Playmakers - The Game Industry Podcast

Playmakers - The Game Industry Podcast

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Playmakers - The Game Industry Podcast episodes

  • The Art of Transmedia Storytelling, with Chris Ferriter
    In this episode:

    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:
    • Chris’s journey from film to games and back to virtual production
    • Breaking into the industry: getting a degree vs. getting your foot in the door
    • How to tell the best possible story with transmedia storytelling
    • The importance of previs (previsualization) in storytelling and production
    • Behind-the-scenes of game development and cinematics
    • The COVID-accelerated normalization of virtual production workflows

    For more game industry tips:
    • Learn more about Jordan & Bright Black
    • Listen on iTunes | Spotify (Support the show and leave a review)
    • Visit www.playmakerspodcast.com for the full blog post and more!

    Episode Timestamps:

    [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:

    • LinkedIn
    • Twitter

    Learn more about Halon Entertainment:

    • Website
    • Facebook
    • Twitter

    Games, films, & companies mentioned:

    • THQ
    • Ubisoft
    • Midway
    • EA 
    • Halon Entertainment
    • CSI
    • The Mandalorian
    • The Lion King
    • Red Dead Redemption
    • Fallout
    • Dead Space
    • No man’s Sky
    • Ghost of Tsushima
    • Assassin's Creed

    48 min
  • How to Succeed in the Indie Games Business, with Jay Powell
    In this episode:

    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.


    Topics covered:
    • How to strategize your approach to publishers as an indie developer
    • Avoiding common business mistakes made by small studios
    • Current opportunities in the game development market for indie devs
    • The impact of the pandemic on publishing for indie and small teams
    • The role of platforms like Microsoft Game Pass in today’s distribution landscape

    For more game industry tips:
    • Learn more about Jordan & Bright Black
    • Listen on iTunes | Spotify (Support the show and leave a review)
    • Visit www.playmakerspodcast.com for the full blog post and more!


    Timestamps:

    [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 


    Resources & media mentioned in this episode:

    Connect with Jay Powell:

    • LinkedIn
    • Twitter

    Learn more about The Powell Group and Indie Games Business:

    • The Powell Group 
    • Check out The Indie Game Business Podcast
    • Indie Game Business 
    • Indie Game Business - Twitch
    • Get your free list of over 600 game publishers! 

    Games,platforms, & companies mentioned:

    • Microsoft Game Pass
    • Spill Games
    • Deep Silver
    • Other Ocean
    • Steam
    • Amazon Luna
    • Google Stadia

    38 min
  • Rapid Prototyping Secrets for Better Games, with Bernard François
    In this episode:

    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:
    • Bernard’s journey from programmer to founding Preview Labs
    • The key differences between prototypes, MVPs, vertical slices, and grey boxing
    • The difference between internal prototypes and prototypes for a pitch
    • How to set up an effective prototype and key variables to consider
    • Common prototyping mistakes and how to avoid them
    • The importance of functional graphics in prototypes
    • Knowing when to stop the prototyping process and move forward with production

    For more game industry tips:
    • Learn more about Jordan & Bright Black
    • Listen on iTunes | Spotify (Support the show and leave a review)
    • Visit www.playmakerspodcast.com for the full blog post and more!


    Timestamps:

    [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


    Resources & media mentioned in this episode:

    Connect with Bernard François:

    • LinkedIn
    • Twitter

    Learn more about Preview Labs:

    • Website
    • Facebook
    • LinkedIn

    Games & companies mentioned:

    • Amazon
    • Google R&D
    • Unity
    • Disney Imagineering
    • XCOM 2 (Firaxis Games)
    • God of War (Santa Monica Studio)
    • Fortnite (Epic Games)
    • Bejeweled (PopCap Games)
    • The Waiting Game (ProPublica)

    47 min
  • Inside the Mind of a Game God, with Steve Meretzky
    In this episode:

    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:
    • Steve's career journey and early days at Infocom
    • How to identify if a game project is on track for greatness
    • Moderating creative ambition to manage team resources
    • The story behind the creation of Leather Goddesses of Phobos
    • What should come first, the story or the puzzles in an adventure game?
    • Choosing the right IP for a game project
    • Steve's thoughts on game writing and character development
    • A valuable story about the dangers of not leveraging successes when you have them

    For more game industry tips:
    • Learn more about Jordan & Bright Black
    • Listen on iTunes | Spotify (Support the show and leave a review)
    • Visit www.playmakerspodcast.com for the full blog post and more!

