
Playmakers - The Game Industry Podcast (Jordan Blackman)
Explorez tous les épisodes de Playmakers - The Game Industry Podcast
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25 Aug 2020 | How to Become (or work with) a AAA Game Composer, with Michael Bross | 00:21:11 | |||||
In this episode:Jordan interviews AAA audio composer and sound designer Michael Bross, known for his work on games like Ratchet & Clank, Counter Strike, Oddworld, XCOM 2, Simpsons: Tapped Out, World of Tanks, Arena of Valor, and more. Michael shares insights on breaking into the game industry as a composer, what he looks for when hiring new talent, and when audio teams should be brought into the game development process. He also shares the importance of early audio integration in game development, his unique approach to concept composition, and how to get the best out of working with audio teams. Topics covered:
For more game industry tips:
Timestamps:[02:53] Michael’s early career: From songwriter to game composer at Paragon Software [06:18] The transition from small studios to AAA titles like Ratchet and Clank [09:44] What Michael looks for in new composers and sound designers [12:12] Concept composition: Creating music early to set the tone for game development [16:15] Working with non-musical teams: How to give emotional direction to composers [19:53] Balancing cinematic scores with gameplay [23:03] How live operations (LiveOps) have changed the audio development process [28:52] Challenges in VR audio development, including Edge of Nowhere [34:20] Michael’s thoughts on audio’s role in evolving game genres and technologies Resources & media mentioned in this episode:Learn more about Michael Bross: Games & companies mentioned:
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18 Jul 2017 | Inside a Game Design Consultancy, with Adrian Crook | 00:49:22 | |||||
In this episode:Jordan interviews Adrian Crook, an award-winning game design consultant with over two decades of experience across social, casual, and core game sectors. Adrian has worked on platforms ranging from early Nintendo consoles and Sega Genesis to PlayStation 1 & 2, Xbox, Wii, PC, mobile, and online games. He is the founder of Adrian Crook & Associates, the game industry’s leading freemium product management consultancy, and has worked with over 300 clients, including major companies like Microsoft, Zynga, and Capcom. Adrian shares valuable insights into running a game consultancy, working with third-party tools, common mistakes in free-to-play game design, and his views on the future of the game industry. Topics covered:
For more game industry tips:
Timestamps:[02:44] Adrian’s background: From Relic Entertainment to founding his consultancy [07:05] Early challenges in the free-to-play landscape [10:22] Third-party tools and their role in game production [13:30] Common mistakes studios make in live operations [16:50] Soft launches: Why they are crucial to F2P success [19:30] How to evaluate acquisition channels and user retention [22:40] Adrian’s advice on balancing creative freedom with business goals [28:02] The evolving game industry: Mobile, freemium, and the potential of VR [34:25] Adrian’s insights on managing a game design consultancy Resources & media mentioned in this episode:Learn more and Connect with Adrian Crook: Learn more about Adrian Crook & Associates: | |||||||
21 Jun 2017 | How to Create UX that Drives Retention & Monetization, with Alfonzo Burton | 00:33:05 | |||||
In this episode:Jordan interviews Alfonzo Burton, a top-tier designer in UI/UX, and has worked as the Director of UI/UX at Glu and Pocket Gems. He is now the Chief Creative Director at UX Magicians Inc., a San Francisco-based user experience design agency. His expertise has been used in some of the top-grossing mobile games, with several hitting the 100-million-dollar mark. Alfonzo shares his insights on creating effective UX that drives retention and monetization, the importance of testing, why early UX planning can help avoid costly pivots later in development, and more. Topics covered:
For more game industry tips:
Timestamps:[03:04] Transitioning from web design to mobile and console game UX [05:25] Misconceptions about UX and why it’s a process, not just about visuals [07:56] The three pillars of a hit game: fun, deep economy, and great UI/UX [10:27] Balancing creativity with risk management and best practices in UX [12:08] The iterative process of designing a UI and why multiple prototypes matter [15:23] The importance of involving UX early in the development process [19:13] Why successful games often struggle to change UI after launch [22:18] Scalable UX systems: Why some designs work long-term and others fail [25:14] The importance of testing for UX: Best practices versus innovation [30:05] Transitioning UX design from mobile to console games [31:03] Alfonzo’s thoughts and advice on the future of UI/UX Resources & media mentioned in this episode:Learn more and Connect with Alfonzo Burton: Games & companies mentioned: | |||||||
09 May 2017 | Designing Games that Stand the Test of Time, with Lorne Lanning Part 1 of 2 | 00:50:04 | |||||
In this episode:Jordan sits down with legendary game designer Lorne Lanning, co-founder of Oddworld Inhabitants and is best known for creating the Oddworld series, including Abe's Oddysee, Abe's Exoddus, Munch's Oddysee, Stranger's Wrath, and New 'n' Tasty!. In this first part of a two-part interview, Lorne discusses how he weaves artistic messages into his games. He also shares the secrets behind creating fan cultures that last for decades and dives into the philosophical and artistic influences driving his work. Jordan reflects on how Lorne's approach has personally inspired him to reconnect with his passion for creating meaningful entertainment. This episode will challenge listeners to make great entertainment that is also great art! Topics covered:
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Timestamps:04:03 How Lorne transitioned from visual effects supervisor to game creator 05:36 Lorne’s early experiences and intellectual influences 07:20 The importance of artistic messages in entertainment 10:38 Using pop culture as a "Trojan Horse" for deeper messages 17:16 Creating games that foster empathy and hope 22:36 Balancing art and business in the game industry 27:13 The challenge of ethical capitalism in the gaming industry 30:05 Why fan culture helps games stand the test of time 35:28 The role of morality plays in shaping enduring game worlds 39:02 Lorne’s thoughts on corporate power, individualism, and modern media 46:43 Entertainment as the campfire Resources & media mentioned in this episode:
