Video game development
40
MENTIONS
9
EPISODES
9
PODCASTS
Search complete. 40 mentions across 9 episodes found for "Video game development".
Sep 10, 2026
TWIG #400: Is the Game Industry Actually Crashing, OpenAI's Astra and 8 Years of Hot Takes
M
34:01Michail KatkoffHOST
Everything was right from, from the way they organize, to the way they speak, to the games they ship.
M
34:06Michail KatkoffHOST
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.
M
34:31Michail KatkoffHOST
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.
M
34:45Michail KatkoffHOST
[laughs]
[Ep589] The One Skill Holding Back Indie Game Devs
S
2:55Seth CosterHOST
And uh, I did do a GDC talk about this back in 2020.
S
2:59Seth CosterHOST
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.
S
3:09Sam CosterHOST
I'm sure there's a link in the show notes, so you can-
S
3:11Seth CosterHOST
Yeah
1 HR 2 MINS LATER
S
65:03Seth CosterHOST
That's two books that are kinda companion books.
S
65:05Seth CosterHOST
Uh, and we also...
S
65:07Seth CosterHOST
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.
S
65:18Seth CosterHOST
Um, so definitely recommend checking those things out.
INTERVIEW: Jordan Horton | Game Developer for Rays of Hope
J
11:24Jordan HortonGUEST
And so that's really, you know, my background is like in more just data analytics around people.
J
11:29Jordan HortonGUEST
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.
J
11:40Jordan HortonGUEST
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.
J
11:58Jordan HortonGUEST
We just never released anything else publicly yet.
14 MINS LATER
J
26:12Jordan HortonGUEST
uh we have no time for that
J
26:20Jordan HortonSOUNDBITE_SPEAKER
i think
J
26:21Jordan HortonGUEST
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.
J
26:49Jordan HortonGUEST
It just knows maybe how you feel about it.
#032: Beyond the Feed: Community and Social Media
P
30:29Paweł BurzaHOST
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...
P
30:42Paweł BurzaHOST
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.
P
30:51Paweł BurzaHOST
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.
P
31:03Paweł BurzaHOST
How do you track all this? And how do you distill what's the most important thing here? It's the
26 MINS LATER
M
56:42Marcin MomotGUEST
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.
P
57:08Paweł MilniczukHOST
All right.
P
57:09Paweł BurzaHOST
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.
P
57:21Paweł BurzaHOST
There's a lot of changes, there's a lot of pivots.
The Diarist: Why Do People Make Games? - Indie Diary #100
A
2:12Anthony L. WolfHOST
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.
A
2:22Anthony L. WolfHOST
For some people, and recently myself as well, game development is what makes them feel that way.
A
2:30Anthony L. WolfHOST
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.
A
2:38Anthony L. WolfHOST
To me, games are an expression of human creativity.
A
3:37Anthony L. WolfHOST
It's something that you can't really describe.
A
3:40Anthony L. WolfHOST
After speaking to over 100 game developers for The Indie Diarist, I think I can give it a try.
A
3:47Anthony L. WolfHOST
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.
A
3:55Anthony L. WolfHOST
But it's also about my own love for games.
Ep 516: The GTA Cyber leak
E
14:01Eagle FalconHOST
And honestly, that sort of thing, I don't have a problem with that.
E
14:05Eagle FalconHOST
I start having a problem with using AI for game development when the actual finished product and code was generated by AI.
E
14:15Eagle FalconHOST
One developer is in that boat.
E
14:18Eagle FalconHOST
He did in fact use AI to make parts of the game, as in AI code, AI assets were in the finished product.
Gaming's $55 Billion Problem, GTA 6 Leaks & Riot Gives Up - Best Gaming Podcast 610
J
105:40JohnnyHOST
Wow.
C
105:40CarrickHOST
Announced on August 18th he's retiring from active game development after making games for 44 years.
C
105:47CarrickHOST
The important-
J
105:48JohnnyHOST
Goddamn
CORE 534: No Man's Game
B
60:18Beau SchwartzHOST
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.
B
60:27Beau SchwartzHOST
But, like, you know, I wanna, like, um, mess around with Godot a little more and Game Dev, you know, that kind of stuff.
S
60:34Scott JohnsonHOST
That's good.
S
60:34Scott JohnsonHOST
Yeah.
S
61:29Scott JohnsonHOST
Mm-hmm
B
61:29Beau SchwartzHOST
...
B
61:30Beau SchwartzHOST
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.
B
61:39Beau SchwartzHOST
I, I just, my brain just doesn't work that way.
Stop Waiting for Perfect, Start Shipping Games | Frank Force
J
0:35John J.P. PodlasekHOST
Welcome to Game Dev Advice, the Game Developers Podcast.
J
0:39John J.P. PodlasekHOST
Your place for resources and in-depth conversations with other game development professionals.
J
0:44John J.P. PodlasekHOST
I'm your host, John J.P. Podlasek.
J
0:47John J.P. PodlasekHOST
Hey, Frank, how you doing tonight?
J
4:18John J.P. PodlasekHOST
So yeah.
J
4:19John J.P. PodlasekHOST
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.
F
4:28Frank ForceGUEST
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.
F
4:51Frank ForceGUEST
And that's kind of how I approach a lot of my game dev milestone things.