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Sad news for all of us: producer Rachael Cusick— who brought us soul-stirring stories rethinking grief (https://zpr.io/GZ6xEvpzsbHU) and solitude (https://zpr.io/eT5tAX6JtYra), as well as colorful musings on airplane farts (https://zpr.io/CNpgUijZiuZ4) and belly flops (https://zpr.io/uZrEz27z63CB) and Blueberry Earths (https://zpr.io/EzxgtdTRGVzz)— is leaving the show. So we thought it perfect timing to sit down with her and revisit another brainchild of hers, The Cataclysm Sentence, a collection of advice for The End. To explain: one day in 1961, the famous physicist Richard Feynman stepped in front of a Caltech lecture hall and posed this question to a group of undergraduate students: “If, in some cataclysm, all of scientific knowledge were to be destroyed, and only one sentence was passed on to the next generation of creatures, what statement would contain the most information in the fewest words?” Now, Feynman had an answer to his own question—a good one. But his question got the entire team at Radiolab wondering, what did his sentence leave out? So we posed Feynman's cataclysm question to some of our favorite writers, artists, historians, futurists—all kinds of great thinkers. We asked them “What's the one sentence you would want to pass on to the next generation that would contain the most information in the fewest words?” What came back was an explosive collage of what it means to be alive right here and now, and what we want to say before we go. Featuring: Richard Feynman, physicist - The Pleasure of Finding Things Out (https://zpr.io/5KngTGibPVDw) Caitlin Doughty, mortician - Will My Cat Eat My Eyeballs (https://zpr.io/Wn4bQgHzDRDB) Esperanza Spalding, musician - 12 Little Spells (https://zpr.io/KMjYrkwrz9dy) Cord Jefferson, writer - Watchmen (https://zpr.io/ruqKDQGy5Rv8) Merrill Garbus, musician - I Can Feel You Creep Into My Private Life (https://zpr.io/HmrqFX8RKuFq) Jenny Odell, writer - How to do Nothing (https://zpr.io/JrUHu8dviFqc) Maria Popova, writer - Brainpickings (https://zpr.io/vsHXphrqbHiN) Alison Gopnik, developmental psychologist - The Gardener and the Carpenter (https://zpr.io/ewtJpUYxpYqh) Rebecca Sugar, animator - Steven Universe (https://zpr.io/KTtSrdsBtXB7) Nicholson Baker, writer - Substitute (https://zpr.io/QAh2d7J9QJf2) James Gleick, writer - Time Travel (https://zpr.io/9CWX9q3KmZj8) Lady Pink, artist - too many amazing works to pick just one (https://zpr.io/FkJh6edDBgRL) Jenny Hollwell, writer - Everything Lovely, Effortless, Safe (https://zpr.io/MjP5UJb3mMYP) Jaron Lanier, futurist - Ten Arguments for Deleting Your Social Media Accounts Right Now (https://zpr.io/bxWiHLhPyuEK) Missy Mazzoli, composer - Proving Up (https://zpr.io/hTwGcHGk93Ty) Special Thanks to: Ella Frances Sanders, and her book, "Eating the Sun" (https://zpr.io/KSX6DruwRaYL), for inspiring this whole episode. Caltech for letting us use original audio of The Feynman Lectures on Physics. The entirety of the lectures are available to read for free online at www.feynmanlectures.caltech.edu.All the musicians who helped make the Primordial Chord, including: Siavash Kamkar (https://zpr.io/2ZT46XsMRdhg), from Iran Koosha Pashangpour (https://zpr.io/etWDXuCctrzE), from Iran Curtis MacDonald (https://zpr.io/HQ8uskA44BUh), from Canada Meade Bernard (https://zpr.io/gbxDPPzHFvme), from US Barnaby Rea (https://zpr.io/9ULsQh5iGUPa), from UK Liav Kerbel (https://zpr.io/BA4DBwMhwZDU), from Belgium Sam Crittenden (https://zpr.io/EtQZmAk2XrCQ), from US Saskia Lankhoorn (https://zpr.io/YiH6QWJreR7p), from Netherlands Bryan Harris (https://zpr.io/HMiyy2TGcuwE), from US Amelia Watkins (https://zpr.io/6pWEw3y754me), from Canada Claire James (https://zpr.io/HFpHTUwkQ2ss), from US Ilario Morciano (https://zpr.io/zXvM7cvnLHW6), from Italy Matthias Kowalczyk, from Germany (https://zpr.io/ANkRQMp6NtHR) Solmaz Badri (https://zpr.io/MQ5VAaKieuyN), from IranAll the wonderful people we interviewed for sentences but weren't able to fit in this episode, including: Daniel Abrahm, Julia Alvarez, Aimee Bender, Sandra Cisneros, Stanley Chen, Lewis Dartnell, Ann Druyan, Rose Eveleth, Ty Frank, Julia Galef, Ross Gay, Gary Green, Cesar Harada, Dolores Huerta, Robin Hunicke, Brittany Kamai, Priya Krishna, Ken Liu, Carmen Maria Machado, James Martin, Judith Matloff, Ryan McMahon, Hasan Minhaj, Lorrie Moore, Priya Natarajan, Larry Owens, Sunni Patterson, Amy Pearl, Alison Roman, Domee Shi, Will Shortz, Sam Stein, Sohaib Sultan, Kara Swisher, Jill Tarter, Olive Watkins, Reggie Watts, Deborah Waxman, Alex Wellerstein, Caveh Zahedi.EPISODE CREDITS Reported by - Rachael Cusick (https://www.rachaelcusick.com/)Our newsletter comes out every Wednesday. It includes short essays, recommendations, and details about other ways to interact with the show. Sign up (https://radiolab.org/newsletter)! Radiolab is supported by listeners like you. Support Radiolab by becoming a member of The Lab (https://members.radiolab.org/) today. Follow our show on Instagram, Twitter and Facebook @radiolab, and share your thoughts with us by emailing radiolab@wnyc.org Leadership support for Radiolab's science programming is provided by the Gordon and Betty Moore Foundation, Science Sandbox, a Simons Foundation Initiative, and the John Templeton Foundation. Foundational support for Radiolab was provided by the Alfred P. Sloan Foundation.
