Dev Game Club

Dev Game Club

By Brett Douville and Tim LongoLeisureVideo Games
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Dev Game Club episodes

  • DGC Ep 457: Pikmin (part three)

    Welcome to Dev Game Club, where this week we continue our series on Pikmin. We talk about building back from loss, a rough ending, and compact level design, amongst other things. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Finished the Game (B) or Played a bit more (T)

    Issues covered: the charity stream, how many parts do you need, maybe less necessary ship parts, coming back from a bad day, combat and losing units, strategies to build up your armies, fighting the slog and demoralization, the tyranny of the day timer, stats at the end of the game, having a day to rebuild, a mismatch of tone and play, figuring out how the conversion flowers worked, an economical game with economical levels, playing against enemy ecologies, small footprint with lots of overlay, a daily bombing task, a player type that interacts poorly with the game, not handling the vertical well, the first iteration, thinking about the unit types in other RTSes, the final level and its environmental challenges, the final boss and changing the rules, dev team size, genre conventions and inspirations, drawing inspiration from elsewhere, make the final boss easier, context and tone working together with gameplay, catching up with a review.

    Games, people, and influences mentioned or discussed: CalamityNolan, BioStats, KyleAndError13, Silksong, LostLake86, Minecraft, N0isses, Hades, Brad Smith, Teenage Blob, Pilgrims, Kaeon, Untitled Goose Game, MegaMan X, Dwarf Fortress, Phil Salvador, Myst, Cyan, Splatoon 2, Project Octavia, Super Mario 64, Starcraft, Ensemble Studios, Halo Wars, Halo, Final Fantasy Tactics, Tactics Ogre, Ogre Battle 64, Breath of the Wild, Benimanjaro, Hitman, Spelunky, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time:

    Defeating Games for Charity Links: Donate! Follow on Bluesky Defeating Games YT

    Twitch: timlongojr and twinsunscorp YouTube Discord [email protected]

    1 hr 13 min
  • DGC Ep 456: Pikmin (part two)

    Welcome to Dev Game Club, where this week we return to our series on Pikmin. We talk about returning to the game after a break, the macro structure and persistence of the levels, and other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: Several more hours

    Issues covered: Defeating Games for Charity, relearning the controls, figuring out what you were trying to accomplish, naming buttons, persistent units and worlds, exploratory sandboxes, reinforcing replay, Nintendo creating something new, things that are hard to classify into genres, the order of operations, plate-spinning and de-stressing, gameplay paradigms, not knowing when you have the right tools, the ticking timers, limited knowledge to find, the puzzly boss, learning how well you can recover, gentle fail states, not telling you everything you might want to know, the un-Nintendo timers, day/night cycles, hitting enemies out of the air, loss aversion, Olimar salting the wounds, leading plant people, delightful music, finding where you can review our podcast, settings in games, trying to preserve an experience, console hardware revs, different forms of remake, ideal versions of settings, not opening up the settings, prerendered cutscenes, motivated choices due to hardware, remembering your audience.

    Games, people, and influences mentioned or discussed: Video Game History Foundation, Dwarf Fortress, Project Octavia, Hollow Knight, KyleAndError, Unreal, Homeworld, Starcraft, Warcraft, Splatoon, Breath of the Wild, Tears of the Kingdom, Incredible Machine, WarioWare, UFO 50, Metroid, Majora's Mask, Outer Wilds, Apocalypse Now, Hajime Wakai, Benimanjaro, mysterydip, Silent Hill 2, Rogue, Resident Evil, Halo, Saber Interactive, Hitman, Final Fantasy (series), PS1, Chrono Trigger, Blizzard Entertainment, World of Warcraft, Tomb Raider, Quake, Minecraft, Ed Fries, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: Finish Pikmin!

    Links! Defeating Games for Charity

    Twitch: timlongojr and twinsunscorp YouTube Discord [email protected]

    1 hr 20 min
  • DGC Ep 455: 2025 Year in Review

    Welcome to Dev Game Club, where this week we recap 2025 through our interviews. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    It's all about our takeaways -- I'm going to let the clips speak for themselves and remove the usual stuff from here. In the past year, we interviewed eight people across seven episodes: Sean Vesce and Zack Norman, Karla Zimonja, William Pugh, Erik Wolpaw, Chet Faliszek, Kim Swift, and a new type of interview with Ed Fries.

