The GameMakers podcast publishes current, entertaining, and in-depth discussions on F2P game development. Topics that we cover include the business of games, F2P monetization, liveops, game design, game development processes, team structure, and more.
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Gamemaker Podcasts
A series of in-depth conversations between video game makers on the business and craft of interactive entertainment.
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News, interviews, reviews and guidance for users of YoYo Games' GameMaker Studio
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In My Perfect Console, Simon Parkin, award-winning author video game critic for The Observer invites well-known guests from the worlds of gaming, film and television, music, comedy and more to pick the five video games they would like to immortalise on a fictional games machine. They discuss those five games in chronological order of release, interspersed with biographical chat about the guest’s life and career –– a lens that often leads to new and unexpected insights. "Thoroughly modern and ...
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Making telecom more inclusive and diverse with Chris Lewis at Lewis Insight, and Monica Paolini at Senza Fili. With Inclusively, we want to create a place for everyone in the telecom ecosystem to share insights and experiences; to discuss new approaches, policies and technologies; and to document our progress in making telecom more inclusive, diverse, and sustainable for the workforce and users.
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Game of the Year 2025 (ft. Glenn Moore).
1:48:13
1:48:13
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1:48:13The year is winding down, inboxes are quietening (lol), time is about to lose all meaning, and the year’s great cultural arguments are finally ready to be settled. Perfect timing, then, for My Perfect Console: Game of the Year 2025. In this special episode, host Simon Parkin is joined by comedian Glenn Moore to build two consoles that capture what …
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Making THE OUTER WORLDS 2 with Obsidian's Brandon Adler and Kyle Koenig
1:27:36
1:27:36
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1:27:36Adam Orth chats with Brandon Adler and Kyle Koenig about their latest work at Obsidian Entertainment, The Outer Worlds 2. Together they discuss the lessons they learned from the first game and what they sought to improve; how they implemented comedic and narrative elements into every aspect of gameplay; what ideas ended up on the cutting room floor…
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Harvey Smith, game director (Deus Ex, Dishonored, Redfall)
2:01:37
2:01:37
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2:01:37Harvey Smith is a game designer and writer whose work has helped shape some of the most atmospheric and influential games of the last two decades. After serving in the U.S. Air Force he began his career in video games as a tester on the formative System Shock. Then he joined Ion Storm worked as lead designer on Deus Ex, one of the most influential …
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Becoming the Ghost of Yōtei with Erika Ishii
1:05:04
1:05:04
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1:05:04This episode contains spoilers for the game 'Ghost of Yōtei' Alexa Ray Corriea chats with actor and producer, Erika Ishii who stars as Atsu in Ghost of Yōtei. Together they discuss Erika's journey in acting and how they found themselves working in video games; working with Sucker Punch and their process working with performers; the advantages of br…
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Alex Seropian, co-founder of Bungie (Live @ University of Chicago).
1:44:06
1:44:06
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1:44:06Alex Seropian is a pioneering American video game developer whose work helped shape some of the most iconic series in the medium. After studying mathematics at the University of Chicago, he co-founded Bungie in 1991, first developing Operation Desert Storm then titles such as Pathways Into Darkness, Marathon, and Myth. In 2001, he and his team rele…
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The Challenges of Game Localization, Writing and Recording with Shloc
1:20:31
1:20:31
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1:20:31Alexa Ray Corriea chats with Oli Chance and Morgan Rushton from localization studio Shloc Ltd. Together they discuss how they got into the business of game localization; their long history working on massive IP like the Final Fantasy, Dragon Quest, and Death Stranding series; how they tackle challenges like translating cultural differences; and wor…
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Mark Cerny, lead system architect, PlayStation 4 & 5.
1:30:56
1:30:56
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1:30:56Mark Cerny is an American programmer, and game designer whose career has shaped not only how we play, but the systems we play on. A San Francisco native, he dropped out of UC Berkeley at 17 after receiving an invitation to join Atari. At 18 he designed the arcade hit Marble Madness. He then moved to Japan to work with Sega, for whom he founded the …
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Absolum - Dotemu's Path From Licensed Games to Original IP
1:32:03
1:32:03
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1:32:03Trent Kusters chats with Dotemu CEO, Cyrille Imbert. Together they discuss Dotemu's work in licensed IP including how they pitch to license holders; the short-term financial and long-term relationship damage caused by releasing subpar products; how they inadvertently revived the beat 'em up genre with titles like Streets of Rage 4 and Teenage Mutan…
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From "Katamari Damacy" Through "to a T" with Keita Takahashi
1:44:57
1:44:57
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1:44:57Trent Kusters chats with creator of the cult classic Katamari Damacy and the recently released to a T, Keita Takahashi. Together they discuss how he went from sculpting to his first job at Bandai Namco; the origins and development of Katamari Damacy and his subsequent works; his philosophy on creating games with experiences not available in the rea…
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Brandon Adler, game director, The Outer Worlds 2.
