Mimimi Games Developer Interview

For this perceptive podcast, I spoke with game designer Moritz Wagner from Mimimi Games to talk about the studio’s history, stealth design, and their upcoming game Shadow Gambit: The Cursed Crew. We spoke about how the studio pivoted towards stealth/strategy with Shadow Tactics, and a whole lot on the ins and outs of stealth design. From there, we talked about Shadow Gambit and how the studio is trying to make a more accessible stealth experience, while still providing the challenge for their fans.

Samurai Punk Developer Interview

For this developer interview on the Perceptive Podcast, I caught up with Nicholas McDonnell from Samurai Punk to talk about the studio celebrating its 9-year anniversary, how they have grown over time, and its next project Killbug.

Due to OBS issues, the audio and video are not properly syncing, unfortunately.

The Design of A Robot Named Fight

For this perceptive podcast, I sat down with Morningstar Game Studio’s Matt Bitner to talk about the development of A Robot Named Fight, and his next game Kop Killer 22xx. We discussed the challenges of creating the structure of Fight, from procgen to balance, and then talked about his plans for Kop Killer.

Designing The Personal Game “I am Yours” With Jon

For this Perceptive Podcast, I spoke with game designer, journalist, and photographer, Jon to talk about designing the game I Am Yours — a game meant to explore the emotions around a traumatic event.

We talked about game journalism and being an indie developer, along with the challenges of walking that line between telling an emotionally driven story and not trying to glamorize or downplay its meaning for a game.

Open World RPG Design With ArdenFall Developer Interview

For this Perceptive Podcast, I’m speaking with Joshua Steinhauer who is the lead designer on the game Ardenfall — an open-world RPG to discuss building the game, RPG design and more.

An Open Discussion on Open World Design

For this Perceptive Podcast, I sat down with Konstantinos Dimopoulos for another chat about open-world design and creating meaningful spaces for the player to explore in a game. We spoke about how open-world gameplay has evolved and the push and pull between environmental and level design.

Grid Force Mask of the Goddess Interview

For this Perceptive Podcast, I spoke with Dan Bernado of Dreamnaut Studios to talk about the release of the game Grid Force Mask of the Goddess, creating the story and art, and more.

Redshot Developer Interview

An interview with Brian Lynch who developed the game Redshot. We spoke about making his first metroidvania, the challenges of using bullet time and building it for speedrunning, and more.

Dizzy Dwarves Developer Interview

For this Perceptive Podcast, I spoke with one of the designers about the mobile game Dizzy Dwarves about starting their first major game development, working on mobile in today’s market, and more.

ZOR: Pilgrimage of the Slorfs Developer Interview

For this Perceptive Podcast I sat down with Righteous Hammer Games’s Clint Jorgenson to discuss the work on his deckbuilding survival tactical game Zor: Pilgrimage of the Slorfs. We talked about going from AAA to indie, and the many challenges indie developers face.

A Few Dragons Developer Interview

For this Perceptive Podcast, I’m speaking with Keirron Stach from A Few Dragons to talk about the indie studio. We spoke about their games Lightsmith and The Sacred Acorn and the challenge of working on two projects at once.

Genfanad Developer Interview

For this perceptive podcast, I spoke with Andrei Krotkov who is working on the MMO Genfanad to try and bridge the gap between the live service games of today and MMOG design of the past. Due to google hangouts causing problems, my voice is not going to sound right for this cast. We spoke about the design of the game, trying to make a MMOG in 2022, and more.