Dev Game Club

  • Autor: Vários
  • Narrador: Vários
  • Editora: Podcast
  • Duração: 644:34:50
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Informações:

Sinopse

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.

Episódios

  • DGC Ep 137: Interview with Lulu LaMer

    07/11/2018 Duração: 01h17min

    Welcome to Dev Game Club, where we in this episode we are lucky enough to enjoy an interview with Lulu LaMer, who started out her career at Looking Glass as QA on Thief, and went on to be a producer, including on some of the Tomb Raider games at Crystal Dynamics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:00:39 Interview 1:10:24 Break 1:10:48 Next time Issues covered: a quick list of the uses of a degree in French, quitting your job and bleaching your hair and tossing your business casual, early introduction to games, getting away from games and coming back, QA as an engineering discipline and player advocacy, buying into the development philosophy, becoming QA, level designer differences and tester differences, pairing designers and testers, moving to full play-throughs with specific builds, being a sympathetic tester/regulatory capture, naming a play style for forum users, too much intimacy with forum users, influencing

  • DGC Ep 136: Interview with Randy Smith and Greg LoPiccolo

    31/10/2018 Duração: 01h07min

    Welcome to Dev Game Club, where we in this episode we are lucky enough to enjoy an interview with Greg LoPiccolo, project lead on Thief, and Randy Smith, who was a level designer on the title. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:40       Interview 1:00:08  Break 1:00:50  Feedback Issues covered: World Series, how Randy got his start, psychology and programming as substrate for game design, "Suck it down" and toxic masculinity, cold-calling, the attraction of LG games, how Greg got in, the origins of Thief, competition, seeking limited but rich interaction, being weak, controlling the world from observation, AI with sense perceptions, the success of Thief, working counter to the prevailing winds, writing documentation to think about the space, commodities of space: loud/quiet and light/dark, tools support or lack thereof for those spaces, carving shapes, spaces that are hard to read, the level Escape, experimentatio

  • DGC Ep 135: Thief (part four)

    24/10/2018 Duração: 01h35min

    Welcome to Dev Game Club, where we in this episode we conclude our discussion of 1998's Thief: The Dark Project. We talk a bit about equipment and gadgets, the story and enemy shifts that happen late in the game, the commitment maybe to story over what was working, and as always, our takeaways from the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the end! Podcast breakdown: 0:45 Segment 1: Thief discussion 54:53 Break 55:20 Segment 2: Thief takeaways, Brett's Book Minute, and Feedback Issues covered: good ending dialog, using the whole toolkit, kiting enemies to a trap, firing off gadgets immediately on acquisition, gas and fire arrows, having trouble on Escape, leaning away from the core fantasy, being a little too story-forward, other directions that might have worked, an easier last level, having to experiment to take down enemies, making good extensions to the enemy mix vs bad, finding an in-game way to give y

  • DGC Ep 134: Thief (part three)

    18/10/2018 Duração: 53min

    Welcome to Dev Game Club, where we are in the midst of series discussing 1998's Thief: The Dark Project. We talk about map trade-offs, enemy diversity and choices, the levels we played, music and objectives, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Undercover Issues covered: "disco is my life," longer Thief: Gold levels, DLC before DLC existed, technical issues and level design, experimenting with what direction to take next, being unable to connect the dots, making assumptions about what the sim is saying, satisfying objectives unsatisfactorily, feeling like you'll be able to pick up the collectibles later, making the optional mandatory, intrinsic reward of economy and core fantasy, scaling difficulty being different in modern designs, unnecessary tension, changing up strategies due to the mission preparation screen, identity and tone in the music and audio design, impact of horror film genre on sou

  • DGC Ep 133: Bonus Interview with SotTR Lead Writer Jill Murray

    10/10/2018 Duração: 58min

    Welcome to Dev Game Club, where we look back to Shadows of the Tomb Raider for a special bonus episode featuring Lead Writer Jill Murray. We talk about how the writing gets done -- spoilers, there's a lot more planning than writing -- as well as all sorts of topics that grow from that. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: lacking access to technology, Jill's early career in visual arts/music/theater, staging a big musical, web development and a mismatch of needs, being non-distracted by the Internet, realizing that someone is writing these things, getting in, having to generate a lot of AC in a short time, the roles of writers, the meaning of a lead writer, leading a team vs being a principal writer, focusing on character and voice, writers holding multiple roles, writers working alongside one another vs a writers room, working with designers vs writers, splitting content responsibilities up, sharing a few systems, accom

