Podcast appearances and mentions of Noah Falstein

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Noah Falstein

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Best podcasts about Noah Falstein

Latest podcast episodes about Noah Falstein

Stay Forever
Secret Weapons of the Luftwaffe (SF 145)

Stay Forever

Play Episode Listen Later Jul 28, 2024 135:00 Transcription Available


Es herrscht im Stay-Forever-Kanon ein leichter Mangel an Besprechungen zu Flugsimulationen, das ist möglicherweise ein bisschen den Vorlieben von Chris und Gunnar geschuldet. Diese Scharte wollten wir auswetzen und haben die Hörer gefragt, welche als Thema gewählt werden soll - und "SWOTL" setzte sich vor Red Baron und Falcon 3.0 durch. Das LucasArts-Spiel ist Teil und Höhepunkt einer inoffiziellen Trilogie von Luftkampfspielen mit Schauplatz Zweiter Weltkrieg, alle entstanden unter der Federführung von Larry Holland. Chris und Gunnar sprechen über das Gameplay und die Entstehung und den geschichtlichen Hintergrund. Unterstützer bekommen noch eine Folge "Wusstet ihr eigentlich ...? Infos zum Spiel: Thema: Secret Weapons of the Luftwaffe ("SWOTL") Erscheinungstermin: 1991 (USA) Plattform: MS-DOS Entwickler: LucasFilm Games / LucasArts Publisher: LucasFilm Games / LucasArts Genre: Flugsimulation Designer: Larry Holland, Peter Lincroft, Noah Falstein, Martin Cameron u.a. Musik: Michael Z. Land Podcast-Credits: Sprecher: Christian Schmidt, Gunnar Lott Audioproduktion: Christian Schmidt Titelgrafik: Paul Schmidt Intro, Outro: Nino Kerl (Ansage); Chris Hülsbeck (Musik) www.stayforever.de

Dev Game Club
DGC Ep 375: Homeworld (part two)

Dev Game Club

Play Episode Listen Later Jan 17, 2024 86:30


Welcome to Dev Game Club, where this week we continue our series on 1999's Homeworld, the innovative RTS from Relic Entertainment. We talk about interacting with the game and its presentation, and discuss some of the ways in which it creates and eliminates friction in that genre. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to M8 Issues covered: a separate manual for the lore, the mysterious science fiction/fantasy, a circle?, meeting the traders for the first time, a matter-of-fact aesthetic, feeling the stakes, grounded vs exaggerated, how each of us interact with the game, setting up the attitude of the ships, Tim's strategies to steal things and get ahead, opening up the side of the mother ship, a leap forward in some ways, limiting the resource type down to one, comparing to 2D tech trees, simplified building queues, dealing with the small fast drones, taking out an enemy fleet, the weird feeling of building at the end, having the feeling of a base attack with a capital ship attack, the quick dock vs the slow drawn out wait, a diversion to explain Battlestar Galactica, setting up archetypes and breaking them, thinking about what our mistakes have been, sending the wrong ships against the capital ships, no one sets out to make a bad game, an anecdote about Skyrim, closing out the game and pushing it out and taking cover, artificial idiocy, whether the movie people ruined Trespasser, the interaction of movies and games, Defeating Games for Charity. Games, people, and influences mentioned or discussed: Halo, Planet of the Apes, Charlton Heston, Dune, Star Wars, Battlestar Galactica, Warcraft, Starcraft, Star Trek, Ultima Underworld, Eye of the Beholder, Chris Corry, The Simpsons, God of War, Mikael, Matt Groening, Cory Barlog, Skyrim, Istvan Pely, Fallout (series), Republic Commando, Jedi Starfighter, EGM, Trespasser, Will Crosbie, Jim Gee, Alex Seropian, Noah Falstein, Dreamworks Interactive, George Lucas, Steven Spielberg, Tom Bissell, Nolan Filter/CalamityNolan, Dark Souls, Rogue, Final Fantasy IX, Mega Man, Kaeon, Devil May Cry, X-COM, Metroid, Belmont, Bvron, Kyle, Error, Lostlake, BioStats, Mark Garcia, D&D, Kirk Hamilton, Aaron Evers.  Next time: Up to M12? Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com

Digital Dissection: A Nerd Podcast

Welcome to season three, episode 129 of Digital Dissection: Pop Culture Nerdity! On this episode we have the return of Noah Falstein! You likely remember him from last season, and Noah comes back to catch us up on all that has happened since last year! Be sure to download this episode to hear about his work with VR, which of his games he would like to see get a sequel, and what direction he thinks video games are steering toward! Music by Joystock: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.joystock.org⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Opening Track: "Modern Power-Up Electronic" Closing Track: "Future is Now"     Follow us on: Facebook: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://facebook.com/DigitalDissect1⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Tiktok: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.tiktok.com/@digitaldissectionpodcast⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Twitch: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://twitch.tv/digitaldissect1⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Twitter: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://twitter.com/digitaldissect1⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Youtube: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.youtube.com/DigitalDissectionPodcast

music future vr joystock noah falstein closing track
The Fourth Curtain
Noah Falstein's Amazing Arc

The Fourth Curtain

Play Episode Listen Later Nov 23, 2023 72:22


Founder of the Inspiracy, Noah Falstein went from playtesting Joust, to making Sinistar, to ground-floor stints at LucasArts, 3DO, Dreamworks and finally Chief Game Designer at Google. We talk through his very interesting career, with stops at VR, AI, medicine and more!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.comCome join the conversation at https://discord.gg/KWeGE4xHfeVideos available at https://www.youtube.com/@thefourthcurtainFollow us on twitter: @fourthcurtainFeaturing the music track Liberation by 505Please consider supporting the show by pre-registering for our Season Two Kickstarter at www.thefourthcurtain.com/kickstarter

Grobe Pixel
Indiana Jones and the Last Crusade (#29)

