Episodes
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This week we talk with Wojciech Piejko, Lead Game Designer, Dominika Stala, also a Game Designer, and Sebastian Spluzka, Environment Artist from Bloober Team. The team chats with us about their new Cyberpunk Horror game, >observer_, including the game design process, their thoughts on the cyberpunk genre, and the basic workflow between design teams and art teams.
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This week, we chat with Behavior’s Damien Devaux, the principal character artist on Dead by Daylight. He speaks about his involvement on the project, including the new Leatherface DLC, as well as some of the techniques he uses on a day-to-day basis. Enjoy!
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Matthew chats with Chris Scubli of RealtimeUK about his day to day as a cinematics finishing artist. Chris was heavily involved in the creation of cinematics for both World of Tanks War Stories and the sci-fi multiplayer game, Dreadnought. Chris has a lot of great insights into the entire process from start to finish, including working with clients to ensure the cinematic meets their needs.
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This week, Matthew talks with Abhishek Singh, an inventor and creator with many talents. Abhishek provides details on how he created the AR game Super Mario Bros. with Unity and the Microsoft Hololens, along with Autodesk’s Fusion 360.
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This week, we speak with the cofounder of RealityArts Studio, Ismail, about his breathtaking arcade shooter, Voidrunner. Ismail talks to us from Istanbul, Turkey about the cultural stylings of his game, how his background in VFX and mat painting for films helped him, and how early community feedback changed the core gameplay for the better.
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We spend some time with Steve Bowler of CloudGate Studio talking about his VR title, Island 359. Steve tells us how they were able to create large free roam levels in VR, using contractors and asset stores to stay on budget, and some of the differences between developing for Oculus and HTC Vive headsets.
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This week we sit down with Ben Throop of Frame Interactive about his PSVR launch title, Headmaster. Ben talks about his transition from AAA to indie, how he came up with the game’s concept, and what it was like creating a launch title when VR was still very young.
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We chat with the Warhorse Studios team about their new realistic first-person RPG, Kingdom Come: Deliverance. Toby Stolz and Kuba Holik explain what steps were involved in creating the realistic setting, and the challenges of developing for multiple platforms.
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This week, we speak with Hugh Hancock of Strange Company about his VR RPG Left-Hand Path. Hugh began his career making game films and was the originator of the term 'Machinima'. He talks to us about the history of Machinima and VR and how he created the 12 hour room-scale RPG as a 1-man shop.
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In this episode, Matthew talks with Paul Tozour and Sasha Nodia of Mothership Entertainment about their game Aven Colony, a colonization and city management game set in the future of human space exploration. Paul and Sasha talk about the game’s development and the challenges they faced creating it.
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We sat down with Mathieu Chaillous, one of the artists on the game Event[0] from the Paris, France based team, Ocelot Society. Mathieu shares details on the development of the game, including the 3ds Max to Unity workflow, physically based shaders, and more
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This week, we talk with Isobel Shasha and Campbell Fletcher, creators of Diaries of a Spaceport Janitor. Isobel is one of the co-founders of Sundae Month, an independent game & art collective. The team talks to us about the game's development, how Sundae Month got started, and the need for diversity in the games industry.
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Phil Duncan and Oli De-Vine join us on the podcast to discuss their popular local multiplayer co-op game, Overcooked. Phil & Oli describe their hit game as 'chaotic cooperative cooking', with emphasis on the cooperative part. The two-man team discuss the lack of local multiplayer games today, their desire to tap into that market, and how they pulled it off.
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This week, Matthew chats with Logan Olson, the creator of SoundStage, a virtual experience where the user can create electronic music using drum machines, synthesizers, and more. Logan tells us about the challenges he faced putting SoundStage together, his views on audio in VR, the future of VR, as well as giving us some insights into user interactions in Virtual spaces.
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This week, we chat with Eric Anderson, Art Director for Obduction by Cyan. Eric offers some great historical details on Cyan and the project, as well as his own experiences as both an artist and technical director. We also get some good tips from Eric on VR as well as for aspiring game developers.
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Joel Ogden & Amy Stewart of Construct Studio join us this week to talk about their hit episodic VR game, The Price of Freedom. They tell us how the studio got started, the bridge between VR in film and VR games, the importance of narrative in their projects, and how they dealt with some common VR challenges such as room & object scale.
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Rocket 5 Studios joins the Autodesk GameDev Podcast this week to talk with Matthew about their experiences in AAA and indie development. Tim and Cathy are joined by their nephew Kevin, who works as their lead designer. They share their insights into the challenges of running an indie studio and share a funny story of the night their game Phantom PI won Critic’s Choice Best in Show at Casual Connect.
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In this episode, we talk to Alex Fiset, CEO and Co-Founder of indie studio, Parabole. Alex got his start at Beenox, working his way through several positions of increasing responsibility before choosing to found his own studio with his partners. We talk about what Alex learned from Beenox that he’s applied to the team at Parabole, managing community expectations in Early Access on Steam, and telling an engaging story on their upcoming game, Kona.
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In this episode, we talk to Osama Dorias. Osama is an accomplished game developer, credited in over 20 published titles. His career has spanned AAA, online, mobile, and in-flight entertainment games in airplanes. He currently works at Minority Media, is the coordinator of video game programs at Dawson College, runs the Montreal Indie Game Festival, and builds indie games in his spare time. Naturally, we discuss how to maintain a healthy work/life balance.
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In this episode, we talk to Louis Lavoie, Level Artist at Ubisoft Montreal. He's worked on the first Assassin’s Creed, and the most recent one, Assassin’s Creed Syndicate. He discusses the difference in building game environments then and now, as well as the research that goes into building the rich environments that the Assassin’s Creed franchise is known for.
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