    Next time: Back to Pikmin!

    Links: Defeating Games for Charity

    Twitch: timlongojr and twinsunscorp Discord [email protected]

    1 hr 23 min
  • Discord Game Club Ep. 15

    We are off for one more weeke, so we are again reaching into the Discord Game Club interview archive. This time around, BioStats and Calamity Nolan interview Carlos from the Discord, an independent graphic novelist and publisher and former AAA game developer.

    Twitch: timlongojr and twinsunscorp Discord [email protected]

    1 hr 56 min
  • Discord Game Club Ep. 14

    We are off for the next few weeks, so we are again reaching into the Discord Game Club interview archive. This time around, BioStats and Calamity Nolan interview RobotSpacer, who talks about his streaming, his hobby game development, and other topics.

    Twitch: timlongojr and twinsunscorp Discord [email protected]

    1 hr 15 min
  • Discord Game Club Ep. 13

    We are off for the next few weeks, so we are again reaching into the Discord Game Club interview archive. This time around, BioStats and Calamity Nolan interview Brad Smith, who talks about his independent developer life, art, punk, and skateboarding, among other topics.

    Twitch: timlongojr and twinsunscorp Discord [email protected]

    1 hr 26 min
  • DGC Ep 454: Portal Bonus Interview with Kim Swift

    Welcome to Dev Game Club, where this week we revisit our series on Portal with another bonus interview with Kim Swift. We get a look at the game from which it came before hearing about the development proper. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 1:23 Interview 1:03:02 Break 1:03:25 Outro

    Issues covered: Kim's history, deciding where to go to college, learning to program, working with a team over multiple years, pitching each other, mixing interests, learning to work together, figuring out collaboration, the student showcase, showing to Valve, a sudden audience of twenty, walking away with a job offer, taking away only the ideas, showing at the IGF while building the new game, acquiring in Valve, a six month tech demo, borrowing the art direction, a useful constraint, extending six months more, the everyday feeling and being able to have fun, getting another year to go in the bundle, adding the behind the scenes stuff, the writing and level-building process, evaluating player progression and feeling, post-processing and robotizing your voice actress, mapping out the levels in little triples, responding to the player, a master class in tutorialization, iteration through playtesting, celebrating just shipping... and then, testing the games, focusing on your own stuff, always learning, going back to the roots, brand management, getting to do lots of new things, a game that reflected its own making, games being hard enough to make, feeling the joy, a great constraint, growing the world-building, no macro plan, how games reflect their making, explaining SKUs.

    Games, people, and influences mentioned or discussed: Narbacular Drop, DigiPen, Valve, Gabe Newell, Erik Wolpaw, Left 4 Dead, Airtight Games, Quantum Conundrum, Amazon Games, EA Motive, Google Stadia, XBOX, NEAR Studios, Game Boy Advance, Super Nintendo, Tim Schafer, EverQuest, Jeep Barnett, Garrett Rickey, Dave Kircher, Lost Vikings, Robin Walker, Team Fortress 2, Crystal Dynamics, Realm Lovejoy, Human Head, Prey, Half-Life (series), Randy Lundeen, Chet Faliszek, John Guthrie, The Orange Box, Heather Cerlan, Hawthorn, Pikmin, Outer Wilds, Calamity Nolan, Final Fantasy IX, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More Pikmin?

    Twitch: timlongojr and twinsunscorp YouTube Discord [email protected]

    1 hr 17 min
  • DGC Ep 453: Bonus Interview with Ed Fries

    Welcome to Dev Game Club, where this week we try something a little different. Unattached to any particular game, we chat with Ed Fries, a long-time video game developer most well-known for his work shepherding the early days of Xbox and Microsoft Game Studios. We talk about five games of his early years that particularly affected him. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 1:16:35 Break 1:16:48 Outro

    Issues covered: a new model for interviews, productivity software wars, a child of engineers, Lunar Lander on a calculator, 6800-based kit computer and programming in assembly, cardboard computer, jumping from BASIC to assembly language, using a print terminal, modem sounds, competitive Asteroids, the first real video game, oscilloscopes and radar, complaining to the dentist, inspiring a generation of programmers and engineers, learning by typing from magazines, the 8-bit microprocessor, getting a 6502 square root routine from Woz, using a computer terminal, an intro to Rogue and its procedural elements, a things-going-wrong simulator, "there were not that many games in the world," building a game for different player types, the D programming language and other alphabetic languages, a short remembrance of Dani Bunten Berry, Multiple Use Labor Elements, how M.U.L.E. plays, screwing your buddies, similarities to Euro strategy games, the auction phase, crystite mining, a literary game, the first original IP character in a video game, moving from real caves to fantasy, some connections, album covers from EA, expensive personal computers.

