What secrets would an abandoned Animal Crossing village leave behind?
Disney composer Greg Nicolett talks indie dev, randomness, and Actual Cannibal Shia LaBeouf
Potionomics composer Greg Nicolett discusses his work with Disney, how he learned the game composer’s process, and Shia LaBeouf’s unexpected influence on his career.
When a major MMO game dev goes indie
Former RuneScape developer Chris Knowles discusses his time at Jagex, his design philosophy, and the one thing he refuses to do with his upcoming indie game.
Alex Rushdy Didn’t Technically Choose a Career in Games, but He’s Having a Great One Anyway
The CEO and creative director behind Runbow and Dawn of the Monsters discusses the recent discomfort of running a Unity team, his Godzilla ’98 VHS collection, and more.
How James D’Amato Built a Thriving RPG Content Network on Improv, Inclusivity, and Accessibility
The One Shot Podcast Network co-founder discussed RPG play for audiences, tabletop content creation, adjusting to new baby life, and the latest installment in his Ultimate RPG Guide series.
One Game Developer’s Quest for Autism Awareness and Acceptance
I sat down remotely with Thomas Kildren of Fletcher Studios to discuss his popular upcoming VR project, his challenges as a developer and stay-at-home parent, shifting opinions in the community, and more.
Games Journalist Mat Bradley-Tschirgi Talks Surviving Freelance Work, Live Events, and More
Anyone working around video games should expect the unexpected. From book publisher estate planning issues to crypto startups, Mat Bradley-Tschirgi has just about seen it all.
Hollywood Publicist Dan Harary Calls In
Dan Harary, founder of the Asbury PR agency, calls in to discuss his new book, Flirting with Fame, his experiences working and networking with practically everyone in Hollywood, and his no-nonsense approach to generating buzz. Listen in for old-school know-how and insight into the mindset of a PR pro who’s seen it all.
Jordan Mauriello of MoreYellow
MoreYellow CEO, Jordan Mauriello, joins to discuss corporate and personal brand management, what it takes to turn heads at game launch time, and what generating buzz may look like with the game industry’s next set of big changes.
My Q&A with GoldenEye X Project Lead, Donald “Wreck” York
As we (apparently) inch closer to a remaster of Rare’s 1997 Nintendo 64 classic, GoldenEye 007, I wanted to take an opportunity to contribute to the excitement. GoldenEye is easily one of my favorite games of all time, and my very first freelance piece in games journalism included excerpts from an interview with leaders from the GoldenEye X project–a campaign to port GoldenEye 007 to the superior Perfect Dark engine with locked content restored and other improvements in place–and our discussion didn’t get nearly enough room to breathe. Today, for the first time, I’m giving the full discussion (edited only for clarity and flow where helpful) a home online.