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Episodes


MORTIS 101: 'FAITH's' Horror Design Toolkit

Social Depth of Location-Based Play in 'The Walking Dead: Our World'

Paint It Black: The Art of 'Sea of Solitude'

Creating Inclusive Content In the Metaverse and Beyond

Real-Time Cloth Solutions on 'Marvel's Spider-Man'

Level Up Your Jenkins Reporting

Fireside Chat: Amir Rao and Kelly Wallick on 'Hades'

Design by the Numbers: Using Data for Good

Cutting Apart The Diegetic Interface of 'Hardspace: Shipbreaker'

The Gangs Bite Back: Music and Sound of 'Crackdown 3'

A Historian's Guide to Researching Your Historical Game

Let's make a PICO-8 Game in 30 Minutes!

How Do You Make VR for Everyone?

Creating the Soundscape of 'It Takes Two'

Building a Mixing Sandbox for 'Just Cause 4'

Honoring the Blade: Lethality and Combat Balance in 'Ghost of Tsushima'

Tough Questions to Improve Your Leadership

Vehicle Recordings for Modern Games

Classic Game Postmortem: 'Star Wars Galaxies'
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