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Episodes


Quasar, Brightest in the Galaxy: Expanding 'EVE Online's' Server Potential with gRPC

Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart'

Don't Talk to Me or My Baby Ever Again: Negotiating Challenging Collaboration

Dreamscaper: Killer Combat on an Indie Budget

Anti-Crunch: Patterns and Practices

The Burden of Proof: Narrative Deduction Mechanics for Detective Games

Simulating Tropical Weather in 'Far Cry 6'

Don't Make My Job Easy: Effectively Pitching to Publishers

Ghost in the Empathy Machine: Exploring Player-Character Connection in Life is Strange: True Colors

Mission Driven Games: Developing a Better World

Build Your Career in Games Like It's an RPG

Interactive Pacing from the Museum Flashback in 'The Last of Us Part II'

How Web3 Games Work (and Sadly Don't)

'Unpacking': The Fun Behind the Foley

Bringing Players Together: Building Cross Play for 'Destiny 2'

Hair Art in Games: Aesthetics Difference between Eastern and Western

Ambisonics and the Great Outdoors

Narrative Breadcrumbs: Guiding the Player Experience with Live Events

Designing for Inclusivity in 'The Sims'
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