Podcast appearances and mentions of Sean Vanaman

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Sean Vanaman

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Best podcasts about Sean Vanaman

Latest podcast episodes about Sean Vanaman

Dev Game Club
DGC Ep 322: Far Cry 2 (part four)

Dev Game Club

Play Episode Listen Later Oct 5, 2022 68:56


Welcome to Dev Game Club, where this week we continue our series on Far Cry 2. We talk about some more systems in the game as we plan to play the descended versions and present our takeaways next week. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Midpoint (Brett) and more (Tim) Issues covered: gun loot and such in the ongoing series, the elimination of friction, putting the objective marker far from the quest giver, the efficiency of taking out a checkpoint, intrinsic rewards vs other intrinsic rewards, the gun aspects, everything being diagetic, driving with the map in your lap, everything is entropic including you, consistency of vision, cars and physics, the pinging audio in a Datsun-like car, putting the systems in the game, the length of system loops, wanting degradation/negative feedback to be because of something you did, forcing dramatic moments, the distinction of player initiation, malaria mechanics, progressing the game, pressures on the player for styles of play, being trained by faction gameplay, living your best murderous life, "No Russian," feeling black and white about the Jackal, a bold commitment to a backdrop, mad libbing the missions, a game meant to be played once, endangering your experience, everything is may-mays, early dynamic storytelling, slurs about the player, being edgy and gritty, not being able to feel the impact, thinness of representation, the limit of lived experiences, the messaging around Mass Effect, feeling too derivative, sci-fi soup, lack of ideology/motivation, resonating with the structure, player insertion, lack of narrowing of options, the series of grey decisions, being able to identify a franchise from just one scene. Games, people, and influences mentioned or discussed: Ghost Recon (series), Diablo, System Shock 2, Fallout (series), Breath of the Wild, Left 4 Dead, Gears of War, Reed Knight, Tim Ramsay, Republic Commando, The Dark Knight, Heath Ledger, Call of Duty (obliquely), Heart of Darkness, Apocalypse Now, Marlon Brando, Martin Sheen, The Witcher, Patrick Redding, Skyrim, The Walking Dead, Sean Vanaman, Jake Rodkin, The Lord of the Rings, Ian McKellen, Rocksteady, Arkham (series), Papers Please, Lucas Pope, Return of the Obra-Dinn, Dark Souls, The Honorable T. H. Isismyre Alname, Mass Effect, KotOR, Bioware, Star Wars, Star Trek, Jeff Cannata, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Far Cry 2+ Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Gameplay
Firewatch

Gameplay

Play Episode Listen Later Feb 2, 2022 31:47


In 2016, indie studio Campo Santo released their debut title, the narrative adventure game Firewatch. Set in a national forest in the Wyoming wilderness, you play as a fire lookout named Henry. The game beautifully portrays the isolation of the wild, and Henry's only source of human connection is the voice of his supervisor, Delilah, over a walkie-talkie. In this episode, writer Sean Vanaman and composer/writer Chris Remo revisit the development of Firewatch, in which every aspect of the game was built on the fly.Episode Transcript & ReferencesBecome a Gameplay MemberJoin our DiscordFollow Gameplay on Twitter, Instagram, Facebook, YouTube and Twitch

Checkpoints
Rebroadcast - Episode 11 - Sean Vanaman

Checkpoints

Play Episode Listen Later Oct 14, 2018 96:41


Today's guest is Sean Vanaman. award winning game designer, one of the founders of Campo Santo and a host of Idle Thumbs. He also wishes he was a little bit taller. He wishes he was a baller. We talk about Campo Santo's upcoming Firewatch of course, and about the development of the Walking Dead series for Telltale Games. Along the way we discuss trust, lore vs. history, Half Life, Full Throttle, Portal, Bioshock and Safari Hunt. Videogames.

The AIAS Game Maker's Notebook
Sean Vanaman & Amir Rao

The AIAS Game Maker's Notebook

Play Episode Listen Later Apr 4, 2018 58:11


In this special episode, Sean Vanaman (Firewatch) and Amir Rao (Bastion, Transistor) meet up to talk about leadership challenges, the importance of team chemistry, job interview rejection stories, and how many more games they will make before they die. Vanaman is the founder and studio director at Campo Santo. Rao is the founder and studio director at Supergiant Games.    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.

