Game Prod Pod

Matthew Ibbs

Tash, Luke, and Matt are here to talk all things Games Production. What is Production really, what are the common pitfalls, and what's new in Production Land? Join us as we dive headlong and with wild abandon into Games Production best practices, Games Industry Hot Topics, and all while trying to figure out why 'Jesus Got Cancelled'.

  1. 4d ago

    Stick or Twist?

    Tash is away "bodybuilding" (powerlifting), leaving Matt and Luke to hold down the fort. We tackle the psychological barrier of throwaway prototyping, debate Story Points vs. Hours, and explore why asking "Why" is the ultimate project management cheat code. The CastMatt Ibbs: Games Leadership Coach / HostLuke Timms: Games Industry Veteran / Product & Delivery Leader Episode 012: Stick or Twist When is it time to give up on an idea? In this episode, Matt and Luke explore the hard-learned discipline of failing fast. Luke shares behind-the-scenes stories of prototyping for the original Xbox Kinect, and we discuss why some of the most talented programmers are the ones who are happy to write code just to throw it away. 🤯 Hot Topic: Fail Fast, Fail Often. We break down the stigma of "failure" in development. Why do younger developers struggle to kill features they've spent weeks on? We explain why time spent does not equal product quality. 🎯 Production Masterclass: The Tim's Method. Luke introduces his Fibonacci-based sprint sequence, and we settle the age-old Agile debate: why you should never convert story points to hours (and what painting a wall has to do with it). Plus, we look at Simon Sinek's "Start with Why" and how to turn job interviews on their head by interviewing the employer. 💡 Key Takeaways: Throwaway Prototypes are Gold: Never over-engineer a proof of concept; build it crude, test it, and throw it away.Story Points != Hours: Points measure complexity and risk. Mapping them to hours destroys team trust.Problem Statements over Solutions: Don't tell a team how to paint the wall; tell them why the room is too dark. 🎙️ Sound Bites: "I am going to swim in Santander. I'll be wearing floaties, armbands, and a flashing GPS tracker.""Fail Fast, Fail Often. If you fall down the stairs the same way every day, you're just stupid.""We aren't open-heart surgeons. No one dies. We're just making games.""Stick my name on it—The Timms Method!"

  2. Jul 9

    One & Done

    Tash returns from a wild weekend in Glasgow to debate the fine line between "passion" and "insidious crunch" with Luke. Plus, Matt serves up a curveball in True or Flase, and the team fails miserably at recording an intro together. The CastMatt Ibbs: Games Leadership Coach / HostNatasha Nathani: Games Industry Veteran / Technical ProducerLuke Timms: Games Industry Veteran / Product & Delivery LeaderEpisode 011: One and Done The "Passion" Trap. Is staying late at your desk a sign of dedication, or is it just poor production planning? In this episode, Tash and Luke clash over the reality of overtime in 2026. Tash is on "Sober Powerlifter" energy and is taking absolutely no excuses for bad scheduling. 🤯 Hot Topic: The Death of Crunch? We discuss the legacy of the "EA Spouse" letter and why months of 80-hour weeks are finally being called out. From Cyberpunk 2077 to the 4-day work week, we debate how to protect team mental health while still shipping blockbusters. 🎲 True or Flase: Can you spot the fake game between a cozy-punk record store simulator (Wax Heads), an evolutionary crab roguelite (Everything is Crab), and a dry newspaper factory manager (Drayton Incorporated)? 💡 Key Takeaways: Passion is Not Currency: Do not let employers use your love of games to justify free overtime.The Contract Shift: If a contract takes three weeks to sign, the project start date has moved—you are not "three weeks behind."The 4-Day Work Week Works: You can do more high-quality work in 4 focused days than 5 fatigued ones. 🎙️ Sound Bites: "Sober Tash is just really vicious.""If you're passionate, you will work overtime... No, that's just an insipid way of saying crunch.""Drayton Incorporated sounds so dull, it has to be a real game.""Modesty is for amateurs."

  3. Jun 25

    Gen X,Y,Z...

