Building Better Games

Benjamin Carcich
Building Better Games

Building Better Games is about helping leaders create better video games through holistic leadership. If you’re a leader in games and game dev, you are who we make this podcast for. Making games is hard, no two ways about it. Only 5% of video games that enter production turn a profit. We aim to increase that number. Through our own successes and failures we (and our guests) have learned lessons that will help you create better teams and better games. Leadership matters, so let’s get better at it together. Your team and your players will thank you.

  1. E81: Why You Aren’t Ready for Where Game Dev Is Going with Leif Johansen

    1月28日

    E81: Why You Aren’t Ready for Where Game Dev Is Going with Leif Johansen

    Is the games industry maturing or collapsing? How have our old models and comparisons hurt how we develop? In this episode, Leif walks us through how game dev has shifted, and how you need to think differently to stay relevant. Enjoy!   Key Takeaways: Playtesting and Leadership: How leaders set the tone for playtesting with their behavior, not their words. The Slow Rise of “Forever” Games: How players spending more time in older games is reshaping play patterns. Drinking Our Own Kool-aid: Too many games have an expectation that they’ll wildly succeed and make decisions that cause anything but breakout success to lead to studio failure The Challenge of Scale: Games may be different, but we may need to look outside our space to tackle the problem of large organizations. Specialization in Game Dev: Generalists have value, but large companies are often looking for specific, deep skills rather than breadth of capability   👉 Connect with Leif Johansen • Leif Johansen LinkedIn: https://www.linkedin.com/in/leif-johansen-52139141   Our discord community is live! Join here to engage with leaders and producers in game dev looking to make our industry a better place that makes better games: https://discord.gg/ySCPS5aMcQ   If you’re interested in an online course on becoming a better game producer, head here: https://www.buildingbettergames.gg/succeeding-in-game-production   Subscribe to our newsletter for more game development tips and resources: https://www.buildingbettergames.gg/newsletter   Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/ YouTube Channel: https://www.youtube.com/@buildingbettergames Spotify Podcast: https://open.spotify.com/show/6QD5yIbFdJXvccO8Z5aXpm Help us create more amazing content! Join us on Patreon today: https://www.patreon.com/BBGOfficial

    37 分鐘
  2. E80: How UGC Is Transforming The Games Industry with Bungie and Look North World Founder Alex Seropian

    1月14日

    E80: How UGC Is Transforming The Games Industry with Bungie and Look North World Founder Alex Seropian

    Why did Bungie's founder leave the AAA world to start building games in UEFN? What are the advantages and challenges of UGC platforms? Today, we talk with Alex Seropian, veteran game designer and founder of Bungie and Look North World, about the future of our industry. Enjoy!   Key Takeaways: UGC Platforms Provide Some Serious Advantages: Tools like Fortnite Creative and Roblox empower creators, enabling rapid prototyping and innovation. Game Dev is Evolving: The shift from small teams to massive AAA productions introduces challenges beyond what we expected and that remain unsolved. Rapid prototyping is essential for aligning ideas with player expectations but not all large studios are set up for it. Balancing Art and Business is not a trivial tightrope to walk. You need creativity, you also need solvency. Playtesting Matters. Rigorous and intentional player feedback is crucial for refining gameplay and UGC can get you this much more easily UGC isn’t all roses and rainbows. There are unique challenges and limitations to navigate being on UEFN, Roblox, or other platforms. Community Engagement: Early interaction with players increases the potential, and similar to playtesting, UGC can give you a bit of a leg up here.   👉 Connect with Alex Seropian Alex Seropian LinkedIn: https://www.linkedin.com/in/alexanderseropian/ Youtube: https://www.youtube.com/@thefourthcurtain Website: https://looknorth.world   Our discord community is live! Join here to engage with leaders and producers in game dev looking to make our industry a better place that makes better games: https://discord.gg/ySCPS5aMcQ   If you’re interested in an online course on becoming a better game producer, head here: https://www.buildingbettergames.gg/succeeding-in-game-production   Subscribe to our newsletter for more game development tips and resources: https://www.buildingbettergames.gg/newsletter   Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/ YouTube Channel: https://www.youtube.com/@buildingbettergames Spotify Podcast: https://open.spotify.com/show/6QD5yIbFdJXvccO8Z5aXpm Help us create more amazing content! Join us on Patreon today: https://www.patreon.com/BBGOfficial

    57 分鐘
  3. E79: Why AAA is Failing and How to Recover and Other Questions - Our First Q&A Episode!

