Podcasts about valve software

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Best podcasts about valve software

Latest podcast episodes about valve software

PING
Pulse Internet Measurement Forum at APRICOT Pt 1

PING

Play Episode Listen Later Mar 19, 2025 36:19


At the APRICOT/APNIC59 meeting held in Petaling Jaya in Malaysia last month, The internet society held it's first PIMF meeting. PIMF, or the Pulse Internet Measurement Forum is a gathering of people interested in Internet measurement in the widest possible sense, from technical information all the way to policy, governance and social questions. ISOC is interested in creating a space for the discussion to take place amongst the community, and bring both technologists and policy specialists into the same room. This time on PING, instead of the usual one-on-one format of podcast we've got 5 interviews from this meeting, and after the next episode from Geoff Huston at APNIC Labs we'll play a second part, with 3 more of the presenters from this session. First up we have Amreesh Phokeer from the Internet Society who manages the PULSE activity in ISOC, and along with Robbie Mitchell set up the meeting. Then we hear from Christoph Visser from IIJ Labs in Tokyo, who presented on his measurements of the "Steam" Game distribution platform used by Valve Software to share games. It's a complex system of application-specific source selection, using multiple Content Distribution Networks (CDN) to scale across the world, and allows Christoph to see into the link quality from a public API. No extra measurements required, for an insight into the gamer community and their experience of the Internet. The third interview is with Anand Raje, from AIORI-IMN, India's Indigenous Internet Measurement System. Anand leads a team which has built out a national measurement system using IoT "orchestration" methods to manage probes and anchors, in a virtual-environment which permits them to run multiple independent measurement systems hosted inside their platform. After this there's an interview with Andre Robachevsky from Global Cyber Alliance (GCA). Andre established the MANRS system, it's platform and nurtured the organisation into being inside ISOC. MANRS has now moved into the care of GCA and Andre moved with it, and discusses how this complements the existing GCA activities. FInally we have a conversation with Champika Wijayatunga from ICANN on the KINDNS project. This is a programme designed to bring MANRS-like industry best practice to the DNS community at large, including authoritative DNS delegates and the intermediate resolver and client supporting stub resolver operators. Champika is interested in reaching into the community to get KINDNS more widely understood and encourage its adoption with over 2,000 entities having completed the assessment process already. Next time we'll here from three more participants in the PIMF session: Doug Madory from Kentik, Beau Gieskins from APNIC Information Products, and Lia Hestina, from the RIPE NCC.

Professor Game Podcast | Rob Alvarez Bucholska chats with gamification gurus, experts and practitioners about education
Mike Rufail Using Repetition On Gamified Strategies | Episode 365

Professor Game Podcast | Rob Alvarez Bucholska chats with gamification gurus, experts and practitioners about education

Play Episode Listen Later Nov 4, 2024 30:45 Transcription Available


If you're struggling to keep people engaged and loyal in your product or business, check out my FREE gamification course to learn how to do just that: bit.ly/freegamificationcourse-web Have you wondered about the significance of respecting and refining every idea within a creative team? In this episode of the Professor Game Podcast, we explore successful gamification strategies and insights with Mike Rufail, a notable figure in the gaming and gamification industry. Understand the allure and functionality of gamification, which merges game design with non-gaming environments to boost interaction and dedication. Rufail shares hard-earned lessons from his extensive career, including the significance of respecting and refining every idea within a creative team. Drawing on practical examples and professional experiences, this episode offers listeners an in-depth understanding of implementing gamification to achieve business goals. Mike Rufail is the Chief Executive Officer of Tradeoff. In more than two decades as a leader in gaming, Rufail helped popularize global competitive esports and has previously served as a consultant on video game design, competition, and esports strategy for several major companies. Before joining Tradeoff, he served as chief gaming officer and co-owner of OpTic Gaming and chief executive officer of Envy Gaming, which he founded in 2007. Rufail is based in Dallas, Texas, and is an alumnus of the University of North Carolina at Greensboro. Rob is a host and consultant at Professor Game as well as an expert, international speaker and advocate for the use of gamification and games-based solutions, especially in education and learning. He's also a professor and workshop facilitator for the topics of the podcast and LEGO SERIOUS PLAY (LSP) for top higher education institutions that include EFMD, IE Business School and EBS among others in Europe, America and Asia.   Guest Links and Info Website: tradeoff.com LinkedIn: Tradeoff Financial Corp    Links to episode mentions: Proposed guest: Someone from Valve Software (creators of Steam) Recommended book: Not reading books but into what communities are saying! Favorite game: Diablo Series!   Lets's do stuff together! Get started in Gamification for FREE! LinkedIn Twitter Facebook Instagram TikTok YouTube Ask a question

Hot Button
Episode 112: The History of Valve Part 2 (Episode One)

Hot Button

Play Episode Listen Later Jun 28, 2024 64:36


Today we dig into Valve Software's big foray into not only developing their in house operating system, but also their very own home hardware. Everything from the Steam Link, to the Steam Controller, to the Steam Machine and everything in between!

Visionaries: Gaming, Media and the Internet Dissected
Why Counter-Strike 2 May Bring the FPS Franchise to New Heights feat. fl0m

Visionaries: Gaming, Media and the Internet Dissected

Play Episode Listen Later Mar 31, 2023 69:37


The announcement of Counter-Strike 2 surprised its most popular streamer Erik “fl0m” Flom as much as the rest of the 20-year-old franchise's player base. After more than two decades of successful game titles, Seattle-based Valve Software is making major changes to Counter-Strike: Global Offensive, despite its popularity being close to an all-time peak. Can it take the already-popular game and push it to new heights? Fl0m joins Visionaries to discuss. “Counter-Strike has just always grown and as long as they make the gameplay feel close to the same, and they really iron out what people are complaining about right now, I don't see how it wouldn't continue to grow. It's just a matter of how much.” You can follow fl0m here. Learn more about your ad choices. Visit megaphone.fm/adchoices

Digital Days Gaming
DDG Episode 169

Digital Days Gaming

Play Episode Listen Later Mar 23, 2023 68:11


We have a nice episode this week in which we cover Valve's surprise Counter-Strike 2 announcement; EA Delisting old Battlefield games and an update on when to expect The Last of Us season 2. Plus in playing and watching, MJC played the Exoprimal beta and a new Switch game called Post Void. Dave played some more of the Destiny 2's Lightfall expansion. Opening song is Deja Vu by Popskyy - https://popskyy.bandcamp.com/If you'd like to donate to us using PayPal, you can do so with this link. https://www.paypal.me/digitaldaysgamingIf you would like to order DDG merchandise click below: https://teespring.com/digital-days-gamingPatreonDiscordTwitter: @DigitalDaysPodDave Twitter: @GoodDaveHuntMichael Twitter: @The1stMJCTwitch: @DigitalDaysGamingFacebook PageFacebook GroupYouTubeTikTok

Hacker Public Radio
HPR3795: 2022-2023 New Years Show Episode 1

Hacker Public Radio

Play Episode Listen Later Feb 17, 2023


Episode #1 Welcome to the 11th Annual Hacker Public Radio show. It is December the 31st 2022 and the time is 10 hundred hours UTC. We start the show by sending Greetings to Christmas Island/Kiribati and Samoa Kiritimati, Apia. Chatting with Honkey, Mordancy, Joe, Ken, and others Discussed: pi hole, podman, RPIs, Pfsense, and netminers new micro pc Introduction by Ken and Honkey. History: The New Years Celebrations. Civilizations around the world have been celebrating the start of each new year for at least four millennia. Today, most New Year’s festivities begin on December 31 (New Year’s Eve), the last day of the Gregorian calendar, and continue into the early hours of January 1 (New Year’s Day). HPR: So you want to do a podcast? Wikihow: How to make a good podcast. Death Wish Coffee We lead with an alternative point of view, providing bold, smooth cups of coffee to our people. We find fresh ways to enjoy coffee, and we foster community along the way. Disrupting the status quo interests us, so we create edgy, sarcastic content. We live to rebel against blah beans—and a boring, lackluster life. Thailand Elephant Sanctuary VLC commandline: List of commands and arguments. VLC commandline: Documentation. VLC commandline: Audio streaming from the commandline. pavucontrol: PulseAudio Volume Control. Hearse Club youtube: MotorWeek Over the Edge: Hearse Convention. xiph: The Ogg container format. Ogg is a multimedia container format, and the native file and stream format for the Xiph.org multimedia codecs. As with all Xiph.org technology is it an open format free for anyone to use. Library of Congress: .ogg file format. Wikipedia: .mp3 file format. xiph: .flac file format. FLAC stands for Free Lossless Audio Codec, an audio format similar to MP3, but lossless, meaning that audio is compressed in FLAC without any loss in quality. This is similar to how Zip works, except with FLAC you will get much better compression because it is designed specifically for audio, and you can play back compressed FLAC files in your favorite player (or your car or home stereo, see supported devices) just like you would an MP3 file. Wikipedia: .flac file format. elephantguide: How Much Can An Elephant Lift? Royal Thai Embassy: Thailand’s wild tiger population shows impressive growth. bangkokpost: Thailand has highest number of wild tigers in Southeast Asia. mumble: Mumble is a free, open source, low latency, high quality voice chat application. atpinc: What is M.2? Keys and Sockets Explained. armbian: Linux for ARM development boards. pine64: ROCK64 is a credit card sized Single Board Computer. docker: realies/nicotine. kubuntu: Kubuntu is a free, complete, and open-source alternative to Microsoft Windows and Mac OS X which contains everything you need to work, play, or share. Check out the Feature Tour if you would like to learn more! podman: Podman is a daemonless container engine for developing, managing, and running OCI Containers on your Linux System. docker: A container is a standard unit of software that packages up code and all its dependencies so the application runs quickly and reliably from one computing environment to another. A Docker container image is a lightweight, standalone, executable package of software that includes everything needed to run an application: code, runtime, system tools, system libraries and settings. Containers and VMs Together? cockpit: Cockpit is a web-based graphical interface for servers, intended for everyone. manage virtual machines in Cockpit. etherpad: big boy show notes. redhat: Transitioning from Docker to Podman. lugcast: We are an open Podcast/LUG that meets every first and third Friday of every month using mumble. [logitech:](https://www.logitech G435 Ultra-light Wireless Bluetooth Gaming Headset. fit philosophy: Junk volume. "Junk volume" refers to exercise that doesn't improve strength or build muscle, wasting your time and energy. Leg day workout jitsi: Jitsi Free & Open Source Video Conferencing Projects. mintCast The podcast by the Linux Mint community for all users of Linux. The Linux link tech show The Linux Link Tech Show is one of the longest running Linux podcasts in the world. PETG 3D Printing Filament. MIM-104 Patriot military-today The Patriot is a long-range air defense missile system. samsclub: rancher: suse rancher: raspberrypi single board computers. pfsense: pfSense is a firewall/router computer software distribution based on FreeBSD. snort: Snort is the foremost Open Source Intrusion Prevention System (IPS) in the world. Snort IPS uses a series of rules that help define malicious network activity and uses those rules to find packets that match against them and generates alerts for users. Snort can be deployed inline to stop these packets, as well. Snort has three primary uses: As a packet sniffer like tcpdump, as a packet logger — which is useful for network traffic debugging, or it can be used as a full-blown network intrusion prevention system. Snort can be downloaded and configured for personal and business use alike. pi-hole: In addition to blocking advertisements, Pi-hole has an informative Web interface that shows stats on all the domains being queried on your network. nlnetlabs: Unbound Unbound is a validating, recursive, caching DNS resolver. It is designed to be fast and lean and incorporates modern features based on open standards. DHCP server dietpi: DietPi is an extremely lightweight Debian OS, highly optimised for minimal CPU and RAM resource usage, ensuring your SBC always runs at its maximum potential. servethehome: Project Tiny Mini Micro, cool 1 liter pc builds. filezilla: The FileZilla Client supports FTP, FTP over TLS (FTPS), and SFTP. redhat: Configure a Network Team Using the Text User Interface, nmtui. howtogeek: Manage Linux Wi-Fi Networks With Nmtui. travelcodex: The Southwest Airlines Meltdown. gpd kickstarter: Arduboy, the game system the size of a credit card. pine64: Pinetab 2. orangepi: Orange Pi 800, Mini PC in a keyboard. southeastlinuxfest: The SouthEast LinuxFest is a community event for anyone who wants to learn more about Linux and Open Source Software. fosdem: FOSDEM is a free event for software developers to meet, share ideas and collaborate. stallman: Richard Stallman's Personal Site. freedos: FreeDOS is a complete, free, DOS-compatible operating system. While we provide some utilities, you should be able to run any program intended for MS-DOS. reactos: Imagine running your favorite Windows applications and drivers in an open-source environment you can trust. wikipedia: Windows 3.0. winehq: a compatibility layer capable of running Windows applications on several POSIX-compliant operating systems, such as Linux, macOS, & BSD. codeweavers: playonlinux: PlayOnLinux is a piece of software which allows you to easily install and use numerous games and apps designed to run with Microsoft® Windows®. protondb: Proton is a new tool released by Valve Software that has been integrated with Steam Play to make playing Windows games on Linux as simple as hitting the Play button within Steam. libreoffice: LibreOffice is a free and powerful office suite. linuxmint: Linux Mint is a community-driven Linux distribution based on Ubuntu, bundled with a variety of free and open-source applications. xfce: Xfce or XFCE is a free and open-source desktop environment for Linux and other Unix-like operating systems. crunchbang: CrunchBang was a Debian GNU/Linux based distribution offering a great blend of speed, style and substance. openbox: gnome: mozilla: firefox google chrome AMD autism toastmasters Toastmasters International is a nonprofit educational organization that teaches public speaking and leadership skills through a worldwide network of clubs. openssl Asperger syndrome STEM BASIC BASIC (Beginners' All-purpose Symbolic Instruction Code) is a family of general-purpose, high-level programming languages designed for ease of use. The original version was created by John G. Kemeny and Thomas E. Kurtz at Dartmouth College in 1963. IRC IRC is short for Internet Relay Chat. It is a popular chat service still in use today. second life walmart aldi morrisons boots walgreens zulu clock Thanks To: Mumble Server: Delwin HPR Site/VPS: Joshua Knapp - AnHonestHost.com Streams: Honkeymagoo EtherPad: HonkeyMagoo Shownotes by: Sgoti and hplovecraft

