Joshua Davidson is a senior sound designer working at Gearbox Software in the Dallas, Texas area. After leaving Full Sail University in 2007, he Contributed to Red Faction: Guerilla and Saints Row 2 at Volition in northern Illinois before heading south to work on Borderlands, Borderlands 2, Battleborn, and Borderlands 3 after making the move to Gearbox.
In addition to building a stellar career in AAA games, Joshua has done some great writing and speaking about his time in the industry. His deep-dive into how he went from high school hopeful to graduate to industry pro has bounced around the web some before landing at Medium–it’s a must-read for anyone outside the industry looking to make their way in. He also returned to Full Sail years later to give a great talk on his industry run that you can now watch at YouTube.
In this week’s show, Joshua provides some updates on the last few years of his career you won’t hear about in his earlier presentations, we discuss some recent trending industry news, and Joshua provides some of the advice he would have liked to hear on his way to the top.
This was an awesome discussion and I really appreciate Joshua’s time. Go support him on Twitter and check out his killer work in Borderlands 3!
If you don’t think you’ve read or at least seen any of David L. Craddock’s phenomenal books on the game industry and game development, check again, you probably have. Some of the greatest stories of the development space have been captured in David’s phenomenal pages, including Blizzard’s early history with Diablo, tales from the days of NetHack and other early Roguelikes, and more recently, Yacht Club Games’ action-packed development of Shovel Knight for Boss Fight Books. He kindly agreed to Skype in as Humble Bundle closes out its Boss Fight book bundle promotion (you still have about two days!) and his insight was every bit as interesting as I expected.
This is a must-listen for writers of any kind, and I’d also put it on the required show list for anyone running or connected with an indie studio. David has explored and documented not only the development of many games we know and love, but the culture, the energy, and the trials of the people creating them–and his knack for framing captivating tales from their accounts is second to none.
I first interacted with Reyan Ali over Twitter just about a year ago. I’d just partnered with Microsoft to do a series of podcasts at GDC which was a total blast, but it caused me to miss the Classic Game Postmortem on the legendary NBA Jam. I tweeted out the presentation with great entusiasm once it hit YouTube, and Reyan and I became fast friends, vowing to do a podcast segment together before the launch of his book. Since that time, I’ve followed with great interest as we inch ever closer to the release of his definitive telling of the game’s incredible story, which will be published by Boss Fight Books.
Reyan’s promotional Twitter account (linked below) is full of incredible memorabilia and history, and that’s no coincidence–in the process of writing NBA Jam, he’s amassed nearly 70 interviews with the developers, motion capture actors, celebrities appearing in the game, and a woman with a less-than-timely (though damn respectable) tattoo. If you grew up playing NBA Jam, Reyan Ali and his book are the closest things you have to a time machine.
Reyan’s career has included fantastic writing and interviews across a wide variety of topics, and you can read his coverage in many great publications. The history of one of the greatest video games of all time is in highly capable hands.
Story-driven games are often revered as the height of artistic game development. For as dearly as we all hold Rocket League, it can’t match the impact of Mass Effect or tug at the heart strings like Red Dead Redemption. To create a project that stays with your players, you need to design a world for them to experience.
When we last spoke with Ray Marek, we casually discussed the downfall of Toys R Us (where he met Todd), the indie publishing experience, and even great games for horror fans. We had a great time, but Ray has much more to offer the indie dev crowd.
This time around, Ray shares insight into the creative process of writing for the universes, planets, and characters we love learning about in comic books, using methods directly applicable to next-level game development.
And yeah, we talk about our favorite Mexican food.
Thanks again to Ray for his time and excellent insight.
My first team jam was Ludum Dare 19 in December of 2010. I’d already been studying game development about ten years, and had finished my first “game” around 2002 at 17 years old. I made plans to have a friend from college come over and stay at my townhouse in Southern Illinois for the weekend, and we’d create a genius RPG that would surely launch us to global superstardom.
I guess that joke doesn’t work as well these days, now that a certain member of the Ludum community just bought the most expensive house on Jay-Z’s street.
Both of our girlfriends at the time planned to hang out at least some of the time, so my partner decided we needed to class things up when it came to sustenance. I did want to be a gracious host, but when I asked if there was some special kind of Mountain Dew or Doritos his lady friend preferred, he declared he’d be taking over the food preparation completely. I didn’t get it, but my girlfriend ate worse than I do. Wherever she is now, her sinks probably only dispense orange Gatorade. Anyway.
When Friday evening arrived, my buddy showed up with a carload full of groceries. He said he’d mostly be preparing one big fancy meal on the first night, and there would be enough to last us all weekend.
“Great!” I thought. “He must be making spaghetti!”
