Dev Game Club

  • Autor: Vários
  • Narrador: Vários
  • Editora: Podcast
  • Duração: 630:19:16
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Informações:

Sinopse

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.

Episódios

  • DGC Ep 438: Gone Home Bonus Interview with Karla Zimonja

    23/07/2025 Duração: 01h33min

    Welcome to Dev Game Club, where this week we revisit our series on Gone Home and walking simulators with an interview with Karla Zimonja. We talk about Karla's early career before transitioning to talking about Minerva's Den and get a lot of great gems from the development of Gone Home. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 01:02 Interview 1:21:00 Break 1:21:30 Outro Issues covered: early life and education, stop motion animation and puppetry, Squigglevision, no usual paths into games, transitioning to 3D animation, getting on the content mill, getting in, repetition and burnout, doing tons of research and visual design, picking the soundtrack and working on voice, a small team covering a lot of stuff, putting together clipped out letters, covering all the bases for graphic design/props/and more, digital hoarding, moving to Portland, having a great production, making the bros cry, getting onto Steam, critical acclaim g

  • DGC Ep 437: Spelunky (part three)

    16/07/2025 Duração: 01h25min

    Welcome to Dev Game Club, where this week we complete our series on 2D indie platformer-ish things with our final episode on Spelunky. Tim talks a little bit about Derek Yu's book, the rigor and how the game just plays different, as well as Brett dipping into spoiler territory for Tim's benefit, before we turn to takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To Ice Mines (Tim) Podcast breakdown: 00:00:47 Game discussion 59:05 Break 59:45 Takeaways Issues covered: the opening song, music in later levels and its fitness, applying movement mechanics to different challenges, procedural metrics, fall distances, hanging vs standing in one state, getting into the mental state of what your equipment is, not panicking, playing with a heart monitor, living in present vs future, the specialness of the daily challenge, reps and exercise, fighting games and muscle memory, consistency of the rules, using ropes to drop from your hei

  • DGC Ep 436: Spelunky (part two)

    09/07/2025 Duração: 01h10min

    Welcome to Dev Game Club, where this week we continue our series on Spelunky, part of a larger series on independent games. Tim uses the B word about the game, and we talk about the rigor with which one approaches the game, as well as some best practices for play, among other topics and listener mail. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played:  Into the Jungle (Tim) Issues covered: relative lack of text but narrative, blending between levels, the Tunnel Man, the gold key and the chest, triggering the golden path, bouncing off the game originally, practice and rigor, in the learning/knowledge phase, a platformer Tim would play, embracing the process, how you spend the time and how to learn, learning from deathly mistakes, Always Be Carrying, looking down, the brilliance of breaking the platformer mold, "this could be the run," the patterns of Spelunky, learning to play Chess, remembering in chunks, slipping into flow and stayi

  • DGC Ep 435: Spelunky (part one)

    02/07/2025 Duração: 01h11min

    Welcome to Dev Game Club, where this week we continue our major series on various indie games, now looking at some 2D action games with Spelunky. We talk very briefly about its director and then Tim marvels over a dynamic level design that nonetheless feels just right. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Into the Jungle (Tim) Issues covered: walking over the sands, a little history of the game, a legendary game, precise platforming, procedural and dynamic, how the level generation works, rules-based generation, eschewing precise level design, not being able to know the level, having many verbs, having to learn the skills, the wind-up of the whip, a game where you have to be focused, not seeing an obstacle due to focusing, focus meditation, the Spelunky daily challenge, similarities to theater, taking a risk with design, not knowing what other players will do, opponents dictating skill ceilings, matchmaking as the balan

  • DGC Ep 434: Cave Story (part two)

