Nice Games Club - a gamedev podcast! Ellen, Stephen, and Mark
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- Leisure
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The podcast where nice gamedevs talk gaming and game development. Nice!
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Visual Worldbuilding (with Laura Onderwater)
We’re joined this week by Laura Onderwater, friend of the show! Laura is an experienced concept artist currently working with Greensky Games. In this interview, she shares a bit about her workflow and how she thinks about worldbuilding from an artistic perspective. Plus, your hosts learn when to cry into a pillow, and Stephen repeatedly asks for THE limit.
Greensky Games
SWARM - "The Epic Arcade Shooter Built for VR"
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Greensky Games
Visual Worldbuilding
Art
Meow Wolf - Immersive Experiences
Wrist and forearm stretches for the workplace
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Mayo Clinic
The Art of Psychonauts 2
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Ashley Esqueda
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Double Fine Productions
Laura Onderwater
Guest
Laura is a passionate concept artist with years of experience in creating art for games. Laura is always excited to work on new projects, and to bring ideas and worlds to life.
External link
Laura on LinkedIn
Laura on Artstation -
GDC 2024 Special (Part 3) (with Alyssa Walles and Audi Sorlie)
Your nice hosts conclude their GDC 2024 coverage with a pair of interviews they conducted at the show. Mark catches a post-show cold, Stephen gets over his, and Ellen thought everything sounded great.
Midwest Games / Carbon Engine
Midwest Games
Midwest Games
Chris Klimecky
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LinkedIn
Midwest Games - Work with us
Carbon Engine
Carbon Engine
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Limited Run
Shantae Advance
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Shantae Wiki
Arzette: The Jewel of Faramore
Alyssa Walles
Guest
Alyssa Walles is Midwest Games' Chief Operating Officer, as well as the Executive Director of the IGDA Foundation.
External link
LinkedIn
Midwest Games Leadership Announcement
Audi Sorlie
Guest
Producer at Limited Run Games and Member of Digital Foundry.
External link
LinkedIn -
GDC 2024 Special (Part 2)
And now, the conclusion (sorta!), as tour nice hosts recount the back half of the week at this year's GDC. It's a long one, but there's somehow even more on our Patreon.
GDC 2024 Special (Part 2)
ReSpec: Accountability Support
How Nintendo made Super Mario Bros. Wonder so weird
Andrew Webster
The Verge
Jack Foley (sound effects artist)
Wikipedia
The return of 1ReasonToBe and why we still need it
Marie Dealessandri
GamesIndustry.biz
Panic says two pallets of Playdates worth $400,000 have vanished in Vegas
Chris Kerr
Game Developer
A frequently-cited "good first episode" of Nice Games Club is one where we interview August Brown:
Developer/Publisher Relations
We had Monica on the show to help create a Nice Game Jam game in:
Blame the Cat! (with Monica Fan) -
GDC 2024 Special (Part 1)
Some of your nice hosts, plus some nice guest hosts, traveled to San Fransisco last week for the 2024 Game Developers Conference. There was so much to see and do and it ended up being too much for just one episode... actually, it was too much for just two episodes!
So, how much GDC 2024 content is there exactly? Well, plans changed and it's too complex to summarize here, so be nice and have a listen to find out!
(SPOILER: There's 2+ hours of extra GDC content on our Patreon page!)
Musée Mécanique
GDC 2024 (Part 1)
Unity 6 and beyond: A roadmap of Unity Engine and services
We discussed the first "Flash Games Postmortem" in:
GDC 2017 Special (Part 2) -
"Things just happen, somewhere." Partnering Up; Control Flow
It's our first roundtable of the year! And did you know that Minneapolis is "partnered up" with Saint Paul? Stephen's not sure what either of these topics have to do with game development, but don't worry—we get there. Ellen kicks off a conversation about how the people we work with have a huge influence on what we create, and the experience of creating it. Mark tries to explain "control flow" in programming, and pretty much everyone gets it. You probably will, too.
Cover image by RF Studio
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Pexels
Partnering Up
Click: The Magic of Instant Connection
by Ori Brafman, Ron Brafman
Goodreads
0:41:08
Control Flow
Control flow
Wikipedia -
Nice Games Jam: "Eddies"
The clubhouse is caffeinated and ready to jam, game jam that is.
The clubhouse is giving a prompt where air movement is the main mechanism of action and they create a physical game for a tabletop (in the style of 'Hungry Hungry Hippos'). The notoriously unpredictable 'Eddies' of air movement gives this game it's name. The main challenge for the team - a more sanitary air blower mechanism than drinking straws: a tiny bellows, small whoopie cushions, slide whistles, or party noisemakers?
Prompt
"Create a game where the main mechanics are fans and or leaf blowers."
Game type
Tabletop game
Player count
2 - 8
Materials
Blowing mechanisms - one per player (drinking straw in playtest)
A bunch of small peices of junk
A container for the small peices of junk
Playing feild (box, 8 sided)
Rule Card Deck
Setup
This is a game about some young teenagers who find some leaf blowers in their (octagonal) cul-du-sac and make a game with them.
Each player will select a side of the playing field (the box) as their home territory. The goal of the game is to have the least amount of junk (points-wise) fall off of your side of the field.
Rule Cards:
Separate the Rule cards into the three categories: Puff Variants, Point Variants, and Zone Variants. Shuffle the cards from each category, and pull three of each category to start each of the three rounds.Cards rule examples
Puff: Each player has 3 puffs per turnPoint: Each black item is worth +1 point, all other items are worth -1 pointZone: The windy end of your blowing mechanism may not be placed within zones 1+2 of the playing fieldShuffle the remaining rules cards from three categories together.From the combined deck, deal 4 cards to each player.The player may look at their hand of cardsPlace Junk (perform at the start of each round):
Gather some junk and place it in a container. Typically dice and pieces from other games will make up the majority of the junk, but this may also be dodads from your junk drawer like golf pencils, nails and screws, magnets etc.At the beginning of each round a different player will grab a handful of junk from the container and place it in the center of the 8-sided playing area.The junk placer may not arrange the junk when placing it down. Any junk that falls off of the playing field will be returned to the container of junk.
Rules
After the junk is placed the rule for each category is revealed, by flipping over the top rule card from each of the three piles: Puff, Point, and Zone. The displayed rules are now in effect.
The player who placed the junk will go first.
Each player turn has three phases:
1. The play may put a rule card from their hand into play by stacking it on top of the exsisting rule for the category which it belongs to (puff, point, or zone). That rule is now in effect and the rule that was covered up is no longer in effect.
2. The player uses their "leaf blower" to puff the objects in on the playing field the number of times indicated by the Puff rule. They must follow any Zone rules in effect.
3. The player's turn is scored according to the rule cards in effect. The player draws back up to 4 cards in their hand.
The round ends when each player has had 5 turns.
New junk is placed in the center of the playing field, new rule cards are revealed and the next round starts.
The object of the game is to have the least scoring junk blown off your edge of the playing field. Highest scoring player (usually player closest to 0 wins), as most junk is worth negative points.
Customer Reviews
positive, inclusive, helpful
and a joy to have on the car speakers
A podcast for everyone
Great insight into game development on a deeper level than most developers podcasts. Lots of real and action advice for all skill levels
10/10 recommend!
I made it through the first half of one episode before I realized I was hooked. Halfway through the catalogue and I gotta say, this is one of the best. If you like game development, you should most definitely check this out!