes The Phantom Fellows is available on: GOG Steam itch.io Fireflower
Hey folks, Herc's Adventures is actually kind of a good game. Made by the Zombies Ate My Neighbors team at LucasArts, it expands on that formula with some neat ideas like its novel death mechanic and its open world. But to be honest, a lot of this episode is informed by residual Guppy Energy left over from recording the Sonic 3 Adaptation Decay with Will.
Come take a train ride with Matt and Roses and help us solve the murder of Lady Untervald. If only Matt still played adventure games, instead of SGG (Shoot-Gun Games). First, though, some orders of business: We have a surprising TEETH UPDATE. Roses got a new toy! Matt's new favorite game was finally release. And two cool games got release dates. And now, the main event: A retro-styled murder mystery adventure game set on a train that HONESTLY WE SWEAR WE'RE NOT JUST SAYING THIS BECAUSE IT GETS SAID ABOUT EVERY POINT-AND-CLICK GAME has major Lucasarts vibes.And, by popular demand, Ranking Every Adventure Game Ever makes its triumphant return.Email us! mattandroses@gmail.comGames Mentioned: Blake Stone Stardew Valley Citizen Sleeper 2: Starward Vector Kings Quest V Cabernet Rosewater Loco Motive Pine Hearts Orion Burger Valiant Hearts: The Great War Puzzles in Motion: Backstreet Boys Backstreet Boys Save Christmas
(We had some technical issues and this weeks episode was recorded onto a single track. We apologize for any resulting loss in quality and any rather, unsavory, background noises.) (Especially the sexy, squishy ones.) This week Anna & Paul play The Curse of Monkey Island! Is it the best Monkey Island, or the worst? It's for sure one of those extremes, find out what at least one of us thinks, while the other refuses to rate them, ANNA. Anyway, mangia! Play our adventure game! The Phantom Fellows is out now! GOG Steam itch.io Fireflower Shek out our friends in the Adventure Game Hotspot Network: Space Quest Historian's The 7th Guest and The 11th Hour - do they deserve better? Adventure Game Geek's My Games of the Year 2024 (feat. Paul & The Phantom Fellows) OneShortEye's Even MORE King's Quest IV Details Adventure Game Hotspot's AGH Network's Favorite Adventure Games of 2024 (feat. The Phantom Fellows) Save Your Game's Episode 32 - Kings Quest IV: The Perils of Rosella & Paul Korman Laura Cressup's Twitch & YouTube Channels Conversations with Curtis' Paul Korman & Daniel play The Phantom Fellows! Tech Talk with Daniel Albu's A Conversation with LucasArts composer Michael Land (Monkey Island / The Dig / iMuse) The Adventure Games Podcast - Interview with Paul Korman - The Classic Gamers Guild Podcast & The Phantom Fellows Say hi I guess! Twitter (Anna) - @CGGpodcast Twitter (Paul) - @PhantomFellows Bluesky ThePhantomFellows.com Send us your words! E-mail: mail@CGGpodcast.com Become a Patreon to support the show? www.patreon.com/ClassicGamersGuild Join the group and talk about neat stuff! Facebook Page Facebook Group We're also on Instagram & YouTube "CGG Theme" and "A Minor Concussion" by The Volume Remote Intro greeting (usually) by (and thank you to) Hope Kodman VonStarnes The Phantom Fellows is available on: GOG Steam itch.io Fireflower
Welcome to Dev Game Club, where this week we begin a new series on 1999's Outcast, from Appeal and Infogrames. We first talk about this past weekend's charity event, before setting the game in its time and discussing its early presentation. