POPULARITY
As Founder & CEO of Oceanhouse Media, a leading publisher of mobile apps that uplift, educate and inspire, Michel has developed apps that millions of people have downloaded. Oceanhouse Media has released over 600 apps in its first 10 years. In 2013, the company was ranked #114 on the Inc 500 Fastest-Growing Private Companies list. Michel is a “digital tinkerer” at heart and is known for developing apps that drive personal and professional performance. Some of his more notable creations are “CommitTo3”, Michel's personal daily coaching app “Mindset for Success,” and the recently released “Marshall Goldsmith Coaching” app. In early 2018, Michel founded his 4th company, Extality, which focuses on high-end, enterprise solutions using VR (virtual reality), AR (augmented reality) and MR (mixed reality). The company has delivered groundbreaking work for Magic Leap (a leading AR/MR hardware vendor) and CNN/Turner where they developed CNN's first AR solution for network news delivery in mixed reality. Michel found prior success with Presto Studios, a videogame development company that he co-founded and ran for 11 years. Presto Studios had numerous hits including “The Journeyman Project” series, “Myst 3: Exile” and many more. His first company, MOOV design, was founded in 1989 where he developed innovative interactive multimedia projects many years before these new technologies were mainstream. One stand-out project from the time was Verbum Interactive (the world's first interactive, multimedia magazine). Michel is extremely active in Entrepreneurs' Organization (EO) where he currently serves as the Regional Chair for the US West Regional Council after many years of local chapter service. He has completed the 3-year EO Entrepreneurial Masters Program at MIT and EO's Global Leadership Academy in Washington D.C. As someone who has strived for and found success in work, personal and family life, Michel has decided that it is time to give back. He remains an active learner as his efforts are now transitioning to writing, coaching, teaching and lecturing. mk@omapp.com | www.MichelKripalani.com (760) 715-5790 | Twitter @MKripalani | Intragram @michelkripalani | LinkedIn https://www.linkedin.com/in/michelkripalani/
"Life is full of opportunity. Leadership is about taking those opportunities. Legacy is what you will leave behind when you do." ~Michel Kripalani Habits2Goals is proud to present a conversation with the insightful leader, coach, and entrepreneur extraordinaire Michel Kripalani A peripatetic upbringing with an engineer father exposed Kripalani to numerous life experiences, fueling a fascination with and empathy for people and their varied life experiences. At first a pre-med student at UCSD, Kripalani found himself called to visual arts; this path led to his first startup soon after graduation, moov Design, a firm ahead of its time that coded the first-ever multimedia magazine. Fueled by a desire to build a game, his next venture, Presto Studios, created the Journeyman Project in 1993—the world's first photorealistic adventure game. JP defied all expectations, selling more than 100,000 copies. A desire to enter the burgeoning app economy fueled Kripalani's next venture: Oceanhouse Media, which became a leading developer and publisher of apps for the mobile market that secured licensing relationships with Dr. Seuss Enterprises, Hay House, Random House, and more. His latest business, Extality, is again at the cutting edge, billing itself as an "Extended Reality development company." Tune in for a fascinating discussion of one entrepreneur's personal and professional journey, including lessons on intention, improving processes, finding ways to uplevel, taking initiative, and being your best self every day. Enjoy the episode! RESOURCES TO LEARN MORE ABOUT MICHEL KRIPALANI MichelKripalani.com Extality Website https://oceanhousemedia.com/ TRANSFORMATIVE BOOKS RECOMMENDED BY MICHEL KRIPALANI Triggers, by Marshall Goldshmith The Power of Now, by Eckhart Tolle TECH TOOLs RECOMMENDED BY MICHEL KRIPALANI Marshall Goldsmith Coaching App 15Five Management Software *** New listeners: By texting the word "HABITS" to the mobile phone number "33444" you will instantly receive your "hack"/habit tracker/habit development template, or you can download it here: thehabitfactor.com/templates. Feel free to share the episode and leave a review on iTunes! ***** Subscribe iTunes here! Subscribe: Android | RSS ***** TOOLS/BOOKS WE RECOMMEND: Grab your FREE copy of As a Man Thinketh (PDF) right here: As a Man Thinketh The 3 C's of SucCcess (Mitch W. Steel) The Psychology of Achievement (Brian Tracy) The Power of Positive Thinking (Normal Vincent Peale) The Magic of Thinking BIG! (David Schwartz) Think & Grow Rich (Napoleon Hill) The Success Principles (Jack Canfield) Getting Things Done! (Allen's Great Book!) TRELLO! **HABIT FACTOR RESOURCES!!** The New HabitXP Planner! (FREE! The Habit Factor's Tracking Template) The Habit Factor® (website: BLOG, tips, tools and other resources) The Habit Factor® Book (Amazon Kindle) The Pressure Paradox® Book (Amazon Kindle) The Habit Factor app (iOS, Android) The Pressure Paradox™ **WEBINARS** Get Unstuck Course Habit Mastery: (FREE) Learn the process to Master Habit, Enhance Discipline and Strengthen Willpower: The 28 Day Breakthrough!