Dev Game Club
DGC Ep 106: King's Quest (part two)

Dev Game Club

Play Episode Listen Later Mar 28, 2018 72:15


Welcome to Dev Game Club, where we continue to discuss a pair of very early Sierra adventure games, beginning with 1984's King's Quest: Quest for the Crown. Having finished the game, we discuss the ways in which different puzzles work and what aspects are frustrating and how it might all have gotten that way. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finish King's Quest 1 Issues covered: getting through without hints, remembering puzzles and forgetting stuff, rule-breaking and rocks, leaning into fairy tales, thinking about the game away from it, the better manual, verbs with rare usages or no usages, the Rumplestiltskin puzzle, good for streaming or not, dying from the rock, timing and waiting, the difficulty of the game Deadline, things not appearing on screens, characters that don't appear all the time, not knowing what you're not seeing, the well and figuring out what to do there through dying, dealing with the dragon, solving puzzles multiple ways, timing your throw at the dragon, using water in the pail all over, supporting lots of weird choices, finding the use of the bucket and not experimenting further, verbs you use only once, looking at objects in your inventory, XYZZY, piecing together a series of steps, the Leprechaun puzzle, multiple solutions as a usability issue, losing the goat, giving treasure to the troll, fallback solutions, being able to ignore various obstacles, encouraging exploration, no RPG-style combat, the Fairy Godmother spell, dealing with the witch, lack of mapping between manual and game, eating the witch's house, the fullness of the world, climbing the beanstalk and being high on the foliage, fighting the parser, thinking the pebbles might be for the wolf, sick fairy tales, a sleeping giant, navigating the beanstalk, differences in world structure between different adventure games, proving out the capabilities of a new engine, showstopping spots in an adventure that's more linear, playing a game together, ARGs and the appeal of playing with a crowd, breaking Tim Sr with Space Quest, giving away carrots, goat eating your carrots, top-down design vs bottom-up design, 500K copies sold, relegislating the sexism, The Boss, aspiring to be Solid Snake, getting interested in real world topics via games, creators who are drawn to real-world issues, not fully embracing a difficult topic, having a hard time getting that stuff funded, various examples, escapism in entertainment, fun MGS bits. Games, people, and influences mentioned or discussed: Roberta and Ken Williams, Deadline, Infocom, LucasArts, Ron Gilbert, Edge of Tomorrow, Wizard of Oz, Advent, Grimm Fairy Tales, Space Quest, Day of the Tentacle, Zork, Two Guys from Andromeda, Mark Crowe, Scott Murphy, Reed Knight, Super Metroid, Super Mario World, Metroid, Quest for Glory (series), Manhunter, Betrayal at Krondor, Police Quest, Leisure Suit Larry, Blarg42, Final Fantasy IX, Metal Gear (series), Bioshock, Tom Clancy, Far Cry 2, Hideo Kojima, This War of Mine, Papers Please, Cart Life, Valiant Hearts, UbiSoft, Far Cry 5, Sean Vanaman, Jake Rodkin, Firewatch, Gone Home, Wolfenstein, Star Wars, Yoji Shinkawa. Next time: Play until you reach the first planet in Space Quest Links/Notes: Note - the XYZZY Awards still exist! Dialog with Campbell et al about your mono TV @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Big Red Barrel Podcasts
Geek Speak 121: Speaking with a Beard

Big Red Barrel Podcasts

Play Episode Listen Later Jan 24, 2018 62:27


Hello there! A new episode of Geek Speak is here, and Lauren, Alex, and Jo are speaking with a beard in their voices! Tune in to find out what that means (spoiler: we don't know either!). This week we ramble about: Time-Waster of the Week: Luke Skywalker You Are Welcome YouTube Program Policy Change Nintendo's Labo New Tomb Raider 2018 Trailer Deadpool 2 release date moved up Amy Henning and Sean Vanaman interview for Polygon Manhunt: Unabomber Three Billboards Outside Ebbing, Missouri The Good Place My Crazy Ex-Girlfriend Snowpiercer Godzilla: Planet of Monsters