#247 Designing like a Dungeon MasterInterview 2021.12.10 Your nice hosts (Ellen, mainly) conduct a double-interview, with a consummate professional and a committed amateur, on the subject of game design though the lens of tabletop game mastering. Subjects include the dynamic between system design and session design, the balance between planning and improvisation, and how players can be encouraged to participate in the process. Designing like a Dungeon Master Game DesignNarrativeTabletopAlternity - Sasquatch Game StudioMDA: A Formal Approach to Game Design and Game Research - Robin Hunicke, Marc LeBlanc, Robert Zubek, Northwestern UniversityDread, a game of horror and suspense - The Impossible DreamThousand Year Old Vampire - Tim HutchingsRobin's Laws of Good Game Mastering - Robin D. LawsUnpossible Game LabsCon of the North Katrina imagined a future with "Westworld as a video game," which coincidentally was a topic in one of our first episodes: "It's against the law to stop."Katrina OstranderGuestAn editor for over a dozen media tie-in novellas spanning multiple genres, and the Creative Director of Story and Setting for Fantasy Flight Games, where she oversees the internal and licensed development of the studio's proprietary IPs.Besides her work as an editor of tie-in fiction and developer of IPs, Katrina has written for or developed over a dozen roleplaying game products, including adventures, supplements, and core rulebooks. External link WebsiteTwitterThe Great Clans of Rokugan: Ice and SnowDescent: Legends of the Dark Jon KiehneGuest A "committed amateur" of tabletop role playing games, Jon is a longtime Dungeon Master who created a wholly unique campaign setting for his regular group (including your nice host Ellen) which he has been running for over six years.
Neste boteco conversamos sobre o que estamos jogando, trazendo nossas impressões sobre Final Fantasy VII Remake e Elden Ring. Em seguida, trazemos para o debate o recente vídeo do canal People Make Games, que investiga a situação trabalhista em três estúdios independentes de renome, os estúdio Mountains, de Ken Wong, Fullbright, de Steve Gaynor e Funomena, de Robin Hunicke. Todos os estúdios, comandados por figuras famosas, apresentaram denúncias de abuso e assédio moral, tendo uma alta taxa de rotatividade. No meio desses casos, uma publisher em comum é a Annapurna, que publica os jogos desses estúdios e parece ter uma atitude problemática na resolução dos conflitos. Tomando essa situação, debatemos os problemas do termo indie como grife ou gênero de jogo, a dependência em "mentes brilhantes e complicadas" e o papel da Annapurna como catalizadora desse cenário de jogo cult. Assista o vídeo do People Make Games - Investigating Three Indie Superstars Accused of Emotional Abuse. Ajude a financiar o Holodeck Design no Apoia.se ou fazendo doações pelo PicPay. Siga o Holodeck no Twitter, Facebook, Instagram, YouTube e entre em nosso grupo de Discord do Regras do Jogo. Nossos episódios são gravados ao vivo em nosso canal na Twitch, faça parte também da conversa. Participantes Fernando Henrique Gamer Antifascista Músicas: Persona 5 – Beneath The Mask lofi chill remix SUNMI – You can't sit with us
Robin Hunicke chats with Tyler Sigman, Co-Founder of Red Hook Studios. Together they discuss his journey into board games and video games; his start making table top games; his first steps into video game design; the difficulties of navigating funding for an indie studio in an emerging market; and the decisions that led to founding Red Hook Studios with Chris Bourassa. Tyler Sigman is one of the Co-Founders of Redhook Studios, who are best known for releasing Darkest Dungeon and Darkest Dungeon II, which is currently available in early access. @tylersigman @hunicke
Robin Hunicke on Designer Notes, Dark Souls, Redecor, MyHome, Solitaire Cruise, pirate stories, digitizing Mbali, raycasting, #NoticeMe Jam
Robin Hunicke on Designer Notes, Dark Souls, Redecor, MyHome, Solitaire Cruise, pirate stories, digitizing Mbali, raycasting, #NoticeMe Jam
In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why developers overperform their authority in large companies, how they almost accidentally made Journey a competitive game, and why they decided to let thatgamecompany run out of money to ship the game. This episode was recorded December 1, 2021.
In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why HyperCard was so great, why AI development is game design, and how Steven Spielberg almost made Angry Birds for EA. This episode was recorded March 24, 2018.
Robin Hunicke chats with the duo behind Unsighted, Studio Pixel Punk's Tiani Pixel and Fernanda Dias. Together they discuss their journey leading up to developing their first game; the challenges of game development in the emerging Brazilian game dev scene; what inspired the look and feel of Unsighted; and the importance of diverse viewpoints in games. Unsighted is the first game by Studio Pixel Punk which is comprised of the two-person team of Tiani Pixel and Fernanda Dias. Published by Humble Games, Unsighted is a top-down action-adventure, tasking players to explore a world ruined by war. Alma must traverse the vast city of Arcadia before the life force of her friends and herself withers away, turning friend to foe. Time is ticking, and every moment matters. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Your nice hosts (Ellen, mainly) conduct a double-interview, with a consummate professional and a committed amateur, on the subject of game design though the lens of tabletop game mastering. Subjects include the dynamic between system design and session design, the balance between planning and improvisation, and how players can be encouraged to participate in the process. Designing like a Dungeon Master Game DesignNarrativeTabletopAlternity - Sasquatch Game StudioMDA: A Formal Approach to Game Design and Game Research - Robin Hunicke, Marc LeBlanc, Robert Zubek, Northwestern UniversityDread, a game of horror and suspense - The Impossible DreamThousand Year Old Vampire - Tim HutchingsRobin's Laws of Good Game Mastering - Robin D. LawsUnpossible Game LabsCon of the North Katrina imagined a future with "Westworld as a video game," which coincidentally was a topic in one of our first episodes: "It's against the law to stop."Katrina OstranderGuestAn editor for over a dozen media tie-in novellas spanning multiple genres, and the Creative Director of Story and Setting for Fantasy Flight Games, where she oversees the internal and licensed development of the studio's proprietary IPs.Besides her work as an editor of tie-in fiction and developer of IPs, Katrina has written for or developed over a dozen roleplaying game products, including adventures, supplements, and core rulebooks. External link WebsiteTwitterThe Great Clans of Rokugan: Ice and SnowDescent: Legends of the Dark Jon KiehneGuest A "committed amateur" of tabletop role playing games, Jon is a longtime Dungeon Master who created a wholly unique campaign setting for his regular group (including your nice host Ellen) which he has been running for over six years.
