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Michael Giacchino en las últimas dos décadas se ha convertido en uno de los mejores compositores cinematográficos. Ha pasado por Marvel, Star Wars, películas de JJ Abrams como "Súper 8" o "Misión Imposible III" y por supuesto "Perdidos". Pero sus orígenes fue la composición de música para videojuegos, siendo su puerta de entrada al cine el primer "Medal of honor" para PS1. Juego cuyo creador fue Steven Spielberg y que luego Giacchino siguió trabajando en algunas entregas mas y años después hizo la partitura para el "Secret weapons over Normandy" de LucasArts. En este programa podrás escuchar dos suites de Giacchino para estos juegos con un sonido que evoca a la II Guerra Mundial. Además también encontrarás un avance del último trabajo de John Williams para Spielberg de "El día de la revelación" así como un tema de "Masters del universo". Espero que disfrutes de la proyección... Listado de temas - Los orígenes de Michael Giacchino 1. John Williams - Listen - El día de la revelación 2. Michael Giacchino - Medal of honor suite 3. Michael Giacchino - Secret weapons over Normandy suite Despedida Daniel Pemberton - Eternia - Masters del Universo Telegram: https://t.me/+RouezCycwBk1NGU0 X: @AcomodadorEl
Send us Fan MailNEW EPISODE: Point-and-Clickbait w/ Daniel Clark (Disney/Pixar Artist & Creator of The Dragon Blossom)This week, the Time Pals revisit some of the best, worst, and weirdest point-and-click adventure games ever made—and we're joined by a special guest and new Pal of the show, Daniel Clark (@DanielClarkArt).Daniel is a Disney/Pixar artist whose credits include The Incredibles 2, Moana 2, Wish, Frozen 2, and many more. Join us as he shares behind-the-scenes stories from some of his biggest projects and gives us an exclusive look at his upcoming mystery adventure game, The Dragon Blossom (@DragonBlossomGame), featuring a hilarious protagonist inspired by Hollywood icon Clara Bow.Whether you spent your childhood saving every five minutes in King's Quest, cursing out the developers of Gabriel Knight, torturing Roger Wilco in Space Quest, or discovering these classics for the very first time, this episode is a love letter to a genre that refuses to stay dead.Keep up to date on The Dragon Blossom and wishlist on Steam soon!: https://www.dragonblossomgame.com/
About Nate HeissNate Heiss is a true game design chameleon. His 25-plus year career spans from competitive Magic: The Gathering play to designing iconic cards like Goblin Guide at Wizards of the Coast. He then took those skills into the AAA video game world, working as a designer and creative director at studios like LucasArts and PopCap on massive mobile hits like Plants vs. Zombies Heroes. Nate and I have been geeking out about game design since we met on the Magic Pro Tour in the late 90s, and now we're finally teaming up on Gundam Assemble, an upcoming tabletop skirmish miniatures game. In this episode, we dive deep into the differences between physical and digital design, the ethics and realities of free-to-play business models, and how to capture the elusive magic of discovery in an internet age. Nate delivers profound insights that will resonate with anyone building games or trying to navigate a creative career.Justin's Ah-Ha! Moments* The Shift From Player to Designer Mindset: Nate and I discuss a classic trap many pro players fall into when they start designing: trying to "beat" the players. It's easy to bring a competitive ego into R&D and focus on squashing dominant strategies to prove how smart you are. But great design isn't about winning; it's about crafting a fun experience. Once you soften that competitive edge, you realize your true goal is to empower players to make their own discoveries.* The Economics of Free-to-Play Dictate Design: We tackle the controversial topic of free-to-play games. Nate points out that companies succeeding in this space aren't necessarily making "better" games; they are mastering live service and content costs. If a studio can "turn the crank" and produce engaging content at a fraction of the cost, they gain a massive competitive advantage. It shifts the design problem from just making an great game (which is table stakes) to efficiently delivering ongoing value over time.* Roguelikes are the Modern Gold Rush: I've always wanted to recreate the feeling of opening an early Magic pack—when nobody knew the optimal strategies and everything felt like an untamed frontier. Nate brilliantly identifies that roguelikes are where this feeling lives today. By taking a core loop and exploding it into a massive, randomized possibility space on every run, roguelikes force players to adapt and experiment, capturing that communal feeling of discovery over and over again. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