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through tutorial Issues covered: Defeating Games for Charity, variety of streamers, offerings to the foundation, the speedrun seed, commenting on our own game, more memories of Jedi Starfighter, how a developer sees a game vs a player, a big doodyhead, the crossover of European games, setting the game in its time, not fitting in with others of its time, a weird company in gaming history, not being sure what's in the game, a parody of 1980s action heroes, pop culture origins, proper noun soup and a lexicon, waking up in another place, doling out too much worldbuilding at once, othering non-Western cultures, building on golden era science fiction, exploring the starting area, lots of verbs, discovering by exploring, technically first person, lack of quest markers, manipulating voxel density, using voxels differently, using voxels as rendering and simulation vs rendering only, ray-tracing, advances in hardware and looking back on old research, constructive solid geometry and tessellation, finding limitations, popularity in other regions, big in Japan. Games, people, and influences mentioned or discussed: CalamityNolan, LostLake86, Robotspacer, N01sses, Sierra On-Line, Mystery House, Enchanted Scepters, Video Game History Foundation, Trespasser, Tower Song, Omega Intertainment, RPG Maker, Kerbal Space Program, Sol10, Kaeon, KyleAndError, Might and Magic, AgelessRPG, Minecraft, NES, Spelunky, mysterydip, Belmont, Andrew Kirmse, Chris Corry, SW: Starfighter (series), Daron Stinnett, June, Valheim, Dark Souls, Delta Force, Shenmue, System Shock2, Legacy of Kain: Soul Reaver, Planescape: Torment, Homeworld, Johnny "Pockets", Civilization, Populous, Tomb Raider, Nintendo, Mario 64, Ocarina of Time, Anachronox, Metal Gear Solid, Atari, GT Interactive, Microprose, Hasbro Interactive, Unreal, Rollercoaster Tycoon, Asteroids, Franck Sauer, Yann Robert, Yves Grolet, Lennie Moore, Beyond Good and Evil, Armageddon, Arnold Schwarzeneggar, Sylvester Stallone, The A-Team, Flash Gordon, John Carter of Mars, Edgar Rice Burroughs, David Lynch, Dune, Mass Effect, Stephen Donaldson, Octavia Butler, Star Wars, DOOM (1993), Morrowind, Stargate, Pat Sirk, Spore, The Lord of the Rings: Return to Moria, Red Faction, TRON, Enshrouded, Unity, Claudiu, Heroes of Might and Magic, LucasArts, Insomniac, Metroid (series), StarCraft, Uncharted 2, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: The term I was looking for and remembered at 2 in the morning was "metaballs" Next time: More Outcast Twitch: timlongojr Discord DevGameClub@gmail.com
This week, we're joined by Eugene Sandulenko, project lead of the legendary ScummVM, to explore how this essential tool preserves gaming history. From its origins to supporting classics like Blade Runner and lesser-known gems, Eugene shares fascinating stories about reverse engineering, community passion, and overcoming challenges like LucasArts' legal battles. Plus, we discuss how ScummVM adapts to modern trends, supports countless platforms, and even improves the retro gaming experience without losing its charm. Contents: 00:00 - The Week's Retro News Stories 41:03 - Eugene Sandulenko Interview Please visit our amazing sponsors and help to support the show: Bitmap Books - https://www.bitmapbooks.com Take your business to the next level today and enjoy 3 months of Shopify for £1/month: https://shopify.co.uk/retrohour The Retro Hour Book: https://retrohour.myshopify.com/ We need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon: https://theretrohour.com/support/ https://www.patreon.com/retrohour Get your Retro Hour merchandise: https://bit.ly/33OWBKd Join our Discord channel: https://discord.gg/GQw8qp8 Website: http://theretrohour.com Facebook: https://www.facebook.com/theretrohour/ X: https://twitter.com/retrohouruk Instagram: https://www.instagram.com/retrohouruk/ Bluesky: https://bsky.app/profile/theretrohour.com Twitch: https://www.twitch.tv/theretrohour Show notes Capcom and Bandai Namco handheld: https://tinyurl.com/3nnvwms3 Atari handheld: https://tinyurl.com/2j95myyk Kero Quest 64: https://tinyurl.com/wnb8ay3b House of the Dead 2 remake: https://tinyurl.com/4kjjx8uc Atari prototype found: https://tinyurl.com/5xeszd5s
