Podcasts about stephen's sausage roll

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Best podcasts about stephen's sausage roll

Latest podcast episodes about stephen's sausage roll

Dev Game Club
DGC Ep 218: SWRC Bonus Interview with Harley Baldwin

Dev Game Club

Play Episode Listen Later Jul 1, 2020 129:51


Welcome to Dev Game Club, where this week we welcome another interview, this time with industry veteran and current VP of Design at Schell Games, Harley Baldwin. Harley talks about her path through the industry and about her time especially at LucasArts and Republic Commando, on which she served as a level designer. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:45 Interview 1:25:23 Break 1:25:51 Feedback Issues covered: how Harley got her start, planning to get into photographic printing, crashing a friend's interview, knowing a tuck-in top from a hang-over top, figuring out technical art challenges, getting a programmer to do some interpolation, emergence of digital cameras, the unsung heroism of technical art, making one kind of data into another kind of data, overlapping art and engineering, figuring out how to blend animations for locomotion, learning from designers via over-the-shoulder watching, the three-point slice, trying to figure out how to build stuff, moving to design, not having to worry about both the architecture and the gameplay at the same time, getting designers to play and talk, becoming a lead systems designer, communicating the use of systems, advocating for designs, VR and location-based entertainment, hard and interesting problems, encouraging design skill overlap, getting the design document on day one, LucasArts using proprietary technology and the internal controversy, believing you need the author of the engine in-house, the conversations between level designers, talking about how to make the bridge moment, building momentum, speaking level designers' language, coming on late and fixing cover bugs and optimizing spaces, figuring out how and whether to do jungle, arguing over the spotlights, trying to find solutions together, level ownership, getting enough distance to see what needs to be real or what needs to be smoke and mirrors, the creepiness of the Prosecutor, giving the designer you once were a talking to, getting stuck on Troy's level, designing to the peak experience, the story of what a designer is trying to say, finishing your own level on hard... over a few hours, QA beating it eventually, lacking storytelling tools and using design tools like difficulty, door breaches and hints, the "doors and hallways engine," how to tackle a dwarf spider droid, still figuring things out as you ship, building to a character moment, being in the perfect spot, the old home tour of enemies, "hey player, you can handle this now," "Brett's favorite room," the energy and communication of that team, "Nobody reads your docs," designers and difficulty, "when do you turn off god mode," watching people play, your applicant pool of user testing players, three things you'd change about project/process, fumbling towards scrum/agile, how seeing where the squad was going changed the game dramatically, VR and its problems to solve, meeting Harley for the first time, the Starfighter pie meeting, Pi Day, Tim delivers a pie to Brett's apartment, "I might worry about a random pie," East Coast geography, the team helping get you through the making of the game, the special atmosphere of LucasArts, good people working with good people, defending Tim's honor, difficulty and Constraint Satisfaction Problems, Boss Keys series, Longo Calrisian, positioning and leadership, lowering ammo and tuning towards the focus fire mechanic, the hot targets, differences between PC and Xbox, difficulty codes, marketing, Starfighter III: Jedi Starfighter II: Starfighter Outcast or Reti Player One, a plea for orbital strikes in more video games. Games, people, and influences mentioned or discussed: American Laser Games/Her Interactive, LucasArts, Indiana Jones and the Infernal Machine, Starfighter (series), RTX Red Rock, Crystal Dynamics, Tomb Raider (series), Demiurge, Nihilistic Software, Rock Band, Resistance, Call of Duty, Schell Games, PhotoStyler, McKenzie & Company, Mad Dog McCree, Drug Wars, 3D0, Vampire Diaries, Nancy Drew (series), Debabelizer, Jedi Knight, Reed Knight, X-COM: The Bureau, Jesse Schell, Disney VR, Unreal, Galactic Battlegrounds, Age of Empires, Outlaws, Troy Mashburn, Pat Sirk, Jesse Moore, Juli Logemann, Uncharted, Kevin "Schmitty" Schmitt, Xbox, Microsoft, Jeffrey "Pinecone" Sondin-Kung, I Expect You to Die, Until You Fall, PlayStation VR, GDC, David Collins, Blarg42, Anachronox, Violet B. Trudel, Pokemon, Oliver Uvman, Sokoban, Super Mario Bros 3, Stephen's Sausage Roll, Final Fantasy XIII-2, King's Quest, Gothic Chocobo, Game Maker's Toolkit, Mark Brown, Zelda (series), Leon Buckel, Greg Knight, Sam Thomas, June, Jocko Willink, Leif Babin, Dark Forces, GameSpot, Billy/The2ndQuest, Clone Wars, Star Wars Rebels, Forza, Tetris99, Animal Crossing, Charlie Rocket, Kirby's Epic Yarn, Epic Mickey, Final Fantasy VI, Super Mario RPG: Legend of the Seven Stars, Kirk Hamilton, Aaron Evers. Next time: Another Interview? Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 129: Tomb Raider (part four)