    2024/12/31

    E79: Why AAA is Failing and How to Recover and Other Questions - Our First Q&A Episode!

    No guests today! Instead, I'll be taking questions from the Building Better Games discord and answering them. I cover10 questions including the challenges with AAA dev, the rise of co-dev, and what production careers look like. Enjoy! Question #1 : How do you ensure that you (the royal you) are making a game that will be fun for players, not just fun for its designers to make? (Or maybe in this context - what are the ways in which production can support product management and ensure the sprint-to-sprint goals align with what internal player advocates are asking for?) Question #2 : What would you say needs to happen to make the big players more competitive / successful again? Question #3: Do you think there’s an observable trend towards an increased amount of codevelopment as a way to mitigate costs/risk? What issues do you see this posing for coherent design and production if there is an increasing reliance on external development partners?   Question #4: There are clear signs when certain aspects of a game are lacking - incoherent design, low quality assets, buggy software. What are the player-facing symptoms of a game that is lacking in production or leadership competencies?    Question #5: Production organizations at larger game studios often suffer from issues of structure, such as a substantial number of producers, senior producers, and even lead producers all rolling directly up into an overburdened production director, because there doesn’t seem to be an understood space for a “producer manager” between frontline production and executive/director-level production leadership. What is the rationale for this gap when manager is a well-understood conceit in other gamedev disciplines (e.g. designers will have design managers reporting to a design director, artists will have department managers reporting to a director, engineers have managers between them and directors, etc.)?  Is it just that production is typically not a large enough organization to merit managers? That producers are seen as organized and not in need of more traditional personnel management? Question #6: How can you become better at your role as a producer when you aren’t at your job? Or in other words, how can you get better at what you do aside from getting more experience?   Question #7: For mid- and senior level producers: What does a career development track look like? Often it seems like the only future for a highly competent producer is executive producer (a stretch for many and not a realistic path for most) or production director, which itself is a rarified commodity at larger developers. What are the progression opportunities an IC producer should be considering? Question #8: As the only Production guy on my team (and 1 of 3 "operations people"), how would you deal with getting questions and answers when you have nobody around to rubber ducky with?   Question #9: When talking about the past, how can you learn to abstract experiences and look past the specifics? Are there any resources you recommend for learning how to tell stories so that you’re not bogged down in the details of history?   Question #10: How are game developers selecting and setting up test groups to see their players are enjoying the game and it’s a good market fit? Are there aspects of this process that could see refining and improving? Or common pitfalls other developers tend to see in this process? LinkedIn for Steve Bromley (https://www.linkedin.com/in/stevebromley/) and Graham McAllister (https://www.linkedin.com/in/grahammcallister/) Steve Bromley's Book: https://gamesuserresearch.com/book/ Graham McAllister URL: https://grahammcallister.com/ Steve Bromley URL: https://gamesuserresearch.com/ Agile Game Development: Build, Play, Repeat by Clinton Keith: https://www.amazon.com/Agile-Game-Development-Addison-Wesley-Signature-dp-0136527817/dp/0136527817/ Lean from the Trenches by Henrik Kniberg: https://www.amazon.com/Lean-Trenches-Managing-Large-Scale-Projects/dp/1934356859/ Creativity, Inc. by Ed Catmull and Amy Wallace: https://www.amazon.com/Creativity-Inc-Expanded-Overcoming-Inspiration/dp/0593594649/ Turn the Ship Around by L. David Marquet: https://www.amazon.com/Turn-Ship-Around-Building-Breaking/dp/0241250943 Our discord community is live! Join here to engage with leaders and producers in game dev looking to make our industry a better place that makes better games: https://discord.gg/ySCPS5aMcQ   If you’re interested in an online course on becoming a better game producer, head here: https://www.buildingbettergames.gg/succeeding-in-game-production   Subscribe to our newsletter for more game development tips and resources: https://www.buildingbettergames.gg/newsletter   Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/ YouTube Channel: https://www.youtube.com/@buildingbettergames Spotify Podcast: https://open.spotify.com/show/6QD5yIbFdJXvccO8Z5aXpm   Help us create more amazing content! Join us on Patreon today: https://www.patreon.com/BBGOfficial

