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Welcome to Dev Game Club, where this week we begin a new series on 2008's EA space horror game Dead Space. We position it in a change in Electronic Arts at the time (having just done another game from 2008) and then get into the spookiness of it all. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Chapter 1 Issues covered: Halloween Longo shenanigans, doubling down on 2008, the limits of the podcast, Electronic Arts at the time, shifting to new IP and building creative teams, conservatism as a publisher, building the IP and then owning it, starting with the horror, being direct vs being baroque, overly antagonistic actors, setting up the story by using existing tropes, the janitor, another version of diagetics, excellent character design, a third-person character who doesn't speak, cohesive character, picking science fiction influences from places, rough spots on the onboarding, being cohesive with character and setting, constraints driving their design and resources, a single location story, fish out of water but using the tools you have, building survival horror into the bones, holographic UI, technical benefits, who was the innovator, stealing like an artist, committing to the bit, a short but sweet review, hearing your language in a game, permadeath and Far Cry 2, Extra Life. Games, people, and influences mentioned or discussed: Jean-Luc Picard, Aw Jeez, Dark Souls, Lord of the Rings, EA Spouse, Star Wars, Bioware, John Riccitello, Mirror's Edge, Dante's Inferno, Harry Potter, Warner Bros, George Lucas, Resident Evil (series), Bill Paxton (RIP), Far Cry 2, BioShock, Visceral Entertainment, God of War, The Evil Within 2, Wolfenstein: The New Order, Callisto Protocol, Alien, Sunshine, Event Horizon, Glen Schofield, Ian Milham, Prey, System Shock 2, Republic Commando, Gears of War, Kill Zone, Kill Switch, Max42357, Raymond, SimCity 2000, Masuhiro Sakurai, Jeffool, Clint Hocking, Manveer Heir, Ben Abraham, Extra Life, Artimage, Lani Lum, Ocarina of Time, Monolith, Dungeons & Dragons, Joel Gifford, Troy Mashburn, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Chapter 2-5 Links: Masuhiro Sakurai's YT English link Destructoid on Far Cry 2 and permadeath Ben Abraham's FC2 Permadeath Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
It's been two years but he's finally back. Manveer Heir, who came on Waypoint Radio in 2017 to talk about his time working on Mass Effect: Andromeda, has returned to the podcast studio with Rashad Redic, an industry veteran whose worked on games such as Fallout 3 and Skyrim. Together they make up two thirds of Brass Lion, a new entertainment studio with goal to tell the stories of underrepresented and marginalized groups in their own voices, from their own perspective. Austin sat down to chat with them about their first game, Corner Wolves, their experiences in the industry, building a new startup, and the best hip-hop artists of all time. See acast.com/privacy for privacy and opt-out information.
In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect franchise. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new developer, and when a game designer is like a baseball player and when it’s like a trauma surgeon.
Earlier this week EA shut down Visceral Studios, leaving many to wonder about the future of linear, AAA single player games. It’s a complex topic, which is why we’re grateful that we got to sit down and talk about it with Manveer Heir, a 12 year veteran of the industry who worked on games including Mass Effect 3, Andromeda, and Wolfenstein (2009). We also dig into issues of representation, toxic work cultures, harassment, and talk about how to make the games industry a better place. We’re optimistic, we swear—it’s just gonna be a lot of work! See acast.com/privacy for privacy and opt-out information.
In this week's episode, the guys discuss a hot-button issue in today's gaming culture. Using Manveer Heir's talk at GDC as a spring board, Cameron, James, and Delvin discuss misogony, racism and homophobia in video games. We discuss both positive and negative examples of characters and story-telling devices and the mentality behind them. As well, we talk about how the industry can move forward. While it's not required listening for this episode, we highly recommend listening to Manveer Heir's GDC talk, linked here. **Note: This episode was recorded shortly before Nintendo's ill-received statement and subsequent apology regarding gay options in Tomodachi Life. As such, we did not get to discuss it, but will be sure to do so in a future episode. Break Music: Dragon Age 2: Tavern League of Legends: Main Theme Mass Effect 3: Sheppard's Tango
BioWare gameplay designer Manveer Heir's talk at GDC this year was "Misogyny, Racism and Homophobia: Where Do Video Games Stand?" We spent a few minutes chatting about why he gave this topic a closer look.
On this episode of The Married Gamers, Chris and Kelly interview Bioware's Manveer Heir, Gameplay Designer on Mass Effect, about his panel at GDC recently titled, "Misogyny, Racism and Homophobia: Where Do Video Games Stand?” His speech was both informative and a call to action. We talk about the speech, the reaction, and what gamers can do as well. All this plus our opening question and The Week in Geek! Check out The Married Gamers Facebook Fan Page or if you have a comment, send it to us at marriedgamers@outlook.com. Want to leave a message? Call the show at 559-286-0919. Follow us on Twitter: http://www.twitter.com/marriedgamers The Married Gamers Libsyn app is available on Windows 8, WindowsPhone, iOS (iPhone/iPad) and Android for $1.99
This edition of the podcast begins a 3-part series devoted to game designers and the design process. In this first segment I chat with Manveer Heir, Senior Designer at BioWare, about his work and the challenges presented by a complex project. Manveer discusses his day-to-day duties; problem-solving as creativity; why developers keep secrets; and why he routinely "ruins peoples dreams." Note: We do not discuss details of Mass Effect 3. If you're hoping for juicy tidbits or inside info on that game, you will not find them here. Parts 2 and 3 of the podcast will appear later this week. Listen to the opening of this episode, and you will hear me reveal whom those guests will be! I hope you enjoy the show. Thanks for listening!
