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08.02.2026
49 Minuten
What happens when a six‑month filler refuses to stay small—and
becomes your studio’s defining bet? For Konrad Kunze of
FusionPlay, it began with a gap on the calendar, a “let’s mash
RPG and fishing” experiment, and a cold DM to Viva La Dirt League
that turned into a full creative partnership—then a publisher
deal with Team17.
In this episode, Konrad traces the unlikely arc from a stopgap
prototype to Nice Day for Fishing: the one decision that tipped a
side project into a four‑year production, the brand
non‑negotiables that kept VLDL’s humor and character DNA honest,
and the approval pipeline that protected momentum across
creators, devs, and publisher. He opens the black box on the
riskiest week of development, the feature they almost cut that
became the game’s heart, and the trade‑offs required to scale
without losing the spark.
You will learn:
How a cold outreach to VLDL evolved into a working model for
creator‑developer collaboration
How Team17’s milestones, QA, and positioning sharpened the
final product without dulling its voice
How community expectations from VLDL’s audience shaped
quests, tone, and onboarding
How to design approval workflows that keep authenticity high
and iteration fast
Why betting on a “tiny” idea—at the right moment—can reset a
studio’s trajector
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Patreon: https://www.patreon.com/cw/behind_the_scenes_show
Steady: https://steady.page/behindthescenes
Hosted on Acast. See acast.com/privacy for more information.
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25.01.2026
1 Stunde 7 Minuten
Please note: This interview episode was recorded
in German.
The entire conversation was recorded in German, preserving the
original tone, humor, and depth of a discussion that thrives on
nuance, personality, and shared history.
In this episode, the host talks with Viola “Vio” Tensil about a
career that never followed a straight path. The guiding hookline
says it all: “Not planned – a career as a perpetual career
switcher.” Together, they explore how Vio’s early life—growing up
between Germany and Indonesia—shaped her openness, curiosity, and
early connection to video games at a time when gaming was far
from mainstream.
The conversation traces her entry into media and her role at GIGA
Games, where she became the first female on-camera
“Netzreporterin.” Vio reflects on the raw, experimental energy of
early 2000s gaming television, the authenticity of live formats,
and the stark contrast between public visibility and the
financial realities behind the scenes.
From there, the episode follows her transition from journalism
and moderation into the German games industry’s event and
conference landscape. What began as stage moderation gradually
evolved into show concepting, directing, and creative
leadership—often by stepping into roles she hadn’t planned for,
but grew into through trust, curiosity, and adaptability.
Vio speaks openly about leaving games journalism behind, choosing
freelancing over fixed roles, and embracing a “skill-tree”
mindset: constantly reallocating strengths as interests and
opportunities shift. The episode closes with a look ahead,
touching on youth media protection, cultural responsibility, and
why staying flexible remains her most important professional
principle.
A candid, reflective conversation about careers, curiosity, and
learning to feel at home in constant change.
--------------------------------------
In dieser Folge spricht Host Andreas mit
Viola „Vio“ Tensil über ihre Karriere, die nie
geradlinig verlaufen ist. Die leitende Hookline bringt es auf den
Punkt: „Nicht geplant – Karriere als Dauerquereinsteigerin.“
Gemeinsam beleuchten sie, wie Vios frühes Aufwachsen zwischen
Deutschland und Indonesien ihre Offenheit, Neugier und den frühen
Zugang zu Videospielen geprägt hat – zu einer Zeit, in der Gaming
in Deutschland noch alles andere als selbstverständlich war.
Das Gespräch zeichnet ihren Einstieg in die Medienwelt nach und
ihre Zeit bei GIGA Games, wo sie als erste
weibliche „Netzreporterin“ vor der Kamera stand. Vio reflektiert
die rohe, experimentelle Energie des Gaming-Fernsehens der frühen
2000er, die Authentizität der Live-Formate und den starken
Kontrast zwischen öffentlicher Sichtbarkeit und den finanziellen
Realitäten hinter den Kulissen.
Von dort aus folgt die Episode ihrem Wechsel vom Journalismus und
der Moderation in die Veranstaltungs- und Konferenzlandschaft der
deutschen Games-Branche. Aus Bühnenmoderationen entwickelten sich
zunehmend Aufgaben in Showkonzeption, Regie und kreativer Leitung
– oft ungeplant, aber getragen von Vertrauen, Neugier und der
Bereitschaft, Verantwortung zu übernehmen.