    1 小時 19 分鐘
  4. E78: How to Lead Game Dev in Uncertain Times, with Omar Kendall

    2024/12/18

    E78: How to Lead Game Dev in Uncertain Times, with Omar Kendall

    There’s a ton of knowledge about how we sustain games, but the art of creating something new remains mysterious, even to veteran developers. In this episode, Omar Kendall returns to talk about unknowns, product vs design, and how our industry is relating to risk. Enjoy!   Key Takeaways: Embrace Uncertainty: Build teams ready to solve the riskiest problems first. Early Feedback Wins: Engaging players early reduces risks and validates ideas. Product vs. Design: Learn the difference between identifying opportunities and crafting solutions. Innovation Thrives in Small Teams: Smaller, lean teams innovate faster and smarter. Leadership in Gaming: Transparent communication fosters trust and team alignment. Balance Risks and Rewards: The gaming industry needs bold risks for long-term growth.   👉 Connect with Omar Kendall • Omar Kendall LinkedIn: https://www.linkedin.com/in/omarkendall/   Our discord community is live! Join here to engage with leaders and producers in game dev looking to make our industry a better place that makes better games: https://discord.gg/ySCPS5aMcQ   If you’re interested in an online course on becoming a better game producer, head here: https://www.buildingbettergames.gg/succeeding-in-game-production   Subscribe to our newsletter for more game development tips and resources: https://www.buildingbettergames.gg/newsletter   Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/ YouTube Channel: https://www.youtube.com/@buildingbettergames Spotify Podcast: https://open.spotify.com/show/6QD5yIbFdJXvccO8Z5aXpm Help us create more amazing content! Join us on Patreon today: https://www.patreon.com/BBGOfficial

    54 分鐘
  5. E77: How You Know Which Game To Make, with Omar Kendall

    2024/12/03

    E77: How You Know Which Game To Make, with Omar Kendall

    Figuring out a novel game idea is HARD. You can’t just hope the mishmash of ideas in your head are going to come together - history shows they often don’t. So how do you pick your target? Omar Kendall is here to help you out with that. Enjoy! Key Takeaways: Learn how Elden Ring and FromSoftware’s iterative approach shaped success. Discover why leveraging your team’s strengths beats chasing trends. Explore the balance between expertise and innovation for new opportunities. Understand the importance of creating games players truly want. Gain insights on respecting and learning from your audience. Find out how niche player signals can guide game development. See why early prototyping is key to validating ideas and reducing risks.   👉 Connect with Omar Kendall   • Omar Kendall LinkedIn: https://www.linkedin.com/in/omarkendall/   Our discord community is live! Join here to engage with leaders and producers in game dev looking to make our industry a better place that makes better games: https://discord.gg/ySCPS5aMcQ   If you’re interested in an online course on becoming a better game producer, head here: https://www.buildingbettergames.gg/succeeding-in-game-production   Subscribe to our newsletter for more game development tips and resources: https://www.buildingbettergames.gg/newsletter   Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/ YouTube Channel: https://www.youtube.com/@buildingbettergames Spotify Podcast: https://open.spotify.com/show/6QD5yIbFdJXvccO8Z5aXpm Help us create more amazing content! Join us on Patreon today: https://www.patreon.com/BBGOfficial

    56 分鐘
  6. E76: How to Market Your Game with Chris and Joe from Ignition Facility

    2024/11/19

    E76: How to Market Your Game with Chris and Joe from Ignition Facility

    Marketing games is tough. The world is twisting under our feet right now, as big and small studios struggle to reach players. The world is changing, but there are things you can do. We’ve got Chris and Joe here to help you better market your game. Enjoy!   Key Takeaways: Navigating Niche Marketing: How targeting specific communities can yield better results than broad-based marketing strategies. The Power (and Risks) of Early Access: Testing games early can provide critical feedback and build a player base before launch, but perception has been tarnished in recent years. Engaging with Influencers: Why building genuine relationships with content creators can lead to better game visibility. Community Building as Core Strategy: Ignition Facility’s approach to embedding within game communities to foster authentic engagement. Avoiding Costly Missteps: Tips on testing marketing strategies before fully investing in campaigns.   👉 Connect with Chris Heintz & Joe Blancato • Chris Heintz LinkedIn: https://www.linkedin.com/in/heintzer/ • Joe Blancato LinkedIn: https://www.linkedin.com/in/jblancato/   Our discord community is live! Join here to engage with leaders and producers in game dev looking to make our industry a better place that makes better games: https://discord.gg/ySCPS5aMcQ   If you’re interested in an online course on becoming a better game producer, head here: https://www.buildingbettergames.gg/succeeding-in-game-production   Subscribe to our newsletter for more game development tips and resources: https://www.buildingbettergames.gg/newsletter   Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/ YouTube Channel: https://www.youtube.com/@buildingbettergames Spotify Podcast: https://open.spotify.com/show/6QD5yIbFdJXvccO8Z5aXpm Subscribe to our newsletter for more game development tips and resources: https://www.buildingbettergames.gg/newsletter   Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/ YouTube Channel: https://www.youtube.com/@buildingbettergames Spotify Podcast: https://open.spotify.com/show/6QD5yIbFdJXvccO8Z5aXpm