May the Fourth be with you! On this episode of The Movie Podcast, Daniel, Shahbaz, and Anthony are joined by Emmy Winner David W. Collins from Skywalker Sound for a force-filled conversation on the sounds of Star Wars. David W. Collins is a veteran Sound Designer and Re-Recording Mixer whose career began as an intern on the scoring stage at Skywalker Sound. He went on to spend over a decade at LucasArts as a Sound Designer, Audio and Voice Director, later serving as Sound Design Manager at Sony PlayStation, and now works once again at Skywalker Sound. He is currently the Supervising Sound Editor, Sound Designer, and Re-Recording Mixer on Star Wars: Maul – Shadow Lord, where he also voices Spybot in the series. Watch and listen to The Movie Podcast now on all podcast platforms, YouTube, and TheMoviePodcast.ca. Try it risk-free now with a 30-day money-back guarantee! Check out our new The Movie Podcast Clips Channel! Contact: hello@themoviepodcast.ca FOLLOW US Daniel on X, Instagram, Letterboxd Shahbaz on X, Instagram, and Letterboxd Anthony on X, Instagram, and Letterboxd The Movie Podcast on X, Instagram, TikTok, Discord, and Rotten Tomatoes Learn more about your ad choices. Visit megaphone.fm/adchoices
A long time ago, in a galaxy far, far away... Those memorable words precede the start of Star Wars, one of the most well-known franchises in cinema history, a series of films that has been translated into countless games over the years. Today, we're going to tackle the very first 16-bit iteration of that classic film series, entitled simply, Super Star Wars. Learn how the game was made, discover why it took so long for LucasArts to develop their own in-house Star Wars titles, and listen in as we discuss whether it's still worth your time to dust off your blaster and grab your lightsaber to take the fight to the evil Galactic Empire, even today. Join the discussion on Discord! Want more Classic Gaming Today? Sign up as a patron at Patreon.com/ClassicGamingToday!
In this Adventure Game Hotspot podcast with Joshua Cleveland Jack Allin we specifically focus on the 1990s. 1990's adventure games to be specific. From Monkey Island to King's Quest to Space Quest, get ready for some serious retro gaming nostalgia. Sierra-Online, Activision, LucasArts, etc... we discuss them all. If you love point and click adventures follow us at: Web: adventuregamehotspot.comDiscord: https://discord.gg/ZUwXg7qwseFB: adventure Game HotspotIG: adventure_game_hotspotTwitter: @aghotspotThreads: adventure_game_hotspotMastodon: @AGH@mastodon.gamedev.placeBlueSky: @aghotspot.bsky.social#adventuregame #retrogames #pcgamer
Welcome to Dev Game Club, where this week we begin a new series on 1997's Dungeon Keeper. We set the game in its team, Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First few levels Issues covered: fulfilling our weird needs, the iterated version of some ideas, the feel of a Bullfrog game, the impact of Bullfrog, taking bigger risks, the impact of acquisition, pulling ideas forward, the game in its time, transitioning from software to hardware rendering, the high concept, the mobile mess, trying to take out the heroes, imps flipping off the hero, describing and then destroying the towns, being a dungeon master for players who won't have a good time, the ecology of the dungeon, starting inside, audio for the digging heroes, a game you can lose, low-brow humor, building on grids, zoning spaces and generating appropriate models, a hero's dungeon, wondering what variables the minions have, hybrid direct impact to the minions, giving the player only one sort of interaction, possessing a creature and running around in first person, finding the ways for this thing to work, mixing ingredients to retain tension, what delights await me, real parties coming in, permit season, 30 years of game development, MIDI... snail game. Games, people, and influences mentioned or discussed: Populous, Syndicate, XCOM: Enemy Unknown, Square, Nintendo, Theme Hospital, Black & White, Peter Molyneux, Lionhead, EA, Microsoft, LucasArts, Glenn Corpes, Mark Healey, Ragdoll Kung Fu, Alex Evans, Media Molecule, Rare, Fable (series), The Movies, GoldenEye 007, Diablo, Castlevania, Fallout, Interstate '76, Final Fantasy Tactics, The Last Express, Age of Empires, Outlaws, Daron Stinnett, Curse of Monkey Island, Dark Forces 2: Jedi Knight, Shadows of the Empire, Wing Commander: Prophecy, Final Fantasy VII, Mario Kart 64, Gran Turismo, PlayStation, Nintendo 64, SW: Starfighter, Mark Haigh-Hutchinson, Monty Python and the Holy Grail, Afterlife, Michael Stemmle, Bastion, Justin Graham, Minecraft, LostLake86, Civilization, SimCity, Dwarf Fortress, The Sims, Ultima Underworld, Streets of SimCity, DOOM (2016), Majora's Mask, Mortimer and the Riddles of the Medallion, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Dungeon Keeper Links: 27 Years Later, LucasArts' Afterlife Is Brilliant, Brutal, and Few Know How to Beat It Note: I was incorrect, it is the Bile Demon, not the Fat Demon. Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
I vårt mest försåtsminerade avsnitt hittills går vi igenom slaget om Ortona 1943. Detta var en grisig liten batalj under Italienfälttåget som erbjöd riktigt risig SIB. Per är den som lägger ut texten den här gången och beskriver slaget. Detta inbegriper skildringar av extremt sinnrika försåtsmineringar, tysk tillika diabolisk uppfinningsrikedom, kanadensare som bara tar det och allt annat som hör till strid i bebyggelse när den blir som jävligast. Mattis roll är den här gången att ställa mer eller mindre relevanta frågor samt göra mer eller mindre relevanta jämförelser. Dessutom: ett försvar designat av Lucas Arts, jävla tyskar, vikten av kanadensiska SoldF, ren ångest, Indiana Jones-fällor i SIB, det värsta en människa upplevt, en ödelagd stad, och mycket mer!Support till showen http://supporter.acast.com/krigshistoriepodden. Hosted on Acast. See acast.com/privacy for more information.
