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Interviewing, teaching, triple-A vs indie, and fixing game dev crunch

Game Dev Advice: The Game Developer's Podcast

Release Date: 01/19/2019

Comics, Crazy Game Submissions, Careers, Industry Rant, and Production show art Comics, Crazy Game Submissions, Careers, Industry Rant, and Production

Game Dev Advice: The Game Developer's Podcast

20-year industry veteran Nick Laing of Amazon Games and I discuss how he went from a Comic Book Artist into game dev as a Concept Artist & UX Designer, Game Designer, and Producer, working at EA, Microsoft, and Amazon Games on games like NFL Street, MMA, and Forza, compulsion versus compelling game design, loot boxes, game budgets, interviewing, the state of VR, game submission war stories, and how to improve Production, hosted by John ‘JP’ Podlasek. (See gamedevadvice.com for all the details.)

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Triple-A Art, Roots of Mocap, SonyPlayStation, Being a Problem Solver show art Triple-A Art, Roots of Mocap, SonyPlayStation, Being a Problem Solver

Game Dev Advice: The Game Developer's Podcast

Dwayne Mason of NXA Studios shares about the early days of motion capture, getting hired by Sony PlayStation, setting up Domino’s franchises, the value of being a problem solver, working at Midway Games, starting then expanding in China plus Argentina, plus working on marquee games like Mortal Kombat, Resident Evil, Street Fighter, and many more, by John ‘JP’ Podlasek. (See gamedevadvice.com for all the details.)

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Indie Game Dev, Rick and Morty, Double Fine and Being in the Game Press show art Indie Game Dev, Rick and Morty, Double Fine and Being in the Game Press

Game Dev Advice: The Game Developer's Podcast

Chris Johnson of the Player One Podcast shares about getting in the industry, working at Adult Swim with developers like Double Fine, being in the game press, the value of playing games with others, his love for “Sea of Thieves”, and working on his popular podcast of 13 years. (Check out gamedevadvice.com for full show notes.)

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Running An Indie Game Studio, Loot Boxes, AR, Markiplier, and Producers show art Running An Indie Game Studio, Loot Boxes, AR, Markiplier, and Producers

Game Dev Advice: The Game Developer's Podcast

Tom Eastman and Ben Perez discuss their seven years of running indie developer Trinket Studios, challenges they’ve overcome, lessons learned, advice for getting into the industry, favorite projects, new technologies, loot boxes, guerrilla marketing, YouTubers, funny stories, and thoughts on game production. (Check out gamedevadvice.com for full show notes.)

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Crunch Culture and What You Can Do To Escape...Hint, It Ain't On Twitter show art Crunch Culture and What You Can Do To Escape...Hint, It Ain't On Twitter

Game Dev Advice: The Game Developer's Podcast

The industry’s dirty little secret is in the spotlight again (just Google “intense crunch”) and surprise, everyone’s shocked. Why? It’s been going on since games were on floppy discs. Everyone’s preaching unions. But they’re not going to be your savior, at least any time soon. So instead of waiting for the union tooth fairy, hear my advice for researching and applying to companies that take culture and work-life balance seriously. They exist. Take action and rise above the Twitter ranting.

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NBA Jam BOOMSHAKALAKA!!, Shaq, Dota, Rage 2, The Twilight Zone and Pins show art NBA Jam BOOMSHAKALAKA!!, Shaq, Dota, Rage 2, The Twilight Zone and Pins

Game Dev Advice: The Game Developer's Podcast

Tim Kitzrow is a video game & pinball legend, having worked on dozens of games, including the arcade BOOMSHAKALAKA!! classic, NBA Jam. Hear how he got started in voice-over work, studied with famous comedians at The Second City, and took on EA with Mutant League Football. Learn about his work in the upcoming Rage 2 along with a special Dota Jam Announcer pack. How NBA Jam is cursed, Shaq would take an arcade cabinet on the road, and Stern Pinball is back and thriving. (Go to gamedevadvice.com for details.)

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Game Dev Advice: The Game Developer's Podcast

James Brady started in 2015 and has already worked on games like Red Dead Redemption 2, PUBG, and other blockbusters. The risky decision to leave his job and pursue game dev, then later leave Rockstar. How his Silent Hill fan art went viral. The difference between U.S. & European studios. Why freelancing is safer than being an employee. What it was like experiencing PUBG’s success. Sound design’s importance, plus VR dev challenges. (See gamedevadvice.com for all the details.)