Vio spricht offen über ihren Abschied vom Spielejournalismus, die
bewusste Entscheidung für das Freelancertum und ein
„Skilltree“-Denken: Fähigkeiten immer wieder neu gewichten, je
nach Interessen und Chancen. Zum Abschluss richtet sich der Blick
nach vorn – auf Jugendmedienschutz, gesellschaftliche
Verantwortung und die Frage, warum Beweglichkeit für sie das
wichtigste berufliche Prinzip bleibt.
Ein offenes, reflektiertes Gespräch über Karrierewege, Neugier
und das Gefühl, sich im Wandel zuhause zu fühlen.
Subscribe for the full, uncut and ad-free episodes!
Patreon: https://www.patreon.com/cw/behind_the_scenes_show
Steady: https://steady.page/behindthescenes
Hosted on Acast. See acast.com/privacy for more information.
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11.01.2026
52 Minuten
What happens when an eight‑figure paper dream collapses—and
becomes your chance to take back control? For Dieter Schöller,
founder of Headup Games, it meant a near‑total stock wipeout, a
buyback of his studio for EUR 500,000, and rebuilding on his own
terms.
In this episode of “behind the scenes,” Dieter traces his arc
from law student and Wolfenstein modder to indie publisher just
as digital distribution upended boxed retail. Early flops forced
a pivot to a flexible, “no‑BS” licensing model—then an unexpected
hit, Bridge Constructor, shot to #1 in 91 countries and spawned
mash‑ups with Portal and The Walking Dead. COVID’s boom brought
an acquisition by Thunderful—and then the bust. Faced with sell,
shut, or buy back, Dieter chose the hard path: protect most jobs,
split publishing and development, and keep empathy and no crunch
at the core.
You will learn:
How Headup’s licensing‑first pivot saved the company after
early failures.
How Bridge Constructor became a global premium hit and landed
the Portal license.
Why a COVID‑era “dream exit” turned into a near‑wipeout—and
what that revealed.
What it takes to buy back your studio and rebuild with clear
focus.
Why mid‑sized indie groups may be the healthiest path between
giants and micro‑studios.
Subscribe for the full, uncut and ad-free episodes!
Patreon: https://www.patreon.com/cw/behind_the_scenes_show
Steady: https://steady.page/behindthescenes
Hosted on Acast. See acast.com/privacy for more information.
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28.12.2025
32 Minuten
What happens when George Lucas picks up your prototype, mashes
the red button, and asks, “Why isn’t the fire button working?”
For Lucasfilm Games veteran David Fox, that moment turned Rescue
on Fractalus! from a principled, nonviolent rescue sim into a
tense, unforgettable classic—complete with one of gaming’s
earliest jump scares.
In this episode of "behindthescenes," David takes us back to the
early 1980s: the scrappy birth of Lucasfilm Games inside the
computer division, a research-first culture under Peter Langston,
and the brute-force ingenuity it took to make fractal landscapes
fly on an Atari 800. Inspired by ILM’s Genesis effect—and
constrained by the fact that Lucasfilm couldn’t actually make
Star Wars games—Fox and team channeled the spirit of the galaxy
far, far away through cockpit design, pacing, and sound.
We dive into the studio visit that changed everything. Lucas’s
two notes—“we need a fire button” and “add tension”—sparked the
iconic twist: sometimes the “pilot” sprinting toward your ship is
an alien that leaps onto your windshield and pounds through
unless you raise shields in time. Hidden until level 8, kept out
of marketing, and barely hinted at in the manual, the scare
landed precisely because secrecy was still possible in a
pre‑Internet world.
Fox also shares the culture and craft behind the scenes: why the
dream of one‑click cross‑compiles on a VAX fell apart, how
prototyping on minicomputers still paid off, and the obsessive,
hand‑tuned optimization needed to hit 6–8 fps over fractal
terrain. Plus the human touches—posing twice for the box art,
wedding ring visible for empathy—and the winding release path
through Atari, Epyx, and multiple platforms, with the Atari 800
remaining the definitive version.
This is a compact masterclass in design under constraint:
sharpening intention, privileging play over philosophy, and
letting a single mechanic reframe your entire loop.
In this episode, you will learn:
How George Lucas’s “fire button” and “add tension” notes
reshaped Rescue on Fractalus! and birthed an early, legendary
jump scare
Why Lucasfilm Games couldn’t ship Star Wars titles—and how
Rescue still captured the feel through cockpit POV, pacing, and
sound
The fractal pipeline: from ILM’s Genesis effect to rendering
terrain on Atari hardware via ruthless, hand‑rolled optimizations
The secrecy playbook: level gating and zero marketing
spoilers—and why that surprise would be nearly impossible today
The research-first roots of Lucasfilm Games, Atari’s $1M
kickstart, and what survived of the VAX prototyping dream
The release odyssey (Atari 5200, Epyx disks, C64/Apple II/PC)
and why the Atari 800 version still feels best
Practical design lessons: constraints as catalysts, play over
principle, and tension as the glue that elevates every system
If you care about how sharp constraints, fearless iteration, and
one perfectly timed creative note can turn a good idea into a
classic, this conversation is for you.