Press Pause Radio - Podcast

h wow, it has been awhile since I've been the person responsible for putting up new content. I will try to make sure that this does not all come crashing down but I cannot make any promises, Internet. Speaking of garbage fires this is Toast welcoming you to another episode of Press Pause Radio where we discuss the Juggalo March, banana peeling tactics, Mario not being a plumber, and wedding advice. That last one had it's ups and downs but we all learned a little more about each other. Sharing is caring. The normal crew of GeorgieboysAXE, Ser Flash and I also experiment with web cameras and discuss current hot topics including Sean Vanaman and MCA takedowns involving PewDewPie and Firewatch. Our show also reminds everyone that there are a ridiculous amount of games coming out this year such as Sonic Mania, Project Octopath Traveller, Hellblade Setsuna, Yakuza Kiwami, Uncharted Lost Legacy, Destiny 2, Neo Geo Archives; Aero Fighters 2, Neo Geo Archives; Spin Masters, and a newer indie title on the market called Minecraft. So sit back and enjoy this audio experience, possibly while holding a protest sign depicting a Hatchetman in one hand and in the other some refreshing Faygo Moon Mist. It's the American way. Mail us at our new email Mailbag@presspauseradio.com, leave a voicemail at 469-PPR-TALK, and be sure to stop by at our Forums if you haven’t already registered and post your thoughts about the show. Finally, make sure to rate and subscribe to us on iTunes and YouTube, follow us on Twitch page and Twitter, and finally take part in our Facebook and Steam group!

Dense Pixels
Episode 209 - ShaderGate is Overblown

Dense Pixels

Play Episode Listen Later Sep 12, 2017 106:49


Brad and a gauzed-mouth Micah go it alone this week to discuss a massive week in news. We give you our impressions of Everybody's Golf and Black Manta in Injustice 2. We offer our takes on the PewDiePie controversy and the reaction from Sean Vanaman that arose and whether or not DMCA takedowns are the way to go. Micah gives his thoughts on the South Park: The Fractured but Whole race difficulty news, we talk Nintendo's frustrating explanation for NES Classic shortages, and the hypocracy that some folks may exhibit when buying an early access game. We reserve the last half hour for Destiny 2 talk including our impressions 20 hours in, the news for Curse of Osiris, and our thoughts on the two controversies surrounding the game in its first week on the market. Use our Amazon page to donate to the show: www.densepixels.com/amazon   Subscribe to our YouTube channel: Dense Pixels   You can now follow us on Twitch! Brad - DensePixelsBrad Terrence - App4RITioN410 Micah - denseblacknerd   Twitter: @DensePixels Facebook: Dense Pixels Podcast Subscribe on iTunes or Google Play Music   Headlines   Pew-Die-Pie, known racist, does a racist thing, but now one video game publisher has drawn a line in the sand QUESTION OF THE WEEK South Park TFbW is using skin color as a difficulty slider PUBG has sold over 10 million copies five months after “launch” Blizzard opens their own arena in LA Nintendo urges public not to overpay for an SNES Classic   Top Stories   Destiny Impressions Destiny 2 had 1.2 million concurrent players this weekend Expansion 1 details “leak”; we're following Osiris to Mercury September road map Some Destiny 2 armor referenced a white supremacist group Destiny “shadergate” controversy continues Loot Box permeation into video game culture

Dev Game Club
DGC Ep 066: Half-Life (part two)