    37 分鐘
  7. E75: Why It’s So Hard To Get Players To Play Your Game, with Joe and Chris from Ignition Facility

    2024/11/05

    E75: Why It’s So Hard To Get Players To Play Your Game, with Joe and Chris from Ignition Facility

    In this episode, Ben sits down with Chris Heintz and Joe Blancato, co-founders of Ignition Facility, to discuss the challenges and strategies in game marketing today. As game industry veterans with deep experience in marketing for top studios like Riot Games, Chris and Joe share insights on why traditional marketing models often fall short in a crowded gaming landscape. They explore how studios can reach players more effectively by building meaningful communities, testing their games early, and engaging influencers long before release. If you're curious about how to adapt to today's fast-changing market, this episode has the answers. Key Takeaways: Navigating Niche Marketing: How targeting specific communities can yield better results than broad-based marketing strategies. The Power (and Risks) of Early Access: Testing games early can provide critical feedback and build a player base before launch, but perception has been tarnished in recent years. Engaging with Influencers: Why building genuine relationships with content creators can lead to better game visibility. Community Building as Core Strategy: Ignition Facility’s approach to embedding within game communities to foster authentic engagement. Avoiding Costly Missteps: Tips on testing marketing strategies before fully investing in campaigns.   👉 Connect with Chris Heintz & Joe Blancato: • Chris Heintz LinkedIn: https://www.linkedin.com/in/heintzer/ • Joe Blancato LinkedIn: https://www.linkedin.com/in/jblancato/   Our discord community is live! Join here to engage with leaders and producers in game dev looking to make our industry a better place that makes better games: https://discord.gg/ySCPS5aMcQ   If you’re interested in an online course on becoming a better game producer, head here: https://www.buildingbettergames.gg/succeeding-in-game-production   Subscribe to our newsletter for more game development tips and resources: https://www.buildingbettergames.gg/newsletter   Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/ YouTube Channel: https://www.youtube.com/@buildingbettergames Spotify Podcast: https://open.spotify.com/show/6QD5yIbFdJXvccO8Z5aXpm

    52 分鐘
  8. E74: How To Write Compelling NPCs For Space Marine 2 with Matthew Garcia-Dunn

    2024/10/22

    E74: How To Write Compelling NPCs For Space Marine 2 with Matthew Garcia-Dunn

    Narrative is often overlooked in game dev. We want to explore what you might be missing if you skip writers, storytellers, and worldbuilders, and what to look for when working with them. We are joined by Matthew Garcia-Dunn, who most recently wrote for Space Marine 2. Enjoy! Key Discussion Points: The role of narrative in game development and why it’s essential How to effectively build worlds that engage players The balance between creativity and production constraints The state of the gaming industry in 2024 The art of writing for well-known IPs like Space Marine 2 Building effective narrative teams and creative conflict resolution If you’re curious about how games like Space Marine 2 or League of Legends come to life from a narrative standpoint, you won’t want to miss this!   👉 Connect with Matthew Garcia-Dunn: • Matthew Garcia-Dunn's LinkedIn: https://www.linkedin.com/in/matthew-garcia-dunn-39157812/   Our discord community is live! Join here to engage with leaders and producers in game dev looking to make our industry a better place that makes better games: https://discord.gg/ySCPS5aMcQ   If you’re interested in an online course on becoming a better game producer, head here: https://www.buildingbettergames.gg/succeeding-in-game-production Subscribe to our newsletter for more game development tips and resources: https://www.buildingbettergames.gg/newsletter   Ben's LinkedIn: https://www.linkedin.com/in/benjamin-carcich/ YouTube Channel: https://www.youtube.com/@buildingbettergames Spotify Podcast: https://open.spotify.com/show/6QD5yIbFdJXvccO8Z5aXpm

    51 分鐘
5
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8 則評分

簡介

Building Better Games is about helping leaders create better video games through holistic leadership. If you’re a leader in games and game dev, you are who we make this podcast for. Making games is hard, no two ways about it. Only 5% of video games that enter production turn a profit. We aim to increase that number. Through our own successes and failures we (and our guests) have learned lessons that will help you create better teams and better games. Leadership matters, so let’s get better at it together. Your team and your players will thank you.

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