The Inner Gamer Podcast
354: Two Point Campus, Dorfromantik and Top 5 Game Developers

The Inner Gamer Podcast

Play Episode Listen Later Aug 16, 2022 130:10


Brett heads back to college in Two Point Campus. It's the new management sim from the creators of Two Point Hospital. Is it worth the price of entry? We also dive into what Brett calls the Bob Ross of video games in Dorfromantik. It's a calming city builder game where you lay down tiles to grow a serene little landscape. Jason also gets into Arcadegeddon and is having a blast and Austin gets into Mario Strikers: Battle League with the opposite effect.In our news, we talk about the Pokemon Presents showcase specifically around Pokemon Scarlet and Violet. We also discuss Dr. Disrespect's new game, Overwatch getting rid of paid loot boxes and Squirrels with Guns.In our discussion, we share our top 5 game developers of all time. Each one of us has a unique list of game developers who excel for one reason or another. We look at the history of each developer and talk about what makes them special and the impact they had on the industry. Show Notes:3:29 - Two Point Campus15:12 - Arcadegeddon25:17 - Dorfromantik38:00 - Mario Strikers: Battle League47:52 - Pokemon Scarlet and Violet, Deadrop, Overwatch 2 and Squirrel with a Gun1:24:05 - Top 5 Game Developers of All Time2:03:53 - Upcoming Video Game ReleasesBecome a part of the conversation! Join our Discord server today. If you donate $1 or more on Patreon you can get exclusive access to the Patreon-only chat and channels on the server.Visit our website to find our social channels, check past podcasts and donate to the show.Subscribe to our YouTube channel to see all of our latest videos as they drop.Credits:"Blue Groove Deluxe" by BlueFoxMusic on audiojungle.netWoman Announcer - Ariana Guerra; Actress"Wisdom" by Super Nostalgia 64

Economics For Business
Gordon Miller: What's Your Absorptive Capacity for User-Generated Innovation?

Economics For Business

Play Episode Listen Later Aug 9, 2022


It's often the case that lead users — the most sophisticated, committed, and energetic users — are an excellent source of innovation ideas. Those customers who are most engaged are thinking the most intensely and the most creatively about what they want from the usage experience. We came across a particularly instructive example: video game modders. Who are modders, what do they do, and what can we learn from them? Professor Gordon Miller has studied this important entrepreneurial phenomenon, and he joins Economics for Business to share his knowledge. Key Takeaways and Actionable Insights. Modding is user-generated value innovation. Modding, from modifying, is the act of a changing a game, usually through computer programming, with software tools that are not part of the game. This can mean fixing bugs, modifying content to improve it, or adding content. But modding is not an activity taken on by those at game companies—developers release patches and downloadable content, not mods. Modding is instead done by players and fans of the game… Modding is more than adjusting the preferences or game settings, it is making changes that cannot be made through the game as it is. Game producers and designers enable and encourage this user innovation. Game producers have come to recognize that the creative ideas and initiatives of the modding community can contribute new value to their businesses and franchises. Games like Minecraft enable users to explore, within a predesigned GUI, a practically endless 3-dimensional world to build innovative structures and other things like functional computers and console emulators. Minecraft also makes available code and tools for modders to create mods that are essentially new games, or major innovations within the original game. The famous DOTA (“Defense Of The Agents”) game is entirely the product of the modding community, encouraged and enabled by the developer, Valve Software. Modding is a practical application of the theory of absorptive capacity. Absorptive capacity refers to the capability of a firm to recognize, collect, assimilate, process, transform and use external knowledge for competitive advantage in innovation, flexibility, and overall business performance. The external sources of knowledge are knowledge networks, either formal or informal or a combination of both. Formal networks might include suppliers and partners, university research departments and labs, and even industry share groups. It's sometimes called open innovation — actively looking at and tapping into what other firms are doing. Informal networks are those like the modder community — lead users, user groups, tinkerers, and so on. This is sometimes referred to as distributed innovation or user innovation — it's not the producer originating the innovation, but an external informal source. The challenge is to be able to generate awareness of these sources of knowledge, evaluate them, bring them inside to the company for evaluation and processing, and turn them into useful innovations or internal changes. In highly dynamic industries, it is productive to tap into these knowledge networks. Professor Miller refers to the external networks of knowledge, both formal and informal, as the wisdom of the crowd. If you are operating in an environment characterized by high dynamism and rapid change, the wisdom the of crowd is an important and often decisive resource. The wisdom of the crowd can contribute to innovation and business performance, especially in the form of idea diversity.Innovation performance improves through better firm capitalization of knowledge resources.The wisdom of the crowd offsets firm rigidity — making it more receptive to new ideas,Entrepreneurial judgment can increase innovation performance by increasing absorptive capacity.Innovation performance feeds back into absorptive capacity, creating an iterative self-improvement loop. Professor Miller proposes three areas of business development by capitalizing on external user groups. First, firms struggling to innovate due to internal rigidities may well benefit from developing communities — similar in concept to modding communities - connected to their own industries. By absorbing and incorporating the learning that occurs in such groups, they can take advantage of readily available innovative ideas for change. Second, these communities may also provide a wellspring of talent for enhancing the firm's absorptive capacity in useful ways. This is a pool of unique and entrepreneurial individuals with the potential to enhance the firm's human capital and make the firm more explorative. Third, even if the firm does not fully tap in to all the knowledge coming from the community, there is still the potential for new solutions to emerge that are stimulated by external ideas. There are always hobbyists and fans, and technology easily facilitates their interactions. Crowdsourced knowledge provides a uniquely useful tool for enhancing organizational innovation. The wisdom of the crowd is a path to profit. Modding as an art form allows players to express what they most want games to be. This becomes a useful indicator for determining the most profitable paths to pursue. Firms seeking to enhance their innovative capabilities and remain profitable must pay attention to external sources of learning, however informal. Additional Resources Download our free E4B PDF: "Assessing Your Firm's Absorptive Capacity": Mises.org/E4B_182_PDF The Invisible Hand In Virtual Worlds: The Economic Order of Video Games by Matthew McCaffrey: Mises.org/E4B_182_Book

Mises Media
Gordon Miller: What's Your Absorptive Capacity for User-Generated Innovation?

Mises Media

Play Episode Listen Later Aug 9, 2022


It's often the case that lead users — the most sophisticated, committed, and energetic users — are an excellent source of innovation ideas. Those customers who are most engaged are thinking the most intensely and the most creatively about what they want from the usage experience. We came across a particularly instructive example: video game modders. Who are modders, what do they do, and what can we learn from them? Professor Gordon Miller has studied this important entrepreneurial phenomenon, and he joins Economics for Business to share his knowledge. Key Takeaways and Actionable Insights. Modding is user-generated value innovation. Modding, from modifying, is the act of a changing a game, usually through computer programming, with software tools that are not part of the game. This can mean fixing bugs, modifying content to improve it, or adding content. But modding is not an activity taken on by those at game companies—developers release patches and downloadable content, not mods. Modding is instead done by players and fans of the game… Modding is more than adjusting the preferences or game settings, it is making changes that cannot be made through the game as it is. Game producers and designers enable and encourage this user innovation. Game producers have come to recognize that the creative ideas and initiatives of the modding community can contribute new value to their businesses and franchises. Games like Minecraft enable users to explore, within a predesigned GUI, a practically endless 3-dimensional world to build innovative structures and other things like functional computers and console emulators. Minecraft also makes available code and tools for modders to create mods that are essentially new games, or major innovations within the original game. The famous DOTA (“Defense Of The Agents”) game is entirely the product of the modding community, encouraged and enabled by the developer, Valve Software. Modding is a practical application of the theory of absorptive capacity. Absorptive capacity refers to the capability of a firm to recognize, collect, assimilate, process, transform and use external knowledge for competitive advantage in innovation, flexibility, and overall business performance. The external sources of knowledge are knowledge networks, either formal or informal or a combination of both. Formal networks might include suppliers and partners, university research departments and labs, and even industry share groups. It's sometimes called open innovation — actively looking at and tapping into what other firms are doing. Informal networks are those like the modder community — lead users, user groups, tinkerers, and so on. This is sometimes referred to as distributed innovation or user innovation — it's not the producer originating the innovation, but an external informal source. The challenge is to be able to generate awareness of these sources of knowledge, evaluate them, bring them inside to the company for evaluation and processing, and turn them into useful innovations or internal changes. In highly dynamic industries, it is productive to tap into these knowledge networks. Professor Miller refers to the external networks of knowledge, both formal and informal, as the wisdom of the crowd. If you are operating in an environment characterized by high dynamism and rapid change, the wisdom the of crowd is an important and often decisive resource. The wisdom of the crowd can contribute to innovation and business performance, especially in the form of idea diversity.Innovation performance improves through better firm capitalization of knowledge resources.The wisdom of the crowd offsets firm rigidity — making it more receptive to new ideas,Entrepreneurial judgment can increase innovation performance by increasing absorptive capacity.Innovation performance feeds back into absorptive capacity, creating an iterative self-improvement loop. Professor Miller proposes three areas of business development by capitalizing on external user groups. First, firms struggling to innovate due to internal rigidities may well benefit from developing communities — similar in concept to modding communities - connected to their own industries. By absorbing and incorporating the learning that occurs in such groups, they can take advantage of readily available innovative ideas for change. Second, these communities may also provide a wellspring of talent for enhancing the firm's absorptive capacity in useful ways. This is a pool of unique and entrepreneurial individuals with the potential to enhance the firm's human capital and make the firm more explorative. Third, even if the firm does not fully tap in to all the knowledge coming from the community, there is still the potential for new solutions to emerge that are stimulated by external ideas. There are always hobbyists and fans, and technology easily facilitates their interactions. Crowdsourced knowledge provides a uniquely useful tool for enhancing organizational innovation. The wisdom of the crowd is a path to profit. Modding as an art form allows players to express what they most want games to be. This becomes a useful indicator for determining the most profitable paths to pursue. Firms seeking to enhance their innovative capabilities and remain profitable must pay attention to external sources of learning, however informal. Additional Resources Download our free E4B PDF: "Assessing Your Firm's Absorptive Capacity": Mises.org/E4B_182_PDF The Invisible Hand In Virtual Worlds: The Economic Order of Video Games by Matthew McCaffrey: Mises.org/E4B_182_Book

Interviews
Gordon Miller: What's Your Absorptive Capacity for User-Generated Innovation?

