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Video game development

Video game development

Search complete. 40 mentions across 9 episodes found for "Video game development".

Sep 10, 2026

Michail KatkoffHOST
34:01
Everything was right from, from the way they organize, to the way they speak, to the games they ship.
Michail KatkoffHOST
34:06
And so for somebody to kinda even say anything remotely criticizing was somehow in my sphere of the finished game development was like, "Dude, you went and said that?" And like they were, [laughs] you know, they went out like a viral moment of somebody, you know, willing to, to just say that maybe King, I'm not saying King doesn't have clothes, but maybe King forgot one of his gloves, that kind of stuff.
Michail KatkoffHOST
34:31
So, so that, that made me realize that the podcast actually carries a lot more impact than what you feel when you're just, you know, sitting in your office and, and talking shit about games and getting shit from, from all of the co-hosts.
Michail KatkoffHOST
34:45
[laughs]
Seth CosterHOST
2:55
And uh, I did do a GDC talk about this back in 2020.
Seth CosterHOST
2:59
Um, so if you're interested in hearing more about what we talk about in this episode, uh, you can look up, uh, Stress-Free Game Development on YouTube, and you'll be able to find that, uh, GDC talk.
Sam CosterHOST
3:09
I'm sure there's a link in the show notes, so you can-
Seth CosterHOST
3:11
Yeah

1 HR 2 MINS LATER

Seth CosterHOST
65:03
That's two books that are kinda companion books.
Seth CosterHOST
65:05
Uh, and we also...
Seth CosterHOST
65:07
Uh, I, I gave a GDC talk back in 2020 called Stress-Free Game Development, um, which is a more kind of a, it's a deep dive into just the DevOps specific angle of all of this stuff.
Seth CosterHOST
65:18
Um, so definitely recommend checking those things out.
Jordan HortonGUEST
11:24
And so that's really, you know, my background is like in more just data analytics around people.
Jordan HortonGUEST
11:29
And so, but from game development side, that was just the homies believing in me, singing something to me to be able to help out whenever we started making projects together.
Jordan HortonGUEST
11:40
and just been nurturing that's you know i guess skill i didn't didn't feel like a skill back then but um just nurturing whatever that that was they saw in me and uh rays of hope is probably our eighth, seventh or eighth title or so.
Jordan HortonGUEST
11:58
We just never released anything else publicly yet.

14 MINS LATER

Jordan HortonGUEST
26:12
uh we have no time for that
Jordan HortonSOUNDBITE_SPEAKER
26:20
i think
Jordan HortonGUEST
26:21
the hardest thing about game development period uh is finding the fun sometimes you know uh in before the game has the visual graphics and the styling and um the visual package that it's in it has you have to find the fun first so that can take months or years even sometimes uh so i would say And even when you feel good about it, you don't know how the world feels about it.
Jordan HortonGUEST
26:49
It just knows maybe how you feel about it.
Paweł BurzaHOST
30:29
Circling back to sentiment and kind of tracking what the community is saying, do you have a certain tool or a certain way that you gather sentiment and you kind of sift through all the things and define like, okay, this is...
Paweł BurzaHOST
30:42
the highest priority? Kind of like if you take an example out of game development, you have your P0s, you have your P1s, P2, and down the road.
Paweł BurzaHOST
30:51
How would you kind of track it when it comes to the sentiment that is coming through the community? Because as we know, social media, there's a lot of opinions, there's a lot of sentiment there, positive, negative, neutral.
Paweł BurzaHOST
31:03
How do you track all this? And how do you distill what's the most important thing here? It's the

26 MINS LATER

Marcin MomotGUEST
56:42
flexibility because obviously if it's not something critical like a release of the game or a patch that we all align on and we agree on the set time, then there's a lot of flexibility and also, right, there's the science part of it where people know when they post like this, you know, then there's the most engagement, right? The post performs the best, right? So we leave that space for them as they're the experts to, you know, kind of take over here.
Paweł MilniczukHOST
57:08
All right.
Paweł BurzaHOST
57:09
How do you balance transparency versus how game development is done in CDPR? We always very often hear or mention that it's sometimes a very chaotic process.
Paweł BurzaHOST
57:21
There's a lot of changes, there's a lot of pivots.
Anthony L. WolfHOST
2:12
I love her so much, and every time I look at her, I feel the exact same feeling that is like that, that drive, that kind of push.
Anthony L. WolfHOST
2:22
For some people, and recently myself as well, game development is what makes them feel that way.
Anthony L. WolfHOST
2:30
And yes, of course, when I think about games, there's also the more rational side of loving the medium, or, you know, any hobby for that matter.
Anthony L. WolfHOST
2:38
To me, games are an expression of human creativity.
Anthony L. WolfHOST
3:37
It's something that you can't really describe.
Anthony L. WolfHOST
3:40
After speaking to over 100 game developers for The Indie Diarist, I think I can give it a try.
Anthony L. WolfHOST
3:47
Because The Indie Diarist is all about you, your games, and what makes game development one of the most human crafts in all of creativity.
Anthony L. WolfHOST
3:55
But it's also about my own love for games.
Eagle FalconHOST
14:01
And honestly, that sort of thing, I don't have a problem with that.
Eagle FalconHOST
14:05
I start having a problem with using AI for game development when the actual finished product and code was generated by AI.
Eagle FalconHOST
14:15
One developer is in that boat.
Eagle FalconHOST
14:18
He did in fact use AI to make parts of the game, as in AI code, AI assets were in the finished product.
JohnnyHOST
105:40
Wow.
CarrickHOST
105:40
Announced on August 18th he's retiring from active game development after making games for 44 years.
CarrickHOST
105:47
The important-
JohnnyHOST
105:48
Goddamn
Beau SchwartzHOST
60:18
Like, I know John's been going for a walking, but I've been sh- just trying to spend more time, um, creating, I guess, without being too specific about what it is I'm working on.
Beau SchwartzHOST
60:27
But, like, you know, I wanna, like, um, mess around with Godot a little more and Game Dev, you know, that kind of stuff.
Scott JohnsonHOST
60:34
That's good.
Scott JohnsonHOST
60:34
Yeah.
Scott JohnsonHOST
61:29
Mm-hmm
Beau SchwartzHOST
61:29
...
Beau SchwartzHOST
61:30
I think, I, I think the, my biggest trouble is like I can't approach game, the game dev side of things with like, you know, they say make lots of little things and play around.
Beau SchwartzHOST
61:39
I, I just, my brain just doesn't work that way.
John J.P. PodlasekHOST
0:35
Welcome to Game Dev Advice, the Game Developers Podcast.
John J.P. PodlasekHOST
0:39
Your place for resources and in-depth conversations with other game development professionals.
John J.P. PodlasekHOST
0:44
I'm your host, John J.P. Podlasek.
John J.P. PodlasekHOST
0:47
Hey, Frank, how you doing tonight?
John J.P. PodlasekHOST
4:18
So yeah.
John J.P. PodlasekHOST
4:19
And PsyOps, I was the original producer on that and I kind of was losing my mind trying to produce that and Mortal Kombat, uh, Armageddon.
Frank ForceGUEST
4:28
Yeah, like on PsyOps, that's how I developed a lot of my core work ethic of game development from Brian, who I remember like whenever we would have a milestone, we would crunch to up to like as late, like we would go to like three or four in the morning until everything was perfect, as perfect as it could be.
Frank ForceGUEST
4:51
And that's kind of how I approach a lot of my game dev milestone things.

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