Up Up Down Down

Up Up Down Down

By Allen Pike and Nigel BrookeComedyTechnologyVideo GamesTech News
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Up Up Down Down episodes

  • 48. We Made a Game
    Malin Sundberg joins us to discuss Two Spies, the new iOS spy strategy we've made, along with its UI, Swift as a game development language, and the pros and cons of shipping a game as a side project.
    1 hr 33 min
  • 47. You Suck at Micro
    Soren Johnson joins us to discuss making strategy games. We discuss his new game Offworld Trading Company, touch on his work on the Civilization series, and the challenges of balance. Afterward, we express our early bewilderment at Overwatch.
    1 hr 5 min
  • 45. How the Hell to Make Firewatch
    Campo Santo's Nels Anderson joins us to discuss making narrative games, and in particular, Campo Santo's new hit game Firewatch. Waving the spoilers flag high, we dig in to what makes Firewatch tick, the crazy world of branching narrative, tricky aspects of making the game, flapjacks, and the horrors of first-person character models. Afterward, we talk about weird bugs, The Witness, and 1988.
    1 hr 18 min
  • 44. You're Buying a Child
    Chris Bourassa, Creative Director of Red Hook Games, joins us to talk about their hit new game Darkest Dungeon. We talk fairness, difficulty, early access, and corpses. Then we dig in to Chris' art direction, including the look and feel of the characters, and the tools and processes he uses to create the game's distinctive art. Afterward, we talk about some of the games we've been playing, stealth, and magic whales.
    1 hr 11 min
  • 43. What the Heck?
    Tiff Arment joins us to discuss the ups and downs of survival games. We dig in to stark and frozen landscape of The Long Dark, the dark whimsy of Don't Starve, and Minecraft's role in kickstarting the whole genre. Afterwards, we discuss Prison Architect, the hardest difficulty in The Last of Us, Goat Simulator, and podcast microphones.
    1 hr 9 min
  • 42. Flood Their Cities With Poop Water
    Karoliina Korppoo, Lead Designer on Cities Skylines, joins us to discuss simulation games. We discuss the challenges of simulations, making traffic work, cruise ships on land, how to focus on fun, and poop water. Afterwards, we discuss the new expansion After Dark, Diablo, and the glory of single-player games.
    1 hr 1 min
  • 41. Let Me Pick Three Colors
    Firewatch's 3D Artist Jane Ng joins us to disuss 3D art in indie games. We talk about some of the remarkable ways Campo Santo has made Firewatch look beautiful and distinctive. We discuss procedural sky generation, stylistic fog systems, and general challenges with making art for games with small teams. Afterwards, we talk Dragon Age Inquisition, Mario Maker, and avoiding playing Destiny.
    1 hr 2 min
  • 40. The Les Miserables Barricade
    We're back for Season 2! Game designer Bobby Ross joins us to talk level design. We talk about the process of designing levels, lighting technology in 3D games, how to create balaced PvP, invisible walls, and other challenges of level design. Afterwards, we talk about what we liked at PAX.
    1 hr 35 min
  • 39. Strumming the Strum Button
    Isometric's Steve Lubitz joins us to talk rhythm games. We start with the strange origins of rhythm games on the PlayStation in the 1990s and the craze of DDR. We dig in to the rise of plastic instruments, the joy of getting good at Rock Band, and the Great Plastic Crash of 2009. We touch on dance and karaoke games, and finish on what it takes for 3D to impress John Carmack.
    1 hr 25 min

About Up Up Down Down

From the publisher's feed

The podcast about what's wrong and right in the games industry. App developers Allen Pike and Nigel Brooke host an interesting guest each week. Chaos ensues.