The hardest thing to do in the game industry as an indie to date HAS to be, telling enough people who would like a game like your’s, that you’ve made it and they should try it. Getting your game noticed without having big bucks at your disposal like major publishers do is near worthy of a presidential award. So in our hopes of making that task even one step easier, we took an hour to talk with Jay Powell who came bearing gifts…Read More
We love telling stories here on Game Dev Unchained, so much so we do it each week rain or shine with a new guest but this week was special. We got the opportunity to interview Chella Ramanan about character and story for games both on the micro level and macro level and just general ways that the literary arts is helping deliver the goods in the game industry and also touched on diversity issues in development as well. Chella had just a brief time off before her new gig at Ubisoft starts so we were ecstatic to get the chance to work with her for this week’s podcast. Here are some of the notable excerpts from the episode.
Loot box scandals and microtransaction news articles are plastered all over the social timelines of gamers and politicians alike now as the government has had to step in and start actually regulating video game content. This is a very interesting time to be alive, and witness the shifts in game monetization starting to occur. As developers we understand that loot boxes can be profitable, but as consumers we also understand that predatory designs and unethical loot box odds in the wrong hands, have now officially become a menace to society so to speak. Here with us to help break down how things got so bad, offer advice on how to better navigate getting return on investment through loot boxes and other things you might need to know as a game developer or studio working with loot boxes in the near future, we have Zac Rich joining us again from Press Start Legal.Read More
Brad Hart is the Chief Technology officer for Perforce. Before getting in the tech industry, Brad had a completely different career in Mechanical Engineering in aviation and his itch for working with computers turned from a hobby to him selling his first tech company.Read More
The Game Dev Unchained Expo is born out of necessity. We are building a conference offering insight from some of the biggest and most impactful minds in game development today, and streaming their stories with the world for free. In this age, where an encyclopedia’s worth of information can exchange in a second, where hobbyist and professionals have access to the exact same tools, where game developers literally live on every single continent, and yet all of our biggest networking and educational events are fundamentally exclusive and mostly designed to make a profit, instead of a difference….
We simply believe, for the good of our industry, this has to change.
As the game designer of the group, I, Larry Charles Jr., was delighted to have a chance to interview Dave Mervik who helped bring Little Nightmares to life and ask him everything we could think of about Narrative Design for video games and his experiences in development.Read More
I worked QA at Telltale games [from September 2014 to April of 2015] during Tales from the Borderlands, Game of Thrones, and Minecraft. I was a regular QA tester [but later became a Lead for the mobile ports], and it was my first job in the industry. I had heard a bit about the working conditions in the games industry but was young and eager to make my start in the industry, particularly a former senior level employee I had met at PAX gave me the singular best bit of advice I received in regards to TTG: "At some point they're going to fuck you. Get what you want out of the job and then get out". I didn't particularly want to believe it at the time as I had just scheduled my interview, but the words would encourage me to take leave of the company after some abuses and mismanagement.Read More
A month after the big news hit, of Telltale games shutting down completely and laying off the staff, we bring you a further look into the real story of what happened there as told by two of Telltale’s former employees. This week we had the honor and opportunity to sit with Emily Grace Buck and Travis Goodwin, and also joining them to round out our discussion was Ema from Game Workers Unite, who helped identify what unionization in games could do to help in situations like these or worse. Emily, started working at Telltale in 2015 and remained there until September 21st, 2018. She was the Design Lead for 4 episodes at Telltale. Travis, worked there in 2014 through spring of 2015 and notably worked on 3 episodes as a QA Lead. They gave us their honest insite and recount of how the cards fell and why…Read More
Gavin Goulden is the Lead Character Artist at Insomniac Games, having recently released Spiderman PS4. Prior to this, he was the Lead Character Artist on Bioshock Infinite, Character Artist on Dead Rising 2, The Bigs 2, Damnation, and contributed to titles like FEAR 2, Dragon Age, and many independent projects.Read More
Glassdoor Confessions is a segment where we look at reviews of a company like, Telltale Games, and read the pro and con of anonymous employees on Glassdoor. We also draw from our own second-hand accounts to try to breakdown and get closer to the reality of what life is like working at the company.Read More
Richard Khoo is a Game Design Director that has been working in the industry for over 15 years. He spent a decade at Blizzard working on titles like Starcraft 2 and was the lead systems designer for Heroes of the Storm.Read More
Learn why I turned my back on AAA to start a podcast focusing on the truth of the game industry.Read More
Intrigued by the idea that George Lucas was a personal fan of his artwork, we had to sit with Kinman to go over how he got so good at concept art.Read More
Eric Valdes is a Sr. Character Artist working at Sony Santa Monica studio on the God of War team. Hear how a love interest’s challenge to become a better man, and pursue his dream lead to an amazing career in character art in the game industry.Read More
Adam Saltsman, also known as Adam Atomic, made the endless runner Canabalt in 2009. His company, Finji, continues to produce and have published several award-winning indie games including 'Canabalt', 'Hundreds', 'Feist', 'Panoramical', and 'Night in the Woods', and are currently hard at work on 'Overland' (2018)Read More
Cecil Kim is a living legend in the concept art world. He tells us about his beginnings at Squaresoft on his first project there, Parasite Eve. Notably he explains how they were able to pull off the stunning 3D environments on the early Playstation games that Squaresoft became famous for.Read More
Lucas Gonzalez sits with us to go over a career of mobile game design after a career of console game design, he tells us how students can accelerate their career climb and what’s most important about being a good designer that can create for any platform.Read More
No school, no problem! Ben Seto takes us through his unique experiences as a self taught artist in the game industry and how he achieved so much success. We then go over finding time to pursue your passions outside of work and running a Kickstarter campaign!Read More
Randy Forsyth gives us his true family and parenting stories as a stay at home professional full time game developer. The Dev Dad himself lays out what you'll expect and need to do in order to function both as an employee and a parent simultaneously from the comfort of your own home.Read More
San Francisco native concept artist Dawn Carlos took the time to break down her career steps and passion for anything drawing and painting which lead to her illustrious career in the entertainment industry.Read More