Interviews

Play Episode Listen Later Aug 9, 2022


It's often the case that lead users — the most sophisticated, committed, and energetic users — are an excellent source of innovation ideas. Those customers who are most engaged are thinking the most intensely and the most creatively about what they want from the usage experience. We came across a particularly instructive example: video game modders. Who are modders, what do they do, and what can we learn from them? Professor Gordon Miller has studied this important entrepreneurial phenomenon, and he joins Economics for Business to share his knowledge. Key Takeaways and Actionable Insights. Modding is user-generated value innovation. Modding, from modifying, is the act of a changing a game, usually through computer programming, with software tools that are not part of the game. This can mean fixing bugs, modifying content to improve it, or adding content. But modding is not an activity taken on by those at game companies—developers release patches and downloadable content, not mods. Modding is instead done by players and fans of the game… Modding is more than adjusting the preferences or game settings, it is making changes that cannot be made through the game as it is. Game producers and designers enable and encourage this user innovation. Game producers have come to recognize that the creative ideas and initiatives of the modding community can contribute new value to their businesses and franchises. Games like Minecraft enable users to explore, within a predesigned GUI, a practically endless 3-dimensional world to build innovative structures and other things like functional computers and console emulators. Minecraft also makes available code and tools for modders to create mods that are essentially new games, or major innovations within the original game. The famous DOTA (“Defense Of The Agents”) game is entirely the product of the modding community, encouraged and enabled by the developer, Valve Software. Modding is a practical application of the theory of absorptive capacity. Absorptive capacity refers to the capability of a firm to recognize, collect, assimilate, process, transform and use external knowledge for competitive advantage in innovation, flexibility, and overall business performance. The external sources of knowledge are knowledge networks, either formal or informal or a combination of both. Formal networks might include suppliers and partners, university research departments and labs, and even industry share groups. It's sometimes called open innovation — actively looking at and tapping into what other firms are doing. Informal networks are those like the modder community — lead users, user groups, tinkerers, and so on. This is sometimes referred to as distributed innovation or user innovation — it's not the producer originating the innovation, but an external informal source. The challenge is to be able to generate awareness of these sources of knowledge, evaluate them, bring them inside to the company for evaluation and processing, and turn them into useful innovations or internal changes. In highly dynamic industries, it is productive to tap into these knowledge networks. Professor Miller refers to the external networks of knowledge, both formal and informal, as the wisdom of the crowd. If you are operating in an environment characterized by high dynamism and rapid change, the wisdom the of crowd is an important and often decisive resource. The wisdom of the crowd can contribute to innovation and business performance, especially in the form of idea diversity.Innovation performance improves through better firm capitalization of knowledge resources.The wisdom of the crowd offsets firm rigidity — making it more receptive to new ideas,Entrepreneurial judgment can increase innovation performance by increasing absorptive capacity.Innovation performance feeds back into absorptive capacity, creating an iterative self-improvement loop. Professor Miller proposes three areas of business development by capitalizing on external user groups. First, firms struggling to innovate due to internal rigidities may well benefit from developing communities — similar in concept to modding communities - connected to their own industries. By absorbing and incorporating the learning that occurs in such groups, they can take advantage of readily available innovative ideas for change. Second, these communities may also provide a wellspring of talent for enhancing the firm's absorptive capacity in useful ways. This is a pool of unique and entrepreneurial individuals with the potential to enhance the firm's human capital and make the firm more explorative. Third, even if the firm does not fully tap in to all the knowledge coming from the community, there is still the potential for new solutions to emerge that are stimulated by external ideas. There are always hobbyists and fans, and technology easily facilitates their interactions. Crowdsourced knowledge provides a uniquely useful tool for enhancing organizational innovation. The wisdom of the crowd is a path to profit. Modding as an art form allows players to express what they most want games to be. This becomes a useful indicator for determining the most profitable paths to pursue. Firms seeking to enhance their innovative capabilities and remain profitable must pay attention to external sources of learning, however informal. Additional Resources Download our free E4B PDF: "Assessing Your Firm's Absorptive Capacity": Mises.org/E4B_182_PDF The Invisible Hand In Virtual Worlds: The Economic Order of Video Games by Matthew McCaffrey: Mises.org/E4B_182_Book

#heiseshow (Audio)
Steam Deck – was kann Valves tragbarer Spiele-PC? | #heiseshow

#heiseshow (Audio)

Play Episode Listen Later Mar 24, 2022 58:10


Das Steam Deck von Valve könnte eine neue Form des PC-Spielens bedeuten. Leistung und Auswahl stechen besonders hervor, aber einfach zu bedienen soll das Steam Deck nicht sein – hier fehlt es also noch an Ausgereiftheit. Was das Steam Deck ist, was es kann oder in Zukunft doch bitte können sollte, besprechen wir in einer neuen #heiseshow, live um 12 Uhr. Liane Dubowy (@lianedubowy) von der c't und Daniel Herbig von heise online erklären im Gespräch mit Kristina Beer (@bee_k_bee), was das Besondere an Valves Entwicklung ist und wo es noch hakt und ruckelt. Fragen aus dem Publikum sind wie immer willkommen. === Anzeige / Sponsorenhinweis === Immun gegen Cyber-Viren: NordVPN hat die Lösung! NordVPN.com/heiseshow – Sichere dir jetzt 73 % Rabatt auf 2 Jahre starke NordVPN-Sicherheit und erhalte die Bedrohungsschutz-Funktion GRATIS obendrauf – das Top-Feature blockiert Viren, Werbung, Tracker und mehr. === Anzeige / Sponsorenhinweis Ende ===

NickMoses05 Gaming Podcast
Steam Is Continuing To Break The Concurrent Users Record During The Pandemic...Again!

NickMoses05 Gaming Podcast

Play Episode Play 30 sec Highlight Listen Later Jan 16, 2022 5:47


Link to Article: Just shy of 28 million Steam users were logged in concurrently on Sunday, breaking the PC gaming platform's previous record.User Turbostrider27 on Reddit pointed out that  according to SteamDB, Valve Software's storefront reached 27,942,036 peak concurrent users. That's a new record for Steam, which previously peaked  back in November at 27,384,959 users. It's only about 500,000 more people, but more than half of Canada's population logging in to play video games is still quite a feat.Steam's  annual holiday sale  likely had an impact on this new milestone, especially as the past weekend was most people's last break before the new year rolled in. The SteamDB statistics also show that 8,219,950 players were in-game at the time, with titles like Counter-Strike: Global Offensive, DOTA2, Grand Theft Auto V, Apex Legends, and PUBG: Battlegrounds. The usual stable of titles that always round out these lists, more or less. Though New World, which came out last fall, remains in the top 10 most played titles on Steam.Despite reports of  China allegedly banning Steam, the platform continues to trudge ever-onward. Valve has yet to comment on whether or not there is any validity to those stories as of Monday.Support the show (https://bit.ly/2XdAlJC)

16 Minutes News by a16z
Steam Halts Web3 Games; FDA Approves Prostate Cancer AI

16 Minutes News by a16z

Play Episode Listen Later Oct 26, 2021 20:11


Welcome to 16 Minutes, our show where we talk about tech trends in the news. We have two segments today: 1) The announcement recently that Valve Software, which operates the massive gaming platform Steam, added a rule against games that use blockchain technologies or that allow users to exchange cryptocurrencies or NFTs – this rule appeared on its “What you shouldn't publish on Steam” onboarding list for developers. We go beyond the players to the trends at play here, putting the news in context — as is the premise of this show — because it not only immediately impacts gaming developers and gamers using the platform, but has implications for gaming business models and the arc of innovation in gaming as part of the web3 movement. Our expert guests are a16z partner Jonathan Lai and a16z partner Eddy Lazzarin. 2) The FDA's announcement last month that it authorized marketing of the “first artificial intelligence (AI)-based software designed to identify an area of interest on the prostate biopsy image with the highest likelihood of harboring cancer so it can be reviewed further by the pathologist if the area of concern has not been identified on initial review.” The FDA reviewed the technology from Paige Prostate through its De Novo regulatory pathway. We have three expert guests: Eli Van Allen, associate professor of Medicine at Harvard Medical School and chief of the Division of Population Sciences at the Dana-Farber Cancer Institute; a16z bio general partner Vineeta Agarwala; and a16z bio partner Jay Rughani.

The Bob Rivers Show
Bob and Zip Show with Ed Kelly – Feb 12, 2021

The Bob Rivers Show

Play Episode Listen Later Feb 12, 2021 94:44


Bob, Spike & Joe talk for a solid half hour with Kaci Aitchison, on being our Newsgal and Cohost, quitting, then becoming the Q13 Fox Morning News Anchor. She's now with Valve Software, quickly becoming a Video game PR star. We try to cover as much inside baseball as listeners have requested, plus the behind the scenes story of her silly viral video clip that made the internet explode. Try to play along and draw a cannon, while we relive it. There's also the very touching story of her journey to motherhood. Bob and Zip examine Justin Timberlake's apology. Should we cut him some slack? Andrew Rivers joins in from a Marriott Hotel in Oklahoma, where he's planning his television debut on the Bachelorette. Lisa makes a rare appearance with motherly advice. And a triple shot of Kaci singing with Spike & The Impalers! http://www.facebook.com/kaciaitchisonhttps://twitter.com/KaciAitchison And why not a little more of Spike & The Impalers, featuring Kaci on the vocals.. https://youtu.be/yzb00xF6Bsc https://www.youtube.com/watch?v=dNIMlx8y7w0 https://www.youtube.com/watch?v=6mwjTsgBP8I

Dev Game Club
DGC Ep 234: Vampire the Masquerade Bloodlines (part four)

Dev Game Club

Play Episode Listen Later Nov 4, 2020 65:14


Welcome to Dev Game Club, where this week we continue our series on Vampire the Masquerade: Bloodlines. We delve into Chinatown, touch on some of the level design issues, and revisit some of the thinking of how RPGs and genres were starting to bleed into one another at the time. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Chinatown Issues covered: level design in the Warrens, whether things were fully tested, leaning on what was new in the Source Engine, jamming barrels into spinning bits, sewage tunnels that go nowhere, leaning away from what the game is, likely lack of playtesting, the reservoir tank race, keeping the player on the right track through signalling, the simplicity of telling the player they are doing the right thing, possible solutions for visualization, body horror and the late 90s/early 00s, having to backtrack, being reminded of Lamplighter, enjoying the payoff of the Nosferatu den, having locations for all the clans, the Nosferatu hacker, Tim's choice of fighting style, supporting some styles and not others, trinkets and blood, being unable to visit a location again, being a game unlike others, dissolving genres, experimentation with first-person, expectations of first-person action today, having to teach the player, getting stuck in Chinatown as a player, Brett gets confused about how to get to the Nosferatu, a level design joke, good character design, leaning into a real place, connective tissue and cross-pollination of quest design, mapping that onto a 3D world, the lure of interconnectedness, the quality of the artwork in the tabletop and its translation into the game. Games, people, and influences mentioned or discussed: Dungeons & Dragons, Half-Life 2, Valve Software, Fallout 3, Nate Purkeypile, Hackers, Tomb Raider, Deus Ex, Thief, System Shock 2, Metroid Prime, Unreal, id Software, Cyberpunk 2077, CD Project Red, The Witcher (series), Gremlins, Blade Runner, The Misfits, Eli Wallach, Marilyn Monroe, Clark Gable, Montgomery Clift, The Good Bad and the Ugly, Hitman, Shenmue, Leonard Boyarsky, Ubisoft, Bethesda Game Studios, Microsoft (obliquely), The Outer Worlds, Tim Cain, Tim Bradstreet, White Wolf, Ralph McQuarrie, Kirk Hamilton, Aaron Evers. Next time: Finish the game! Errata: It's called "Little Lamplight," and its denizens are "Little Lamplighter." That other rose-colored glasses vampire is probably a Toreador. Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Skewed and Reviewed: Skewedcast
Episode 14: Microsoft Purchases Bethesda, Amazon Luna, New Content For Left 4 Dead 2, DVD News, And SeaWorld Update Skewedcast

Skewed and Reviewed: Skewedcast

Play Episode Listen Later Sep 27, 2020 40:59


This week Gareth, Justin, and Michael at Skewed and Reviewed look at the DVD release of Stargirl, the purchase of Bethesda by Microsoft, Amazon Luna, and new Content For Left 4 Dead. They conclude the segment with a look at what SeaWorld has in store for the Holidays. 1:45 WB Home Entertainment Stargirl Season 1 2:50 Microsofts purchase of Bethesda 18:00 Amazon Luna service 24:50 Final update Left 4 Dead 2 37:04 Sea World update

mixxio — podcast diario de tecnología
Esa gráfica de la que usted me habla

mixxio — podcast diario de tecnología

Play Episode Listen Later Jul 15, 2020 14:22


Patrocinador: Huawei te invita a participar otro año en su gran concurso de fotografía internacional. Tienes hasta el 31 de julio para entrar en sus seis categorías. Los premios son muy, muy golosos. Android 10 crece mucho / Apple certificará reparadores de barrio / Votar en Rusia tiene truco / Documental sobre Valve Software / Concurso-Reality sobre The Sims / Cambio manual sin embrague / Huawei mejora su buscador de apps

The Inner Gamer Podcast
271: Half-Life Alyx, Resident Evil 3 and The Future of Gaming