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27 Jul 2021 | How to Create Innovative Game Designs, with Nick Fortugno | 00:38:00 | |||||
In this episode:Jordan sits down with Nick Fortugno, an entrepreneur, game designer, and interactive narrative expert. Nick is the co-founder and Chief Creative Officer at Playmatics, a company known for creating innovative digital and real-world experiences for top organizations like Pro Publica, Red Bull, AMC (including the CableFAX award-winning Breaking Bad: The Interrogation), Disney, the American Museum of Natural History, and more. Nick also teaches at Parsons School of Design, where he's helped shape their game design curriculum. Topics covered:
For more game industry tips:
Episode Timestamps:[03:29] Nick’s early career and transition into game design [06:35] The foundation and evolution of Playmatics [08:02] The two key lessons that helped Playmatics survive and thrive [11:36] Innovative game design approach at Playmatics [16:09] How game genres evolve and how designers can think beyond genre constraints [19:40] The value of early prototypes and using failure to innovate [21:00] Using MDA as a approach to game design [24:29] What Nick looks for when hiring game designers and producers [28:56] The role of AI and machine learning in future game development [34:25] How social gaming has grown during the pandemic Resources & media mentioned in this episode:Connect with Nick Fortugno: Learn more about Playmatics:
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31 Aug 2020 | Product Management & Monetization 101 & 201, with Gordon Rowe | 01:26:20 | |||||
In this episode:Jordan interviews Gordon Rowe, a seasoned product manager with extensive experience in monetization strategies and product management within the gaming industry. Gordon has worked at Zynga, where he managed Mafia Wars and was the sole product manager on Zynga’s 3rd party publishing team. He later joined Daybreak Games and now works at Facebook. In this episode, Gordon shares his expertise on free-to-play (F2P) game economies, player retention, and balancing revenue generation with player satisfaction. Topics covered:
For more game industry tips:
Timestamps:[03:16] Gordon’s journey from Mafia Wars to Daybreak Games and Facebook [07:05] Product management and the hypothesis-test-iterate framework [10:12] Anti-cheat measures and team structures at Zynga [13:00] Monetization strategies and avoiding pay-to-win [17:14] The importance of actionable analytics in game development [21:00] Managing game economies to avoid “currency hangovers” [26:00] Day 1 and Day 7 retention metrics: What they tell you about your game [28:56] Monetization strategies in League of Legends and World of Tanks [34:24] How to test and iterate for better monetization in F2P [40:52] The role of Steam reviews and player feedback in PC game success [44:43] Gordon’s thoughts on product management and monetization strategies Resources & media mentioned in this episode:Games & companies mentioned:
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07 May 2017 | How to Use Hollywood Talent in your Game, with Lev Chapelsky | 00:39:46 | |||||
In this episode:Jordan interviews Lev Chapelsky, founding partner of Blindlight, a production company bridging the gap between Hollywood and the video game industry. Lev shares his insights into how game producers can collaborate with Hollywood talent, navigate complex industry differences, and avoid common mistakes in voice acting, writing, and production. Whether you’re a writer, voice actor, composer, or producer, this episode will give you a clear understanding of Hollywood's growing role in game development and how to best work with its talent. Topics covered:
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Timestamps:02:07 How Lev started Blindlight 04:16 First Hollywood collaboration: writing for Hot Shots Golf 05:21 Team writing for video games 07:19 Difference between TV writers and Hollywood film writers in game writing 12:36 Common mistakes in game voice-over production 16:48 Differences between interactive and linear media in voice-over 18:58 Maximizing voice acting budget in games 20:06 Breakdown of the voice-over production pipeline 27:11 How Blindlight offers cost-effective writing solutions for games 28:35 How mobile games and working with celebrities have changed Blindlight 31:57 Lev’s work with GDC Narrative Summit 36:43 Tips for working with celebrities in video game production Resources & media mentioned in this episode:
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29 Jun 2021 | The Art of Transmedia Storytelling, with Chris Ferriter | 00:47:27 | |||||
In this episode:Jordan sits down with Chris Ferriter, an award-winning Producer and Designer. Chris’s career began in 1994, spanning both the motion picture and video game industries. He transitioned to the gaming industry in 1998 and has since produced over 50 games for top publishers like THQ, Midway, Ubisoft, and EA Sports. He is currently the President of Halon Entertainment, a visualization, virtual production, and game cinematics studio. Halon has collaborated with blockbuster films like Star Wars, Avatar, and The Mandalorian, as well as game cinematics for XCOM 2, God of War, Fortnite, and more. Listen in as Chris shares insights on how game engine technology is transforming storytelling and production across industries. Topics covered:
For more game industry tips:
Episode Timestamps:[04:48] Chris’s start in the industry and how his background in film influenced his career in games [06:50] Early experience with optical and digital visual effects [08:06] Transition to games and joining THQ as a game tester [10:27] Breaking into the industry: the role of a degree vs. getting your foot in the door [14:09] Halon Entertainment's role in both game and film production [16:06] Behind the scenes of big-budget cinematics [22:42] How small developers can bring cinematic techniques into their games [28:56] Virtual production workflow and its benefits [34:24] Virtual production’s impact on the industry during COVID-19 [37:44] Virtual environments and LED stage technology in storytelling 44:58 Chris’s thoughts and advice on storytelling across mediums Resources & media mentioned in this episode:Connect with Chris Ferriter: Learn more about Halon Entertainment: | |||||||
15 Sep 2020 | Inside the Mind of a Game God, with Steve Meretzky | 00:51:43 | |||||