What he set about preparing was some kind of slow-cooked, red wine roast beef. I ended up letting him use my desk to code some XNA Framework magic, while I spread out my laptop, tablet, keyboard, and peripherals on the kitchen table next to the oven. The smell was pleasant, but very noticeable immediately. No problem! A nice little reminder that our hard work on Friday night would be rewarded with an amazing dinner. In like five hours.
As the hours started to pass, I noticed the smell getting stronger.
“It’s cooking,” I thought. “That’s what cooking food does.” But I’d be lying if I said the smell wasn’t becoming a distraction. It still wasn’t unpleasant, but it wafted my direction and my thoughts increasingly drifted back toward it.
When dinner time finally arrived, hours and hours later, we had a fancy group dinner, just as promised. It was a break uncommon for a weekend code-athon and everyone seemed to enjoy their smelly wine meat. After food and brief relaxation, we packed up the leftovers in the fridge and headed back to our battle stations. This was when I first realized we might be in trouble.
With everyone else either coding, leaving, or thinking about their next orange Gatorade, I sat alone in the kitchen, wondering how the smell had not dissipated at all. We were no longer cooking. We had either consumed or sealed every part of the meat in the refrigerator. Was it the dishes in the sink? I closed them up in a dishwasher that I seem to recall didn’t even work, and decided to get some rest to clear my head.
When I woke up and came downstairs, my partner was awake and coding. If the smell had changed at all, it had gotten worse. Had he abandoned all goddamn respect for himself and heated up more of this shit for breakfast? He said he had not. Didn’t he smell it, too? If he did, he pretended otherwise. I cooked scrambled eggs; the smell cared none at all.
By early afternoon on Saturday, I started to worry the smell had picked up a psychological component. I asked my girlfriend, but she was busy scouring the garbage for partial Gatorades and couldn’t be bothered. Somehow, I was cranking out graphics and audio like a mad man. My partner and I teamed up on the writing, and something I love about the game is what an opportunity it was to cram just unlimited weird humor into this humble little Windows 95-looking package. It was my first group game project and the good memories attached to it should not still be saturated with booze beef odor in my brain. But that’s my reality.
Saturday evening we grinded away at our tasks, discussed issues, content, and design, and ate more juice jerky. What did it matter now? We were all irrevocably tainted.
Sunday morning, we landed on a playable game loop. We had most of a day left to test, discuss, and enhance as desired. But I seem to recall we didn’t. It was not long after that time that my partner left, perhaps tacitly admitting “We have given a game, but we have ruined your home. You will have to destroy this place.” He took the leftovers from the fridge, but they don’t make bleach wipes for what was left over in my soul.
The clothing I wore was never the same. I’ve washed garments from that weekend and had people confirm that it smells like wet mystery meat. The game was well-received (though ratings that old on the site aren’t really legible anymore) and we were truly proud of what we’d done. Still, I can’t help wonder what we could have accomplished if I hadn’t spend so much time weighing the pros and cons of standing up and yelling “DON’T ANY OF YOU ASSHOLES SMELL THAT?”
Unlike my ex, who thinks bottled water is fine, now that Gatorade also makes a powder, I do value smart, responsible nutrition. This cautionary tale is not a Pizza Hut and Taco Bell endorsement. My most successful code weekends were probably the couple that happened to coincide with meticulous eating plans I’ve adhered to in the past, particularly low-carb strategies that were heavy on food prep. By all means, keep a little cheat candy or soda on hand, but grab a 2-liter. Walk to the fridge and take a gulp, not a can. Grab a tiny, individually-wrapped Reece’s cup. You’ll get bored and walk away. I think it’s when you are able to sort of focus past eating entirely that the magic really happens in your other endeavors.
Just please, don’t soak meat in wine and cook it for five hours in the middle of your jam space.
Todd Mitchell is an indie software developer with games journalism experience who still smells like roast beef and regret. Follow him @mechatodzilla
John rejoins triumphantly to discuss the industry’s latest shake-up. ArenaNet has opted to terminate the employment of two Guild Wars 2 writers following a heated exchange with a partnered streamer/YouTuber earlier in the month. He participates in this discussion while drinking water from a mason jar, as if his own real life is some kind of horror survival game.
Since the start of the new year I’ve focused on coordinating content for our listeners that would improve their craft in a more direct and measurable way. We’ve hit on some popular topics since that time. Thinking like an entrepreneur, promoting your indie game, and accessibility all seemed to resonate with listeners in a much more real way than our previous reactionary gaming news talk and our other AM radio douchebaggery. And that feels good.
In this episode, we share strategies and vital steps you need to take to promote your projects without looking and sounding like a jackwagon. Topics include what to have on your website, creating a press kit, writing a press release, how to approach paid advertisements, and social media practices for Facebook, Twitter, and even Instagram.
Learn how to launch your game right with a press release! People spend good money for this service, but we’ll show you how to create a professional press release for free and show you exactly where to send it. Stay tuned tomorrow for our full video show on promoting your game!