Alice Henderson discusses the challenges of writing thrillers set in nature, her adventures in plotting, and how listeners can contribute their own regional climactic observations to ecological research. Plus, she offers a preview into the latest installment of her Alex Walker thriller series, Storm Warning. Alice Henderson's love of wild places inspired her new thriller series, which begins with A Solitude of Wolverines, as well as her novel Voracious, which takes place in Glacier National Park. Alice is a dedicated wildlife researcher. Using a variety of methods including bioacoustic studies, she undertakes wildlife surveys to determine what species are present on lands that have been set aside for conservation. There she ensures there are no signs of poaching and devises ways to improve habitat. Using geographic information systems (GIS), she also designs wildlife corridors and builds habitat suitability models and species distribution models. She has surveyed for the presence of grizzlies, wolves, spotted owls, wolverines, jaguars, endangered bats, and more. She has also written media tie-in novels, including official novels for the TV shows Supernatural and Buffy the Vampire Slayer. While working at LucasArts, she wrote material for several Star Wars video games. She was selected to attend Launchpad, a NASA-funded writing workshop aimed at bringing accurate science to fiction. She holds an interdisciplinary master's degree. Learn more at alicehenderson.comMore information about the topics Alice discussed: US Phenology NetworkNature's NotebookAmerican PikaNorth American Pika Consortium Irina ShapiroJames RollinsGraham Brown / Clive CusslerSpecial thanks to NetGalley for early novel previews. Intro reel, Writing Table Podcast 2024 Outro RecordingFollow the Writing Table: @writingtablepodcastEmail questions or tell us who you'd like us to invite to the Writing Table: writingtablepodcast@gmail.com.
In this Adventure Game Hotspot podcast with Joshua Cleveland Jack Allin we specifically focus on the 1980s. 1980's adventure games to be specific. From Zork to King's Quest to Maniac Mansion, get ready for some serious retro gaming nostalgia. Sierra-Online, Activision, LucasArts, etc... we discuss them all. If you love point and click adventures follow us at: Web: adventuregamehotspot.comDiscord: https://discord.gg/ZUwXg7qwseFB: adventure Game HotspotIG: adventure_game_hotspotTwitter: @aghotspotThreads: adventure_game_hotspotMastodon: @AGH@mastodon.gamedev.placeBlueSky: @aghotspot.bsky.social#adventuregame #retrogames #pcgamer
[ Vota Atariteca tramite la app di Spotify ] In cui l'Omone e Diduz vi spiegano come si fanno le avventure grafiche come Labyrinth - The Computer Game, parrucche comprese#labyrinth #commodore64 #lucasarts #lucasfilmgamesIL SITO DI DIDUZ: https://www.lucasdelirium.it/ IL CANALE DI DIDUZ: https://www.youtube.com/@Diduz76Se 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 dai SYRIANPer tutto il resto c'è il sito di ATARITECA### CONTRIBUISCI ALL'ATARITECA ###### ISCRIVITI ###Omone su InstagramOmone su MastodonSpreakeriTunesYoutube MusicSpotifyFeed
Last season, 8-Bit Alchemy and Parasite Steve devoted some playtime and one whole episode to the classic Lucas Arts point and click adventure game, Maniac Mansion. Now they dive into the sequel! Day of the Tentacle is a true classic of the genre, but these guys are playing it for the first time! So stock up on some exploding novelty cigars, hop into your Chrono-Johns, and prepare for a far out trip through time because we have to stop that purple MANIAC from enslaving humanity! RETRO RIDOCTOPUS is ----------------------------------- "Parasite Steve"...... AKA Steve Van Samson (read) "8-Bit Alchemy "...... AKA Tim Krikorian (listen) "Coopster Gold"...... AKA Justin Cooper (subscribe) ------------------------------------------------------------------------- Retro Ridoctopus is a proud member of The Dorkening Podcast Network and is brought to you by Deadly Grounds Coffee. Podcast intro and all heavy metal interstitials by Enchanted Exile.