In this episode:Jordan interviews the legendary Steve Meretzky, a game designer and producer, best known for creating Infocom games. Steve was recognized as one of PC Gamer’s “Game Gods” and is renowned for his work on beloved text adventures like Zork, Planetfall, and Leather Goddesses of Phobos. He’s also held senior creative roles at companies such as King, GSN, and Disney/Playdom. Steve shares wisdom from his long career in the gaming industry, covering everything from IP development, narrative and character design, puzzle creation, and more. Topics covered:
For more game industry tips:
Timestamps:[03:16] Steve’s entry into the game industry and Infocom [07:05] Writing and designing Planetfall [10:23] How Planetfall made players cry [12:30] Identifying a successful game in development [15:25] Technology challenges and risks: The Unity and Facebook project [17:14] Balancing creative ambition and resource management [21:00] Game writing and storytelling: Challenges in nonlinear mediums [23:12] Her Story and innovative game storytelling [26:00] Puzzle design in text adventures [28:44] IP development: The story behind Leather Goddesses of Phobos [35:25] Leveraging IP and sequels: Mobsters and Gardens of Time [40:28] Steve’s approach to working with existing IP Resources & media mentioned in this episode:Connect with Steve Meretzky: Games & companies mentioned:
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25 Aug 2021 | Shots On Goal, with Jon Radoff | 00:50:59 | |||||
In this episode:Jordan sits down with Jon Radoff, the founder of Beamable,the creator-centric platform for building live games in Unity. Jon's career spans across multiple areas of the game industry, from building one of the first commercial internet games to leading the development of popular mobile games like Game of Thrones Ascent and Star Trek Timelines. Jon shares his insights on building successful games by taking multiple "shots on goal," balancing creativity with data, and understanding when to pivot or push forward with a project. He also dives into the future of the metaverse and how it could impact game development. Topics covered:
For more game industry tips:
Episode Timestamps:[03:16] Jon’s start in games: creating one of the first commercial games on the internet [08:26] Moving into mobile games and the creation of Game of Thrones Ascent [10:15] How to balance creativity and data in game development [13:00] The importance of taking "shots on goal" in game design and business strategy [17:53] When to start testing and gathering feedback on game ideas [20:05] Building an audience and gathering feedback before having a playable game [25:22] Lessons learned from Star Trek Timelines and using real-time data from players [28:30] Managing risk and deciding when to stop working on a game [31:45] Balancing iteration time versus moving on to a new project [35:03] Creativity in game development versus pure data-driven design [38:25] The future of game creation and Beamable’s vision [44:43] Jon’s thoughts on the metaverse Resources & media mentioned in this episode:Connect with Jon: Check out Beamable: | |||||||
11 Nov 2020 | Rapid Prototyping Secrets for Better Games, with Bernard François | 00:46:33 | |||||
In this episode:Jordan interviews Bernard François, founder of Preview Labs, a company that specializes in rapid prototyping for video games. They have created prototypes for Amazon, Wargaming, Unity, Disney Imagineering, Google R&D, and more. Bernard shares expert insights into the world of prototyping, offering practical advice on how to build prototypes that are efficient, effective, and serve as a foundation for innovative game development. Topics covered:
For more game industry tips:
Timestamps:[02:53] Bernard’s background and how Preview Labs began [04:11] Bernard’s journey to becoming a prototyping expert [06:53] The formation of Preview Labs and its early success [09:44] Defining a prototype’s vision and key mechanics [11:58] The importance of keeping prototypes simple [13:21] Prototyping for pitches versus internal prototyping [17:35] Feature creep and the importance of scope [19:53] How to make use of variables and iterations in prototypes [23:03] The value of functional graphics over grey boxing [28:52] When to stop prototyping and move into production [34:20] Common pitfalls in prototyping and how to avoid them Resources & media mentioned in this episode:Connect with Bernard François: Learn more about Preview Labs: | |||||||
17 Aug 2021 | How to Win as a Mobile Game Entrepreneur, With Joakim Achrén | 00:44:07 | |||||
In this episode:Jordan interviews Joakim Achrén, a gaming entrepreneur with over 15 years of experience. Joakim shares his journey from co-founding two venture-backed gaming startups, including Next Games (which IPOed in 2017), to his current role at Elite Game Developers. Joakim helps aspiring game entrepreneurs launch their own studios and is also an angel investor in companies like Skunkworks Games, Lightheart Entertainment, and Savage Game Studios. He also provides deep insights into how mobile game entrepreneurs can navigate the challenges of game development, from early validation to scaling successful games. Topics covered:
For more game industry tips:
Episode Timestamps:[03:31] Joakim's early career and his journey into game development [06:52] Starting Next Games and working with AMC on The Walking Dead [09:48] The "bug" that inspired Joakim to help game founders [12:11] Biggest mistakes mobile game developers make [14:56] Joakim's view on Game Pass and the evolution of free-to-play models on PC and console [17:35] Understanding the gap between early validation and real user data [22:06] The common pitfalls in mobile game concepting and iteration [27:57] The balance between innovation and "stealing like an artist" [31:45] Building an audience-first approach in game development [36:15] Pixar’s "Brain Trust" model and how it applies to game studios [40:36] The impact of COVID-19 on the game industry and the rise of social gaming [44:20] Joakim’s thoughts on the future of mobile gaming and game development Resources & media mentioned in this episode:Connect with Joakim Achrén: Learn more about Elite Game Developers: Books mentioned:
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11 Aug 2021 | What Games Truly Are, with Tadhg Kelly | 00:58:43 | |||||
