The Autodesk games team interviews game developers that are leading the industry. We look under the hood to figure out where they came from, how they got here, and where they’re going. Follow us on twitter https://twitter.com/adskgamedev
In this episode, we're talking to Juan Carlos Larrea, Lead Vignette Animator at 343 Industries. He discusses what it was like animating the Kraken in Halo 5: Guardians, the hardships of simulating destruction in a game, and the challenges of taking cinematography into consideration in-game.
In our latest GameDev episode, we talk to Benjamin Charbit of Darewise Entertainment about the upcoming sandbox MMO survival game, ROKH.
Benjamin went from the world of finance to becoming a content director for a AAA studio and finally starting his own indie production company. Learn about Benjamin’s journey in the games industry and what motivated him to leave his AAA job to go indie.
This episode, we talk to Henry LaBounta, Chief Visual Officer at Zynga about the wacky world of free-to-play games. He discusses his long and winding path from VFX to the games industry, how the development of free-to-play games is so different from the rest of the industry, the challenges in coordinating teams according to the skills needed for each game and his involvement in the games community.
In this episode we talk to Patrick Gillette, lead gameplay animator at 343 Industries with a long history working on the Halo series. Most recently he's been working on new weaponry for Halo 5: Guardians. Patrick talks about how they approach the creation of new combat animations for the game while taking into account a million-and-one different factors: how to keep gameplay balanced, how to evaluate animations aesthetics versus the needs of gameplay, taking into account the opinions of pro gamers to account for e-sports, and the importance of not bringing a plasma pistol to a sniper fight.
In this episode, we talk to Steve Stopps and Nic Williams from Team Lumo. Based out of Leamington Spa in the UK, Team Lumo just released a big update to their quirky mobile game, Lumo's Cat. We talk about the great history behind Team Lumo, and how they got their start working on skunkworks-style projects at Blitz Games. Having released several hit games that have been featured on the iTunes App Store, Steve and Nic share their experiences with agile development, creating an environment of trust, getting feedback from the player community, and how they create their artistic style. Oh, and cats. They like cats.
In this episode, we talk to Rhianna Pratchett and learn how she began and grew her career in games. She got her start as a journalist before landing her first gig as story editor working on Beyond Divinity. Her career has spanned from SpongeBob and Overlord to Heavenly Sword, Prince of Persia, and Thief. Most recently she’s worked on the rebooted Tomb Raider franchise. Listen to learn how the daughter of Terry Pratchett practices her craft to create captivating game narratives.
In this episode, we talk to Adalbert Kinsey, lead character technical director at Insomniac Games. Since he joined the studio in 2005 he’s worked on Sunset Overdrive, Resistance, Ratchet & Clank, and Fuse. Adalbert shares with us how his team has rebuilt Ratchet & Clank, bringing the game into current-gen gaming visuals with a modernized style. And, yes, he talks about Snagglebeast.