The Inner Gamer Podcast

Play Episode Listen Later Jun 2, 2020 121:10


After much difficulty, Brett finally gets Half-Life: Alyx working enough to get it running. After 3-4 hours of gameplay, he's walked away very pleased. This game takes virtual reality to a whole different level. The immersion you experience from simply picking up an object to using gravity hands to interact with the world around you, it's an incredible experience. The story is great and the gameplay is well-built in a fully-fledged Half-Life story. Austin also plays Resident Evil 3 and beats it! He shares his experience and frustrations jumping through the game.In the news, there are several gameplay events that took place. One is The Last of Us Part 2 and the other was Outriders. Both games show a completely different experience but have a lot to offer in the current (and potentially next-gen) lineup of games. Xbox Series X will supposedly launch with thousands of games and Kingdom Hearts may be made into a Disney + TV show.Our discussion this week revolves around what would've been the reveal event for the PS5 this week. Due to the recent protests, Sony has decided to postpone the event so that other voices can be heard. With that said, we still speculate what the future of gaming looks like and what should Sony be doing with this reveal event whenever we do see it rescheduled. Let us know what you think by emailing us at hello@theinnergamer.net!Special thanks to Crazzie Pro Gear. They provided us with some incredible pro-level backpacks for carrying our computer equipment to all our events. If you want a bag yourself, head over to their website to purchase one! A portion of the proceeds go to support The Inner Gamer.Check out video clips of our news every week over on YouTube.Show Notes:2:26 - Half-Life: Alyx29:33 - Resident Evil 345:30 - Gaming News1:18:02 - What the Future of Gaming Should Look Like1:55:23 - Upcoming Video Game ReleasesBecome a part of the conversation! Join our Discord server today. If you donate $1 or more you can get exclusive access to the patreon-only chat and channels in the server.The Inner Gamer is a podcast built for the casual gamer. Your weekly dose of video game news, reviews, opinions and discussions every Tuesday. Like what you hear? Share our podcast with your friends! Also be sure and subscribe to our podcast on iTunes and leave us a review! You can find all of our social channels and contact us on The Inner Gamer website.Credits:"Blue Groove Deluxe" by BlueFoxMusic on audiojungle.netWoman Announcer - Arie Guerra; Actress"Wisdom" by Super Nostalgia 64

Linux Headlines
2020-04-17

Linux Headlines

Play Episode Listen Later Apr 17, 2020 2:56


A KDE developer releases a drop-in replacement for KWin, Ubuntu shifts its kernel release to a rolling model for some AWS-hosted virtual machines, Google unveils a gRPC framework for Kotlin, and the Paranoid Android ROM returns with an Android 10 build.

The Untitled Gaming Podcast
Half-Life: Alyx Review

The Untitled Gaming Podcast

Play Episode Listen Later Mar 31, 2020 6:09


A concise spoiler free review for Half-Life: Alyx by Pat Thaker. Code provided by Valve Software. --- Send in a voice message: https://anchor.fm/tugpod/message Support this podcast: https://anchor.fm/tugpod/support

Eclectic Gamers Podcast - Pinball & Video Games
Episode 110 - COVID-19 & A Dash of Silverball

Eclectic Gamers Podcast - Pinball & Video Games

Play Episode Listen Later Mar 8, 2020 64:49


Pinball: The pinball segment focuses on Spooky Pinball and Chicago Gaming Company teaming up to release a Ben Heck pin, Jersey Jack Pinball moving production to Chicago, and the results of the 2019-2020 IFPA Pinball Championships (North American and Women's World). Video Games: In video games the discussions are more coronavirus fallout, and updates regarding Valve Software and Overwatch. Episode Links: Dennis's article at Pinball News, "NACS 2019: A Game Analysis": https://www.pinballnews.com/site/2020/03/01/nacs-2019-a-game-analysis/ Geek Fight Podcast: https://www.geekward.com/podcasts/geek-fight-podcast The International RFP: https://www.scribd.com/document/448967489/Request-for-Proposal-2021-Host-City-for-The-International-Dota2-Esports-Championship Show Links: Roanoke Pinball Museum (EGP Sponsor): https://roanokepinball.org/ Website: http://eclecticgamers.com EGP T-shirts: https://teespring.com/stores/eclectic-gamers-podcast iTunes: http://itunes.apple.com/us/podcast/eclectic-gamers-podcast/id1088802706?mt=2 SoundCloud: https://soundcloud.com/user-465086826 Stitcher: http://www.stitcher.com/s?fid=86805 Facebook: http://www.facebook.com/eclecticgamerspodcast/ Twitter: https://twitter.com/Eclectic_gamers Twitch: https://www.twitch.tv/eclectic_gamers YouTube: https://www.youtube.com/channel/UC40Frd1Fep4u5bjrw3cvwoQ Discord: https://discord.gg/sgnrsBT Email: eclecticgamerspodcast@gmail.com

The Inner Gamer Podcast
249: Oculus Quest, Warhammer & The Decade in Gaming: 2010-2019

The Inner Gamer Podcast

Play Episode Listen Later Dec 10, 2019 117:29


The Oculus Quest has been out since May of this year but now that's Black Friday times we decided to pick one up. Brett goes from the Oculus Rift to a Quest and won't ever go back. The Quest is true, wireless virtual reality with surprising performance and tracking. We play Vader Immortal, Beat Saber and more without a PC. Austin also talks about his new obsession: Warhammer Beastgrave. He plays several games and discusses what makes this game so fun and engaging.Playstation has announced they are no longer in the handheld market which may be a good thing. Riot Games has settled their lawsuit with female workers and the women are winning out and getting some justice for the unequal pay in this California company. Rocket League replaces loot boxes with blueprints and people aren't happen. Finally, In the Valley of Gods is on hold so the dev team behind Firewatch can work on Half-Life Alyx and other Valve projects.Our discussion this week takes us back over the last 10 years to talk about the decade in gaming. From Limbo in 2010 to Death Stranding this year, we talk about it all and share our top most influential games of the decade. It's a longer segment but well worth the listen.Special thanks to Crazzie Pro Gear. They provided us with some incredible pro-level backbacks for carrying our computer equipment to all our events. If you want a bag yourself, head over to their website to purchase one! A portion of the proceeds go to support The Inner Gamer.Check out video clips of our news every week over on YouTube.Show Notes:4:52 - Oculus Quest23:38 - Warhammer Underworlds Beastgrave35:42 - Gaming News1:07:18 - The Decade in Gaming: 2010-2019Become a part of the conversation! Join our Discord server today. If you donate $1 or more you can get exclusive access to the patreon-only chat and channels in the server.The Inner Gamer is a podcast built for the casual gamer. Your weekly dose of video game news, reviews, opinions and discussions every Tuesday. Like what you hear? Share our podcast with your friends! Also be sure and subscribe to our podcast on iTunes and leave us a review! You can find all of our social channels and contact us on The Inner Gamer website.Credits:"Blue Groove Deluxe" by BlueFoxMusic on audiojungle.netWoman Announcer - Arie Guerra; Actress

The Geekbox
The Geekbox: Episode 540

The Geekbox

Play Episode Listen Later Nov 19, 2019 88:28


Wherein we discuss The Color Out of Space, The Good Liar, Jojo Rabbit, Disney+, The Mandalorian (massive spoiler warning!), Salt & Straw, The World According to Jeff Goldblum, The Simpsons, Google Stadia, Half-Life: Alyx, Valve Software, Watchmen, Star Wars Jedi: Fallen Order, and the stuff we were good at in school. Starring Ryan Scott, Justin Haywald, and Ryan Higgins.

MacroFab Engineering Podcast
MEP EP#194: Adult supervision not required - Tilt 5 with Jeri

MacroFab Engineering Podcast

Play Episode Listen Later Oct 16, 2019 84:51


MEP EP#194: Adult supervision not required - Tilt 5 with JeriEpisode 200 is Coming Up! Question / Answer setup like Episode 100 Send them via Audio Format to podcast@macrofab.com Jeri Ellsworth Self-taught electrical engineer and entrepreneur with over 20 plus years experience designing and building mass market consumer electronics Assembled the initial hardware R&D team for the Valve Software and was a key contributor to the technology used in the popular HTC Vive While at Valve, she began work on the AR technology that would later become the basis for the technology behind Tilt Five, where Jeri serves as CEO and Co-Founder Topics What is Tilt Five? Kickstarter Campaign How does it function? The Industrial design behind the project? How important was getting the weight to < 90 grams? How did you do it? You have brought lots of products to consumer markets: Prototyping your “finalized” product or first article Parts with High NRE fees like Injection molding Electronics Selecting and sourcing the projectors? Retro reflective material for the game mat How long is the typical timeline for development? What is something people don’t think about when they start designing a product? War Stories

Dev Game Club
DGC Ep 181: DOOM Bonus: DOOM (2016)

Dev Game Club

Play Episode Listen Later Oct 2, 2019 99:19


Welcome to Dev Game Club, where we this week we turn to the start of our bonus content about DOOM. We look at 2016's re...boot? Reimagining? Re...launch? of DOOM and talk about its modernization of mechanics and its resource loop, before turning to catch up on the mail bag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First few levels Podcast breakdown: 0:41 DOOM talk 40:30 Feedback Issues covered: Tim likes to get into the lore and how this supposedly ties all the DOOMs together, Tim's free time, what it's like rebooting something, how do you deliver a modern version of a classic game, infinite interconnected positive reinforcement resource skill loops, drawing you in with glory kills, combat stats and finite enemies, how DOOM feels visceral, risk/reward in the glory kill mechanic, the limits of long-range combat in other shooters, dealing with the Hell Knights and being forced retreat, orthogonal enemy design, being put off by the demo, leaning into the heavy metal, corridor/arena design and length, having characters to interact with, thinking about the game when you're not playing, difficulty, how the game improves as level design starts to get more abstract, being a little at odds with itself, lack of aim-down-sites, lower maximum ammo, appreciating tight tuning, the NPC similarities, influence of art direction, having a space make sense as a place you've been, not stopping to think, playing as a designer, Tim vs Brett as how they play and disconnect if they can, WASD becoming a thing, what control schemes and controllers might work, VR controls, MOBAs and ability triggering, naturally using your hands, eye-tracking as another improvement in interfaces, finding the one game that encapsulates all sorts of play, player-created narrative vs authored narrative, "welcome to the Nether," teaching game design, using analysis to get at mechanics and their connection to dynamics and aesthetics, source ports, multiplayer being important to a campaign, being in communication with players through knowledge vs social media, the uniqueness of SIGIL, games as products, having multiple player types, figuring out your relationship with players, .plan files, designer/developer interaction through plan files, Usenet, art and games as a gift, being able to give more to your players, Brett's Book Recommendation, expansion and contraction in game design, the natural rhythm of play matching breathing, natural pacing, AI story direction to manage tension, focusing on a single enemy as a contraction. Games, people, and influences mentioned or discussed: id Software, Prey, Dishonored, Call of Duty, Zenimax/Bethesda Game Studios, Republic Commando, Rage, Quake (series), Wolfenstein (series), Machine Games, Raven Software, Half-Life 3, Bioshock, Terminator 2, Total Recall (1990), Viktor Antonov, Unreal Engine, Cry Engine, The Evil Within, Resident Evil, Tacoma, Gone Home, System Shock 2, Austin Powers (series), Logan's Run, Michael York, Gilmore Girls, LucasArts, Daron Stinnett, Tomb Raider, Mike Vogt, Apogee, Dark Forces, GOG, Ingar Shu, Valve Software, Kinect, DoubleFine Studios, StarCraft, WarCraft, Facebook, Oculus, Horizon Zero Dawn, Mass Effect, Mikkel Lodahl, Minecraft, Nintendo, Legend of Zelda (series), Mario (series), Metroid (series), Disney Infinity, Project Spark, Little Big Planet, This War of Mine, Sam Thomas, SIGIL, Unreal Tournament, LEC-Quake, Ryan Troock, John Romero, Mario Maker, Halo (series), Ken Levine, John Carmack, SiN, Levelord, George Broussard, 3DRealms, John Yorke, Masters of DOOM, James Franco, The Disaster Artist, Tom Bissell, Paul Reiser, Mad About You, Oscar Fiasco, Link's Awakening, Day9, Super Mario 64, Starfighter, Left 4 Dead, Silent Hill 2, Thief: The Dark Project, Eternal Darkness, Nathan Martz, Alan Wake, Control. Next time: Either a guest... or a bit of Eternal Darkness, check your local listings (i.e. Twitter) https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Quick Save Club
Quick Save Club - Episode 2: Half-Life

Quick Save Club

Play Episode Listen Later Jun 2, 2019


Welcome to Episode 2 of Quick Save Club! The Quick Save Club is spin off of the Cartridge Club that focuses on PC Games. Every month we choose a Retro, Classic, or Indie PC game to play. We play it together as a community, then record a podcast talking about our experiences with the game!This Month we are talking all about the ground breaking First Person Shooter by Valve Software, HALF-LIFE!!We break the game down, talk about it's faults, and it's many excellent qualities. It's a good time, and we hope you all enjoy it. Hosts: Kevin; @BuriedonMars           Josh; @FranticSociety           Ryan; @RetroGamerRantnLeave feedback on twitter @QuickSaveClub or on the Cartridge Club forums here: http://www.cartridgeclub.org/forum/viewtopic.php?f=45&t=1903Also leave us reviews on Itunes or wherever you listen to the show it helps us out a ton!Dowload LinkThumbnail:

BLANK TAPE
Vol. 2, Track 14: From Gringotts to Gravel Pit

BLANK TAPE

Play Episode Listen Later Jan 31, 2019 91:48


We're joined by Heather Campbell, who's an old friend, an Artist at Valve Software, and a MOBA connoisseur. Also: that's three things, so Half-Life 3 confirmed. Recorded Thursday, January 10, 2019. The Blank Tape Patreon (https://www.patreon.com/blanktapeshow) is live! Special Guest: Heather Campbell.