Welcome to Dev Game Club, where we are in our second discussion of Super Castlevania IV. We talk about the difficulty of the game and "fairness," Mode 7 shenanigans, and how the game quickly teaches things and moves on. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To/through Stage VIII Issues covered: the Myst-like rabbit-hole, leaning into the affordances of the SNES Classic, difficulty of Stage IV, the question of fairness and difficulty, throwing a lot at you, ramping up difficulty quickly, not a lot of soft landings or player help, play style, how to double jump across two spinning platforms, hard failures vs safe failures, having to put a game in its time, hard games in their time, challenge as fun, having release valves for difficulty, lacking time to explore with a timer game, getting into the designer's head, the world disappearing when you can't see it, finding every bit of memory or performance, having the hardware for less time, boldly leaning into Mode 7, the swinging chandeliers, slowly moving the character while the level rotates, letting the player deal with small issues and compromises, the Golem boss and shrinking the character, a great moment with the enemy design, learning how much time various actions take, being punished for slow reactions, multiple enemy states, wanting more helpful pickups, secondary/sub-weapons, moving up in levels, the navigation challenge of the stairs, analog stick vs d-pad, sticky surfaces in cover games, ladders in late 90s/early 00s games, bad publishing deals, physical game production, walking backwards up stairs, being able to think about the game when you're not playing it, genre death and rebirth, tension and boss placement. Games, people, and influences mentioned or discussed: Myst III: Exile, Obduction, Riven: The Sequel to Myst, The Book of Atrus, Warcraft, SNES Classic, Braid, Prince of Persia: Sands of Time, Super Mario World, Super Metroid, Mortal Kombat II, Sekiro: Shadows Die Twice, Dark Souls, The Six Million Dollar Man, Indiana Jones and the Last Crusade, Legend of Zelda, Nintendo Switch, Kingdom Hearts, Nicholas McCormick, Robyn Miller, Cyan Worlds, David Brevik, Diablo, Blizzard, LucasArts, Daron Stinnett, Sony, Microsoft, Nintendo, Sega, Zimmy Finger, Mike Vogt, Radiohead, Bohemian Rhapsody, Return of the Obra Dinn, Lucas Pope, Papers Please, Unreal Engine, Presto Studios, The Journeyman Project, Disney's Haunted Mansion, Ready Player One, The Shining. Next time: Finish the game! https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where this week we turn to 1991's Super Castlevania IV, due to the series having its anniversary this year. We talk about quite a lot of stuff, including its arcade nature but also its nods to the home market, its tone and setting ,how it teaches stuff, an a host of other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first two stages Podcast breakdown: 0:42 Castlevania Discussion 46:32 Break 47:11 Feedback Issues covered: games in 1991, the arcade nature of this title, Metroidvania, arcade elements, common approaches to design, making Simon feel heavier and different, remaking Castlevania, the different approaches of other Castlevania games, playing something so old school, learning skills along the way, learning timing, using layers in Mode 7, exploring with some depth, jumping levels and stair climbing, the cool thing you can do with the new hardware, the multiple uses of the whip, powering up the whip, discovering that you can whip the background, teaching moments, enemy design, cursing the bobbing medusa heads, ramping the difficulty on enemies, mixing up enemies by plussing them up, putting all the enemies in the manual, possible sales technique, multi-phase bosses, patterns to detect in their movement, using sprites