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Content provided by Crystin Cox and James Gwertzman, Crystin Cox, and James Gwertzman. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Crystin Cox and James Gwertzman, Crystin Cox, and James Gwertzman 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.
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Free-to-play expert: Steve Meretzky

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Manage episode 243037334 series 2530590
Content provided by Crystin Cox and James Gwertzman, Crystin Cox, and James Gwertzman. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Crystin Cox and James Gwertzman, Crystin Cox, and James Gwertzman 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.

Steve Meretzky has been called the Steven Spielberg of adventure games, and the funniest man in the game business. Seeing his name on a game box is akin to seeing The Beatles on an album cover, and his resume reads like a best-of compilation. In this week’s episode, this game design all-star talks about what LiveOps looked like back in 1982 and the importance of using data throughout the game design process.

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48 episodes

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iconShare
 
Manage episode 243037334 series 2530590
Content provided by Crystin Cox and James Gwertzman, Crystin Cox, and James Gwertzman. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Crystin Cox and James Gwertzman, Crystin Cox, and James Gwertzman 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.

Steve Meretzky has been called the Steven Spielberg of adventure games, and the funniest man in the game business. Seeing his name on a game box is akin to seeing The Beatles on an album cover, and his resume reads like a best-of compilation. In this week’s episode, this game design all-star talks about what LiveOps looked like back in 1982 and the importance of using data throughout the game design process.

Support the show

  continue reading

48 episodes

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