The AIAS Game Maker's Notebook

By: Academy of Interactive Arts & Sciences
  • Summary

  • A series of in-depth conversations between video game makers on the business and craft of interactive entertainment, exploring the core tenants of D.I.C.E. (Design. Innovate. Communicate. Entertain.)
    2024 Academy of Interactive Arts & Sciences
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Episodes
  • Generating Human Stories with RimWorld Creator, Tynan Sylvester
    Sep 9 2024

    This episode is supported by Xsolla

    Trent Kusters chats with Tynan Sylvester, creator of RimWorld and author of Designing Games: A Guide to Engineering Experiences. Together they discuss his ideas around development concepts and processes; how crystalizing those ideas in book form led to the creation of RimWorld; his ideas around core systems and how they lead to successful games; generating human stories with elastic failure; and the fundamental theory on why people play games.

    If you enjoyed this episode, please consider leaving us a rating and review.

    Please consider supporting game dev students with: AIAS Foundation

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    2 hrs and 5 mins
  • From Nintendo's Snipperclips to Crow Country with Adam & Tom Vian
    Sep 3 2024

    This episode is supported by Xsolla

    Trent Kusters chats with brothers and co-founders of SFB Games, Adam & Tom Vian. Together they discuss how they began creating games in the early days of Flash and Newgrounds; transitioning to console development and working with Nintendo on the multi D.I.C.E. Award winning Snipperclips; the inspirations and development of Crow Country; and the secret to making games look and feel how we remember while avoiding the limits of the past.

    If you enjoyed this episode, please consider leaving us a rating and review.

    Please consider supporting game dev students with: AIAS Foundation

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    1 hr and 57 mins
  • Creating a Soulslike Under the Sea with Another Crab's Treasure
    Aug 26 2024

    This episode is supported by Xsolla

    Greg Rice chats with Aggro Crab developers Nick Kaman and Caelan Pollock about their recently released undersea soulslike, Another Crab's Treasure. Together they discuss how the team got started as a game design club in college; their first commercial project in Going Under; the early ideas that led to Another Crab's Treasure; avoiding the pitfalls of difficulty that players expect in the soulslike genre; and the nuance of discussing climate change as a central narrative theme.

    If you enjoyed this episode, please consider leaving us a rating and review.

    Please consider supporting game dev students with: AIAS Foundation

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    57 mins

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