to lengthen out a spine, fighting the boss mid-level, seeing the boss's health level throughout the level, balancing difficulty, JRPGs, your weapons of choice, using hearts as ammo, the original name Dracula Satanic Castle, satanic panic of the 80s in the US, the animated series, talking about the many entries, the many places this series has gone, a Singing Review, uses for players guides, prodding you to think, developers working with players guides, getting Mew and Mewtwo in Pokemon, Japanese development. Games, people, and influences mentioned or discussed: Link to the Past, Super Mario World, Sonic the Hedgehog, Final Fantasy IV (/II), Civilization 1, Megaman 4, Monkey Island 2, Metroid 2: Samus Returns, Streetfighter 2, Another World/Out of this World, Super Ghouls 'n' Ghosts, Neverwinter Nights, Road Rash, Tecmo Bowl, Konami, Silent Hill, Metal Gear Solid, Contra, Frogger, Pro Evo, Dance Dance Revolution, Castlevania: Symphony of the Night, GameBoy Advance/Nintendo DS, Bionic Commando, Indiana Jones, Dungeons and Dragons, Bram Stoker, Netflix, Warren Ellis, Hideo Kojima, Platinum Studios, SNES Classic, MJVogt85, Paranoid Android, Radiohead, Moby, Magnus Carlsson, MYST, Riven, John from Cincinnati, The Wizard and the Princess, Space Quest, King's Quest, Baldur's Gate, Fallout, Obduction, Infocom, Sierra, Robyn Miller, Rand Miller, David Wingrove, Dark Horse, The Witcher, Starfighter, Jedi Starfighter, Republic Commando, Fallout 3, Skyrim, The 2nd Quest, Disney, Imagineering, Jonathan Ackley, Chris Pavis, Rob Huebner, The Journeyman Project, Presto Studios, UbiSoft, ScummVM, ResidualVM, Gothic Chocobo, irreverentQ, Pokemon Sword & Shield, Unreal Engine, The Pokemon Company, Game Freak, Lightning Returns. Next time: The next three stages Links: Myst and Disney https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Kusoge aficionado Heidi Kemps (Gaming.moe) joins us this week to talk about her shaky introduction to video games; a one-two punch of having too much empathy for Frogger, and the assumption that the most interesting games were "for boys only." After this belief was challenged by a bizarre Super C commercial, Heidi embarked on a lifelong journey that eventually found her in possession of the only Fighting Vipers 2 cabinet in America.Also, we talk the vagueness of Phantasy Star II, the inscrutable Presto Studios-developed Gundam FMV game, GIRLZ BUTTZ, Sega loyalty, Raimais' plethora of secrets and the general wonders of Taito, Seiken Densetsu 3, the effortless rebellion of Jet Set Radio, and how multifaceted enjoyment of the medium can make research more enjoyable than play. Be sure to read her deep dive into quiz cabinets.Follow Heidi on Twitter @zerochan, Twitch devilrei, YouTube devilREIchan, Be sure to check out her friends on Twitch RetroPals and LordBBH for more obscure weirdness.Intro Music "Summer Vacation in Scanline" by NurvussOutro Music "トワイライトでHEART-BEAT" by パフェ♥カフェparfait♥cafe
Victor Navone is a Supervising Animator at Pixar Animation Studios. Since 2000, he has worked on such high budget animated features as Monsters, Inc., Finding Nemo, The Incredibles, Cars 2 & 3, WALL-E, Brave, Inside Out and many more. After graduating from the University of California, Irvine, Victor began working as a 3D artist at Presto Studios, a video game company. He continued to study 3D character animation in his spare time. In 1999, Victor's first animated short Alien Song, which was a result of some animation and lip sync tests, went viral. When it caught the attention of Edwin Catmull, the President of Pixar Animation Studios, Victor was invited for an interview. He joined the company in 2000. For his work on WALL-E, Victor has won an award from the Visual Effects Society. He has taught at Animation Mentor and Animation Collaborative. In this Episode, Victor talks about his career -- with its victories and detours -- tools of a successful artist and insider tips for a demo reel that's guaranteed to get you noticed! For more show notes, visit www.allanmckay.com/104/
