Jordan Weisman and Creating Adventure Forge Interview Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"An interview with veteran game designer Jordan Weisman who is currently working on creating the Adventure Forge engine as a way for non-programmers to make video games. We spoke briefly about his history and then went into …
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The Long Time Coming of Long Gone Days Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"For this perceptive podcast, I sat down with Camila Gormaz and Pablo Videla from This I Dreamt to talk about Long Gone Days. We spoke about how the project began, what it was like creating a game …
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Why We Idly Obsess Over Numbers Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"For this roundtable talk, our panel discussed the addictive nature of idle design: why do we love watching numbers go up, when doesn’t this work, and is there such a thing as an elevated idle game.…
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Kasey Ozymy and The Pulsating RPG Design Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"For this Perceptive Podcast, I sat down with RPG designer Kasey Ozymy to talk about working in RPG Maker and designing Jimmy and the Pulsating Mass. We discuss RPG design and making something that stands out from …
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Understanding Difficulty in Game Design Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"Continuing our discussion from soulslikes, for this key to games podcast episode, we’re talking about what it means to understand and breakdown difficulty.…
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Searching for Soulslikes Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"As I wrap up work on my soulslike book, and with the recent Armored Core 6 discussion, we’re talking about what truly is a soulslike for this key to games podcast.…
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Attack of the Karens Developer Interview Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"For this developer interview, I spoke with Joel Potter from Studio Primitive who is working on the shmup Attack of the Karens. We talked about designing his first shmup, where the concept came from, and the challenges …
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Daylight Basement Studio Developer Interview Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"For this Perceptive Podcast, I’m talking with Christopher Bischke from Daylight Basement Studio to discuss their game Rightfully, Beary Arms that just released on early access. We spoke about making their first rogue-lite and the challenges of …
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The Stakes of Baldur’s Gate 3? Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"Baldur’s Gate 3 is dominating the conversation about RPG design, drama, and more. For our Key to Games podcast, we’re talking about how games change the market, what is unique about Baldur’s Gate 3’s case, and the …
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Game Design of the Month With Monster Hunter World Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"For this episode of our game design of the month discussion, Tomo and I talked about Monster Hunter World and how Capcom took their niche series and made it mainstream.…
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Gabbing About Game Engines Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"The rise of public game engines over the 2010’s changed how many people create games, and for this week’s key to games cast, we’re talking about the current options and what does your game engine of choice …
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The Gold Standard of Game Preservation With Digital Eclipse Josh Bycer josh@game-wisdom.com
width="560" height="314" allowfullscreen="allowfullscreen"For this perceptive podcast, I spoke with Chris Kohler, Editorial Director from Digital Eclipse to discuss how the studio is trying to raise the quality and bar for game preservation around the industry. We spoke about their …
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The Design of Horace Interview Josh Bycer josh@game-wisdom.com
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For this perceptive podcast I spoke with the designer of Horace: Paul Helman. We talked about how the development of the game went and the challenges of fine-tuning the various elements of it.
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What is the Future of FPS Design? Josh Bycer josh@game-wisdom.com
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For this final part of our look at the shooter genre, we’re talking about the modern state of the FPS genre and where can it go from here.…
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How the FPS Genre Bounced Back Josh Bycer josh@game-wisdom.com
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Part 4 of our look at the Shooter genre is all about how the singleplayer side came back in the 2010’s with the likes of Bulletstorm, Doom, and the early arrival of “Boomer Shooters”.…
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A Short SRPG Chat With Sinister Design Josh Bycer josh@game-wisdom.com
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For this perceptive podcast, I sat down with Sinister Design’s Craig Stern to catch up about RPG design and his latest game Together in Battle. We talked about adding more relationship and character development to an SRPG …
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High Speed Action With OTXO Developer Interview Josh Bycer josh@game-wisdom.com
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For this perceptive podcast, I spoke with Nathan Haddock from Lateralis Heavy Industries who developed the game OTXO. We spoke about the kind of action design Nathan wanted to focus on and balancing the high-speed play with …
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When Shooters Turned Into RPGs Josh Bycer josh@game-wisdom.com
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Part 3 of our look at the Shooter genre focusing on the 2010’s, when more RPGs elements were added to shooters and the rise of the “Role Playing Shooter”.…
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The Emergent Design of Scholar of the Arcane Arts Josh Bycer josh@game-wisdom.com
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For this developer interview on the Perceptive Podcast, I spoke with Endo who for their first indie dev game is working on Scholar of the Arcane Arts, a game that combines roguelike and emergent design. We spoke …
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Mimimi Games Developer Interview Josh Bycer josh@game-wisdom.com
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For this perceptive podcast, I spoke with game designer Moritz Wagner from Mimimi Games to talk about the studio’s history, stealth design, and their upcoming game Shadow Gambit: The Cursed Crew. We spoke about how the studio …
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The Era of Spectacle Shooters Josh Bycer josh@game-wisdom.com
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We’re continuing our chat about the history of the shooter genre, this time, focusing on the 2000’s with the rise of spectacle shooters, and the move towards more set piece design for the genre.…
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Samurai Punk Developer Interview Josh Bycer josh@game-wisdom.com
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For this developer interview on the Perceptive Podcast, I caught up with Nicholas McDonnell from Samurai Punk to talk about the studio celebrating its 9-year anniversary, how they have grown over time, and its next project Killbug.…
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The Design of A Robot Named Fight Josh Bycer josh@game-wisdom.com
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For this perceptive podcast, I sat down with Morningstar Game Studio’s Matt Bitner to talk about the development of A Robot Named Fight, and his next game Kop Killer 22xx. We discussed the challenges of creating the …
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The Influences of Car Combat Game Design Josh Bycer josh@game-wisdom.com
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For this roundtable discussion, we focus on the genre of car combat-styled games, and how the genre has kind of disappeared over the 2010’s. We spoke about our thoughts on the major names, and discussed why it …
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Designing The Personal Game “I am Yours” With Jon Josh Bycer josh@game-wisdom.com
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For this Perceptive Podcast, I spoke with game designer, journalist, and photographer, Jon to talk about designing the game I Am Yours — a game meant to explore the emotions around a traumatic event.