Your nice hosts (Ellen, mainly) conduct a double-interview, with a consummate professional and a committed amateur, on the subject of game design though the lens of tabletop game mastering. Subjects include the dynamic between system design and session design, the balance between planning and improvisation, and how players can be encouraged to participate in the process. Designing like a Dungeon Master Game Design Narrative Tabletop Alternity - Sasquatch Game Studio MDA: A Formal Approach to Game Design and Game Research - Robin Hunicke, Marc LeBlanc, Robert Zubek, Northwestern University Dread, a game of horror and suspense - The Impossible Dream Thousand Year Old Vampire - Tim Hutchings Robin's Laws of Good Game Mastering - Robin D. Laws Unpossible Game Labs Con of the North Katrina imagined a future with "Westworld as a video game," which coincidentally was a topic in one of our first episodes: "It's against the law to stop." Katrina Ostrander Guest An editor for over a dozen media tie-in novellas spanning multiple genres, and the Creative Director of Story and Setting for Fantasy Flight Games, where she oversees the internal and licensed development of the studio's proprietary IPs. Besides her work as an editor of tie-in fiction and developer of IPs, Katrina has written for or developed over a dozen roleplaying game products, including adventures, supplements, and core rulebooks. External link Website Twitter The Great Clans of Rokugan: Ice and Snow Descent: Legends of the Dark Jon Kiehne Guest A "committed amateur" of tabletop role playing games, Jon is a longtime Dungeon Master who created a wholly unique campaign setting for his regular group (including your nice host Ellen) which he has been running for over six years.
Robin Hunicke chats with Art Director Lisette Titre-Montgomery of Double Fine Productions. Together they discuss her career trajectory into video games; advocating for a work-life balance; navigating sensitive complex issues in Psychonauts 2; how art and gameplay influence each other during development; and her work with Gameheads, a Game Development Accelerator program for Oakland youth. Lisette Titre-Montgomery is an Art Director with over twenty years of industry experience and 13 shipped titles. Specializing in creating studio cultures where artists and creatives thrive. Lisette has contributed to some of the industry's highest profile games, including Tiger Woods Golf, The Simpsons, Dante's Inferno, Dance Central 3, SIMS 4, South Park, and Transformers Age Of Extinction for Android and iOS. Her most recent project is Psychonauts 2 with Double Fine Productions. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Robin Hunicke chats with Adam Volker and Bohdon Sayre of Flight School Studio. Together they discuss building traditional and non-traditional indie games; growing a studio and hiring and learning from developers of different backgrounds; issues with discoverability; and how engaging in a wide range of creative activities can enhance and enrich the development process. Flight School Studio is a studio of artists and technicians. Collectively, the studio's creative team boasts top creative accolades, such as Academy, Emmy, Annie, Cannes Lion and Lumiere Awards. In addition to developing self-released titles (Manifest 99, Island Time VR, Creature in the Well, and Stonefly), the team collaborates on innovative entertainment with agency and brand partners (Oculus, Google, Lionsgate, Sony, Dell, American Express, GM, SAP, Verizon, AT&T). Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Robin Hunicke chats with Arshea Bimal about her first big break into games; the journey of a producer in the industry; working on systems that help increase diversity and inclusion in design; making sure everyone on the team has a voice; and what she hopes to accomplish in the future. Arshea is a producer at Funomena and was previously a software engineer trainee at Zynga. Arshea was also selected as an WomenIn Scholar by the AIAS Foundation. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Robin Hunicke chats with Chelsea Blasko about her long and varied path towards the games industry, learning via trial by fire at her first job in games, organic growth and diversity in projects and partners to increase stability, finding the confidence to make decisions, stepping out of the shadows into a front-of-house leadership role, the importance of feedback and support, and how culture and values can help a studio come together. Chelsea is the Co-CEO of Iron Galaxy Studios, who are best known for developing Killer Instinct, Divekick, and the recently released Extinction. Additionally, Iron Galaxy has helped studios finish and port titles, with over 60 games shipped worldwide. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Robin Hunicke chats with Dr. Mitu Khandaker about her journey around the world and into the games industry, finding her feet at teaching, building games from the ground up rooted in diverse cultural experiences, and about representation issues facing the games industry and ways to help financially support creators of color. Dr. Mitu Khandaker is CEO & co-founder of Glow Up Games, a new mobile free-to-play games & creative tech studio building systems-driven games for diverse audiences. She is also Assistant Arts Professor at the NYU Game Center, where she teaches game design and development. She holds a PhD on designing games for immersive interfaces such as VR, and has a background in computer engineering.
Robin Hunicke chats with Kimberly Voll about how her career in games began, her work on the player behavior team at Riot Games, what it means to design games to play well together, how to empower developers with the right tools and practices to improve player communities, how competitive high stakes moments affect how we interact with each other, and the difficulty of building a studio from the ground up that supports their values and goals. Kimberly is the Co-Founder of Stray Bombay and Co-Founder of the Fair Play Alliance. She is a designer and coder focused on the intersection of human behavior and games. Prior to her current roles, she was a principle game designer and Head of Player Dynamics at Riot Games. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Robin Hunicke chats with Derek Yu, creator of Spelunky 1 & 2. Together they discuss how Derek got started designing games in his youth, the difficulty of marketing small games, the joy of online creative communities, the finer points of game pricing, thinking about game development in physical terms, and the limitless potential of games. Yu is an American indie game designer, artist, and blogger. He is known for a number of indie games he helped design: Spelunky 1& 2, Aquaria, and Eternal Daughter. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Robin Hunicke chats with Jesse Schell to discuss how Jesse's work in game development helps keep him up to date as an educator, Schell Games' exploration into VR, the illusion VR creates for the body; VR's 10 million problem; and the importance of taking initiative and using all of the advantages afforded by 21st century technology to begin your career and overcome systemic disadvantages. Jesse Schell is the founder and CEO of Schell Games as well as a Distinguished Professor of the Practice of Entertainment Technology at Carnegie Mellon University. Schell Games is a game development and education company with titles on multiple platforms including location-based games, educational titles, and award-winning VR games such as I Expect You To Die and Until You Fall.
