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    Games & Hobbies

    Dev Game Club

    Join hosts and industry veterans Brett Douville and Tim Longo as they discuss older titles and the impact they had on the games industry, as well as any lessons that could be taken away even today. Play along!

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    Latest Episodes:
    DGC Ep 228: Populous (part three) Sep 16, 2020
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on 1989's genre-defining Populous. We take a little more time with the game and then think about how and why and it might have hit so big at the time, in addition to considering its principal designer, Peter Molyneux. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Several more battles

    Podcast breakdown: 0:50 Populous Discussion 51:30 Break 52:02 Feedback

    Issues covered: Tim's new podcast, the thinness of the game, the systems present in the game, minimal surfacing, settlers and food and buildings, getting a feel for systems rather than directly understanding or showing them, finding a formula, reinforcing castles as good but it maybe leading to a poor dynamic, indirect control, being unable to stop them from making castles, weird ant farm thoughts, overclicking, building up to flood them, speed-land raising by the AI, flooding rather than swamping, the OCD clean-up dopamine, turning the tides, tit-for-tat strategies, a narrow tipping point for Brett, not knowing what to do about things, forgetting about the population bars, getting to flood conditions, being ready to do the thing at the right time, wanting to act on the enemy at exactly the right place, fighting on the borders, pinball wizardry, examining the "load-out" of the level set-up, the fun of playing genre-defining games, that Unique Selling Proposition, finding the big selling point, calcifying genres and breaking away, being not "another one of those," shooting an eye out from a mile away, Molyneux's unique talent, overselling his ideas, child-like enthusiasm, being a forcing function on development, going beyond the limits of what's possible, different approaches to how you push beyond preconceptions, console generation and caring less about new hardware, interesting games being interesting on any platform, an Ubisoft model, applying the specific game to every design, the value of working cheap, having the value of working with more interesting hardware, simulating lots of Little Computer People, how we build an image today, not being able to re-render the whole screen, getting to the interface they had, actually using all the screen to play, being confused about how it all works, runtime performance of PCs in the 1980s, the screenshot test, selling the experience not the visuals, severe technical constraints, switching from another industry, creative leadership in different industries, being willing to step down before stepping back up, the difficulty of going from peak to peak, leveraging your leadership/mentoring skills.

    Games, people, and influences mentioned or discussed: Northern Exposure, Voice of the Last Frontier, SimCity, GTA, Civ, Dungeon Keeper, Dominion, The Who, Thief, Ultima (series), Heroes of Might and Magic, Dave Perry, Shiny, MDK, Peter Molyneux, Syndicate, Bioshock, Shigeru Miyamoto, Pikmin, Roberta Williams, Space Quest/King's Quest, PS2, Ubisoft, Immortals: Fenyx Rising, Monster (energy drinks), Michel Ancel, Bullfrog, Populous: The Beginning, From Dust, Eric Chahi, Yannick from Germany, Maas Neotek, Amiga, John Romero, Benoit B. Mandelbrot, Apple ][, NES, MegaMan, The Legend of Zelda, Jonathan, Kirk Hamilton, Aaron Evers.

    Note: The Amiga was in fact 640x512, higher than I would have guessed! This would have been EGA/VGA depending on the machine on other PCs.

    Next time: A bit of Populous: The Beginning!

    Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com


    DGC Ep 227: Populous (part two) Sep 09, 2020
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on 1989's Bullfrog Productions hit and originator of the God Game genre, Populous. We talk about using the mouse in 1989 and dive into particular strategies and the surprising depth of the game, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Another... 5? Levels

    Issues covered: the tutorial just going on, restarting a conquest, having a false sense of security in the tutorial, generating more manna early in the tutorials, games being more keyboard-only at the time, evolving use of home computers for games, adventure games/text adventures and interfaces, figuring out the input interface, hard-to-use mouse input, the Taurus/Torus mix-up that gave us Bullfrog Productions, the PC platform space in 1989, RTS improvements to help navigate, keyboard controls, figuring things out on the second or third game, unanticipated phases to the game, avoiding arcadey controls by indirection, slow manna generation, the costs of raising land, the dangers of flooding, leaving a lone knight errant to decimate the enemy, the enemy flooding himself, unanticipated stories, flooding yourself to kill the enemy, the ways the AI cheats, rubberbanding of a sort, using swamps and earthquakes to disrupt the enemy, papal magnet management, the impact of the map, how to analyze a map for an RTS, developing a simple unit-based AI, the Game of Life/cellular automata approach to AI, focusing on knights, using the gather behavior to make tougher nights, how much space castles take up and the borders around them, the macro around score and how far to advance in the 500 levels of Populous, how would one speedrun Populous, modern descendants of the game, loving having Molyneux in the industry, "to think, it all started with baked beans," machine speed in DosBox, not adjusting for time in old video games, what is an honorific, honorifics and first-person identification in Japanese, observing sexism as potentially embedded in the writing alphabet, gendered particles/radicals and similarities to Romance languages.

