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Jordan sits down with Chris Ferriter, an award-winning Producer and Designer. Chris’s career began in 1994, spanning both the motion picture and video game industries. He transitioned to the gaming industry in 1998 and has since produced over 50 games for top publishers like THQ, Midway, Ubisoft, and EA Sports. He is currently the President of Halon Entertainment, a visualization, virtual production, and game cinematics studio. Halon has collaborated with blockbuster films like Star Wars, Avatar, and The Mandalorian, as well as game cinematics for XCOM 2, God of War, Fortnite, and more. Listen in as Chris shares insights on how game engine technology is transforming storytelling and production across industries.
Topics covered:[04:48] Chris’s start in the industry and how his background in film influenced his career in games
[06:50] Early experience with optical and digital visual effects
[08:06] Transition to games and joining THQ as a game tester
[10:27] Breaking into the industry: the role of a degree vs. getting your foot in the door
[14:09] Halon Entertainment's role in both game and film production
[16:06] Behind the scenes of big-budget cinematics
[22:42] How small developers can bring cinematic techniques into their games
[28:56] Virtual production workflow and its benefits
[34:24] Virtual production’s impact on the industry during COVID-19
[37:44] Virtual environments and LED stage technology in storytelling
44:58 Chris’s thoughts and advice on storytelling across mediums
Resources & media mentioned in this episode:Connect with Chris Ferriter:
Learn more about Halon Entertainment:
Games, films, & companies mentioned:
Jordan sits down with Jay Powell, the founder of The Powell Group, a video game consulting firm specializing in business development, publishing support, and licensing. Jay has over 20 years of experience in the games industry, working with companies like Other Ocean, Spill Games, and Deep Silver. He also leads the Indie Game Business Initiative, which produces a weekly podcast and virtual business conferences to help indie developers understand the business and marketing side of game development.
Jay shares his insights on how indie developers can strategize their approach to publishers, avoid common business mistakes, and navigate the publishing landscape in a post-pandemic world.
[03:28] Jay’s career journey and how he started The Powell Group
[06:15] The biggest mistakes indie developers make when approaching publishers
[10:48] Understanding the publishing landscape and your options
[14:00] How to prioritize your pitch to publishers
[18:10] The role of playable demos in pitching your game
[22:36] The impact of COVID-19 on indie game development and publishing
[27:50] Opportunities in the market for indie developers
[32:06] The role of platforms like Microsoft Game Pass in indie game distribution
[35:40] Jay’s advice for indie developers
Connect with Jay Powell:
Learn more about The Powell Group and Indie Games Business:
Games,platforms, & companies mentioned:
Jordan interviews Bernard François, founder of Preview Labs, a company that specializes in rapid prototyping for video games. They have created prototypes for Amazon, Wargaming, Unity, Disney Imagineering, Google R&D, and more. Bernard shares expert insights into the world of prototyping, offering practical advice on how to build prototypes that are efficient, effective, and serve as a foundation for innovative game development.
Topics covered:[02:53] Bernard’s background and how Preview Labs began
[04:11] Bernard’s journey to becoming a prototyping expert
[06:53] The formation of Preview Labs and its early success
[09:44] Defining a prototype’s vision and key mechanics
[11:58] The importance of keeping prototypes simple
[13:21] Prototyping for pitches versus internal prototyping
[17:35] Feature creep and the importance of scope
[19:53] How to make use of variables and iterations in prototypes
[23:03] The value of functional graphics over grey boxing
[28:52] When to stop prototyping and move into production
[34:20] Common pitfalls in prototyping and how to avoid them
Connect with Bernard François:
Learn more about Preview Labs:
Games & companies mentioned:
Jordan interviews the legendary Steve Meretzky, a game designer and producer, best known for creating Infocom games. Steve was recognized as one of PC Gamer’s “Game Gods” and is renowned for his work on beloved text adventures like Zork, Planetfall, and Leather Goddesses of Phobos. He’s also held senior creative roles at companies such as King, GSN, and Disney/Playdom. Steve shares wisdom from his long career in the gaming industry, covering everything from IP development, narrative and character design, puzzle creation, and more.