In this episode:Jordan sits down with Tadhg Kelly, an experienced consultant specializing in augmented reality (AR), virtual reality (VR), and video games, with a rich background in game design and production. Tadhg has held significant roles at notable companies like BSkyB, Lionhead Studios, Climax Studios, and Mobile Game Doctor. His work spans a variety of game projects, from board games and live-action role-playing games to large-scale PC games and innovative AR/VR technologies. In this episode, Tadhg shares his journey from game designer to consultant, offering invaluable insights into the industry's evolution and the lessons he has learned along the way. Topics covered:
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Timestamps:[03:04] Tadhg’s journey from game designer to consultant [06:15] Lessons learned from working on various game projects [09:47] Examples of “cliff projects” and challenges in game development [13:00] Consulting and transitioning from traditional game development [17:19] The “Sexy / Worthy Trap” and how it influences successful games [22:27] Simple mistakes in the early stages of game development [24:06] Why assumptions about gameplay and player psychology can lead to failure [26:57] The importance of being “sexy” rather than “worthy” in game development [30:09] Writing game design documentation and focusing on the user experience [36:30] Lessons from working on platforms like OUYA and Magic Leap [44:43] Tadhg’s thoughts on consulting and what’s next in the game industry Resources & media mentioned in this episode:Connect with Tadhg:
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06 Jul 2021 | Season 2 Trailer of Playmakers: The Game Industry Podcast! | 00:01:45 | |||||
Playmakers is back with a brand new season by and for game industry professionals. We're bringing you actionable insights you can use to grow in your career, make better games, and improve your game industry business. The pandemic has been called "The Great Accelerator" and it's important to stay on top of where the industry is going. That's why we're bringing you an amazing variety of game industry leaders and legends to light the way. Be sure to subscribe to the podcast wherever you love to listen and head to www.playmakerspodcast.com to check out even more resources and episodes. We're really proud and excited to show you what we've been cooking up. Game on. | |||||||
25 May 2017 | Game Design as a Way of Being, with Eric Zimmerman | 00:37:39 | |||||
In this episode:Jordan interviews Eric Zimmerman, a veteran game designer, educator, and co-founder of Gamelab, the studio that created the iconic Diner Dash. Eric is currently a professor at the NYU Game Center and has written extensively on game design, including co-authoring the book “Rules of Play” (2004) with Katie Salen. Eric shares his unique perspective on game design as a way of life, emphasizing the importance of flexibility, the use of different frameworks, and the role of creativity in game creation. Topics covered:
For more game industry tips:
Timestamps:[03:04] Eric’s background: From painter to game designer [07:00] The origins of Gamelab and the early days of independent game development [12:00] Teaching game design; Early days at NYU and working with Frank Lantz [16:00] The value of frameworks in game design [21:30] Creating a company culture at Gamelab that fosters ownership and creativity [25:20] The importance of constraints in fostering creativity [30:00] The role of experimentation and collaboration in game design [34:00] Eric’s advice to young designers: Embracing mistakes and the learning process [37:00] Eric’s thoughts on the future of game design Resources & media mentioned in this episode:Learn more and Connect with Eric Zimmerman:
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13 Jul 2021 | From Late-Night Game Hobbyist to Successful Studio Owner, with Colm Larkin | 00:40:19 | |||||
In this episode:Jordan sits down with Colm Larkin, a programmer, game designer, and board game enthusiast. He is the founder of Gambrinous and creator of indie hits Guild of Dungeoneering and Cardpocalypse. Colm has recently been appointed as Chief Executive Officer (CEO) at IMIRT, the Irish Game Makers Association. In this interview, Colm shares his inspiring journey from part-time game developer to full-time studio owner and discusses the lessons learned along the way. Topics covered:
For more game industry tips:
Timestamps:[04:51] Colm’s journey from part-time game dev to full-time studio owner [06:18] The "One Game a Month" challenge and the early development of Guild of Dungeoneering [10:41] Overcoming perfectionism and finishing projects [17:15] How Colm knew it was time to expand the team 19:04 Managing time and being productive as an indie developer 20:47 Partnering with an artist and how it transformed Guild of Dungeoneering [22:59] How unique art styles can help indie games stand out [28:02] Early marketing strategies and pre-order success [30:06] Advice on working with publishers and finding the right fit [34:48] Colm’s thoughts on oversharing and working on a “secret” project Resources & media mentioned in this episode:Connect with Colm Larkin: Learn more about Gambrinous:
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In this episode:Jordan sits down with Amy Jo Kim, a game designer, community architect, and innovation coach, named by Fortune as one of the “Top 10 Influential Women in Games.” Amy Jo has contributed to hit games like The Sims, Rock Band, Ultima Online, and Covet Fashion, and has worked on non-gaming products such as eBay, Netflix, and NYTimes.com. She is also the author of “Community Building on the Web” (2000) and “Game Thinking” (2018). Amy Jo dives deep into her concept of “Superfans” and explains why they are critical to achieving market success. She discusses her approach to creating innovative products, how to find superfans early, and how this methodology can scale projects to achieve global success. Topics covered:
For more game industry tips:
Episode Timestamps:02:58 Introduction to Amy Jo Kim and her journey in the gaming industry 06:26 Combining game design with innovation across industries 07:44 The power of Superfans: engaging early adopters to drive product success 12:12 Avoiding the “Fast Follow” strategy: learning from copycat games 16:14 Testing your core game loop with superfans and early adopters 20:07 The role of Superfans in evolving game design 22:06 Why tuning the core loop is essential for success 25:38 The connection between the core loop and player journey 28:22 Using Superfan techniques to build a community 34:43 Identifying superfans in casual games 38:31 Join Amy Jo Kim’s Superfan Challenge Resources & media mentioned in this episode:Connect with Amy Jo Kim:
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20 Jul 2021 | Crypto Gaming 101, with Emma-Jane MacKinnon-Lee | 00:51:56 | |||||
In this episode:Jordan interviews Emma-Jane MacKinnon-Lee, a dynamic innovator at the intersection of gaming, web3, and digital fashion. Emma-Jane is the founder of DIGITALAX, the pioneer digital fashion NFT protocol and marketplace for gaming and esports. In this episode, she discusses how web3 technologies like NFTs, cryptocurrency, and decentralization are transforming the gaming industry. Emma-Jane dives deep into the metaverse and discusses how the game industry stands to be disrupted during the rise of ”web3” technologies that enable digital scarcity, decentralization, and interoperability. Topics covered:
For more game industry tips:
Timestamps:[03:15] Emma-Jane's journey from space engineering to gaming and NFTs [06:28] What DIGITALAX is and how it relates to the game industry [09:05] What Ethereum is and its relevance to gaming and NFTs [11:50] Layer two solutions: Making Ethereum scalable and sustainable [14:24] The rise of the metaverse and its impact on digital economies [16:58] How NFTs create interoperability and value across different digital ecosystems [22:04] Challenges of interoperability between different games and environments [24:27] How decentralized value systems (NFTs and blockchain) empower game developers [30:29] The importance of programmable incentives in building gaming ecosystems [33:23] The role of mod culture in gaming and digital fashion [44:04] Emma-Jane’s advice for developers entering the NFT space Resources & media mentioned in this episode:Connect with Emma-Jane MacKinnon-Lee: Learn more about DIGITALAX: Games & companies... | |||||||
27 Jul 2017 | Aligning Game Chi on Deadspace & Battlefield, with Ian Milham | 00:42:00 | |||||
In this episode:Jordan interviews Ian Milham, a veteran Art Director and Game Director, known for his work on Dead Space, Battlefield Hardline, and Tomb Raider. Ian shares deep insights into the creative process of art direction, the concept of game “chi” (the alignment of the game’s vision across all teams), and the challenges of managing large AAA projects. He also shares how his journey from Art Director to Game Director informed his approach to maintaining a consistent creative vision while balancing production and creativity. Topics covered:
For more game industry tips:
Timestamps:[03:03] Ian’s career journey: From LucasArts to EA Redwood Shores [07:05] Managing Dead Space projects and aligning the game's chi [10:30] The impact of large team structures on creative alignment [13:25] Communication and maintaining a consistent game vision on AAA titles [16:50] Dead Space development: Why "squinting" helps simplify and focus design [21:20] How Battlefield Hardline redefined the tone of the Battlefield series [25:52] Balancing innovation and expectations with limited team resources [30:10] The role of "chi" in maintaining a unified experience for the player [35:00] Collaborating with external studios and scaling production efforts [40:05] [40:00] Ian’s thoughts on the future of game development Resources & media mentioned in this episode:Learn more and Connect with Marc Mencher: | |||||||
06 May 2017 | Venture Funding for Game Studios, with Jason Della Rocca | 00:57:49 | |||||
In this episode:Jordan sits down with Jason Della Rocca, co-founder of Execution Labs, a hands-on early stage investor for independent game developers. Jason shares insights into venture funding for game studios. He discusses the phases of venture capital, common pitching mistakes, and essential factors investors look for in gaming startups. If you're a game designer or programmer considering creating a studio, this interview will help you get started on a path of success and sustainability. Topics covered:
For more game industry tips:
Episode Timestamps:03:14 Jason’s entry into the game industry 06:28 Running the International Game Developers Association (IGDA) 09:49 The birth of Execution Labs 12:12 Key lessons from early-stage investments 16:29 Balancing creative, business, and technical leadership 22:10 Incubators vs. accelerators 30:20 Understanding the early stages of game studio funding 37:40 Angel investors and venture capital 40:11 Stages of funding 46:16 Common mistakes in pitching for venture funding 52:17 The entrepreneurial mindset for indie developers Resources mentioned in this episode:
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02 Jun 2017 | Building Empathy & Emotion into Your Game, with Robin Hunicke | 01:01:09 | |||||
In this episode:Jordan interviews Robin Hunicke, an innovative video game artist. Robin was a professor of game design at UC Santa Cruz and also the co-founder of Funomena, a studio focused on creating emotionally engaging and experimental games. She is known for her contributions to games like The Sims and Journey, and is recognized in the industry for her support of independent game development, experimentation in game design, research in dynamic difficulty adjustment, and the advocacy of women within the games industry. Robin shares her unique takes on games as art, approach to game design, emphasizing how games can be used as a medium to evoke emotion, foster empathy, and more. Topics covered:
For more game industry tips:
Timestamps:[03:02] Robin’s early inspirations: from Legos to video games [07:04] The first Game Jam and being a pioneer for experimental gameplay [12:00] Early mentors and influences in the game industry [16:40] Exploring emotion and empathy in game design: Journey and Luna [20:50] Designing games from the feeling backward: Mechanics, Dynamics, and Aesthetics (MDA) [25:00] Mistakes, learning, and transformation as central themes in game development [30:40] Robin’s work on Luna and the emotional depth behind the game's concept [35:10] The importance of relaxation in game mechanics [39:00] Lessons from Journey: Creating trust and connection between players [41:00] Designing games with a focus on community and empathy [45:00] Robin’s thoughts on the future of games and the importance of diversity in the industry [48:20] Robin’s productivity tips and how she balances multiple creative projects [52:00] Final thoughts: Building a fulfilling career in game design and being a leader in the industry Resources & media mentioned in this episode: | |||||||
15 Sep 2021 | The Mindset of Personal Success in the Game Industry, with Tommy Tallarico | 00:47:27 | |||||