Grobe Pixel

Play Episode Listen Later Nov 19, 2023 87:37 Transcription Available


Indiana Jones and the Last Crusade war ein ehrgeiziges Projekt von Lucasfilm Games. Es musste in nur sechs Monaten fertiggestellt werden, um rechtzeitig zum Kinostart von Indiana Jones 3 erscheinen zu können. Deshalb wurden mit Noah Falstein, Ron Gilbert und David Fox drei der erfahrensten Gamedesigner für das Projekt zusammengeholt. Herausgekommen ist das bisher erfolgreichste Spiel des Unternehmens. Wenn auch mit einigen Monaten Verspätung. Trotz des Zeitdrucks bietet das Spiel einige spannende Features. Da sind zum Beispiel die auswählbaren Dialogbäume, die es bis dahin bei Lucasfilm Games noch nicht gab. Oder verschiedene Zufallselemente und Lösungswege, die zum wiederholten Spielen motivieren. Da ist das IQ (Indy Quotient)-Punktesystem, das genau anzeigt, wie viel man vom Spiel schon gesehen hat. Und natürlich ist da die Marke Indiana Jones mit dem unverkennbaren Sound. Aus heutiger Sicht wirkt das Spiel an manchen Stellen unrund und sehr zäh. Trotzdem ist Indiana Jones and the Last Crusade ein Klassiker, den man gespielt haben muss. Und wer an einer Stelle zu sehr verzweifelt, kann immer noch im Internet nach einer Lösung suchen. --- Credits Sprecher & Produktion: Wolfgang Schoch, Christian Wald-von der Lahr Musik: DRIFTING KORNERS von https://josephmcdade.com

Game Dev Advice: The Game Developer's Podcast
Skywalker Ranch, Persistence, Game Designer Qualities, Working With Steven Spielberg, Being Bold, The Power of AR and VR, Not Being a Jerk, and Traveling the World with Noah Falstein of The Inspiracy

Game Dev Advice: The Game Developer's Podcast

Play Episode Listen Later Nov 27, 2022 53:50


I welcome Noah Falstein, a legendary Game Designer on this episode. Hear about his current work as a Designer and Consultant, along with how he began straight out of college at Milton Bradley before going to Williams and to create arcade games. Learn about being an early employee at Lucasfilm Games, and working on the amazing Indiana Jones titles along with others.  We then discuss what he's learned reflecting back to the beginning of his career, moving to California, and advice to expand your horizons beyond triple-A games when starting out. Discover the importance of persistence, curiosity and other key qualities for Game Designers to have, along with learning psychology to understand yourself, co-workers, and players.  Learn about digital therapeutics to treat diseases and disorders, AR, Google Glass, and being bullish on the future. Hear about the one trillion dollar world health market, esports, web3, and threats to the industry being localized versus global. We then talk about the Wii Fit and dive deeper in VR and AR, including Pearl the interactive movie, and Skip Rizzo's important work. Hear about working with (gamer) Steven Spielberg, working at Skywalker Ranch, for Google, and new technologies impacting games and healthcare.  Towards the end we talk about merging his love of travel by presenting at conferences, where to find Noah online, the differences between the games, movies, and TV industries, plus why you shouldn't be a jerk.   Bio: Noah Falstein was one of the first 10 employees at Lucasfilm Games/LucasArts where he led projects including PHM Pegasus, Indiana Jones and the Last Crusade, and co-designed Indiana Jones and the Fate of Atlantis. After serving as Google's Chief Game Designer Noah's been focusing primarily on games for healthcare. Show Links: * Milton Bradley Wikipedia * Lucasfilm Games website * WMS Industries Wikipedia * Monkey Island Games Wikipedia * Akili Interactive website * E.T. Cartridges Buried in New Mexico PCMag * Pearl VR and Fun * The Dig Wikipedia * Skywalker Ranch Wikipedia * Level Ex website Connect Links: * Noah Falstein Google * Noah Falstein website, The Inspiracy * Noah Falstein Wikipedia * Noah Falstein Twitter Game Dev Advice Links:  * Game Dev Advice Patreon - please help support the show if you find it useful :) * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers - we're hiring for lots of roles! * Game Dev Advice hotline: (224) 484-7733 * Subscribe with your favorite player and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices

Digital Dissection: A Nerd Podcast
Noah Falstein Interview: Creating the Cutting Edge

Digital Dissection: A Nerd Podcast

Play Episode Listen Later Sep 14, 2022 36:52


Welcome to Season 2 Episode 77 of Digital Dissection: A Nerd Podcast! Today our hosts get the chance to sit down with Noah Falstein! Noah is a legendary video game developer and technology disruptor formerly of LucasArts. He is responsible for bringing beloved point-and-click games such as Indiana Jones and The Last Crusade, and Indiana Jones and the Fate of Atlantis, to our homes! He also had a hand in helping shape the TIE Fighter game's framework, as well as core components of The Secret of Monkey Island! Join the Dissectors as they welcome back Mark's brother Nate to explore how Noah's ongoing efforts in gaming have shaped not just genres, but entirely different industries. You won't want to miss this fantastic conversation! Noah's Links: http://www.theinspiracy.com/ https://twitter.com/nfalstein Music by Joystock: https://www.joystock.org Opening Track: "Modern Power-Up Electronic" Closing Track: "Future is Now" Follow us on: Facebook: https://facebook.com/DigitalDissect1 Twitch: https://twitch.tv/digitaldissect1 Twitter: https://twitter.com/digitaldissect1 Youtube: https://www.youtube.com/DigitalDissectionPodcast

