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    Games & Hobbies

    GameDev Breakdown

    Todd Mitchell just wants to make video games with his friends.

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    Latest Episodes:
    Golden Axed! Oct 22, 2020
    Show notes

    Original Air Date: Oct. 22, 2020 - SEGA celebrates its 60th anniversary by releasing a cancelled Golden Axe reboot on Steam, complete with a tongue-in-cheek title sequence and apologies for its bugs and jankiness. The developer cries foul and tells the story behind its chaotic production.If you enjoy GameDev Breakdown • Sign up for our https://codewriteplay.com/newsletter/! • https://codewriteplay.com/the-gamedev-breakdown-podcast/ to the podcast on the platform of your choice • Follow us on Twitter: http://twitter.com/gamedevpod, http://twitter.com/codewriteplay, http://twitter.com/mechatodzilla • Check show notes and articles at CodeWritePlay.com Join us on https://discord.gg/auVvvK3!



    Wheaton’s Law Has Consequences Oct 19, 2020
    Show notes

    Original Air Date: Oct. 19, 2020 - An email from a familiar name illustrated a perfect example of why you should be kind to people in your content space, or failing that, at least be quiet. We’ll also discuss why a sky-high number of followers on social media isn’t exactly what you should be chasing.TopicsOn Wheaton's Law • Wherever you are, someone is below your level. It’s usually easy to help or encourage people. It’s even easier to say nothing, if you prefer. • Keep your attitude under control. Give people the benefit of the doubt when something rubs you the wrong way. If you decide to address something, go in assuming the best. Leave ample opportunities for a situation to have a positive outcome. • Everyone has the power to help or hurt you, and they will often decide which based on how you treat them. Listeners, readers, and players almost directly control my business. RTs control my growth. Word of mouth can keep someone from giving me a chance. You will go through the same thing. Be good to people because it’s the right thing to do, but also recognize each altercation as a business deal going bad. • When you make snarky comments to people, you're probably going to forget—they’re probably not. Unprofessional interactions will hurt your career in ways you’ll never even find out about. Karma is a more practical concept than you think. * When you think about putting negativity out there, you should assume—as a rule—that this will directly cause something bad that happens later or prevent something good from happening.On meaningful social media presence • If you've built a BS audience, you haven't built an audience. BSing your way to a blue check mark or tens of thousands of followers means very little if you and your followers have nothing to offer one another. • There are a lot of really nice, good people on social media with huge followings, but rarely is that the reason they have a huge following. • The person from this story was obsessed with increasing his follows. He discussed little else. Many of his followers are just trying to reproduce what he did. When he tweets about something meaningful he's trying to do, the interactions are super underwhelming • Look at Gary Vaynerchuk. He built up his audience by hitting up Twitter search every day, looking at his focus areas, and having meaningful interactions with absolutely anyone who would talk to him. This is an accelerated version of natural, meaningful growth that would normally happen over 5-10 years. • Algorithms love real people and real value.If you enjoy GameDev Breakdown • Sign up for our https://codewriteplay.com/newsletter/! • https://codewriteplay.com/the-gamedev-breakdown-podcast/ to the podcast on the platform of your choice • Follow us on Twitter: http://twitter.com/gamedevpod, http://twitter.com/codewriteplay, http://twitter.com/mechatodzilla • Check show notes and articles at CodeWritePlay.com Join us on https://discord.gg/auVvvK3!



    Pricing Your Game Oct 15, 2020
    Show notes

    Original Air Date: Oct. 15, 2020 - By community request, we look at what successful developers have to say about pricing your indie game. I'll talk about my experience, too, so you know what not to do.The pricing topic runs deep. Some platforms have pricing limitations and requirements, but most are wide open, leaving you to solve the mystery for yourself. Do you price according to your valuation of your own work? Do you focus on the competition? What about the target audience? These are the questions we seek to answer. While there's no way to deliver hard answers in a hurry, we've rounded up some compelling advice from the right people, thanks to ongoing research on the topic.This episode wouldn't have been nearly as interesting without the great work of Marie Dealessandri. Read the https://www.gamesindustry.biz/articles/2020-06-10-how-to-price-your-game-and-thrive-during-steam-sales.We'll also take a look at https://blog.hubspot.com/sales/pricing-strategy at HubSpot.If you enjoy GameDev Breakdown • Sign up for our https://codewriteplay.com/newsletter/! • https://codewriteplay.com/the-gamedev-breakdown-podcast/ to the podcast on the platform of your choice • Follow us on Twitter: http://twitter.com/gamedevpod, http://twitter.com/codewriteplay, http://twitter.com/mechatodzilla • Check show notes and articles at CodeWritePlay.com Join us on https://discord.gg/auVvvK3!