The Whole World 1-1 Crew is back! On the very special episode, the guys are joined by Tommy Yune, Keith Kaisershot, and Matthew Hoops from Presto Studio to tells us about The Journeyman Project: Pegasus Prime, which is available now on Steam. They discuss how everything started, bugs they encountered, what their first adventure game was, and part 4 of the series that never happen. Also, we have a contest that is going but you have to listen to find out! You find more of these episodes on Shoutengine.com, iTunes, Soundcloud, Google Play, and other podcast apps. You can email the show at world11podcast@gmail.com and follow us on Twitter @World1_1Podcast. Until next time everyone, we are ouuuuttt (time travels away)
Jump back in time this week with Eddie V, Adrian, and Larry as they are joined by Tommy Yune, Keith Kaisershot, and Matthew Hoops of Presto Studios to talk about The Journeyman Project. You'll hear all about the making of this legendary adventure series, the challenges of bringing it to Steam, and what got left on the cutting room floor. Also find out about what could be in store for the future of the Journeyman Project series and what it might take to finally get Journeyman Project 4 made!!! Plus a fantastic give away this week compliments of Presto Studios!!! PodBean: https://worldoneone.podbean.com/iTunes: https://podcasts.apple.com/us/podcast/world-1-1/id1448496567Google Play Music: https://play.google.com/music/listen?u=0#/ps/Iq6ecqbjsnrmhdq2hqz32mevcyiSpotify: https://open.spotify.com/show/7smIxya0mzr1tSajyDfdJxYouTube: https://www.youtube.com/channel/UCx5orqETnQrLiYyrgQFcCDQTwitch: https://www.twitch.tv/worldoneonepodcastFaceBook: https://www.facebook.com/WorldOneOnePodcast/Twitter: @World1_1PodcastInstagram: world1_1podcast
Originally Broadcast 2013/03/29: A more recent example is Majora's Mask on 3DS. Did we even talk about it in this podcast? Listen to find out! Even in the 8-bit days, the theme of time travel in video games was all around us. For some, it was a story excuse to visit historical landmarks and offer. Other explored idea of what it meant to manipulate tiem Usually, they were some poorly-designed movie tie-in. But each one offered an unmentioned promise that someday, somewhen, the ultimate time travel game would arise. Now, if only someone would invent actual time travel and send that game back to us in time for this episode! Vinnk and Sean discuss their favorite (and sometimes not-so-favorite) time travel games, what they did right, what they could have done better, and spend probably too much time gushing about Presto Studio's The Journeyman Project and bolstering the merits of the 1996 Doctor Who movie on Fox starring Paul McGann. But, mostly, it's about games. And we somehow forgot to mention Shadow of Destiny... (Don't worry; we'll try to cover that in the show notes.) Details about the podcast, links to related articles, and supplemental audio/video are available at FamicomDojo.TV: https://famicomdojo.tv/podcast/72 Leave us a voicemail at 608-492-1923, or share your thoughts on Facebook (https://facebook.com/famicomdojo), Instagram (https://instagram.com/famicomdojo), Twitter (@FamicomDojo), or our Famicom Dojo YouTube channel (https://youtube.com/famicomdojo). "RPG" theme song by the Imari Tones: http://imaritones.net Vinnk and SeanOrange pixel art by Louis Lloyd-Judson: https://louistrations.co.uk This podcast is brought to you by the Little Podcast Network. Sponsor an episode, or listen to other great shows at http://LittlePodcast.com.