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The AIAS Game Maker's Notebook

Academy of Interactive Arts & Sciences

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A series of in-depth conversations between video game makers on the business and craft of interactive entertainment, exploring the core tenants of D.I.C.E. (Design. Innovate. Communicate. Entertain.)
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show series
 
We're joined by Adam Robinson-Yu (A Short Hike) to discuss Ninpek, the third game in the UFO 50 collection. “It’s ninja time! Run and jump to reach the end of the world.” Next week: Paint Chase, with guest co-host Carolyn Petit
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This episode is supported by Xsolla Xbox's Jun Shen Chia chats with Kris Antoni, Founder of Toge Productions. Together they discuss the history of Toge including the release and reception of their hit indie game, Coffee Talk; what's next for the studio; the burgeoning development scene in Southeast Asia; and how Toge is working with studios in the …
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We're joined by Frank Lantz, Jack Schlesinger, and John Axon to discuss Bug Hunter, the second game in the UFO 50 collection. “The moon quarry has a bug problem and you’ve been hired to fix it.” Next week: Ninpek
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This episode is supported by Xsolla Alexa Ray Corriea chats with Alison Lührs, Narrative Director on Bungie's Destiny 2. Together they discuss her approach to writing for fantasy in the Dungeons & Dragons universe and now sci-fi for Destiny 2; the unique aspects of writing for live service games; how to start projects effectively; and how theater a…
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This episode is supported by Xsolla Trent Kusters chats with indie gaming business guru, Dan Adelman. Together they discuss his time at Xbox and Nintendo helping to start their digital content marketplaces; transitioning to working independently with game developers to help them launch and market their games; how he decides which developers and pro…
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This episode is supported by Xsolla Austin Wintory chats with longtime Valve composer and music designer, Mike Morasky. Together they discuss how he started his career outside of music in the visual effects industry working on film series such as The Matrix and The Lord of the Rings; how he found himself pursuing music and then joining Valve; and h…
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This episode is supported by Xsolla Trent Kusters chats with Tynan Sylvester, creator of RimWorld and author of Designing Games: A Guide to Engineering Experiences. Together they discuss his ideas around development concepts and processes; how crystalizing those ideas in book form led to the creation of RimWorld; his ideas around core systems and h…
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This episode is supported by Xsolla Trent Kusters chats with brothers and co-founders of SFB Games, Adam & Tom Vian. Together they discuss how they began creating games in the early days of Flash and Newgrounds; transitioning to console development and working with Nintendo on the multi D.I.C.E. Award winning Snipperclips; the inspirations and deve…
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We’re joined by our own Sarah Elmaleh, who is currently leading the SAG-AFTRA video-game actors’ strike as Chair of the union's Interactive Negotiating Committee. In this rare topical emergency episode, we discuss the urgency of securing basic protections for performers in the age of so-called “generative A.I.,” the power of collective action, and …
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In this 3rd and final installment of our latest deep-dive miniseries, the crew continue to discuss “yahtzee roguelike” Slice & Dice, a host favorite that has made our GOTY list for two years running. We're joined once again by series guest co-host Darius Kazemi. This episode, we ask Slice & Dice developer tann six (6) questions about the game. We a…
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This episode is supported by Xsolla Greg Rice chats with Aggro Crab developers Nick Kaman and Caelan Pollock about their recently released undersea soulslike, Another Crab's Treasure. Together they discuss how the team got started as a game design club in college; their first commercial project in Going Under; the early ideas that led to Another Cr…
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This episode is supported by Xsolla Greg Rice chats with David Hellman, Nico Recabarren, and Nick Suttner of Furniture & Mattress, about their debut title as a studio, Arranger: A Role-Puzzling Adventure. Together they discuss how the team got together; the ground rules they established for the puzzle designs; decisions around scope; and how they b…
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This episode is supported by: Xsolla Adam Orth chats with Matt Wood and Micah Breitweiser from Double Dagger Studio about their first tile as a studio, Little Kitty, Big City. Together they discuss how Little Kitty, Big City began as a teaching opportunity for Matt's children; the iterative nature of development and having malleable design pillars;…
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Trent Kusters chats with Xalavier Nelson Jr., the studio head, writer, and creative director of titles such as El Paso Elsewhere, Space Warlord Orgran Trading Simulator, Clickolding, and the upcoming I Am Your Beast. Together they discuss Xalavier's ideas around sustainable game development such as the importance of prioritizing shipping projects o…
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Alexa Ray Corriea chats with Max and Nick Folkman. Nick is a writer at Insomniac Games and Max a writer at Riot Games who together also host the Script Lock podcast where they chat to fellow game writers. Together they discuss their ideas around writing for games; what it takes to get into the games industry; how to write for live service games ver…
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Alexa Ray Corriea chats with writers Christal Rose Hazelton and Jaclyn Seto. Together they discuss the process and nuance of creating characters; the differences between creating for traditional narrative titles versus live service games; the importance of having a diverse group of voices in the writer's room; what it's like to work with a large de…
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Doug and Zach talk to prolific game maker sylvie (love game), together with guest co-host Raigan Burns (Metanet Software). We talk about sylvie's design process, freeware games, subverting traditional orthodoxies around gamefeel, sylvie's influences, and more. Show Notes: sylvie's website Catalog of sylvie's games sylvie's blog posts sylvie's post …
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Trent Kusters chats with Billy Basso about his solo-developed debut title, Animal Well. Together they discuss how the ideas and development of Animal Well first began; how he was able to work as a solo developer and the tools he created to help him along the way; how he went about designs the game's countless puzzles and animals; when he recognized…
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