Podcasts about ttaj

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Best podcasts about ttaj

Latest podcast episodes about ttaj

Talk to Al Jazeera
Iran's FM: Is China the stabilising factor the Middle East needs? | Talk to Al Jazeera

Talk to Al Jazeera

Play Episode Listen Later Mar 29, 2023 25:45


Since President Ebrahim Raisi took office in 2021, he has pushed for a foreign policy focused on the Eastern Hemisphere, while developing closer ties with Iran's neighbours.Evidence of that is an agreement signed in Beijing in early March for Iran to restore diplomatic relations with Saudi Arabia.But Iran remains heavily sanctioned by the West, as the long process to revive the landmark 2015 nuclear agreement stays largely stalled.So, how significant is this deal to restoring ties with its longtime regional rival?Iranian Foreign Minister Hossein Amirabdollahian, talks to Al Jazeera.Subscribe to our channel http://bit.ly/AJSubscribeFollow us on Twitter https://twitter.com/AJEnglishFind us on Facebook https://www.facebook.com/aljazeeraCheck our website: http://www.aljazeera.com/Check out our Instagram page: https://www.instagram.com/aljazeeraenglish/@AljazeeraEnglish#Aljazeeraenglish#News

SuperSápmi
005 – Máttajár`gáttis buolašeahkeda

SuperSápmi

Play Episode Listen Later Sep 21, 2020 94:59


Mo siiddain doaimmai hálddašeapmi? Goas ja mo siiddaid váldi sirdašuvai stáhtaide? Mo mii máhcatat válddi báikkálaš dássái ja heivejitgo dološ vuogádagat otnábeaivái? Naba manin mii leat ábegáhttut mat ballat čázi diškejuvvot niskái? Earret eará dákkár ságat ledje go Luobbal Sámmol…

Al Jazeera World
UN's Moratinos: 'Inclusive identity' can build a better world | Talk to Al Jazeera

Al Jazeera World

Play Episode Listen Later Feb 8, 2020 24:25


Talk to Al Jazeera
UN's Moratinos: 'Inclusive identity' can build a better world | Talk to Al Jazeera

Talk to Al Jazeera

Play Episode Listen Later Feb 8, 2020 24:25


Al Jazeera Correspondent
UN's Moratinos: 'Inclusive identity' can build a better world | Talk to Al Jazeera

Al Jazeera Correspondent

Play Episode Listen Later Feb 8, 2020 24:25


SuperSápmi
005 – Máttajár’gáttis buolašeahkeda

SuperSápmi

Play Episode Listen Later Mar 1, 2018 94:59


Mo siiddain doaimmai hálddašeapmi? Goas ja mo siiddaid váldi sirdašuvai stáhtaide? Mo mii máhcatat válddi báikkálaš dássái ja heivejitgo dološ vuogádagat otnábeaivái? Naba manin mii leat dego ábegáhtut mat ballat čázi diškejuvvot niskái? Earret eará dákkár ságat ledje ovtta buolašeahkeda Máttajávrri gáttis Luobbal Sámmol Sámmoliin, Samuli Aikioin.

Dev Game Club
DGC Ep 045: Ico/Colossus (part one)

Dev Game Club

Play Episode Listen Later Jan 18, 2017 84:17


Welcome to the first episode in our series examining the first two works of Fumito Ueda: Ico and Shadow of the Colossus. We situate it in time a bit, and then turn to the opening few rooms and the design, technical, and narrative departures already visible. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the windmill TTAJ: ??! Podcast breakdown: 0:38     Segment 1: Ico 59:33   Break 1 59:58   Segment 2: Themes for next time, feedback Issues covered: situating Ico's release in 2001, other games focusing on character control and repetition, passion for or against, focusing on different elements, feeling like a young boy, introduction to the game, the spice shop of little boys, economical storytelling, recognizability, space occupied by the character, environment as character, lack of player agency in the camera, showing the player the environment, what does the camera want me to know, camera as drama/emotion rather than mechanic, spiraling up and down, dream sequence, greasy oily shadows, language barrier between them and to the user, usability issues, lack of instruction on the controls, contextual R1, press and hold, tenderness and humaneness, mechanical connection, assuming responsibility, inverse kinematics, animating the character to IK to solve problems, balancing fidelity and responsiveness, impact of the game on game developers, giving permission to try different things, game dev economics, separating Yorda from the inanimate, press R1 to feel emotion, set dressing plausibility and mystery, non-interactable stuff, passive interactions, consistency in interactability, overtelling and lore, moral questions, trophy hunting, soaking it in, robot testing, various automated tests in AAA dev, that one time* we blew it, why we blew it, breakout success of Myst. Games, people, and influences mentioned or discussed: Mafia III, The Last Guardian, Fumito Ueda, Shadow of the Colossus, Devil May Cry, Halo, Silent Hill 2, Metal Gear Solid 2, MGS 4, Pikmin, Baldur's Gate Dark Alliance, Luigi's Mansion, Hideki Kamiya, Platinum Games, Capcom, Konami, Max Payne, Hitman 2, System Shock 2, King Kong, Jessica Lange, The Arrival, Resident Evil, Final Fantasy IX, Legend of Zelda, Tomb Raider series, Journey, Velvet Underground, Prince of Persia, Sony, Jesse Harlin, Don DeLillo, Zero K, @TheHanna, TIE Fighter, Reed Knight, Darren Johnson, Bethesda Game Studios, Starfighter, Microsoft, Noel Llopis, Cameron Hass, Day of the Tentacle, Grim Fandango, Myst series, Riven, Uru, Obduction, LucasArts, Sierra, The 7th Guest, Curse of Monkey Island**, The Room, The Witness, Cthulhu. Links: Noel Llopis, Monkey Testing Next time: Finish Ico! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com * not one time ** I said Monkey 4, but this is the game I actually meant.