    Games, people, and influences mentioned or discussed: Prince of Persia, Civilization, Ultima (series), Doom (series), Quake, King's Quest, Space Quest, LucasArts, Dark Forces, Ultima Underworld, Duke 3D, Amiga, Peter Molyneux, World of Warcraft, 22 Cans, EA, Microsoft, Fusion, SNES, SimAnt, Game Developer, Warcraft, Dune, Command & Conquer, Game of Life, John Conway, Darwinia, WarGames, Introversion Software, DEFCON, Uplink, Prison Architect, Scanner Sombre, Godus, Curiosity: What's Inside the Cube, Dungeon Keeper, Fable (series), Mr. Beast, Chris Corry, Syndicate, Johnny Pockets, Chrono Trigger, Phoenix Wright: Ace Attorney, Harry Potter, George Orwell, allthosewhowander.org, Kirk Hamilton, Aaron Evers.

    Next time: More Populous

    Link: That Italian translation article I mention

    Note: It is in fact possible to navigate the view window with the number pad. But the number pad does in fact control the viewport scrolling. The problem is, the number pad and the mouse are typically both controlled with the right hand.

    Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com


    DGC Ep 226: Populous (part one) Sep 02, 2020
    Show notes

    Welcome to Dev Game Club, where this week we begin a series on the Bullfrog classic Populous. We set the game in its time and place and talk a little bit about Bullfrog and the different directions simulation games were going, driven by different designers, before talking a little bit about the weirdnesses of this game proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Tutorial and First Battle

    Podcast breakdown: 0:51 Populous 1:03:48 Break 1:04:17 Feedback

    Issues covered: welcoming Tim back and a discussion of his trip, 1989 in video games, a little discursion into Midwinter, creating the God Game, the immense sales of Populous, the Bullfrog game legacy, absorbing smaller developers into a larger publisher, the different directions that simulations were going under different developers, geographic distinctions, creating genres, limitations in processing power and UI representations, trying Populous in 1992 without a manual, the tutorial in the manual, failing the tutorial, the UI representation, performance concerns and filling the space, raising and lowering terrain, overloading icon use, the pause menu, GDC Lifetime Achievement Award, trying to figure out the best way to do a thing, influencing a game vs controlling the game, reading the map, using cartographic techniques in lieu of shading, killing the enemies indirectly, making your leader into a knight, mixing religious iconography, "we" are good and "they" are evil, the macro of the game, the way characters become stronger, overloading the use of the bars on the shield, lowering land to prevent a new leader forming, raising land to create a path for your knight, visual novel recommendations, an update on Pockets the Great, how deep the Civ rabbit hole goes, finding appropriate mentors, not always having the answer, listening to and asking questions of a report, the Socratic method, getting to know your people, setting Phoenix Wright in LA for a Western market, regional dialects, Shu Takumi's dog.

    Games, people, and influences mentioned or discussed: Sega Genesis/Mega Drive, Ghouls 'n Ghosts, Revenge of Shinobi, Phantasy Star II, Golden Axe, Herzog Zwei, NES, River City Ransom, Castlevania III, Mother (Earthbound Beginnings), Final Fight, Strider, Xbox One, Nintendo GameBoy, Super Mario Land, SimCity, Midwinter, Minesweeper, Prince of Persia, Stunt Car Racer, Commodore 64, Indiana Jones and the Last Crusade, LucasFilm Games, The Colonel's Bequest, Roberta Williams, Batman, Bullfrog Productions, Peter Molyneux, Fusion, Amiga, Black & White, Lionhead, Microsoft, EA, Dark Forces, Dungeon Keeper, Powermonger, Syndicate, Syndicate Wars, Magic Carpet, Theme Park, Theme Hospital, 22 Cans, Godus, Origin Systems, LucasArts, Maxis, The Sims, Spore, Will Wright, Respawn Entertainment, Sid Meier, Civilization, Ultima Underworld, Warcraft, Rogue, MYST, Richard Garriott, Looking Glass, id Software, Tropico (series), Phoenix Wright: Ace Attorney, Hotel Dusk, Ben "from Iowa" Zaugg, Danganronpa, 999, Nonary Games, Jonathan Stoler, Ghost Trick: Phantom Detective, Nolan Filter/irreverentQ, Murder by Numbers, Picross, Johnny Grattan/Pockets, Morrowind/Arena/Daggerfall, Brian, Republic Commmando, Nick Faulhaber, Shu Takumi, Kirk Hamilton, Aaron Evers.