In this episode:Jordan sits down with legendary video game composer, producer, and entrepreneur Tommy Tallarico, whose career spans over 30 years in the gaming industry. Known for his work on iconic titles like Prince of Persia, Earthworm Jim, and MDK, Tommy shares his inspiring journey from homelessness to launching major projects such as Video Games Live and the new Intellivision Amico console. This episode dives deep into Tommy’s mindset for success, offering advice on goal-setting, perseverance, and the importance of networking. Tommy also discusses his approach to creating successful video games and his passion for bringing back family-friendly gaming experiences. Topics covered:
For more game industry tips:
Episode Timestamps:[01:43] Tommy's early career journey: from game tester to game audio [06:30] First big break with Prince of Persia and redefining sound design in games [10:15] Tommy’s mindset on success [13:10] Goal-setting and climbing metaphorical mountains in your career [17:10] Networking and why selling yourself is key to success [20:00] The importance of passion and genuine connection with others [24:10] Intellivision Amico and the return of couch co-op gaming [32:15] How Amico offers a unique digital board game experience [36:00] Working with indie developers and offering personalized development support [40:50] The impact of COVID-19 on game development and team collaboration [44:20] Tommy’s final thoughts on on success and his future projects Resources & media mentioned in this episode:
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In this episode:Jordan sits down with Jay Powell, the founder of The Powell Group, a video game consulting firm specializing in business development, publishing support, and licensing. Jay has over 20 years of experience in the games industry, working with companies like Other Ocean, Spill Games, and Deep Silver. He also leads the Indie Game Business Initiative, which produces a weekly podcast and virtual business conferences to help indie developers understand the business and marketing side of game development. Jay shares his insights on how indie developers can strategize their approach to publishers, avoid common business mistakes, and navigate the publishing landscape in a post-pandemic world. Topics covered:
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Timestamps:[03:28] Jay’s career journey and how he started The Powell Group [06:15] The biggest mistakes indie developers make when approaching publishers [10:48] Understanding the publishing landscape and your options [14:00] How to prioritize your pitch to publishers [18:10] The role of playable demos in pitching your game [22:36] The impact of COVID-19 on indie game development and publishing [27:50] Opportunities in the market for indie developers [32:06] The role of platforms like Microsoft Game Pass in indie game distribution [35:40] Jay’s advice for indie developers Resources & media mentioned in this episode:Connect with Jay Powell: Learn more about The Powell Group and Indie Games Business: | |||||||
14 Jul 2017 | How to Build a Great Reputation in the Game Industry, with Gordon Bellamy | 00:41:30 | |||||
In this episode:Jordan interviews Gordon Bellamy, a game industry veteran with over two decades of experience. Gordon is currently a Professor of the Practice of Cinematic Arts at USC and faculty advisor for USC Esports, where he leads DEI&B efforts and career development. He has worked at top companies like EA, Tencent, and THQ, and served as the Executive Director of the International Game Developers Association (IGDA) from August 2010 until July 2012. In this interview, he shares his journey from starting in QA to becoming a leader in business development, advising startups, and teaching at USC. He also offers key insights into networking, managing your reputation, and building a career in the gaming industry. Topics covered:
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Episode Timestamps:[02:44] Gordon’s early career: From Harvard to EA [07:00] Transitioning from development to business development at MicroProse [10:00] Shifting into executive roles at EA and THQ [12:30] The "I Like, I Wish, What If" feedback framework [15:20] The role of diversity and inclusion in shaping future game developers [19:10] Navigating career changes and building long-term success [23:40] Partnering with developers and maintaining trust [28:10] Gordon’s mentorship efforts at IGDA and giving back to the industry [34:20] Building a professional network and reputation in gaming Resources & media mentioned in this episode:Learn more and Connect with Gordon Bellamy: Games & companies mentioned:
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11 Jul 2017 | Directing AAA Video Games, with Brian Allgeier | 00:40:20 | |||||
In this episode:Jordan interviews Brian Allgeier, a veteran game designer and creative director at Insomniac Games, renowned for his work on classic titles such as Ratchet & Clank, Spyro the Dragon, and the VR game Edge of Nowhere. Brian shares his journey in the AAA game industry, lessons on creative direction, working with large teams, and how to maintain a cohesive creative vision across complex projects. He also highlights some leadership tips from his book, Directing Video Games: 101 Tips for Creative Leaders, which offers practical guidance for both aspiring and seasoned game directors. Topics covered:
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Timestamps:[02:44] Brian’s early career: From Spyro to Ratchet & Clank [06:00] Maximizing game mechanics and designing with economy in mind [10:23] Transitioning from artist to creative director at Insomniac Games [12:30] Guiding players' attention and creating focus in level design [16:50] Techniques for managing large teams of specialists [21:00] Working with Mark Cerny and learning about production efficiency [26:00] Balancing creativity and budget in AAA game development [30:30] Directing video games: Lessons from Ratchet & Clank and Edge of Nowhere [34:20] Brian’s advice for aspiring creative leaders in game design Resources & media mentioned in this episode:Learn more and Connect with Marc Mencher: | |||||||
05 May 2017 | Playmakers Trailer | 00:00:28 | |||||
A quick intro to what this show is all about. | |||||||
10 May 2017 | Hacking Kickstarter to Fund Your Game, with Lorne Lanning Part 2 of 2 | 00:43:39 | |||||
In this episode:Jordan continues his insightful conversation with Lorne Lanning, co-founder of Oddworld Inhabitants and creator of the Oddworld series. Lorne dives deeper into Kickstarter campaigns and the realities of crowdfunding for games. He shares practical advice on gaining visibility, leveraging celebrity influence, and understanding the challenges of raising funds through platforms like Kickstarter. If you're an indie developer or considering crowdfunding for your game, this episode offers essential takeaways on strategy and execution. Topics covered:
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Timestamps:00:00 Lorne’s experience with Kickstarter successes and failures 04:12 How to stand out and gain visibility on Kickstarter 09:10 The importance of leveraging a social media following for Kickstarter campaigns 13:36 The Kickstarter success of Exploding Kittens 16:56 Advice for game developers building unique game mechanics 22:00 Lorne's thoughts on AR and VR's future in gaming 24:07 Challenges developers face with publishing platforms 30:46 Nintendo's historical publishing policies and their impact 35:04 Final thoughts on maintaining quality and building a long-term fanbase Resources & media mentioned in this episode:
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17 May 2017 | The Secret Sauce of Video Game Story Design, with Ed Kuehnel | 00:54:08 | |||||
In this episode:Jordan interviews Ed Kuehnel, a screenwriter (Lumberjack Man) and game writer who has worked on over fifty video games for publishers such as Disney Interactive, Paramount Digital, Vivendi/Universal, Twisted Pixel Games, Uber Entertainment and Telltale Games, and Ubisoft. Ed shares his experience crafting stories for video games, including Valiant Hearts (which won Best Narrative at the 2014 Game Awards). Ed also shares the powerful frameworks that he finds consistently useful in crafting great in-game tales. He also dives into character development, the challenges of game writing, and lessons from the industry's top studios. Topics covered:
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Timestamps:01:43 Ed’s journey into game writing 04:52 Ed's early challenges and breakthrough in game writing 07:36 Working on Hunter: The Reckoning and Leisure Suit Larry 11:17 Collaborating with Dave Grossman and learning the "secret sauce" 13:05 Games that influenced Ed's storytelling approach 16:14 The Last of Us and lessons in character development 20:22 Crafting Valiant Hearts and its episodic structure 28:20 Using the "seven easy steps" from Invisible Ink for storytelling 33:05 Narrative design and aligning gameplay with story 37:13 Pitfalls in game writing and character development. 44:44 Common mistakes like “mission-itis” in game stories. 48:40 Ed’s advice for game writers Resources & media mentioned in this episode:Learn more and Connect with Ed Kuehnel: Invisible Ink: A Practical Guide to Building Stories that Resonate by Brian McDonald Games & companies mentioned:
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07 Sep 2020 | From Table Tops to Live Ops, with Bruce Harlick | 00:49:49 | |||||
In this episode:Jordan sits down with Bruce Harlick, a seasoned game designer who primarily worked on role-playing games. Bruce has worked with some of the industry's biggest names, including Zynga, LucasArts, NCSoft, and Hangar 13, and is now Systems Design Director at Ripple Effect Studios. He shares deep insights into game design, live ops, and the creative challenges of balancing business demands with game development. Topics covered:
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Timestamps:[03:04] Bruce’s journey from tabletop games to live ops [06:15] Lessons from managing content on tabletop role-playing games like Champions [10:12] Transition from physical to digital games, and joining Monolith to work on The Matrix Online [13:00] Learning from The Matrix Online and the rise of live game operations [17:14] The importance of designing for live operations early on [21:00] How live games differ from launching a one-time game product [25:32] Creating evergreen systems and scalable content for live games [28:52] Managing tech debt and the challenges of balancing performance with content expansion [32:33] The value of collaborating with your community for live content [36:15] Designing a quarterly calendar for content updates [40:52] Balancing creativity and risk in game updates [44:43] Bruce’s thoughts on live ops and creating long-lasting games Resources & media mentioned in this episode:Connect with Bruce Harlick: | |||||||
04 Jul 2017 | Game Design Process Lessons from a Master, with Dave Rohrl | 00:57:11 | |||||
In this episode:Jordan interviews Dave Rohrl, a veteran game designer with 30 years of experience designing and producing online games. Dave has held senior positions at leading companies like Pogo, PopCap (he’s actually Crazy Dave in Plants vs. Zombies), Zynga, and Playdom, overseeing the design of more than 50 games and consulting on countless others. In 2014, Dave founded Mobile Game Doctor, a global network of dozens of experts that helps game developers worldwide improve their free-to-play games and game businesses. Dave shares his insights into the game design process, emphasizing how to achieve 'fun' early in development, the importance of rapid prototyping, and why using rough code and art early on helps reduce design risks. Topics covered:
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Timestamps:[03:02] Dave’s background: From non-profits to game design [07:00] Early career at The Learning Company and Pogo [10:25] Lessons from PopCap and Zynga: The rise of free-to-play gaming [12:12] Rapid prototyping and the "fail fast" approach [16:50] Balancing creativity with risk management in game design [21:20] Working with small, focused teams during pre-production [22:55] The five fun factors: Building engaging game mechanics [29:43] Balancing creativity and budget in mobile game development [34:12] Dave’s advice for designers: Focus on gameplay, not flashy assets [37:00] Prototype-driven development: Managing design risks and early testing [41:00] The challenges of "polishing the turd" and when to abandon a game project [47:40] The role of external feedback: Being the "emperor’s new clothes" guy [51:50] Working with teams to improve games during different development phases [54:30] Dave’s thoughts on the evolution of mobile and casual gaming Resources & media mentioned in this episode:Learn more and... | |||||||
03 Aug 2017 | Managing Your Game Industry Career, with Marc Mencher | 00:39:33 | |||||