The Art Of Struggle.

Valve has paid a 20k bounty to a hacker who showed them an exploit that could have been very costly. Artem Moskowsky, a self-proclaimed bug hunter, found an exploit in Valve Software's Steam software that would allow someone to receive a key for any game they desired. Welcome to AOS. You can hear me rant about Art, video-games, movies, pop culture, CGI, the industry and much more. follow me on Twitter| Facebook| Instagram @artofstruggle --- Support this podcast: https://anchor.fm/pixel-sultan/support

Cryptoconomy
Cybersecurity w/ Marshal Webb & E.J. Hilbert (Path Network)

Cryptoconomy

Play Episode Listen Later Jun 6, 2018 51:16


In this episode, Mark sits down with Marshal Webb (CTO) and E.J. Hilbert (CEO) of Path Network, a cybersecurity firm utilizing blockchain networks to monitor online threats. Marshal Webb is an information security expert and three-time award winner of government sponsored bug bounties, Marshal has been featured on Reuters, VICE, Ars Technica, Politico, and CNBC. He was recently thanked by both Microsoft and Valve Software for uncovering critical vulnerabilities in their products. Eric Taylor has spent 25+ years in the security arena, serving as an FBI agent, and the head of security enforcement for MySpace. He led the investigations that caused the creation of PCI DSS and brought Treason charges against the American Al Qaeda and Adam Gadahn.  Path.network/ @Pathtoken https://www.cryptoconomy.news/ Cryptoconomy.world http://atlasapp.co/ Fortyninerminers.com --- Send in a voice message: https://anchor.fm/cryptoconomy/message

Dev Game Club
DGC Ep 096: Tom Hall Interview

Dev Game Club

Play Episode Listen Later Jan 17, 2018 78:31


Welcome to Dev Game Club, where we present our interview with Tom Hall, Project Lead of 2001's quirky Western-built Japanese-style RPG Anachronox. We talk about the team, the labor of love, what got left on the cutting floor, and various other bits and bobs. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:35    Interview segment 55:28  Break 56:00  Mail/outro Issues covered: the game's science fiction underpinnings, JRPGs and adventure games, the surprise of having the adventure game elements, the lore bible and map of the Universe, generating the background information to make characters sound consistent, creating alphabets, the black and white pirate world, PAL-18's digital home world and cel-shading, knowing what happens next, writing and cinematic direction with tools (PLANET), programming the mini-games (APE), in-depth cinematics and facial animation and mitten hands, getting a story in the bathroom (and starting with the name), talking process with Terry Gilliam, little ideas coming together to unite a concept, having a poisoned past, Nick Danger and radio plays, coming up with the most surprising things you could think of, Democratus having its origins in John Carmack's D&D campaign, a planet walks into a bar, playing with expectations, feeling episodic, making characters come first to drive those episodes, loyalty missions in Mass Effect, hidden content, having different levels for different choices, renaming characters, origin of Paco's and Rho Bowman's names, Stiletto Anyway's origins, crunching too much and team size, team cohesion, structure of ION Storm, Dream Design, doing one take of Walton Simmons, thirty years into the industry, being just a bit ahead of time for mobile, directing Gordon Ramsay, missing the big references to Hitchhiker's Guide, talking about the black and white world, talking crunch, potential achievements for Anachronox, adding achievements to remastered adventure games. Games, people, and influences mentioned or discussed: Tom Hall, SoftDisk, John Carmack, John Romero, id Software, Commander Keen, Wolfenstein, DOOM, Apogee, Rise of the Triad, Terminal Velocity, ION Storm, Monkeystone Games, Hyperspace Delivery Boy, KingIsle Entertainment, Loot Drop, PlayFirst, Hitchhiker's Guide to the Galaxy, Chrono Trigger, Secret of Monkey Island, Lee Perry, Epic, Fornite, Jet Set Radio, Borderlands, Richard Gaubert, Jake Hughes, Joey Liaw, Brian Eiserloh, Crystal Dynamics, Watchmen, Terry Gilliam, Monty Python, Brazil, Firesign Theater, Dungeons and Dragons, Star Trek, Doctor Who, Game of Thrones, Mass Effect, Chrono Cross, Final Fantasy IX, Peter Marquardt, El Mariachi, Robert Rodriguez, Band of Brothers, Eidos, Deus Ex, Murder One, Daniel Bengali, ngmoco, JAMDAT, gluMobile/PlayFirst, Cooking Dash/Restaurant Dash with Gordon Ramsay, Diner Dash, Eric Zimmerman, Jeff Green, Marc Laidlaw, Half-Life, Valve Software, Quake 2, Jedi Starfighter, MaasNeotekProto, Day of the Tentacle, Aaron Evers, Metal Gear Solid, Thief, Revolver Ocelot, PlayStation, Hideo Kojima, Peacewalker, PSP, Brandon Fernandez. Next time: Metal Gear Solid: Up thru Revolver Ocelot @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 072: Super Mario World (part one)

Dev Game Club

Play Episode Listen Later Jul 26, 2017 92:08


Welcome to Dev Game Club, where we are kicking off a new series on 1991's Super Mario World, a SNES pack-in title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Yoshi's Island Podcast breakdown: 0:40    SMW Discussion 48:36  Break 49:18  Feedback Issues covered: Tanooki suits, the ubiquity of Mario, the console versions of the game, Tim's history with 2D platforming, recognizable characters, overworld presentation, confusion, choosing right rather than left, being able to trust the level progression or not, starting over with each level, making a poor choice, having all the skills from the very beginning, ability set, replaying things to gain skill, game over, time limits, Brett's strategy, ways to get extra lives, mastery, the many rules and abilities you learn in just this first world, tutorial blocks, enemy hints, power ups, being unforgiving, game over screen, game value and arcades, tolerating different aesthetics of play, Tim's preferences in play, speculation about a Half-Life 3, small universe problem, AI challenges, Ico and Yorda, Super Games Done Quick, motion sickness, games that didn't get their due, HL2 crowbar moment. Games, people, and influences mentioned or discussed: Tomb Raider, Square, Donkey Kong, Nintendo, Doki Doki Panic, Legend of Zelda: A Link to the Past, Super Metroid, Civilization, Monkey Island 2, Wing Commander 2, Another World, Mega Man 4, Final Fantasy IV, Super Castlevania, ToeJam and Earl, Super Ghosts and Ghouls, Alex Neuse, Mickey Mouse, Tetris, Mortal Kombat, Candy Crush, Halo, Daniel Craig, James Bond, Dungeons and Dragons, System Shock 2, Half Life, Counterstrike, Nintendo Power, DLC, Crash Bandicoot, GTA V, Dark Souls, Shigeru Miyamoto, Koji Kondo, nambulous, Portal, Chewbacca, Yoda, Star Wars: Episode III, Empire Strikes Back, Marc Laidlaw, Mark of Kri, Rise of the Kasai, Ico, Valve Software, Jonathan DeLuca, Ross Hadden, LucasArts, Jedi Outcast, Ratchet & Clank, Earthbound, Undertale, Super Meat Boy, Christian Spicer, Jeff Cannata, RebelFM, Raven Software, Quake III, The Witness, Aaron Evers, Shogo: Mobile Division, LithTech, No One Lives Forever, Loom, The Dig, Rise of the Dragon, Giants: Citizen Kabuto, Realms of the Haunting, Anachronox, MDK, Hexen, Heretic, Reed Knight, Daikatana, Deus Ex, David Perry, Shiny, Earthworm Jim, Sacrifice, Planet Moon Studios, Sly Cooper, Commandos, Eidos, Tribes, Majestic, EA, Neil Young, John Riccitello, LMNO, ngmoco, Jedi Starfighter, Republic Commando, Vagrant Story, Sean Donovan, Mr. Merlin, TakLocke, BattleTech, MechWarrior, TIE Fighter, Zone of the Enders, Kojima, MechAssault. BrettYK: 35 TimYK: 54 Links: Swordless Link to the Past run Jedi Outcast speedrun Next time: Donut Plains Vanilla Dome @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 071: Half-Life 2 Bonus

Dev Game Club

Play Episode Listen Later Jul 19, 2017 83:27


Welcome to Dev Game Club, where we have been discussing Valve Software's 1998 classic Half-Life. This week we do a little bonus work and turn to its sequel, Half-Life 2, released at the end of 2004. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Water Hazard Podcast breakdown: 0:36   HL2 Discussion 40:05 Break 40:35 Feedback Issues covered: the airboat: digital input/analogue output, E3 demo, face technology, glossing over the interlude between the two games, characters as connective tissue, establishment of setting, building of tension, commitment to first person as production concern in HL1/creative commitment in HL2, waiting in line for food dispenser, art direction, the oppressor vs the oppressed, masks in Antonov's art direction, disempowering the player, physics technology, influence of 1984 on City 17 (the proles), multiple instantiations of characters in HL, playing on nostalgia, domesticated head crab Lamarr, everything goes haywire, Alex's introduction, fully realized space (HL1) vs fully realized characters (HL2), being unable to break the scene, humor in the scenes, humor for exposition, humor as humanity, interaction of all the physics systems, real world rules, buoyancy puzzles, inspiring Tomb Raider design, linearity and looping back on goals, pacing working against non-linearity/goal puzzling, lack of ability to return to places, the Vortigant member of the resistance, reintroducing the HEV suit, self-awareness, audio for Combine, EKG death sound, the audio equivalent of screenshake, Marin County Fair, licensed engines and internal engines, avoiding dependency, amortizing development cost, what a game engine provides, changes we made to Unreal to support Republic Commando, additions to Source engine in HL2, making your game not look like other games made with an engine, having access to source code, prototyping vs making things perform well, evaluating pros and cons, economic reasons, changing engines mid-stream, remastering and rewriting renderers, marketing reasons for sequels and leveraging existing technology and knowledge base, design documentation, game design documents (GDDs) vs scrum, documenting for your own sake, documenting tech features, producers as living documents, using a document as a tool for yourself, visual tools, on-screen is king. Games, people, and influences mentioned or discussed: Marc Laidlaw, Dario Casali, The Last Guardian, Halo, Daron Stinnett, Republic Commando, Soylent Green, Carl Wattenberg, Viktor Antonov, Dishonored (series), Arkane Studios, 1984, William Shakespeare, Tomb Raider, Batman, Kelly Bailey, Alex Farr, Rebel Assault II, X-Wing, Quake, Unreal, Frostbite Engine, EA, Battlefield, Dragon Age: Inquisition, Battlefront, Mass Effect, iD Software, Ubisoft, Snowdrop engine, Rayman Legends, Michel Ancel, Activision, UbiArt Framework, Gears of War, Sea of Thieves, Player Unknown's Battlegrounds, Bethesda Softworks, Wolfenstein, The Evil Within, Unity, Tacoma, Bethesda Game Studios, Starfighter (series), Full Throttle II, Mysteries of the Sith, Chris Klie, LEIA engine, LucasArts, Jedi Knight, Crystal Dynamics, Bungie, Duke Nuke'em Forever, Uncharted, Ratchet & Clank (series), Fallout 3, Skyrim, Goldeneye, N64, Rare Replay, Dan Hunter, TIE Fighter, Troy Mashburn, Stone Librande, SimCity, SNES Classic, Nintendo, Super Metroid, Link to the Past, Alex Neuse, Super Mario Bros., Super Mario 64, Super Mario Sunshine, Super Mario Galaxy, Super Mario Odyssey, Nintendo New 3DS, Wii, Yoshi's Island. Stats: BrettYK: 23 TimYK: 40 Next time: Super Mario World: Play through Yoshi's Island Link: Stone Librande on One-Page Game Designs @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 70: Half-Life Interview with Dario Casali