1:20:01
1:20:01
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1:20:01Brandon Adler is an American game director and producer whose career has been defined by his work on some of Obsidian Entertainment’s most acclaimed role-playing games. After serving in Iraq with the U.S. Air Force, my guest studied Game Art & Design at The Art Institute of California. He joined Obsidian as a tester for Neverwinter Nights 2 before …
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Journey From "Katamari Damacy" Through "to a T" with Keita Takahashi
1:44:57
1:44:57
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1:44:57Trent Kusters chats with creator of the cult classic Katamari Damacy and the recently released to a T, Keita Takahashi. Together they discuss how he went from sculpting to his first job at Bandai Namco; the origins and development of Katamari Damacy and his subsequent works; his philosophy on creating games with experiences not available in the rea…
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Correspondence Special #8: Catching guests out, coding on ships, and best moments in games
28:48
28:48
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28:48In this special correspondence edition, Simon reads out your letters and answers your questions. Why are guests so often caught out when asked to name their console? What is the best moment in a video game? What might a My Perfect Console game jam look like? And can Simon settle a dispute between a father and his kids in the car?All this and much m…
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My guest today is a British game designer whose ingenuity and persistence turned a bedroom project into one of the most iconic multiplayer series in video games. In 1991, he took the characters from the popular Amiga game Lemmings and placed them in a game of his own, a simulation of artillery fire. At school, the game proved popular among his frie…
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Your validation passed. Your players hated it. Here’s why. | MAG #10
27:54
27:54
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27:54Most game studios either skip validation entirely or waste hundreds of thousands on academic testing that doesn't move the needle. Both approaches kill products. In this episode, we discuss why product validation is the difference between success and years of wasted development—and introduces two frameworks to fix your process. You'll discover: The…
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Obsidian's Josh Sawyer's Thoughts on Creating Engaging RPGs
1:08:50
1:08:50
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1:08:50Alexa Ray Corriea chats with Josh Sawyer, Studio Design Director at Obsidian Entertainment. Together they discuss his thoughts on developing RPGs; what he learned from working at legendary studio Black Isle Studios; how to successfully adapt Dungeons & Dragons to video games; writing for games with dialogue stacks; parsing and implementing feedback…
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Shuhei Yoshida, former president, Sony Interactive Entertainment Worldwide Studios.
1:23:17
1:23:17
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1:23:17Shuhei Yoshida is former president of Sony Interactive Entertainment Worldwide Studios, and one of the most beloved figures in the video games industry. After graduating from Kyoto University with a degree in economics, he joined Sony in 1986 to coordinate the company’s PC business. Then, as one of the early members of the PlayStation project, he h…
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The Development World of RPGs with Jeff Gardiner
1:23:41
1:23:41
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1:23:41Adam Orth chats with Jeff Gardiner from Something Wicked Games. Together they discuss his long history in the world of RPG development including titles in the Elder Scrolls and Fallout series; the trials and tribulations associated with starting your own studio; the perilous state of the games industry from funding to consolidation; and the lessons…
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Danny Abbasi, musician, Miniseries.
1:19:54
1:19:54
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Your Analytics Stack Is Killing Your Studio (The New Meta: PostHog FTW)
46:18
46:18
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46:18Most game studios waste weeks of runway on the wrong analytics decision—here's how to avoid that mistake. Traditional analytics SDK vendors like Amplitude, Mixpanel, and Braze promise plug-and-play simplicity but deliver silent failures, contract negotiations, and escalating costs that can destroy startup velocity. In this episode, we discuss why t…
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Rami Ismail, gamemaker (Nuclear Throne, Ridiculous Fishing, Luftrausers, Australia Did It).
