Devoted Talks

Devoted Talks

By Devoted StudiosLeisureVideo Games
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Devoted Talks episodes

  • Warren Spector: There Is No Time to Try for Mediocrity | Speakeasy 42

    What does more than 40 years of making games teach you about creativity, failure and refusing to compromise?In Episode 42 of Speakeasy, Ninel Anderson, CEO of Devoted Studios, sits down with legendary game designer Warren Spector for a conversation spanning the early days of computer games, Ultima, System Shock, Deus Ex, Disney Epic Mickey and the realities of leading increasingly massive development teams.Warren explains why player expression became central to his design philosophy and why, in his words, if two players describe exactly the same experience, the team has failed.They also talk openly about projects that went wrong.Warren breaks down what happened with System Shock 3, why he went through 23 versions of the narrative, how one mechanic reached nine iterations, and the lesson he took from the experience:We cover:- what game development looked like before modern engines and established genres- where Warren's philosophy around immersive sims came from designing games where players become authors of their own experiences- testing games built around extreme player freedom- how Deus Ex came together- protecting a creative vision without controlling your team- leading teams ranging from dozens to hundreds of developers- Warren's experience speaking publicly about bipolar disorder- studio closures, layoffs, and the current state of the games industry- what went wrong with System Shock 3- AI generated content, creative leadership, and the lessons Warren wishes he had learned earlier

    43 min
  • How Arkane Survived Long Enough to Create Dishonored | Devoted Speakeasy Ep41

    Raphael Colantonio has spent his career building games that were never the safest choice.From founding Arkane Studios with four people and no engine, to co-creating Dishonored and directing Prey, to starting again with WolfEye Studios, his career has been shaped by creative conviction and persistence.In this episode of Devoted Speakeasy, Ninel Anderson sits down with Raphael for an honest conversation about building independent studios, surviving failed projects, working with publishers, defining immersive sims, developing games remotely, and protecting a strong creative identity.🔗 WolfEye Studios: https://wolfeye-studios.com/🎮 Play Weird West: Definitive Edition on Steam:https://store.steampowered.com/app/1097350/Weird_West_Definitive_Edition/🎙️ Devoted Speakeasy brings together the people shaping the games industry for honest conversations about creativity, production, business, and the decisions behind the games we play.Co-create with Devoted:https://devotedstudios.com/

    54 min
  • What FNAF Taught Us About Horror Games | Devoted SpeakEasy Ep40 with Jason Topolski

    🎨 Devoted Fusion — hire vetted game art talent, manage production, and ship faster.https://app.devotedfusion.com/artfeed?utm_source=youtube&utm_medium=video&utm_campaign=speakeasy_ep40

    Horror games are kind of EVERYWHERE right now. Indie horror, psychological horror, spooky animatronics… You name it. So we wanted to talk to someone who literally makes these games and knows what is going on.

    Jason Topolski (JTop) from Steel Wool Studios joined Devoted SpeakEasy to talk about making horror games, working on Five Nights at Freddy’s, and why fear is such a strong tool in game design. 

    We get into why horror is a great starting point for small teams, how Steel Wool packs environments with layered details and backstories, and why leaving things unexplained can be WAAAAY scarier than showing everything.

    🧑 About Jason:

    Jason Topolski is a Creative Director and Co-Founder at Steel Wool Studios. He has worked at Pixar and Telltale and also does improv, board game design, voice acting, and directing.Jason on LinkedIn https://www.linkedin.com/in/jtopolski/ Steel Wool Studios https://steelwoolstudios.com/ 


    🔗 Follow Devoted Studios on Social Media: 

    🎨 Artstation: https://www.artstation.com/devoted-studios  

    🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  

    📘 Facebook: https://www.facebook.com/devotedstudios   

    🐦 Twitter: https://x.com/devotedstudios_  

    💬Discord:  https://discord.gg/6x46SWhC  

    💻 Visit the website: https://www.devotedstudios.com    

    44 min
  • Portfolio or Profile… What Matters More in 2025? | Get Hired #15

    Tired of sending out job apps and hearing… nothing? We get it. So we brought in Amir Satvat from Tencent Games to share what’s really happening in hiring right now.