Video Game History Hour
Ep. 77: A Life of Game Design: Noah Falstein

Video Game History Hour

Play Episode Listen Later Mar 30, 2022 81:40


Veteran game designer Noah Falstein looks back on his 42 year long, and counting, career and reflects on the evolution of both the role and industry over these four decades. We find Noah's cassette tape, Simon is in Silicon Valley, $30 brings utter horror, Noah has to rein in the fun or else you'll get hurt, and we put out a call for your tattoos. See more from Noah Falstein: Twitter: @nfalstein Website: theinspiracy.com Video Game History Foundation Podcast Twitter: @gamehistoryhour Email: podcast@gamehistory.org Twitter: @GameHistoryOrg Website: gamehistory.org Support us on Patreon: /gamehistoryorg

Heroes of Reality
Episode 76 : Constraints Create Creativity

Heroes of Reality

Play Episode Listen Later Jul 2, 2021 71:36


Noah Falstein is a game designer and producer who has been in the video game industry since 1980.He was one of the first 10 employees at Lucasfilm Games (which became LucasArts Entertainment), DreamWorks Interactive (which became EA Los Angeles), and The 3DO Company (which became defunct). He runs The Inspiracy and writes the "Better by Design" column for Game Developer magazine. He was hired by Google in April 2013 as 'Chief Game Designer', where he worked for 4 years before leaving in April 2017.

The Retro Hour (Retro Gaming Podcast)
277: Williams, LucasArts & 3DO with Noah Falstein - The Retro Hour EP277

The Retro Hour (Retro Gaming Podcast)

Play Episode Listen Later May 27, 2021 95:25


http://www.theinspiracy.com/Please visit our amazing sponsors and help to support the show:Bitmap Books Commodore Amiga: a visual compendium: https://bit.ly/3v2ul4mClaim your FREE case of 8 craft beers from our sponsor Beer 52 here: https://beer52.com/retroWe 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/retrohourGet your Retro Hour merchandise: https://bit.ly/33OWBKdThanks to our amazing donators this week: Kyle Havelka, Darren Williams, John Rockefeller, Fred, Charlie PearceJoin our Discord channel: https://discord.gg/GQw8qp8Website: http://theretrohour.comFacebook: https://www.facebook.com/theretrohour/Twitter: https://twitter.com/retrohourukInstagram: https://www.instagram.com/retrohouruk/Twitch: https://www.twitch.tv/theretrohourShow notes:   Time Splitters 4 is coming: https://bit.ly/2RL3iMx Metal Gear Amiga port: https://bit.ly/3fi3USJ Sonic 30th anniversary collection: https://bit.ly/3fKYHlr New Spectrum driving game: https://bit.ly/2TkYpu4 Counter Strike ported to Nintendo DS: https://bit.ly/3vpaWdZ Retro Gaming Shop of the week: Power Up Gaming, Barrie, Ontario - https://www.powerupgaming.ca/

The MADEcast
Noah Falstein

The MADEcast

Play Episode Listen Later Feb 4, 2021 34:52


This week for the MADEcast, Alex meets with Noah Falstein as he discusses his role as a project leader for Sinistar, the early days of Lucasfilm games, and his current work as a pioneer in the games for the medical realm. Yes, you read that correctly. Games as Medicine.

games medicine lucasfilm sinistar noah falstein
The Classic Gamers Guild Podcast
Interview with Noah Falstein, game designer (LucasArts, The Inspiracy)

The Classic Gamers Guild Podcast

Play Episode Listen Later Dec 15, 2020 76:29


Episode 103: This week, Ric and Anna sit down with Noah Falstein to discuss his role at LucasFilm/LucasArts on games like Indiana Jones and the Fate of Atlantis and Loom, the video game crash of the early 1980s, and how games can be used to treat ADHD.   Come join the discussion and the community! Follow us on Facebook: www.Facebook.com/ClassicGamersGuild www.Facebook.com/groups/ClassicGamersGuild Instagram: @CGGpodcast Twitter: @TheCGGuild And e-mail:  mail@classicgamersguild.com Donate as low as $1 per month on our Patreon to unlock exclusive content and bonus episodes: www.patreon.com/ClassicGamersGuild "CGG Theme" and "A Minor Concussion" by The Volume Remote www.thevolumeremote.com Intro greeting by Hope Kodman VonStarnes

Rigor y Criterio | No tienes ni idea...
Rigor y Criterio 49 - Viaje al Centro de la Tierra

Rigor y Criterio | No tienes ni idea...

Play Episode Listen Later Dec 15, 2020 180:00


Un mar interior, una inmensa cúpula de piedra sobre las cabezas de tres heroes, tres aventureros que arriesgan su vida en pos de la ciencia. Un historia que ha enamorado y hecho soñar a niños y mayores durante generaciones. Julio verne nos regalo un sueño de aventura y descubrimiento. Este fue recogido, ampliado y reinterpretado por otros artistas y creadores: Henry Levin, Juan Piquer Simon, Albert Pyun, Eric Brevig, Carlos Arias, Rafael Gomez, Alfonso Fernandez, Tab Murphy, Hal Barwood, Noah Falstein... Y tantos y tantos otros que compartieron ese sueño. En este programa aportamos nuestro humilde granito de arena y repasamos, a nuestro estilo, un buen puñado de obras inspiradas en la obra de Verne. Por supuesto contamos tambien con las secciones habituales y alguna nueva. Con vuestros comentarios y con el eclepticismo musical de costumbre. Si sois capaces de resolver el jeroglífico de Arne Saknussemm, os invitamos a uniros a nosotros en esta aventura.

