Candid conversations with game creators that dive deep into the art, craft, and process of making games.
Into the Depths: Kentucky Route Zero - Part 2
In the second installment of our Kentucky Route Zero miniseries, we marinate in the Limits & Demonstrations interlude, before navigating the Zero to Act II to tackle bureaucracy, bears, and the recurring question: are we inside, or are we outside?
Kentucky Route Zero
Nam Jun Paik, Random Access
Edward Packard, UFO 54-40
Museum of Other Realities
Jack Burnham, Software Catalogue
Eddie Shanken, "The House that Jack Built"
Le Corbusier, "Five Points of Architecture"
The Jejune Institute
Robert Frost, "Two Tramps in Mud Time"
Robert Frost, "Death of the Hired Man"
Mark Z. Danielewski, House of Leaves
Rene Magritte, The Blank Signature
Marie Foulston, Videogames: Design/Play/Disrupt
Giving Games a Voice with Sarah Elmaleh
Actor, advocate, and consultant Sarah Elmaleh (Afterparty, Anthem, Gone Home) joins us to discuss her craft across myriad game roles, the connections between voiceover and design, and using your voice to fight for equity and connectedness.
Eggplant Podcast Community Game Jam
Behind the Voice
Getting Over It With Bennett Foddy
A Play of Bodies
Johann Sebastian Joust
Earplay: Jurassic World Revealed
SAG-AFTRA Low Budget Agreement
Star Wars Twitter thread
IndieCade 2020 Awards
Into the Depths: Kentucky Route Zero - Part 1
In the first installment of our Kentucky Route Zero miniseries, we meet our guest co-hosts, with whom we put Act I's opening scene under a microscope, discuss the game's novel dialogue system, and dive deep into the first batch of its many intertextual references.
Kentucky Route Zero
A House in California
Designing for Mystery in KRZ GDC talk
Successful Reflective Choices in Interactive Narrative
Colossal Cave Adventure
Where the Water Tastes Like Wine
Recoding Gender: Women’s Changing Participation in Computing
Playing with Feelings: Video Games and Affect
Game of Life
Somewhere Nearby is Colossal Cave
One Hundred Years of Solitude
A Pedestal, A Table, A Love Letter: Archaeologies of Gender in Videogame History
Hundred Thousand Billion Poems
Mathematical Theory of Communication
New Media Reader
Finding Your Own Path with Daniel Helbig
Daniel Helbig of Megagon Industries (Lonely Mountains: Downhill) joins us to discuss the magic behind their pitch-perfect 2019 mountain biking game. We discuss the trials and techniques of their game-defining controls, physics, and camera work, and mastering multifaceted mountains (phew!).
Eggplant Game Jam
Lonely Mountains: Downhill
Skiing Yeti Mountain
Ski Stunt Simulator
Game Feel book
Deep Rock Galactic
Ring of Pain
Rethinking Difficulty with Maddy Thorson
Maddy Thorson (Celeste, TowerFall) joins us to discuss the evolution of their excellent catalog of platformers, how Celeste made them reconsider difficulty, and the benefits of working with a team you can trust.
Celeste Classic 2
Celeste source code
Axiom Verge randomizer
Spelunky Dare Challenge Bot
Maddy's Mario Maker 2 courses
Maddy's Super Mario World Remix
Detransition, Baby book
Andy's first Spelunky 2 Cosmic Ocean run
The Joy of Shipping with Xalavier Nelson Jr.
Narrative Director Xalavier Nelson Jr. joins us fresh from his announcement of Space Warlord Organ Trading Simulator, the latest in his lengthy list of collaborations. We discuss the methodology behind his prolific oeuvre, the benefits of planning ahead, and how he approaches the unique narrative of a game like Hypnospace Outlaw.
Xalavier Nelson Jr.
Xalavier's Itch.io page
Space Warlord Organ Trading Simulator
An Airport For Aliens Currently Run By Dogs
Guts of Glory
Up in the Air
Paper Mario: The Origami King
Customer ReviewsSee All
Great discussions and personalities
Came since it was the only Terry C. Interview I could find in light of the Dicey Dungeons switch port I recently bought, which then got me to revisit Zach’s games. Really enjoying the first three or so episodes I’ve checked out and can’t wait to go through the backlog!
Insightful, interesting, and well edited. An excellent podcast for game developers and those interested in the mindset that goes into making games. They may love Spelunky a little too much though. :)
Choose a goddamn bleep sound
I like your conversations. But please stop choosing awful grating noises to censor swearing. The mixing is bad, the sound is too loud, and whatever you think is gained from using it Is wrong. Focus on what makes this a fun podcast. It’s not the swear sounds.