    25/06/2025 Duração: 01h03min

    Welcome to Dev Game Club, where this week we finish our series on 2004 indie classic Cave Story. We talk a lot about difficulty, a bit about story, and also just what a miracle a game like this is from one person. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished (Brett), to dragons (Tim) Issues covered: killing baby dragons, the boss rush, being exhausted beating your head against the wall, drinking a potion maybe too early, what is easy when you play a game every day, the hardcore game underneath, the punishing weapon system, depth of weapon strategy, bad patterns, save points as a balancing mechanism, the charm offensive, story depth and characters, motivating the player, having the music stop to introduce a character, the jetpack weapon, finding the map really late, keys that aren't keys, a HUD on top of level information, parallax, designing for player scalability, macro difficulty and player choice, linearity, having

  • DGC Ep 433: Cave Story (part one)

    18/06/2025 Duração: 01h15min

    Welcome to Dev Game Club, where this week we start a new game in our series on independent games with 2004's Cave Story. We briefly set the game in its time, talk a little about its developer, and then talk about the game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A couple of hours Issues covered: freeware vs democratized indie dev and publishing, Japanese independent development, an indie darling, likely antecedents, 2004 in review, the end of a cycle, standing out in a stacked year, sticking it out, breaking through onto Nintendo platforms, early independent success on the Switch platform, influences and what's in the mix, weapon leveling, more story than expected, characters and dialog, more adventure, having a mess of villagers, setting up mysteries, merging lots of elements into their story and interactions, a spike at the end, adding puzzle-y elements, keys and keys that are not keys, threads of characters and r

  • DGC Ep 432: The Stanley Parable/Walking Simulators (part three)

    11/06/2025 Duração: 01h09min

    Welcome to Dev Game Club, where this week we complete our series within a series on walking simulators, this time with The Stanley Parable. We talk about the multiple paths, the humor, the zany meta of it all, and then turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: All of The Stanley Parable Issues covered: preconceptions, focusing on different things, a good capper, a career of meta, goals for different walking simulators, recognizing the player, having the opportunity to ignore the narrator, talking about the broom closet, following directions, some of the Ultra Deluxe, the jump button, the skip button, not making something so new that it's unrecognizable but making it fresh, interactive theater and cinema, always going the opposite direction from the way the designer wants you to go, the structures which bind our lives, constraints generating interesting experiences, extreme focus and constraints, the im

  • DGC Ep 431: Dear Esther/Walking Simulators (part two)

    04/06/2025 Duração: 01h10min

    Welcome to Dev Game Club, where this week we continue our series on walking simulators with 2012's Dear Esther, played here in a 2017 "Landmark Edition" but based on a 2007 Source mod for Half-Life 2. We of course set the game in its time, spend a fair amount of time on randomness and meaning, and open the cellar door. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The whole shebang Issues covered: walking simulators, 2012 in games, a little history of The Chinese Room (the company), a little digression on The Chinese Room (the thought experiment), influences, developing in the mod community, the role of randomness, discovering the randomness, justifying the randomness, mod communities replaying games, not discussing games as you play them, writers having the same space to play, 30 seconds of depressing poetry, "cellar door," a quality of lovely phonemes, the facts we know and the things we might interpret, a dreamy narrative spa

  • DGC Ep 430: Gone Home/Walking Simulators (part one)

    28/05/2025 Duração: 01h17min

    Welcome to Dev Game Club, where this week we start a new series of explorations on the walking simulator, beginning with Gone Home. We set the game in its time, talk about possible real world experiences, and dive into its restraint and storytelling. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: All of Gone Home Issues covered: walking simulator coverage, the wave of indies and another wave, career changes, Fullbright's early history, leaving the big industry, the value of focus, location-based entertainments and shows, focusing on one thing, having constraints vs not, setting your own constraints, the spooky atmosphere but having restraint, imposing expectations from video games, visiting a previously unknown house, the Ouija board, a literal red hair-ing, stripping out all the video game-isms for interactivity, few mechanics, simple systems and using their few mechanics and verbs, experience-forward, Brett quizzes Tim, narrati

  • DGC Ep 429: Fez (part four)