Arcade Attack Retro Gaming Podcast
Noah Falstein (LucasArts) - Interview

Arcade Attack Retro Gaming Podcast

Play Episode Listen Later Nov 12, 2020 100:53


It was a true pleasure to interview LucasArts legend Noah Falstein for Arcade Attack. Noah reflects on his career, his many games he has worked on and what it was like to work with Steven Spielberg and George Lucas in this in-depth and entertaining interview. Noah has worked on some huge titles, including Indiana Jones and the Last Crusade, Indiana Jones and the Fate of Atlantis, The Dig, Battlehawks 1942 and many more. He also discusses his work on some of his recent projects. Please check out his text interview for Arcade Attack: https://www.arcadeattack.co.uk/noah-falstein/ Fancy discussing this podcast? Fancy suggesting a topic of conversation? Please tweet us @arcadeattackUK or catch us on facebook.com/arcadeattackUK All copyrighted material contained within this podcast is the property of their respective rights owners and their use here is protected under ‘fair use’ for the purposes of comment or critique

Video Game Newsroom Time Machine
Noah Falstein Interview

Video Game Newsroom Time Machine

Play Episode Listen Later Jun 20, 2020 114:10


From the earliest days of hand held electronic games, and arcade hits like Sinistar, through the golden era of Lucasarts adventures to the cutting edge tech of games as therapeutic tools, Noah Falstein was there, pushing boundries and showing the world what gaming really could do. Links: https://www.mobygames.com/developer/sheet/view/developerId,1657/ https://en.wikipedia.org/wiki/Milton_Bradley_Company https://en.wikipedia.org/wiki/Simon_(game) https://en.wikipedia.org/wiki/Microvision https://en.wikipedia.org/wiki/WMS_Industries https://www.mobygames.com/game/sinistar https://www.mobygames.com/developer/sheet/view/developerId,3340/ https://www.mobygames.com/developer/sheet/view/developerId,3345/ https://en.wikipedia.org/wiki/LucasArts https://en.wikipedia.org/wiki/3DO_Interactive_Multiplayer https://www.mobygames.com/company/dice-la https://www.mobygames.com/game/medal-of-honor https://www.mobygames.com/game/windows/trespasser-the-lost-world-jurassic-park http://www.theinspiracy.com/

Podouken
Sinistar - Episode 011

Podouken

Play Episode Listen Later Feb 26, 2020 93:22


Beware, I live! The untold (until now) history of Sinistar is explored with the help of the co-creators of the game: John Newcomer and Noah Falstein. Get the inside information on how Williams created some of the best arcades of all time. How did the waning popularity of pinball contribute to video game success? Who created the iconic design and sound of Sinistar? Exactly how many Sinistar games were produced? We also talk about s'ing p's, League of Legends, and beautiful cockpits.

Podouken
Sinistar – Episode 011

Podouken

Play Episode Listen Later Feb 26, 2020


Beware, I live! The untold (until now) history of Sinistar is explored with the help of the co-creators of the game: John Newcomer and Noah Falstein. Get the inside information on how Williams created some of the best arcades of... Read more

Podouken
Sinistar - Episode 011

Podouken

Play Episode Listen Later Feb 26, 2020 93:22


Beware, I live! The untold (until now) history of Sinistar is explored with the help of the co-creators of the game: John Newcomer and Noah Falstein. Get the inside information on how Williams created some of the best arcades of all time. How did the waning popularity of pinball contribute to video game success? Who created the iconic design and sound of Sinistar? Exactly how many Sinistar games were produced? We also talk about s'ing p's, League of Legends, and beautiful cockpits.

Stay Forever
Indiana Jones 4: Interview mit Noah Falstein

Stay Forever

Play Episode Listen Later Dec 12, 2019 71:12


Im November 2019 führte Gunnar ein Gespräch mit LucasArts-Legende Noah Falstein, einem der ersten zehn Angestellten von LucasFilm Games, der in seiner Zeit dort unter anderem an Spielen wie Koronis Rift, Strike Fleet oder den beiden Indy-Adventures beteiligt war. Es ging um Indiana Jones: The Fate of Atlantis und seine Innenansichten in den Design-Prozess haben unseren Podcast zu dem Thema deutlich bereichert haben – Auszüge aus dem Gespräch waren auch dort zu hören. Falstein ist nun aber ein ausgesprochen interessanter Gesprächspartner und hat viel darüber erzählt, wie es war, damals bei LucasArts zu arbeiten und nimmt uns sozusagen mit auf die Skywalker-Ranch, daher haben wir für euch das komplette Interview aufbereitet. Das Gespräch ist in englischer Sprache. Viel Spaß!

Stay Forever
Indiana Jones and the Fate of Atlantis (SF 94)

Stay Forever

Play Episode Listen Later Dec 8, 2019 145:06


Die LucasArts-Adventures erfreuen sich hierzulande großer Beliebtheit – aber welches ist das Beste? Einer der Kandidaten ist auf jeden Fall Indiana Jones 4, im Original im 1992 als Indiana Jones and the Fate of Atlantis erschienen. Christian und Gunnar nehmen sich den Klassiker vor und haben viel zu sagen – es ist die bisher ausführlichste Folge geworden. Im Zuge der Recherchen zu dem Spiel hat Gunnar zudem ein Interview mit Noah Falstein geführt – Ausschnitte daraus sind im Podcast zu hören. Viel Spaß beim Hören der Folge! Podcast-Credits: Sprecher: Christian Schmidt, Gunnar Lott Mit O-Tönen von: Noah Falstein, Christian Beuster Audioproduktion: Fabian Langer, Christian Schmidt Titelgrafik: Paul Schmidt Intro, Outro: Nino Kerl (Ansage); Chris Hülsbeck (Musik)

Legendary Games
Indiana Jones and the Last Crusade (Adventure)