We talked about …
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Open World RPG Design With ArdenFall Developer Interview Josh Bycer josh@game-wisdom.com
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For this Perceptive Podcast, I’m speaking with Joshua Steinhauer who is the lead designer on the game Ardenfall — an open-world RPG to discuss building the game, RPG design and more.
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Learning About Game Design in the Classroom Josh Bycer josh@game-wisdom.com
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For this perceptive podcast, I’m talking with Jeremy Yanofsky who hosts the Engage Show to discuss what does teaching game design and using games in the classroom look like today.
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The Influence of Streamers on Videogames Josh Bycer josh@game-wisdom.com
After a long time of planning, we were finally able to record another gamedev roundtable. For this chat, our panel discussed the influence streaming and influencers have had on game development and marketing.
width="560" height="314" allowfullscreen="allowfullscreen"…
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Opening Up About Open World Design Josh Bycer josh@game-wisdom.com
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For this Perceptive Podcast, I sat down with Konstantinos Dimopoulos for another chat about open-world design and creating meaningful spaces for the player to explore in a game. We spoke about how open-world gameplay has evolved and …
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Gridforce Mask of the Goddess Developer Interview Josh Bycer josh@game-wisdom.com
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For this Perceptive Podcast, I spoke with Dan Bernado of Dreamnaut Studios to talk about the release of the game Grid Force Mask of the Goddess, creating the story and art, and more.
…The post Gridforce Mask of the Goddess Developer Interview appeared first on Game Wisdom.
Metroidvania Design With Haiku the Robot Josh Bycer josh@game-wisdom.com
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An interview with Jordon Morris who designed the metroidvania Haiku the Robot for a chat about the game and metroidvania design. We spoke about the creation of Haiku, how the environments were designed and balanced, and more …
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Dizzy Dwarves Developer Interview Josh Bycer josh@game-wisdom.com
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For this Perceptive Podcast, I spoke with one of the designers about the mobile game Dizzy Dwarves about starting their first major game development, working on mobile in today’s market, and more.
…
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ZOR: Pilgrimage of the Slorfs Developer Interview Josh Bycer josh@game-wisdom.com
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For this Perceptive Podcast I sat down with Righteous Hammer Games’s Clint Jorgenson to discuss the work on his deckbuilding survival tactical game Zor: Pilgrimage of the Slorfs. We talked about going from AAA to indie, and …
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What Does Horror Design Mean in 2022? Josh Bycer josh@game-wisdom.com
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For this cast, we’re talking about the state of the horror genre when it comes to video games for the Key to Games Cast. How has it changed, and what impact has indie horror had on the …
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Balancing Education and Entertainment With So to Speak Josh Bycer josh@game-wisdom.com
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For this perceptive podcast, I spoke with Erik Andersen about his upcoming game So to Speak. We discussed designing a game about learning Japanese and still providing entertainment as well as education.
…
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A Few Dragons Developer Interview Josh Bycer josh@game-wisdom.com
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For this Perceptive Podcast, I’m speaking with Keirron Stach from A Few Dragons to talk about the indie studio. We spoke about their games Lightsmith and The Sacred Acorn and the challenge of working on two projects …
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A New Modern MMO With Genfanad Josh Bycer josh@game-wisdom.com
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For this perceptive podcast, I spoke with Andrei Krotkov who is working on the MMO Genfanad to try and bridge the gap between the live service games of today and MMOG design of the past. Due to …
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Rogue Command Developer Interview Josh Bycer josh@game-wisdom.com
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For this Perceptive Podcast, I spoke with Mario who is currently working on the game Rogue Command: combining deck building, roguelikes, and RTS into one game. We spoke about the design of the game and balancing all …
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Nodbrim Developer Interview Josh Bycer josh@game-wisdom.com
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For this perceptive podcast, I spoke with Nodbrim Interactive’s Martin Kupski to talk about his studio and his upcoming game.
