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Dev Game Club

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.
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Now displaying: December, 2022
Dec 22, 2022

Welcome to Dev Game Club, where this week we look back at the interview that were, relistening and highlighting some great bits from our conversations with other developers this year. We again extend our thanks to Jaime Griesemer, Clint Hocking, Patrick Redding, Rosie Katz, and Ian Milham.

Thanks too to our perennial thanks: Kirk Hamilton, who composed our intro and outro music, Aaron Evers who sponsored it, and Mark Garcia for our logo and our store.

Finally, thank you also to our listeners, for bringing up interesting questions each week, for supporting the things we do, and just for listening.

Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Next time:
On January 4th, we return with a new game for a new year.

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

Dec 15, 2022

Welcome to Dev Game Club, where this week we conclude our bonus episodes about Dead Space by chatting with Ian Milham, who was a former LucasArts colleague of the hosts and the Art Director on the space horror classic. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Podcast breakdown:
00:47 Interview
1:15:32 Break
1:16:02 Outro

Issues covered: the cost of getting in, the set top box, an homage, getting an internship on the basis of a lie, getting in on the appeal of LucasArts, having the timing, having opportunities, getting the parts to make something for Xbox, learning on licensed titles, having to prove yourself right away, being paranoid, making lots of key art, living survival horror, living and breathing your game, promoting yourself to avoid cancellation, building with the team you have, complementary skills, "tomorrow is a good idea," the alchemy and identifying how people work together, deferred rendering, finding the compelling aspect of the world, finding the tone, using gothic churches and buttresses to hold the world together, requiring interesting surfaces for the lighting, removing the scares with UI, making the UI cool because of the warmth of the environment, getting fixated on the solution you want and finding something better, the game telling you what it is, keeping the train on the track with real-time Stagecraft, adding a cloud in the sky, problem-solving in the moment, getting to know what the team can do together, being fine with a remake, "the team makes the game," working within the constraints of technology or that you set for yourselves, end of year show.

Games, people, and influences mentioned or discussed: Microsoft, WebTV, Shadow Madness, LucasArts, Star Wars: Obi-Wan, Star Wars: Bounty Hunter, Episode III: Revenge of the Sith, EA, From Russia With Love, Battlefield: Hardline, Crystal Dynamics, Industrial Light and Magic, The Mandalorian, Thor: Love and Thunder, Disney Animation, The Little Mermaid, Bomberman, Bad Bad Bunnies, PlayStation, Final Fantasy VII, Annabella Serra, Renderman, Nintendo, Rogue Squadron, Grim Fandango, Tim Schafer, Infinite Machine, Nihilistic Software, Dan Connors, Chris Ross, Xbox, Rosie Katz, The Two Towers (game), Everything or Nothing, LotR: Battle for Middle-Earth, Glenn Schofield, Striking Distance, Callisto Protocol, Road Rash, The Simpsons, Godfather, Renderware, Ben Wanat, Sledgehammer, Chi Wai Lao, John Bell, Back to the Future, Jurassic Park, Bioshock, Texas Chainsaw Massacre, Unreal, Tron, No One Lives Forever 2, Dark Souls, Calamity Nolan, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
End of year roundup!

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

Dec 7, 2022

Welcome to Dev Game Club, where this week we present an interview with Rosie Katz,. who acted as a level designer not only on Dead Space, but the Call of Duty series (and with whom the hosts work today). Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Podcast breakdown:
0:47 Interview
1:03:30 Break
1:04:00 Outro

Issues covered: starting in central tech testing, getting in through QA, using Maya as a level design tool, bringing in the internal tech tool, easiest level design test ever, picking between games, switching to new IP, feeling the pressure to be more action-oriented due to sales potential, looking at competitors, not needing the vision to be communicated, the classic schism, games needing the room to be what they are, a room that has everything, a complicated set piece, what you do as a level designer on Dead Space, managing streaming, importing references into the tools, having setups provided, focusing on combat scenarios, doing real level design, understanding pacing first, putting the lock before the key, building in polish from the beginning, foreshadowing with audio early, moving to wide linear level design, getting to make multiplayer levels and play them internally, modding, playing many many levels, shifting meta and player creativity, less work and greater reward, making stuff that you wouldn't normally play, consistency in a single game, learning from the experienced folks with your own experience.

Games, people, and influences mentioned or discussed: Tiger Woods 2007, EA, Godfather 2, Sledgehammer Games, Visceral Studios, Call of Duty (series), DICE, Ubisoft, Michael Condrey, The Simpsons, Ian Milham, Glen Schofield, Resident Evil (series), BioShock, Gears of War, Star Trek, Star Wars, Crystal Dynamics, Noah Hughes, Nintendo Wii, Infinity Ward, Titanfall, Dark Souls, Kirk Hamilton, Aaron Evers, Mark Garcia.

Next time:
... another interview?!

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com

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