Dev Game Club
DGC Ep 043: TIE Fighter Bonus, the QA Perspective

Dev Game Club

Play Episode Listen Later Jan 4, 2017 84:55


Welcome to a bonus episode examining 1994's Star Wars classic TIE Fighter. We welcome two guests, Reed Knight and Darren Johnson, who worked in QA on the original titles and co-led the QA team on the Collector's Edition. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. TTAJ: 14:24 Podcast breakdown: 0:29        Interview segment 1:10:00   Break 1:10:22   Outro, Next time Issues covered: Tim introduces QA as a discipline, Reed self-introduction, QA being in start credits of Full Throttle, Tim's interviews, Darren self-introduction, early history of Reed and Darren in QA, games that are fun to test months in, score competition, day in the life of a tester, bug entry process, having only one computer for entering bugs, "anti-speed runs," thinking in terms of triggers or events, gluing events together, getting the editor and looking for bugs, finding voice lines that had never fired in original TIE Fighter, finding bugs that weren't literally visible in-game, non-crash "A" bugs, Reed disputes Brett's account of an "A" bug, Darren defeating Darth Vader, best gaming moments, the lengths you go to to break a game, "SUM PIN TO DO," missing a bug because you haven't gone far enough, fighting for bugs on behalf of the player, suggesting technical solutions from QA, healthy tension between departments, "upstairs," Kerner Blvd, adversarial advocacy vs. regulatory capture, maintaining objectivity, balancing games from test, lead tester importance as ship date looms, maintaining loyalty to the QA team, turning to the Dark Side, getting QA consensus, "once a tester always a tester," humility vs arrogance, direct discussion with testers, every 1000th bug, golden age, free range testing, working on a platform title (due to license holder requirements), compatibility, quantity of bugs in modern day, playing console manufacturers off against one another, day one patches, usability issues, playing XvT co-op as former QA, TuneIn and Amazon Echo. Games, people, and influences mentioned or discussed: Rogue One, Toy Story, Buzz Lightyear, Emperor Zurg, Dark Forces, Full Throttle, Tim Schafer, Metal Warriors, Big Sky Trooper, Jedi Knight, Indiana Jones and the Infernal Machine, Stormfront Studios, Eragon, Don Daglow, Smithsonian, Leap Frog, Duke Grabowski, Bill Tiller, Gene Mocsy, Hal Barwood, Zelda, Indiana Jones Desktop Adventures, Yoda Stories, Afterlife, Day of the Tentacle, Dave Grossman, Mad Otter Games, Disney, Brian Kemp, Larry Holland, Totally Games, Dan Connors, Mark Cartwright, The Last Starfighter, Fallout 3, Todd Howard, Daron Stinnett, Starfighter, Brett Tosti, Galactic Battlegrounds, Battle for Naboo, Obi-Wan, Bill Roper, Tim Cain, Bethesda Game Studios, Nintendo 64, Shadows of the Empire, Livia Knight, Telltale Games, Sean Clark, Tabitha Tosti, Battlehawks 1942, Their Finest Hour, Secret Weapons of the Luftwaffe, Ico, Fumito Ueda, BlueTieCasual. Next time: Interview with Larry Holland! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 042 : At Year's End

Dev Game Club

Play Episode Listen Later Dec 28, 2016 63:23


Welcome to our YEAR END SPECIAL. We look back on our interview segments and our favorite game takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. TTAJ: 53:15 Next time: We have one and possibly two TIE Fighter interviews lined up, but then we are going to turn to 2002's Ico and 2005's Shadow of the Colossus. Look for us on Twitter for how far to play.  @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 041: Tie Fighter (part 4)

Dev Game Club

Play Episode Listen Later Dec 21, 2016 70:57


Welcome to our fourth episode examining 1994's Star Wars classic TIE Fighter. We discuss the story of the Collector's Edition additional missions and then turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Missions 11-13 TTAJ: 1:06:00 (late this episode!) Podcast breakdown: 0:37    Segment 1: Final battles 39:00  Break 39:27  Segment 2: Takeaways Issues covered: story review of last few battles, cloaking technology as verboten in Star Wars license, tying into Endor and the trap at the new Death Star, being in the recognizable Star Wars universe, forward performance problems, thinking about future proofing, emulating and Steam, Lucy and the anthropology, failing a mission and rethinking your strategy, using the slam mechanic, circles of the Emperor, viewing your stats, proper pronunciation of Bothan, Brett and lore, having both the success of preserving the Empire and knowing it's about to fall, differing voice actors, not getting to see Zaarin, moving to a 3D rendering, deep simulation, the majesty of being in the space, committing to the fantasy in small ways, how much stuff is in this game, simulation complexity of a fictional craft, AI craft doing the same energy management, mission design around specific craft/loadout, feeling the hand of the designer, modern possibility of failure, we hear from the animal quarter, Brett owes Tim a dollar. Games, people, and influences mentioned or discussed: Scrabble, Ernest Adams, Dungeon Keeper, Ultima series, Rogue One, Skyrim, Monkey Island, Jedi Power Battles, Masters of Teras Kasi, The Last Starfighter, Dark Souls, Bloodborne, Demon's Souls, Star Citizen, Elite Dangerous, Brian Taylor, Dave Filoni, Star Wars Rebels and Clone Wars, Republic Commando, Sean Duffy. Next time: A Year in Review @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com