    Timestamps:

    [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:

    • LinkedIn

    Games & companies mentioned:

    • Infocom
    • Playdom
    • Disney Interactive
    • GSN
    • King
    • Planetfall (Infocom)
    • Leather Goddesses of Phobos (Infocom)
    • Zork series (Infocom)
    • Mobsters (Playdom)
    • Gardens of Time (Playdom)
    • Her Story (Sam Barlow)
    • The Hitchhiker’s Guide to the Galaxy (Infocom)
    • Blackwood & Bell Mysteries (Playdom)

    52 min
  • From Table Tops to Live Ops, with Bruce Harlick
    In this episode:

    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:
    • How to determine the right amount of content to launch with
    • Designing games to avoid a never-ending content treadmill for your team
    • The benefits of live ops for creativity in comparison to launching new games
    • How to design effective content tools
    • The impact of tech and procedural debt on a game’s future
    • Balancing between retention and revenue in LiveOps games
    • How to put together a quarterly calendar of content releases in a way that balances the key KPI
    • How to balance out risky new features with reliable features
    • The importance of working closely with the game’s community to design content players love
    • Why passion and empathy are critical to successful game design

    For more game industry tips:
    • Learn more about Jordan & Bright Black
    • Listen on iTunes | Spotify (Support the show and leave a review)
    • Visit www.playmakerspodcast.com for the full blog post and more!

    Timestamps:

    [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


    Resources & media mentioned in this episode:

    Connect with Bruce Harlick:

    • LinkedIn
    • Instagram

    Games, movies, & companies mentioned:

    • The Matrix Online (Monolith)
    • City of Heroes (NCSoft)
    • FarmVille (Zynga)
    • CastleVille (Zynga)
    • Spiral Knights (Three Rings/Sega)
    • Puzzle Pirates (Three Rings)
    • Crimson Skies (Microsoft)
    • Champions RPG (Hero Games)


    50 min
  • Product Management & Monetization 101 & 201, with Gordon Rowe
    In this episode:

    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:
    • The hypothesis, test, iterate framework for improving key performance indicators (KPI)
    • Using funnels to understand player behavior
    • Anti-cheat considerations in competitive mobile games
    • Zynga monetization tricks and managing in-game currency “hangovers”
    • Avoiding "pay-to-win" dynamics in free-to-play games and why League of Legends has elements of it
    • Balancing retention and revenue in game design
    • How to evaluate F2P games using Day 1 (D1) and Day 7 (D7) retention metrics
    • Building a balanced game economy and when to introduce monetization into the player journey
    • The maturation of the mobile and PC F2P markets

    For more game industry tips:
    • Learn more about Jordan & Bright Black
    • Listen on iTunes | Spotify (Support the show and leave a review)
    • Visit www.playmakerspodcast.com for the full blog post and more!

    Timestamps:

    [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:

    • Mafia Wars (Zynga)
    • Daybreak Games
    • Facebook
    • Steam Spy (Analytics tool)
    • League of Legends (Riot Games)
    • Rocket League (Psyonix)
    • Clash Royale (Supercell)
    • World of Tanks (Wargaming)
    • H1Z1: King of the Kill (Daybreak Games)

    1 hr 27 min
  • How to Become (or work with) a AAA Game Composer, with Michael Bross
    In this episode:

    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:
    • Michael’s journey into the game industry and breaking into audio for AAA games
    • What Michael looks for when hiring new composers and sound designers
    • How early in the process to involve audio in game development
    • The role of audio in live service games (LiveOps) and how it has changed
    • The value of concept composition and creating music early in the design process
    • Tips for producers and developers to get the most from their audio teams
    • How LiveOps have changed the way audio is integrated into games

    For more game industry tips:
    • Learn more about Jordan & Bright Black
    • Listen on iTunes | Spotify (Support the show and leave a review)
    • Visit www.playmakerspodcast.com for the full blog post and more!