Anna and Paul each choose their personal favorite top 10 LucasArts game, and then declare a winner! Tune in to see what game reigns supreme!* Mangia! As promised a link to this awesome article The Secrets of Monkey Island's Source Code by Frank Cifaldi 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!) Grab a Phantom Fellows shirt or mug at AdventureGameMerch.com ! Shek out our friends in the Adventure Game Hotspot Network: Space Quest Historian's No more Early Access! SpaceVenture is officially released Adventure Game Geek's Spud! The So-Bad-It's-Really-Bad Christmas Adventure OneShortEye's Why (almost) No One Solves This Game Adventure Game Hotspot's Sierra Days Panel 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
In episode 277 of our SAP on Azure video podcast we talk about ABAP Vibe coding!I love playing Adventure games. When I was younger, I was playing games from SierraOnline or LucasArts. One of my favorites was (and actually is) Days of the Tentacle. However, the game that probably started it all was Zork, a text-based adventure game. In one of the first interactions in this game it says "ZORK is a game of adventure, danger, and low cunning ... No Computer should be without one" So very recently I leared that you can actually play Zork in the SAP GUI. It's getting even better because our guest today, Alice, has developed it using vibe coding. So to learn more about the game, how vibe coding helped and how it found its way to ABAP, I am glad to have Alice back with us today. MCP Server for Vibing Steampunk (vsp): https://github.com/oisee/vibing-steampunkFind all the links mentioned here: https://www.saponazurepodcast.de/episode277Reach out to us for any feedback / questions:* Goran Condric: https://www.linkedin.com/in/gorancondric/* Holger Bruchelt: https://www.linkedin.com/in/holger-bruchelt/ #Microsoft #SAP #Azure #SAPonAzure #VibeCoding #ABAP #SAPADT #ZORK
Welcome to Dev Game Club, where this week we continue our series on 1985's Ultima IV. We talk a lot about the mysterious sense of the game, the talking interface and mechanics, and dive a bit into combat before turning to reader mail. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Another number of hours Issues covered: missing out on talking to someone, sleeping sprites, having a talk prompt and fallbacks, having generic topics per town, putting together with nouns and verbs, adding to world-building, introducing riddles and puzzles, having a sense of what's going on under the hood, exploring through talking, the technical implementation issues, the letter limits, likely implementation details, iterating on a design, fast travel, the many eights, explaining the moon gates, fleeing a boat, the ways you can pause the game, how the moon states work, the persistence of the world, the long table, more arguments for the persistence of the world, getting into combat, the zoomed in battlefield, strategizing around leveling up characters, readying/switching weapons, anticipating dungeon combat, the combat soundscape and understanding the battle, using every key on the keyboard, how many monsters there are, leveling combat, leveling up by talking with Lord British, non-linear XP table, reinforcing the relationship with both Lord British and Richard Garriott, having the cycle of leveling up, the surprise of discovering Magincia, a question of controllers, swapping between screens, distinctions between different Pikmin games, our favorite Pikmin types, charity unlocks, capybara attacks. Games, people, and influences mentioned or discussed: Sierra, King's Quest (series), LucasArts, Dungeons & Dragons, Larian, Baldur's Gate (series), Eye of the Beholder, The Outer Wilds, Her Story, Sam Barlow, Deadly Premonition, Ultima Underworld, Final Fantasy Tactics, The Elder Scrolls (series), Serious Sam, Richard Garriott, Ultima Online, Darren Johnson, Star Wars (obliquely), Pikmin, Dark Souls, Missile Command, MysteryDip, PlayStation, Xbox, Nintendo, Calamity Nolan, Virtual Boy, Okami, The Simpons (obliquely), Asher, FSSZilla, Cuphead, Hitman, Metal Gear Solid, Dwarf Fortress, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: Because Ultima IV has very little music to speak of, I will be substituting music from later in the series in the openings to these episodes TTDS: 59:13 Next time: More Ultima IV! Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
Kjenner du til LucasArts' The Dig? En astroide truer jorden, og et team av både astronauter, arkeologer og politikere(!) tar en tur for å fikse biffen. Men hva finner de egentlig på innsiden av astroiden? Vi har tatt en titt på spillet som kanskje er litt glemt i mylderet av andre eventyrspill. Med på laget har vi ekspert Martin Gjesdal og Kent William Innholt. Se massevis av concept art. Les mer om episoden hos spillhistorie.no. Støtt oss gjerne på Patreon. Følg oss gjerne på Bluesky, Twitter, Facebook, og Podchaser.