  • DGC Ep 132: Thief (part two)

    03/10/2018 Duração: 01h29min

    Welcome to Dev Game Club, where we are in the midst of our series about 1998's Thief; we talk about the story development of the world, some small mechanical bits, and then dig into the level design of the four levels we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through "The Sword" Issues covered: getting shot with an arrow, starting with the day in the life of a thief, establishing a baseline of a life, introducing the Hammerites and other groups, verses from religious texts, things are getting weird, weaving in "The Dark Project," upsetting the balance, the trope of stumbling into something larger, significance of what you're stealing, interludes vs cutscenes, preferring the mundane to the strange in this game, player expectations of story, surprising the audience, industrial/steampunk setting mixing with magic, wanting more from the city, leaning into weird backstory but drifting away, not needing the bizarre fram

  • DGC Ep 131: Thief (part one)

    26/09/2018 Duração: 01h26min

    Welcome to Dev Game Club, where we now begin our series about 1998's Thief; as usual, we start by setting the game in its time before diving into a few of its systems and technology requirements. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Cragscleft Prison Podcast breakdown: 0:41 Thief 53:13 Break 53:45 Feedback Issues covered: reflecting on 1998, first-person shooter games of the time, having different first-person goals, differing pacing, original design goals, high enemy lethality and comparative weakness of the protagonist, methodical style of play, punishing the player for an action approach, getting sucked into the demo, niche and sales, sticking to a core fantasy vs going to a more action-oriented design, an aesthetic that spreads to other places, going in a different direction with tone, establishing a different fantasy setting, painterly cutscenes, functional lore, quality of the voice acting, the light meter

  • DGC Ep 130: Shadow of the Tomb Raider Bonus

    19/09/2018 Duração: 01h14min

    Hello, and welcome to a special bonus episode of Dev Game Club, where we talk about the most recent Tomb Raider release, Shadow of the Tomb Raider, talking a little bit about where the reboots came from and the thinking that went into them as well as some of the structural differences between the two. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Some of the first few hours Podcast breakdown: 0:45 Shadow of the Tomb Raider 42:18 Break 42:50 Feedback Issues covered: considering the original reboot, discussing the Crystal Dynamics era generally, updating for the modern era, avoiding predictability, exploring character rather than superheroics, reconsidering the world structure, adding side activities for the player, tonal shift, survival action rather than survival horror, not seeing how the character will turn into the original Lara Croft, voice acting, changing set pieces, paying off on minimal player interaction with bigger set

  • DGC Ep 129: Tomb Raider (part four)

    12/09/2018 Duração: 01h57min

    Welcome to Dev Game Club, where we celebrate the triumphant return of co-host Tim Longo with... a discussion of the rest of 1996's Tomb Raider. We once again discuss the levels themselves, but also discuss traps, puzzles, and the use of voice to characterize action adventure avatars in more recent games, before turning to takeaways and your questions and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finishing the game (Egypt and Atlantis) Podcast breakdown: 0:40       Segment 1: Levels and other discussion 1:04:40  Break 1:05:12  Segment 2: Takeaways and feedback Issues covered: cumbersome controls, traversal-based exploration vs skill-based exploration, traps as playing against expectations in traversal, varying threats with traps, lower stress approach than combat, puzzles, block moving, levels as puzzles, evolving the puzzles and mechanics over multiple games, feature iteration over a series, voice acting in cutscen

  • DGC Ep 128a: Flösser Interview Revisit

    29/08/2018 Duração: 01h16min

    No show notes this week as we revisit our 2016 interview with guest Janos Flösser; you can find those notes on the website. However, Brett does take a moment to answer a reader email before the show and to talk about next week afterwards.

