Avsnitt
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Alexa Ray Corriea chats with Jason WIshnov, CEO of Iridium Studios, about their newest title, People of Note. Together they discuss where the initial design concepts originated from; the difficulty of finding a publisher before landing with Annapurna; friction between narrative and game design; writing from personal experience and balancing that with whimsy; and how they integrated music into the battle system.
This episode is supported by
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iam8bit
Episode Host: Alexa Ray Corriea
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Trent Kusters chats with Gregory Louden, Creative Director behind Housemarque's latest dark sci-fi bullet-ballet, Saros. Together they discuss his early work in film with directors such as Alfonso Cuarón and Ridley Scott; transitioning into games and his path from VFX, to narrative, and ultimately direction; creating a spiritual successor to Returnal while developing a brand new IP; focusing on challenging but rewarding gameplay; and building a narrative around the roguelike gameplay.
This episode is supported by
Xsolla
iam8bit
Episode Host: Trent Kusters
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Saknas det avsnitt?
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Trent Kusters chats with Edmund McMillen and Tyler Glaiel, creators of the hit cat-army tactical roguelite, Mewgenics. Together they discuss their history creating games during the boom of the flash and Xbox Live era including titles such as Aether, The Binding of Isaac, and The End is Nigh; writing from personal experiences; lessons learned from self-publishing; and the development of their newest collaboration in Mewgenics.
This episode is supported by Xsolla
Episode Host: Trent Kusters
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Adam Orth chats with Mateusz Michalak (CEO & Co-Founder) & Mateusz Lechowski (Narrative Director) from Fumi Games about their studio debut title, Mouse: P.I. For Hire. Together they discuss the origins of the studio being based around animation with no game dev experience; the inspirations and development of Mouse: P.I. For Hire; developing the rubber-hose animation and it's importance to the setting; how the black and white art style made it difficult to find a publisher; the pre-World War II setting and parallels to modern conflicts; and balancing the serious and comedic elements within the narrative.
This episode is sponsored by:
Xsolla
Episode Host: Adam Orth
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Adam Orth chats with musician and game developer Johnny Galvatron. Together they discuss his newly released coming of age story told through music, Mixtape including the origins of the idea; how they selected the music first and built the story around the soundtrack; building a "horizontal slice" rather than a "vertical slice"; how they selected each track and their significance to the narrative; and creating the cast of characters and their unique mechanics.
This episode is sponsored by:
Xsolla
iam8bit
Episode Host: Adam Orth
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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We're on a release break for new episodes, so here's one our past great chats from Oct, 9 2023!
Adam Orth chats with Ken Levine, the legendary creator behind the Bioshock series and the upcoming Judas. Together they discuss Ken's journey into game writing; using art as a healthy outlet for processing uncomfortable subjects; dealing with the pressure of following up the first Bioshock game due to its massive success and popularity; how to tackle complex narratives and concepts aimed at general audiences; his thoughts on AI; and how to avoid falling into the trap of arrogance.
This episode is sponsored by:
Xsolla
Episode Host: Adam Orth
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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We're on a release break for new episodes, so here's one our past great chats from May 16, 2022!
Corey May speaks with the Oliver Lewin and Graham Parkes, two of the developers behind Before Your Eyes. Together they discuss how they created the blinking mechanic in game jams; the process of "learning by doing and learning by failing"; the technical and narrative challenges that arose from the game's central mechanic; and their experience releasing their first title to wide acclaim including winning a BAFTA.
This episode is supported by Xsolla
Episode Host: Corey May
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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We're on a quick release break for new episodes, so here's one our past conversations from Mar 27, 2023 with Tarn Adams and Zach Adams, brothers who together created Dwarf Fortress! Trent chats with the brothers about their 20 year journey in creating the aforementioned title including the early inspirations that led them to learn programming; the games they developed before Dwarf Fortress; crucial creative and community milestones; working together with Kitfox Games on the updated version for Steam; and their favorite stories from their ever growing community.
This episode is supported by
Xsolla
Episode Host: Trent Kusters
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Austin Wintory chats with Bence Pajor, the Audio Director behind Embark Studios' smash hit extraction shooter, Arc Raiders. Together they discuss his early career in music and how he transitioned to audio design; his work at DICE on the Battlefield series; the moral implications when designing realistic audio experiences for combat simulations; balancing music to not break player immersion; and creating modern synth music with retro aesthetics.
This episode is supported by
Xsolla
iam8bit
Episode Host: Austin Wintory
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Please consider supporting game dev students with: AIAS Foundation
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Alexa Ray Corriea chats with Jenny Jiao Hsia, co-director of Consume Me. Together they discuss where Jenny first got the idea to tell a semi-autobiographical story through video games; learning to not micromanage and lean on your team; how personal finances restrict or enable creativity; the dangers of social media and need for external validation; and the importance of having interests outside of games to help with creative and personal fulfillment.
This episode is supported by
Xsolla
iam8bit
Episode Host: Alexa Ray Corriea
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Follow us: linktr.ee/AIAS
Please consider supporting game dev students with: AIAS Foundation
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Adam Orth chats with Virgil Watkins, the design director behind Embark Studios' smash hit extraction shooter, Arc Raiders. Together they discuss his early passion in modding and how it led to him joining Embark Studios as a Technical Designer on the initial PVE version of Arc Raiders; how internal testing shaped the system design and core experience of the PvPvE version; the ways they're seeking to improve the game post-launch; and how they balance handcrafted experiences with randomness in the deadly Arc encounters.