Dev Game Club

Play Episode Listen Later Jun 14, 2017 81:56


Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. We talk about what works in both the design of the military you fight and about enemy design in the game generally. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Apprehension (up to Residue Processing) Podcast breakdown: 0:35    Soldier AI and Enemy Design 53:12  Break 53:39  Feedback Issues covered: a bit of the history of game console licensing and certification, why Brett is behind on his homework, where the demo ended, special ops military, demo effectiveness, good general rules for AI in games, AI who communicate their state, postures for aiming, addressing the problem of AI who have perfect aim, alien telegraphing, use of grenades, line of sight, throwing a grenade to where you are, limiting the space in which an AI needs to work, world reacting to the soldiers with the same rules, enemy telegraphing and learning rules, orthogonal design, zombies and dread, long wind-ups, similarity between imp fireballs and head crabs, audio cueing, outsmarting the level designer, dying to learn the environment, not telegraphing the rules of the environment itself, making the perfect jump, pacing, memorable levels, distinguishing Valve games through their level explorations, approaches to innovate in games, making first person shooters is really hard, trigger to death, per-level mechanics, Japanese games, Japanese lenses on Western film genres, music in games, getting into a production role. Games, people, and influences mentioned or discussed: Xbox One X, Route 66, Tacoma, Nintendo, Atari, Star Wars (obliquely), Nathan Martz, Star Wars: Starfighter, Republic Commando, Alien, Doom, Quake, Cthulhu, Chaosium, Sandy Petersen, Dark Forces, Valve, Deus Ex, Thief, Bethesda Game Studios, Jenny Huang, id Software, Starcraft 2, Jordan Staley, Final Fantasy IX, Kotaku, Super Metroid, Nier: Automata, Platinum Games, Clover Studios, Capcom, Devil May Cry, Vagrant Story, Metal Gear Solid, Resident Evil, Fumito Ueda, Link to the Past, Castlevania, Ninja Gaiden, Dark Cloud, Kojima Productions, Halo, Day of the Tentacle, Full Throttle, iMuse, Nine Inch Nails, Trent Reznor, Loom, Shadow of the Colossus, Cory Potomis, Ori and the Blind Forest, Microsoft, Campo Santo, Jake Rodkin, Sean Vanaman, Pauly P0p, KurkPeterman, The San Francisco Kid, Mr. Eric Anderson, Haden Blackman, The Force Unleashed, Mafia III, Fallout 3, Steven Spielberg, Ficus/@giant_rat. Next time: Residue Processing through Lambda Core @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Script Lock
Sean Vanaman & Jesse Stern

Script Lock

Play Episode Listen Later Apr 17, 2017 72:25


We've got Sean (co-project leader and lead writer on season one of Telltale’s The Walking Dead, and Puzzle Agent 2. Writer on Tales of Monkey Island and a designer on Wallace & Gromit’s Grand Adventures. Co-founder of Campo Santo, and writer on their first game, Firewatch) and Jesse (writer on Call of Duty 4: Modern Warfare, Modern Warfare 2, Battlefield 4, and Titanfall 1 & 2) in to talk about joining the industry with no preconceived notions, the importance of having somebody with strong storytelling sensibilities in a senior leadership role, how building scenes first and then finding a writer NEVER works, generating trust with your team, trusting the process, the skills you improve over making games, staying usefully ignorant of the process, the hardest scene to write in games being two people talking to each other, maintaining a professional curiosity, when is the right time to share ideas with your team, the problem of people mortgaging fun and entertainment for subtlety, and Sean’s experience working on Mickey Epic. Our Guests on the Internet Sean's Twitter and Website. Jesse's Twitter. Stuff We Talked About The Grey The Art of Fiction #6: Greg Kasavin by Sean Vanaman Zoom Campo Santo Quarterly Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.

Achievement Oriented
Ep. 7: 'Achievement Oriented' on 'Batman,' the Telltale Model, and the Storytelling Techniques of 'Firewatch'

Achievement Oriented

Play Episode Listen Later Nov 25, 2016 62:52


The Ringer's Ben Lindbergh and Jason Concepcion talk about how Telltale Games created a successful assembly line for licensed, episodic adventure games, and report their impressions of 'Batman: The Telltale Series' (1:33). Then, they bring on Telltale alum and Campo Santo co-founder Sean Vanaman to discuss how he wrote 'The Walking Dead' and 'Firewatch' (15:55) and what he has in mind for the 'Firewatch' film adaptation (54:53).

Channel 33
Ep. 212: 'Achievement Oriented' on 'Batman,' the Telltale Model, and the Storytelling of 'Firewatch'

Channel 33

Play Episode Listen Later Nov 25, 2016 62:52


The Ringer's Ben Lindbergh and Jason Concepcion talk about how Telltale Games created a successful assembly line for licensed, episodic adventure games, and report their impressions of 'Batman: The Telltale Series' (1:33). Then, they bring on Telltale alum and Campo Santo co-founder Sean Vanaman to discuss how he wrote 'The Walking Dead' and 'Firewatch' (15:55) and what he has in mind for the 'Firewatch' film adaptation (54:53).