    Next time: Five (?) more battles?

    Links: Amusingly enough, it *was* a Populous postmortem talk where I first heard Peter's anecdote

    Shu Takumi's Pomeranian

    Errata: Thank you for playing... Wing Commander!

    Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 225: Phoenix Wright Ace Attorney (part three) Aug 19, 2020
    Show notes

    Welcome to Dev Game Club, where this week we finish our series on Phoenix Wright: Ace Attorney. This week we talk about the final original case, particularly looking at the growing complexity of the story, and then turn to our takeaways and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Turnabout Goodbyes

    Podcast breakdown: 0:48 Phoenix Wright Case 4 59:57 Break 1:00:34 Takeaways and Feedback

    Issues covered: being novelistic and weaving through multiple narratives, intricate backstories coming together, wanting the macro arc, ending on a high note, developing character empathy, the impact of one event on many lives, wanting to have a character introduced earlier, feeling a greater sense of the world, the Castlevania-lookin' character, goofy gourds, Edgeworth staying a little too quiet, potential professional embarrassment and guilt and shame, a common setup for a mystery, turning expectations on its head, where is this game set?, Lotta Hart, layers of motivation, getting stuck in a cross, the puzzle of getting to a bit of conflicting evidence and when, when to press and when to present, the way information enters into the world, looking for tells, the localization nightmare when language is so ambiguous, localization as design, animation tells, the case room, the police tools, Missile the Shiba Inu, what the police tools do, finding Larry's CO2 compression canister, working back from the one idea, establishing Yanni Yogi's identity and his own knowledge of it, the Chewbacca effect, economy driving connection, raising the stakes, the boss battle with von Karma, how are you going to get to von Karma, the riddle of the one bullet, von Karma's shoulder-grabbing pose, being careful to work within your constraints, deepening von Karma's "Objection", the screaming and head-banging, "the evidence was in you all along," a possible plot hole, what's "fair," realizing a connection, using every part of the animal to emphasize drama, doing a lot with a little, the hallmarks of a novel, anime/manga treatment of the courtroom procedural, making the rules part of the drama, what you marry to the adventure game to breathe new life in, a different take on the adventure game, JRPG to Western RPG, being careful about what you bring from a genre, asking whether a thing is necessary, Brett's Book Recommendation, a shout-out to a listener, fast-forwarding through random combat, the one-handed version of this game, playing the touch-screen, All Those Who Wander.

    Games, people, and influences mentioned or discussed: X-Files, Castlevania, Bird Box, Josh Malerman, Sandra Bullock, Star Wars, Hotel Dusk, Secret of Monkey Island, Halo 1, Misery, Shinji Mikami, Resident Evil, Tango Gameworks, Zenimax, The Evil Within, Platinum, Eliza, Danganronpa, Richard Lloyd Parry, The People Who Eat Darkness, Mark Sean Garcia, Final Fantasy IX, Chrono Trigger, Final Fantasy XII, Matt A, Nintendo Wii, Kingdom Hearts, Yakuza (series), Persona 5, Ben "from Iowa" Zaugg, Hollow Knight, Kirk Hamilton, Aaron Evers.

    Links: Tim off on his trip

    Next time: ...? We will let you know.

    Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 224: Phoenix Wright, Ace Attorney (part two) Aug 12, 2020
    Show notes

    Welcome to Dev Game Club, where this week we continue our series on Capcom's 2001 Japanese GBA title/2005 US DS title Phoenix Wright: Ace Attorney. We revisit the history just a bit before diving into this next case, talking about "detectiving" and adventure game tropes (and how/whether they work here), as well as various ways in which the game pushes its mechanics before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Case 3

    Issues covered: a bit of correction and elaboration, the cost or lack thereof of pressing, the kid with no respect for the law, quick case recap, a slight change in structure, wondering whether Phoenix was defending a murderer, the personal stake in the case, demanding a lot of the legal system, growing the space you investigate, expanding into a detection game, deductions that are there to confound you, tricking the player, having to revisit places just to move characters, rebuilding logic after the fact, being thrown off by details that turn out to be meaningless, wanting fast travel, having clear ideas of what should happen in the game and not knowing what to do to trigger them, text adventure hold-overs, hesitating to change genre design, expanding the use of "evidence," stretching the interface, audio and visual upgrades, the arguments for remasters vs remakes, the high quality music, adding motion graphics in this case, feeling more engaged in the investigation mechanics, using a small amount of character animation budget to good effect, the slide mechanic in areas, missing support for a second stick, good moments with Edgeworth, adversarial legal systems, wanting the truth, adding S-Rank, why did we even go there?, how much we don't know about the legal system, lawyer's badges, more about the sexism, future supernatural stuff, Tim is possessed by the spirit of his wife, being conditioned to apologize for systemic issues, localization issues with various places, generally trying to abide to cultural sensitivity, questions of centrality, wanting to have the conversation and pushback, getting pushback in concept and pushing back yourself, censorship vs companies and creators, the difficulty as a creator of having your work looked at, curating how games are made, shouting into your DS, pronouncing names properly, AllThoseWhoWander.org, Tim's small trip.

    Games, people, and influences mentioned or discussed: Portopia Serial Murder Case, Yuji Horii, Dragon Quest, Chrono Trigger, YU-NO: A Girl Who Chants Love at the Border of this World, Wolverine, Angela Lansbury, Murder She Wrote, Hotel Dusk, Trauma Center, Matlock, Sherlock Holmes, Capcom, GBC/GBA/DS, Ben "from Iowa" Zaugg, SamSpot, Kingdom Hearts, Gran Turismo, Sherlock Holmes Consulting Detective, Dagur Danielsson, Persona 4/5, Edwin, Matt A, The Muppets, Shaun, 8-4 Play podcast, Star Wars, Halo 5, Dragon's Crown, Judgement/Yakuza series, World of Warcraft, Kirk Hamilton, Aaron Evers.

    Links: The importance of lawyer lapel pins

    AllThoseWhoWander.org

    Next time: Case 4

    Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 223: Phoenix Wright, Ace Attorney (part one) Aug 05, 2020
    Show notes

    Welcome to Dev Game Club, where this week we begin a new series on Capcom's 2001 Japanese GBA title/2005 US DS title Phoenix Wright: Ace Attorney. We talk a bit about the year, the visual novel as a form we're not all that familiar with, although we've each played at least one, and then dive into the game properly before turning to reviews. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Cases 1 & 2

    Podcast breakdown: 0:48 PW Discussion 1:02:38 Break 1:03:16 Reviews & Feedback

    Issues covered: looking at the history of the visual novel, crime scene base, the combination of visual novel elements with other action elements, companion quests as visual novel, the split between adventure game types from different cultures (like RPGs and JRPGs), the limits of a handheld vs the early 80s PCs, good fit for the DS, the rampant sexism, the distraction of the sexism, stereotypes/archetypes used to involve the player efficiently, lack of subtlety, production realities, dating game history, where you put your development dollars, showing the crime and the killer up-front, dramatic irony, knowing you have to press the villain, scrubbing back and forth and evaluating when you want to present, being able to see the evidence at any point, a brief discussion about the Japanese legal system, similarities to turn-based combat, stripping down the mystery to expose the mechanics, adding in the investigation/adventure game mode, coming up with a theory of the crime, finding the evidence, the burdens on the prosecution vs the defense, adding in the pressing mechanic, seeing characters progressively crack, animating the characters in a way fitting to the hardware, having the fighting game rhythms, using manga aesthetics for pacing, Brett objects to the supernatural elements as unnecessary, would historians really thank us?, making the margin too small for dates, possible localization issues, Brett objects to the lighting in the office vs the hotel room, being open to what the game wants from me rather than what I know, finding what the game wants, seeking out the aha moment, following the wrong leads, red herrings, stuffing too much into the initial couple hours of a game, missing a core mechanic, two old men with their vision issues, exhaustible dialog elements vs a different style in PW:AA, RPGs trying to replicate D&D, verisimilitude of a game's dialog, parser-based early Ultima games, different ways of presenting dialog, lifting into a different level of story space abstraction, the hidden costs of moving to voice, the loss of the parser, money finds a way.