1:32:20
1:32:20
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1:32:20Rami is a developer, speaker, and global ambassador for indie games. As the co-founder of Vlambeer, he helped create a string of critically acclaimed titles—including Super Crate Box, Ridiculous Fishing, Luftrausers, and Nuclear Throne—that helped define a new era of independent game development. Beyond his work on games, he’s become one of the mos…
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Games Writing with Lis Moberly, Creative Lead @ 20th Century Games
1:17:11
1:17:11
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1:17:11Alexa Ray Corriea chats with Lis Moberly, Creative lead at 20th Century Games. Together they discuss how the path towards game development has changed over the years and the difficulties young people face with job placement; working with and helping junior writers join and stay in the games industry; the importance of institutionalized knowledge; a…
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Why Game Studio Failures Are Structure Problems, Not Talent Problems | Chris Casanova (Microsoft, Mojang, Relic, Hypixel)
55:21
55:21
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55:21Most game studios think they have a talent problem. They don't. They have a structure problem. Chris Casanova spent 15+ years as a producer across Microsoft Xbox, Mojang (Minecraft), Relic Entertainment, Offworld Industries, and Hypixel Studios. He's watched talented teams fail repeatedly—not from lack of skill, but from organizational friction. Tr…
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Lorien Testard, composer (Clair Obscur: Expedition 33).
1:18:08
1:18:08
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1:18:08Lorien Testard is a French musician and composer. He started his career as a guitar teacher, composing instrumental tracks for imaginary video games in his spare time. He began to upload them to his Soundcloud, and soon had a collection of more than fifty pieces online. His life changed when he shared one of the tracks in an indie game forum. A vid…
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From Used Car Salesman to Indie Game Publisher: The New Blood Story
1:27:41
1:27:41
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1:27:41Trent Kusters chats with Dave Oshry of New Blood Interactive. Together they discuss how he went from games journalism to publishing; navigating the ins and outs of publishing on PC and how they landed their first deal; how nostalgia meets modern in the boomer shooter genre; their approach to the publisher/developer revenue split; how they uplift in…
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The Battlefield 6 Redemption, What UCLA Football Teaches About Leadership, & Structuring Teams to Win | MAG #7
59:16
59:16
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59:16Western AAA development is not dead. Battlefield 6's 7 million unit launch proves it. This episode deconstructs how EA and Vince Zampella reversed the "disaster" of Battlefield 2042 by focusing on leadership, community feedback , and a smarter studio structure. Then, we explore why leadership is the ultimate "alpha". Joseph Kim breaks down the stun…
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Chris Plante, writer, editor (Polygon, The Verge, Limetown, Post Games).
1:27:48
1:27:48
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1:27:48Chris Plante is a journalist, editor, and one of the sharpest voices working in video game media. After studying at New York University, he worked as freelance writer for outlets including The Guardian, Vulture, and Edge before, in 2012, co-founding Polygon, a website blending coverage of pop culture, longform storytelling, and thoughtful games cri…
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How to Pitch Game Projects to Publishers with Focus Entertainment's Yves Le Yaouanq
1:33:29
1:33:29
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1:33:29Adam Orth chats with Focus Entertainment's Chief Content Officer, Yves Le Yaouanq. Together they discuss his journey and the lessons he's learned working for some of the biggest game developers and publishers in the industry; his work on the research and development side of games; the need for publishers to focus on quality of content and gameplay;…
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Inside the $55B EA-Saudi Deal: Why It's Not a Typical LBO (with Chris Petrovic & Matthew Kanterman)
59:56
59:56
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59:56Saudi Arabia's Public Investment Fund just closed the largest gaming acquisition in history—$55 billion for Electronic Arts. But this isn't the typical private equity playbook. In this episode, host Joseph Kim sits down with two M&A experts who break down what's really happening:- Chris Petrovic - Board Chairman & CBO at FunPlus, former President o…
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The Ad Monetization Playbook: Fixing Leaky Revenue, Boosting CPMs, and Scaling Your Team with Kelly Kang
1:08:48
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1:08:48Why is your ad revenue flat even when your game's traffic is growing? Margins are getting squeezed by hidden fees, and old strategies of yelling at partners no longer move the needle. In this episode, we sit down with veteran ad monetization consultant Kelly Kang to get her modern playbook for building a resilient and profitable ad strategy from th…
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Claire L. Evans, musician, writer, artist (YACHT, Blippo+).
1:21:22
1:21:22
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