    21/05/2025 Duração: 01h21min

    Welcome to Dev Game Club, where this week we complete our series on Fez. We talk about getting to New Game +, some favorite puzzles or mechanics, and then turn to our takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished the game! (once) Issues covered: Tim's audio quality, community event, mind blowing, needing a certain number of cubes, a discussion of QR codes, every QR code a Fez puzzle, not being sure you should follow a QR code, stepping through the 32-cube door, metaphysical reflections, stepping back through bit depth, meme sunglasses, seeing how the world is built, debug tools, keeping a secret, independence and control of marketing and secrets, time pivots and traversing quickly, glowing gates and time of day, the low gravity space, Fez notes, Brett tries to talk around figuring out how to translate the language, talking yourself into being on the right track but not being, the lore in the world, subverting

  • Discord Game Club Ep 8

    07/05/2025 Duração: 01h44min

    Tim had some unscheduled travel come up this week and so we were unable to work around that and instead reach into the Discord Game Club interview archive. This time around, BioStats and Calamity Nolan interview Michael Betts, a member of the Discord who is also a developer and who played his studio’s game Tower Song in this past January’s charity stream event. We expect to return to finish off Fez next week. Twitch Discord DevGameClub@gmail.com

  • DGC Ep 428: Fez (part three)

    30/04/2025 Duração: 01h09min

    Welcome to Dev Game Club, where this week we continue our series on 2012's Fez, looking at coming back to a puzzle game and perception in its many forms, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More cubes! Issues covered: video game development ephemera, coming back to a puzzle game, not enjoying the map but maybe you should be, a text adventure map, secret doors, retraining your brain, key ordering, not knowing if you should walk away from puzzles, developing trust with the game, being motivated to solve every puzzle, when do you walk away, planning for the player to get stuck, adventure game slop, getting stuck in a more linear game, putting in scaled difficulty, getting to a point where you're stuck everywhere, different types of puzzling in the game, the steps of a particular puzzle, a meta discussion, a game about perspectives where the activity is manipulating perspectives, being proud of being in

  • DGC Ep 427: Interstate '76 Interview with Sean Vesce and Zack Norman

    23/04/2025 Duração: 01h14min

    Welcome to Dev Game Club, where this week we return with a bonus interview for our series on Interstate '76. We talk about shipping the game's predecessor, pulling together, and making something new. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 1:15 Interview 1:05:22 Break 1:06:00 Outro Issues covered: introducing the guests, having fun making games, great manuals, marrying video games and Hollywood, having more video game applicable experience than you realize, having to right the ship well into development, preordering a game you ended up working on, living in the office, getting enough memory to run the games, opening up space for something new, superheroics and glue, "high polygon counts," muscle cars with guns, being ahead of the curve, sims being in the blood, engine development, come back with your tenth idea, a 28-year scoop on engine work, "I can do that," optimizing and making things up as you go along, making a gam

  • DGC Ep 426: Fez (part two)

    16/04/2025 Duração: 01h14min

    Welcome to Dev Game Club, where this week we continue our series on Fez. We talk about its platforming and how it fits to taste, game style, and rule escalation. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: More cubes! Issues covered: platforming feelings and taste, inspirations and how they play out here, additional move set, floaty physics, a mental game with mostly generous platforming, a game that takes place in your head rather than in your fingers, seeking high highs, sloppiness and guiding the player, no longer seeing the whole world but only the tells, the pleasure of figuring things out, checking out the achievements, how many people get everything, the craft of the game, wanting to feel capable, finding a solution that was not the intended solution, dominated by the puzzle side, those moments where you give a big "no way," extending a simple idea and iterating on it for a fleshed-out game, iterating ideas, a chain of

  • DGC Ep 425: Fez (part one)

    09/04/2025 Duração: 01h14min

    Welcome to Dev Game Club, where this week we begin a new series of series on the independent games of the last couple of decades, starting with 2012's Fez. We set the game in its time, talk a bit about its precedents and the landscape of independent games in the middle of that console generation. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Single-digit cubes Issues covered: our real plan or lack thereof, early games, the indie revolution, the influences back and forth, the pressure of the space we're in, a highly visible indie, games from that year, sequels vs the different stuff in the indies, democratization of the market, the console cycle, always online fiasco, getting on the Steam store, opening console store fronts to independents, limitations, the broadband market and bandwidth costs, the publicity on the store, low cost of goods, continuing power of retail, a two dimensional puzzle game in a three dimensional world, c