    Games, people, and influences mentioned or discussed: Republic Commando, Capcom, GBA/Nintendo DS, Portopia Serial Murder Case, Enix, Square, Hotel Dark, Trauma Center (series), Professor Layton (series), Policenauts, Hideo Kojima, Bioware, Mass Effect (series), Doki Doki Literature Club, Space Quest/King's Quest, Sierra, Scott Adams, Devil May Cry, Ico, GTA III, Animal Crossing, Civ III, Halo, Baldur's Gate: Dark Alliance, Final Fantasy X, Onimusha: Warlords, Shenmue II, Dreamcast, Pikmin, Advance Wars, Starfighter, Luigi's Mansion, GameCube, Xbox, Dream Daddy, L.A. Noire, Infocom, Deadline, Law & Order, Medium, Profiler, Numb3rs, SamSpot101, Ben Zaugg, 999, Danganronpa, Kingdom Hearts, Hunt A Killer, LucasArts, Day of the Tentacle, Sam Thomas, Walker Farrell, Fallout, Planescape: Torment, Divinity: Original Sin, Shin Megami Tensei, Persona, Dungeons & Dragons, Ultima, Reed Knight, Ken Rolston, Mark Crowe, Jurassic Park, Kirk Hamilton, Aaron Evers.

    Next time: Case 3

    Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 222: SWRC Bonus Interview with Jeremie Talbot Jul 29, 2020
    Show notes

    Welcome to Dev Game Club, where this week we at last complete our series on Republic Commando, with an interview with technical artist Jeremie Talbot, now at Pixar as a Characters Supervisor. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:53 Interview 1:12:01 Break 1:12:35 Feedback

    Issues covered: growing up in Canada, going to college in the states, interning for Alias, bartering skills with a weather station, starting at a company that dissolved, joining up with LucasArts, maintaining family relationships through video games, "When you're working on a game, nothing is done until it ships," breaking the game every day, team alchemy, people who didn't fit into silos, the various aspects of character art, "The Puppet Department," specialization, the lubrication that makes it go, the technology in the way, becoming technical to get it out of the way, just wanting to make the thing, "nobody knew what they were doing," losing connection points through specialization, creating tiger teams, agile-style methodology, military manuals for terminology, wanting to dig in and make stuff as well, having technical chops, the pink baby arms, adding raindrops to the head, safe experimentation, animation compression and "we need to," being the communication chain, wanting to also make the stuff, the internal video that was good enough to release, taking things from the game and turning it into the video, doing a whole scripted video to cut together, prototyping through video, the genesis of the prologue, baby hands baby hands baby hands, having some direction for the story, being able to lean into them being clones, reuse to make things feel big, a good team functioning well, building excitement making a thing happen, being inspired instead of checking the box, staying apart from the LucasArts madness, "there's no way they're not gonna release this," scratching a Star Wars itch, thinking back about process and alchemy, the feeling of something accidental that was actually designed, wondering if it's even going to work, the payoff of thinking about team composition, the tension of company needs and project needs, giving people an opportunity gives a burst of enthusiasm, the problems with always filling the container, "the team makes the game," getting along well with people and how that makes the whole thing go, the healthy mix of seniority and new folks, leveled up Jeremie, talking about what Leia and Marcus were, Brett confesses his eye strain, our next game, taking recommendations.

    Games, people, and influences mentioned or discussed: LucasArts, Tippett Studio, Charlotte's Web, Spiderwick Chronicles, Enchanted, Pixar, Brave, Monsters University, Finding Dory, Onward, Dave Bogan, Sheridan College, Maryland Institute College of Art, Alias/Wavefront, Autodesk, PowerAnimator, Maya, Jonathan French, Metrolight Studios, Total Recall, Conn Peterson, Jason Armstrong, Pokemon, Full Throttle 2, Bounty Hunter, Battlefield, Call of Duty, Ian Milham, The Mandalorian, EA, Harley Baldwin, Nathan Martz, Adam Piper, Unreal, Tim Ramsay, Skyrim, Greg Knight, Paul Pierce, Paul Murphy, Brett Schulz, Loren Cox, Rebecca Perez, Daron Stinnett, the one and only person, Luke Thériault, Mortimer and the Riddles of the Medallion, Leia/Marcus, Dark Forces, Jedi Knight, Ray Gresko, Rob Huebner, Justin Chin, SITH Engine, Indiana Jones and the Infernal Machine, Maniac Mansion, Ron Gilbert, Tim Schafer, Rebel Assault, INSANE, Ben "from Iowa" Zaugg, Kingdom Hearts, Animal Crossing, Phoenix Wright: Ace Attorney, Danganronpa, 999, Hotel Dusk, Ghost Trick, Nintendo Switch, Kotaku Splitscreen/Triple Click, Jason Schreier, Hollow Knight, Kirk Hamilton, Aaron Evers.