Topics covered:[03:16] Steve’s entry into the game industry and Infocom
[07:05] Writing and designing Planetfall
[10:23] How Planetfall made players cry
[12:30] Identifying a successful game in development
[15:25] Technology challenges and risks: The Unity and Facebook project
[17:14] Balancing creative ambition and resource management
[21:00] Game writing and storytelling: Challenges in nonlinear mediums
[23:12] Her Story and innovative game storytelling
[26:00] Puzzle design in text adventures
[28:44] IP development: The story behind Leather Goddesses of Phobos
[35:25] Leveraging IP and sequels: Mobsters and Gardens of Time
[40:28] Steve’s approach to working with existing IP
Resources & media mentioned in this episode:Connect with Steve Meretzky:
Games & companies mentioned:
Jordan sits down with Bruce Harlick, a seasoned game designer who primarily worked on role-playing games. Bruce has worked with some of the industry's biggest names, including Zynga, LucasArts, NCSoft, and Hangar 13, and is now Systems Design Director at Ripple Effect Studios. He shares deep insights into game design, live ops, and the creative challenges of balancing business demands with game development.
Topics covered:[03:04] Bruce’s journey from tabletop games to live ops
[06:15] Lessons from managing content on tabletop role-playing games like Champions
[10:12] Transition from physical to digital games, and joining Monolith to work on The Matrix Online
[13:00] Learning from The Matrix Online and the rise of live game operations
[17:14] The importance of designing for live operations early on
[21:00] How live games differ from launching a one-time game product
[25:32] Creating evergreen systems and scalable content for live games
[28:52] Managing tech debt and the challenges of balancing performance with content expansion
[32:33] The value of collaborating with your community for live content
[36:15] Designing a quarterly calendar for content updates
[40:52] Balancing creativity and risk in game updates
[44:43] Bruce’s thoughts on live ops and creating long-lasting games
Connect with Bruce Harlick:
Games, movies, & companies mentioned:
Jordan interviews Gordon Rowe, a seasoned product manager with extensive experience in monetization strategies and product management within the gaming industry. Gordon has worked at Zynga, where he managed Mafia Wars and was the sole product manager on Zynga’s 3rd party publishing team. He later joined Daybreak Games and now works at Facebook. In this episode, Gordon shares his expertise on free-to-play (F2P) game economies, player retention, and balancing revenue generation with player satisfaction.
Topics covered:[03:16] Gordon’s journey from Mafia Wars to Daybreak Games and Facebook
[07:05] Product management and the hypothesis-test-iterate framework
[10:12] Anti-cheat measures and team structures at Zynga
[13:00] Monetization strategies and avoiding pay-to-win
[17:14] The importance of actionable analytics in game development
[21:00] Managing game economies to avoid “currency hangovers”
[26:00] Day 1 and Day 7 retention metrics: What they tell you about your game
[28:56] Monetization strategies in League of Legends and World of Tanks
[34:24] How to test and iterate for better monetization in F2P
[40:52] The role of Steam reviews and player feedback in PC game success
[44:43] Gordon’s thoughts on product management and monetization strategies
Resources & media mentioned in this episode:Games & companies mentioned:
Jordan interviews AAA audio composer and sound designer Michael Bross, known for his work on games like Ratchet & Clank, Counter Strike, Oddworld, XCOM 2, Simpsons: Tapped Out, World of Tanks, Arena of Valor, and more. Michael shares insights on breaking into the game industry as a composer, what he looks for when hiring new talent, and when audio teams should be brought into the game development process. He also shares the importance of early audio integration in game development, his unique approach to concept composition, and how to get the best out of working with audio teams.