#182 "I will not threaten you with a noogie."Roundtable 2020.07.10 Guest host Charles McGregor starts the episode by getting REVENGE. The group talks a bit about the state of the growing "serious games" industry and what it's like to work alongside family members. Also, Stephen does a good transition, and... no one mentions Star Trek?! In his intro speech, Charles references episode #37: "Ugly and hard to use."The last days of Mixer - Mikhail Klimentov, The Washington PostTwitch Reckons with Sexual Assault as it Begins Permanently Suspending Streamers - Jacob Kastrenakes, The VergeTwitch bans popular streamer Dr Disrespect - Michael McWhertor, PolygonTwitch temporarily bans President Trump - Jacob Kastrenakes, The Verge Serious Play Conference 2020 0:16:00 Ellen Burns-JohnsonEventsSerious Play Conference Home PageSerious Play Conference ScheduleNew Metaari Forecast for Worldwide 2020-2025 Game-Based Learning Market Shows N… - Serious Play WireStop & Think: Teaching Players About Media Manipulation in Headliner - GDC, YouTubeMDA: A Formal Approach to Game Design and Game Research (PDF) - Robin Hunicke, Marc LeBlanc, Robert Zubek, Northwestern UniversityMDA Framework - Wikipedia5 Reasons Why Game-Based Learning Should Matter to Organizations - Karl Kapp, Allen InteractionsGamification vs Games-Based Learning: What's the Difference? - Halden Ingwersen, Capterra Blog Working with Family 0:42:09 Stephen McGregorIRL Mark mentioned the Nice Games Jam episode that started Reravel (#157): Reravel: A Backwards Storytelling GameEllen and Eric took blacksmithing at the Chicago Avenue Fire Arts Center
#182 "I will not threaten you with a noogie." Roundtable 2020.07.10 Guest host Charles McGregor starts the episode by getting REVENGE. The group talks a bit about the state of the growing "serious games" industry and what it's like to work alongside family members. Also, Stephen does a good transition, and... no one mentions Star Trek?! In his intro speech, Charles references episode #37: "Ugly and hard to use." The last days of Mixer - Mikhail Klimentov, The Washington Post Twitch Reckons with Sexual Assault as it Begins Permanently Suspending Streamers - Jacob Kastrenakes, The Verge Twitch bans popular streamer Dr Disrespect - Michael McWhertor, Polygon Twitch temporarily bans President Trump - Jacob Kastrenakes, The Verge Serious Play Conference 2020 0:16:00 Ellen Burns-Johnson Events Serious Play Conference Home Page Serious Play Conference Schedule New Metaari Forecast for Worldwide 2020-2025 Game-Based Learning Market Shows N… - Serious Play Wire Stop & Think: Teaching Players About Media Manipulation in Headliner - GDC, YouTube MDA: A Formal Approach to Game Design and Game Research (PDF) - Robin Hunicke, Marc LeBlanc, Robert Zubek, Northwestern University MDA Framework - Wikipedia 5 Reasons Why Game-Based Learning Should Matter to Organizations - Karl Kapp, Allen Interactions Gamification vs Games-Based Learning: What’s the Difference? - Halden Ingwersen, Capterra Blog Working with Family 0:42:09 Stephen McGregor IRL Mark mentioned the Nice Games Jam episode that started Reravel (#157): Reravel: A Backwards Storytelling Game Ellen and Eric took blacksmithing at the Chicago Avenue Fire Arts Center
Robin Hunicke chats with Philip Tibitoski from Young Horses Games about releasing a game during a global pandemic, how Young Horses has changed from their first release to now, learning to play to your strengths and the benefits of working with a small team, making sophisticated entertainment for audiences of all ages, and overcoming the pressure of a breakout hit. Phil is part of Young Horses Games, an independent developer best known for Octodad: Dadliest Catch and the recently released Bugsnax. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Robin Hunicke chats with writer and narrative director Xalavier Nelson Jr. to discuss starting his career in game journalism and transitioning into development, what game crafting can and should be, the non-monetary costs of game development, lessons in sustainability, and the importance of giving new voices the opportunity to succeed. Xalavier is an independent developer best known as the narrative director behind Hypnospace Outlaw, SkateBIRD, Can Androids Pray and the upcoming An Airport for Aliens Currently Run by Dogs. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Robin Hunicke chats with digital artist and game designer TJ Hughes, the independent developer behind Terrifying Jellyfish. Together they discuss his upcoming Playstation 5 and PC game Nour, which is all about the fun of playing with your food; the passion required to break into the games industry; the nature of creativity; the value of constraints; and the practice and art of community building. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
"Oh my god, we're back agaaaain." Have we made that Backstreet Boys joke already? Don't worry bout it! Cuz we got another goofy, fun episode of the Taste of Dragons Gaming Podcast. Here's the breakdown. . We share what games we played this week, Rogue Company, Animal Crossing Pumpkin Update, Tales of Vesperia, and Ghosts of Tsushima . Our impressions on Gaming news, Rambo enters Mortal Kombat, PlayStation Changes Trophies, Monster Hunter Movie Trailer Drops . We think, " What if Falls Guys was a Sandwich?" in our tasty segment, Gamer's Digest . And we honor Robin Hunicke as our Dragon of the Week. We talk about her trailblazing creative career which brought us such games as My Sims, Boom Blox, and WATTAM. As well as her innovative initiatives in the gaming community. . Thanks for stopping by, don't forget to follow us on Social Media @tasteofdragons: Instagram, Twitter, and Twitch(daily streams) Keep Flying Dragons, Keep Flying.