Dev Game Club
DGC Ep 037: Resident Evil (part 4)

Dev Game Club

Play Episode Listen Later Nov 16, 2016 59:12


Welcome to our fourth and final episode examining 1996's survival horror classic Resident Evil. We discuss the major story beats of the section, the nonsensical mess of the ending, the tyrant, and talk about some pillars and takeaways from the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finishing the game! In the labs. Podcast breakdown: 0:29 Segment 1: The end and takeaways 52:03 Segment 2: Reviews and what's next Issues covered: current events, RE story beats, the thin hand-waving at a conspiracy involving Wesker, multiple endings, filling out the map and finding the three computers, faking urgency, new game+ stuff, credits sequence, commitment to melodrama, Wesker and Revolver Ocelot, famous villains, asymmetry and symmetry in monsters, foreshadowing and suspense, lack of feedback fighting the tyrant, poor telegraphing, teaching is important, custom coding vs systemic work, frustrated filmmakers, disempowerment/anti-wish fulfillment, genre reinforcing well with mechanics, self-contained/holistic spaces, better puzzles at the end, resource management, cinematic cameras and techniques. Games, people, and influences mentioned or discussed: John Oliver, Last Week Tonight, Metal Gear Solid series, LOST, Chrono Cross, Silent Hill 2, Siri, Starfighter, 343 Industries, Hideo Kojima, Shinji Mikami, Capcom, Warren Spector, Firewatch, Sean Vanaman, Jake Rodkin, The Evil Within, DOOM (1993), Quake, Tomb Raider (2013), The Descent, Soma, Amnesia, Frictional Games, Penumbra, Alien: Isolation, Dead Space, Event Horizon, Rage, DOOM (2016), Yarkie, ChadBarth, TIE Fighter, Rogue One. Next time: Join us next week for a little bonus content for Thanksgiving week! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 031: Fallout (part 3)

Dev Game Club

Play Episode Listen Later Oct 5, 2016 65:08


Welcome to our third episode examining 1997's classic RPG Fallout. We examine tactical combat, leveling strategies, encumbrance as a specific mechanic, and also a lot of what we saw and did. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Everything before the base and Cathedral Podcast breakdown: 0:42 Segment 1 -- all of the above 58:07 Break 58:38 Segment 2: Feedback, next time, and teasers Issues covered: weapon offerings, Power Fist empowerment, late leveling, Ian meets his maker, knowing when the kills are coming, feeding memory from the CD, Tim's last followers, tactical combat numbers, twitch tension, fantasy fulfillment, thoughtful decisions, sound design supporting mechanics, narrative moments in combat, stimpack use, encumbrance and survival, mechanics that force you to reload when you get lost, return to town loop, forcing choices through encumbrance, building tension through limits, making tactical decisions for a large party, combat occurring over two dozen entities, fine line of authorial direction, Easter eggs in "tell me about," broken quest lines, addiction and radiation mechanics, apparently random damage, fixing barter and making interesting choices, how we got the power armor. Games, people, and influences mentioned or discussed: Hamlet, FF 9, Lawrence Olivier, Kenneth Branagh, Mel Gibson, Ralph Fiennes, X-Com modern reboots, Star Trek: The Next Generation, Ultima series, Waking Mars, Worlds of Ultima: Martian Dreams, Resident Evil, Temple of Elemental Evil, King's Quest series, Wasteland 1, System Shock 2, Necrogeist, Split Screen, Idle Thumbs, Chris Remo, Jake Rodkin, Nick Breckon, Sean Vanaman, Jason Schreier, Kirk Hamilton, World of Warcraft. Next time: Finish the game! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Podcast Unlocked
Podcast Unlocked Episode 264: Firewatch Creators Discuss Xbox Version

Podcast Unlocked

Play Episode Listen Later Sep 21, 2016 67:00


On this week's Xbox show, Firewatch releases on Xbox One, so we talk to creators Sean Vanaman and Jake Rodkin for an hour or so. Learn what it takes to make a game, plus a few interesting Telltale Walking Dead Season 1 anecdotes too (both Sean and Jake were instrumental in that game prior to making Firewatch).

xbox creators xbox one firewatch sean vanaman podcast unlocked jake rodkin
Non Breaking Space Show
Sean Vanaman — Making of Firewatch

Non Breaking Space Show

Play Episode Listen Later May 3, 2016


Sean Vanaman is a video game designer, writer, and podcast host. He was the co-project leader and lead writer of The Walking Dead, and Puzzle Agent 2. Sean co-founded the new video game company, Campos Santo, and their first game, Firewatch, is a first person adventure that centers around the character, Henry, a man whose love life is in free fall, takes a job as a fire lookout in the Shoshone National Forest.