    Next time: Phoenix Wright: Ace Attorney, first case

    Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 221: SWRC Bonus Interview with Two Surprise Guests Jul 22, 2020
    Show notes

    Welcome to Dev Game Club, where this week we continue to flog the dead tauntaun of our series on Republic Commando, through a pair of interviews. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:53 Interview One 54:05 Break One 54:17 Interview Two 1:46:40 Break Two 1:45:55 Feedback

    Issues covered: starting out as a theater geek, finding a job in the newspaper, faking co-op via phone, QA as the breeding ground for designers and producers, needing to staff a project after folks left, finding management talent in QA as well, the benefits of a theater education in level design, the historical areas of the Indiana Jones game (including the Aetherium), using similar research as for set design, theatricality and 3D spatial design, matching believability with fun, reallocating resources to JK's ex-pack, scripting cutscenes, Leia/Marcus engine, the long crunch of Indy, figuring out how to ship a game, sharing design amongst Daron and programmers, looking into leadership, thinking you'd come in for mission design and having so much people work, leadership vs management, moving into more of a direction role, getting to build on something you knew, choosing pillars around features, aiming for more bombast, tying missions together, wearing a producer hat as well, "90% of the challenges are people challenges," picking people for the project, wanting to work with people, skill sets and talent, diving back into the first person shooter, building consensus and going too far, finding the right boundaries for consensus, using pillars and goals to set the sandbox for discussion, giving respect to others, having the connection of the team, listening as an actor (and as a director), the trust on the stage, physics as a misstep, switching to computer science for grad school, doing military contracting in academia, Caveman Tim lifts his head, learning a million subjects all at once, remembering that first interview, getting a random offer, having no flight simulator experience, starting out playing pure flight sims, programming mission logic, figuring out how a game works from the tools, EvE (the Event Editor), knowing the LucasArts legacy, learning everything about being a professional programmer and a good collaborator, moving quickly into leadership, the internal MMO, working closely with level designers, being asked to be a lead, "the designer's programmer," having a rapport with designers (and building it), fighting for the users, learning to work with people, being able to hold the technological line, a game being too expensive to build, helping shore up technical management, helping the programmers help the designers, Brett makes an Alien reference, not being set up for failure, opportunities for growth, the potential problems of success, the conundrum of what people make sense when on a project, the weird side effects of matrix management, we agree to never do it again, the difficulty of writing squad-style AI for varied potential parties in CRPGs, the goals of action games vs RPGs, differing fantasies, disconnect from expectations of players if you had more independence in CRPGs.

    Games, people, and influences mentioned or discussed: LucasArts, Mortimer and the Riddles of the Medallion, Star Wars: Dark Forces, Star Wars: X-Wing vs TIE Fighter, Star Wars: Jedi Knight, Mysteries of the Sith, Indiana Jones and the Infernal Machine, Starfighter (series), Crystal Dynamics, Tomb Raider (series), Microsoft, 343 Industries, Halo (series), Nintendo Wii, Jason Botta, Playstation 2, Xbox, MobyGames, Tacoma, Skyrim, Reed Knight (nee Derleth), Dan Connors, Jonny Rice, Nihilistic Software, Ray Gresko, Rob Huebner, Justin Chin, Infinite Machine, GT Interactive, Activision, Dan Pettit, Geoff Jones, Outlaws, Kevin Schmitt, Ryan Kaufman, Telltale Games, Hal Barwood, Wayne Cline, Daron Stinnett, Troy Mashburn, Rich Davis, Dave Bogan, Brad Pitt, Angelina Jolie, Tim Miller, Unreal, Harley Baldwin, Tim Schafer, Full Throttle II, Bethesda Game Studios, Fallout (series), Apple ][+, Colossal Cave Adventure, Macintosh SE/80, Richard Feynman, Pixar, Doom, Quake, Diablo, MYST, Steve Ash, Aric Wilmunder, SCUMM, Steve Dauterman, Garrett James, Descent: Freespace, Chris Corry, Andrew Kirmse, Sony Online Entertainment, Star Wars Galaxies, Jesse Moore, Doug Modie, Reeve Thompson, Force Commander, Tron, David Lee Swenson, Steve Dykes, Malcolm Johnson, David Worrall, Vernon Harmon, Sam and Max: Freelance Police, The Warriors, J. Scott Peter, Alien, Battlefront II, Patrick Sirk, Chris Williams, Harry Potter, EA, Nathan Martz, John Hancock, Michelle Hinners, Ashton Herrmann, Mass Effect, Baldur's Gate, Josh Lindquist, Hollow Knight.