Funomena's Robin Hunicke chats with Tim Lewinson, Development Director on Apex Legends for Respawn Entertainment. Tim and Robin discuss what inspired him to enter the games industry as a child; his long career on several titles; his love of dinosaurs and how that influenced his work in and outside of games; joining Respawn to work on one of the biggest online titles in the world; and how his journey led him to wild collaborations including Method Man on World Gone Sour. Tim Lewinson is currently the Development Director on Apex Legends and in the past has worked on titles such as the FIFA series, Warhammer 40k: Dawn of War, Company of Heroes, Impossible Creatures, and Turok. He is also the author of the Savage Empire graphic novel. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Robin Hunicke chats with game developer Ben Wilson, about how he got started creating video games as a hobby; finding creative partners through game jams; communicating experiences through game design; how to move the needle regarding representation as a single person; learning to have uncomfortable conversations; and his talk "Dyspraxis in Game Design" at the Game Devs of Color Expo. Ben Wilson is a game developer who has created several video games including Button Frenzy, The Hypersonic Effect, Evader, Explode Mode, and TV Trouble with the team at SUPERCORE Games. He is currently a Creative Producer at Die Gute Fabrik. You may follow him at www.zerofifty.one or on Twitter @zerofiftyone_. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org.
Robin Hunicke chats with Kim Belair of Sweet Baby Inc. to discuss how she got her start as a community developer for Ubisoft, diversity as innovation, confronting pre-conceptions regarding your game audience, and working together as a collaborative team. Kim Belair is a writer, narrative designer, and the Co-founder and CEO of Sweet Baby Inc., a narrative development company. She has worked on several AAA and indie titles such as Watch Dogs, Assassin's Creed Syndicate, Far Cry 4, Neocab, and the upcoming titles, Assassin's Creed Valhalla and Good Bye Volcano High.
Robin Hunicke chats with Nico Disseldorp and Jake Strasser of House House to discuss their mega hit and D.I.C.E. Awards Game of the Year, Untitled Goose Game; how the team first got together; designing a mischievous yet lovable Goose; and how to navigate and stay sane during this global lockdown. Nico Disseldorp and Jake Strasser are two of the four members of House House along with Michael McMaster and Stuart Gillespie-Cook. They are best known as the team behind Untitled Goose Game and Push Me Pull You.
Guest host Charles McGregor starts the episode by getting REVENGE. The group talks a bit about the state of the growing "serious games" industry and what it's like to work alongside family members. Also, Stephen does a good transition, and... no one mentions Star Trek?! In his intro speech, Charles references episode 37: "Ugly and hard to use." The last days of Mixer - Mikhail Klimentov , The Washington Post Twitch Reckons with Sexual Assault as it Begins Permanently Suspending Streamers - Jacob Kastrenakes , The Verge Twitch bans popular streamer Dr Disrespect - Michael McWhertor , Polygon Twitch temporarily bans President Trump - Jacob Kastrenakes , The Verge Serious Play Conference 2020 0:16:00 Ellen Burns-Johnson Category Events Serious Play Conference Home Page Serious Play Conference Schedule New Metaari Forecast for Worldwide 2020-2025 Game-Based Learning Market Shows N… - Serious Play Wire (GDC) Stop & Think: Teaching Players About Media Manipulation in Headliner - Jakub Kasztalski , YouTube MDA: A Formal Approach to Game Design and Game Research (PDF) - Robin Hunicke, Marc LeBlanc, Robert Zubek , Northwestern University MDA Framework - Wikipedia 5 Reasons Why Game-Based Learning Should Matter to Organizations - Karl Kapp , Allen Interactions Gamification vs Games-Based Learning: What’s the Difference? - Halden Ingwersen , Capterra Blog Working with Family 0:42:09 Stephen McGregor Category IRL Mark mentioned the Nice Games Jam episode that started Re-Ravel Re-ravel: A Backwards Storytelling Game Ellen and Eric took a blacksmithing workshop at the Chicago Avenue Fire Arts Ce…
This episode is sponsored by Parsec for Teams - the only remote desktop fine tuned for games & game development. Securely connect to your studio PCs from anywhere, collaborate on projects in real-time, and test games with precise control. Sign up at parsecgaming.com/teams. Game Designer Arvi Teikari joins Robin Hunicke to discuss learning how to create games, finding helpful online communities, participating in Game Jams, the challenge of designing puzzle games, how game difficulty can affect audience response, the success of Baba is You, and what's next. Arvi is best known for creating Baba is You and Environmental Station Alpha.
