Podcaster
Episoden
08.11.2025
1 Stunde 5 Minuten
Joe Houston who worked on Demon Souls Remake joins me to review
the GTA of indie games Hollow Knight:Silksong!!
I did an interview with him a number of years ago, which you can
find here. https://youtu.be/skAWid5zYfg
#silksong #hollowknight #hollowknightsilksong
TIMESTAMPS
00:00 - Intro
00:40 - Silksong Overview
01:30 - Silksong’s Difficulty/The Purpose Of Difficulty In Games
07:10 - Runbacks
10:54 - Bosses Of Silksong
13:40 - Progression Doesnt Help With The Difficulty
16:20 - Top Moments In The Game/Story
19:50 - Best Areas In Silksong
22:45 - Demon Souls & Dishonored Shaping Joe’s Views On
Silksong
26:37 - Why Demon Souls Remake Didnt Have An Easy Mode/Silksong
Nerfs
29:10 - Team Cherry Sticking To It’s Vision/Serving Core Players
31:30 - Silksong Is Too Long/Length In Games
35:12 - Replayability
37:45 - Bosses That You Die on The Most
39:37 - Will Silksong Win GOTY/GOTY Nominees
44:05 - Specificity Of Silksong
45:09 - Tastes In Games Change As You Get Older
48:18 - Distribution Model Of Games
50:00 - Team Cherry’s Intentions/Devs Get Bored While Developing
Games
52:00 - Playtesters On Games
56:00 - Team Cherry Won’t Make An Easy Mode/Achievements Provide
Data To Devs
58:30 - WHATS MORE IMPORTANT TO DEVS - PLAY TIME OR SALES?
1:00:20 - Vertical Slices/Why A Games Quality Can Be All Over The
Place
1:02:40 - Closing Comments/Silksong DLC
Mehr
25.10.2025
1 Stunde 9 Minuten
In this engaging conversation, Filip Coulianos, co-founder of
Keepsake Games, discusses his journey in game development, the
influence of Half-Life 2 on his career, and the creative
processes behind his latest project, Jump Space. He shares
insights on addressing motion sickness in games, the importance
of marketing for indie developers, and the evolving landscape of
the gaming industry. The discussion also touches on the impact of
working with Josef Fares and the lessons learned from successful
titles like It Takes Two.
#jumpspace #ittakestwo #fpsgames
TIMESTAMPS
00:00 - Intro
00:42 - Half-Life 2 Is The Citizen Kane Of Video Games
01:52 - Becoming A Video Game Designer
03:34 - How Half-Life 2 Influenced Jump Space
06:00 - FPS Evolution/Animation Is Key To A Good FPS Camera
09:10 - Motion Sickness In FPS Games
14:30 - Moving Between First Person & Third Person In Jump
Space
17:30 - Camera Techniques/It Takes Two Camera
19:19 - It Takes Two Devs Studied Super Mario 64 & Odyssey To
Make The Game
23:20 - The Making Of It Takes Two
28:22 - Working With Josef Fares
36:30 - Why Filip Left Hazelight/Having The Idea Of Jump Space
Since 2012
41:43 - Jump Space’s Popularity/Daniel Kaplan’s
Importance/Marketing
48:00 - Jump Space’s Early Access Release Was Threatened By
Silksong And GTA 6
51:09 - Jump Space’s Release Date
52:00 - The Cost Of Game Development/Why So Many Game Studios
Close
57:38 - Where The Term AAA Came From/Some Games Will Survive The
Game Studio Apocalypse
59:37 - Studios Need To Sell 10 Million Units To Break Even On
$100 Million Budget
1:02:10 - Sweden Game Industry/Filip Was Determined To Succeed In
The Game Industry
1:05:15 - Will Jump Space Be Relased On Switch 2/PS5?
1:08:17 - Where To Follow Keepsake Games & Jump Space
Mehr
#195 - Joshua Jay Interview On Fallout 4, 76, Starfield, Gears Of War, Todd Howard & Creation Engine
04.10.2025
1 Stunde 18 Minuten
Joshua Jay was a former world artist at Bethesda who worked on
Fallout 4, 76 & Starfield, prior to that he was a world
artist on the Gears Of War trilogy.
Josh built a living saloon set in the style of Fallout 76 here!