Welcome to Dev Game Club, where this week we begin a series on 1985's Ultima IV. After talking about the recent Defeating Games for Charity, we set the game in its time, talk about our encounters in the past with the series, and then dive into the manuals and the start of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first couple of hours and the manuals Issues covered: Defeating Games for Charity, the first pancake, our experiences with this series, an opaque franchise, mainlining a game, opacity being part of the point, performance characteristics of the PCs of the time, the importance of the manuals, entering the world as yourself, using the manual to reinforce the role-play, not requiring graphics, priming the player, describing the geography of different areas, imposing importance on a handful of pixels, the quest of the game, sublimating the quest of the game, a less traditional RPG experience, after reading the manual, the deep questions/dilemmas, tournament structure, choosing your most important virtue, getting the bard, series characters who can join your party, reflecting your beliefs, getting different dilemmas, the Venn diagram of virtues, the Tinker profession, symmetry in design, Buddhism and the Eightfold Path, countering the cultural zeitgeist, the Avatar and Hinduism, a deity's manifestation on Earth, finding your way into swamps, both hosts being poisoned and dying, death and rebirth, being unable to recruit early. Games, people, and influences mentioned or discussed: Dwarf Fortress, BioStats, KyleAndError13, Silksong, GreyFiery, Hollow Knight, Untitled Goose Game, Kaeon, Hitman, N0isses, Hades, Phil Salvador, MYST, RobotSpacer, Shadowgate, Unpacking, Kendrama, CalamityNolan, Splatoon 2, Typing of the Dead, Dark Souls 2, Nitro, Metal Gear Solid, Resident Evil, LostLake, Minecraft, Super Mario Bros Shuffler, Devil May Cry, MegaMan X, Belmont, NES, Atari 2600, Ultima Underworld, A Bard's Tale, Eye of the Beholder, Magic: The Gathering, LucasArts, Super Mario 64, Space Harrier, Gauntlet, Ghosts n' Goblins, Gradius, Super Mario Bros, Tetris, Where in the World Is Carmen Sandiego, Spy vs Spy (series), Oregon Trail, King's Quest II, The Goonies, Gremlins, A View to a Kill, Rambo, Temple of Doom, The Empire Strikes Back, SEGA Master System, Sonic (series), Wizardry, Apple ][, Commodore 64, Civilization III, The Sims, Bill Roper, Warcraft, The Elder Scrolls: Morrowind, Reed Knight, Pool of Radiance, Dungeons & Dragons, Warren Spector, Ultima Adventures, Outcast, Fallout, Wasteland, A Connecticut Yankee in King Arthur's Court, Harley Baldwin, Richard Garriott, the Ramayana, Ed Fries, Benimanjaro, Kirk Hamilton, Aaron Evers, Mark Garcia. Note: Because Ultima IV has very little music to speak of, I will be substituting music from later in the series in the openings to these episodes TTDS: 06:25 Next time: More Ultima IV Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
What happens when someone who grew up in the Lucasfilm Games golden era decides that today's AI tools are failing creatives? Mike Levine has spent more than 30 years building at the intersection of games, XR, VFX, and interactive storytelling—and his verdict is clear: the current AI stack is a fragmented, overcomplicated mess that turns directors into prompt engineers.Mike started as a tester at Lucasfilm Games (later LucasArts), working his way into the art department on titles like Sam & Max and The Dig before helping ship live-action Star Wars games such as Rebel Assault and Jedi Knight II. He later built rotoscoping tools used across the VFX industry, collaborated with ILM and Pixar, experimented with mobile AR games for Hasbro and HoloLens, and dipped into crypto gaming—before finally co-founding MovieFlow (now FilmSpark), an AI-native production platform designed so that filmmakers, agencies, and showrunners can move from script to screen without needing a computer science degree.The AI XR news you should know: Apple taps Google Gemini to power Siri, acknowledging that building world-class LLMs in-house makes little financial sense. Meta cuts 10% of Reality Labs, right-sizing its VR bets while pivoting toward wearables. Xreal raises another $100M amid questions about Chinese state influence and data flows. Higgs Field lands $80M at a $1.3B valuation for AI cinematography tools that many filmmakers still find unreliable. Wikipedia signs licensing deals with major AI companies after years of being