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  1. On the Game Dev Loadout podcast, join Nick Culbertson of Moby Pixel as we discuss the importance of updating your game as technology advances, turning negative experiences into positive, the meaning of game dev, and much more. He is the host of a new game developer podcast called Game Dev Deconstructed where he explores the process of game development providing you with an in-depth, tactical blueprint for navigating the game industry. He is also an indie developer and the founder of Moby Pixel that specializes in making music apps and rythmes games. Items Mentioned: Podcast Website Nick Email gamedevdeconstructed@gmail.com Company Website Moby Pixel Twitter Dallas Meetup Group NERDbody Pico-8 https://www.gamedevloadout.com/
  2. We discuss the benefits of having a game consultant, his experience of hiring a freelancer, how he got a publisher, and much more. Tommy is the Project lead and CEO of Trym Studios, hailing out of Norway, currently working on their first game, a 17th century trade sim! Tommy, coming from the oil industry made a big transition from a safe and well paid job over to creating his own game studio and going for a very ambitions game, getting a publisher at the start of development and funds to create a demo. Items Mentioned: Tommy Twitter Company Twitter Game The Whaler Twitter Game The Whaler Website IndieDB Gamedev.net Tigsource Game Dev on Udemy https://www.gamedevloadout.com/
  3. We discuss the importance of gathering data on your audience, High LTV customers, CAC, and much more. Dan Schoenbaum is the CEO of Cooladata which specializes in helping clients understand their customer’s journey from discovery and conversion to retention and growth. Essentially they analyze customer behavior analytics to help you figure out what your audience is doing with your game and how you can optimize it. Items Mentioned: Dan Website https://www.cooladata.com/ Dan Email dan@cooladata.com Article The 19 Metrics Every Mobile Game Needs to Track Article Keep them hooked: 3 Steps to Increasing Player Retention In Online Gaming Article The Anatomy of the Perfect SaaS Analytics Dashboard Article How to Find Your Perfect SAAS Customer Article Online Gaming Google Analytics https://www.gamedevloadout.com/
  4. "So too how a mountaineer has their safety line, a game team has their revision control system. If codes get messed up or something goes fubar, you have a RCS like a GitHub or Perforce that will help you recover NOT IF accidents happen but when IT happens especially as you start to scale up in development." Blair Leggett leads a small indie studio with his wife called One More Story Games. With over 20 plus years in the game industry, they have built their own game engine specifically for authors to create narrative games and published 7 games in the last 3 years while building the engine. Their work includes Danielle’s Inferno, Skycarver, and the upcoming Shakespeare’s Landlord. Connect: Website https://onemorestorygames.com/ Game Engine Website http://storystylus.com/ Game Shakespeare's Landlord http://www.lilybard.com/ Twitter @1MoreStoryGames Youtube https://www.youtube.com/user/OneMoreStoryGames Resources: UNSUNG HEROES OF THE GAMES INDUSTRY: TOOLS PROGRAMMERS GitHub Perforce https://www.perforce.com/ Subscribe to the podcast: ITunes | Pocket Casts | CastBox | Other Give me a Rating & Review Thank you for listening! https://www.gamedevloadout.com/
  5. "One of the key measures for when teams are communicating well is that their proactive in sharing information with each other. They don’t waste too much time asking each other questions. They proactively tell people what they need to know when they need to know it." Zachary O. Toups is an assistant professor in the Computer Science Department at New Mexico State University in the areas of game design and human-computer interaction. His research develops gameplay through which participants practice real-life skills, with an emphasis on disaster-response contexts and team coordination. His work incorporates ethnographic approaches to understanding existing practice; zero-fidelity simulations that capture abstract, human-centered aspects of practice; mixed reality computing that engages players in human-human, human-environment, and human-computer interaction; and mobile, collaborative technologies that support sensemaking in disaster. Connect: Pixl website: https://pixl.nmsu.edu/ Twitter: @toupsz Email: z@cs.nmsu.edu Resources: The Design of Everyday Things by Donald Norman Subscribe to the podcast: ITunes |Spotify |CastBox |Pocket Casts | Other Give me a Rating & Review Thank you for listening! https://www.gamedevloadout.com/
  6. Three P’s Principle “You can take a project if it has any one of these three P’s. Great Project if you think it’s really neat and you love the work. Great People if you are working with awesome people and building great relationships. Great Payment if it pays well. It’s amazing if you get two of the three.” Join Richard Ludlow of Hexany Audio as we discuss the importance of not writing overbearing scripts, learning to say “NO,” following the three ‘P’s when choosing a project to work on, and much more. Richard Ludlow is the audio director at Hexany Audio, a Los Angeles-based sound and music studio specializing in audio for games and VR. Richard oversees both the creative and business aspects and has worked on projects for Disney, Activision, Ubisoft, Ford, Chevrolet, and many more. He regularly speaks about game music and sound at GDC, PAX, and more. Connect: Email: rludlow@hexanyaudio.com Website: https://hexanyaudio.com/ Resources: Do internships Subscribe to the podcast: ITunes | Spotify | CastBox | Pocket Casts | Other Give me a Rating & Review Thank you for listening! https://www.gamedevloadout.com/