Happy New Year! This week we're continuing with Skeleton Crew to get you ready for Episode 7! Our stuff! bio.link/thesidebarcantina Special shout out to those who participate in our live chat! The chat is most definitely where it's at! And all of our Patreon supporters! YOU are the reason why we do this! Programming note: for the foreseeable future, we will be doing every other Monday for our live show! Family time is important time! Enjoy it! And you will do it! Support our Sidebar Family: ATSW The Escape Pod: Wednesdays live on YouTube at 1905 EST. https://bio.link/atswtheescapepod Swede Studios! On YouTube: https://www.youtube.com/channel/UCKO2tHtVouka1ZmeX_FqO3A Layman and Layman! On YouTube https://www.youtube.com/@laymansterms3150 The Orange and Fett Show! On Spotify https://open.spotify.com/show/3XJdyJWBtAtM4dy1a5V4So?si=08dd3e9e7b5e400c
Side Quests is back and this episode's host is writer, editor and amnesiac aboard a Republic capital ship, Bradly Shankar! The game he is talking about today is Star Wars: Knights of the Old Republic by BioWare and LucasArts. You can also read his work here! We have a Patreon! Gain access to episode shout outs, bonus content, early downloads of regular episodes, an exclusive rss feed and more! Click here! You can find the show on Bluesky, Instagram and YouTube! Please rate and review us on Apple Podcasts! Rate us on Spotify! Wanna join the Certain POV Discord? Click here!
PH Brazil nos acompanha nessa edição que tem a ausência da Jeje. O vazador n°1 do país compartilha como foi essencialmente descobrir a série Mass Effect em 2024 e, no embalo de The Veilguard, falamos da BioWare em si. Depois, vamos ainda mais ao passado (ao menos em gênero) com Loco Motive, um point and click bastante inspirado pelos clássicos dos anos 1990 da LucasArts.Participantes:Jessica PinheiroHeitor De PaolaAssuntos abordados:11:00 - Pokémon TCG Pocket33:00 - Mass Effect 358:00 - Dragon Age: The Veilguard1:09:00 - World of Warcraft1:22:00 - Loco MotiveVai comprar jogos na Nuuvem? Use o link de afiliado do Overloadr! Hosted on Acast. See acast.com/privacy for more information.
Welcome to Dev Game Club, where this week we conclude our series on 2006's Dead Rising. We visit the end of the game a bit and then turn to our takeaways, before tackling a reader question. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! Issues covered: the enemy mix, just being a journalist, being interrupted by Otis, the arrival of the army, captured by cultists, constant use of the chainsaw, adding an enemy and its impact, greater XP rewards, state changes and controlling the state change, an ongoing narrative, how games end, overtime mode, the helicopter arrival, how new game+ or post-game works these days, frustration with unplugging the bombs, vehicle troubles, reach exceeding grasp, having the wrong feelings, the wall mission, early replay to skills gather, the bomb cyclone, the open world structure and its rogue-like nature, picking the good inspiration, weapon variety and payoff, finding new things to do on your run, conducive to achievements, systems over mechanics, different kinds of mastery, getting little bang for buck from first person or special moves, zombies as level design, tuning and balancing, item progression, humans as the real enemies, psychopaths, little survivor stories, balancing silliness and poignancy, when you've changed your mind, individuating the clones, adding humor, using more and less of the language, moving to systems over mechanics, moving away from design documentation, iteration over inspiration, defensiveness, solving for growing team size with documentation. Games, people, and influences mentioned or discussed: Dark Souls, MegaMan, Fallout, Bethesda Game Studios, Morrowind, The Witcher 3, Grand Theft Auto, Lost Planet, Monster Hunter, Dragon's Dogma, Resident Evil (series), Dawn of the Dead, Gears of War, Vampire Survivor, Robotron 2084, Fatal Frame, mystery dip, Republic Commando, George Lucas, The Clone Wars, The Bad Batch, Robin Williams, William Shakespeare, Harley Baldwin, Starfighter (series), Soren Johnson, Sid Meier, LucasArts, Halo, Tomb Raider, Final Fantasy VI, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: ??? TBA ??? Errata: You do not in fact have to carry all the queens at once. Brett may not have advanced Isabela's conversation enough. Twitch: timlongojr Discord DevGameClub@gmail.com