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Game Maker's Notebook

A game dev podcast featuring in-depth conversations between video game makers on the business and craft of interactive entertainment.

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Actor Judy Alice Lee on Hades II's 12,000+ Lines of Dialogue

Alexa Ray Corriea chats with actor Judy Alice Lee . Together they discuss how she began her career as a recording engineer before finding herself inside the acting booth; how game accents differ from real life; her fears on overexposure; landing the role of Melinoë in Hades II and its 12,000+ lines of dialogue; and her tips as a remote actor for the perfect home recording studio. This episode is…

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Yacht Club Games' Sean Velasco on Mina the Hollower, Scope Creep, and What's Next

Trent Kusters chats with Yacht Club Games' Founder Sean Velasco . Together they discuss Yacht Club's follow up to the Shovel Knight series, Mina the Hollower including what they wanted to do differently from their previous titles; working within the Game Boy Color aesthetic and how that affects game design; the dangers of scope creep and importance of guiding principles; balancing combat…

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How 007 First Light Adds to the James Bond Legacy with Hakan Abrak

Trent Kusters chats with Hakan Abrak , CEO & Co-Owner of IO Interactive . Hakan is also the Game Director on IOI's take on the Bond legacy with 007 First Light . Together they discuss how IOI met with MGM and the Ian Fleming estate to first pitch the project; the responsibilities they felt to stay true to the Bond IP; balancing dialogue and humor and how that differs from film to games; the…

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Following Up Disco Elysium with ZERO PARADES: For Dead Spies with Studio Head Allen Murray

Adam Orth chats Allen Murray , Studio Head of ZA/UM Studio and Head of Production on ZERO PARADES: For Dead Spies . Together they discuss the legacy of the studio and the pressure of following up a beloved debut in Disco Elysium ; the deliberate choices they made around the setting and themes; how they implemented over 700,000 words of dialogue; making every decision and moment impactful to avoid…

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Subverting Expectations in Titanium Court with AP Thomson

Trent Kusters chats with AP Thomson , creator of the surreal strategy-puzzle game, Titanium Court . Together they discuss his path into games and meeting his long time collaborator Jenny Jiao Hsia ; working together on the award winning Consume Me ; the development of Titanium Court including creating modular systems for faster development; creating the narrative and his advice on becoming a…

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How Replaced Explores the Relationship Between Technology and the Human Condition

Adam Orth chats with Igor Gritsy and Yura Zhoanovich of Sad Cat Studios about their 2.5D cinematic action-platformer, Replaced . Together they discuss developing the story as an exploration between technology and it's relationship with the human condition; designing combat that fits a cinematic platformer; environment as a character; creating a soundtrack that is bleak yet hopeful; and the…

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Jake Birkett on Forbidden Solitaire, Casual Games, and Surviving Gamedev for 11 Years Without a Hit

Trent Kusters chats with Jake Birkett of Grey Alien Games . Together they discuss how he worked together with Night Signal Entertainment on their card-slashing "horror" collaboration, Forbidden Solitaire ; the importance of managing scope with small teams; how to properly understand Steam user engagement; and his GDC talk How to Survive in Gamedev for Eleven Years Without a Hit through the scope…

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Dosa Divas' Chandana Ekanayake Talks Food, Music, and Indie Development

Alexa Ray Corriea chats with Chandana Ekanayake of Outerloop Games . Together they discuss developing his newest game Dosa Divas , including the origin of the narrative and using food as a storytelling device; weaving together story with combat; the importance of the introductory hour of gameplay; his views on risk and team size; and his thoughts on working in indie development. This episode is…

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How People of Note Explores Heavy Subjects with Whimsy and Musical Theater

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…

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Housemarque's Gregory Louden on Saros, Narrative and Game Design

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…

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