interview technology design tech web walking dead firewatch sean vanaman puzzle agent shoshone national forest
Non Breaking Space Show
Sean Vanaman — Making of Firewatch

Non Breaking Space Show

Play Episode Listen Later May 3, 2016


Sean Vanaman is a video game designer, writer, and podcast host. He was the co-project leader and lead writer of The Walking Dead, and Puzzle Agent 2. Sean co-founded the new video game company, Campos Santo, and their first game, Firewatch, is a first person adventure that centers around the character, Henry, a man whose love life is in free fall, takes a job as a fire lookout in the Shoshone National Forest.

interview technology design tech web walking dead firewatch sean vanaman puzzle agent shoshone national forest
Goodstuff Master Audio Feed
Non Breaking Space Show 76: Sean Vanaman — Making of Firewatch

Goodstuff Master Audio Feed

Play Episode Listen Later May 3, 2016


Sean Vanaman is a video game designer, writer, and podcast host. He was the co-project leader and lead writer of The Walking Dead, and Puzzle Agent 2. Sean co-founded the new video game company, Campos Santo, and their first game, Firewatch, is a first person adventure that centers around the character, Henry, a man whose love life is in free fall, takes a job as a fire lookout in the Shoshone National Forest.

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Podcast Beyond - IGN's PlayStation Show
The Firewatch Spoiler Show

Podcast Beyond - IGN's PlayStation Show

Play Episode Listen Later Feb 16, 2016 91:19


Sean Vanaman, Jane Ng, Jake Rodkin, Chris Remo of Campo Santo talk secrets and spoilers. 

spoilers firewatch campo santo chris remo sean vanaman jake rodkin jane ng
IGN Overclocked
The IGN Firewatch Spoiler Show

IGN Overclocked

Play Episode Listen Later Feb 16, 2016 91:19


Sean Vanaman, Jane Ng, Jake Rodkin, Chris Remo of Campo Santo talk secrets and spoilers. 

spoilers firewatch campo santo chris remo sean vanaman jake rodkin jane ng
Giant Bomb Presents
Giant Bomb Presents: Talking Firewatch with Sean Vanaman and Rich Sommer

Giant Bomb Presents

Play Episode Listen Later Feb 10, 2016 66:29


Austin chats with game designer Sean Vanaman and actor Rich Sommer about Firewatch's development, the joys of voice acting, and a few esoteric board games.

Idle Thumbs
Idle Thumbs 190: A Very Spectrum HoloByte Christmas

Idle Thumbs

Play Episode Listen Later Dec 24, 2014 53:33


It is the season of giving gifts, unless you are Sean Vanaman, who only seems to receive gifs. Danielle and Chris get deeper into Dragon Age Inqusition, which mostly means Iron Bull talk. After that, it's time for a holiday mailbag trip through the digital back alleys of the competitive Smash scene, and a bleak realization about what 2015's really The Year Of.

Tone Control
Tone Control 1: Jake Rodkin & Sean Vanaman

Tone Control

Play Episode Listen Later Oct 15, 2013 110:18


Steve talks to Jake & Sean, design and story leads of Telltale's The Walking Dead Season 1, and founders of the indie studio Campo Santo. You can't put lipstick on a manatee, according to Jake but not Sean. And yet these very differences are what set this timeless love story in motion...

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Dota Today
Dota Today 1: QOP Top and POTM Bottom

Dota Today

Play Episode Listen Later May 29, 2013 35:12


Are you ready to enter the exciting world of lords management? Nick Breckon and Sean Vanaman introduce Dota Today; a new Dota-centric podcast by Idle Thumbs. Queue up and call mid because our failure means your success.

The Game Design Round Table
#11: Storytelling & The Walking Dead. With Telltale

The Game Design Round Table

Play Episode Listen Later Jan 23, 2013 79:38


A “high-energy” episode this week as Jon and Dirk are joined by Telltale Games designers (and Idle Thumbs hosts) Sean Vanaman and Jake Rodkin. The guests share their experiences developing story-based games, with a particular focus on The Walking Dead. Many of the design challenges they face contrast heavily with what Jon and Dirk are used to with more abstract, non-story titles. And yet, the crew also discovers that many of the nuts and bolts that go into game development are the same regardless of what type of project you’re working on.Oh, and a spoiler warning for those of you who haven’t yet finished Season 1 of The Walking Dead. Jake and Sean discuss important plot points a couple times, so listener beware!