scraped for free. OpenAI invests $252M in Sam Altman–backed Merge Labs, raising fresh conflict-of-interest questions.Key Moments Timestamps:[00:23:02] From Boston journalist-to-be to accidental hire at Lucasfilm Games[00:26:24] The “test pit” culture at Lucas and how Nintendo experience got Mike in the door[00:28:45] Moving into the art department, learning Photoshop from early legends, and shipping Sam & Max[00:31:15] Live-action Star Wars games: Rebel Assault, Jedi Knight II, and convincing George Lucas[00:34:38] Visiting Pixar with new VFX tools and recognizing the same creative “magic” as LucasArts[00:36:24] Doug Trumbull's influence on Mike's sense of cinematic possibility and immersion[00:43:27] The urinal meeting at Magic Leap and what early spatial computing got right (and wrong)[00:49:00] Why most AI tools are “dark ages” for filmmakers: node graphs, 10+ subscriptions, no story view[00:51:00] Building MovieFlow/FilmSpark: story-first, timeline-based AI production for long-form and vertical shows[00:53:00] The Neighborhood Podcast: a 90-second vertical murder mystery as proof-of-concept for AI-native seriesWhen humans can generate shots, scenes, and even entire episodes in minutes, the bottleneck shifts from production to vision. Mike argues that the winning AI tools will be the ones that let directors see their whole story, maintain continuity, and iterate fast—without ever feeling like they left the edit bay for a dev console. His vertical drama collaboration with Charlie, The Neighborhood Podcast, is an early look at what happens when narrative craft meets AI-native pipelines instead of fighting them.This episode is brought to you by Zapar creators of Mattercraft—the leading visual development environment for building immersive 3D web experiences. Build smarter at mattercraft.io.Watch the full episode on YouTube and subscribe to the AI XR Podcast for weekly conversations with the people building the future of AI, XR, and interactive media.See Privacy Policy at https://art19.com/privacy and California Privacy Notice at https://art19.com/privacy#do-not-sell-my-info.
Originally released on the Now We Know Patreon feed on February 22, 2022 —yet no doubt new to so many of you — we look back at the ill-fated cartoon pilot Defenders of Dynatron City, which boasted the vocal talents of Whoopi Goldberg and Tim Curry, and almost Christopher Walken, until the producer absurdly decided he wanted a "more cartoonish" voice. Part of a cross-platform multimedia rollout, the pilot's release coincided with a very bad video game (atypical of the golden age of LucasArts games) and a six-episode comic series, making it... a proto-Shadows of the Empire, perhaps?
The original is still there under the hood!If you thought the last episode was a throwback, get ready because this episode covers a remake of a beloved point and click adventure game that was originally released by LucasArts in 1993! Would you believe that despite his love of the aforementioned studio, Tom has never actually played the original game? Gasp! Well this remaster developed by Double Fine was released in 2016, so it may be old enough to be considered a classic on its own. In any event, the Xbox Game Pass "Surprise Me" button has determined that it's time for our hosts to give this game the old college try, so they have booted up their respective devices and given it a go. Will it deserve its cult classic status? Will they keep playing after the mandated hour is complete? Join them as they make their decisions!What do you think? Let us know!Check out all our links here:https://linktr.ee/tc1h1dThanks for taking this ride with us :-)
A First-person shooter developed by LucasArts for MS-DOS using an in-house game engine. Introduces mercenary Kyle Katarn and the Imperial Dark Trooper project. Features mission-based FPS gameplay, environmental objectives, vertical level design using the Jedi Engine, and an arsenal of Star Wars weapons. Later ported to Macintosh and PlayStation. Hosted on Acast. See acast.com/privacy for more information.
A First-person shooter developed by LucasArts for MS-DOS using an in-house game engine. Introduces mercenary Kyle Katarn and the Imperial Dark Trooper project. Features mission-based FPS gameplay, environmental objectives, vertical level design using the Jedi Engine, and an arsenal of Star Wars weapons. Later ported to Macintosh and PlayStation. Hosted on Acast. See acast.com/privacy for more information.