    Timestamps:

    [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


    Resources & media mentioned in this episode:

    Learn more about Michael Bross:

    • LinkedIn
    • Twitter
    • Facebook

    Games & companies mentioned:

    • Ratchet & Clank (Insomniac Games)
    • Counter-Strike (Valve)
    • Oddworld series (Oddworld Inhabitants)
    • XCOM 2 (Firaxis Games)
    • Simpsons: Tapped Out (EA Mobile)
    • World of Tanks (Wargaming)
    • Arena of Valor (TiMi Studio Group)
    • Edge of Nowhere (Insomniac Games)
    • Lord of the Fallen (Deck13 Interactive)
    • World of Warcraft (Blizzard Entertainment)


    22 min
  • Managing Your Game Industry Career, with Marc Mencher
    In this episode:

    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:
    • Marc’s journey from game developer to industry recruiter
    • Key strategies for managing your game industry career over the long term
    • How to network effectively and unlock the unadvertised job market
    • Understanding the differences between retained vs. contingency recruiters
    • The importance of customizing resumes for different roles
    • Cleaning up your "internet life" to improve your chances in job applications
    • How to prepare for interviews and behavioral interview techniques
    • Identifying good company culture and avoiding common hiring pitfalls
    • Tips for researching companies before accepting job offers
    • The current hiring landscape for AAA game developers and beyond

    For more game industry tips:
    • Learn more about Jordan & Bright Black
    • Listen on iTunes | Spotify (Support the show and leave a review)
    • Visit www.playmakerspodcast.com for the full blog post and more!


    Timestamps:

    [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:

    • LinkedIn
    • Twitter
    • Get in the Game! by Marc Mencher

    Learn more about GameRecruiter:

    • Website
    • Facebook

    Games & companies mentioned:

    • Falcon 1 (Spectrum Holobyte)
    • Vet (Spectrum Holobyte)
    • MicroProse
    • 3DO
    • Nikopol: Secrets of the Immortals (White Birds Productions)
    • Call of Duty 4: Modern Warfare (Infinity Ward/Activision)
    • Force 21 (Red Storm Entertainment)

    40 min
  • Aligning Game Chi on Deadspace & Battlefield, with Ian Milham
    In this episode:

    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:
    • Ian’s journey from art direction to game direction
    • Understanding game “chi" and how to align it across large development teams
    • The importance of maintaining consistent communication within large teams
    • The role of the director in maintaining a unified vision
    • Balancing creative ambition and managing team resources
    • How to balance between realism and artistic expression in game environments
    • Using a Ripomatic to create game trailers and set the tone early in development
    • The power of a well-defined promise between developers and players

    For more game industry tips:
    • Learn more about Jordan & Bright Black
    • Listen on iTunes | Spotify (Support the show and leave a review)
    • Visit www.playmakerspodcast.com for the full blog post and more!

    Timestamps:

    [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:

    • Website 
    • LinkedIn
    • Twitter

    Ripomatic Demo Reel - Chris Weakley Ripomatic Demo Reel - Chris Weakley


    Games & companies mentioned:

    • Dead Space (EA Redwood Shores/Visceral Games)
    • Battlefield Hardline (Visceral Games/EA)
    • Titanfall 2 (Respawn Entertainment)
    • Grim Fandango (LucasArts)
    • The Matrix Online (Monolith Productions)
    • LucasArts
    • Naughty Dog
    • Ubisoft
    • Telltale Games
    • Bethesda

    42 min
  • Inside a Game Design Consultancy, with Adrian Crook
    In this episode:

    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:
    • Adrian’s journey from game developer to starting his consultancy in 2008
    • Key lessons learned from working with over 100 game studios worldwide
    • How to adapt game design strategies for different platforms (mobile, console, etc.)
    • How third-party tools can help game studios improve production and analytics
    • The importance of soft launches and live operations in free-to-play games
    • Effective strategies for mobile game monetization and acquisition
    • How to balance creativity and monetization in game design
    • The evolving role of virtual reality (VR) and augmented reality (AR) in the game industry

    For more game industry tips:
    • Learn more about Jordan & Bright Black
    • Listen on iTunes | Spotify (Support the show and leave a review)
    • Visit www.playmakerspodcast.com for the full blog post and more!

    Timestamps:

    [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:

    • LinkedIn
    • Twitter

    Learn more about Adrian Crook & Associates:

    • Website
    • Facebook
    • Twitter
    • Klipfolio (dashboard tool)
    • YouCanBookMe (scheduling tool)
    • BidSketch, Qwilr (proposal tools)

    Games & companies mentioned:

    • Microsoft
    • Zynga
    • Capcom
    • Relic Entertainment
    • Hempire (LBC Studios)
    • The Outfit (Relic Entertainment)
    • FrontierVille (Zynga)
    • iWin
    • Microsoft
    • Zynga (Frontierville)
    • Capcom
    • EA

    50 min

About Playmakers - The Game Industry Podcast

From the publisher's feed

Jordan Blackman interviews the leaders and legends of the video game industry so that you can succeed with your game project, career, or venture. Discover how you can produce, market, and operate…