Subscribe for the full, uncut and ad-free episodes!
Patreon: https://www.patreon.com/cw/behind_the_scenes_show
Steady: https://steady.page/behindthescenes
Hosted on Acast. See acast.com/privacy for more information.
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15.12.2025
1 Stunde 17 Minuten
Special Episode: Live from the German Developer Award
2025 in Cologne
Please note: This special episode is recorded in German.
Gordon and Andreas attended the German Developer Award
2025 in Cologne and take you straight to the heart of
one of the most important events in the German games industry.
In this special episode, you’re there from the very beginning:
when the show kicks off, when the atmosphere of the venue
unfolds, when the catering is explored (very important!) — and
most importantly, when the two hosts dive into the crowd after
the ceremony to talk directly with the award winners.
Featured interviews include:
Anna, whose team
FemDevsMeetup received the Jury
Special Award
Zwi from Toukana Interactive,
winners of Best Studio
Paintbucket Games with The Darkest Files,
awarded Best Game Beyond Entertainment and
Best Game Design
David from Neoludic Games,
whose debut title Tiny Bookshop was a major success, winning
Best German Game, Best Indie
Game, and Best Graphics
Marie from Happy Broccoli
Games, awarded Best Audio Design
In addition, Gordon and Andreas managed to grab host
Lynne Glaner for a short Behind the Scenes conversation,
while Benedikt from Ubisoft shared insights into
the upcoming German Developer Award Foundation.
All in all, it was an entertaining evening filled with familiar
faces and a lively award show that left nothing to be desired. In
the final segment, Gordon and Andreas reflect on the night once
more — the day after the event.
----------------------------------------
Special Episode: Live vom Deutschen Entwicklerpreis 2025
in Köln
Gordon und Andreas waren für euch live bei der Verleihung des
Deutschen Entwicklerpreises 2025 in Köln dabei
und berichten direkt von der Show und ihren Gewinnerinnen und
Gewinnern.
Im Podcast seid ihr von Anfang an mit dabei:
wenn die Show startet, wenn über Atmosphäre, Publikum und
natürlich das Catering gesprochen wird (sehr
wichtig!) – und vor allem dann, wenn sich die beiden Hosts nach
der Preisverleihung ins Getümmel stürzen und die Ausgezeichneten
direkt vor Ort interviewen.
Mit dabei sind unter anderem:
Anna, die mit ihrem Team
FemDevsMeetup den Sonderpreis der
Jury gewonnen hat
Zwi von Toukana Interactive,
ausgezeichnet als Bestes Studio
Paintbucket Games mit The Darkest Files,
Gewinner in den Kategorien Bestes Game Beyond
Entertainment und Bestes Gamedesign
David von Neoludic Games, die
mit ihrem Erstling Tiny Bookshop gleich mehrfach überzeugen
konnten und die Preise für Bestes Deutsches
Spiel, Bestes Indie Game und
Beste Grafik gewonnen haben
Marie von Happy Broccoli
Games, ausgezeichnet für das Beste
Audiodesign
Außerdem konnten Gordon und Andreas noch Moderatorin
Lynne Glaner für ein kurzes Behind the Scenes-Gespräch
gewinnen, und Benedikt von Ubisoft verriet
spannende Neuigkeiten zur kommenden Stiftung des
Deutschen Entwicklerpreises.
Alles in allem war es ein kurzweiliger Abend mit vielen bekannten
Gesichtern und einer launigen Award-Show, die keine Wünsche
offenließ. Im Fazit lassen Gordon und Andreas am Tag danach den
Abend noch einmal Revue passieren.
Subscribe for the full, uncut and ad-free episodes!
Patreon: https://www.patreon.com/cw/behind_the_scenes_show
Steady: https://steady.page/behindthescenes
Hosted on Acast. See acast.com/privacy for more information.
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Über diesen Podcast
"Behind the Scenes" is exploring the creative journeys of
entertainment's top minds. Our podcast features authentic
conversations with industry leaders, highlighting pivotal career
moments and insights. Tune in for inspiring stories that uncover
the art and challenges of creative development across the
entertainment industry.
Hosted on Acast. See acast.com/privacy for more information.
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