At the time of the interview, the game was Westmark Legacy, but it has been renamed to …
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How to Avoid “Kitchen Sink” Game Design Josh Bycer josh@game-wisdom.com
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For this week’s episode of the key to games podcast, it’s easy to keep adding ideas to videogames, but where is that point when you’re just creating an overly complicated mess?…
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Last Call for Zachtronics Josh Bycer josh@game-wisdom.com
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For this cast, I sat down with Zachtronic’s Zach Barth to talk about what’s next for him with Zachtronics’ stopping game development, Last Call BBS and more.
…
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An Indie Developer Interview with Pixel Play Josh Bycer josh@game-wisdom.com
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For this Perceptive Podcast, I’m talking with Andy and Valerie from the indie studio Pixel Play to talk about their studio, games and game dev.
…
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Do Games Have a Shelf Life? Josh Bycer josh@game-wisdom.com
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For this week’s episode of the key to games podcast, with all the talks of reboots and remakes, we wanted to talk about if games have an expiration date, and when is it time to reboot or …
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World Turtles Developer Interview Josh Bycer josh@game-wisdom.com
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An interview with Gideon Griebenow who is the designer of the game World Turtles. We spoke about working on his first major game and the lessons he’s learned.
…
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Catching up With Brian Cronin Josh Bycer josh@game-wisdom.com
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For this perceptive podcast, I spoke with Brian Cronin to catch up and talk about his next project: Business Challenges at the End of the World and using an AI to generate the art for the game.…
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Silas Reinagal Indie Dev Interview Josh Bycer josh@game-wisdom.com
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An interview with indie game developer Silas Reinagel about their upcoming game Metroplex Zero, roguelike design, and more. We spoke a lot about the indie market and making successful games today.
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The Evolution of Tradeshows for Indie Game Marketing Josh Bycer josh@game-wisdom.com
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For this week’s episode of the key to games podcast, we wanted to talk about the evolving use of tradeshows, events, and conferences for developers in the market.…
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What’s New With New Blood Josh Bycer josh@game-wisdom.com
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For this Perceptive Podcast, I spoke with Dave Oshry of New Blood Interactive to talk about what’s going on with New Blood, indie publishing, and their plans for 2022.
…The post What’s New With New Blood appeared first on Game Wisdom.
Chupacabra Games Studio Developer Interview Josh Bycer josh@game-wisdom.com
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For this Perceptive Podcast, I sat down with Rafael Vázquez of Chupacabra Games Studio to talk about game dev and the work he’s doing on his next game: The Shadow Government Simulator. We spoke about the challenges …
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Catching up With Buluk Mayan Warfare Josh Bycer josh@game-wisdom.com
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For this perceptive podcast, I spoke with Traevon who is working on the game Bulk Mayan Warfare to see how development is going, the changes that have been made, and what he’s learned about action design and …
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AI Development in Game Design Josh Bycer josh@game-wisdom.com
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For this special edition of the roundtable, we took a different focus talking about strategy games and AI design with our panel. Our main topic was discussing how AI is used in games to either create devious …
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Lessons on Localizing Videogames Josh Bycer josh@game-wisdom.com
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For this episode of the Perceptive Podcast, my guest is localization manager, Yana. She’s from Alconost, a company that’s been providing game localization services for several years.
This is what we talked about:
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The Challenge of Genre Mashups With Perfect Garbage Studios Josh Bycer josh@game-wisdom.com
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For this cast, I spoke with Son from Perfect Garbage about their studio and the challenges of combining game genres and experimenting with new designs.
…The post The Challenge of Genre Mashups With Perfect Garbage Studios appeared first on Game Wisdom.
Modern Retro Shooters With “Dusk” David Szymanski Josh Bycer josh@game-wisdom.com
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An interview with David Szymanski about Dusk, the rise of “boomer shooters” and the FPS genre as a whole, and a lot of fan questions that came in from the chat.
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Catching Up With Serenity Forge Josh Bycer josh@game-wisdom.com
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For this perceptive podcast, I caught up with the founder of Serenity Forge Z to talk about how the company has grown over the past 3 years, its push into retail and indie game publishing, and what …
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Exploring Long Tail Game Design Josh Bycer josh@game-wisdom.com
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For this month’s game dev roundtable, we’re joined by a newcomer, Seth, for a topic on long tail game design, or designing a game around months or years of post launch support.
Tomo:
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The Legacy and Future of Star Control Josh Bycer josh@game-wisdom.com
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For this episode of the Perceptive Podcast, I sat down with veteran developers Paul Reiche and Fred Ford to discuss Star Control, their settlement over the lawsuit with Stardock, bees, and what they have in mind for …
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The Dark Side of Wargaming.net Josh Bycer josh@game-wisdom.com
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For this lengthy chat, I spoke with Ramin about the history of Wargaming.net and how the company he worked for and had so much respect, went to the dark side of monetization and free-to-play design. He also …
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Examining Evertried With Lunic Games Josh Bycer josh@game-wisdom.com
This is a developer inteview with Pedro from Lunic Games to discuss Evertried, the Brazilian game dev scene and more. There were issues with the google hangout and audio, which led to the audio being inconsistent in a few areas.…
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