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Dave Mirra BMX, Coding, Nintendo, Tax Breaks, Tokyo, and Sucker Punch show art Dave Mirra BMX, Coding, Nintendo, Tax Breaks, Tokyo, and Sucker Punch

Game Dev Advice: The Game Developer's Podcast

Hear how CTO Dave Grace was hired as an audio engineer. What it was like working on Dave Mirra Freestyle BMX. How he formed his own company. Worked at Square Enix on Final Fantasy XV. Advice for getting in the industry plus what careers are always in demand. Learn the importance of reputation. Worked on Sly Cooper, Spyro 3, and other games. Challenges around unionization. Tax breaks for studios in Canadian and the U.S. Opinions on current game industry trends. (See gamedevadvice.com for all the details.)

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Getting Hired, Learning New Tools, VR, Layoffs, Unionizing, and Trends show art Getting Hired, Learning New Tools, VR, Layoffs, Unionizing, and Trends

Game Dev Advice: The Game Developer's Podcast

Hear how 3D artist Humberto (Tito) Gamboa was hired. How schools often teach outdated tech. Working at a small game studio. Thoughts on online communities & industry events. Why you need to learn beyond school. The value of Twitter, Discord, ArtStation & 80 Level. Tips for applying to game studios. Ideas on learning different art tools. Discussion on unionization. Strategies on being prepared for a layoff. Thoughts on VR and great audio design. Opinions on past and current game industry trends.

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AR, VR, Game Industry Trends, Unity, and Early Mobile Phone Game Dev show art AR, VR, Game Industry Trends, Unity, and Early Mobile Phone Game Dev

Game Dev Advice: The Game Developer's Podcast

-Hear from developer & CEO Patrick Curry who talks about his company, FarBridge.

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Summary
-Guest Heinz Schuller talks about how he made the transition from working in IT into the video game industry
-Thoughts on the game industry being like a secret club in the 90’s
-Two things he wished he’d known when starting in the game industry
-Advice for working in a corporate environment and understanding how not to sabotage your career
-How to work with people who aren’t creatives
-How to radically improve your odds in this highly competitive job market
-The importance of finding your “thing” and what you’re going to express
-Experience of working on small and medium size indie game projects
-How he’s releasing games on Xbox Arcade and Steam
-Thoughts and advantages of teaching and creating games simultaneously
-The importance of YouTube for your career
-Ideas for staying sharp if you’ve worked in the game industry for a long time already
-Couple funny stories about working in the industry
-Changes in Microsoft’s culture between the 1990’s to the 2000’s
-Differences between the FASA acquisition and the later Bungie
-The coolest thing about being part of Microsoft Games
-Behind-the-scenes work that Art Directors do
-Building infrastructure are career paths outside of Engineering
-Ideas around work output, getting smarter, and fixing the crunch culture of game development
-Main reason for leaving triple-A games
-Challenge of working in middle management
-Thoughts on the horrific Telltale Games layout  
-Hard questions to ask when interviewing at a game studio
-What it feels like going through crunch
-Where to find Heinz online

Quotes
-“He was telling us to stop complaining because we’re literally just a fly on a rhino’s ass”
-“Early on in my career I was pretty famous for writing beautifully sarcastic and highly volatile emails”
-“I was called the angry young man”
-“The only constant is change”
-“Those were holy wars back in the time”
-“It would slowly saturate my monitor to pure magenta”
-“We were alien to the Seattle culture”
-“Occasionally there’d be holes in walls”
-“We don’t have enough hits, we’re not making enough money, time to shut it down.”
-“They had no idea about making games, or why they were talking with me”
-“They gave the keys of the city to Valve”
-“Epic crunches just destroys lives”
-“I used to be in the belly of the beast, I used to be part of it”
-“I worked on one of the worst crunches in my life on a game called...”
-“You have to tell your people to come in and work on the weekend, again”
-“If you walk around and see futons and air mattresses all over the place it’s probably a bad sign”

About My Guest
Heinz Schuller started working in the games industry in 1993, and has served at companies including Viacom New Media, FASA Interactive, Microsoft Game Studios, and Day 1 Studios. He is credited with Art Direction on popular PC & Console games including MechWarrior 4: Vengeance, F.E.A.R. 3, and Avatar Laser Wars II. Heinz also served as Publishing Art Director at Microsoft on games like MechAssault, MechAssault 2, and Crimson Skies. He recently completed Death Toll on Steam and is the Instructor // Visual Effects, Graphics / Animation at DePaul University in Chicago

Resources
-Hotline: 224-484-7733
-Email: info@gamedevadvice.com
-Website: gamedevadvice.com 
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