Up Up Down Down show

Up Up Down Down

Summary: The podcast about what's wrong and right in the games industry. App developers Allen Pike and Nigel Brooke host an interesting guest each week. Chaos ensues.

Join Now to Subscribe to this Podcast
  • Visit Website
  • RSS
  • Artist: Allen Pike and Nigel Brooke
  • Copyright: © Steamclock Software

Podcasts:

 47. You Suck at Micro | File Type: audio/mpeg | Duration: 1:04:27

Soren Johnson joins us to discuss making strategy games. We discuss his new game Offworld Trading Company, touch on his work on the Civilization series, and the challenges of balance. Afterward, we express our early bewilderment at Overwatch.

 46. Goofy as Heck | File Type: audio/mpeg | Duration: 1:21:16

Serenity Caldwell joins us to talk Apple TV.

 45. How the Hell to Make Firewatch | File Type: audio/mpeg | Duration: 1:17:27

Campo Santo's Nels Anderson joins us to discuss making narrative games, and in particular, Campo Santo's new hit game Firewatch. Waving the spoilers flag high, we dig in to what makes Firewatch tick, the crazy world of branching narrative, tricky aspects of making the game, flapjacks, and the horrors of first-person character models. Afterward, we talk about weird bugs, The Witness, and 1988.

 44. You're Buying a Child | File Type: audio/mpeg | Duration: 1:10:36

Chris Bourassa, Creative Director of Red Hook Games, joins us to talk about their hit new game Darkest Dungeon. We talk fairness, difficulty, early access, and corpses. Then we dig in to Chris' art direction, including the look and feel of the characters, and the tools and processes he uses to create the game's distinctive art. Afterward, we talk about some of the games we've been playing, stealth, and magic whales.

 43. What the Heck? | File Type: audio/mpeg | Duration: 1:08:38

Tiff Arment joins us to discuss the ups and downs of survival games. We dig in to stark and frozen landscape of The Long Dark, the dark whimsy of Don't Starve, and Minecraft's role in kickstarting the whole genre. Afterwards, we discuss Prison Architect, the hardest difficulty in The Last of Us, Goat Simulator, and podcast microphones.

 42. Flood Their Cities With Poop Water | File Type: audio/mpeg | Duration: 1:00:53

Karoliina Korppoo, Lead Designer on Cities Skylines, joins us to discuss simulation games. We discuss the challenges of simulations, making traffic work, cruise ships on land, how to focus on fun, and poop water. Afterwards, we discuss the new expansion After Dark, Diablo, and the glory of single-player games.

 41. Let Me Pick Three Colors | File Type: audio/mpeg | Duration: 1:01:47

Firewatch's 3D Artist Jane Ng joins us to disuss 3D art in indie games. We talk about some of the remarkable ways Campo Santo has made Firewatch look beautiful and distinctive. We discuss procedural sky generation, stylistic fog systems, and general challenges with making art for games with small teams. Afterwards, we talk Dragon Age Inquisition, Mario Maker, and avoiding playing Destiny.

 40. The Les Miserables Barricade | File Type: audio/mpeg | Duration: 1:34:39

We're back for Season 2! Game designer Bobby Ross joins us to talk level design. We talk about the process of designing levels, lighting technology in 3D games, how to create balaced PvP, invisible walls, and other challenges of level design. Afterwards, we talk about what we liked at PAX.

 39. Strumming the Strum Button | File Type: audio/mpeg | Duration: 1:24:24

Isometric's Steve Lubitz joins us to talk rhythm games. We start with the strange origins of rhythm games on the PlayStation in the 1990s and the craze of DDR. We dig in to the rise of plastic instruments, the joy of getting good at Rock Band, and the Great Plastic Crash of 2009. We touch on dance and karaoke games, and finish on what it takes for 3D to impress John Carmack.

 38. The Bullet Spongiest Bullet Sponge | File Type: audio/mpeg | Duration: 1:19:52

Michael 'Rands' Lopp joins us to talk Destiny. We briefly discuss its budget and profitability before digging in to the question of why, despite its problems, it's a fun game. We dissect the Crucible PvP mode, matchmaking, the story or lack thereof, leveling, and bullet sponges. Afterwards, we fail at going off topic and talk about the expansion, raiding, voice acting, and the surprisingly clever UI.

 37. Early Access Without Any Access | File Type: audio/mpeg | Duration: 1:24:34

John Walker, co-director and editor of Rock, Paper, Shotgun, joins us to discuss the state of PC gaming. We talk Early Access, Kickstarter, preorders, and the many pitfalls therein. We dig in to the profitability of PC ports, dismiss various kinds of football, dissect the longevity of old-school games, and try to guess the fate of Oculus. Afterward, we discuss terrible Early Access games, terrible hilarious games, and Allen's latest terrible game idea.

 36. Scintillating Amazon Javelins of the Whale | File Type: audio/mpeg | Duration: 1:02:53

Noel Berry, developer of the upcoming procedural platformer Skytorn, joins us to discuss procedural content in games. We talk about Skytorn and how its levels are built, and discuss many other indie games with procedural levels, from Minecraft to Don't Starve. We dig in to what kinds of games generated content works for and what kinds it doesn't, and how to model Paris with only a few hundred artists.

 35. We're Made of Bells and Whistles | File Type: audio/mpeg | Duration: 1:08:05

Maya Kramer, indie game marketing extraordinaire, joins us to talk PR and marketing. We discuss conferences and expos, getting the word out about indie games, the story of Towerfall, and how games filter up from the noise to journalists and platforms like PSN. Afterwards, we talk PSN outages, getting killed by dragons, and dystopian nudity.

 34. Watching someone else play Minecraft | File Type: audio/mpeg | Duration: 1:22:47
 33. Being a Good Citizen on the Platform | File Type: audio/mpeg | Duration: 1:07:24

Matt Comi of Big Bucket joins us to discuss developing games on Apple platforms. We talk about Matt and Neven Mrgan's new game Space Age, porting games written for iOS and the Mac, Swift and Objective-C as languages for game development, and building the game engine and level editor for Space Age. Afterwards, we talk about a couple of the recent game industry travesties.

Comments

Login or signup comment.