Dev Game Club

Play Episode Listen Later Jul 12, 2017 110:23


Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. This week we welcome Dario Casali, a level designer who worked on Half-Life and is still with the company all these years later. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:39       Interview with Dario Casali 1:04:41  Break 1:05:03  Feedback segment Issues covered: current status of Tacoma, games in 1993, connecting with a serial cable, newsgroups and Usenet, bundling up levels to sell, connecting over the early Internet, getting into Valve, the magic of Seattle weather, describing how your levels work as part of the interview, an interview between peers, having only the pieces and pulling them together, technology coming online and throwing away a lot of levels beforehand, creating structure by drawing with charcoal on big pieces of paper, having a central focus for a level because designers came up with their own ideas, unifying the design, setting core hours starting from 11am, integrating a new mechanic, competing with one another's levels and with other companies, not wanting long stretches without something new, paranoia and passion and terror, Quake Engine Licensee Cold War, level transition technology, hokey conventions, maintaining complete control of the character, having doors to begin and end the level, having to implement your own stuff even up to save and load, mixing and matching mechanics, not confusing the player: show them a puzzle clearly and then layer complexity for them to figure out, not stopping the player, playtesting was number one, creative autonomy, single-player vs multi-player design effort per second of play, level design and programming interactions, corrupting the Borg-like purity of programmers' work, how level design has changed in two decades, the products should change but the people shouldn't have to, maintaining the culture, doing a thing every day, getting less terrible day by day, finding the thing that undergirds a new Half-Life, having access to the source, analysis paralysis, constraints in engines, Hackathon weeks, bending engines, you can't shut him up. Games, people, and influences mentioned or discussed: Tacoma, Starcraft (obliquely), Milo Casali, Quake, Doom, LucasArts, Chris Klie, Magic: The Gathering, Richard Garfield, id Software, Shawn Green, American McGee, Ted Backman, Marc Laidlaw, code name Quiver, Kelly Bailey, John Guthrie, Fallout, Sin, Daikatana, Jay Stelly, Unreal, Portal, Left 4 Dead, Team Fortress, 343 Industries, Microsoft, Gabe Newell, Bethesda Game Studios, Brian Robb, John Webb, DotA 2, IceFrog, Narbacular Drop, DigiPen, Counterstrike, Forge, Halo, June, Jonathan DeLuca, SuperGiant Games, Greg Kasavin, Bastion, Transistor, Amir Rao, Zelda, Metroid, Shovel Knight, Brian Taylor, Indiana Jones and the Infernal Machine, Skyrim, Starfighter, Rich Davis, Jedi Starfighter, Andrew Kirmse, lucasrizoli, TakLocke, BattleTech, MechWarrior, MechAssault, TIE Fighter, Steel Battalion, Trent Polack, Steel Hunters, Joy Machine Games, FASA, Shadowrun, Jordan Weisman, Haden Blackman, Crossbones, Bachs, Fernandez, Chad Barth, Shibby Train, Fallout 3, The Last Guardian. Next time: We will play and discuss a bit of Half-Life 2 @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 069: Interview with Marc Laidlaw

Dev Game Club

Play Episode Listen Later Jul 5, 2017 99:49


Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. This week we welcome Marc Laidlaw, long-time Valve employee and writer of Half-Life. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:40       Interview with Marc Laidlaw 1:04:50  Break 1:05:16  Feedback/Questions Issues covered: getting started at Valve, looking at story in first person games, unshipped game at Valve, getting Quake community people to work on Half-Life, the early plan for the company, finding features by building lots of tests, randomly discussing features with press, making outrageous promises to spur on the team, the development of a fully realized place, totality of effect, designing from the bottom-up and fitting stuff together later, having employees who were used to working alone, going back to the drawing board, hinting at other levels and wanting the glory, non-physical spaces, lone wolves, needing an overall director to enforce co-authorship, using the Cabal to fulfill that role, being in the trenches and etching into your brain, living Half-Life for two years, avoiding the space marine trope, making the gimmick "science," doing science experiments in game development, intricacy of clockwork levels/Chinese puzzle boxes, the technology of magic, working to get a reaction, characters emerging from setting, bridging to Half-Life 2, magic tricks being even more impressive when you know how they're done, user testing, knowing what questions to ask, players not getting to the ends of games, trying to avoid having to teach the player, expecting a literate player, keeping it clean and transparent, having no model for the main character generating a constraint, reacting to player experiences of the demo, working out of a corner/desperation, creating within constraints, having too much freedom (analysis paralysis), Marc's work available on Kindle, taking breaks, writing in the early days of video games, always in the helmet, E3 memories/discussion. Games, people, and influences mentioned or discussed: Day of the Tentacle, Half-Life 2, Portal, Counterstrike: Day of Defeat, Team Fortress, DotA 2, Eric Wolpaw, Jay Pinkerton, id Software, Quake, Michael Abrash, Mike Harrington, Gabe Newell, WIRED Magazine, Worldcraft, Ben Morris, Prospero, John Guthrie (Choryoth), Steve Bond (Wedge), Blues News, Harry Teasley, Peter Molyneux, Edgar Allan Poe, Thieves' World anthologies, Randy Lundeen, Shigeru Miyamoto, Kelly Bailey, Dave Riller, Ken Birdwell, Dario Casali, Alfred Hitchcock, Microsoft, Uncharted 4, Duke Nuke'em, Breaking Bad, Better Call Saul, Magazine of Fantasy and Science Fiction, Prey (2017), Nioh, Breath of the Wild, Bill Roper, Janos Flosser, Starfighter, Wayne Cline, Republic Commando, Ryan Kaufman, Mike Stemmle, Hal Barwood, Sean Clark, Jonathan Ackley, Larry Ahern, Tim Schafer, Dave Grossman, RebelFM, Phil Rosehill, Link to the Past, Super Metroid, ToeJam & Earl, LucasArts, Alexander Farr, Kotaku, Final Fantasy 9, Jason Schreier, Tacoma, Ico, Shadow of the Colossus, The Last Guardian, Halo 5, 343 Industries, Bethesda Game Studios, Unreal, Nintendo Wii, Evil Avatar, Phil Kollar, Polygon, Sony, Metal Gear (series), Witcher III, Anthem, No Man's Sky, Hello Games, Joe Danger, Assassin's Creed (series), Red Dead (series), PAX, Ficus/@giant_rat. Next time: Another Interview! Links: Marc's website @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 068: Half-Life (part four)

Dev Game Club

Play Episode Listen Later Jun 28, 2017 80:02


Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. We talk about the much-maligned final levels and understand where they came from and then turn to a few pillars. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the end! Podcast breakdown: 0:35     End of the game 51:40   Break 52:10   Takeaways and Feedback Issues covered: weather and climate change, teleportation and level connectivity, landmarks, teleporting all over the level, unfair design, planning and execution, competence and player empowerment, obsession with permutation, explaining teleportation through visuals, good teleportation design in Portal, bigger payback for more work, limitations in AI make sense and reinforce the story/space, minimal use of character lending importance, G-man as hook character for HL2, bleedthrough of Xen into Black Mesa, control precision (or lack thereof), upping the ante at the end of a game, elite players and first-person navigation, relearning a lot of rules, trying to create recognizable spaces in alien world, throwing lots of spaghetti at the wall, knowing your limitations, sunk cost fallacy, having faith in your vision, the thing that brings nothingness, incorporating teleportation into baby battle, brute forcing a boss, false choice, bridge story from Half-Life to Half-Life 2, fully realized sense of place, connected level design, sensible spaces and narrative ties, making AI look smart and interesting and motivated, direct relation of place to gameplay, accuracy of hours played, interview guest, feedback. Games, people, and influences mentioned or discussed: Tacoma, Portal, Left 4 Dead, DigiPen, Kim Swift, Half-Life 2, Twin Peaks, X-Files, Starfighter, Troy Mashburn, Doom, Quake, System Shock 2, Republic Commando, Eraserhead, Rayman 3D, June, Planescape, Final Fantasy IX, Valve, Marc Laidlaw, Gamer Lawyer, Firewatch, Breath of the Wild, Assassin's Creed, Far Cry, The Crew, Ghost Recon, Resident Evil, The Evil Within, Wasteland, The Last Guardian, lucasrizoli, Reed Knight, Darren Johnson, Diplomacy, Dan Connors, Telltale, briAnderson66(maybe), Doc16109, ToeJam and Earl. Next time: Interview episode @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 067: Half-Life (part 3)

Dev Game Club

Play Episode Listen Later Jun 21, 2017 79:22


Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. We especially focus on level design but touch also on weapon design and a bit of reuse of weapon progression. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Lambda Core Podcast breakdown: 0:40       Discussion segment 1:05:03  Break 1:05:28  Feedback Issues covered: the Russians, level design variety, designer control over geometry, blocking out levels and then beautifying, binary space partition, realistic spaces vs non-realistic spaces, lack of training, amusement park design and enticing users, willing suspension of disbelief and spectacle/distraction, expectation of a real place, tension between realism and play, Blast Pit and memories, all the things that will kill you, reminding the player of goals, sense of completion, cost of making mechanics, speed of building a rough level, sense of scale, Brett defeats a puzzle by accident, taking weapons away from the player, resetting the power curve, forcing choices between two single-shot weapons, enemy design towards risk/reward, having a fallback position for being out of ammo, problems with finite health, Surface Tension, moment in "Questionable Ethics" that makes you feel smart but doesn't make tons of sense, one shot helicopter kill, holding the paint on a rocket target, alien grenade grubs, the legend of Gordon Freeman. Games, people, and influences mentioned or discussed: Winston Churchill, Joe Pesci, JFK, Oliver Stone, Doom, Quake, Republic Commando, System Shock 2, Unreal, Galaxy Quest, Mysteries of the Sith, Hitchhiker's Guide to the Galaxy, John Romero, The Empire Strikes Back, Clint Eastwood, Halo, Tribes, Michaelsamiller, Kotaku Splitscreen, Super Mario 64, Resident Evil, Danferno, Brehvin!, Lackrin, Planescape, Legacy of Kain, Legend of Zelda: A Link to the Past, Ocarina of Time, @giant_rat. Next time: Finish the game! @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

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

Dev Game Club
DGC Ep 065: Half-Life (part one)

Dev Game Club

Play Episode Listen Later Jun 7, 2017 87:20


Welcome to Dev Game Club, where we are discussing Valve Software's 1998 classic Half-Life. We talk about what a year 1998 was, and a good deal about the restrained opening to the game and its provenance. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to "We've Got Hostiles" Podcast breakdown: 0:34 Segment 1: History and Half-Life beginning 1:00:57 Break 1:01:30 Segment 2: Feedback, Next Time Issues covered: 1998 as a year, engine licensing and 3D engines, Radiant level editor, Steam's launch, diving back into the FPS, "Doom clones," raising the bar for shooters, fully committing to the introduction, discipline and pacing, mundanity and attention to detail, "the world's slowest rollercoaster," the mundane hero vs the military hero, the everyman, genesis of the "walking simulator," leaning on a license, making the environment more responsive, unlikely hero, standing out in a sea of shooters, "immersive world rather than shooting gallery," stark contrast, teleporting between worlds, the in-fiction tutorial, learning verbs through achieving goals, mantling, NPCs who will follow you a ways, usability testing, momentum in player movement, contiguous space and level loads, console/PC hardware differences, points of no return, topics for the future, particularly enjoyable moments, indies taking risks to push boundaries out, giving players what they don't know what they want, avoiding calcification, students and game analysis, when you introduce your kids to games, innocence lost, reviews. Games, people, and influences mentioned or discussed: Halo 3, Gabe Newell, Valve Software, Jason Schreier, Kirk Hamilton, Starcraft, Metal Gear Solid, Gran Turismo, Unreal, Ocarina of Time, Grim Fandango, Rogue Squadron, Rainbow Six, Pokemon: Red and Blue, Thief, Descent: Freespace, Dune 2000, Shogo: Mobile Armor Division, Quake, NOLF 1 & 2, Tron 2.0, Call of Duty, Medal of Honor, Steam, Final Fantasy Tactics, Baldur's Gate, Planescape: Torment, Chris Avellone, Jeff Morris, Wolfenstein 3D, Doom, Doom 2, Dark Forces, Duke Nukem 3D, Starfighter, Obi-Wan, System Shock, Chris Corry, System Shock 2, Halo, Marathon, Rise of the Triad, Heretic, Alien vs. Predator, Michael Biehn, Team Fortress, Mark Laidlaw, The Mist, Stephen King, The Outer Limits: The Borderland, "Area 51," id Software, Nintendo, Tribes, Mario, John Romero, Jazz Jackrabbit, Ultima Underworld, Republic Commando, Chris Suellentrop, JJ Sutherland, Shall We Play A Game, Torment: Tides of Numenera, Tyranny, Johnson "Blue" Siau, Ian Milham, League of Legends, Overwatch, Troy Mashburn, Jordan Innerarity, Kye Harris, Putt-Putt, Pyjama Sam, Freddi Fish, Nintendo DS, Nintendogs, Animal Crossing, Minecraft, Disney Infinity, Lego series, Mario Kart Double Dash, Raiders of the Lost Ark, LesserOfFour, Zelda: A Link to the Past, KRL360, ChiliDogJr, GoodJobMr2Percent, RebelFM. Next time: Play up through "Apprehension" (stop at "Residue Processing") Links: Thoughts about Violence in Video Games and when to expose kids to stuff @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Órbita Friki
Portal, el videojuego

Órbita Friki

Play Episode Listen Later Apr 12, 2017 65:14


En este episodio Roberto le propone a Igor jugar al videojuego «Portal«, de Valve Software. Hablamos sobre el proceso de creación del juego, las mecánicas que lo rigen, comentamos la trama y vamos dando nuestra opinión sobre cada punto.

