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Game Development Podcasts

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Designer Notes

Idle Thumbs

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Why do we make games? Every designer has a different and very personal answer to that question. Soren Johnson, founder of Mohawk Games, sits down with noted designers to find out by examining their careers as a whole.
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The Debug Log

thedebuglog.com

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Welcome to The Debug Log, a podcast about game development. Hosts Andrew, Obinna, and Ryan are all professional game developers. From games for health care to AAA mobile games, these guys have experienced it all and have the scars to prove it. That being said, this is not your typical developer podcast. The Debug Log balances in-depth discussions and interviews with a casual and wry sense of humor. Aiming to be both entertaining and informative, the show targets developers of all skill level ...
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Game Dev Unchained

Game Dev Unchained

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Our podcast breaks the mold of don't ask don't tell about the video game industry. We give everyone the real inside look at what its like to be a professional game developer, Every week we'll interview pro and indie developers, we'll talk jobs, studios, salaries and of course crunch horror stories. Tune in! Hosted by Brandon Pham
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Game Dev Advice: The Game Developer's Podcast

The HP Video Game Podcast Network - John JP Podlasek

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+30 year game industry veteran John "JP" Podlasek interviews game designers, programmers, producers, artists, arcade owners, writers, CEOs and others about game development. Experienced or aspiring game developers alike will find useful, thought-provoking, and sometimes funny advice from others in the game industry. Find info at gamedevadvice.com and subscribe now!
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In Think Like a Game Designer, award-winning designer and Stone Blade Entertainment CEO Justin Gary speaks with world-class game designers and creative experts from various industries. Each episode deconstructs the creative process, offering insights into the art of game design and the broader cultural, technological, and business influences shaping a myriad of creative mediums. Join us for actionable advice and unique perspectives that will enrich your understanding of what it means to be c ...
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Coffee with Butterscotch is the hilarity-filled official podcast of award-winning video game studio Butterscotch Shenanigans, best known for its smash hit Crashlands. Grab a drink and tune in every week to learn how video games are made and sold, our take on building a small company from scratch, and how to be an unstoppable problem-solving machine. Got a question you want answered on the podcast? Ask us at https://podcast.bscotch.net
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An intimate conversation with the creators of some of the world's most remarkable games, hosted by comedian and life-long gamer Adam Conover. This season I will talk with the developers of Portal, Assassin's Creed, Hyper Light Drifter and many more about what it’s like to make video games for a living, how they come up with their ideas, and their first memory of the medium.
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BACKSTORY

Alex Roberts

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BACKSTORY is an ongoing series of interviews with game designers and other notable members of the role-playing community, hosted by Alex Roberts. This show is all about the person behind the work: how did they get into gaming? Why did they start designing? What are they most excited about for the future? Alex loves getting to know people, and you'll love coming along for the ride.
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On the Zachtronics podcast we go behind the scenes of how indie games are made and interview independent game developers, asking them the questions that only another independent game developer would know to ask.
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This show's mission is to share the stories and views of people from a wide range of background experiences and experience levels, to help show a rich view of what's involved in making games (AAA, indies, game jammers, hobbyists, and more!), various sides of the game industry, and today's game communities and events. Intro and outro music is by Danny Baranowsky, used with permission.
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Design Doc

Hannah Shaffer and Evan Rowland

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Come along with Hannah and Evan in a living documentation of the game design process, from the first spark of an idea, to every disastrous surprise. It’s not an instruction manual, but a travel guide, with lots of unexpected stops along the way.
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Designer Notes

Idle Thumbs

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Why do we make games? Every designer has a different and very personal answer to that question. Soren Johnson, founder of Mohawk Games, sits down with noted designers to find out by examining their careers as a whole.
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The Level Design Lobby, breaks down game and level design techniques, showing how they are used within games, as well as how we can improve upon them. It also shares reading material to its audience, while providing interviews with industry professionals. Please Subscribe ---- Twitter: https://twitter.com/Maxpears Website: http://www.maxpears.com/
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The Level Design Lobby, breaks down game and level design techniques, showing how they are used within games, as well as how we can improve upon them. It also shares reading material to its audience, while providing interviews with industry professionals. Please Subscribe ---- Twitter: https://twitter.com/Maxpears Website: http://www.maxpears.com/
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An intimate conversation with the creators of some of the world's most remarkable games, hosted by comedian and life-long gamer Adam Conover. This season I will talk with the developers of Portal, Assassin's Creed, Hyper Light Drifter and many more about what it’s like to make video games for a living, how they come up with their ideas, and their first memory of the medium.
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The podcast that focuses on Indie games and indie game developers. I spend every week talking about some great indie games out there and also talking to some great indie developers and about their stories about how they became game developers.
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The Game Development show for indie developers, Inside Indie Games’ explores what it is that inspires and motivates games developers make the games they do. Our community of independent games developers are among the brightest and best in UK games dev talent and, on this show, we're tapping into their expertise and experience, to find out how you can build your own successful games company. Learn from the experts what challenges, successes and opportunities are typical for independent games ...
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Someone Should Make This

