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.
Jenova Chen talks about his fascinating game development career, from what it took to create Journey, as well as his quest to bring games to more people, his new project Sky, and more!
On this week’s episode, the host of Game Maker’s Toolkit as well as a writer seen on Edge, Wired, Eurogamer, VideoGamer, and Pocket Gamer, Mark Brown, joins host Josiah Renaudin to discuss smart, analytical YouTube gaming videos. Mark details the research that goes into his projects, how an understanding of game design can lessen the toxicity of the community, what developers have to say about his videos, the risks of turning to Patreon, and the biggest lessons learned from creating this style of content.
Original video: https://soundcloud.com/the1099/episode-112-mark-brown-on-game-makers-toolkit-and-teaching-players-game-design
Downloaded by http://huffduff-video.snarfed.org/ on Mon, 02 Oct 2017 22:43:36 GMT Available for 30 days after download
We talk GOTY potentials, Sonic in 2017, and Dan’s new love of Buffalo Wild Wings.
Note from the producer: At about 1:54, we had an issue with our audio recorder and had to switch to the on-camera mics. It is a little echoey, but should still be listenable for the last few minutes. Sorry about that!
HOW TO REVISE A CORE with Damon Stone
Talk netrunner core 2.0
Dont Miss Any Bad Publicity;
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