How Was Work?
By Randy O'Connor
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I interview game creators and learn about the details of their work that day. Each episode is a brief discussion trying to get at what it's like to work in a particular field. We might break down the tools someone uses, or broader strokes of their company's structure, or if they even have a "typical" day.
||Clean19 - Laura Michet - Writing and Editing||Laura talks about her writing and editing work for Zam.com and various games, and some of the ideas behind finding the voice in a piece of writing.||12/8/2016||Free||View in iTunes|
||Clean18 - Don Eskridge - Publishing And Developing||Don talks about his new game Abandon Planet. He discusses customer interaction, the new responsibilities of being a publisher, and how he quantifies progress.||11/30/2016||Free||View in iTunes|
||Clean17 - Tyriq Plummer - Objects vs Enemies||Tyriq talks about how crabs in his game, Catacomb Kids, are more like rocks than ogres.||11/10/2016||Free||View in iTunes|
||Clean16 - Tim Keenan - Back into teamwork||Tim chats about joining a team after many years being the driving force on his own projects.||11/3/2016||Free||View in iTunes|
||Clean15 - Theresa Duringer - VR||Theresa talks about the demands of working in VR gaming, and working with a custom game engine.||10/27/2016||Free||View in iTunes|
||Clean14 - Dene Carter - Ritual systems||Dene speaks of his game about ritual. We discuss intentional games versus unexpected, systemic experiences.||10/20/2016||Free||View in iTunes|
||Clean13 - Akira Thompson - Games While You're In A Queue||Akira talks about working for a larger company and hints at new immersive mobile experiences for amusement parks.||10/14/2016||Free||View in iTunes|
||Clean12 - Rich Vreeland - Beasts of Balance||Rich talks a bit about tinkering with his workspace, and then goes deep into meaning and music of Beasts of Balance.||10/6/2016||Free||View in iTunes|
||Clean11 - Ian Stocker - A Break from Soulcaster||Ian talks about refactoring and cleaning up code from a game that he's been experimenting with for the past month.||9/22/2016||Free||View in iTunes|
||CleanDana Trebella - Spoke And Wheel||Dana explains the amount of time that goes into PR work, specifically the hours of communication required every day.||9/14/2016||Free||View in iTunes|
||CleanPeter Angstadt - Kingdoms and Castles||Pete discusses making a variety of walls for his castle simulator, and the satisfaction he gets from learning new skills like art and color.||9/7/2016||Free||View in iTunes|
||CleanSean Colombo - Compliance and Licensed Work||Sean talks about the various experiences and some of the work that goes into maintaining a small game company.||8/31/2016||Free||View in iTunes|
||CleanJim Crawford - The Challenge||Jim talks about what may or may not be work on Frog Fractions 2, and also the joy and challenge that comes with striking out on your own.||8/24/2016||Free||View in iTunes|
||CleanJustin Woodward - A Long Evening of Work||Justin discusses the challenge of juggling roles.||8/17/2016||Free||View in iTunes|
||CleanJulia Keren-Detar - Wireframing & Production||Julia talks about designing games for clients, and the work that goes into efficiently producing projects.||8/9/2016||Free||View in iTunes|
||CleanBenedict Fritz - Tumbleseed||Benedict explains the careful balance of how robust code should be when programming a new system.||8/3/2016||Free||View in iTunes|
||CleanLoren Schmidt - The Texture of Creation||Loren Schmidt explains the details of save files||7/27/2016||Free||View in iTunes|
||CleanJocelyn Reyes - Interactive Installation Audio||Jocelyn explains some of the process she goes through to design, record, and implement audio for an interactive art and audio installation she made with Charles||7/19/2016||Free||View in iTunes|
||CleanDavid Kalina - The challenge of solo development||David talks about doing updates and fixes for Spider: Rite of the Shrouded Moon; and also his work on a solo game project.||7/12/2016||Free||View in iTunes|
Insights into indie game dev
Great stuff. Randy gets to the nitty gritty with indie game designers to answer that eternal question, "what is it you actually do here?"