Legendary Games

Play Episode Listen Later Feb 27, 2019 74:57


Die Qualität der LucasFilmGames Adventures in der zweiten Hälfte der achtziger war eng mit den Namen Ron Gilbert und der von ihm entwickelten SCUMM Engine verbunden. Neben selbst entwickelten Eigenmarken der Firma konnte man auch auf die vielversprechenden Lizenzen aus von George Lucas zurückgreifen. Dabei entstand 1989 ein Adventure im Indiana Jones Universum mit dem Superhelden der Archäologie. Die klassische Filmtrilogie der 80iger Jahre fand mit Indiana Jones und der letzte Kreuzzug (vorerst) seinen Abschluss. Für viele Fans der Reihe ist es bis heute der beste Film - ob das Spiel diesen Ruf ebenfalls über die Zeit konservieren konnte erfahrt ihr in unserem Podcast. Wir wünschen viel Spaß beim Zuhören. Parallel haben wir das Gespräch mit Noah Falstein auch auf Video aufgezeichnet und aufbereitet. Dies ist komplett ungeschnitten und bei Youtube zu finden: https://www.youtube.com/watch?v=7LLzHJQHTKc An dieser Stelle möchten wir uns nochmals herzlich bei Noah Falstein für sein geduldiges und ausführliches Antworten auf unsere Fragen. Intro-Musik "Switchblade Squadron" von Covox aus dem Album "Infiltrator". http://freemusicarchive.org/music/Covox/Infiltrator/Switchblade_Squadron Outro-Musik "I Love Holy Daze" von Geir Tjelta http://freemusicarchive.org/music/geir_tjelta/Dexters_Pinkboratory/mtk096-va-bestofahxvol1-07-geir-tjelta-i-love-holy-daze

Legendary Games
Interview with Noah Falstein

Legendary Games

Play Episode Listen Later Feb 11, 2019 79:44


Zum 30. Jubiläum von "Indiana Jones und der letzte Kreuzzug" (orig. "Indiana Jones and the Last Crusade") (2019) hatten wir die Chance ein Gespräch mit einem der hauptverantwortlichen Entwickler zu führen. Noah Falstein, ebenfalls ein Veteran in der Spielebranche entwickelte im Laufe seiner Karriere legendäre Titel bei LucasArts und war später bei Klassikern wie Mata Hari federführend.  Im Interview gibt er uns vor allem über seine Zeit bei Lucas Arts Auskunft und schwelgt in Geschichten zu Koronis Rift, Monkey Island und vielen weiteren Titeln an denen er beteiligt gewesen war und bei denen die eine oder andere kuriose Geschichte ans Tageslicht gefördert werden konnte.​ Das Interview ist wieder auf englisch geführt worden, der Podcast zum Spiel "Indiana Jones and the Last Crusade" steht wie gewohnt in Kürze allen Hörern wieder als Folge auf unseren Kanälen zur Verfügung. Wir wünschen allen Hörern viel Spaß beim anhören und danken euch für eure Unterstützung.​ Parallel haben wir das Gespräch auch auf Video aufgezeichnet und aufbereitet. Dies ist komplett ungeschnitten und bei Youtube zu finden: https://www.youtube.com/watch?v=7LLzHJQHTKc An dieser Stelle möchten wir uns nochmals herzlich bei Noah Falstein für sein geduldiges und ausführliches Antworten auf unsere Fragen. Intro-Musik "Switchblade Squadron" von Covox aus dem Album "Infiltrator". http://freemusicarchive.org/music/Covox/Infiltrator/Switchblade_Squadron Outro-Musik "I Love Holy Daze" von Geir Tjelta http://freemusicarchive.org/music/geir_tjelta/Dexters_Pinkboratory/mtk096-va-bestofahxvol1-07-geir-tjelta-i-love-holy-daze

Arcade Attack Retro Gaming Podcast
Indiana Jones and the Fate of Atlantis

Arcade Attack Retro Gaming Podcast

Play Episode Listen Later Apr 7, 2018 79:11


We've mentioned it before but now it's finally time to pay homage to one of the greatest Point and Click games ever made. Hal Barwood's Indiana Jones and the Fate of Atlantis gets the full AA treatment. Adrian talks us through his love of the game, how it's taken 20 years to complete it (hint: its difficulty has nothing to do with this) and also treats us to a lovely Indy quiz which you can play along to at home/on the train/on the bus/in your garage staying away from your irate partner... Once you're done - why not check out our written interviews with Hal Barwood and Noah Falstein! http://www.arcadeattack.co.uk/noah-falstein/ http://www.arcadeattack.co.uk/hal-barwood/ Fancy discussing this podcast? Fancy suggesting a topic of conversation? Please tweet us @arcadeattackUK or catch us on facebook.com/arcadeattackUK All copyrighted material contained within this podcast is the property of their respective rights owners and their use here is protected under ‘fair use’ for the purposes of comment or critique.

fate indiana jones indy aa atlantis noah falstein hal barwood
Kodsnack
Kodsnack 241 - Looking for the killer apps in VR

Kodsnack

Play Episode Listen Later Jan 2, 2018 33:19


Fredrik discusses VR with Noah Falstein of the Inspiracy (and previously companies such as Google and Lucasfilm games). We talk about where VR is today, which platforms are good today and what might happen going forward. VR might be on the verge of a big breakthrough but there is still a lot left to be discovered, from ways of controlling experiences to entire new genres. Recorded on stage at Øredev 2017. Thank you Cloudnet for sponsoring our VPS! Comments, questions or tips? We are @kodsnack, @tobiashieta, @iskrig and @bjoreman on Twitter, have a page on Facebook and can be emailed at info@kodsnack.se if you want to write longer. We read everything we receive. If you enjoy Kodsnack we would love a review in iTunes! Links Noah’s keynote - “The real, the virtual, and the cortex” Noah’s second presentation - Lucasfilm games and the rise of Lucasarts Habitat The Habitat promotional video Club Caribe Quantum link The QWERTY keyboard The OS X dock Google Spotlight stories Pearl Special delivery - by Aardman animation The Simpsons VR episode A nice (360) flight over Pyonyang James Cameron’s Avatar sequels Games for health 40 predictions for VR/AR through 2025 Dataglove Jaron Lanier Apple Newton Polybius Jeff Minter Virtual virtual reality Portal The lost bear Steve Meretzky Planetfall The Sims Doom Castle Wolfenstein Katamari damacy Memory palaces Alphago and Alphago zero The holodeck Dream park, by Larry Niven and Steven Barnes Ready player one Black mirror Titles Nobdy had ever experienced that I become a character in the computer? A realtime, constant back and forth A version that doesn’t allow you to do most of the fun stuff It demos well Still looking for the killer apps in VR The grammar of VR storytelling The Spielberg or Lucas of VR An “of course” moment Something came along and ate the flower I’m tired of watching things eat eachother The Pixar movies of 2020 Hard plastic is actually preferable As scary as they need to be A robot named Floyd We were discovering entirely new genres Put that house into VR Page number 27: things you find in a kitchen