Dev Game Club

Play Episode Listen Later Sep 12, 2018 117:53


Welcome to Dev Game Club, where we celebrate the triumphant return of co-host Tim Longo with... a discussion of the rest of 1996's Tomb Raider. We once again discuss the levels themselves, but also discuss traps, puzzles, and the use of voice to characterize action adventure avatars in more recent games, before turning to takeaways and your questions and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finishing the game (Egypt and Atlantis) Podcast breakdown: 0:40       Segment 1: Levels and other discussion 1:04:40  Break 1:05:12  Segment 2: Takeaways and feedback Issues covered: cumbersome controls, traversal-based exploration vs skill-based exploration, traps as playing against expectations in traversal, varying threats with traps, lower stress approach than combat, puzzles, block moving, levels as puzzles, evolving the puzzles and mechanics over multiple games, feature iteration over a series, voice acting in cutscenes vs in-game, preferring solitude, not having a plan for Lara the character, losing the ability to see yourself in the character, using cutscenes as reward, blurring the line between cinematic and game, using FMV instead, thinking of the first two Egypt levels as one level, interconnectedness of the Obelisk, seeing everything you need to do in one room, breaking their rules, climbing all around the side of the Sphinx room, navigation as puzzle, sense of scale, showing you the destination and making you figure out how to get there, water puzzles, contextualization, having your input read in in-engine cutscenes, doors that open and stay open, motivating your puzzles and switches, ancient stuff vs modern, building new mechanics late in the game, central pyramid room, ending in flesh, leaning into a problem, paying off on doing something denied you in a cutscene, leaning into exploration, naming your enemies and therefore making them more important, level as puzzle, strong character design, animation with weight and wind-up, the move set as puzzle, learning the move systems, white paint, branching paths, inescapable abstraction, give me guardrails to find the fun, balancing freedom against direction, MDA framework, interaction of the mechanics with the dynamics, abstraction in AI and physics and other systems, merging mechanics and narrative, VR as an interesting place for this, innovation moving to the mainstream, horror. Games, people, and influences mentioned or discussed: Indiana Jones, Resident Evil, Soul Reaver, Stephen's Sausage Roll, Monument Valley, A Good Snowman is Hard to Build, Core Design, Indiana Jones and the Infernal Machine, Uncharted (series), God of War (2018), Jedi Knight, Westwood, Tim Curry, Mark Hamill, Wing Commander, Half-Life, System Shock 2, Doom, Cthulhu, Metal Gear (series), Eidos Montreal, Starfighter (series), Republic Commando, Assassin's Creed, Deus Ex, Michael, LonelyBob K, Tim Dooley, Breath of the Wild, Horizon: Zero Dawn, Jonathan Haidt, The Righteous Mind, Zachary Crownover, Zimmy Finger, Brothers: A Tale of Two Sons, Papers, Please, Limbo, Prince of Persia: Sands of Time, Inside, Cart Life, Memento, Sex, Lies, and Videotape, Switchblade Sisters, Sera Gamble, April Wolfe, Being John Malkovich, Lost, The Magicians, Supernatural, Sharp Objects, Hereditary, American Horror Story, The Endless, Resolution, Thief. Links: Play Tomb Raider in a browser 31 Nights Streaming Screaming Next time: We look a bit at Shadow of the Tomb Raider! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Endless Backlog Podcast
Endless Backlog Podcast Episode 87

