The GFW crew re-enact a transcript of an Age of Conan GM cybering with a user. 8/13/08 (Gets hilarious as soon as Shawn does his voice: about a minute in)
GFW Radio - 012308 - Tales from Second Life
GFW Radio - 053007 - Griefing
Joining Liam this week to “officially” kick off 2019 with this year’s first episode is Papers, Please and Return of the Obra Dinn’s incredibly smart and lovely creator, Mr. Lucas Pope.
After bugging him for 2 years, Liam finally landed him on the show and it turned out to be worth the wait. Both of them discuss intricate changes to and the development of Obra Dinn. Whilst also discussing Lucas’ 8 games and a lot about riding Dinosaurs! If you like FG or Lucas’ games you better not miss this episode! Enjoy :D
Don’t forget to follow on Soundcloud and leave a comment about what you thought of Lucas’ choices! We’d love to hear what you the listeners think of the guest’s choices and let’s have a lovely discussion :)
If you want to support the show, you can do on Patreon! Please go to: www.patreon.com/liamedwards
You can also download this show on iTunes as well, just search for "Final Games". Please rate and review the show! apple.co/1QP0ciS
Lucas Pope: @dukope
Please go check out Craig’s excellent music on Soundcloud! Thank you to him for his excellent intro! @windmills-at-dawn @craigedycraig
If you’d like to contact the show or Liam, or if you have any feedback please check out: @LiamBME @FinalGamesShow firstname.lastname@example.org
Final Games is hosted on Soundcloud at: @finalgamespod…
Thumbnail photo courtesy of Michele Marotta
Join Daniel Voth and Kert Gartner as they discuss Winnitron, game jams, game dev, and more on this week’s Interactive Indies Podcast! This episode originally recorded on November 5, 2018, sponsored by New Media Manitoba (http://bit.ly/NewMediaManitoba) Join PATREON to watch episodes early: http://bit.ly/InteractiveIndiePatreon
About Interactive Indies Podcast: A bi-weekly community podcast featuring the stories from the people that make up our interactive, game development and creative communities both locally and abroad.
More from Winnipeg Game Development Community: » Winnipeg Game Collective: http://www.pegjam.com/ » IGDA Winnipeg: https://www.facebook.com/igdaWinnipeg/ » New Media Manitoba: https://newmediamanitoba.com/
Kert Gartner: A renowned indie game trailer craftsman and VFX industry veteran. He helped pioneer the creation of high quality Mixed Reality VR videos with the debut of the Fantastic Contraption and Job Simulator trailers for the HTC VIVE.
While he isn’t immersed in VR, Kert is making some of the greatest indie game trailers out there working with the teams behind games like Nuclear Throne, Hotline Miami, Spelunky, FEZ, Broforce, TowerFall, and many more. In a past life, he contributed to over 25 Hollywood movies such as Superman Returns, Across the Universe, X-men III, a…
With the recent announcement that Fantasy Flight Games will no longer produce Android: Netrunner cards, Michael and I take a look back at the cyberpunk…
Warning: Avengers: Infinity War spoilers are discussed!
If you watched the Russo Brothers Avengers: Infinity War and had questions, I’m about to make your day. That’s because I recently sat down with Infinity War screenwriters Christopher Markus and Stephen McFeely for an exclusive interview about the making of the film and during the in-depth, forty-five-minute conversation we left no stone unturned.
As you can hear them say in the player above, they talked about where Sharon Carter was during the events of the film, if Hawkeye was ever part of Infinity War, if Thor’s new hammer Stormbreaker is more powerful than the Infinity Gauntlet, the Captain Marvel post-credits scene, if they know how old Thanos is, deleted scenes, why it took longer for certain characters to be dusted then others, if Thanos was only able to beat Hulk because he had the Power Stone, whose idea it was to bring Red Skull back, where Hulk was just before film starts while Thanos and his children were attacking the Asgardian ship, and so much more. Trust me, I asked everything I could think of and learned a lot about the making of the film.
Finally, a huge thank you to Christopher Markus and Stephen McFeely for not only writing a fantastic movie, but for coming into the Collider studio to talk spoilers with us.
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At E3 2013, I sat down to interview Nate Wells about his career, art directing and ego-less video game development. INDEX BELOW (CLICK SHOW MORE)
00:28 - Desinty looks gorgeous, Nate knew Chris Barrett growing up in Vermont 01:23 - Starting out as an Artist on Thief 1 02:38 - Ken Levine started Irrational Games 03:00 - System Shock 2 04:23 - The Lost (Agni) 05:38 - The Lost: Console development 06:00 - The Lost: Canceled, sold and renamed to Agni. 06:48 - The Lost: It got published? Yes! Did you play it? NOOOO!! 07:04 - Bioshock: A Spiritual successor to System Shock 2 07:40 - Bioshock: In no uncertain terms, a space station, underwater. 07:50 - Bioshock: Use the environment to change gameplay. 08:26 - Bioshock: The Big Daddys existed very early 09:15 - Bioshock: Baby steps to Art Deco 10:35 - Bioshock Infinite: The Look 10:55 - Bioshock Infinite: Not being credited as Art Director 11:15 - Bioshock Infinite: Can’t credit a single person for designing Columbia 12:10 - Bioshock Infinite: That person is a fucking genius! 12:38 - Bioshock Infinite: The Michael Jordan of games is made up of 300 people 13:17 - Bioshock Infinite: Which one makes you proudest, Bioshock 1 or Infinite? 13:50 - SWAT 4: One of my prouder games 14:40 - SWAT 4: Creating a world not seen before in a tactical shooter 14:55 - …
Patrick and Katie return from a four month podcasting slumber, awakened, like the ol’ Clovie monster himself, by the release of The Cloverfield Paradox after the Super Bowl. We talk through the older Cloverfield movies, why we’re fascinated by them, and how the latest one, while great on paper, misses the mark.
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