Permission to Speak - Leadership & Management Podcast
Episode #32 - Jay Goldman on Employee Centric Workplaces - Part 2 - Permission to Speak - Leadership Podcast - Interview with Kelly Vandever

Permission to Speak - Leadership & Management Podcast

Play Episode Listen Later Mar 12, 2017 45:28


Permission to Speak Podcast. Hosted by Leadership Communications Expert Kelly Vandever. Episode #32 - Jay Goldman - Part 2. Permission to Speak is the video blog and podcast that loiters at the intersections of leaders who want their people to speak up, technology that facilitates connections, and results that serve an organization’s higher purpose. Topics covered in this episode include: - The New York Times best selling book, The Decoded Company - Three characteristics of a decoded company are (1) technology as a coach and trainer (2) data as sixth sense and (3) engineered ecosystems - Accelerating tenure - The idea behind tech as a coach is “How can you make everyone on your team as good as they can be?” - Interviewing skills as an example of how to use data to be a better interviewer - For example, Klick has used data to see who is really good at picking future rock stars for the organization and those how have a high rate of rejecting people who later turn out to be high performers. Then the system can deliver training to help those not good at interviewing become better. - Instead of a system that yells at you as a referee, decoded companies use data to whisper in your ear to coach and train you to be even more successful - One way to question the status quo in your organization is to challenge new hires to poke holes in your assumptions - Adopt an attitude of “safe to try” as a way to fight organizational antibodies that block innovation because it’s different than we’ve always done things. Don’t test the idea based on whether it’s a good or bad idea but is it safe to try. - Be willing to experiment adopting this attitude of “safe to try” - Data literacy is becoming more and more important to organizations - Data as a sixth sense is bringing that data literacy into all parts of the organization - But you still need to question the data. Don’t ignore your gut instincts. - Data as a sixth sense is about getting data to make better decisions - UPS example of experimenting to see the best way to use their Orion system, comparing instinct and experience only, to exclusively following the system, or using the both. Use the system to augment what you know and be flexible to ignore when you see things on the ground that wouldn’t be known by the system. - Be sensitive to the fact that there’s some job insecurity when you start using data as a sixth sense or adding automation - Transparency in data so you can see are there issues with the financials on a project, is there a risk of burnout, etc. - Unconscious bias & Harvard’s study on unconscious bias - Most organizations grow a culture without being intentional about it - Culture in many ways is shaped top down - The importance of being intentional about hiring, even very early in the life of a start up - Space as an indication of culture - Even the military isn’t on a strict command-and-control environment - Dunbar’s number - Klick has divided themselves into teams of 150 or less to keep the benefits and agility of a smaller organization - Valve Software company as an example of a flat organization & the Valve employee handbook - High growth companies engineering their own ecosystems - How SenseiOS has helped high growth companies transform their businesses, and caused some to say, “I don’t know how we ran our company without it!” - Questions Answered: - Can I use data to run my company better? - How can I use data in my organization? - How can I be a better interviewer? - How do I maintain a small company culture when I’m growing fast? - How can we be transparent with data? - How can we create a better work culture? - How can we use data to make better business decisions? - How can I use data better? - How can I increase innovation in my organization?

Rob Black & Your Money
Rob Black February 17

Rob Black & Your Money

Play Episode Listen Later Feb 17, 2017 39:45


"Rob Black & Your Money" - Radio Show February 17 - KDOW 1220 AM (7a-9a) Rob Black talks about Snapchat, Valve Software, the future of typing, & chats hockey with the San Jose Barracuda announcer Nick Nollenberger.See omnystudio.com/listener for privacy information.

Rob Black and Your Money - Radio
Rob Black February 17

Rob Black and Your Money - Radio

Play Episode Listen Later Feb 17, 2017 39:45


"Rob Black & Your Money" - Radio Show February 17 - KDOW 1220 AM (7a-9a) Rob Black talks about Snapchat, Valve Software, the future of typing, & chats hockey with the San Jose Barracuda announcer Nick Nollenberger.

StarShipSofa
StarShipSofa No 460 Marc Laidlaw

StarShipSofa

Play Episode Listen Later Nov 16, 2016 60:03


Main Fiction: "400 Boys" by Marc Laidlaw Originally published in Omni, reprinted in Mirrorshades: The Cyberpunk Anthology. Marc Laidlaw is the author of six novels, including the International Horror Guild Award winner, The 37th Mandala. His short stories have appeared in numerous magazines and anthologies since the 1970s. In 1997, he joined Valve Software, and over the next nearly two decades, worked as lead writer on the popular Half-Life and Dota 2 franchises. In 2016, he retired to resume writing his own stories. Recent publications include a novella, White Spawn, available as a chapbook and ebook from PS Publishing. Updates and other things may be found at his website, www.marclaidlaw.com. Fact: Looking Back at Genre History by Amy H Sturgis Narrated by: Eric Luke Eric Luke is the screenwriter of the Joe Dante film EXPLORERS, which is currently in development as a remake, the comic books GHOST and WONDER WOMAN, and wrote and directed the NOT QUITE HUMAN films for Disney TV. His current project... See acast.com/privacy for privacy and opt-out information.

ghosts boys wonder woman explorers half life omni dota joe dante mandala disney tv valve software marc laidlaw starshipsofa ps publishing international horror guild award not quite human
Giant Geek vs. Mega n00b
Portal (2007)

Giant Geek vs. Mega n00b

Play Episode Listen Later May 7, 2016 39:24


Hello and, again, welcome to the Giant Geek vs. Mega n00b Podcast Enjoyment Center. Your specimen has been processed and we are now ready to begin this week's episode.On this week's episode, [MALE CO-HOST NAME HERE] challenged [FEMALE CO-HOST NAME HERE] to try playing Portal, a 2007 video game made by Valve Software.For your own safety, and the safety of others, please subscribe to Giant Geek vs. Mega n00b on iTunes. The Enjoyment Center would also like to inform you that this podcast is also available on Google Play Music.Portal is available for $10 on Steam.Congratulations, [LISTENER NAME HERE] on reaching the conclusion of this text. Please celebrate this momentous achievement by following Giant Geek vs. Mega n00b on Facebook. See acast.com/privacy for privacy and opt-out information.

NOCLIP
Episode 10 - Spectromoonalysis Machine 2000 XT - Portal

NOCLIP

Play Episode Listen Later Apr 19, 2016 83:30


Welcome to [PODCAST NAME HERE]! Today we’re going to be talking about Valve Software’s Portal, a first person puzzle game that we evidently think is pretty good. Going through Aperture Science’s test chambers again in 2016 is just as satisfying as when the game originally came out in 2007, and the impact the game has had on the industry leads us to discuss a lot more than just its mechanics. We’ll talk about Portal’s design, Dead Space, PC gaming, virtual reality, King Kong, Honey, We Shrunk Ourselves… and more. This one will be a doozy. Thanks as always for listening, and join us again in two weeks when we talk about Star Fox 64!

Fulkultur
#10 Om den virtuella verklighetens intåg

Fulkultur

Play Episode Listen Later Apr 13, 2016 45:56


VR är äntligen här! Gänget tar de första, stapplande stegen i en helt ny värld där möjligheterna för nya fulkulturformer är snudd på oändliga. Länklista Allt om spelen till HTC Vivehttps://www.youtube.com/playlist?list=PL3WmlakaxSjB2k3avN-IZemsE-NO1Fb3a The Lab (Valve Software, 2016) https://youtu.be/kQYXPjNo1qghttps://youtu.be/NN51YG-R6HYThe Blu (Wevr, 2016)https://youtu.be/3t4yjY-Dbg8 The Foo show http://store.steampowered.com/app/411820/ HTC Vivehttps://en.wikipedia.org/wiki/HTC_Vive Oculus Rifthttps://en.wikipedia.org/wiki/Oculus_Rift Surgeon Simulatorhttps://www.youtube.com/watch?v=HGG2nAbVNEE http://www.surgeonsim.com/ Elite Dangeroushttps://www.elitedangerous.com/ Budget Cuts (Neat Corporation, 2016) https://www.youtube.com/watch?v=GezXP0CarXs http://store.steampowered.com/app/400940/ Space Pirate Trainer on Steam http://store.steampowered.com/app/418650/ VR Sex Suithttp://www.digitaltrends.com/virtual-reality/tenga-vr-sex-suit/ Project Carshttp://www.fz.se/artiklar/recension/20150516/project-carshttp://www.projectcarsgame.com/ Apollo 11 VR https://www.youtube.com/watch?v=eQwllgcq_IYhttp://store.steampowered.com/app/457860/ The Gallery - Episode 1: Call of the Starseedhttp://store.steampowered.com/app/270130/?l=swedish Medical Realitieshttps://www.youtube.com/watch?v=n7ALZkPoTYQ Crystal Rift http://store.steampowered.com/app/345140/

GameEngineStart Podcast
GameEngineStart Podcast – Zero Dollars

GameEngineStart Podcast

Play Episode Listen Later Sep 1, 2015


Hey, in case you didn’t know already, we are super excited for Metal Gear Solid 5 On this episode… Intermission Music… Valve Software – Science Is Fun – Portal 2 Soundtrack: Volume 1 Official Site We Played… Euan poorly attempts to save the world from the alien menace by diving back into XCOM: Enemy Within, […]

IGN Overclocked
Overclocked Episode 4: The Future of Valve Software

IGN Overclocked

Play Episode Listen Later Aug 14, 2015 52:02


52:02 no podcasts@ign.com (IGN)IGNIGN's PC podcast explores the biggest gaming platform in the world. Overclocked features IGN Editors and special guests di

The Drill Down
295: Steam Effort

The Drill Down

Play Episode Listen Later Sep 27, 2013 73:49


This week, GTA V breaks entertainment history records, Touch ID is hacked after a week, New devices from Apple, Microsoft & Amazon, Valve Software wants to change gaming from the Operating System up, and more... What We're Playing With Andy: GTA V Dwayne:  Piper, iPhone 5S Tosin: Letterman Digital Arts Center (LucasArts / Industrial Light & Magic) Headlines 'Grand Theft Auto V' Crosses $1B In Sales, Biggest Entertainment Launch In History Pandora Falls 10% as Apple ITunes Radio Draws 11 Million Chaos Computer Club Bypasses Apple's Touch ID System (with copy of original fingerprint) Why I Hacked Apple's TouchID, And Still Think It Is Awesome Audible Book of the Week Doctor Sleep: A Novel by Stephen King Sign up at AudibleTrial.com/TheDrillDown Music Break: Music from GTA V by Tangerine Dream Hot Topic Apple TV Software v.6.0 Released Apple launches faster iMacs with 802.11ac WiFi, Pro graphics, improved Flash Microsoft revamps Surface lineup: Here's the rundown Amazon Announces The Kindle HDX 7- And 8.9-Inch Tablets With High-Res Screens, 2GHz Processors Next for Nest: A Smoke Detector Valve announces SteamOS, a living room operating system for games Valve announces Steam Machines, the Steam Box hardware beta Music Break: Steam by Peter Gabriel Final Word Nintendo visionary Hiroshi Yamauchi dies aged 85 The Drill Down Video of the Week BatDad Subscribe! The Drill Down on iTunes (Subscribe now!) Add us on Stitcher! The Drill Down on Facebook The Drill Down on Twitter Geeks Of Doom's The Drill Down is a roundtable-style audio podcast where we discuss the most important issues of the week, in tech and on the web and how they affect us all. Hosts are Geeks of Doom contributor Andrew Sorcini (Mr. BabyMan), marketing research analyst Dwayne De Freitas, and Startup Digest CTO Christopher Burnor. Occasionally joining them is Box tech consultant Tosin Onafowokan.