    Games, people, and influences mentioned or discussed: Frogger, ROMox, The Princess and the Frog, Ant Eater, Sea Chase, Tom and Ed's Bogus Software, Tom Saxton, Sucker Punch, Microsoft, Ender's Game, Phil Spencer, Xbox, Bungie, Ensemble Studios, Rare Limited, World of Warcraft, Gabe Newell, Atari 2600, Halo, 1Up Ventures Fund, Psychonauts, Keeper, Tim Schafer, Boeing, Digital Equipment Corporation, Lunar Lander, CARDIAC, Nintendo Labo, Apple ][, Atari 800, Space Wars, Asteroids, Nolan Bushnell, Ampex, Ted Dabney, Computer Space, Nutting Associates, Computer Trivia, Pong, Homeworld, Steve Wozniak, Rogue, Defeating Games for Charity, Dark Souls, HACK, PDP-11/VAX, Epyx, Walter Bright, Sid Meier, Civilization, Bruce Shelley, Age of Empires, M.U.L.E., Dani Bunten Berry, Seven Cities of Gold, Settlers of Cataan, Diplomacy, AJ Redmer, Maxis, Will Wright, Dungeon/Zork, Don Daglow, Tim Anderson, Colossal Cave Adventure/Advent, Infocom, Frank Cifaldi, Video Game History Foundation, Kate Willaert, Will Crowther, Don Woods, Mike Haas, Andrei Alexandrescu, 2001: A Space Odyssey, Populous, The Bard's Tale, Outer Wilds, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: TBA! or more Pikmin

    TTDS: 40m 6s

    Links: Ant Eater source Princess and Frog source Sea Chase source Nitro source

    Errata: I misspoke with respect to the co-inventor of D, it was Andrei Alexandrescu. We regret the error.

    Twitch: timlongojr and twinsunscorp YouTube Discord [email protected]

    1 hr 28 min
  • DGC Ep 452: Pikmin (part one)

    Welcome to Dev Game Club, where this week we begin a new series on 2001's Pikmin. We set the game in its time and then spend a lot of time talking about putting Nintendo's spin on the RTS on a console. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Sections played: The first few days

    Issues covered: a well-trod year, some MMO history, the GameCube at LucasArts, playing PC vs console, playing PC RTSes of the time, history with Pikmin, keeping an eye on Nintendo making and entering genre spaces, making a thing on controller first rather than jamming in a KBM game, Tim talks about his favorite controller again, inspirations, being embodied in the world vs the god's-eye view, the simplicity of the ship pieces and setup, Nintendo's open world game, meteors vs meteoroids, the puzzle RTS, making the environment more of the enemy than the creatures, lightly building an army, trading pikmin for time vs the heavy pieces, task-based challenges, spreading your army but limitations due to movement and level design, the Forest's Navel, moving to avatar-based RTSes and MOBAs, wanting to play the prototypes, forks in strategy games this year, the simplicity of verbs due to Olimar's centrality, limiting your verbs due to the controller, the cognitive overload of the PC RTS, diversions into Valve, where we're playing, letting go of accuracy and min/maxing, chunky buttons.