In this episode:Jordan interviews Marc Mencher, a seasoned game industry recruiter and CEO of GameRecruiter. Marc’s career began as a software engineer on games like Falcon 1 and Vet. He later transitioned into recruiting, helping to staff companies such as 3DO and MicroProse, before founding GameRecruiter. He’s also the author of Get in the Game!, a guide to launching a career in the game industry. With over 30 years of experience in the industry, Marc shares invaluable insights on how to break into the game industry, manage your career long-term, and navigate job hunting effectively, and more. Topics covered:
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Timestamps:[02:44] Marc’s entry into the game industry: from software engineer to game recruiter [07:00] Working at MicroProse and staffing for The 3DO Company [10:11] Understanding how recruiters work: Retained vs. Contingency recruiters [13:35] Career management strategies: planning five to ten years ahead [16:06] The importance of networking and the unadvertised job market [19:50] Cleaning up your online presence and using LinkedIn effectively [23:30] Evaluating company cultures and making career decisions [27:00] Behavioral interviews and how to ace them [30:40] How to manage job searches and why recruiters are not a magic bullet [34:00] Marc’s advice for long-term career success and building relationships in the game industry Resources & media mentioned in this episode:Learn more and Connect with Marc Mencher:
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In this episode:Jordan sits down with game development veteran Mike Mika, who has over 20 years of experience and has shipped more than 190 games. Mike has worked on iconic franchises like Street Fighter, Mega Man, and Tiger Woods Golf. He helped launch NGMoco, pioneering free-to-play games on the iPhone, and played a major role in the shift to digital distribution on Xbox Live and PSN. Mike's passion and enthusiasm for game development offer inspiration to any game developer who wants to focus on fun and interactivity, spending less time on documentation and more time delivering fun to audiences. Topics covered:
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Episode Timestamps:03:35 Mike’s journey into game development 06:30 Turning a passion project into Yars' Revenge 11:08 Transition from journalism to game development 12:04 Working on 190 games across platforms 13:06 The Donkey Kong Dad story 15:32 Mike’s approach to game design (Martin Garrix oops.pizza) 22:07 Staying creative over the long haul 23:32 The story behind #IDARB 26:43 Reviving Digital Eclipse for game preservation (Mega Man Legacy Collection) 29:48 Mike’s game production process 33:33 Building a game on the Commodore 64 Resources mentioned in this episode:
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07 May 2017 | An Introduction from Your Host Jordan Blackman | 00:04:25 | |||||
Learn More About Jordan & Bright Black SUPPORT THE SHOW: WRITE A REVIEW Listen to it on iTunes. In this short intro, host Jordan Blackman explains the genesis of the podcast, discusses who will get the most out its programming, and briefly outlines his own game industry experience. This show is designed to be valuable to ambitious game industry professionals. We cover how to make better games, build better studios, and have better careers. The way we do that is by bringing on top industry experts and achievers and interviewing them for useful know-how and insights. This show is for you if: You want creative and business success in the game industry. You're an ambitious indie developer who wants to make a great game that's also received by a big audience. You care about great game design and game stories. You're a lead at a studio looking to learn from the industry's top creators. You work at a publishing company and want to understand what today's business leaders are doing to drive brand successes. You want to understand how Free to Play gaming works. This show is not for you if: You don't think the business aspect of making games is important. You are looking for the latest industry news. You're looking for subjective opinions about various game platforms. You're looking for "hacks" or quick fixes to make your game or company a success. About your host, Jordan Blackman: Jordan has been writing, producing, and designing games for over a decade. He is a mobile game design expert, an accomplished producer, and an instructor of Game Design. His work for Novalogic, Zynga, and Ubisoft has generated several hundred million dollars. Jordan has produced and designed for numerous million-selling franchises, including FrontierVille, Delta Force: Black Hawk Down, Joint Operations, CSI:, and CastleVille. Jordan is the industry leader who brought CSI to Facebook with the smash hit, CSI: Crime City. He went on to Zynga where he led the creative team on FrontierVille, one of the most popular and profitable games of all time. Jordan has collaborated with top studios worldwide including Telltale games, Area/Code, Other Ocean, Buzzmonkey, Ubisoft Shanghai, and Zynga SF. Partners Jordan has worked with include CBS, Ogilvy, Sony, American Express, and many more. He currently serves as a consulting designer and producer for leading organizations inside and outside the game industry. His clients include Nickelodeon, EA Sports, Beeline, AMC Networks, the Pokemon Company, and others. | |||||||
03 Aug 2021 | How to Start a Mobile Studio, with Travis Boatman | 00:40:33 | |||||
In this episode:Jordan interviews Travis Boatman, CEO and co-founder of Carbonated, a mobile game studio based in LA. Travis is a 25-year veteran of the game industry, with over 20 years of experience in mobile games. He has previously served as SVP of Mobile at Zynga and Electronic Arts (EA), where he led global studios and mobile game strategy. Travis discusses his entrepreneurial journey, the pillars of a successful studio, and his approach to building games in a rapidly evolving market. Topics covered:
For more game industry tips:
Timestamps:[03:02] Travis’ journey from game producer to running Carbonated [06:15] The three pillars of the game industry [10:42] How technology drives game mechanics and innovation [13:38] Why staying updated on technology trends is crucial for long-term success [15:18] Starting Carbonated and the role of a strong technical co-founder [24:39] The impact of mobile on high-quality games like Call of Duty and Fortnite [27:27] Strategies for building a two-product studio and managing team morale [33:38] Understanding player feedback through platforms like Reddit and Discord [37:00] Why trying to appeal to everyone in game design often leads to failure [38:35] Travis’ thoughts on keeping focus in game development Resources & media mentioned in this episode:Connect with Travis Boatman: Learn more about Carbonated: |