Daanish Syed Matt Pierson Jeff Larkin

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They do the hard part of coming up with great video game ideas, so someone can make it. Daanish, Matt, Jeff, and Dan are veteran game developers with dozens of shipped games and decades of industry experience between them. Each week, they will conceive of, develop, and scrutinize the very best game ideas. New Episodes Every Tuesday. [email protected] @MakeThisPod Disclaimer: Dan Weiland and Matt Pierson are employees of Warner Brothers Entertainment Group ("WBE"), Daanis ...
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Bruno Dias, Pedro Falcão and Gus Lanzetta are writers that work with video games and they wanna talk about them. This is a podcast about playing and making video games in Brazil, bringing a different point of view and cultural baggage to the international conversation about games. Also there's so much food talk, man.
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All My Ideas Are Bad

Sythana Winterthorn & Orion Canning

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This podcast explores Storygame & Indie RPG design. We record 5 hours of gameplay & interview, both with the game developer, and then boil it down to a little over 30 minutes, presented in an wavplay format with sound effects and music. Best with headphones.
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Game Overtime

Ben and James

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Two hapless employees in a game studio are tasked by their boss to create a game based on a very vague concept every two weeks. They're given one hour to talk out different concepts, eventually deciding on something they can showcase to their boss at the end of the session.
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In this episode, we discuss cuts, cuts, and more cuts. Cutting features is a critical part of shaping a game. Before launch, when you’re free from player expectations, you can step back and think about what’s working and what’s just in the way. It’s all part of iterating toward something better. Support Crashlands 2! Official Website: https://www.b…
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Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond ente…
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Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond ente…
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Austin Wintory chats with Lorien Testard, the composer for Sandfall Interactive's debut hit RPG, Clair Obscur: Expedition 33. Together they discuss his background in music theory and how he connected with Sandfall; working with singer Alice Duport-Percier to create the vocal pieces; creating a soundtrack with diverse sounds that keeps a unified vis…
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Ellie Dix sits down with Sydney Engelstein to unpack what makes a game pitch succeed — and fail. Sydney shares some of the worst pitches she’s witnessed, what separates a great pitch from a weak one (regardless of the game itself), and how designers can present themselves with confidence. They also explore whether physical prototypes are always nec…
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Ellie Dix sits down with Sydney Engelstein to unpack what makes a game pitch succeed — and fail. Sydney shares some of the worst pitches she’s witnessed, what separates a great pitch from a weak one (regardless of the game itself), and how designers can present themselves with confidence. They also explore whether physical prototypes are always nec…
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In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss being hired as the first developer at Ubisoft Montreal, the similarities between improv theater and game design, and why he wants to…
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In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss being hired as the first developer at Ubisoft Montreal, the similarities between improv theater and game design, and why he wants to…
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This week, we talk about game updates, publishing pain points, and shifting expectations. For a small indie, launching a game feels like a wild experiment. But with a bigger team, it’s a high-stakes balancing act, with company costs and momentum on the line. Still, with every launch, if you play your cards right, you just might hit the jackpot. Sup…
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Even after years of working together, there are times where we just can’t agree. The work grinds to a halt, and we end up frustrated and confused. When there’s a breakdown in collaboration, how do you diagnose what went wrong, repair the rift, and move forward together? Links: Join the Turtlebun Discord: https://discord.gg/XD4WVDjvbz⁠⁠⁠⁠ Support ou…
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Recorded at Metatopia 2024 Presented by Jason Pitre Law, like game design, is fundamentally about guiding human behavior. If you don't want people to resolve their problems with axes, you create a rule saying axe-murder is not acceptable or find a way to prevent people from having axes. In this panel, we will discuss how games treat law, governance…
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Trent Kusters chats with CEO and Co-Founder of Shiro Games, Nicolas Cannasse. Together they discuss his career in games including co-founding two succesful indie studios with his prior work at Dead Cells developer Motion Twin; creating his own programming language called Haxe; his work as a game director on titles such as Evoland, Northgard, and Wa…
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In this episode of Game Dev Advice, writer and comedian Mike Drucker shares his journey across the worlds of television, video games, and comedy. Starting as an assistant and researcher at Saturday Night Live, Mike moved into game localization at Nintendo—where he even played basketball with Reggie Fils-Aimé—before joining The Tonight Show Starring…
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In this episode, we discuss the Crashlands 2 Update and the visibility tax. Marketing sounds easy: cut a trailer, toss up a post, and call it a day. But it’s more like lining up dominoes; the trailer, localized assets, subtitles, blog posts, platform timings all have to be stacked just right. Miss the timing and it all topples over. It’s not exactl…
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About Derek Sivers Derek Sivers has worn many hats, musician, entrepreneur, author, and philosopher, but his work maintains a single throughline: a relentless pursuit of living deliberately. He first found success by founding CD Baby, an indie music platform that revolutionized digital distribution before he sold it for over $20 million and donated…
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Trent Kusters chats with Julian Gollop, founder and game designer at Snapshot Games. Together they discuss his legendary journey designing games from the creation of the original XCOM: UFO Defense to his studio's latest release, Chip 'n Clawz vs. the Brainioids; how to use constraint as a key design pillar; having the courage to remove features for…
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Host Ellie Dix sits down with Danielle Reynolds to dive deep into the art of pitching tabletop games. Danielle shares what draws her to the process, the essential skills designers need, and how to approach pitch decks (and their alternatives). They also discuss common prep mistakes and get to know Danielle beyond the pitch. Whether you’re new to pi…
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Host Ellie Dix sits down with Danielle Reynolds to dive deep into the art of pitching tabletop games. Danielle shares what draws her to the process, the essential skills designers need, and how to approach pitch decks (and their alternatives). They also discuss common prep mistakes and get to know Danielle beyond the pitch. Whether you’re new to pi…