  • DGC Ep 424: Interstate '76 (part three)

    02/04/2025 Duração: 01h14min

    Welcome to Dev Game Club, where this week we sadly conclude our series on Interstate '76. Poor Tim could not really play the game at all, so we're going to have to let this one go, but we'll still talk about a few things. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to Mission 10 (B) Issues covered: Tim being unable to get the game running, other cultural objects disappearing, physics implementation details from an implementer!, PC compatibility testing, running down bugs even today, flight stick vs controller, acceleration and turning, independent throttle, analog triggers on modern controllers, easy difficulty, getting a lot out of a few cars, making cars seem smarter, lack of uncanny valley, feeling a whole story in a mission, level design vs mission design, repetitive missions in other games, rewarding you with movies, impersonating a President, committing to a stylistic identity, standing out from the crowd, leveraging

  • DGC Ep 423: Interstate '76 (part two)

    19/03/2025 Duração: 01h06min

    Welcome to Dev Game Club, where this week we continue our series on 1997's Interstate '76. We talk about physics again, mission design, input, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played:  Roughly six missions (B), technical difficulties (T) Issues covered: end of mission two sitting duck and acting, many controller bindings, driving an automatic, mapping onto the character's body instead of the car, the hardware abstraction layer and Direct X, enumerating devices and buttons, IBM PC light grey numpads, mechanical keyboards, the nostalgia of two hands on the keyboard, extra peripherals, simulating the character vs the car, the car as the crosshairs, getting stuff off the battlefield, upgrades, managing weight, racing missions, the potential of weight impacting the simulation, a game that's not well-preserved, weird configuration and axes, mission design, following the guy you're racing, broken physics world, c

  • DGC Ep 422: Interstate '76 (part one)

    12/03/2025 Duração: 01h05min

    Welcome to Dev Game Club, where this week we begin a new series on 1997's Interstate '76. We set the game a bit in its time, talk about Activision (almost as an afterthought), and then start getting into the characters and the vibe, of which there is much. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Early mission or two Issues covered: a game time forgot, playing a sim game genre, a unique take on the sim genre plus car combat, prepping the sim elements vs the actual play, other games from that year, taking a formula and doing something different with it, modern exploitation-inspired games, exploitation cinema, grindhouse, other potential influences and inspirations, why you pick sparse environments, breakable cacti, a huge variety of games, low-cost film-making and democratization, vigilantes, a bland corporation, text adventures, a business and not a game company, seeing the impact of acquisition or mergers, character introd

  • DGC Ep 421: Outcast (part four)

    05/03/2025 Duração: 01h21min

    Welcome to Dev Game Club, where this week we complete our series on 1999's Outcast. We talk a bit about the end of the game, the challenge of plate-spinning, gadgets we missed out on for much of the game, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Finished (Brett)... some more (Tim) Podcast breakdown: 00:47 Discussion 54:07 Break 54:36 Takeaways/Mailbag Issues covered: getting captured and losing your stuff, getting some ammo from your subquests, some of the other weapons, the silenced sniper tranquilizer, not fulfilling stealth, a difficult puzzle in the tree world, the deep sound puzzle of the forest world, getting one key from a complicated puzzle and then a physics puzzle, doing what you think is right for your goals, modest budgets vs today's indie and AAA, the lower development cost and the challenge of readability, making big hard decisions to collapse away a problem, market size, the delusion of ship

  • Discord Game Club Ep 7

    26/02/2025 Duração: 01h27min

    With Tim's power out for multiple days, we again lean on the Discord community for an episode. This time around, BioStats and Calamity Nolan interview LostLake86, one of the Discord's mods, a highly experienced Minecraft player and a streamer. We expect to return to finish off Outcast next week. Twitch: timlongojr Discord DevGameClub@gmail.com

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