    Tash, Luke, and Matt are celebrating double digits! In our tenth episode, we tackle the multi-generational reality of modern game studios, the critical danger of technical debt, and play a highly competitive round of Simulator-themed "True or False." The CastMatt Ibbs: Games Leadership Coach / HostNatasha Nathani: Games Industry Veteran / Technical ProducerLuke Timms: Games Industry Veteran / Product & Delivery Leader Episode 010: Gen X, Y, Z Happy 10th Episode to the Prodders! The Trio is back to celebrate a milestone by looking at the changing face of the talent pipeline. 🤯 Hot Topic: Game Developers: The Next Generation. We discuss how the industry is morphing for newcomers. With Gen X eye-ing retirement, Millennials holding up the middle, and Gen Z entering with AI tools, we look at the growing "Mentorship Gap." Plus, we celebrate the incredible rise of diversity (42% of young devs identifying as LGBTQ+) and game-changing accessibility standards. 🎯 Production Masterclass: The Technical Debt Trap. What is tech debt really? "Shit we didn't want to do that we left until the shit hit the fan." Tash and Luke explain how hot-fixes build compound interest, why the "Iron Triangle" is a trap, and how to use hard data to force leadership to let you run "hardening sprints." 🎲 True or False: Matt serves up three of the weirdest simulator games on Steam. Can the team spot the fake between milking cows, running desert toll booths, and playing gatekeeper to Heaven? 💡 Key Takeaways: Craft vs. Automation: Modern tools make game development easier, but we must protect the "why" and "how" of foundational craft.Tech Debt is a Business Problem: If you don't pay the interest on your technical shortcuts, your game will eventually crumble under its own weight.A More Welcoming Industry: The next generation is bringing radical empathy, accessibility, and diversity to the forefront of game dev. 🎙️ Sound Bites: "I am Gen X firmly and officially. We're both old, Luke. Tash is the millennial.""You can polish a turd, but it’s still a turd." ⏰ Chapters: 00:00 Introduction: 10 Episodes Old!04:28 Hot Topic: Game Developers: The Next Generation09:37 Tash on Millennial Fatigue & Technology Gaps14:23 Automated Tools vs. Foundational Craft18:51 Diverse Pipelines & Inclusivity Standards27:42 SpecialEffect & Game Accessibility30:43 Production Masterclass: Technical Debt35:25 Compound Interest, Hardening Sprints, and data44:30 True or False: Simulators (Cow Milking & Heaven Interns)50:36 I Dub Thee: Gen X, Y, Z51:53 Outro & Luke’s Technical clicking

  4. Jun 11

    Where's Our Wally?

    Episode 009: Where's Our Wally? Tash and Matt hold down the fort while Luke battles Ikea furniture and smart plugs. We explore the high-stakes world of relocation in the games industry and why "Time Under Tension" isn't just for powerlifters—it's a survival strategy for producers. The CastMatt Ibbs: Games Leadership Coach / HostNatasha Nathani: Games Industry Veteran / Technical ProducerLuke Timms: Games Industry Veteran / Product & Delivery Leader 🤯 Hot Topic: Searching for a job is a full-time job, but are you doing it effectively? Matt and Tash discuss the "Urgent vs. Important" trap and why taking a "rest day" from LinkedIn might be the most productive thing you do all week. Tash draws parallels between her European Championship powerlifting prep and high-pressure game production. We talk about why rest is a discipline, why sleep is a productivity tool, and why we need to stop treating game development like open-heart surgery. 🎲 True or Flase: Matt pitches a "Cozy Serial Killer" game that Tash and Luke desperately want to be real. Can they spot the real game hidden in the nonsense? 💡 Key Takeaways: Recoil Power: Like a heavy squat, production requires "Time Under Tension"—but you only get the recoil if you've allowed for the recovery.The "Ikea" Test: If you can survive building furniture with a toddler, you can manage a AAA dev cycle. ⏰ Chapters: 00:00 Intro / Waffles: The Missing Luke & Tasty Goodness01:32 Tash’s Life Update03:26 Masterclass: Powerlifting & Time Under Tension06:51 Redundancy & The Burnout Matrix09:44 Luke Arrives: The Ikea Furniture Saga12:52 True or False: Nasty Rabbits vs. Real Strategy18:23 I Dub Thee: Where's Our Wally?21:03 Outro: Dead Muscles & Christmas Weight

  5. May 28

    MetaCritic Meltdown (Provocatato)

    Metacritic is marking its own homework. We kick off with a deep dive into the influence of Metacritic. Is a single number enough to tank a company's stock? We look at the Pearl Abyss controversy and ask if we've lost the "art" in the pursuit of the "percentage." 🤯 Hot Topic: The Snapshot Problem. Why are we still using static review scores for live-service games? We discuss the "Redemption Arc" of games like No Man's Sky and why Metacritic might already be obsolete in the age of SteamDB. 🎯 Production Masterclass: Beef in Teams. "Can't we all just get along?" Luke and Tash tackle the friction between artists, coders, and producers. We break down how to handle conflicting communication styles and why a little bit of respectful disagreement is actually the secret sauce of a great game. 💡 Key Takeaways: Metacritic is a Snapshot: It rarely reflects the "Redemption Arc" of modern games. Conflict is Growth: Echo chambers lead to bad products; respectful debate leads to hits. Know Your Style: Are you a "Direct" communicator or a "Poetic" one? Knowing the difference stops the "Quick Chat" panic. Relax: We're just making games. No one's a surgeon here. 🎙️ Sound Bites: " I'm not taking pronunciation tips from a Scottish person!" "Provocatato: A sexy Mr. Potato Head in suspenders." "Why are we using AI to write a CV to get past an AI filter?" "Can't we all just get along? It became my catchphrase." ⏰ Chapters: 00:00 Banter: Abyss vs. AB-is 03:56 Metacritic: The Stock Market Killer 10:34 The Pearl Abyss 78 Score Drama 14:43 No Man's Sky & The Redemption Arc 18:10 Is Metacritic Obsolete? 21:03 I Dub Thee: Provocatato 22:22 Masterclass: Beef in Teams & Conflict 30:45 Direct vs. Poetic Communication 38:35 The "Quick Chat" Trauma 45:53 Outro: Make Games Fun Again

About

Tash, Luke, and Matt are here to talk all things Games Production. What is Production really, what are the common pitfalls, and what's new in Production Land? Join us as we dive headlong and with wild abandon into Games Production best practices, Games Industry Hot Topics, and all while trying to figure out why 'Jesus Got Cancelled'.