  7. Teddy Bergsman - “I never seen a single person being fired over a tool helping them out or making their work faster. Not a single time and I work with gaming companies and filming companies in the world. And that just doesn’t happen and I think that’s what scares people to shy away from revolutionary type of tools. Embrace it, adopt it early as you can, get ahead of the curve.” Join Teddy Bergsman as he discusses how megascans work and why it’s important, his obsession to help me the game industry workflow faster and efficient, how hiring the right person was key to his company, and much more. Teddy Bergsman is the CEO of Quixel which is the world’s largest scan library. These scans include vegetation, debris to nature environments all across the globe. Connect: Facebook Quixel where you can send Teddy a message Website: Quixel Resources: Marmoset Toolbag 3 Artstation Unreal Engine 4 Subscribe to the podcast: ITunes | Pocket Casts | CastBox | Other Give me a Rating & Review Thank you for listening! https://www.gamedevloadout.com/
  8. Gary D. Nissenbaum - “Have you created a three-dimensional world in which the interaction of these characters is so unique that it’s really not copying that of the other games, and have you created designs and elements that are so different than what’s come before? That’s where the rubber meets the road when it comes to the legal issues.” Gary D. Nissenbaum is the managing attorney of the Nissenbaum Law Group, a law firm that represents a wide range of business clients, from single person start-ups to multi-national corporations. One of the firm’s focuses involves intellectual property matters, including entertainment law, apps, websites and video games. I should add that nothing that is discussed today should be considered legal advice or opinion on any specific matter. If any of our listeners have a legal matter, they should consult counsel of their choosing. We Discuss: The importance of having the proper intellectual property documentation Definitions of trademark and copyright How attorneys are helping us stay creative What to do when you get a cease and desist Three concepts to keep in mind: Idea-Expression, First Sale Doctrine, and Fair Use Why the developer should create scenes a faire The way to utilize a private investigator on IP work Create a game design document and show it to a lawyer before developing the game Connect: Website Gary's Email: gdn@gdnlaw.com Biography Intellectual Property Page Resources: Copyright.gov Uspto.gov DaVinci vs Ziko Games Tetris Holding vs Xio Interactive Brown vs Entertainment Merchants SUBSCRIBE TO THE PODCAST ITunes | Stitcher | Overcast | Other Platforms Give me a Rating & Review Thank you for listening! https://www.gamedevloadout.com/
  9. What's up game devs. My name is Tony Chan and launched a podcast last week called Game Dev Loadout. I interview the best people in the game industry seven days a week to empower listeners with valuable knowledge about the game industry. The aim is to inspire and give game devs the toolkit for success. Here are the first few episodes. 01 Tony Chan: I talk about the goal of the show and my background 02 Angel Muniz: How to Start in the Game Industry 03 Richard Millington: How to Build an Engaging Community 04 Tim Ruswick: Start with a WOW Moment 05 Phillip Morales: Convey Your Ideas Clearly 06 Starr Long: Every New Features Adds Hidden and Far Reaching Implications 07 Scott Brodie: What's the Heart of Your Game? I would love to hear your thoughts and feedback. My website is www.gamedevloadout.com
  10. Your thoughts on a Game Dev Podcast

    I never released a podcast before but I have already interviewed over 25 people now. I plan to launch the podcast late July or August. When do you think you might listen to the podcast? For example, you might listen to it during a car ride, or during a work break. Do you have any specific questions you like to ask experienced game developers?
  11. Hi everyone, my name is Tony Chan and I'm creating a new podcast called Game Dev Loadout where I interview experience game developers seven days a week, sharing their journey and empowering listeners to start making great games. I am curious about your thoughts on listening to this type of podcast every single day. A few questions I ask developers are: What are your key principles for better game development? What are common mistakes, even at a pro level? If people had to teach themselves your expertise, what would you suggest they use? What is the worst moment of your career? What was holding you back from becoming a game developer? I, myself, am a new game developer and so I decided to make this podcast to help people like me get motivated and start off with the right toolkit. Let me know what you think, thanks.
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