24 episodes

Each episode I interview and profile various independent game developers, so that we can get a peek behind the curtain and see how the magic is made.

Indie Dev Podcast Dave Voyles

    • Leisure
    • 3.0 • 1 Rating

Each episode I interview and profile various independent game developers, so that we can get a peek behind the curtain and see how the magic is made.

    Ep 39 - Amanda Lange, Microsoft

    Ep 39 - Amanda Lange, Microsoft

    Amanda Lange and were peers at Microsoft before we took different roles last year. She now works as Technical Evangelist on the academic team, where she partners with the premier institutions across the United States and Canada to host hackathons, design curriculum, and enable students to enter the workforce and immediately make an impact.

    Before this however, Amanda was involved in academia as a professor, but also as a game developer. She worked at Schell Games in Pittsburgh, where she was a community manager. In the last several years Amanda has been building games and workshops with Unity, Hololens, and Xbox.

    • 59 min
    Ep 36 - Kenny Roy, Acronyx

    Ep 36 - Kenny Roy, Acronyx

    Since 2007, Arc onyx provided animation and visual effects service to the TV and film industries. Recently, Arc onyx made the transition to indie game development to pursue projects with philanthropic goals. When we started planning the game to create this year, we came across many wonderful organizations (like GameChangerCharity.org) that use games to help kids cope with the trauma and hardship that stems from having life-threatening illnesses. We are entirely focused on bringing uplifting gaming experiences to those who need it the most.

    We discuss the animation industry, visually pleasing films from the 90s, and the success and failures of game studios over the last several years. We also dive into VR and talk about the potential future of that industry, and the feasibility of unique experiences.

    • 50 min
    Episode 35 - Shawn Woods, Alpha Dog Games

    Episode 35 - Shawn Woods, Alpha Dog Games

    Shawn Woods is a gaming veteran of 18 years. His background spans everything from interactive CD-ROMS and TV commercials in the late 90’s to creating Orcs and UI for Dawn of War, Company of Heroes, and Homeworld 2, art direction at Microsoft, and finally co-founding Alpha Dog Games focusing on mobile games.

    Alpha Dog Games was founded in 2012 in Halifax, Canada. Their original game, Wraithborne, was created by 3 full time people and 3 contractors in 6 months. It was featured by Touch Arcade as most anticipated game, and featured by Apple on Launch. It was originally a premium product but has since changed to a lite F2P game due to the market change. Without any ad spend, it has over 1.5 million installs.

    Their second game, MonstroCity: Rampage was in development for over 2 years as the team was slowly built up over time. The backend technology was built from scratch and engine/framework was integrated into Unreal Engine 3. The studio is focused on building mobile-first original IP with mass appeal.

    • 44 min
    Ep 33 - Andrew Peterson, N3S on the Hololens

    Ep 33 - Andrew Peterson, N3S on the Hololens

    Andrew Peterson is a software engineer who has spent much of his timing building the N3S, a NES emulator which works on Microsoft's Hololens. Best of all, the current games on display are not only holographic images presented in world space, but , but are also 3D objects in the form of voxels. **Although the project hasn't had an official release, you can still compile the source and get a feel for it yourself, if you have a hololens. A voxel editor is currently in the works as well.

    • The source code can be found on GitHub
    • Follow the project on Twitter or Facebook
    • Videos can be found on the N3S Youtube channel
    • Explanation of how the project works
    • @and0p
    • @pjdecarlo

    • Super Mario Bros.
    • HoloLens Showcase
    Topics discussed

    2D degree in graphic design

    • The C Programming book
    • Andrew explains how he got started in programming
    • Biting off more than you can chew & scaling back
    • Not having to write much Assembly code for the project
    • RetroArch - Libretro emulator for the browser
    • Object Attribute Memroy
    • Dolphin Emulator for GameCube and Wii
    • 3D NES - Ars Technica
    • Kyle Orland -- awesome journalist
    • It was extremely easy to get the NES ported to Hololens
    • Hololens documentation
    • Technical analysis of Batman: Return of the Joker on the NES

    • 46 min
    Samantha Kalman, Timbre Interactive (Rebroadcast)

    Samantha Kalman, Timbre Interactive (Rebroadcast)

    On the first episode of the Indie Dev Podcast, I interview Samantha Kalaman of Timbre Interactive. Follow along as she illustrates how she got her start by working with Unity in Denmark, before returning to her hometown of Seattle to take a job at Amazon. All the while she kept her dream project alive, and has finally brought Sentris to Kickstarter.

    Kickstarter – Sentris
    Timbre Interactive

    • 26 min
    Episode 31 - Pek Pongpaet and Daniel Pesina, Mortal Kombat

    Episode 31 - Pek Pongpaet and Daniel Pesina, Mortal Kombat

    This week is a bit different. I've got my co-worker in DC, Shahed Chowdhuri on the show, along with Pek Pongpaet (pong-pat) and Daniel Pesina. Shahed and Pek grew up together, and Pek met Daniel while studying at his Wushu.  Daniel played Johnny Cage and ninjas Sub-Zero, Scorpion, Reptile, Smoke, and Noob Saibot in several Mortal Kombat games, and Pek has worked on 6 MK games spanning 10 years.
    Master Pesina is perhaps most famous for his work as Johnny Cage and the ninjas in the first two Mortal Kombat games. He has also worked on films such as Teenage Mutant Ninja Turtles II: Secret of the Ooze, Book of Swords, Press Start, and Mortal Kombat Fates Beginning, winner of the 2015 Urban Action Showcase Best MK Film award.
    Pesina appeared as one of Shredder's foot soldiers in the 1991 film Teenage Mutant Ninja Turtles II: The Secret of the Ooze.
    Pongpaet’s expertise ranges from product design and development, and martial arts. Prior to Pinstagram, Pongpaet was VP of Product at Spoton, a loyalty and social media company. He's worked at Accenture Technology Labs in the research department coming up with next generation user interfaces.
    He was introduced to  Chinese martial arts (Wushu) late in life when he met Master Daniel Pesina in 1998. He opened Pek to a new world of skill, discipline, artistry and mastery that would come to consume and permeate all of his life. His martial arts experience has led to motion capture roles in 6 Mortal Kombat games over the next 10 years.
    [T3:00] Where did the idea of Mortal Kombat come from?
    [T5:30] Studying martial arts
    [T7:45] Trying out for mo-cap in MK5[T9:20] Van Dam was planned to be the original Johnny Cage
    [T13:30] Can independent developers utilize motion capture today?
    [T15:45] How car has mo-cap come? The early days of Mortal Kombat
    [T20:45] Lost Mortal Kombat footage and digitized sprites
    [T25:00] What keeps these two busy today?
    [T28:45] What are the benefits of martial arts?
    [T32:00] Studying Wushu
    [T34:45] Question of the week

    • 41 min

Customer Reviews

3.0 out of 5
1 Rating

1 Rating

Alex13498235 ,

Yep, uh-huh, okay, yeah

I really, really want to like this podcast. Good subjects, good questions, good interviewees. Unfortunately a couple of things make me reluctant to keep listening:

1. The host says “yep," "uh-huh,” and “okay” whenever the interviewee pauses or says anything at all. Just silently nod along and let them talk!

2. The podcasts would be much, much better if they were much, much shorter. I’d much rather listen to a 20 minute interview that was laser-focused on development than hear about someone’s co-working space in Brooklyn or how someone’s dad used to work in the Navy.

I really want this podcast to succeed. Please keep at it.

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