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This week, we talk about Crashlands 2 patch 1.2, the Switch 2, and the Bscotch universe. Some game worlds begin with lore, maps, and timelines. Others emerge backwards, stitched together from mechanics, vibes, and the weird joy of making things work. Where gameplay leads, the universe follows. Support Crashlands 2! Official Website: https://www.bsc…
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In the early stages of a game's design, it's hard to even know what questions to answer. We've hit a turning point with Escape from Wonderland where we can see the shape of the game taking form. Big, abstract questions are getting small and specific. Now that the game has real structure, what comes next? Links: Join the Turtlebun Discord:⁠⁠⁠ https:…
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Mixing it up for June but still have new recommendations for all you to check out and learn from. Sign up to Newletter: https://bit.ly/4eNPm8X ------------------------------------------------ Resources ------------------------------------------------ Designing Dagger Heart - https://youtu.be/T6TKIOozDTo?si=3Tp5nsUkxNRCySmb Company Layoffs: https://…
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Mixing it up for June but still have new recommendations for all you to check out and learn from. Sign up to Newletter: https://bit.ly/4eNPm8X ------------------------------------------------ Resources ------------------------------------------------ Designing Dagger Heart - https://youtu.be/T6TKIOozDTo?si=3Tp5nsUkxNRCySmb Company Layoffs: https://…
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*This episode contains heavy spoilers for Clair Obscur: Expedition 33 Alexa Ray Corriea chats with Jennifer Svedberg-Yen, the lead writer on Sandfall Interactive's debut hit, Clair Obscur: Expedition 33. Together they discuss how she went from a career in finance and investments to her first job in games; how the world and characters evolved throug…
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Dominic Crapuchettes is the founder of North Star Games and the designer of massive hits like Wits & Wagers, Say Anything, and the Evolution series—games that have sold over 4.5 million copies. In this episode, Dominic opens up about the rise and fall of North Star, from building a 30-person team and landing six SKUs at Target, to watching the comp…
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A different style fo design but one still so interesting for us to check out learn more about. I am joined by Spencer and Rowan as we talk about how they crafted both the mechanics and narrative for DaggerHeart. --------------------------- DaggerHeart --------------------------- Pick up the game now - daggerheart.com --------------------------- Con…
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A different style fo design but one still so interesting for us to check out learn more about. I am joined by Spencer and Rowan as we talk about how they crafted both the mechanics and narrative for DaggerHeart. --------------------------- DaggerHeart --------------------------- Pick up the game now - daggerheart.com --------------------------- Con…
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In this episode, we discuss game libraries, game mods, and the point. Doing this podcast every week doesn’t come anywhere close to paying the bills, but that’s not why we do it. A studio isn’t a content machine chasing dollars; it’s a bunch of people passionate about making cool stuff! It’s good to have that reminder every once in a while. Support …
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In this episode, we are joined by Randy Lubin, a well known game designer who has had experience in RPGs, Tabletop gaming, and Mega games. We will dive into the complexities of Mega games as well as what it means to develop games with big world thinking, such as political themes - bringing real world problems to the world of gaming.…
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In this episode, we are joined by Randy Lubin, a well known game designer who has had experience in RPGs, Tabletop gaming, and Mega games. We will dive into the complexities of Mega games as well as what it means to develop games with big world thinking, such as political themes - bringing real world problems to the world of gaming.…
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Trent Kusters chats with Prokop Jirsa, Lead Designer on Kingdom Come: Deliverance II, the hit historical RPG by Warhorse Studios. Together they discuss the key pillars of the Kingdom Come series that influence the decisions they make around narrative and design; their focus on emergent gameplay and how that informs their philosophy on quest structu…
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This week, we talk about studio hats, game dev tools, and learning new languages. Wearing multiple hats isn’t just a metaphor—it’s the daily reality of a small studio. When roles shift and responsibilities blur, the real challenge is keeping things aligned without dropping the whole juggling act. Support Crashlands 2! Official Website: https://www.…
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After you’ve made the rules, you need to decide how you’re going to tell them. The right rule in the wrong order can make all the difference! In this unscripted episode, we share our initial thoughts about how we want our next rulebook to start, how to include immersive writing without sacrificing clarity, and (for some reason) reminisce about spoo…
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Today, Ellie Dix and Dave Neale dive into the complexity of forming publisher relationships, as well as choosing the correct publisher. Taking a perspective from both experienced designers and beginner designers, creating a roadmap for finding and establishing these relationships based on many of the past experiences they both have encountered.…
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Today, Ellie Dix and Dave Neale dive into the complexity of forming publisher relationships, as well as choosing the correct publisher. Taking a perspective from both experienced designers and beginner designers, creating a roadmap for finding and establishing these relationships based on many of the past experiences they both have encountered.…
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Alexa Ray Corriea chats with writers Dani Dee and Zaire Lanier about their work on Compulsion Games latest action-adventure, South of Midnight. Together they discuss how they began their careers in writing and what led them to Compulsion Games; how the team stayed authentic to the folklore of the American Deep South; the process of writing the main…
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In this episode, we discuss generated faces, internet noise, and brotherly dynamics. A strong sibling bond doesn’t mean zero conflict. It means noticing drift before you’re miles apart and trusting each other enough to realign. There’s no such thing as flawless communication, so you learn to navigate the friction with a mix of clarity, respect, and…
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CHECK OUT SHADOWS OVER SOLIS TODAY ON GAMEFOUND 5 Quick Lessons About Crowdfinding * Crowdfunding has changed: You need to bring your own audience and community. Success now requires months of preparation, including playtesting, reviews, and pre-launch marketing. * De-risk your campaign: Validate your product ahead of time (e.g., with digital play)…
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Dirk Knemeyer and David Heron look back on TGRT’s most recent topics, along with taking time to dive into many of the conversations brought up by Ellie Dix in BtC. Sharing thoughts about co-design and comparing the communities in tabletop and digital design, which Ellie has brought up with past guests. The two also look back on some of the bigger i…
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Dirk Knemeyer and David Heron look back on TGRT’s most recent topics, along with taking time to dive into many of the conversations brought up by Ellie Dix in BtC. Sharing thoughts about co-design and comparing the communities in tabletop and digital design, which Ellie has brought up with past guests. The two also look back on some of the bigger i…
  continue reading
 