Topics covered:[02:53] Michael’s early career: From songwriter to game composer at Paragon Software
[06:18] The transition from small studios to AAA titles like Ratchet and Clank
[09:44] What Michael looks for in new composers and sound designers
[12:12] Concept composition: Creating music early to set the tone for game development
[16:15] Working with non-musical teams: How to give emotional direction to composers
[19:53] Balancing cinematic scores with gameplay
[23:03] How live operations (LiveOps) have changed the audio development process
[28:52] Challenges in VR audio development, including Edge of Nowhere
[34:20] Michael’s thoughts on audio’s role in evolving game genres and technologies
Learn more about Michael Bross:
Games & companies mentioned:
Jordan interviews Marc Mencher, a seasoned game industry recruiter and CEO of GameRecruiter. Marc’s career began as a software engineer on games like Falcon 1 and Vet. He later transitioned into recruiting, helping to staff companies such as 3DO and MicroProse, before founding GameRecruiter. He’s also the author of Get in the Game!, a guide to launching a career in the game industry. With over 30 years of experience in the industry, Marc shares invaluable insights on how to break into the game industry, manage your career long-term, and navigate job hunting effectively, and more.
Topics covered:[02:44] Marc’s entry into the game industry: from software engineer to game recruiter
[07:00] Working at MicroProse and staffing for The 3DO Company
[10:11] Understanding how recruiters work: Retained vs. Contingency recruiters
[13:35] Career management strategies: planning five to ten years ahead
[16:06] The importance of networking and the unadvertised job market
[19:50] Cleaning up your online presence and using LinkedIn effectively
[23:30] Evaluating company cultures and making career decisions
[27:00] Behavioral interviews and how to ace them
[30:40] How to manage job searches and why recruiters are not a magic bullet
[34:00] Marc’s advice for long-term career success and building relationships in the game industry
Resources & media mentioned in this episode:Learn more and Connect with Marc Mencher:
Learn more about GameRecruiter:
Games & companies mentioned:
Jordan interviews Ian Milham, a veteran Art Director and Game Director, known for his work on Dead Space, Battlefield Hardline, and Tomb Raider. Ian shares deep insights into the creative process of art direction, the concept of game “chi” (the alignment of the game’s vision across all teams), and the challenges of managing large AAA projects. He also shares how his journey from Art Director to Game Director informed his approach to maintaining a consistent creative vision while balancing production and creativity.
Topics covered:[03:03] Ian’s career journey: From LucasArts to EA Redwood Shores
[07:05] Managing Dead Space projects and aligning the game's chi
[10:30] The impact of large team structures on creative alignment
[13:25] Communication and maintaining a consistent game vision on AAA titles
[16:50] Dead Space development: Why "squinting" helps simplify and focus design
[21:20] How Battlefield Hardline redefined the tone of the Battlefield series
[25:52] Balancing innovation and expectations with limited team resources
[30:10] The role of "chi" in maintaining a unified experience for the player
[35:00] Collaborating with external studios and scaling production efforts
[40:05] [40:00] Ian’s thoughts on the future of game development
Resources & media mentioned in this episode:Learn more and Connect with Marc Mencher:
Ripomatic Demo Reel - Chris Weakley Ripomatic Demo Reel - Chris Weakley
Games & companies mentioned:
Jordan interviews Adrian Crook, an award-winning game design consultant with over two decades of experience across social, casual, and core game sectors. Adrian has worked on platforms ranging from early Nintendo consoles and Sega Genesis to PlayStation 1 & 2, Xbox, Wii, PC, mobile, and online games. He is the founder of Adrian Crook & Associates, the game industry’s leading freemium product management consultancy, and has worked with over 300 clients, including major companies like Microsoft, Zynga, and Capcom. Adrian shares valuable insights into running a game consultancy, working with third-party tools, common mistakes in free-to-play game design, and his views on the future of the game industry.
Topics covered:[02:44] Adrian’s background: From Relic Entertainment to founding his consultancy
[07:05] Early challenges in the free-to-play landscape
[10:22] Third-party tools and their role in game production
[13:30] Common mistakes studios make in live operations
[16:50] Soft launches: Why they are crucial to F2P success
[19:30] How to evaluate acquisition channels and user retention
[22:40] Adrian’s advice on balancing creative freedom with business goals
[28:02] The evolving game industry: Mobile, freemium, and the potential of VR
[34:25] Adrian’s insights on managing a game design consultancy
Resources & media mentioned in this episode:Learn more and Connect with Adrian Crook:
Learn more about Adrian Crook & Associates:
Games & companies mentioned:
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