    🎨 Devoted Fusion — hire vetted game art talent, manage production, and ship faster.

    https://app.devotedfusion.com/artfeed?utm_source=linkedin&utm_medium=social&utm_campaign=GetHired_AmirSavat

    🔗 Connect with Amir Satvat

    LinkedIn: https://www.linkedin.com/in/amirsatvat/

    Community Website: https://amirsatvat.com/

    Discord: https://discord.com/invite/amirsatvatWriting an effective job post: https://www.linkedin.com/posts/amirsatvat_if-youre-looking-for-work-right-now-here-activity-7349470427120914432-mmLj  


    🧑People from Profile Review Section:

    Dario Sartor: https://www.linkedin.com/in/dariosartor3d

    Willamis Rodrigues: https://www.linkedin.com/in/willamis-rodrigues

    Rainer Petter https://www.linkedin.com/in/rainerpetter

    Jose Ramirez https://www.linkedin.com/in/jd-ramirez-u

    Gustavo Souto https://www.linkedin.com/in/gustavo-souto-83a96a370


    TIMECODES:

    00:00 Intro

    00:21 Amir Savat’s Story

    07:05 Game Industry Jobs: Global Breakdown

    10:31 How to Build Your Brand in Games

    18:11 The Soft Skills That Actually Matter

    21:52 Folks Talks

    25:16 Profile Review

    32:51 Rapid Questions!

    36:57 Ending

    We go deep into:

    🎯 Where the real jobs are (and what’s drying up)

    🧭 How to build a personal brand that feels genuine

    💬 Why being recognizable beats applying to 500 roles

    💡 Tips for introverts, interviews, and staying hopeful


    🔗 Follow Devoted Studios on Social Media: 

    ▶️YouTube: https://www.youtube.com/@Devoted-Talks

    🎨 Artstation: https://www.artstation.com/devoted-studios  

    🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  

    📘 Facebook: https://www.facebook.com/devotedstudios   

    🐦 Twitter: https://x.com/devotedstudios_  

    💬Discord:  https://discord.gg/6x46SWhC  

    💻 Visit the website: https://www.devotedstudios.com     

    #DevotedStudios #SpeakEasy #GameDev #Careers #AmirSatvat #Hiring #GamingCommunity #TencentGames #GameDevAdvice #GameDevCareer #GamingCareer


    39 min
  • Game Industry Reality Check: Layoffs, Hiring, and Your Next Move | Devoted SpeakEasy with Amir Satvat Ep39

    What’s really happening in the game industry job market right now? 

    Spoiler: it’s not all doom and layoffs.

    🔗 Connect with Amir Satvat

    LinkedIn: https://www.linkedin.com/in/amirsatvat/

    Community Website: https://amirsatvat.com/

    Discord: https://discord.com/invite/amirsatvat


    Amir Satvat, Business Development Director at Tencent Games and the person behind Amir Satvat Community, one of the biggest game industry communities online, joins us for a grounded look at what’s really happening in game careers right now.

    He shares what the data actually says about hiring in 2025, why location still shapes opportunities, and how recognizability (not just skills) helps you get hired.

    We also talk about things like how introverts can build connections, what’s changing for veterans and early-career devs, and how community can make the job hunt feel a little less lonely.


    👉 📌 Get insights about game development. Hit subscribe!

    🔗 Follow Devoted Studios on Social Media: 

    🎨 Artstation: https://www.artstation.com/devoted-studios  

    🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  

    📘 Facebook: https://www.facebook.com/devotedstudios   

    🐦 Twitter: https://x.com/devotedstudios_  

    💬Discord:  https://discord.gg/6x46SWhC  

    💻 Visit the website: https://www.devotedstudios.com    

    35 min
  • Lessons from a AAA Launch Gone Wrong | Bret Robbins | Devoted SpeakEasy Ep38

    Bret Robbins, Creative Director behind Dead Space and Call of Duty, joins Devoted SpeakEasy to share the unfiltered truth about creating a brand new AAA IP.

    🔗 Check out Brett on LinkedIn: https://www.linkedin.com/in/bret-robbins-a91a3350/


    TIMECODES:

    0:00 - Intro

    0:42 - Get to Know Bret Robbins

    2:41 - The Early Days of Dead Space

    6:17 - Breaking Through a Crowded Market

    20:08 - Creative Role vs Leading a Company

    31:08 - What Worked When Scaling a Studio

    43:27 - How to Build a Successful New IP

    48:16 - AI in Game Development

    50:02 - A Success Story

    53:01 - Blitz Round: Rapid Fire Q&A!