    Supporting Your Game Oct 12, 2020
    Show notes

    Original Air Date: Oct. 12, 2020 - Do you really have time to support your own video game? If you're an indie game developer, the answer is probably no, but app and game stores expect you to provide this service for your customers. In this episode of GameDev Breakdown, we'll take a look at some strategies you can leverage to make this part of life a little easier.Here's the problem: indie developers work full-time jobs, they develop on nights and weekends, and they have to release their games for not-enough money in an attempt to capture eyeballs. Every game developer wants their players to have a positive experience, they're just short on hours in the day.That doesn't mean it's okay to leave it to 8-bit Jesus! Anything worth doing is worth doing well. This means indie games need to look their very best on launch day, and failing that, devs need to spring into action when problems arise. Most platforms require you to provide a support website, e-mail, or other contact information, and failing to address issues will do more than tank your ratings--it might very well result in forfeited revenue and even put you in trouble with stores. Simply put, supporting your game is the right thing to do.As we've talked about in other episodes, the game industry is younger than most other industries, and in this case, I think commercial software has some lessons to teach us. For example: you're not a triple-A studio, and you don't have a big support team, but the customer support knowledge base approach could help you stay on top of issues and save your players some headaches. When you interact with a player who has identified an issue or observed something unusual, don't just rush to the code base to fix and patch. Document it! Start a file on the issues, fixes, and workarounds affecting your game. Consider putting it in a special support section on your marketing site.While you're making changes to your site, think about starting a support forum. WordPress can help you get this done in a few minutes, and it's not the only solution. Steam has a version of this, many platforms don't. Let your players discuss issues, help one another, and help you get to the bottom of things. Keep an eye on it and stay ahead of anything big. Don't worry about players working each other up and turning on you. It's going to happen, but it doesn't mean you have to worry about it.Ultimately, as long as you're offering a game in exchange for money, you need to be available for support. This doesn't mean you have to add new features and make preferential changes forever, but as long as someone just bought it, it needs to work.If you enjoy GameDev Breakdown • Sign up for our https://codewriteplay.com/newsletter/! • https://codewriteplay.com/the-gamedev-breakdown-podcast/ to the podcast on the platform of your choice • Follow us on Twitter: http://twitter.com/gamedevpod, http://twitter.com/codewriteplay, http://twitter.com/mechatodzilla • Check show notes and articles at CodeWritePlay.com Join us on https://discord.gg/auVvvK3!



    The Time Sierra On-Line Nearly Unionized Oct 08, 2020
    Show notes

    Original Air Date: Oct. 8, 2020 - Ken Williams has released a new book, Not All Fairy Tales Have Happy Endings: The rise and fall of Sierra On-Line. In the process of telling Sierra's entire story from his perspective for the first time, he reveals what was surely among the very earliest attempts at unionization within the game industry.This story apparently takes place as Sierra was leaving the scrappy start-up phase (and the wild party/questionable culture phase) and entering a period of explosive growth in which the company had to meet the demands of holiday retail. The story is told in an "interlude" chapter, so the unionization events aren't marked clearly on the book's somewhat loose timeline.There are certainly unsatisfying elements about the story (fuller write-up https://codewriteplay.com/2020/10/07/founder-ken-williams-discusses-the-time-sierra-on-line-game-developers-nearly-unionized-in-new-book/) like Williams' deflection of Sierra's treatment on to "labor laws at the time." Clearly labor laws didn't bar employers from exceeding state or federally-protected minimums when compensating employees. It would have also been interesting to learn more about the specific changes, if any, made after what he describes as a "wake-up call" about employee relations. Nonetheless, this is the most we've learned about these events since they unfolded.The book is available at http://kensbook.com/.If you enjoy GameDev Breakdown • Sign up for our https://codewriteplay.com/newsletter/! • https://codewriteplay.com/the-gamedev-breakdown-podcast/ to the podcast on the platform of your choice • Follow us on Twitter: http://twitter.com/gamedevpod, http://twitter.com/codewriteplay, http://twitter.com/mechatodzilla • Check show notes and articles at CodeWritePlay.com Join us on https://discord.gg/auVvvK3!



