We talk about what Gwen is working on next, transitioning between projects, problems with multi-platform launches, porn in games, and the upcoming new consoles.
This week Gwen interviews Freya Holmer. We talk about Freya's self-started career, why she only works on things that interest her, burn out, how she funds her ventures, and her goal to craft an online mathematics book with a visual focus. Freya is fascinating! Listen in!
Chris Slight is back! He moved to America, lost everything in a layoff, and then moved back to the UK. We'll cover that, and also: How is streaming similar to indie development. What is Mixer up to? And a quick chat about next gen consoles!
This week Gwen chats with Scott Warner, game director at Ubisoft, about his 20 year career, Halo, how he got into VR, why he left VR and went to Ubisoft, what game dev is like at Ubisoft, and more!
A meandering conversation: making art for FPSs, visual language in games, why puzzle games are fun to make, the puzzle game genre, what we are excited about in game dev, and why VR is coming back!
Chris Remo has worked at studios large and small, and in teams of all sizes. This week we chat about his move from San Francisco to Seattle, why he'll never go back, and what is it like to work at Valve.
24 hours ago William Chyr launched Manifold Garden. A game 7 years in development!! 18 hours before that Gwen Frey launched Kine. A solo passion project and obsession. Fresh off the launch-time afterglow these two devs talk about what comes next.
William Chyr returns to chat about launching Manifold Garden on Apple Arcade and EGS! This game has been seven years in the making and the reality of launching it soon is finally sinking in. Gwen is on the path to shipping as well - Kine launches in two weeks!
Award winning puzzle game designer Alan Hazelden joins Gwen for a low-key chat about game design. Topics include: difficulty curves for puzzle games, puzzle overworlds/layouts, non-linear puzzle structure, ideal team size, and more.
Gwen and Jason talk about porting to different platforms, why Stadia is difficult, how localization complicates things, why the new storefronts are important, and more!
1 hr 17 min
About The Dialog Box
From the publisher's feed
Conversations on game development hosted by game developer Gwen Frey (Bioshock Infinite/The Molasses Flood/Kine)and Chris Slight (Games Journalist/Host).