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The podcast behind Contact: Wait Out, an ops room command game.
Our first guest episode. Chris Wood spent sixteen years as a programmer before founding Tanglewood Games, which has grown from one person at a desk to around 60 staff fixing the hard engineering problems inside Unreal Engine for other studios, on games including Hogwarts Legacy. We ask him the question every studio now faces: how far to lean into AI.
Ryan starts with what Epic has announced for Unreal Engine 6. Chris explains why he sees AI as an unprecedented tool rather than another industrial revolution, why his studio cannot sit it out, how his clients' contracts have changed in eighteen months, and what it means for juniors and graduates. Ryan gives the artist's view, and we ask what it all means for a two-person team building a game about commanding on information you cannot fully trust. We finish with Chris's hopes for the next five years, and our own thoughts on making a game with soul.
Chapters
00:00 Cold open
00:37 Picture this
01:12 Now swap the radio for a chat window
01:41 Episode two, and our first guest
03:22 Unreal Engine 6 and Epic's pivot to AI
05:15 Welcome, Chris Wood
06:04 From programmer to studio founder
07:36 No investors, no big break
08:36 Tiny steps, not great leaps
10:42 Why build it at home
12:33 What an external development partner does
15:02 Small strike teams
16:27 How far to lean into AI
17:08 A spiky topic
19:40 A tool like nothing before
20:49 Ten times slower
23:00 Is AI inevitable?
24:11 What if it gets switched off?
25:09 The commodity end of the market
26:34 Who owns AI-written code?
28:36 Can you trust what it tells you?
29:27 Juniors, and an apprentice's journey
32:42 What universities should teach
34:39 Advice for two developers with an idea
37:20 AI-enabled, but with soul
38:40 Shiny, or substance?
39:47 Ryan on AI and the art
41:34 Scrappy indies and big budgets
43:13 The next five to ten years
45:15 Tanglewood is hiring
46:42 Tom and Ryan reflect
50:15 Get involved
Our guest
Chris Wood, founder and CEO of Tanglewood Games. Tanglewood is hiring engineers, technical artists and technical animators with Unreal Engine experience: tanglewoodgames.com
Get involved
Watch the playtests and read the devlog: contactwaitout.com/devlog
Sign up for news: contactwaitout.com
Join the Discord: discord.gg/gVXbshznpb
Did one of these jobs and willing to talk to us? [email protected]
New episodes every fortnight.
Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented. Features discussed are in development and may change.
Contact: Wait Out is an ops room command game. It is not made to glorify war. It is made to represent, with respect, the real challenges that everyday soldiers and officers faced.
The podcast behind Contact: Wait Out, an ops room command game.
In episode 1 we go inside the game. Tom explains what an operations officer actually does, with a story from his own time running aviation operations, when the call was whether to hold a helicopter on the ground for thirty seconds. Then we walk through the first scenario as the ops officer: one section out on patrol, a sand table that is always out of date, a drone feed, helmet cameras, two radio nets and a chat log. Ryan talks about building a room he has only ever seen in photographs, and why the fidelity goes into the ops room rather than the battlefield. We get into the room as a character, pattern of life, combat effectiveness and keeping it fun, and finish with what worries us and where we'd take it with a magic wand.
Chapters
00:00 Cold open
00:38 Picture this
01:43 Welcome back
02:50 Who we are, and why this game
04:49 A small team, a game with real depth
06:10 What an ops officer actually does
08:01 Your seat in the game
08:54 Tom's job: aviation operations
10:37 Hours of nothing, then everything
11:17 Hold the aircraft
14:02 Making pressure fun
14:35 The first scenario, as the ops officer
17:14 Devlogs and building in the open
18:07 The art: building a room from photographs
20:26 One step removed: where the fidelity goes
21:27 Replayability and what comes next
24:27 Co-op, and soldiers who carry on
26:41 The room is a character
28:26 Pattern of life and consequences
30:03 Combat effectiveness and duty of care
31:54 Never the same twice, and the after action review
33:29 The challenges
36:45 The magic wand
39:57 Get involved
Get involved
Watch the playtests and read the devlog: contactwaitout.com/devlog
Sign up for news: contactwaitout.com
Join the Discord: discord.gg/gVXbshznpb
Did one of these jobs and willing to talk to us? [email protected]
New episodes every fortnight.
Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented. Features discussed are in development and may change.
Contact: Wait Out is an ops room command game. It is not made to glorify war. It is made to represent, with respect, the real challenges that everyday soldiers and officers faced.
The podcast behind Contact: Wait Out, an ops room command game.
In our first episode, Tom and Ryan introduce themselves and the game they're building together. You're the ops officer in a small patrol base. Your platoon is out on the ground and you're not. Everything you know arrives through a radio, a drone feed, a helmet camera and a map you keep up to date by hand, and you make your calls on that. We talk about why nobody has built this game before, what the room has to feel and sound like, what the first grey-box playtest felt like, and the kind of community we want to build around it.
Coming up: a deep dive into the vision for the game, then our first guest.
Chapters
00:00 Cold open
00:24 Contact. Wait out.
00:59 Welcome to Making Contact
01:33 Who we are: Ryan
02:22 Who we are: Tom
02:52 Why this game
03:32 The game in a nutshell
04:29 Why not another milsim
05:19 What the player sees
07:42 Building the room: immersion and sound
10:21 The first playtest
11:24 Why this game, and who it's for
14:00 The community we want
16:08 Why a podcast, and building in the open
17:46 How to get involved
18:47 Next time, and a future gem
19:32 Outtakes
Get involved
Sign up for news: contactwaitout.com
Join the Discord: discord.gg/gVXbshznpb
Did one of these jobs and willing to talk to us? [email protected]
New episodes every fortnight.
Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented.
Contact: Wait Out is an ops room command game. It is not made to glorify war. It is made to represent, with respect, the real challenges that everyday soldiers and officers faced.
From the publisher's feed