    55:33 - Ending


    🎮 What you will learn in this episode

    • Why launching a new IP is tougher than ever

    • The two things that make or break any game: a clear vision and a battle-tested team

    • How timing and market noise buried Immortals of Aveum

    • Lessons on early marketing, community building, and showing work in progress

    • How tight budgets and real constraints can spark better design

    • Remote versus in-studio production and what actually works for creative teams


    👉 Subscribe for more SpeakEasy episodes with game industry leaders and visit Devoted Studios to learn how our strike teams help studios ship ambitious games faster. → https://devotedstudios.com/ 

    🔗 Follow Devoted Studios on Social Media: 

    🎨 Artstation: https://www.artstation.com/devoted-studios  

    🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  

    📘 Facebook: https://www.facebook.com/devotedstudios   

    🐦 Twitter: https://x.com/devotedstudios_  

    💬Discord:  https://discord.gg/6x46SWhC  

    💻 Visit the website: https://www.devotedstudios.com     

    #GameDevelopment #gamedev #AAA #newIP #DevotedSpeakEasy #BretRobbins #DeadSpace #gameindustry #AAAGames #DevotedStudios #CoDevelopmentStudios #GameCoDevelopment

    57 min
  • How to Protect Your Equity, Board Seats, and IP in Investor Deals | Devoted SpeakEasy Ep37

    In the second part of the interview with Brandon Huffman, managing attorney at Odin Law, Ninel and her guest unpack the investor side: what to accept, what to push back on, and how to protect your team, your equity, and your roadmap.

    We dig into:

    ✅ When to go to a publisher vs an investor

    ✅ How valuation and dilution can shrink your stake

    ✅ SAFEs vs convertible notes (and the surprise dilution hiding in them)

    ✅ Control terms like board seats, veto rights, and compensation

    ✅ Strategic investors and the rights that can block future deals

    ✅ Protecting founder equity with vesting, cliffs, and buybacks

    ✅ What drag-along and tag-along mean in practice

    ✅ How to handle a bad investor relationship

    ✅ Why it’s worth looping in a lawyer early (many defer fees until funding closes)TIMECODES:0:00 Intro

    0:27 Our guest

    1:46 When to choose a publisher vs investor

    7:00 Key things to check in investor deals

    18:04 Anti-dilution clauses and why they matter

    20:04 Protecting your role as founder

    26:29 Common investor terms

    31:26 Managing a mismatch with an investor

    32:59 Ending

    👉 📌 Get smarter about game development. Hit subscribe!

    🔗 Follow Devoted Studios on Social Media: 

    🎨 Artstation: https://www.artstation.com/devoted-studios  

    🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  

    📘 Facebook: https://www.facebook.com/devotedstudios   

    🐦 Twitter: https://x.com/devotedstudios_  

    💬Discord:  https://discord.gg/6x46SWhC  

    💻 Visit the website: https://www.devotedstudios.com     

    #GameDevelopment #IndieDev #GameBusiness #VentureCapital #SAFEs #ConvertibleNotes #GameStudio #Fundraising #DevotedStudios #BrandonHuffman #OdinLaw #GamePublishing


    36 min
  • Before You Sign That Publishing Contract… Watch This | Ft. Brandon Huffman | Devoted SpeakEasy Ep36

    HOLD UP! ✋ In this episode of Devoted Speakeasy, Ninel, our CEO, talks with Brandon Huffman, managing attorney at Odin Law, to break down the traps, hidden clauses, and money math every indie (and even AAA) dev should understand before putting pen to paper.

    From milestone traps to brutal recoup terms, Brandon shares the real-world contract details that can make or break your studio. Pitching your first game or your fifth, this is the episode that could save you years of headaches (and a lot of cash).

    We cover:

    🎯 Why publishers are tightening their terms in 2025

    📊 The recoup clause that can wipe out your revenue

    📅 How to structure milestones so you actually get paid

    🚫 Termination clauses that can bankrupt a studio

    💬 How to keep your creative vision when working with a publisher

    If you’re an indie dev, a small studio, or anyone thinking about partnering with a publisher… watch this before you sign anything.

