In this episode, Soren interviews veteran game developer Jon Ingold, who co-founded inkle and is best known for his work in interactive fiction, including All Roads, 80 Days, and the Sorcery! series. They discuss why Plundered Hearts is his favorite Infocom game, how being a maths teacher is like being a level designer, and when he realized that parsers were a commercial dead-end.
Games discussed: Psi-5 Trading Company, Rogue, Out There, Hitchhiker’s Guide to the Galaxy, Deadline, The Witness, Plundered Hearts, Starcross, Blade Runner, Curses!, The Mulldoon Legacy, All Roads, Make It Good, Heavy Rain, Frankenstein, the Sorcery! series
In this episode, Bruce Geryk interviews veteran game developer Roger Keating, co-founder of Strategic Studies Group (SSG). Roger is best known for his work on the Warlord series as well as many digital wargames. They discuss what it was like to do pathfinding before A*, how SSG worked from home before it was cool, and how to determine who is a game designer.
Games discussed: Conflict, Operation Apocalypse, Reach for the Stars, Carriers at War, Europe Ablaze, Gold of the Americas, the Warlords series, Ardennes Offensive
In this episode, Soren and Leyla Johnson interview Creative Director Michał Drozdowski and Art Director Przemysław Marszał of 11 Bit Studios, best known for their work on This War Of Mine and Frostpunk. They discuss why This War of Mine does not judge the player and why Frostpunk does.
Games discussed: Anomaly, Anomaly: Korea, Anomaly 2, Funky Smugglers, Sleepwalker’s Journey, This War of Mine, Frostpunk
In this episode, Soren interviews game designer Alex Hutchinson, Creative Director at Typhoon Studios and best known for his work on Spore, Assassin’s Creed 3, and Far Cry 4. They discuss how they both would have screwed up SimCity, how working at Ubisoft is like Brewster’s Millions, and what happened with Spore.
Games discussed: Pepper 2, Sensible Soccer, SimCity, The Urbz, The Sims 2, Spore, Army of Two: The 40th Day, Assassin’s Creed 3, Far Cry 4, Journey to the Savage Planet
In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Mario speed runs are the original infinite runners, why Canabalt is in 6 shades of grey, and when does Permadeath make sense for a game.
Games discussed: Canabalt, Captain Forever, Jetpack Joyride, Alone, Hundreds, Portico, Overland, 868-HACK, XCOM: Enemy Unknown, XCOM 2
In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Cave Story showed him that he could make games on his own, why he thought he worked with the guy who invented Boggle, and his many failed attempts to join the video games industry.
Games discussed: Super Mario Bros. 2, Wolfenstein 3D, Doom, Cave Story, Tower Blocks, Boggle, Gravity Hook, ThrustBurst
In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss why Xbox Live Indie Games didn’t take off, what exactly happens at the end of Atom Zombie Smasher, and how streaming game development made him work harder than ever before.
Games discussed: Flotilla, Air Forte, Atom Zombie Smasher, XCOM, Thirty Flights of Loving, Quadrilateral Cowboy, Cursor 10
In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss how to make an adventure game inside of Doom, why he won’t read text popups but will read the back of cereal boxes, and what does the ending of Gravity Bone mean.
Games discussed: Sierra Adventure Games, Doom, XCOM, XCOM: Enemy Unknown, Planescape: Torment, Hexen 2, Strife, Thief, Company of Heroes, Full Spectrum Warrior: Ten Hammers, The Lord of the Rings: Conquest, Gravity Bone
In this episode, Soren and Leyla Johnson interview independent game developer Rami Ismail of Vlambeer, best known for his work on Super Crate Box, Ridiculous Fishing, Luftrausers, and Nuclear Throne. They discuss why he started a company with someone he couldn’t stand, how to make games in a place without electricity, and why the world “inclusivity” can still be exclusionary.
Games discussed: StarCraft, Urban Assault, Final Fantasy XV, Nier: Automata, Star Wraith, Evochron, Super Crate Box, Serious Sam: The Random Encounter, Ridiculous Fishing, Luftrausers, Nuclear Throne
In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss why games always need three months at the end, how he feels about his crunch on Chaos Theory, and how they choose Africa for Far Cry 2.
Games discussed: Splinter Cell: Chaos Theory, Splinter Cell: Pandora Tomorrow, Far Cry 2