This Is Only A Test
OCTOBERKAST 2012 – Part 2 – The Idle Thumbs, Vinny Caravella

This Is Only A Test

Play Episode Listen Later Oct 29, 2012 121:08


OCTOBERKAST 2012 continues with The Idle Thumbs. That's right, Jake Rodkin, Sean Vanaman, and Chris Remo come onboard to talk about the right price for T-shirts, KickStarter, under-desk racks, The Walking Dead, and The Cave. Then Vinny Caravella comes onboard to share terrifying child-rearing stories with the gang, and gently stroke his old equipment. We do OCTOBERKAST every year to support Child's Play. It's not too late to donate! Go to our Chipin page.

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This is Only a Test
OCTOBERKAST 2012 - Part 2 - The Idle Thumbs, Vinny Caravella

This is Only a Test

Play Episode Listen Later Oct 28, 2012 61:08


OCTOBERKAST 2012 continues with The Idle Thumbs. That's right, Jake Rodkin, Sean Vanaman, and Chris Remo come onboard to talk about the right price for T-shirts, KickStarter, under-desk racks, The Walking Dead, and The Cave. Then Vinny Caravella comes onboard to share terrifying child-rearing stories with the gang, and gently stroke his old equipment. We do OCTOBERKAST every year to support Child's Play. It's not too late to donate! Go to our Chipin page.

kickstarter caves walking dead child's play chris remo idle thumbs sean vanaman vinny caravella jake rodkin chipin
1UP.com - Games, Dammit!
Games, Dammit! Episode 21 - Narrative in Games | 8/03/2012

1UP.com - Games, Dammit!

Play Episode Listen Later Aug 3, 2012 106:21


In this star-studded episode host Jose Otero is joined by Marty Sliva, as the duo talk about The Walking Dead Video Game with special guests Hollywood screenwriter Gary Whitta and Sean Vanaman of Telltale Games. After a quick break, Bob Mackey joins the crew, as Marty takes the lead to interview Greg Kasavin of SuperGiant Games about Bastion and video game narratives.

1UP.com - 1UP Radio
Games, Dammit! Episode 21 - Narrative in Games | 8/03/2012

1UP.com - 1UP Radio

Play Episode Listen Later Aug 3, 2012 106:21


In this star-studded episode host Jose Otero is joined by Marty Sliva, as the duo talk about The Walking Dead Video Game with special guests Hollywood screenwriter Gary Whitta and Sean Vanaman of Telltale Games. After a quick break, Bob Mackey joins the crew, as Marty takes the lead to interview Greg Kasavin of SuperGiant Games about Bastion and video game narratives.

Playing Dead Podcast
Episode 2 - Writing, Choice, Zombies

Playing Dead Podcast

Play Episode Listen Later Apr 11, 2012 13:05


In this episode of Playing Dead, Telltale discusses how they will expand Robert Kirkman’s award-winning universe with a brand new story and characters. Telltale will also be talking about choice in the game and how they plan on giving players a “tailored experience” throughout the five-part game series. To help discuss this and more, we’ll be talking with game designer Sean Vanaman and story consultant Gary Whitta (screenwriter for The Book of Eli).

The Walking Dead ‘Cast
62: Season Two Wrap-Up Crossover Pt 2

The Walking Dead ‘Cast

Play Episode Listen Later Mar 31, 2012 74:08


Awesome episode this week, if we do say so ourselves, as we’re joined by special guests Chris and Jason from The Talking Dead podcast to give you our top ten highlights of season two. You can find the first half of our countdown over at talkingdeadpodcast.com, and the final five right here in this episode.And as an extra-special bonus, I had a fun and illuminating talk with Sean Vanaman, Jake Rodkin, and Harrison Pink, the lead developers of Telltale’s upcoming video game, The Walking Dead. The guys give us the scoop on which characters from the series will appear in the game, when it’ll be released, what the gameplay is like, and more. Telltale makes immersive, story- and character-based games and so we think they’re the perfect studio to do The Walking Dead justice.As always if you'd like to leave us a message you can call us at (650) 485-DEAD or email us at brains@walkingdeadcast.com. Support the show.

Playing Dead Podcast
Episode 1 - What is this game?