    Games, people, and influences mentioned or discussed: Calvin & Hobbes, Reed Knight, Halo: Combat Evolved, GTA III, Silent Hill 2, Ico, Civ III, Anachronox, Animal Crossing, Phoenix Wright Ace Attorney, Devil May Cry, MGS 2: Sons of Liberty, Final Fantasy X, Baldur's Gate: Dark Alliance, Super Smash Melee, Tony Hawk Pro Skater 3, Jak & Daxter, Game Boy Advance, Advance Wars, Max Payne, Black & White, Dark Age of Camelot, Everquest, Matt Firor, Zenimax Online Studios, Shigeru Miyamoto, Eternal Darkness, Baldur's Gate II, Andrew Kirmse, StarCraft, Blizzard, Halo Wars, Ensemble Studios, Microsoft, Homeworld, Paul Pierce, Haden Blackman, Behind the Magic, Starfighter (series), Republic Commando, Nintendo64, Warcraft (series), Legend of Zelda, Super Mario 64, Splatoon, Metroid Prime, Shadows of the Empire, Rogue Squadron, GoldenEye, Nintendo Switch, Deadly Premonition, Blade Runner, Alien, Star Wars, X-Files, Twin Peaks, Breath of the Wild, The Witcher III, Assassin's Creed, Command & Conquer (series), Company of Heroes, Orcs Must Die, Dynasty Warriors (series), Calamity Nolan, Satoru Iwata, Peter Molyneux, Populous, Total Annihilation, DotA, Valve, IceFrog, Chet Faliszek, Wii, Chris Hecker, Outer Wilds, Far Cry 2, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: More Pikmin (or possibly something else)

    Twitch: timlongojr and twinsunscorp YouTube Discord [email protected]

    1 hr 15 min
  • DGC Ep 451: Portal Bonus Interview with Chet Faliszek

    Welcome to Dev Game Club, where this week we add to our Portal and Portal 2 discussion with an interview with Chet Faliszek. We cover tons of Valve time. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

    Podcast breakdown: 0:45 Interview 1:09:15 Break 1:09:45 Outro

    Issues covered: text-based football, all the early computers, programming for the first time, committing fraud, the first zombie game and losing it all, campaign finance reform, getting an opportunity to practice your shtick, selling gray market games, dissing games you're selling, going back and forth with Valve, petting the dog, thanking yourself for being awesome, the Crab Cracker, walking out, diving in on a team, thinking everyone is smarter than you, iterating on Team Fortress and finding its identity, archetypes/stereotypes, multiplayer silhouettes, game lineages, iterating dialogue systems, pushing against the need for a story and being challenged, not having QA and dealing with cert, avoiding the bureaucracy, picking the vibe, negativity with a replacement, symphonies vs rock and roll, DNFing the bugs, a split code base, supporting the player story, playing with friends vs strangers, replaying the game in different roles, tasks vs moving through a space, having three of everything, moments that stick with you, wanting to play the game, getting roped into Portal 2, splitting responsibilities and not commenting on the other, living a little outside the space, playing couch co-op via over the Internet, game face and social cues, being excited about the song, bodies in the space, shipping all the time, shipping hardware and making an ecosystem, iterating and learning, letting the community support and learn from a game, a great storyteller, the logistics of starting up a company, helping each other out, islands, shifting strategy to console.

    Games, people, and influences mentioned or discussed: Erik Wolpaw, Valve, Bossa Studios, Vertigo Games, Kimberly Voll, Stray Bombay, The Anacrusis, Heath Kit, Stratomatic Football/Baseball, TRS-80, Timex Sinclair, Vic 20, Commodore 64, Amiga, PET, Nintendo, Brandon Lee, Project Zomboid, Zombieworld, Open Secrets, Old Man Murray, Computer Shopper, Myth: The Forgotten Lords, Ultima Online, UGO, Penny Arcade, Pointless Waste of Time, Jason Pargin (aka David Wong), Team Fortress (series), Day of Defeat, Half-Life (series/episodes), Scott Lynch, Gabe Newell, Left 4 Dead, Turtle Rock Studios, Mike Booth, Portal, Overwatch, Elan Ruskin, Crystal Dynamics, Night of the Living Dead, Dawn of the Dead, World War Z, Brad Pitt, Counterstrike, Reed Knight, Jay Pinkerton, Mark Laidlaw, Ellen McLain, The New York Times, The National, Thom Yorke, Kim Swift, The Sock Puppet, Steam Link, A View to a Kill, Far Cry 2, Spelunky, Kirk Hamilton, Aaron Evers, Mark Garcia.

    Next time: TBA!

    Links: Exile, Vilify... with sock puppet

    Twitch: timlongojr and twinsunscorp YouTube Discord [email protected]

    1 hr 19 min

About Dev Game Club

From the publisher's feed

Join hosts and industry veterans Brett Douville and Tim Longo as they discuss older titles and the impact they had on the games industry, as well as any lessons that could be taken away even today.…

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