Behind The Games

The Behind The Games podcast

QA Isn’t Playing Games – Behind The Games chat with Jonah Davidson

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QA isn’t (just) about playing the game. It’s a key game dev job from start to finish. This episode we’ve got Jonah Davidson, a QA Engineer with Finji. We talk about what a QA Engineer actual does from the very early stages of the game design process, through development and post release. Jonah also gives us some thoughts on community. Thanks, Jonah!

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Leading From The Front – Behind The Games chat with Chris Schmidt of Infinity Ward

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As Game Director at Infinity Ward’s new Austin studio, Chris builds on his vast AAA game creator and leadership experience at Bioware, where we first met Chris years ago. We talk about what a Game Director does, what games and design principles inspire him, how useful and less useful feedback comes across, and what’s on his shelves. Thanks, Chris!

Stay connected by subscribing on YouTube and your favorite podcast feed so you don’t miss the next interview. Enjoy!

Boston Indie Scene – Behind The Games chat with Kate Olguin

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We talk about Kate’s EDU experience at Worcester Polytechnic Institute, her experience building the indie game Call of Karen, her work sponsoring and organizing the Boston indie game dev scene, and her current game design role at Other Ocean Interactive working on games like Project Winter. Thanks Kate!

Stay connected by subscribing on YouTube and your favorite podcast feed so you don’t miss the next interview. Enjoy!

From EDU to Studio – Behind The Games chat with Will Winn Games

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We talk to Brian Winn and Will Jeffery, co-founders, on the journey from MSU to founding a studio. Plunder Panic, their early access game on Steam started as an Michigan State University Games for Entertainment and Learning Lab showcase project and spun out into a new studio designed to connect the MSU programs and students to commercial projects. Thanks Brian and Will!

Stay connected by subscribing on YouTube and your favorite podcast feed so you don’t miss the next interview. Enjoy!

The People Are The Studio – Behind The Games chat with Hector Padilla of IO Interactive

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Many game studios are having a moment right now where they need scale, and to learn to be better, more professional companies. IO Interactive has this figured out with leaders like Hector Padilla, a people manager at IO Interactive. IOI is the game studio that makes the Hitman series and soon a new 007 game. Hector focuses on making teams work together while developing all these great games. We talk here about and inside view of IO Interactive and Hitman, how to run a studio like a mature company, how to connect teams and people, and a little about the future of gaming. Thanks Hector and IOI!

Stay connected by subscribing on YouTube and your favorite podcast feed so you don’t miss the next interview. Enjoy!

Making V Rising – Behind The Games chat with Jeremy Fielding of Stunlock Studios

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I’ve been playing the hell out of V Rising, the new early access vampire survival game from Stunlock Studios. Sema and I needed to hear the story behind this game so I reached out to Jeremy Fielding, the excellent community manager for Stunlock. We chat about the game, the origin story of Stunlock and history with their other hits like Battlerite, how Jeremy got involved, and a bit of what’s next. Thanks Jeremy and Stunlock!

Stay connected by subscribing on YouTube and your favorite podcast feed so you don’t miss the next interview. Enjoy!

Every Game Needs PR – Behind The Games chat with O’Dell Harmon Jr.

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We’ve been talking to a lot of game devs and studios lately and I’ve been surprised at how many of even the smallest or solo developers are partnered up with a PR company. Sema and I don’t know all that much about what goes on there so I called up O’Dell, who I met at PAX. O’Dell Harmon Jr. is from Stride PR, a PR company that focuses on video game developers. We talk about all of what goes on with PR and how it ends up being really useful for studios of any size, and we get to hear about O’Dell himself and how he ended up doing what he does. Thanks O’Dell and Stride PR!

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Total Mayhem – Behind The Games chat with Lucia de Visser

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Lucia and her team at Total Mayhem Games are bold enough to make the game they want to make and it’s awesome. Their game, We Were Here Forever, bucks the trends in game design and is a success for it. We chat Lucia de Visser, the Co-founder and Managing Director, about the studio origin story, making the right game design choices, and running a studio the right way. Thanks Lucia and Total Mayhem Games!

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Sound Design For Far Cry – Interview with Eduardo Vaisman of Ubisoft Toronto

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How far would you go to make the game you are working on sound good? We interview Eduard Vaisman, the Bafta Nominated Audio Director for Far Cry at Ubisoft to find out. We talked to him about his wilderness trip seeking sounds, how the sound design was done for Far Cry 6, the difference between sound design for movies and games, and what Eduardo personally was able to bring to the story and themes of the game. This was a really fun interview to do and we hope you like it!

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The Day We Fought Space! – Interview with Tursiops Truncatus Studios

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There’s a new side scrolling shoot-em-up game releasing on iOS today called The Day We Fought Space!, and Sema and I got a chance to talk to the game creators this week.

Catherine Kimport and Susan Schaffer are the core of Tursiops Truncatus Studios and we chat about their inspiration, their tools and process, and some advice for others looking to make a game. Enjoy!

Stay connected by subscribing on YouTube and your favorite podcast feed so you don’t miss the next interview. Enjoy!