This episode is sponsored by:
Xsolla
iam8bit
Accelbyte
Episode Host: Adam Orth
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Support the show and get all of our episodes early/ad-free: https://bit.ly/4kU34Lt
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Please consider supporting game dev students with: AIAS Foundation
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Alexa Ray Corriea chats with Actor Ben Starr. Together they discuss his role in the multi-D.I.C.E. Award winning game Clair Obscur: Expedition 33; balancing authenticity and restraint in the public sphere; voice acting in a game filled with intimacy in Date Everything!; and his observations on the difficulties many developers face today.
This episode is supported by
Xsolla
iam8bit
Episode Host: Alexa Ray Corriea
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
If you enjoyed this episode, please consider subscribing and leaving us a rating and review.
Follow us: linktr.ee/AIAS
Please consider supporting game dev students with: AIAS Foundation
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Adam Orth chats with Battlefield 6 Creative Director, Thomas Andersson. Together they discuss his path in games from level design to direction; what it takes to lead a team the size it takes to create a Battlefield title; the pillars and core features that drove the mission in the newest entry; how the kinetic movement and destruction work together to create unique and epic moments; and the technical and design challenges present when emphasizing player freedom.
This episode is sponsored by:
Xsolla
Accelbyte
Episode Host: Adam Orth
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
If you enjoyed this episode, please consider subscribing and leaving us a rating and review.
Support the show and get all of our episodes early/ad-free: https://bit.ly/4kU34Lt
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Please consider supporting game dev students with: AIAS Foundation
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Karrie Shao chats with writer and narrative designer Cara Ellison. Together they discuss her path from television to games; the global development scene and the difficulties facing developers today; her desire to bring local culture to the global stage; and her work with Fireproof Games on the D.I.C.E. Award winning VR title, Ghost Town.
Episode Host: Karrie Shao
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Adam Orth chats with Eyes Out co-founders Cory Davis (Spec Ops: the Line) and Robin Finck (Nine Inch Nails) about their studio's debut game, SLEEP AWAKE. Together they discuss their distinct paths from traditional games and music and how they found themselves collaborating together; the unique audio-first approach they took with SLEEP AWAKE; the psychedelic dreamlike horror themes present throughout the experience; and the contrasts and parallels they discovered with creating music and games.
This episode is sponsored by:
Xsolla
Episode Host: Adam Orth
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
If you enjoyed this episode, please consider subscribing and leaving us a rating and review.
Support the show and get all of our episodes early/ad-free: https://bit.ly/4kU34Lt
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Please consider supporting game dev students with: AIAS Foundation
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Grammy Award winning composer Austin Wintory chats with Rev. Dr. Bradley D. Meyer, Audio Director at Sucker Punch Productions. Together they discuss his path to gaming and joining Sucker Punch; his thoughts on audio design including on his latest work in Ghost of Yōtei; the complex marriage of audio and music in large projects; and how they balanced the score of Ghost of Yōtei between Japanese Folk and Spaghetti Westerns influences.
**Editor's Note: (01:01:48) Amon Tobin is the composer of the first inFAMOUS title.
This episode is sponsored by Xsolla
Episode Host: Austin Wintory
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Guest host Tim Schafer (Double Fine Productions) chats with Jon Gibson (iam8bit) Meggan Scavio (AIAS), and Sibel Sunar (fortyseven communications) about their joint effort to celebrate the world of game art, the Game Maker's Sketchbook. Together they discuss the history and goals of the showcase; the charities it supports in the AIAS Foundation and Day of the Devs; and how to participate and help celebrate the art that goes into creating the games we love.
Episode Host: Tim Schafer
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Corey May chats with Abiotic Factor developers Geoff "Zag" Keene and Henry Feltham from Deep Field Games. Together they discuss the challenges and benefits of working in small teams; the importance of relationships and communication; narrative design as a production tool; balancing seriousness and comedy; and what they didn't like about the survival genre that they hoped to remedy with Abiotic Factor.
This episode is supported by Xsolla
Episode Host: Corey May
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
If you enjoyed this episode, please consider subscribing and leaving us a rating and review.
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Trent Kusters chats with Ubisoft Mainz Creative Director, Manuel Reinher. Together they discuss his extensive work in the Anno series and his path from the art team to direction; the creative and technical challenges of working in the historical strategy game genre; their approach to depicting the Roman Empire in the latest series release, Anno 117: Pax Romana; how a seemingly simple transition from square to hexagon tiles comes with massive ramifications in all parts of game design; and how they tackle accessibility without sacrificing complexity and depth.
This episode is supported by Xsolla
Episode Host: Trent Kusters
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
If you enjoyed this episode, please consider subscribing and leaving us a rating and review.
Support the show and get all of our episodes early/ad-free: https://bit.ly/4kU34Lt
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Please consider supporting game dev students with: AIAS Foundation
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Alexa Ray Corriea chats with Adhoc Studio's Nick Herman about their debut title, Dispatch. Together they discuss the difficulties of funding narrative based titles and how that led to their collaboration with Critical Role; how they approached the superhero genre from outside the fandom; balancing player choice with narrative intentions; what they learned from player testing; and why they chose the episodic format.
This episode is supported by
Xsolla
iam8bit
Episode Host: Alexa Ray Corriea
Producers: Claudio Tapia and Josh Chu, The Academy of Interactive Arts & Sciences
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Follow us: linktr.ee/AIAS
Please consider supporting game dev students with: AIAS Foundation
- Visa fler