One day in 1961, the famous physicist Richard Feynman stepped in front of a Caltech lecture hall and posed this question to a group of undergraduate students: “If, in some cataclysm, all of scientific knowledge were to be destroyed, and only one sentence was passed on to the next generation of creatures, what statement would contain the most information in the fewest words?” Now, Feynman had an answer to his own question - a good one. But his question got the entire team at Radiolab wondering, what did his sentence leave out? So we posed Feynman’s cataclysm question to some of our favorite writers, artists, historians, futurists - all kinds of great thinkers. We asked them, “What’s the one sentence you would want to pass on to the next generation that would contain the most information in the fewest words?” What came back was an explosive collage of what it means to be alive right here and now, and what we want to say before we go. Featuring: Richard Feynman, physicist (The Pleasure of Finding Things Out) Caitlin Doughty, mortician (Will My Cat Eat My Eyeballs) Esperanza Spalding, musician (12 Little Spells) Cord Jefferson, writer (Watchmen) Merrill Garbus, musician (I Can Feel You Creep Into My Private Life) Jenny Odell, writer (How to do Nothing) Maria Popova, writer (Brainpickings) Alison Gopnik, developmental psychologist (The Gardener and the Carpenter) Rebecca Sugar, animator (Steven Universe) Nicholson Baker, writer (Substitute) James Gleick, writer (Time Travel) Lady Pink, artist (too many amazing works to pick just one) Jenny Hollwell, writer (Everything Lovely, Effortless, Safe) Jaron Lanier, futurist (Ten Arguments for Deleting Your Social Media Accounts Right Now) Missy Mazzoli, composer (Proving Up) This episode was produced by Matt Kielty and Rachael Cusick, with help from Jeremy Bloom, Zakiya Gibbons, and the entire Radiolab staff. Special Thanks to: Ella Frances Sanders, and her book, "Eating the Sun", for inspiring this whole episode. Caltech for letting us use original audio of The Feynman Lectures on Physics. The entirety of the lectures are available to read for free online at www.feynmanlectures.caltech.edu. All the musicians who helped make the Primordial Chord, including: Siavash Kamkar, from Iran Koosha Pashangpour, from Iran Curtis MacDonald, from Canada Meade Bernard, from US Barnaby Rea, from UK Liav Kerbel, from Belgium Sam Crittenden, from US Saskia Lankhoorn, from Netherlands Bryan Harris, from US Amelia Watkins, from Canada Claire James, from US Ilario Morciano, from Italy Matthias Kowalczyk, from Germany Solmaz Badri, from Iran All the wonderful people we interviewed for sentences but weren’t able to fit in this episode, including: Daniel Abrahm, Julia Alvarez, Aimee Bender, Sandra Cisneros, Stanley Chen, Lewis Dartnell, Ann Druyan, Rose Eveleth, Ty Frank, Julia Galef, Ross Gay, Gary Green, Cesar Harada, Dolores Huerta, Robin Hunicke, Brittany Kamai, Priya Krishna, Ken Liu, Carmen Maria Machado, James Martin, Judith Matloff, Ryan McMahon, Hasan Minhaj, Lorrie Moore, Priya Natarajan, Larry Owens, Sunni Patterson, Amy Pearl, Alison Roman, Domee Shi, Will Shortz, Sam Stein, Sohaib Sultan, Kara Swisher, Jill Tarter, Olive Watkins, Reggie Watts, Deborah Waxman, Alex Wellerstein, Caveh Zahedi.
Emily Greer sits down with Robin Hunicke during D.I.C.E. Summit to discuss her new start up Double Loop Games, her experience co-founding Kongregate, her understanding of how people purchase and how they play, and how to develop marketplaces that benefit both developers and players. Are you a fan of the show? We need your help! Please take a moment to fill out this quick listener survey. Follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org. Email us at info@interactive.org.
Abbie Heppe joins Robin Hunicke in Croatia with another episode recorded on location at D.I.C.E. Dubrovnik. Abbie and Robin discuss community management and communications in addition to how both have evolved alongside advancements in game development. Abbie Heppe is the Communications Manager for Media Molecule and was previously with Respawn Entertainment and G4. For news and info on the AIAS, follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org. Email us at info@interactive.org.
In this special two-in-one indie episode, host Robin Hunicke sits down with developers Gwen Frey followed by Jennifer Schneidereit to talk about their current and upcoming games, the inspirations behind their works, and how the Indie Megabooth can impact independent developers. Gwen Frey is the founder of Chump Squad and is working on their upcoming release, Kine. Jennifer Schneidereit is the founder of Nyamyam. They are best known for Tengami and Astrologaster. For news and info on the AIAS, follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org. Email us at info@interactive.org.
Composer Austin Wintory (Luna, Assassin's Creed Syndicate, Journey) sits down with host Robin Hunicke to talk about their history together working on Journey, how sound and music can complete game design, moving past trauma with Luna, and dealing with personal hardships throughout one's career. Wintory is an American composer. He is best known for his work on Journey. Follow and share with us your thoughts on Twitter @Official_AIAS, Facebook or visit us at interactive.org. Email us at info@interactive.org.
For E3 2019, we’re joining forces with Spawn on Me for the E3 Collab Couch! If you want to check out all of our coverage from the show, be sure to follow Wardcast as well as our friends at Spawn on Me. On this episode of the Collab Couch, we’re joined by Indie Megabooth’s Kelly Wallick, Funomena’s Robin Hunicke, and Kitfox’s Victoria Tran to talk about indie games, their presence at E3, and more! Got a question for the show? Join us on Discord or email us at contact@ward-games.com!
For E3 2019, we’re joining forces with Spawn on Me for the E3 Collab Couch! If you want to check out all of our coverage from the show, be sure […]
Robin Hunicke returns as guest host and sits down with Lucas Pope (Return of the Obra Dinn, Papers, Please). They discuss their start in games, formulating Papers, Please, the urge to continue learning, and how important relationships are when telling a story. Pope is an American-born developer. He is best known for Papers, Please and Return of the Obra Dinn. For news and info on the AIAS, follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org. Email us at info@interactive.org.
At D.I.C.E. 2019, Robin Hunicke chats with Justin Ma (FTL: Faster Than Light, Into the Breach) about following up on a successful game, development hurdles, finding strength in uncertainty, and discovering success by creating the games they want to play. Ma is a co-founder, artist, & designer at Subset Games. He is best known for his work on FTL: Faster Than Light. For news and info on the AIAS, follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org. Email us at info@interactive.org.