Past Episodes – Super Podcast Action Committee (Inactive) – KNGI Network

On Episode 69 of the Super Podcast Action Committee, hosts Andrew Eisen and E. Zachary Knight talk about the “unique nature” of Valve Software’s “family sharing program” for Steam, Fox News and Dr. Keith Ablow making a concerted effort on connecting video game violence with real-world violence, and a whole lot more. You can also ...Continue reading ‘Super Podcast Action Committee – Episode 69’ »

Press Play to Save: Video Game News and Reviews on the Cheap

We grapple with what we have(n’t) been playing, call down the thunder on Valve Software and rumor leaks, go all John Kerry on the Ouya, mull over Chris’ (lack of) expectations regarding the Dota2 tourney, and answer YOUR emails. This podcast will self-destruct in T-minus 3… 2… Niner…

ScoreVG
ScoreVG 018 - Pidgeot

ScoreVG

Play Episode Listen Later Jun 4, 2013 235:54


Una noche en Atomix, llegó Artemio y gritó “Ahí viene Aftasher con Pidgeot y su Score” Hoy con el dia de muertos, celebramos todo aquello macabro y escalofriante en la oficina mientras nos aventamos el show entero con las luces apagadas y en disfraz a la luz de las pantallas. Con: Asher, Artemio, Pastrana, Rolman, Yoshi. LISTA DE ROLAS 00:09:48 Castlevania: Order of Ecclesia (2008) Konami 00:17:27 Super Mario Galaxy (2007) Nintendo EAD Tokyo. 00:24:18 Ghost Conveyor - Super Mario Galaxy 2 (2010) Nintendo EAD Tokyo. 00:29:02 Promise (Reprise) - Silent Hill 2 (2001) Team Silent. 00:36:40 The First Floor - Resident Evil 2 (1998) Capcom. 00:45:00 Grim Fandango (1998) LucasArts. 00:54:25 Monster Party (1989) Human Entertainment. 01:04:10 Fly Me To The Moon (∞ Climax Mix) – Bayonetta (2009) Platinum Games. 01:14:04 Boo’s Horror House – Super Mario 64 (1996) Nintendo EAD. 01:18:48 Dark Manor - Kirby's Epic Yarn (2010) Good-Fell / HAL Laboratory. 01:27:51 Doom (1993) id Software. 01:38:27 Grounds for Divorce - Left 4 Dead (2008) Valve Software. 01:44:53 The Cave of Bad Dreams - Rayman 2: The Great Escape (1999) Ubisoft. 01:53:47 Giygas Stirs - EarthBound / Mother 2 (1994) Ape / HAL Laboratory. 02:01:00 The First Fear – Clock Tower (1995) Human Entertainment. 02:07:02 Waltz of the Damned - Kingdom Hearts 2 (2005) Square Enix. 02:12:12 Alien Trilogy (1996) Probe Entertainment. 02:17:21 Body Eater – Splatterhouse (1988) Namco Splatter Team. 02:24:00 Lonesome Manor – Epic Michey (2010) Junction Point Studios. 02:31:20 Dr Fred’s Lab - Maniac Mansion: Day of Tentacle (1993) LucasArts. 02:38:20 Ghost Factory - Professor Layton and the Last Specter (2009) Level-5. 02:45:45 Lavender Town’s Theme – Pokémon Red / Pokémon Blue / Pokémon Yellow (1996) Game Freak. 02:54:16 Zombie Corpseplay – Red Dead Redemption: Undead Nightmare (2010) Rockstar San Diego / Rockstar North. 03:00:00 Castlevania: Symphony of the Night (1997) Konami Tokyo. / Piratería / Impresión de Portadas. 03:12:45 Creeping Silence – Snatcher [Sega CD] (1994) Konami. 03:26:30 Otherworldly music - The Haunted Mansion (2003) High Voltage Software. 03:31:40 Metropolis Of Ruin - Demon's Crest (1994) Capcom. 03:37:09 Critics’ Choice - The House of the dead: Overkill (2009) Headstrong Games Modern Dream. 03:42:51 It’s bad for me - Alone in the Dark (1992) Infogrames.

InsideGaming
InsideGaming. Drinking from the bottle (29)

InsideGaming

Play Episode Listen Later Apr 23, 2013 4:40


Valve Software готуються запустити сервера у Піднебесній; Анонсовано всіх гравців європейської частини World Championship Series 2013 StarCraft 2:HotS; ПАР внесла Кіберспорт до офіційних спортивних дисціплін; Bethesda анонсували нову гру.

EconTalk Archives, 2013
Varoufakis on Valve, Spontaneous Order, and the European Crisis

EconTalk Archives, 2013

Play Episode Listen Later Feb 25, 2013 63:21


Yanis Varoufakis of the University of Athens, the University of Texas, and former economist-in-residence at Valve Software talks with EconTalk host Russ Roberts about the unusual structure of the workplace at Valve. Valve, a software company that creates online video games, has no hierarchy or bosses. Teams of software designers join spontaneously to create and ship video games without any top-down supervision. Varoufakis discusses the economics of this Hayekian workplace and how it actually functions alongside Steam--an open gaming platform created by Valve. The conversation concludes with a discussion of the economic crisis in Europe.

EconTalk
Varoufakis on Valve, Spontaneous Order, and the European Crisis

EconTalk

Play Episode Listen Later Feb 25, 2013 63:21


Yanis Varoufakis of the University of Athens, the University of Texas, and former economist-in-residence at Valve Software talks with EconTalk host Russ Roberts about the unusual structure of the workplace at Valve. Valve, a software company that creates online video games, has no hierarchy or bosses. Teams of software designers join spontaneously to create and ship video games without any top-down supervision. Varoufakis discusses the economics of this Hayekian workplace and how it actually functions alongside Steam--an open gaming platform created by Valve. The conversation concludes with a discussion of the economic crisis in Europe.

EconTalk at GMU
Varoufakis on Valve, Spontaneous Order, and the European Crisis

EconTalk at GMU

Play Episode Listen Later Feb 25, 2013 63:21


Yanis Varoufakis of the University of Athens, the University of Texas, and former economist-in-residence at Valve Software talks with EconTalk host Russ Roberts about the unusual structure of the workplace at Valve. Valve, a software company that creates online video games, has no hierarchy or bosses. Teams of software designers join spontaneously to create and ship video games without any top-down supervision. Varoufakis discusses the economics of this Hayekian workplace and how it actually functions alongside Steam--an open gaming platform created by Valve. The conversation concludes with a discussion of the economic crisis in Europe.

Nerd Lunch
Episode 58 - Zombie Survival Party

Nerd Lunch

Play Episode Listen Later Oct 23, 2012 75:28


Robert from To The Escape Hatch returns to our fourth chair as we put together the ultimate team for the zombie apocalypse from characters across the horror genre. Robert Kirkman, Ridley Scott, John Carpenter, Valve Software, and others provide nominees for our party. Once the team is assembled, we determine the order that members get picked off, who gets infected, and who, if anyone, survives. We then rinse and repeat with a party composed of The Atomic Geeks Network crew. In our Nerd To-Dos, we hear what digital comics can be had by trading in Miami Vice Blu-rays, some Halloween costume planning, a mini lovefest for Ben Affleck, and plans to see The Hobbit already getting started.

Nerd Lunch: The First 100
Episode 58 - Zombie Survival Party

Nerd Lunch: The First 100

Play Episode Listen Later Oct 22, 2012 75:28


Robert from To The Escape Hatch returns to our fourth chair as we put together the ultimate team for the zombie apocalypse from characters across the horror genre. Robert Kirkman, Ridley Scott, John Carpenter, Valve Software, and others provide nominees for our party. Once the team is assembled, we determine the order that members get picked off, who gets infected, and who, if anyone, survives. We then rinse and repeat with a party composed of The Atomic Geeks Network crew. In our Nerd To-Dos, we hear what digital comics can be had by trading in Miami Vice Blu-rays, some Halloween costume planning, a mini lovefest for Ben Affleck, and plans to see The Hobbit already getting started.

Podcast – BabySoftMurderHands.com
QUAKECON 2012 Exclusive Interview: 40 minutes with Michael Abrash of Valve Software

Podcast – BabySoftMurderHands.com

Play Episode Listen Later Aug 8, 2012 39:53


At Quakecon 2012 we were fortunate enough to get an exclusive interview with Michael Abrash of Valve Software. In the interview was also a writer from Rock Paper Shotgun. For those that don’t know… Michael Abrash is an esteemed computer programmer with a career spanning over 3 decades. He arrived in Dallas, Tx at this years Quakecon to speak with fellow geniuses John Carmack of Id Software… [ Read More... ]

Podcast – Work In Progress
WIP #016: VanillaTV – SNSD Companion CUBE

Podcast – Work In Progress

Play Episode Listen Later Mar 19, 2012 44:03


VanillaTV has many stars. The Team Fortress 2 shoutcasting site seems to collect tallent in much the same way Valve Software do. Not only has CUBE been able to find his own place but he’s rapidly reshaping their YouTube to page. CUBE was with the original TFTV crew but initially decided not to come over […]

BitNote
Bn004 - Electrifying indie interview

BitNote

Play Episode Listen Later Oct 17, 2011 31:56


Interview with Glen Moran, developer on the upcoming Tesla! (http://teslathegame.com/). We also play some of his favourite videogame music: The Last Level You Will Ever Play by Danny 'danny B' Baranowsky (http://www.dbsoundworks.com) from Fathom by Adam Atomic (http://adamatomic.com); Toccata by Dave S-B, based on Johann Sebastian Bach from Revenge of the Titans by Puppy Games; and Robots FTW by Mike Morasky from Portal 2 by Valve Software.

BitNote
Bn003 - Aliens and the shooting thereof

BitNote

Play Episode Listen Later Oct 8, 2011 30:59


Another great mix of songs and games! Bouncer by Seth 'Beatfox' Peelle (show intro theme); Main Theme by Mike Morasky from Team Fortress 2 by Valve Software; Positive Force by Magnus 'souleye' Pålsson from VVVVVV by Terry Cavanagh; Total Metal Jacket by Ari Pulkkinen from Shadowgrounds by Frozenbyte Studio; Stage 2 theme by Tetsuya Kawauchi from House of the Dead 2 by Sega; and Santa Monica by Theory of a Deadman from Fahrenheit/Indigo Prophecy by Quantic Dream.

Split Screen
7: Communication Breakdown

Split Screen

Play Episode Listen Later Jul 17, 2011 43:28


Alan and Craig survive multiple Skype crashes to speak about the difficulties of communication, oddball controllers and biofeedback. 00:00:16 An introduction the length of Britain 00:01:54 MSN Sarcasm Detection Not Detected 00:02:58 Same couch bonding with Battlefield, Halo: Reach and Left4Dead 00:04:32 The pyschology of maze navigation and online multiplayer deathmatch 00:05:58 Playable characters saying what we're all thinking 00:07:10 Hello and welcome to the Crystal Maze Podcast 00:09:01 Incorporating player communication into design 00:11:48 Non-verbal chit-chat with Phantasy Star Online and Mario Kart Wii 00:16:54 I have no voice and I must scream obscenities 00:19:14 Listening and talking to strangers online 00:22:12 Check out Episode 4: Online Identity Crisis for more anonymous studies 00:24:26 R.Pitch4d calls me a flaming jackwagon 00:25:03 COMPLETE PODCAST IMPLOSION DETECTED---PRESS R TO RESTART 00:26:10 Esoteric Game Controllers 00:27:25 Touch and feel the Novint Falcon 00:29:03 Scratch your brain with the Emotiv Headband 00:31:23 The TrackIR headtracking will turn heads and track them 00:33:36 Strap a WiiMote to your head and see the future of 3D 00:34:11 Rub your body all over Kinect 00:37:06 BioFeedback and physical responses as controllers 00:37:55 Heart tracking and horror games 00:38:29 My Heart on Halo by Ben Lewis-Evans 00:42:59 Eye tracking and triggering events 00:46:26 Once again we talk about Valve Software and their biofeedback exploits 00:49:29 Dynamic controllers deserve dynamic games 00:52:45 Outro Check out the website for videos of all the controllers we talk about! To share your comments on this episode and more head on over to: http://www.split-screen.net/podcasts [Thanks for listening! Tell a friend or leave us an iTunes review about the podcast!]

Podcast 17
Gabe Newell Interview

Podcast 17

Play Episode Listen Later Jun 7, 2011


William and Glenn interview Gabe and Kutta of Valve Software. All main questions asked were submitted by the community.

Podcast 17
Mike Morasky Interview

Podcast 17

Play Episode Listen Later May 7, 2011


William and Glenn interview Mike Morasky, composer at Valve Software.

valve software mike morasky
CheatCC's Video Game Podcast
#103 - Podcast for Friday October 30, 2009

CheatCC's Video Game Podcast

Play Episode Listen Later Oct 30, 2009 54:21


It's time for Halloween and the Crew has a few surprises in store! We discuss some recent horror video game releases as well as a couple that are on their way including: Dead Space: Extraction, SAW, Ju-on: The Grudge, Silent Hill: Shattered Memories, and more. What other video games should you play during Halloween? Find out what makes our list! In the news, the PS3 is finally receiving Netflix, but is it all we want it to be? Also, Modern Warfare 2 featuring third person option, the unveiling of Excitebike: World Rally, Bethesda eyeing Valve Software, and more. It's Trick or Treat time, and this one is definitely a treat!