Check it out
https://www.youtube.com/watch?v=C7gBi3_lyag&t=167s
#fallout #starfield #gearsofwar
JOSHUAS ARTWORK CAN BE FOUND HERE
https://www.joshuajayart.com/
https://www.artstation.com/joshua_jay_art
TIMESTAMPS
00:00 - Intro
00:38 - Lord Of The Rings/Kurt Kuhlmann
04:18 - Building A Fallout 76 Saloon
13:43 - Todd Howard/Early Work On Fallout 4
17:51 - Fallout 4’s Colour Palette
19:00 - Josh’s Work On Fallout 4’s World Art
21:38 - Josh’s Gears Of War 3 Art Was Inspired By Fallout 3
22:30 - Epic Games Base Their Games On Licensing/Bethesda Vs Epic
Culture
25:10 - Unreal Engine Vs Creation Engine
28:20 - Problems Developing Fallout 76
33:25 - Why Fallout 76 Wasnt Delayed/Starfield Was Delayed Due To
F076
35:18 - Josh & Kiwi Butcher Shigeru Miyamoto’s Quote
37:00 - Game Development Costs/Fallout 5
38:45 - What Josh Wants To See In Fallout 5
40:15 - Fallout TV Show Being 5 Seasons/TV Shows With Filler
42:50 - Video Games With Filler/Alien Isolation
45:15 - Video Games Should Be Shorter/Elder Scrolls VI/Rockstar
Games
48:30 - Josh Got Burned Out On Gears Of War/Josh Avoided
Starfield For As Long As Possible
52:40 - Working On Starfield
53:30 - Q+A - How Bethesda Seamlessly Transition From Different
Biomes In Their Games
58:09 - Q+A - Were There Talks For Smaller Galaxies In Starfield
In Pre-Production
59:25 - Game Devs Not Having Time To Play Games/Josh Doesnt Play
Many Games These Days
1:01:42 - Josh Loves Shadow Of Mordor & War
1:02:10 - Q+A - How Was Josh’s Day Organised In A Pie Chart At
Epic & Bethesda
1:04:45 - Pros & Cons Of Big & Small Studios/Star Wars
Games
1:07:32 - Josh Loves & Hates The Industry/Story Of Soldiers
In Afghanistan
1:11:24 - Josh Tells A Touching Story Of A Fallout Fan Who Died
1:16:41 - Outro
Mehr
17.08.2025
1 Stunde 1 Minute
GOG is a digital distribution platform with a mission to preserve
video games. I spoke with 3 employees Piotr(Senior PR), Marcin
(Senior Business Developer) and Adam(Technical Producer). #gog
#gamepreservation #pcgaming
SOCIAL MEDIA WEBSITE - https://www.gog.com/en/ X - @GOGcom
NOTE: Unfortunately the guys had some technical and internet
issues, so we needed to use Google Meet to record this so the
audio quality and even the video feed arent up to my usual
standard, this is also why the layout is different to my usual
format. Apologies for this, the guys are keen to do another one
at some point, so if you would like that then like this post.
timestamps
00:00 - Intro
00:50 - FFVII Is The Best Game Ever/Why Final Fantasy Isnt On GOG
Yet
03:29 - Japanese Publishers Are Coming Around To No DRM In Games
08:50 - Why No DRM Is Important/Games Are Aging Slowly
11:10 - Making GOG Viable For Publishers From A Cost Perspective
16:34 - Working Around The Rights/Japanese Rights Are Very
Complicated
21:05 - GOG Preservation Program
27:05 - GOG Has A Small Amount Of QA People/GOG’s Internal Tools
31:48 - Simplying The Tools To Preserve Games
32:58 - GOG’s Thoughts On AI
36:01 - Working With Sony Was A Milestone/Japanese Publisher GOG
Wants To Get
38:20 - Offline Launchers
40:20 - People Approaching GOG With Rights To Games/System Shock
2
43:29 - Gamers Care More About Gameplay Than Graphics Now
49:57 - Q+A - What Has Enabled GOG To Give Away Free Games On
Twitch/Amazon Prime
52:34 - Q+A - Recreating Box Art & Manuals For Old Games
55:55 - Q+A - Will GOG Collaborate With Stop Killing Games
Initiative
58:30 - Working With Politicians In The EU
59:10 - Most Important Lesson Piotr Learned From His Late
Uncle(THIS IS FUNNY ASF LOL)
1:00:46 - Closing Comments
Mehr
27.07.2025
1 Stunde 12 Minuten
David O'Reilly is a former game developer who is best known for
his work at Rockstar on GTA, RDR2 and GTA VI, yes you read that
right he worked on GTA VI up until 2023 when he left the video
game industry.
He now has a Youtube channel where he reviews environmental art
in games.
David's Youtube Channel - https://www.youtube.com/@Game-World-Art
#rockstargames #gta6 #rdr2
TIMESTAMPS
00:00 - Intro
01:30 - Having Imposter Syndrome Working At Rockstar
04:30 - Having A Good Manager
06:05 - Doing Caves For GTA V
08:29 - Doing Environmental Easter Eggs In Rockstar Games
10:11 - Rockstar Devs Dont Even Know Whats In Their Games At
Release
12:53 - David’s Art On GTA VI/The Tech Process At Rockstar
15:01 - David Will Be Going Into GTA VI As A Fan
16:13 - David Hopes His Name Is In The Credits Of GTA VI
17:34 - Character & Environmental Artists Dont Work
Together/Trevor Motion Capture Sequence
18:42 - Problems With Art In Ubisoft Games
20:59 - The Houser Brothers
23:11 - Why David Left Rockstar/Burnout
27:00 - Telling People You Worked On GTA
29:00 - David’s Youtube Channel
33:00 - How David Decides What Games To Play On Youtube
35:15 - Sending Devs To U.S. To Use For Reference Footage
39:15 - Different Leads For Each Rockstar Game/Changes In
Development Processes
40:40 - Art Is Becoming More Specialized
42:30 - Benefits And Drawbacks Of AI On Art/Chat GPT
47:12 - GTA 7/GTA VI Trailer
49:00 - Difference Between Movie Trailers And Game Trailers
51:00 - How Rockstar Make Game Trailers/Reaction Internally To
Trailers
53:15 - Assassins Creed/There Is More Potential For Games
57:30 - Q+A - How Great Does Your Portfolio Have To Be To Get
Hired At Rockstar
1:00:31 - Why David Doesnt Have His Rockstar Art On Artstation
1:03:20 - David Wont Return To The Games Industry
1:04:46 - Q+A - What Is The Most Challenging Part Of Making
Environments
1:06:53 - Q+A - How Much Freedom Are You Allowed On The Games
1:10:07 - Closing Comments/David’s Youtube Channel
Mehr
Über diesen Podcast
Podcast with various Video Game developers as well as other
people involved in entertainment such as TV/Film
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