Playing Dead Podcast

Play Episode Listen Later Feb 23, 2012 13:32


In this episode we'll be discussing Telltale's upcoming video game The Walking Dead and learn what the game is, what it isn't and why fans of The Walking Dead are going to love it. To get an inside scoop on all of this, we'll be talking with The Walking Dead game lead designers Sean Vanaman and Jake Rodkin. You'll also find out what the development team considers to be their favorite moments in Robert Kirkman's award-winning comic book series.

game walking walking dead telltale robert kirkman sean vanaman jake rodkin dead" games"
The Married Gamers
TMG-179 The PAX POX Episode

The Married Gamers

Play Episode Listen Later Sep 19, 2010 105:00


The Married Gamers are back!  Recovering from a bad case of Pax Pox, Chris & Kelly Brown talk a little about Extra Life, Their Week in Geek, and introduce several interviews from PAX Prime 2010.  Interviews include:  Dennis Lenart from Telltale Games about Back to the Future: The Game; Sean Vanaman from Telltale games about Poker Night at the Inventory; Hamish Millar from Hothead games about Deathspank: Thongs of Virtue; Rob Hewson from Dark Energy Digital about Hydrophobia; and Scott Youngblood from Red 5 Studios about Fire Fall.  The Married gamers wrap up the episode with their Game of Show for PAX Prime 2010 and depart with a few Shout Outs.   To donate to The Married Gamers Extra Life Team go to: http://tinyurl.com/tmgel   The Married Gamers voicemail: (559) 286-0059  

Idle Thumbs
Idle Thumbs 64: Fifty-One: Burnin' Down the Wolfman

Idle Thumbs

Play Episode Listen Later Sep 8, 2010 61:17


Recorded in front of a live audience at PAX 2010's Wolfman Theater, Idle Thumbs presents what is either its third "final episode," or its first "reunion episode," available to the public for the first time in MP3 form. Hear us intermittently forget the audience exists as we share impressions of PAX's finest offerings, fear an exploding microphone, sing songs, and tell the tale of handling Germany's finest wines. With special guests Sean Vanaman and Steve Gaynor.

Idle Thumbs
Idle Thumbs 60: Nasty/Good/Badass

Idle Thumbs

Play Episode Listen Later Jul 24, 2010 101:58


Though the above choices may seem limiting, we feel they'll be sufficient. Also discussed: space marines, branching narratives, childhood and the human condition. With special guest Sean Vanaman.

Idle Thumbs
Idle Thumbs 59: Rolling With the Pope

Idle Thumbs

Play Episode Listen Later Jul 15, 2010 103:56


In video games, you can trust no one. Everyone is in on it, everyone but you. In video games nothing is real. Or, if it is, we're pretty sure you're seeing it via the visions of a comatose police officer, through the projection of genetic memories hurtled into your brain through time at tremendous speed, or in the dreams of a sleeping cartoon dog. With special guest Sean Vanaman.

Idle Thumbs
Idle Thumbs 58: A Castro Situation

Idle Thumbs

Play Episode Listen Later Jun 14, 2010 89:10


As E3 approaches, as the music genre splits to offer the ultimate fantasy or the ultimate reality, as the future of games prepares to descend in a storm of cameras and holographic children, we talk about a bunch of things with little to no bearing on E3. For now, at least. With special guests Sean Vanaman, and a tape recording of Nick Breckon.

Idle Thumbs
Idle Thumbs 56: Shoveling Your Hat and Crow

Idle Thumbs

Play Episode Listen Later Apr 15, 2010 95:00


Special guest Sean Vanaman joins us on a slow motion journey through strategy and space as we talk about the Infinity Ward kerfuffle, the most honest week in StarCraft history, and how from the outside, bullet time looks really fast, and dumb. We think it will pique your magic, in an interesting way.

Idle Thumbs
GDC 2010: Phaedrus 2010

Idle Thumbs

Play Episode Listen Later Mar 15, 2010 100:47


GDC 2010 ends and we emerge, stumbling through our sleep-deprived, Will Wright-fueled mental haze, to bring you this podcast. We're joined by special guest Sean Vanaman of Telltale Games. 2010.

GameOn!
GameOn: Episode 199

GameOn!

Play Episode Listen Later Oct 8, 2009 35:20


Shawn Sines and guest host Chuck Husemann, editor in chief of GamingNexus.com, interview Telltale Games writer/designer Sean Vanaman about the studio's Monkey Island series.