    Next time: A final(?) interview

    Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 220: SWRC Bonus Interview with David Bogan Jul 15, 2020
    Show notes

    Welcome to Dev Game Club, where this week we just keep on rolling about Republic Commando, on which both of your hosts worked. This week we talk with lead animator Dave Bogan, about his journey into the industry and what stuck out for him on this project, among many other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:44 Interview 1:19:32 Break 1:20:05 Feedback

    Issues covered: our rampant professionalism, stepping in the right potholes, taking an early liking to art, half arts school/half regular high school, finding out you're not a draftsman, learning about animation, having industry professionals for teachers, not knowing you can work in games, putting in the devotion and the time, a little who's who of great LucasArts artists, making a choice based on comedy and drawing, early experience on CMI and other titles, getting a title axed, finding roles for people rather than laying them off, getting involved in a project and working with other people, doing what you have to to ship, not having a plan and realizing: we always need to have a plan, taking on additional responsibility, the limitations of some of early characters, eyes and face and hands for animation, where one of the animators went, looking for an opportunity as a lead, thinking about how characters behave before you see them, getting expectations set, being intimidated by Daron Stinnett, looking at the competition, feeling elevated by Daron, the excellence of the animation team, learning from Joe Bacciocco, trigger discipline, when good behavior meets up with video game needs, how much an expert cared for people, using soldier expertise, composition and correctness, translating the authenticity, a well-integrated and organized animation team, the Trandoshan who runs at you like a gorilla, having to tell Dave no, various games they thought about post-SWRC, being afraid of not doing a Jedi game, being a pragmatist, lacking strife, having real characters, wanting stories at the forefront, Brett's Book Recommendation, being a salve in tough times, the hidden co-op version of Republic Commando.

    Games, people, and influences mentioned or discussed: Curse of Monkey Island, Grim Fandango, Obi-Wan, Escape from Monkey Island, Rogue Squadron, Telltale Games, The Walking Dead, Wolf Among Us, Fame, Degrassi Street, Amanda Stepto, This Is Spinal Tap, Tara Campbell, Sheridan College, Disney, Fox, Pixar, ILM, LucasArts, SquareSoft, Magnum PI, Hironobu Sakaguchi, Kevin Boyle, Chris Miles, Graham Annable, Karen Chelini, Sangeeta Prashar, Sega/Secret Level, Starcraft, Jedi Knight, Ray Gresko, SCUMM, Derek Sakai, Mark Overney, Kevin Micallef, Chris Williams, Daron Stinnett, Eric Ingerson, Tippett Studios, Troy Molander, Dan Connors, Kevin Bruner, John Hancock, Chris Ross, Ryan Kaufman, Stephen McManus, Jeff "Pinecone" Kung, Ian Milham, Dead Space, Bret Robbins, Ascendant Studios, Justice Unlimited, Michael Stemmle, Diablo, Patrick McCarthy, Camela Boswell, Afterlife, Sean Clark, Force Commander, Factor 5, Magpie, Bounty Hunter, Armando Lluch, Cory Allemeier, Loren Cox, Matt White, Medal of Honor, Halo, Ryan Hood, Brett Schulz, Rebecca Perez, Jeremie Talbot, Nathan Martz, Joe Bacciocco, Call of Duty, Hulk Hogan, Haden Blackman, Patrick Sirk, Matt Omernick, GTA, The Force Unleashed, George Lucas, Sledgehammer Games, EA, Soul Reaver, Full Throttle 2, Indiana Jones and the Infernal Machine, Martha Wells, The Murderbot Diaries, Chrono Trigger, Mark, Ultima Underworld, Super Mario RPG, Nintendo, Bill, Johnny Szary, Short Circuit.