    👉 📌 Subscribe for more unfiltered game dev talks!

    🔗 Follow Devoted Studios on Social Media: 

    🎨 Artstation: https://www.artstation.com/devoted-studios  

    🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  

    📘 Facebook: https://www.facebook.com/devotedstudios   

    🐦 Twitter: https://x.com/devotedstudios_  

    💬Discord:  https://discord.gg/6x46SWhC  

    💻 Visit the website: https://www.devotedstudios.com     

    48 min
  • The Art, the Tech, and the Chaos of Designing Avowed | Devoted Speakeasy E35

    In this episode of Devoted Speakeasy, Ninel hangs out with Dimitri Berman, Lead Character Artist at Obsidian Entertainment, to talk about the chaos, creativity, and caffeine that went into building the cast of Avowed.TIMECODES:0:00 Intro

    1:34 What Avowed Is Really About

    4:03 Why RPG Character Pipelines Are So Complicated

    15:29 Step-by-Step: Creating a Character

    21:59 What It’s Like to Design 900 Characters with 3 Artists

    30:17 Creature Design vs Outfit Design in Game Dev

    38:03 What It Really Takes to Be a Character Artist

    41:45 What’s Next for Character Development

    43:24 Fail Stories

    46:35 Blitz Questions

    49:14 Ending

    We get into:

    • What it actually takes to build characters for a huge RPG

    • Why they switched engines mid-production (spoiler: lighting was a nightmare)

    • What it’s like designing mushroom-infected people and ogres with six-packs

    • How much players really care about fashion… even in first-person

    • And why creature artists are a little weird (in the best way)

    If you’ve ever tried making a character, shipped an RPG, or just love hearing the behind-the-scenes of game dev, this one’s worth sticking around for.

    👉 Like what you hear? Hit like, drop a comment, and don’t forget to subscribe. We’ve got more dev stories coming your way.

    🔗 Follow us on Social Media: 

    🎨 Artstation: https://www.artstation.com/devoted-studios  

    🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  

    📘 Facebook: https://www.facebook.com/devotedstudios   

    🐦 Twitter: https://x.com/devotedstudios_  

    💬Discord:  https://discord.gg/6x46SWhC  

    💻 Visit the website: https://www.devotedstudios.com     

    #ObsidianEntertainment #Avowed #GameDev #CharacterArt #DevotedSpeakeasy #RPGDesign #DevotedStudios #Metahuman

    50 min
  • They Designed The Sims… and They Have Stories | SpeakEasy #34 w/ Jessica & Lacey)

    Ever wondered who animated your Sim yawning, or who decided they should clean toilets with that much personality? In this episode, we go behind the scenes with two of the creative minds who have shaped The Sims for over a decade.🚀

    ✨ Jessica Stites (Art Director) and Lacey Banister (Senior Animation & VFX Director) from Maxis join Ninel Anderson to talk about everything from:

    • Animating weird but lovable Sim moments

    • Staying creative while working on the same game for years

    • The necessity of cheat codes, 

    • The evolution of inclusivity and expansion packs

    • The real work behind making The Sims feel fun and familiar

    • Being female team leaders in a male-driven industry

    And yes… someone had to model every toilet. 🧼


    Watch the video version:

    https://youtu.be/7ZBwRHHLUtY

    🚀 Check out our brand new Devoted Fusion platform – connecting game creators with curated freelance artists in minutes: https://shorturl.at/p1JgH

    🔗 Follow us on Social Media: 

    🎨 Artstation: https://www.artstation.com/devoted-studios  

    🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  

    📘 Facebook: https://www.facebook.com/devotedstudios   

    🐦 Twitter: https://x.com/devotedstudios_  

    💬Discord:  https://discord.gg/6x46SWhC  

    💻 Visit the website: https://www.devotedstudios.com     

    #TheSims #GameDev #DevotedSpeakEasy #Maxis #Animation #GameArt #WomenInGames  #SpeakEasyPodcast  #GameDevelopment #DevotedStudios

    53 min

About Devoted Talks

From the publisher's feed

Devoted Talks is a podcast series hosted by Ninel Anderson. We talk with the industry's top voices to share their knowledge and insight and help artists grow. Let’s get real!