Welcome to Dev Game Club, where we in this episode we are lucky enough to enjoy an interview with Lulu LaMer, who started out her career at Looking Glass as QA on Thief, and went on to be a producer, including on some of the Tomb Raider games at Crystal Dynamics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:00:39 Interview 1:10:24 Break 1:10:48 Next time Issues covered: a quick list of the uses of a degree in French, quitting your job and bleaching your hair and tossing your business casual, early introduction to games, getting away from games and coming back, QA as an engineering discipline and player advocacy, buying into the development philosophy, becoming QA, level designer differences and tester differences, pairing designers and testers, moving to full play-throughs with specific builds, being a sympathetic tester/regulatory capture, naming a play style for forum users, too much intimacy with forum users, influencing the game's economy, the benefits of Looking Glass on a résumé, the help of data-driven design, inheritance and object model, a lot of territory to cover, trying to get outside the level, Randy's voice acting, ignoring a player who's being a dick, transitioning to associate producer, lack of communication at LG, going on press tour, having unsympathetic press, going to the pub, having a company abruptly close, the role of a producer, having a core of people to work on Thief: Deadly Shadows, taking an engine and trying to make it work for their sort of game, using Unreal to make levels, lacking shared understandings, needing to create a culture, lacking direction and mentorship, the abstraction of being a producer, avoiding micromanagement, quitting to become a midwife, "you don't deliver the baby, the mom delivers the baby!", coming back into the fold better prepared for the job, feeling you had been terrible at the job, the last game she played as a Tomb Raider, the sense of being in a place, additive vs subtractive rendering and tools, moving from a story game to a more systemic game, having trouble communicating the ideas, Uncharted taking a big leap forward, distilling down Tomb Raider's essence, remaking vs remastering, preferring the updated levels, a schedule all of out of whack, playing through the levels and streamlining, distillation of memory and emotion, building to alpha and then moving to agile, triage, ranking what needs to be fixed, compromise and choices, ending pressure, guidance for players, Daydream the "product area," augmented reality project, Immersive Arts, augmented reality, spaces and games and reading and space. Games, people, and influences mentioned or discussed: Looking Glass Studios, Thief (series), System Shock 2, Flight Unlimited, ION Storm, Crystal Dynamics, Tomb Raider: Legend, Tomb Raider: Anniversary, 2K Games, Spec Ops: The Line, Borderlands, Bioshock: Infinite, Borderlands 2, Funomena, Robin Hunicke, Daydream Studios, Google, Randy Smith, Pong, Vic 20, NES, Bethesda Studios, Dorian Hart, LucasArts, Greg LoPiccolo, Marc (Mahk) LeBlanc, Harmonix, PC Gamer, Kieron Gillen, Eidos, Telltale Games, Jon Chey, Irrational Australia, Warren Spector, Emil Pagliarulo, Terri Brosius, Doug Church, Freedom Force, Chris Carollo, Tom Leonard, Deus Ex, Unreal, Tim Sweeney, Epic, Game Developer's Conference, Tomb Raider, Soul Reaver, Uncharted, Richard LeMarchand, Naughty Dog, Jason Botta, Ratchet and Clank, Project Snowblind, Nate Wells, Nate Schaumberg, Kyle Mannerberg, Google Pixel, Playground, Iron Man, Kindle, GTA III, GTA Vice City, Resident Evil VII, Thief (2014). Next time: GTA III, the first several missions @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
In this episode, host Travis Neilson interviews August de los Reyes, a UX director at Google, about considering a product’s cultural equity—its noneconomic and nonfunctional benefits—and how that influences a user’s state of being. De los Reyes also touches on everything from game and car design to the Eames’ Powers of Ten to illustrate how zooming in and out of designed systems can help bridge the gap between the designer’s intent, the functionality of a product, and the user’s emotional response. A few highlights: On the challenge of elegant design“Elegance is complexity described in a simple way... I don't think simplicity is an end in itself. There can be things that are simple but not engaging or valuable. On the flip side, there are things that are just too complex to be meaningful. Where design can add value is through elegance—taking complex systems or complex ideas and presenting them in a very simple way.” On the power of cultural equity“What helps drive a consumer towards one car rather than another? I’d argue that it’s neither its functional or economic value, but rather its cultural equity. And what generates that cultural equity is design.” On what designers can learn from video games“The interaction of game design is so well crafted, down to painstaking detail at the mechanical level. It's my hope that we can bridge that kind of care and thoughtfulness into other kinds of software.” Handy info and links for this episode: Google’s G-suite is a collection of cloud-based productivity software, products, and tools developed to enhance collaboration. HBO’s Silicon Valley is an American comedy series about a computer programmer and his friends establishing a startup company in Silicon Valley. Christopher Alexander’s Notes on the Synthesis of Form published in 1964 centers around the process of design and inventing new ways to “display physical order.” The best-selling video game series in history, Super Mario was created by Nintendo and designed by Shigeru Miyamoto. The iconic games follow Mario’s adventures in the fictional Mushroom Kingdom. Learn more about the Mechanics-Dynamics-Aesthetics (MDA) framework, an analytic tool developed by game designers Robin Hunicke, Marc LeBlanc, and Robert Zubek. The two Powers of Ten films, written and directed by Charles and Ray Eames, depict the relative scale of the Universe based on a factor of ten. August de los Reyes is a UX director in the search and assistant organization at Google, where he leads an effort called Ecosystem UX. Before joining Google he was head of design at Pinterest and Microsoft Xbox.
Robin Hunicke sits down with Insomniac Games' Ted Price to talk about building Journey, representing yourself and your game on stage, staying genuine, and amplifying new voices in the industry. Robin Hunicke is the Co-Founder of the independent game studio Funomena. She also serves as Associate Professor of the Arts Division at UC Santa Cruz. For news and info on the AIAS, follow us on Twitter @Official_AIAS, Facebook or visit us at interactive.org. Email us at info@interactive.org.
Special guest Robin Hunicke, Executive Producer of Journey, joins us to discuss Sonic, Metroid, Hellblade, and more. (Released first to Patreon Supporters on 08.14.17) Learn more about your ad choices. Visit megaphone.fm/adchoices
Special guest Robin Hunicke, Executive Producer of Journey, joins us to discuss Sonic, Metroid, Hellblade, and more. (Released first to Patreon Supporters on 08.14.17) Learn more about your ad choices. Visit megaphone.fm/adchoices
Special guest Robin Hunicke, Executive Producer of Journey, joins us to discuss Sonic, Metroid, Hellblade, and more. (Released first to Patreon Supporters on 08.14.17) Learn more about your ad choices. Visit megaphone.fm/adchoices
Special guest Robin Hunicke, Executive Producer of Journey, joins us to discuss Sonic, Metroid, Hellblade, and more. (Released first to Patreon Supporters on 08.14.17)
"Not everything that happens in your life is good," Robin Hunicke says. "But everything that happens is a part of your story." We're sitting in a small apartment across the street from the LA Convention Center the week of E3 2017, talking about her new game, Luna.