    Max Pears of CD PROJEKT RED Sep 11, 2020
    Show notes

    Original Air Date: Sep. 11, 2020 - Cyberpunk 2077 designer Max Pears calls in to discuss his recent book, Let's Design: Combat, his podcast, Level Design Lobby, and his meteoric rise in game design, from school to Ubisoft's The Division to CD PROJEKT RED's most hotly anticipated title to date.Let's Design: Combat is fresh off the presses, offering rare access to design wisdom straight from a designer assigned to (probably) gaming's most anticipated project. We discuss what you can expect to find in the book, Max's inspiration for tackling the project, and where he hopes to take the series from here.When Max isn't blocking out levels for triple-A blockbusters, he hosts the Level Design Lobby podcast, featuring informative design segments, recommendations for other great resources, and interviews with other industry experts.While we're not able to do the in-depth discussion on Cyberpunk that we'd love to do (yet), this episode offers a fascinating glimpse into Max's world, including the traveling he's done to work in the industry, how he landed at CDPR, and resources/events he recommends for learning designers.Max's Links • Let's Design: Combat (https://bit.ly/3fBQ2k9) (https://bit.ly/2WvrTUR) • The Level Design Lobby podcast (https://spoti.fi/2ybMelK) (https://youtube.com/leveldesignlobby) • Contact (https://twitter.com/MaxPears) (//leveldesignlobby@gmail.com)If you enjoy GameDev Breakdown • Sign up for our https://codewriteplay.com/newsletter/! • https://codewriteplay.com/the-gamedev-breakdown-podcast/ to the podcast on the platform of your choice • Follow us on Twitter: http://twitter.com/gamedevpod, http://twitter.com/codewriteplay, http://twitter.com/mechatodzilla • Check show notes and articles at CodeWritePlay.com Join us on https://discord.gg/auVvvK3!



    Fandom Unlimited Appearance and Courtroom Drama Aug 28, 2020
    Show notes

    Original Air Date: Aug. 28, 2020 - Todd appeared on Fandom Unlimited's live Facebook stream to talk about Epic and Microsoft vs. Apple and Google, then we dive into an equally troubling lawsuit between a studio and publisher that you might not have heard about.Epic (with Microsoft) vs. Apple (and seperately) GoogleImportant conceptsMicrosoft xCloud - Announced at E3 2018. A service that will let you play Xbox games from a certain library they maintain and you can stream them to a bunch of devices and play them with an xbox controller. Laptops, phones, tablets, you name it. Launches September 15th and will be included with Game Pass Ultimate for $15 per month - includes Live, Game Pass, and xCloud, making it a great dealTimeline • Microsoft announced xCloud at E3 2018 and suggested you'll be able to play on many devices, including smartphones • Apple came out and clarified xCloud will not be approved for iOS • After Fortnite attracted many mobile players, Tim Sweeney insisted on a special deal with Apple • Apple flatly rejected Epic • Epic put out an update on mobile platforms, Android and iOS, that optionally circumvents app store microtransactions and just takes money directly from players • Both platforms kick Fortnite out of the store • Epic filed simultaneous lawsuits against Apple and Google • Apple advised Epic it was cancelling all licensing agreements, including Mac and iOS support in the Unreal engine • Motions are being filed back and forth, the judge is already treating these motions in a way that seems to favor Apple • This week, Microsoft entered a court filing on behalf of EpicFrogwares vs. NaconImportant Concepts • Frogwares - Ukranian game studio with offices in Dublin, Ireland. They created the Adventures of Sherlock Holmes series, which are really cool games. • Nacon, Formerly BigBen - French game publisher established in 1981. Their main markets are France, Germany, Belgium, Luxembourg, and the Netherlands. If you enjoy GameDev Breakdown • Sign up for our https://codewriteplay.com/newsletter/! • https://codewriteplay.com/the-gamedev-breakdown-podcast/ to the podcast on the platform of your choice • Follow us on Twitter: http://twitter.com/gamedevpod, http://twitter.com/codewriteplay, http://twitter.com/mechatodzilla • Check show notes and articles at CodeWritePlay.com Join us on https://discord.gg/auVvvK3!



