Julian BirdGuestJasonHost
And for the last two and a bit years, I've been the lead producer on Dench Attack.
Beautiful, yeah.
You guys over at Fireshine have been pumping out some great games recently.
And the double bill of Dench Attack and Dusk Fade must have been keeping you quite busy recently.

Everything in 2025 was a lot of kind of smaller, like, post-COVID titles, like, smaller budgets and smaller teams.

And then 2026 showed up, and it had Digitak, Duskblade, Far, Far West, which is all, like, three... superstar big hitters kind of fancy portable platform titles which has meant that we've had a very very lucrative and exciting year but also bloody exhausting
yeah i bet yeah but it had especially in this heat
But what's your main role at Vireshine? I believe it's creative producer.
Sorry, is that

Yeah, so I'm creative producer, which is kind of a bit of a made-up role that I've made for myself.

A lot of my background is design and kind of just pulling on games history where I can.

So I started off in the company just as a production assistant, kind of borderline QA grunt, you know, come and test some things out for it.

But I've always been known to have, I've got a penchant for design and I've got a penchant for an opinion.

And so that slowly kind of morphed into, as I learned, like the day-to-day production mindset and skill set and and got more comfortable on projects, I kind of started chipping in with design stuff, helping problem solve when devs had trouble with the project, had trouble with a certain creative blocker, needed to augment their team with a certain skill set that maybe they don't have, because we work on projects of all different scales, some solo, some big studio.

And for the last two and a bit years, I've been the lead producer on Dench Attack.
Beautiful, yeah.
You guys over at Fireshine have been pumping out some great games recently.
And the double bill of Dench Attack and Dusk Fade must have been keeping you quite busy recently.

Everything in 2025 was a lot of kind of smaller, like, post-COVID titles, like, smaller budgets and smaller teams.

And then 2026 showed up, and it had Digitak, Duskblade, Far, Far West, which is all, like, three... superstar big hitters kind of fancy portable platform titles which has meant that we've had a very very lucrative and exciting year but also bloody exhausting
yeah i bet yeah but it had especially in this heat
But what's your main role at Vireshine? I believe it's creative producer.
Sorry, is that

Yeah, so I'm creative producer, which is kind of a bit of a made-up role that I've made for myself.

A lot of my background is design and kind of just pulling on games history where I can.

So I started off in the company just as a production assistant, kind of borderline QA grunt, you know, come and test some things out for it.

But I've always been known to have, I've got a penchant for design and I've got a penchant for an opinion.

And so that slowly kind of morphed into, as I learned, like the day-to-day production mindset and skill set and and got more comfortable on projects, I kind of started chipping in with design stuff, helping problem solve when devs had trouble with the project, had trouble with a certain creative blocker, needed to augment their team with a certain skill set that maybe they don't have, because we work on projects of all different scales, some solo, some big studio.
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