391 episodes

The podcast where nice gamedevs talk gaming and game development. Nice!

Nice Games Club - a gamedev podcast‪!‬ Ellen, Stephen, and Mark

    • Leisure

The podcast where nice gamedevs talk gaming and game development. Nice!

    "One thing cannot hold all the passion I have." Pivoting; Working on Multiple Projects

    "One thing cannot hold all the passion I have." Pivoting; Working on Multiple Projects

    This episode recounts each guests' recent project - Stephen is developing a new spirit for Spirit Island, Ellen is getting into music, and Mark talks at length about his car. The club helps Ellen process a recent pivot her company had to make. And Mark reveals some simple insights from his life: urgent vs. high priority, he has an irritating existence, that he's very restless, that he's skeptical of his satisfaction, somethings that I know very well, being married to him. The episode ends with a pitch build an emotional support group on nicegames.club/discord, by asking everyone to share how they structure their time.
    Stephen and Spirit Island


    Spirit Island
     - 
    Board Game Geek

    Ellen gets into music


    Mark's SmartCar


    Thomas Jefferson was born in Virgina
     - 
    Wikipedia

    Mark changes out his car panels
     - 
    Mark LaCroix

    Threads

    Please support us financially and emotionally through the following:

    patreon.com/nicegamesclub

    nicegames.club/discord

    0:11:20
    Pivoting

    Tango Gameworks of Hi-Fi Rush was closed






    0:40:27
    Working on Multiple Projects

    The Eisenhower Matrix task managment matrix
    Asana



    The days in the lives of creative work from Mason Curry



    in a circle chart
    deMilked



    in an infographic
    Open Culture



    in an article
    The Marginalian

    Creative Process & Workflow for Music (with Kobe Anthony (aka MEMODEMO))

    Creative Process & Workflow for Music (with Kobe Anthony (aka MEMODEMO))

    As MEMODEMO, Kobe Anthony creates music for video games and inspired by video games. In this episode, we learn about Kobe's creative process for composing music. He also shares a bit about how he uses his DAW (digital audio workstation) to capture sounds and convert them into melody and beats. Also featured in this episode: memes, rhythm games, and three seconds of terrible beatboxing.
    Creative Process & Workflow for Music
    Audio


    Izotope RX 11 (audio repair toolkit)


    XO by XLN Audio


    2 Mello


    Not in the Groove (game)


    Sideshow Bob Stepping On Rakes Compilation
     - 
    Cartoon Vids

    YouTube


    Rolling Sampler


    777
     - 
    RoughSketch

    YouTube


    "Never attribute to malice that which is adequately explained by stupidity."
     - 
    Hanlon's razor

    Wikipedia



    Kobe Anthony (aka MEMODEMO)
    Guest

    Kobe is on Bandcamp, YouTube, Soundcloud, Ko-Fi & more. Here's his Linktree!
    From a student spotlight piece by the University of Oregon:
    Kobe came from a musical home, so his love for making music started when he was very young. “My first memory of noticing music in video games was when I played Sonic Heroes for the first time as a three-year-old. I remember hearing the theme song and it was, quite literally, life changing,” Kobe explains. From there, he started playing with GarageBand and, eventually, as he got older, started making original music on a much more advanced system MIDI. Kobe published his first song at eight years old called “Chaos Angel Error Emerald,” a remix of the theme song to Zone 7 of Sonic Advance 3, “Chaos Angel.”
    Under the pseudonym MEMODEMO, Anthony has over 5,200 monthly listeners on Spotify, over 4,500 followers on Soundcloud, and over 370,000 subscribers on YouTube.

    Nice Thinking: "Dialogue Through Goals"

    Nice Thinking: "Dialogue Through Goals"

    Stephen brings a half-baked thought into the clubhouse for this Nice Thinking episode: how can we improve dialogue systems? He's got some opinions, which Mark and Ellen immediately debunk, but it leads to some engaging conversation.
    Dialogue Through Goals

    Your game has a message... did you write it?

    Your game has a message... did you write it?

    Last month, Mark gave a talk at the IGDATC Gamedev Meeting about what it might mean to take game development seriously as an artistic practice, theorizing that video games are still a very young and immature medium by that standard. It's "sorta-Socratic" seminar, a set of three case studies, and a string of stone cold bummers that ends on a hopeful note.
    Your game has a message... did you write it?

    "A slow meat computer" King Making; Thinky Bits (Off-Screen Gameplay)

    "A slow meat computer" King Making; Thinky Bits (Off-Screen Gameplay)

    In the episode, Mark, Ellen, and Stephen talk local events, including (don’t worry everyone’s fine) a fire in the clubhouse’s building, construction, and the games they are playing, so if you are just here for the topics, go ahead and skip to minute 23. Ellen learns about King Making, Stephen humble brags about being good at Smash Brothers, and Dale plays kingmaker in naming the second topic!
    News


    Masu Fire
     - 
    Paul Walsh

    Star Tribune

    Bus Rapid Transit (BRT)
     - 
    Jared Brey

    Governing

    What We are Playing


    Dragon's Dogma 2
     - 
    Wikipedia

    Princess Peach Showtime NPR Review
     - 
    Rakiesha Chase-Jackson

    NPR

    0:23:00
    King Making

    Stephen has been QA testing Harvest Kingdom
    Ben Hunder
    Discord



    The YouTube video that Stephen references
    Distraction Makers
    YouTube



    Kingmaking in Root (Leder Games) video
    Cole Wehrle
    GDC



    Smallworld
    Board Game Geek






    0:49:17
    Thinky Bits (Off-Screen Gameplay)

    Games discussed



    Return of the Obra Din



    Spirit Island
    Board Game Geek



    Death Drives a Bus
    itch.io

    Work Cultures (with Chris Bergman)

    Work Cultures (with Chris Bergman)

    Most of our favorite games aren't created by solo devs; they're created by groups of people. And, when you get a bunch of people together in a group, culture happens. So, what makes for a good working culture in a game development team? How do you establish such a thing and maintain it? When we say someone doesn't "fit the culture" of a team, what does that mean—and what should the team do about it? Chris Bergman, CEO of Gylee Games, joins us for an enlightening discussion about how he thinks about work culture, and he didn’t swear even one time!
    Work Cultures
    Misc.
    Production


    Gylee Games


    Ra Ra Boom!
     - 
    Steam


    Gylee and Friends Podcast


    Ask A Manager Blog



    Chris Bergman
    Guest

    Chris is the founder of Gylee and creator of Ra Ra Boom. Gylee is named after his kids, Guy and Lee. Chris is a longtime serial entrepreneur who is passionate about creating entertainment that is uplifting and enlightening. He's also an imposter DJ and has been rollerblading since 1994.


    External link
    Chris on Instagram
    Chris on Twitter (X)

Top Podcasts In Leisure

Kaffeskål med Hollund & Krogh
Simpl & Acast
Søndagsquiz med Hasse & Tophe
Nerdelandslaget
Interiørrådet
KK
Jakt- og fiskepodden
Statskog SF
Hanna och Rebeccas trädgårdsliv
Willab Garden
Scooch Pod
SCC Media

You Might Also Like

My Brother, My Brother And Me
The McElroys
Noclip Crewcast
Noclip
The Besties
Chris Plante, Griffin McElroy, Justin McElroy, Russ Frushtick
Triple Click
Maximum Fun
The Insert Credit Show
insert credit
The MinnMax Show
MinnMax