If your purple tentacles are tingling, that might just be because our pal Nintenjoe joined us for NUMEROUS playthroughs of the classic LucasArts point and click adventure game Maniac Mansion! Seriously, this one has a ton of different ending and we got almost all of em! So watch out for falling meteors and get that hamster in the microwave because things are about to get WEIRD. ---------------------------------------------- Retro Ridoctopus is: • Parasite Steve (read) • 8-Bit Alchemy (listen) • Coopster Gold (party) • Nintenjoe (subscribe) ---------------------------------------------- All original heavy metal music by Enchanted Exile
If you're a leader in game dev who feels stuck, there is a path forward that levels up your leadership and accelerates your team, game, and career. Sign up here to learn more: https://forms.gle/nqRTUvgFrtdYuCbr6 Leadership in game dev is hard, but choosing to ignore the biggest technological shift of our generation is a high-stakes gamble. In this episode, we talk with Benjamin Chevalier, Chief AI Officer at Mighty Bear Games, who has a uniquely informed perspective as an Art Director turned tech leader who has spent two decades building games for Ubisoft, Disney, LucasArts, and King. Ben Chevalier outlines his pragmatic, principled approach to embracing AI: using it to cut through market saturation, accelerate team output, and manage risk without compromising creative integrity. From the moral and legal controversies surrounding AI training data to the cultural shifts required for engineers and artists to build their own tools, this conversation reveals the mindset and strategies a leadership team needs to not just survive but thrive in the new AI-accelerated development landscape. What You'll Learn In This Episode: Why AI may be an existential business decision Why governments won't halt AI development How "agentic" tools are reshaping studio culture How game dev leaders can get team buy-in on AI What others might think of you just for using AI If you're a game dev leader thinking about how AI might help your team, this episode gives you a pragmatic playbook for adopting AI. Ben Chevalier lays down clear ethical guardrails and shows how AI can speed up prototyping, live ops, and decision-making—so you can level up your leadership and accelerate your team, game, and career. Connect & learn more about Ben Chevalier: LinkedIn: https://www.linkedin.com/in/benjaminchevalier/ Medium: https://medium.com/@benjamin.chevalier Studio Website: https://www.mightybeargames.com/ GOAT Gaming Platform Website: https://goatgaming.com/ YouTube: https://www.youtube.com/@mightybeargames Connect with us:
Side Quests is back and so is host Charles Harte! He is an associate editor, writer, podcaster and secret Sith apprentice! The game he is talking about today is Star Wars: The Force Unleashed by LucasArts and Krome Studios. You can also find all 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!
Welcome to Dev Game Club, where this week we begin a new series on 2001's Pikmin. We set the game in its time and then spend a lot of time talking about putting Nintendo's spin on the RTS on a console. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first few days Issues covered: a well-trod year, some MMO history, the GameCube at LucasArts, playing PC vs console, playing PC RTSes of the time, history with Pikmin, keeping an eye on Nintendo making and entering genre spaces, making a thing on controller first rather than jamming in a KBM game, Tim talks about his favorite controller again, inspirations, being embodied in the world vs the god's-eye view, the simplicity of the ship pieces and setup, Nintendo's open world game, meteors vs meteoroids, the puzzle RTS, making the environment more of the enemy than the creatures, lightly building an army, trading pikmin for time vs the heavy pieces, task-based challenges, spreading your army but limitations due to movement and level design, the Forest's Navel, moving to avatar-based RTSes and MOBAs, wanting to play the prototypes, forks in strategy games this year, the simplicity of verbs due to Olimar's centrality, limiting your verbs due to the controller, the cognitive overload of the PC RTS, diversions into Valve, where we're playing, letting go of accuracy and min/maxing, chunky buttons. Games, people, and influences mentioned or discussed: Calvin & Hobbes, Reed Knight, Halo: Combat Evolved, GTA III, Silent Hill 2, Ico, Civ III, Anachronox, Animal Crossing, Phoenix Wright Ace Attorney, Devil May Cry, MGS 2: Sons of Liberty, Final Fantasy X, Baldur's Gate: Dark Alliance, Super Smash Melee, Tony Hawk Pro Skater 3, Jak & Daxter, Game Boy Advance, Advance Wars, Max Payne, Black & White, Dark Age of Camelot, Everquest, Matt Firor, Zenimax Online Studios, Shigeru Miyamoto, Eternal Darkness, Baldur's Gate II, Andrew Kirmse, StarCraft, Blizzard, Halo Wars, Ensemble Studios, Microsoft, Homeworld, Paul Pierce, Haden Blackman, Behind the Magic, Starfighter (series), Republic Commando, Nintendo64, Warcraft (series), Legend of Zelda, Super Mario 64, Splatoon, Metroid Prime, Shadows of the Empire, Rogue Squadron, GoldenEye, Nintendo Switch, Deadly Premonition, Blade Runner, Alien, Star Wars, X-Files, Twin Peaks, Breath of the Wild, The Witcher III, Assassin's Creed, Command & Conquer (series), Company of Heroes, Orcs Must Die, Dynasty Warriors (series), Calamity Nolan, Satoru Iwata, Peter Molyneux, Populous, Total Annihilation, DotA, Valve, IceFrog, Chet Faliszek, Wii, Chris Hecker, Outer Wilds, Far Cry 2, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More Pikmin (or possibly something else) Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
In this special Deep Dive interview, Nightdive's Locke Vincent is joined by legendary composer Clint Bajakian to learn more about his work composing the original soundtrack to Outlaws, including his early days at LucasArts, his approach to creating a Spaghetti Western record, advice for new composers, and more!
