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#196 - Filip Coulianos Interview On It Takes Two, Josef Fares, FPS Cameras, Nintendo & Jump Space

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Manage episode 515588303 series 3689868
Content provided by Kiwi. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Kiwi or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

In this engaging conversation, Filip Coulianos, co-founder of Keepsake Games, discusses his journey in game development, the influence of Half-Life 2 on his career, and the creative processes behind his latest project, Jump Space. He shares insights on addressing motion sickness in games, the importance of marketing for indie developers, and the evolving landscape of the gaming industry. The discussion also touches on the impact of working with Josef Fares and the lessons learned from successful titles like It Takes Two.

#jumpspace #ittakestwo #fpsgames

TIMESTAMPS

00:00 - Intro

00:42 - Half-Life 2 Is The Citizen Kane Of Video Games

01:52 - Becoming A Video Game Designer

03:34 - How Half-Life 2 Influenced Jump Space

06:00 - FPS Evolution/Animation Is Key To A Good FPS Camera

09:10 - Motion Sickness In FPS Games

14:30 - Moving Between First Person & Third Person In Jump Space

17:30 - Camera Techniques/It Takes Two Camera

19:19 - It Takes Two Devs Studied Super Mario 64 & Odyssey To Make The Game

23:20 - The Making Of It Takes Two

28:22 - Working With Josef Fares

36:30 - Why Filip Left Hazelight/Having The Idea Of Jump Space Since 2012

41:43 - Jump Space’s Popularity/Daniel Kaplan’s Importance/Marketing

48:00 - Jump Space’s Early Access Release Was Threatened By Silksong And GTA 6

51:09 - Jump Space’s Release Date

52:00 - The Cost Of Game Development/Why So Many Game Studios Close

57:38 - Where The Term AAA Came From/Some Games Will Survive The Game Studio Apocalypse

59:37 - Studios Need To Sell 10 Million Units To Break Even On $100 Million Budget

1:02:10 - Sweden Game Industry/Filip Was Determined To Succeed In The Game Industry

1:05:15 - Will Jump Space Be Relased On Switch 2/PS5?

1:08:17 - Where To Follow Keepsake Games & Jump Space

  continue reading

194 episodes

Artwork
iconShare
 
Manage episode 515588303 series 3689868
Content provided by Kiwi. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Kiwi or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

In this engaging conversation, Filip Coulianos, co-founder of Keepsake Games, discusses his journey in game development, the influence of Half-Life 2 on his career, and the creative processes behind his latest project, Jump Space. He shares insights on addressing motion sickness in games, the importance of marketing for indie developers, and the evolving landscape of the gaming industry. The discussion also touches on the impact of working with Josef Fares and the lessons learned from successful titles like It Takes Two.

#jumpspace #ittakestwo #fpsgames

TIMESTAMPS

00:00 - Intro

00:42 - Half-Life 2 Is The Citizen Kane Of Video Games

01:52 - Becoming A Video Game Designer

03:34 - How Half-Life 2 Influenced Jump Space

06:00 - FPS Evolution/Animation Is Key To A Good FPS Camera

09:10 - Motion Sickness In FPS Games

14:30 - Moving Between First Person & Third Person In Jump Space

17:30 - Camera Techniques/It Takes Two Camera

19:19 - It Takes Two Devs Studied Super Mario 64 & Odyssey To Make The Game

23:20 - The Making Of It Takes Two

28:22 - Working With Josef Fares

36:30 - Why Filip Left Hazelight/Having The Idea Of Jump Space Since 2012

41:43 - Jump Space’s Popularity/Daniel Kaplan’s Importance/Marketing

48:00 - Jump Space’s Early Access Release Was Threatened By Silksong And GTA 6

51:09 - Jump Space’s Release Date

52:00 - The Cost Of Game Development/Why So Many Game Studios Close

57:38 - Where The Term AAA Came From/Some Games Will Survive The Game Studio Apocalypse

59:37 - Studios Need To Sell 10 Million Units To Break Even On $100 Million Budget

1:02:10 - Sweden Game Industry/Filip Was Determined To Succeed In The Game Industry

1:05:15 - Will Jump Space Be Relased On Switch 2/PS5?

1:08:17 - Where To Follow Keepsake Games & Jump Space

  continue reading

194 episodes

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