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.

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  • Artist: Allen Pike and Nigel Brooke
  • Copyright: © Steamclock Software

Podcasts:

 32. Perfect Combination of Quality and Quantity | File Type: audio/mpeg | Duration: 1:21:48

This week Federico Viticci joins us to talk digital distribution. We discuss about Nintendo's attempts to court indie developers compared to Sony and Microsoft's, the programs that make cross-plaftorm development plausible for indies, the various digital download platforms both on the consoles and the App Store, curation on the App Store and Steam, the effects of discounting on games.

 31. I Want to Kinda Annoy People | File Type: audio/mpeg | Duration: 53:52

Desert Golfing's Justin Smith joins us from an alien spaceship to discuss reward in games, or a lack thereof. We talk about the world's reception to his game Desert Golfing, and game design tools like high scores, story progression, leveling up, and sparkles. We also touch on Justin's games No Brakes Valet and Enviro-Bear 2000, and the inherent reward you get from watching an indie developer you love succeed.

 30. Talking About Caragors | File Type: audio/mpeg | Duration: 1:06:55

Isometric's Georgia Dow joins us to discuss good and bad enemy AI. After an important word on Gamergate, we dig in to the sophisticated AI of Pac-Man. We go in depth on Shadows of Mordor and its Nemesis System, and the AI in various other games, stealth and otherwise. Allen complains about bad RPG AI, Nigel tells us a tale of bad car AI, and Georgia gives us some very crucial information about pandas.

 29. Shakespeares Were Five Acts | File Type: audio/mpeg | Duration: 1:22:28

Ryan Payton, in the midst of shipping Episode 3 of the critically acclaimed République, joins us to discuss episodic games. We start with a diversion into the challenge of supporting slower and older devices, then talk Season's Passes, approaches to releasing game episodes, Telltale Games, and then go more in depth on République. Afterward, we talk about Destiny, Shadows of Mordor, console sales numbers, and buy some games on PSN.

 28. 400,000 Boar-killing Bots | File Type: audio/mpeg | Duration: 1:18:24

Kristen Bornemann, Development Director of the critically acclaimed MMO Guild Wars 2, joins us to talk scaling MMOs and other games. We talk about smooth and rocky launches, the death of 'realms', and Guild Wars 2's novel business model. We also discuss hackers, shipping bi-weekly updates, and Blizzard's Titan. We finish on a dark and stormy note.

 27. A Tiny Game That You Can Play Forever | File Type: audio/mpeg | Duration: 1:14:26

Asher Vollmer, creator of Threes and Close Castles, joins us to talk puzzle games. We discuss the process of designing developing Threes, and what goes in to making a great little puzzle game. We then talk about the whimsical minimalism that works so well in indie games, and how to bring them to life. We talk about difficulty, complexity, and how to tune games. We touch on the effects of free to play on puzzle games, and how it makes us feel weird. Afterwards, we talk Wii U games, Divinity: Original Sin, trying to get our RPG fix, and Manwiches.

 26. Final_Final_REAL_FINAL_v5.wav | File Type: audio/mpeg | Duration: 1:11:47

Matthew Marteinsson, audio designer at Klei Entertainment, joins us to discuss sound design in games. We talk about the various techniques Matt used in Klei's recent game Don't Stave, from bees to gobblers. We discuss recording sound effects, what makes great sound design, what makes bad sound design, and some of what makes voice acting a pain. We also touch on Destiny, and get a little epic.

 25. So Unreal is Just Amazing | File Type: audio/mpeg | Duration: 1:32:21

Martiancraft's Jeff LaMarche joins us to discuss 3D game engines. We discuss the core features of a game engine, what Unity brings to the table, and why it has become so popular for indie games like Martiancraft's Republic Sniper. Then we dig in to Unreal, Jeff's team's switch to it from Unity, and what makes it so wonderfully fantastic.

 24. Walking with a Voiceover | File Type: audio/mpeg | Duration: 1:14:10

Daniel Cook of Spry Fox joins us to discuss content-focused and system-focused game design. We talk about the rise of narrative games like Gone Home and Journey, and contrast them to system-centric games that offer deeper gameplay, at the expense of greater risk to game developers. We talk about how these forces have affected Spry Fox's games, and dig in to their latest, Road Not Taken.

 23. How Not to Doom Yourself | File Type: audio/mpeg | Duration: 1:06:39

Curtis Lassam joins us to discuss the great failures in video games. We kick things off with Jurassic Park: Trespasser, then learn about Curtis' Three Rules to Not Doom Yourself. We follow the rocky career of Tim Schafer, then Nigel tells us all about Daikatana. Afterwards, we bat around a bad idea for a video game, and talk couch co-op games.

 22. Games Are Things Made By People | File Type: audio/mpeg | Duration: 1:09:41

Adam 'Atomic' Saltsman joins us to discuss collaboration and sustanability in the world of indie games. We talk about Adam's new venture Finji Games, and collaborating with fans, from early access to Earliest Access. We fondly remember Canabalt, remember that critical hits aren't always commercial hits, and discuss how contracting fills the gaps between projects. We finish by discussing the intense competitive pressure in the indie market, and the daunting task of building a 3D game.

 21. A Complete Tub of Crap | File Type: audio/mpeg | Duration: 1:38:41

Guy English returns to discuss 3D graphics APIs, so hold on to your butts. We start with the origins of the GPU, and recount the evolution of graphics APIs. We dig in to what a modern GPU actually does, and then discuss Apple's new graphics API, Metal. Guy and Nigel reminisce about just how horrible programming for the PlayStation 2 was, we talk latency, and finally Guy explores his relationship with Riddler trophies.

 20. That's Not My Shepard | File Type: audio/mpeg | Duration: 1:30:50

Brianna Wu and Amanda Warner of Giant Spacekat Games join us to talk about narrative in games. We talk about our favourite storylines, developmentof Giant Spacekat's imminent game Revolution 60, Unreal Engine, hand-crafted animations, and the Spacekats' plans for a sequel.

 19. They Shipped It Anyway | File Type: audio/mpeg | Duration: 1:05:04

Philippe Casgrain of NSNorth and formerly of Transgaming joins us to discuss porting games. We discuss the technologies behind virtualizing games on the Mac, ports gone bad, and the effects of consoles on the PC versions of games. Then, we talk a bit about Wii U games and Hearthstone.

 18. There Are No Rules | File Type: audio/mpeg | Duration: 59:19

Toca Boca's Amanda Rösler joins us to discuss making great games for kids. We talk about why Toca Boca's apps are more like toys than they are games, games for kids on the App Store, and the pitfalls of making games for kids. Later, we talk about co-op games we're looking forward to playing.

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