    Episode 100 Aug 20, 2020
    Show notes

    Original Air Date: Aug. 20, 2020 - Well we did it. 100 episodes of GameDev Breakdown.For the big event, we rolled the webcams and just let it happen. Matt Hill joined in for a discussion about recent events, a trip down memory lane, and a quick look at what's to come.This podcast wouldn't be worth doing without our friends listening all over the world. Your emails, tweets, and reviews don't only make it worthwhile, they make it fun. Thank you for being a part of this community--this is why we continue to do it.What do you think? More video shows? https://www.youtube.com/channel/UC1Ze3kwDJ_dUlTBfVD5hL6A just in case!Thanks to Matt for joining in the fun. Check out his http://twitch.tv/ohcmrday and keep up with the latest happenings on our server https://discord.gg/auVvvK3. We'll be back with #101 next week.If you enjoy GameDev Breakdown • Sign up for our https://codewriteplay.com/newsletter/! • https://codewriteplay.com/the-gamedev-breakdown-podcast/ to the podcast on the platform of your choice • Follow us on Twitter: http://twitter.com/gamedevpod, http://twitter.com/codewriteplay, http://twitter.com/mechatodzilla • Check show notes and articles at CodeWritePlay.com Join us on https://discord.gg/auVvvK3!



    Shammi Mohamed, formerly of Microsoft and Turn 10 Aug 14, 2020
    Show notes

    Original Air Date: Aug. 14, 2020 - If you're into any technology from the earliest days of PC gaming to modern 3D engine development (with a dash of pilot certification in the middle), Shammi Mohamed is a great person to get to know.In this episode of GameDev Breakdown, Shammi calls in to tell us how he climbed the tech ladder, starting with his early childhood in India tinkering with the Sinclair ZX Spectrum, leading to his current work in interactive entertainment engineering. Along the way, he's contributed to a load of games we all know and love while at Microsoft and Turn 10, including: • The Forza Motorsport series • Halo 4 • Several Kinect titles and foundational technology • NFL Fever 2004 • NHL RivalsIf that's not enough, Shammi spent time as an indie creating his own game engine and releasing Moto Wheelie, an indie title routinely found on the Apple TV ranking charts.Topics in this show include • Working on cutting-edge entertainment technology • Process and culture in game development at Microsoft and Turn 10 • The balance between science and art in interactive entertainment • What it means to be on a truly agile team • Changes in game development over the last 20 yearsShammi's Links • https://twitter.com/Shammabeth • http://MotoWheelie.com • http://www.injiti.com/If you enjoy GameDev Breakdown • Sign up for our https://codewriteplay.com/newsletter/! • https://codewriteplay.com/the-gamedev-breakdown-podcast/ to the podcast on the platform of your choice • Follow us on Twitter: http://twitter.com/gamedevpod, http://twitter.com/codewriteplay, http://twitter.com/mechatodzilla • Check show notes and articles at CodeWritePlay.com Join us on https://discord.gg/auVvvK3!



    Banks Boutté and Maxx Burman of KitBash3D Aug 11, 2020
    Show notes

    Original Air Date: Aug. 11, 2020 - KitBash3D has developed a reputation for world-class 3D assets used by some of the biggest studio and artist names in TV, Film, and triple-A games. Today, the company announced efforts to reach the rest of the game development space.In this episode of GameDev Breakdown, co-founders Banks and Maxx call in to discuss today's release of a variety of "game engine ready" asset libraries intended to make development life easier while increasing visual quality in 3D games. If you move quickly, you can download one of their asset kits for free to see if it fits your workflow.Topics include: • The challenges of repurposing asset libraries for in-engine use • The increasing value of world-building skills to emerging tech • The KitBash3D community, including its famed livestreams • BIG NEWS ABOUT SLEEP TIGHT?!? • Building creative muscles by using new approaches to creationKitBash Links: • http://KitBash3D.com • https://twitter.com/kitbash3d on Twitter • https://www.twitch.tv/kitbash3d on TwitchIf you enjoy GameDev Breakdown • Sign up for our https://codewriteplay.com/newsletter/! • https://codewriteplay.com/the-gamedev-breakdown-podcast/ to the podcast on the platform of your choice • Follow us on Twitter: http://twitter.com/gamedevpod, http://twitter.com/codewriteplay, http://twitter.com/mechatodzilla • Check show notes and articles at CodeWritePlay.com Join us on https://discord.gg/auVvvK3!



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