Endless Backlog Podcast

Play Episode Listen Later Jun 24, 2018 127:49


The podcast crew discuss in detail the glory that is Resident Evil Remake, Dark Souls, Stephen's Sausage Roll, Legend of Dragoon, and Fallout 4. 

Silence on joue !
Silence on joue ! «Uncharted 4», «Kirby», «Fire Emblem», et des saucisses

Silence on joue !

Play Episode Listen Later Jun 7, 2016 85:16


Au programme cette semaine, on retrouve la boule rose superstar qui continue à tout absorber, mais avec cette fois-ci, un exesquelette robotisé dans Kirby, Planet Robobot, on repart à l'aventure avec un Nathan Drake qui se croyait rangé, on fait griller des saucisses (et c'est pas facile!) dans Stephen's Sausage Roll et on replonge dans le tactical RPG avec les différentes histoires de Fire Emblem Fates. Voir Acast.com/privacy pour les informations sur la vie privée et l'opt-out.

Quack! Clube de Jogos
#012 Stephen's Sausage Roll - Quack! Clube de Jogos

Quack! Clube de Jogos

Play Episode Listen Later May 13, 2016 16:51


Em todo este episódio falaram "salsicha", e, pra qualquer observador casual, é mais do que claro que não são salsichas, mas sim linguiças. É o desrespeito de uma sociedade elitista que não aceita a linguiça como uma verdadeira carne de churrasco.

jogos clube quack stephen's sausage roll
Jogabilidade (Games)
Vértice #73: Abraçando John Romero

Jogabilidade (Games)

Play Episode Listen Later May 6, 2016 78:24


No bloco de jogos: Uncharted 4 (sem spoilers), expansão de Hearthstone, Nioh e Stephen's Sausage Roll. Nas notícias: data e planos pro Nintendo NX, imagens de 1666: Amsterdam, o novo jogo de Romero e "Carmack" e o trailer de Call of Duty: Infinite Warfare.E o que você tem a dizer?Deixe seu feedback acessando o post deste podcast, ou mande um e-mail para contato@jogabilida.deLinks Comentados: Contribua com nosso Patreon Siga-nos no Twitter: Jogabilidade Assine:  Canal do Youtube Assista: Versão em Vídeo Blocos do Podcast: Uncharted 4: 00:04:00 Hearthstone: Whispers of the Old Gods: 00:17:16 Nioh (Alpha): 00:28:08 Stephen's Sausage Roll: 00:40:05 Nintendo NX: 00:47:02 1666 Amsterdam: 00:53:16 O novo jogo de Romero e "Carmack": 00:59:40 Call of Duty Infinite Warfare: 00:01:08 Trilha do Podcast: “Late Nite Funk Squad”, por David Tobin, Jeff Meegan e Malcolm Edmonstone “Complication", por Rookiez is Punk'd "Right Hand Man", por Lin-Manuel Miranda e Chris Jackson

Multicast
Multicast #25 : PAX of Destinies

Multicast

Play Episode Listen Later May 1, 2016 106:54


Nous débutons l’épisode par un petit tour de table mettant en lumière les jeux ayant marqués nos dernières semaines. Martin en profite pour revisiter le concept de la saucisse, Alban plonge dans les ténèbres de Dark Souls 3 et Maxwell organise des funérailles vikings en l’honneur de The Division. Nous accueillons Tanya Grenier et Simon Côté qui nous partagent leurs coups de coeurs du PAX East 2016 et Martin nous commente son expérience de la béta de Mirror’s Edge 2 avec. En prime, Tanya et Maxwell nous vantent les mérites de Stories: Path of Destinies.