I interview game creators and learn about the details of their work that day.
Each episode is a brief discussion trying to get at what it's like to work in a particular field. We might break down the tools someone uses, or broader strokes of their company's structure, or if they even have a "typical" day.
Guest Laura Michet talks about her various work in games writing and journalism. She goes into the extended hours she spends doing both salaried and independent work, and some of what makes being an editor interesting.
Laura is the editor-in-chief for ZAM.com and a games writer. She's responsible for such games as Swan Hill. This and more of her work can be found at lauramichet.itchi.io and she's on Twitter at @lmichet.
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Hosted + edited by @Randy O'Connor,
Intro/outro music by Dren McDonald
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Don talks about his new game Abandon Planet. He discusses customer interaction, the new responsibilities of being a publisher, and how he quantifies progress.
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Tyriq talks about how crabs in his game, Catacomb Kids, are more like rocks than ogres.
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Tim chats about joining a team after many years being the driving force on his own projects.
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Theresa talks about the demands of working in VR gaming, and working with a custom game engine.
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Dene speaks of his game about ritual. We discuss intentional games versus unexpected, systemic experiences.
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Akira talks about working for a larger company and hints at new immersive mobile experiences for amusement parks.
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Rich talks a bit about tinkering with his workspace, and then goes deep into meaning and music of Beasts of Balance.
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Ian talks about refactoring and cleaning up code from a game that he's been experimenting with for the past month.
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Dana explains the amount of time that goes into PR work, specifically the hours of communication required every day.
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Pete discusses making a variety of walls for his castle simulator, and the satisfaction he gets from learning new skills like art and color.