Kodsnack in English
Kodsnack 241 - Looking for the killer apps in VR

Kodsnack in English

Play Episode Listen Later Jan 2, 2018 33:19


Fredrik discusses VR with Noah Falstein of the Inspiracy (and previously companies such as Google and Lucasfilm games). We talk about where VR is today, which platforms are good today and what might happen going forward. VR might be on the verge of a big breakthrough but there is still a lot left to be discovered, from ways of controlling experiences to entire new genres. Recorded on stage at Øredev 2017. Thank you Cloudnet for sponsoring our VPS! Comments, questions or tips? We are @kodsnack, @tobiashieta, @oferlund and @bjoreman on Twitter, have a page on Facebook and can be emailed at info@kodsnack.se if you want to write longer. We read everything we receive. If you enjoy Kodsnack we would love a review in iTunes! Links Noah Falstein Lucasfilm games Indiana Jones and the last crusade Noah’s keynote - “The real, the virtual, and the cortex” Noah’s second presentation - Lucasfilm games and the rise of Lucasarts Habitat The Habitat promotional video Club Caribe Quantum link The QWERTY keyboard The OS X dock Google Spotlight stories Pearl Special delivery - by Aardman animation The Simpsons VR episode A nice (360) flight over Pyonyang James Cameron’s Avatar sequels Games for health 40 predictions for VR/AR through 2025 Dataglove Jaron Lanier Apple Newton Polybius Jeff Minter Virtual virtual reality Portal The lost bear Steve Meretzky Planetfall The Sims Doom Castle Wolfenstein Katamari damacy Memory palaces Alphago and Alphago zero The holodeck Dream park, by Larry Niven and Steven Barnes Ready player one Black mirror Titles Nobdy had ever experienced that I become a character in the computer? A realtime, constant back and forth A version that doesn’t allow you to do most of the fun stuff It demos well Still looking for the killer apps in VR The grammar of VR storytelling The Spielberg or Lucas of VR An “of course” moment Something came along and ate the flower I’m tired of watching things eat eachother The Pixar movies of 2020 Hard plastic is actually preferable As scary as they need to be A robot named Floyd We were discovering entirely new genres Put that house into VR Page number 27: things you find in a kitchen

Björeman // Melin
Avsnitt 99,5: Ringa rikssamtal (helt gratis)

Björeman // Melin

Play Episode Listen Later Nov 3, 2017 50:50


Först ut en påminnelse om hur avsnitt 100 ska firas. Sedan en uppföljning om Jockes sökproblem på iOS. Vi snackar Iphone X, Apples … oväntade urval av medier som fick tillgång till telefonen och lite om intrycken och våra förväntningar. Sedan snackar vi om intervjuande. Fredrik ska åka till Malmö och intervjua utvecklare, Jocke delar med sig av en lurig intervjuhistoria, intervjutankar och om nyttan av att vara intresserad av det man gör. 00:56: Påminnelse om avsnitt 100 03:15: Uppföljning om Jockes Spotlight-problem på iOS 04:26: Mer iOS, mer emoji! 06:44: Vi är inte så bra på livesändningar 09:02: Ryggskott och IDE på Amiga 10:57: Iphone X är här 26:59: App: the human story 29:35: Intervjuande Länkar Vår Discord-kanal Fira avsnitt 100 med oss! Johan Wassberg Tandem CD+IDE IDE-kontroller för Amiga 2000 PATA och SATA Commodore A2091 Jockes första och andra drapa René Ritchies recension App: the human story Øredev Carl Ghatan Noah Falstein Kodsnack med Stefan Karpinski om programmeringsspråket Julia Macsysadmin Fullständig avsnittsinformation finns här: https://www.bjoremanmelin.se/podcast/avsnitt-99-5-ringa-rikssamtal-helt-gratis.html.

Björeman // Melin
Avsnitt 95: Ett BBS-system för min C128

Björeman // Melin

Play Episode Listen Later Sep 23, 2017 81:47


Finns det ingen Pascal för C128:an annat än i CP/m-läge? Jocke frågar lyssnarkretsen. Topp tre gamla filmer med datorer i? 00: Intro 41: Fredrik försöker köra Mac-app 03:04: Jocke ska programmera Commodore 128 06:35: Snabbare diskettstationer för Commodore 128! 10:56: Spectrum - maskiner vi knappt minns 22:43: Jobbuppföljning 23:04: Blade runner: the final cut 34:36: IOS 11, köpsug och klockförvirring 43:47: Jockes jobbigaste upptäckt i IOS 11 55:05: Vargen kommer, faktiskt 1:05:39: Hackers 1:08:34: Sidospår: snygga moderna spel 1:11:41: Jag har ingen lust! 1:17:57: Din utmaning är att se Hackers Länkar Podcast chapters Swift Cocoapods npm Gubbdata Basic 7.0 C Assembler Pascal - vad heter Pascal för Commodore 128? CP/M KOM-system Commodore 1571 Jiffydos Laserwriter Øredev Marco Ceccone - The ultimate ZX Spectrum talk ZX Spectrum Sinclair QL Jack Nutting Jacks Atari-presentation Jacks Taylor Swift-cover Spectrum-datorer Clive Sinclair Bild med skillnaden på Spectrum 128K och övriga Noah Falstein Indiana Jones and the fate of Atlantis SCUMM Blade runner: the final cut Dangerous days - den långa dokumentärern Blade runner 2049 släpps 6 oktober ET The thing Wrath of Kahn Future noir Ridley Scott diskuterar sin favoritscen i Blade runner Pridearmbandet Jolla Macstories IOS 11-recension Myke Hurley History on fire - en härlig historiepodd Theodore Roosevelt Franklin D. Roosevelt Vargen kommer! Hackers - Fredriks nya hemläxa Sneakers Batman Arkhamn knight Shadow of Mordor Gamelengths.com och howlongtobeat.com Wargames Fullständig avsnittsinformation finns här: https://www.bjoremanmelin.se/podcast/avsnitt-95-ett-bbs-system-for-min-c128.html.