Robin Hunicke is an innovative American video game artist. She's also a professor of game design at UC Santa Cruz and the co-founder of Funomena. Hunicke is recognized in the industry for her support of independent game development, experimentation in game design, research in dynamic difficulty adjustment, and the advocacy of women within the games industry.
Robin Hunicke is an innovative American video game artist. She's also a professor of game design at UC Santa Cruz and the co-founder of Funomena. Hunicke is recognized in the industry for her support of independent game development, experimentation in game design, research in dynamic difficulty adjustment, and the advocacy of women within the games industry. In this interview, we discuss her unique take on games as art, and the process she uses to imbue her games with emotion. Visit www.playmakerspodcast.com to get access to the full blog post for this episode and much more!
The Ringer's Ben Lindbergh and Jason Concepcion speak to game designer and Funomena cofounder Robin Hunicke at the Tribeca Games Festival about the challenges and possibilities of developing VR games, the potential for more realistic portrayals of love and sex in video games (5:17), and how VR compares to previous technological leaps (19:18). Then, they bring on Mike "Typo" Bassett to talk about how the 'Super Smash Bros. Melee' community modifies controllers to gain advantages in the game (27:00), his work for high-level 'Smash' competitors (42:27), and the legality and future of controller modification (48:36). Lastly, they plug the podcast's new Facebook group and discuss the future of peripheral-based rhythm games (54:54).
“Ah, hello, Prince. This is the King. Long time no see. We thought today would be a good day for rolling.” Katamari Damacy never received a release in Europe unlike in the US or Japan in 2004. The first time Europeans would get a taste of rolling stuff up in the silliest possible way would […]
We dive deep into empathy with Robin (designer on The Sims 2: Open for Business, MySims, producer on Journey, Glitch, co-founder of Funomena where she's currently working on Wattam and Luna) this week. Other topics include Robin’s pitch for a Street Angel game, games being systems that run on the software of us, what producers actually do, how to design for and instill empathy in players, fostering a genuine non-adversarial connection between players, how to reward contemplative play, games that celebrate mistakes, why aren’t we making games about being loved, the future of AI and storytelling, and how to stave off creative starvation. Our Guest on the Internet Robin's Twitter Funomena's Website and Twitter Stuff We Talked About Street Angel: The Princess of Poverty Vol 1 The Timeless Way of Building by Christopher Alexander The Left Hand of Darkness by Ursula K. Le Guin Robin's GDC Indie Gamemaker Rant Tales of Tales’ Cathedral in the Clouds Kickstarter GDC Experimental Gameplay Workshop Our theme music was composed by 2Mello, and our logo was created by Lily Nishita. -Also Sleep No More is Macbeth, not Hamlet, as Robin pointed out to us after recording this-
A live gameplay event in which the indie video game producer shared her insights into the acclaimed video game 'Journey'. Recorded: 24 October 2012
The first crop of video gamers are facing middle age with no plans to put down the controller. So the games have to grow up too. Expect less blood splatter, more reflection. (This is part 1 of 2 about new kinds of video gamers. Listen to part 2 here.) Enter the Elder Gamers At 61 years old, Dena Watson-Lamprey is a fierce Street Fighter competitor. Probably because she's been playing the one-on-one combat game for decades. And also because she hates to lose. "I'm not happy with low scores. So I work at it a little bit," she says with a charming laugh in this week's episode. Though she plays Street Fighter, she dreams of a new kind of game that speaks to her stage in life. A game that doesn't exist yet, but soon will. 'Kid in a basement;' 'Dude in a man cave;' '#Gamergate flame wars;' All of the stereotypes of video gaming paint it as the dominion of young, single men, but when you look at the data, older women are the fastest growing demographic. Add to that the original cohort of young gamers coming up on middle age and there's a swell of demand for a new kind of video game experience. How Games Will Change The response from game designers is fascinating. From dealing with a family member's cancer to managing depression, new games are exploring real-world phenomena like emotional loss, existential doubt, and a simple quest for beauty. They cultivate deeper connections between players, and even among players and their families. “Our fundamental feeling is that as the audience of game players grows up, there's a huge opportunity to make things that grow with us,” says Robin Hunicke the cofounder and CEO of Funomena, a game studio in San Francisco. Mentioned in the show Here's what the guys of Dude Mountain look like. Joey is the one in the hat. Joey McDaniel and Dan Lawrence. (Casey Miner) What Luna looks like, the next game from Robin Hunicke: Luna (Funomena) Subscribe to New Tech City If you liked this episode, or this topic, do us a favor and send it two elder gaming friends, or post it on your Facebook wall and tag them. You can subscribe to the New Tech City podcast — it is different than what you hear on WNYC on Wednesday mornings — iTunes, or on Stitcher, TuneIn, I Heart Radio, or anywhere else using our RSS feed.
Vad är grejen med att knata runt i en nästan öde öken? När gråter gamers och varför beter spelare sig som idioter mot varandra när möjligheten finns? I veckans P3 Spel möter vi Robin Hunicke som var producent för det prisbelönta Journey, ett spel som lyckats röra spelare världen över till tårar. Vi pratar World of Warcraft-vänskap, Mortal Kombat-melankoli och Secret of Mana-frustration med P3 Spel-panelen som delar med sig av sina mest känslosamma spelögonblick. Tobias Norström bekänner dubbelliv, Susanne Möller berättar om en regnig sommardag och Victor Leijonhufvud om tomheten efter eftertexterna. I veckans recensioner delas det ut betyg till Yoshi’s new island, The lego movie video game och Thief. Vi passar dessutom på att träffa Nate Fox som är spelregissör för det kommande superhjälteäventyret Infamous: Second Son. Michel Gill står för veckans krönika där han tycker att spelvärlden kan lära ett och annat av skateboardproffsen. Det blir skratt, gråt och känslostormar i veckans P3 Spel med Angelica Norgren, på lördag 18.03 i P3.
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.
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.