    Link: Video of training the animators

    Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


    DGC Ep 219: SWRC Bonus Interview with Greg Knight and Paul Pierce Jul 08, 2020
    Show notes

    Welcome to Dev Game Club, where this week we are beginning to come dangerously close to spending longer talking about Republic Commando than we did playing it. This time, we get a look behind art development for Star Wars through the eyes and voices of two artists who worked on the title: Greg Knight, who was the principal concept artist for the game, and Paul Pierce, who designed the look and feel of the user interface. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:45 Interview segment 1:14:39 Break 1:15:14 Feedback

    Issues covered: how Paul got his start, web design in the 90s, learning 3D modeling, how Greg got his start, the ubiquity of LucasFilm in Marin, making an important connection and getting an unstoppable recommendation, the importance of art in establishing a game, the design of HUDs and menus, the distinction between UX and UI, how UI art got into the game, iterating the UI in response to the game you're building, starting out as a texture artist, imagining rooms as a whole and getting noticed for your control of tone, an exciting time to learn about concept art, being a force multiplier for the art team, the need for concept art with rising fidelity, keeping cohesive style and flow in the art by use of concept art as well as art direction, differences with film, what immersive experiences mean for content, lacking control of camera, good ideas coming from all over, vs auteurism, putting a burden on UI aesthetics by being always first-person, bringing in the visor pieces, losing visual real estate and that conversation, the impact on design on art decisions, putting the ammo readouts on the guns, marking up renders to figure out where UI elements would go, weapons as characters, running into resistance with the programmers, the ways programmers can... avoid work, the conversation you have to have around iteration cost, fitting into a palette, designing vehicles that didn't exist in canon, coming up with the tone of a more deadly clone story, figuring out who the clones even were, figuring out what the side stories were, imagining beyond the borders of the film, morphing to a different scale, how little a Geonosian means to a Jedi and how much to a trooper, colorgrading and how it sells various tones and moods, giving a different interpretation of Star Wars, seeing something of Republic Commando reflected in Rogue One, focusing on what's important to your characters, the heat and contrast of the Geonosians, pulling on the film's UI elements, avoiding drama on a project, checking egos at the door, how collaborative the game was, the value of technical art, the energy of team members, tech artists as glue and bridges, the value of a demo, Neanderthal Tim, when your level is difficulty, the design ideas behind the hangars and bridge, the knobs you had to turn for storytelling through tone, having to die again and again, failure without excessive punishment, the ability level of the team, where your skills are relative to the game, improving communication between branches of the team, setting a vision without falling to design by committee, being able to deliver a new experience for a Star Wars audience, the challenge of making an AI that keeps pace with the player, "The Squad Is Your Weapon," the debate around the efficacy of the squad, building around the game's goals and how other games might attack that differently, the importance of building consensus, trying to find a way to say "yes" to an idea, "everybody can design," being able to have the squad revive you.

    Games, people, and influences mentioned or discussed: LucasArts, Jedi Starfighter, Bounty Hunter, Galactic Battlegrounds (series), Escape from Monkey Island, Lucidity, Disney, 2K, Transformers, EndeavorRX, Akili, Indiana Jones and the Infernal Machine, The Phantom Menace, EA, Jedi: Fallen Order, NYU Film School, Whole Foods, Cybernautics, Rocket Science Games, Obsidian, Behind the Magic, Haden Blackman, Starcraft, Dan Colon, Lightwave, LucasFilm, Ralph McQuarrie, Hal Barwood, Chris Williams, Unreal, Adobe Illustrator, Peter Chan, Joe Johnston, Doug Chiang, Obi-Wan, Bill Tiller, Jedi Knight, Dark Forces, Nathan Martz, Jeremie Talbot, Hideo Kojima, Metroid Prime, Maya, 3DS Max, Daron Stinnett, Band of Brothers, Saving Private Ryan, Black Hawk Down, Rogue One, Paul Murphy, James Zhang, Adam Piper, Harley Baldwin, Mafia III, Hangar 13, Top Mix, Kovaak's Aim Trainer, Galaxy of Heroes, Reed Knight, TIE Fighter, John Drake, Ryan/biostats, Pat Sirk, Gary Whitta, Book of Eli, Fallout, Nick from LA, Halo Reach/Halo 5, John Hancock, Kirby's Epic Yarn, Epic Mickey, Super Mario RPG: Legend of the Seven Stars, Kirk Hamilton, Aaron Evers.

    Next time: YET. ANOTHER. INTERVIEW.

    Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com


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