Dev Game Club
DGC Ep 044: TIE Fighter Interview with Larry Holland

Dev Game Club

Play Episode Listen Later Jan 11, 2017 80:10


Welcome to a special interview episode examining 1994's Star Wars classic TIE Fighter. We welcome Larry Holland and discuss the overall arc of his career building games for LucasArts and specifically TIE Fighter. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. TTAJ: Podcast breakdown: 0:31       Interview with Larry Holland 1:05:53  Break 1:06:21  Outro/Next time Issues covered: early career, educational background and focus in anthropology, love of history, military simulation, World War II trilogy, shift to IBM PC, CGA->EGA graphics, reliving history from both sides and controversy, life and death struggles, manuals to support games, combat focus vs flight/avionics focus, switching to a fictional history, quiet around the Star Wars property, moving to 3D from rotating and scaling sprites, adding a 2D cinematic engine, film "history," reflecting the environment as an attempt to be immersive, WWII air combat speeds and gun camera footage vs BVR fighting, life-and-death and pilot knowledge, craft systems management, challenging players with choices, situational awareness, adding mission complexity driving specialized targeting commands, managing franchise complexity, site targeting, multi-level goals and showing players what they were, completion fanatics, origin of the level editor, "beware of the designer's second game," sleeping at Kerner, turning QA into mission designers, learning how to build games while building games, building behaviors, orders and choreography, the agent of the Emperor, a secret society, moral grayness vs the stark black and white, partisan politics and points of view, discussion of what's next and focus. Games, people, and influences mentioned or discussed: Totally Games, Reed Knight, Darren Johnson, Super Zaxxon, HESWare, Noah Falstein, Maniac Mansion, Zak McKracken, PHM Pegasus, Strike Fleet, Battlehawks 1942, Their Finest Hour ("BoB"), Secret Weapons of the Luftwaffe ("SWotL"), Falcon series, Spectrum Holobyte, F-16, Microsoft Flight Simulator, Timothy Zahn, Peter Lincroft, Ed Kilham, John Glenn, Halo, David Wessman, David Maxwell, Rogue One, The Righteous Mind, Jonathan Haidt, SW Republic Commando, Phil Rosehill, Super Metroid at AGDQ, Ico, Shadow of the Colossus, Fumito Uedo, The Last Guardian, Team Ico/genDesign, Japan Studio, Loco Roco, Patapon, From Software, Demons's Souls, Echochrome, Gravity Rush, Tokyo Jungle, Puppeteer, Knack. Next time: We begin Ico! Play up until you have passed the Windmill. Links: Awesome Games Done Quick Shall We Play A Game? GOTY episode @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 19 with special guests Dave Grossman and Tim Schafer

Dev Game Club

Play Episode Listen Later Jul 13, 2016 71:33


In this final interview episode discussing recently remastered LucasArts classic Day of the Tentacle, we welcome two guests, DOTT co-leads Dave Grossman and Tim Schafer! We had a fascinating time talking with the two of them and getting their insights on what they were trying to do and where some of the decisions came from. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Production note: Some of Brett's voice cut out during recording, and so there are a couple places where that is patched up. Podcast breakdown: 0:39 Interview with Dave Grossman and Tim Schafer 1:01:55 Segment 2: Next time on DevGameClub! Issues covered: long introductions of our interviewees, holding your breath for ten minutes, the puzzles you remember when you revisit a game, openness in adventure game design, the lessons of inexperience, three- and four-act structures, puzzle miasma, non-linearity and agency, "Why Adventure Games Suck," backwards puzzles, "how's the player supposed to figure this out?," pizza orgies, playtesting, usability, origin of the time travel motif and mechanic, Kerner buildings and ILM and the paradise of Skywalker Ranch, the turtle sweater puzzle and bitter tears, interface puzzles, low execution barrier, Monkey Island 2 air tube and available interface vocabulary, tiny cutthroat pool, dialogue puzzle, when a puzzle is broken, what's allowed when you use something only once vs ten times, branches and offshoots of adventure games, the adventure game headspace and how things aren't necessarily represented on the screen but in the player's head, having time to play, making systems vs crafting a few minutes at a time, sweet spot for puzzle difficulty, prequels and business realities, "I love this fucking game!," pacing in Telltale Games, "hero rooms," procedural narrative, computer-written Mozart, levels of narrative, macro vs micro, injecting the player into the story, red herrings, the obvious solution never works, guiding the player back, the mummy as helpdesk, what these gentlemen are up to today. Games, people, and influences mentioned or discussed: Monkey Island series, LucasArts, Humongous Games, Hulabee, Telltale Games, Earplay, Full Throttle, Grim Fandango, Psychonauts, Brütal Lëgënd, Broken Age, Tim Delacruz, Jonathan Ackley, Ron Gilbert, Noah Falstein, Gary Winnick, Die Hard 2, Gwen Musengwa, Gone Home, Infocom, Zork, Hitchhiker's Guide, Star Wars, Sierra, Republic Commando, Uncharted 4, Left 4 Dead, Chris Crawford, Clint Hocking, Hal Barwood, Peter Chan, Larry Ahern, Pete McConnell, Clint Bajakian, Jory Prum (RIP), Codename Cygnus, Pokemon, Futurama: Game of Drones. Links: Tim Schafer mentions a Hamlet text adventure that's web-based Tim and Dave refer a couple times to them playing the game, and you can watch that on YouTube Codename Cygnus  Futurama Game of Drones Day of the Tentacle iOS Next time: Warcraft, the RTS that launched a whole universe! Play the first four episodes, playing Human 1, Orc 1, then Human 2, Orc 2. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 18: Day of the Tentacle (part 3)