Alexa Ray Corriea chats with actor Jennifer English, best known for her iconic roles in games like Elden Ring, Baldur's Gate III, and Sandfall Interactive's debut smash hit, Clair Obscur: Expedition 33. Together they discuss her prior career in classical theater as well as her previous work in games leading up to playing Maelle in Expedition 33; wo…
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This episode was a great to for me, as I was joined by the lovely Stuart Maine. A Veteran Designer who has been working on games for generations! We explore his thoughts on designing through times, different projects, and leadership. Join the Mailing List: https://bit.ly/4gYaJ9d ---------------------------- Pre-Orde Stu's Book ---------------------…
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This episode was a great to for me, as I was joined by the lovely Stuart Maine. A Veteran Designer who has been working on games for generations! We explore his thoughts on designing through times, different projects, and leadership. Join the Mailing List: https://bit.ly/4gYaJ9d ---------------------------- Pre-Orde Stu's Book ---------------------…
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This week, we talk about patch 1.2, Steam Deck verification, and code comments. Writing code is one thing; leaving behind notes future you can understand is a whole other game. Whether it's chaos in the comments or silence in the source, every line is a choice between clarity and future confusion. Support Crashlands 2! Official Website: https://www…
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Story endings are hard! The epilogue of a game not only has to logically wrap up the story and tie up any loose ends—it’s also the moment to reflect on how your character has grown over many sessions, and a moment for you as the player to feel like the time spent playing was worthwhile. In this episode, we talk about what makes roleplaying game epi…
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