Todd shares big news for the show before tackling a great listener question about indies working with publishers, career tips small and large, and takes a look at the great movie game jam that just came to a close.
In this week’s video show, we discuss how to incorporate business wisdom from outside the industry into your game development process, from evaluating ideas to developing your concept and creating a business strategy.
The guys convene for a very special Christmas cast to discuss very good and very bad developments from Apple, best entertainment deals for gamers and devs over the holiday break, and we try our hand at designing a couple of Christmas games on the fly. Happy holidays!
Todd went on vacation and kinda got stabbed upon returning home, a listener shares some less-than-constructive criticism, and we go in depth on smart planning during game design as well as the dangers of getting too weird with it.
John praises Brawlhalla at length, Todd crowns a diet soda for champions, and we take a look at epic successes and failures in some of the most popular business models for indie studios and their games.
This week, UK-based retro developer Paul Nicholas Skypes in to talk about his recent development project, SCUMM-8, a Pico-8 recreation of LucasArts’ legendary engine for Maniac Mansion among other hits from the golden age.
I don’t always agree with my friend Max Krieger. We’ve been connected on Twitter for some time, maybe a couple of years now, but we initially had video games in common and probably not much else. There have been a couple of times I’ve chimed in on a conversation with him to present a differing
A version of this article was also submitted to the go-to game industry shop talk site, Gamasutra. If you’re not familiar with the tradition of postmortem write-ups in the game industry, it’s not a negative term. It’s the practice of writing about the design, development, and the launch of a game, including reflection on what