In this special Deep Dive interview, Nightdive's Locke Vincent is joined by original Outlaws level designer Kevin Schmitt to talk about his work designing levels for the game, including getting hired at LucasArts in 1995, approach to Outlaws level design, advice to new developers, and more!
Welcome to Dev Game Club, where this week we enjoy a bonus conversation capping our series on Portal. We talk Portal 2, the tension between story and gameplay, its length, and yes, even some co-op. And we do it all live on Twitch. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Much of SP, all of Co-op Issues covered: recording on video, our history with Portal 2, being surprised that Portal 2 was a thing, the Valve employee handbook release, wanting a different sequel, a long campaign with many puzzles and mechanics, following up a perfect game, not cashing in, adding mechanics and the puzzles that teach you, character development and delivering more lore perfectly, a miracle, the progression of the Cave Johnson story, worldbuilding conflicting with gameplay, breaking out with Wheatley, cognitive dissonance, seeing all the behind the scenes, being re-tested, potato GladOS, the magic of how narrative connects, the chicken and the egg, a successful length for the format, a whole Portal inside the penultimate chapter, embedding lore successfully, back-propagating story, sympathy for the devil (i.e. GladOS), 2 + 2 = 4, being drawn to the financially productive projects, killer app for VR, the loss of single player, VR problems for consumers, adding portals to their hero-based MOBA shooter, lack of narrative progression in the co-op campaign, co-op for the sake of co-op?, helping the player vs not helping the player, not aligning well for a controller, more portals plus more mechanics become untenable, doing the impossible alongside the possible, potential solutions for portal confusion, playtesting and confidence in your solutions, specific buttons, the doorway effect, shape language, police procedure vs police procedural, inspecting tires, bread and butter TV format, empty JRPG chests and meaningless clues, the salience problem, getting the reward as if you had the skills. Games, people, and influences mentioned or discussed: Defeating Games for Charity, PANCAN, Kermit the Frog, Yoda, GoldenEye, Grant Kirkhope, Erik Wolpaw, LucasArts, Reed Knight, TIE Fighter, Orange Box, Half-Life (series), Brad Muir, Campo Santo, Marc Laidlaw, Dario Casali, J. K. Simmons, Stephen Merchant, Control, Uncharted, Spider-Man, Deadlock, Paragon, Tim Roth, Four Rooms, SplitGate, Halo, Chet Falisczek, Aperture Desk Job, Sony/PlayStation Studios, Naughty Dog, Insomniac, Sucker Punch, Miss Stir Heed Hip/mysterydip, Spelunky, Calamity Nolan, Nintendo GameCube, Deadly Premonition, Pablo, Police Quest, Duncan Fyfe, L. A. Noire, Twin Peaks, X-Files, Heavy Rain, Rock Band, Return of the Obra Dinn, Golden Idol (series), Nancy Drew (series), Sherlock Holmes (series), Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Deadly Premonition wrap Links: N0isses Twitch channel Pancreatic Cancer Action Network Apply for Defeating Games Twitch: timlongojr and twinsunscorp YouTube Discord DevGameClub@gmail.com
This week on The Free Cheese, there's a lot more than zombies to talk about. Who knew we would be tackling two difficult games back to back? Zombies Ate My Neighbors brings over forty levels of various challenges with themes that take us outside of the neighborhood against many different monster types from classic horror tropes. We discuss our time with the game and what surprised us about playing this classic title, then rank it on The List.
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
Gamescom 2025's Biggest Reveals: WoW Clones, Magic RimWorld & Star Fox! | Midnight, Fellowship, Herands
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
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
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
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
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
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 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