Dev Game Club

Play Episode Listen Later Jun 29, 2016 77:47


In this third episode discussing recently remastered LucasArts classic Day of the Tentacle, we finally move on to talk about specific puzzles -- this is a spoilery podcast. Plus, Tim has a moment of psychological devastation as Brett unveils the implications of his approach. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Last third of the game! Finish it off. Podcast breakdown: 0:30 Specific puzzles where we got stuck 38:20 Break 1 38:53 History and its discontents (okay, grab bag) Issues covered: puzzle games and programming/debugging, Ron Gilbert's Rules of Adventure Game Design, getting to a point where a game is unsolvable (and not knowing), squeaky bed puzzle, when objects are decomposed and not, interface differences between PC and console, spatial relations in adventure games, the right time to cut away from a scene (what to show and what not to -- production solutions), fixating on the bowling ball, Rosebud, "Meanwhile..." cutscenes, the Rule of Three, the rules of the mummy (as a hint or a reminder), giving players options, the risk of doing puzzles out of order, intentional red herrings, narrative trade-off vs getting stuck in linear adventure games (to which DoTT is contrary), procedural adventure games, mowing the lawn while acting as a hint line, comparing LucasArts adventure games to other adventure games, "A" bugs then and now (LucasArts ahead of its time), the producer army, leaving interesting "bugs" in and those becoming a core part of the game, turns as a fuse, early adventure games' mechanics, labors of game love, indie games' freedom, "default" game choices, choices better fitting a setting or idea, "make it bushy," Tim's soft noodle he'd like to be hard, Tim's psychological self-insight into competition, podcast metagaming, Tim compliments Brett (this never happens, so I am remarking on it), fiddling with the mummy, doing just enough for some players to get a gag, returning to the headspace of the adventure game, the origin of narratives and puzzles in the adventure game and hybridization, dialog tree puzzle, Silly Putty, getting stuck (reader mail), week off (week of the 4th of July). Games, people, and influences mentioned or discussed: Tom Mathews, "The Website Is Down," Ron Gilbert, Sierra On-Line Games, System Shock 2, Indiana Jones, Citizen Kane, Sean Clark, Mike Stemmle, Monkey Island series, The Longest Journey, Humongous Games, Pajama Sam, Dave Grossman, Bethesda Game Studios, Halo series (obliquely), Tribes, Dynamix, Starfighter, Witness, Deadline, Infocom, DOOM (2016), Cthulhu, Planescape: Torment, Final Fantasy IX, Baldur's Gate, Noah Falstein, Curse of Monkey Island, Grim Fandango, Hitman 2: Silent Assassin, The Last Express, COD: Modern Warfare, Link's Awakening, The Witness, The Stanley Parable, Jonathan Blow, Professor Layton, Myst. Links: Ron Gilbert on Why Adventure Games Suck Puzzle by Puzzle Analysis of DoTT GDC talk about DoTT Puzzle Design by same author Next time: We think an interview! Depends on schedules. We're working on it! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Understanding the American Experience
The Art of Video Games: Beginnings

Understanding the American Experience

Play Episode Listen Later Apr 5, 2012 3:22


This is one of five themed videos from The Art of Video Games exhibition at the Smithsonian American Art Museum (http://www.americanart.si.edu/taovg). The videos feature excerpts from interviews with 20 influential figures in the gaming world—Nolan Bushnell, David Cage, Steve Cartwright, Jenova Chen, Don Daglow, Noah Falstein, Ed Fries, Ron Gilbert, Robin Hunicke, Henry Jenkins, Jennifer MacLean, RJ Mical, Mike Mika, David Perry, Jane Pinckard, Kellee Santiago, Tim Schafer, Jesse Schell, Warren Spector and Tommy Tallarico.

Understanding the American Experience
The Art of Video Games: The Future

Understanding the American Experience

Play Episode Listen Later Apr 5, 2012 3:27


This is one of five themed videos from The Art of Video Games exhibition at the Smithsonian American Art Museum (http://www.americanart.si.edu/taovg). The videos feature excerpts from interviews with 20 influential figures in the gaming world—Nolan Bushnell, David Cage, Steve Cartwright, Jenova Chen, Don Daglow, Noah Falstein, Ed Fries, Ron Gilbert, Robin Hunicke, Henry Jenkins, Jennifer MacLean, RJ Mical, Mike Mika, David Perry, Jane Pinckard, Kellee Santiago, Tim Schafer, Jesse Schell, Warren Spector and Tommy Tallarico.

Interview Starcade
ISC-7 Point n Click Noah Falstein Dave Grossman

Interview Starcade

Play Episode Listen Later Feb 11, 2011 61:57


Hand picked from the We Talk Games interview archives, here comes two great names in the Point and Click Graphical Adventure Genre, Noah Falstein (creator of over 80 hot titles) and Dave Grossman (currently of Telltale Games and originator of Phrenopolis). If you like what you hear, drop by We Talk Games Dot Com and join our free and fantastic community, subscribe to our monthly (CSI-WTG) Council Slash Interview show and weekly Break-Out Bonus Level Minisodes.