Episode 16: Street Fighter V

Street Fighter V launched last month – prematurely. Despite its lack of features and overall rocky release, how is the game? Is it an improvement over Street Fighter IV? Is it properly balanced with good comeback mechanics? Does it have any problems (aside from the obvious)? We’ll discuss all of this and more with fighting game tournament pro Stone Nguyen.


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(Music from this week’s episode is from Street Fighter V.)

Episode 15: Comeback Mechanics

We’ve all seen competitive games where it seems like is all hope is lost for one side… right before making an exciting comeback! What is it about the games themselves that allow for these comebacks? Can comeback mechanics be too powerful? We’ll discuss all that and more with Andrew Roznovsky.

Also, we’ve (finally) launched our Facebook page! Be sure to head on over there and “like” it for discussions, news, and other great info.


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(Music from this week’s episode is from Marvel vs. Capcom 3 and Heroes of the Storm.)

Episode 14: Wrack (Part 2)

In the second and final part in our series on Wrack, we discuss the design side of it with Hani Makron. We discuss various design choices including weapon roles, introduction of elements, and level length.

Did we get everything right, blow it completely, or somewhere in between?! Give it a listen and find out!


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Episode 13: Wrack (Part 1)

With our first game Wrack celebrating its one year anniversary, we’re taking a couple of days to have some candid discussion about the game. Did the game work? Did we accomplish what we set out to do from a game design standpoint, in part 1 of this series, we begin the discussion.

We start by talking with Wrack‘s lead artist Remco Ernst. We talk about taking the game to conventions, how the art style can complete the game’s design, and even touch on our upcoming game (probably entirely too much)!


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Episode 12: Sequels

Video game sequels: Do they exist just so companies can cash in on a successful game, or do they offer things the original couldn’t? The truth lies somewhere between the two, but the benefits of sequels is this week’s topic.

We discuss the topic with the host of The Gamer Bros. podcast Shane Dyel, and talk about sequels to Call of Duty, Borderlands, and BioShock, as well as the state of pre-orders, the changing gaming industry, and other interesting topics!


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Episode 11: Tension (feat. Heroes of the Storm)

We know how important tension is in movies (which is why spoilers are a thing!), but what about in games? Does every game need to have tense moments… can they be too tense?!

We discuss the importance of tension in video games with friend of the show Andrew Roznovsky using Heroes of the Storm as a prime example. We talk about how designers can create (and ruin!) tension as well as some of our favorite tense moments from the gaming world.


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Episode 10: Arena Shooters (Part 3)

In the final part in this series on arena shooters, we talk about what may be the future of arena shooters – Doom! We got to play the multiplayer alpha of the new Doom at QuakeCon 2015. Is it fun? Is it balanced? Does it innovate the genre? Does it ruin the genre?!

We discuss all of this and more in a round table discussion at QuakeCon 2015 in Dallas, TX. It’s a conversation with Doom community members ClonedPickle, Patience, Hani Makron, Felicrux, Conflagrated, Xaser… and even a passerby named Derek!


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Episode 9: Action RPGs

What is it that makes action RPGs like Diablo and Borderlands so fun? How do RPG elements enhance the action, rather than bog it down? This week we’re taking a look at some games that got it right, and how they got it right.

We talk with Super Duper Garrett Cooper who’s developing of the upcoming action RPG Black Ice. We discuss his experience designing an action RPG, including the challenge of balancing both RPG and action elements, the importance of play styles, and plenty more!


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Episode 8: Arena Shooters (Part 2)

In part 2 of this three part series, we talk about the development side of arena shooters! How can developers get weapon balance right… and is that even possible?! How can developers make an arena shooter that appeals to a wide enough audience for it to thrive, and not be DOA?

We talk with w1nters who’s one of the developers of the upcoming arena shooter #Rekt. We discuss some of the challenges of developing an arena shooter, including getting weapon balance right, making a game that appeals to a large enough audience, and even the role of glitches and quirks!


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Episode 7: Arena Shooters (Part 1)

In part 1 of this three part series, we begin a discussion on arena shooters! With games like Toxikk enjoying some success and a new Unreal Tournament in the works, are arena shooters making a comeback? Are they fundamentally sound from a game design perspective, or do they have fundamental flaws that stop them from huge hits like Call of Duty?

We kick off the discussion with arena shooter player, level designer, and commentator Alex Popa (also known as Jehar). We discuss the role of modding in arena shooters (including the paid mods controversy!), nostalgia/low-fi development, and why arena shooters might be making a comeback.


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