  • DGC Ep 128: Tomb Raider (part three)

    22/08/2018 Duração: 01h15min

    Welcome to Dev Game Club, where we have been playing 1996's Tomb Raider. We spend more time on the levels themselves as well as diving into the AI for human enemies, the sense of space and of pace, and having no idea what to do to find a key. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Egypt, in theory Podcast breakdown: 0:41      Tomb Raider 1:00:17 Break 1:00:47 Feedback Issues covered: plumbing, level and puzzle size, nonsensical space and St Francis's Folly, suspending disbelief, squinting and seeing the modern version of a puzzle, erosion of geometry, integrating player knowledge to game knowledge, preparing the player for challenges, knowing your mythology, knowing less mythology in Egypt, having preconceived notions due to myths, climbing down and up the tower, complications and confusions, situational awareness of levels, consistent themes across whole levels, motivating animals, scouring the space, level scale

  • DGC Ep 127: Tomb Raider (part two)

    15/08/2018 Duração: 01h07min

    Welcome to Dev Game Club, where we have been playing 1996's Tomb Raider. We specifically dive into level design, Lara's move set, combat, and a bit about technology here and there. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Greece, theoretically Issues covered: dinosaurs in film in books, level size, level design and events to direct the eye, interconnectedness of areas, distilling the original game to remake it, exploration and order of operations, not knowing when you're done with a puzzle, possibility of going back and forth, looking for secrets and finding a way down to the valley, opening the other two doors, becoming less accepting of more abstract spaces, going for realism vs abstract reality, why you might build levels on grids and with repeated bits, backface culling, lining up animations because the character is on a grid, PlayStation hardware and acceleration, announcing the PlayStation at its price, contro

  • DGC Ep 126: Tomb Raider (part one)

    08/08/2018 Duração: 01h01min

    Welcome to Dev Game Club, where we are turning our eyes to 1996's Tomb Raider. In this episode we situate the game in its time, paying particular attention to the challenges of 3D and technology at the time. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Peru Issues covered: setting the game in its time, 3D acceleration, "at least they got our names right," having to control a bunch of extra stuff in 3D, camera control in Super Mario 64 or Crash Bandicoot or Resident Evil, handling challenges differently through design and technology, Brett fumbles around the PS1 hardware, lack of save anywhere on PS1, designing for console vs PC, "the Indy game that people wanted," starting in Peru and Raiders callbacks, the ambient score supplementing exploration and loneliness, broken keymapping, Lara's evolving backstory, a strong self-sufficient woman, objectifying the character, nude mods, strong character design, British culture, t

  • DGC Ep 125: Prey Bonus

    01/08/2018 Duração: 01h09min

    Welcome to Dev Game Club, where in this bonus episode we've turned to a clear descendant of Deus Ex, 2017's Prey. We talk about the first few hours of the experience and note some of its systems and world-building, among other thoughts. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: At least up to the lobby Issues covered: post-it notes, allowing mimics, Tim gets excited, another potential forerunner, using the Goo Gun to get to an apparently unreachable area, analysis paralysis, not knowing which way to go, being surprised that the payoff was delayed, trying to reach beyond the normal market (and people who understand the tropes), the erased whiteboard code, psi hypos in the safe, surprise CryEngine, looking at the map, setting up Alex as a villain, waking up again, room inside a room, commitment to first-person presentation, visual design of the PDA, putting in the neuromod, contextualizing neuromods, use of body horror, mimic

  • DGC Ep 124: Deus Ex (part five)

    25/07/2018 Duração: 01h26min

    Welcome to Dev Game Club, where we are finishing out our discussion of 2000's Deus Ex. In our fifth episode in the series, we talk a bit about the game's viewpoint(s) and turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game at last Issues covered: Tim's marathon of M:I, the othering of Anna and Gunther as well as Walter Simons and Bob Page, building a sense of place and history, the inhumanity of JC Denton, a game about the grey area of decision-making, Tim merges with the AI, choosing a little less globalization, wealth operating in secret, playing the good guy, turning off the Illuminati-sicle, pulling the opposing threads back further into the game, the gas station level, Tim finds a prototype AI, mashup of genres, robust optional content, stealthing the end of the game, using thermoptic camo, leveling up the sword, a fully-realized Vandenberg Base, flying the drone and blowing up the robots,

  • DGC Ep 123: Deus Ex (part four)