This week I speak with Manveer Heir, Senior Designer for Mass Effect 3 at Bioware, about his blog, diversity in gaming and maintaining balance. E-mail: jeneseegrey@yahoo.com Twitter: @TheGreyArea Web: https://greyareapodcast.com Facebook: https://www.facebook.com/greyareapodcast
Part 3 of my "Favorites of '09" series includes writer Tom Bissell, whose work has appeared in Harper's Magazine and The New Yorker; Manveer Heir, lead designer at Raven Software and author of the Design Rampage blog; and Mitch Krpata, who reviews games for The Phoenix and Paste Magazine and writes the Insult Swordfighting blog.
You've put in hours into a game, the final boss is just on the horizon. While the end might be nigh, it probably isn't unpredictable. Game endings tend to be repetitive success stories, lacking the ambiguous or downer endings readily available in other mediums. Menveer Heir, of Raven Software and Design Rampage, inspires us again on this weeks podcast with his post lamenting the lack of depressing games. Join Scott and I while we discuss player agency, dead avatars, Roman aggression, and authorial control. As always, leave your thoughts in the comments section below and we'll shower you with praise. BE WARNED! This podcast contains potentially significant spoilers for about twelve games and two movies. These are listed in the show notes, along with Manveer's original article. If you are sensitive to spoilers and hear a game title, go ahead and skip ahead a few seconds. Some discussion starters:- Confession time. What downer game endings have tugged at your heart strings? - Does character failure equate to player failure? What about failure and downer endings in non-character driven games like Civilization? - So you've got a sad story to tell. How do you pull it off with out upsetting the all-powerful player?Show notes: - "Life is a Series of Down Endings," by Manveer Heir via Design Rampage- Run time: 29 min 3 sec- Music provided by Brad Sucks - Show includes spoilers for: Prince of Persia, Shadow of the Colossus, Chronotrigger, Passage, Halo 3, Call of Juarez, Call of Duty 4, Eternal Darkness, Far Cry 2, Final Fantasy X, Bioshock, Braid, Braveheart, and Marley and Me.
The Summer of Confabs concludes with a conversation featuring Chris Dahlen of Edge Online and The Onion A.V. Club; and Manveer Heir of Raven Software and the Design Rampage blog. We discuss ambiguity in games, why nobody's talking about Dragon Age, Nintendo on the margins, integrating social media the right and wrong way, and many other topics. I hope you've enjoyed this series. It's been a pleasure bringing these shows to you, and I'm especially grateful to all my guests who made it possible. I hope you'll also check out segments 1, 2, 3, and 4. Listen to any episode of the podcast directly from this page by clicking the yellow "Listen Now" button on the right. Subscribe to the podcast via iTunes here.Subscribe to the podcast feed here. Download the podcast directly here. Show links: Chris Dahlen's columns at Edge OnlineThe Onion A.V. ClubDesign Rampage - Manveer Heir's blog
This edition of the Brainy Gamer Podcast features an interview with Clint Hocking, Creative Director at Ubisoft Montreal (Far Cry 2, Splinter Cell, Splinter Cell: Chaos Theory). In the second half of the show we're joined by Manveer Heir, Lead Designer at Raven Software and Borut Pfeifer, Lead AI Programmer at EALA. Show links: Click Nothing - Clint Hocking's blogDesign Rampage - Manveer Heir's blogThe Plush Apocalypse - Borut Pfeifer's blog
Last month, outspoken game designers Clint Hocking and Manveer Heir held a little cross-blog discussion regarding the design and implementation of ethical choices in video games. We are accustomed to making decisions about weapons, strategies, and the color of our Sim hairstyles, but meaningful choices with moral weight are relatively rare. Even when faced with potentially tough moral dilemmas, the current nature of video games may dilute the effect. Heir suggests in-game permanence (which has created various interesting experiments), while Hocking eschews authorial influence in favor of ludic solutions. It is tough topic, so we decided to we decided to call for backup. This week, we have are honored to welcome Nels Anderson, author of the excellent Above49 blog and gameplay programmer for Hot Head Games. Join us while we discuss permanence, harvesting children, Choose-Your-Own-Adventures, readability, and the future of moral choices in games. With three of us at the table, we made this podcast slightly longer than normal, but extra time is well spent on a very complicated and contentious subject. We encourage you to read the Hocking's and Heir's original articles in the show notes, along with supplementary pieces we discuss in the show. As always, feel free to weigh in with your thoughts in the comments. Some discussion starters: - Have you ever faced a difficult in-game discussion that stemmed from moral concerns? If so, did you translate this into simply mechanical outcomes? Did you approach is role-playing as the protagonist?- If your in-game decisions were permanent, would they be more meaningful? What techniques add add weight to a decision?- To what extent is in-game decision making impacted by real-world experiences? Do you carry your personal set of ethics into a game? To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right. Show notes: - Run time: 41 min 13 sec - "Ethical Decision Making," by Clint Hocking, via Click Nothing - "Designing Ethical Dillemas," by Manveer Heir via Design Rampage - "Ludonarrative Dissonance in Bioshock," by Clint Hocking - Rescuing vs. Harvesting Little Sisters Graph, via Escapist Magazine - Music provided by Brad Sucks
Volume 1 of the Brainy Gamer Podcast post-GDC '09 edition. Join me and my guests as we discuss what we learned at this year's Game Developer's Conference.Segment 1: N'Gai Croal, game design consultant at newly-formed Hit Detection and former games and technology journalist at Newsweek Magazine; and Manveer Heir, designer at Raven Software and author of Design Rampage. Segment 2: Corvus Elrod of Man Bytes Blog; and Chris Dahlen of Save the Robot.