    18/07/2018 Duração: 01h07min

    Welcome to Dev Game Club, where we have finally turned our attention to 2000's Deus Ex. In our fourth episode in the series, we talk about maps, the damage model, augmentations, and more! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Paris Cathedral Issues covered: stealth and non-lethal play, hitting your foes with tranq darts, externalizing statistics, the things you track, a decision or a priority, a stuffed UI, adding notes to images, self-motivated play vs auto-mapping, usability, detailed maps, orienting yourself via the maps, feeling in conversation with the designer, map fidelity and playing into the fantasy, leaning on the existence of a map as a designer, leaning on navigation mapping as a crutch, spatial sense, making navigation design choices based on the needs of the game, emergent design and not holding hands, navigation as a resource, taking away mechanics you lean on, sneaking up on snipers, accura

  • DGC Ep 122: Deus Ex (part three)

    11/07/2018 Duração: 01h11min

    Welcome to Dev Game Club, where we have finally turned our attention to 2000's Deus Ex. In our third episode in the series, we talk about the RPG aspects as far as story goes as well as some obvious influences. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Paris Cathedral Issues covered: mispronouncing the title of the game, bringing in all the story as you get to Hong Kong, level geometry in Hong Kong and getting lost the first time you played it, hearing the proper nouns, the gigantic conspiracy smoothie, pushing conspiracy theories 75 years forward, not being sure who you can trust, can you even trust Tracer Tong, hitting all the technology paranoia (clones, nanomachines, viruses and cures), having time still running while you're hacking/lockpicking, the final destiny of Maggie Chow, cutscenes and enemy AI, mini-games in hacking and lockpicking, player vs character skill in mini-games in BGS games, when mini-ga

  • DGC Ep 121: Deus Ex (part two)

    04/07/2018 Duração: 01h10min

    Welcome to Dev Game Club, where we have finally turned our attention to 2000's Deus Ex. In our second episode in the series, we discuss difficulty levels for different styles of play vs augmentation hard choices and some level systems specifics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through Hong Kong (in theory) Issues covered: trying to get out of the level when you've been in it a while, difficulty levels and combat vs stealth, the paths not chosen, the interaction of augmentations and difficulty, not being a great shooter, motivated level design, stealth and the tranq dart, balancing weapons, the ghost or non-lethal run, the emergent quality vs achievements for ghosting, player choice in play goals, trying to remove all the TNT from a room, punishing particular play styles, how you reflect player choices in the world vs the character, forking paths and the small bugs therefrom, the crowbar vs the baton, making hard

  • DGC Ep 120: Deus Ex (part one)

    27/06/2018 Duração: 55min

    Welcome to Dev Game Club, where we are finally turning our attention to 2000's Deus Ex. In our first episode in the series, we set the game in its time but also talk about its many connections to other games we've played here on the 'cast. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the Airfield Issues covered: ten hours of driving, convergent point in games, early indie dev mentality, formative early career game, a game that became a verb, commitment to multiple paths, merging RPG and action and other systems, branching skill trees, lack of classes, connecting to a more grokkable understanding, creating a subgenre, listening to E3 recaps, setting the game in time, a bunch of engine discussion, multi-route play and accommodating play styles, narrative beats that you can influence, supporting player choice, going super-lethal and being disincentivized, RPGs not tying choices together/mere mechanics, knucklehead stealth, l

  • DGC Ep 119: Bonus Interview with Matt Tateishi

    20/06/2018 Duração: 01h33min

    Welcome to Dev Game Club for a second Dark Forces special bonus interview edition. We speak with Matt Tateishi, a level designer on the game, talking about the environment around the building of Dark Forces, process, and leaping into the new. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:39       Interview 1:03:31  Break 1:04:01  Feedback Issues covered: a brief history of Matt, architecture department at Berkeley, starting as art techs, hourly wages, having your Star Wars bedsheets, Master Chief body pillow, thinking about the use of a space, trying to outdo one another, abstract spaces vs real-feeling one, geeking out over the Dark Trooper intro, simulating screen shake, just getting the thing to run, how big should levels be, figuring out production, difficulty spikes and weapon (mis-)balancing, dreaming of work, skill-based challenges, losing sight of your work, some doubt about doing Dark Forces, "puzzles are how we're

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