Rogue Command Developer Interview

For this Perceptive Podcast, I spoke with Mario who is currently working on the game Rogue Command: combining deck building, roguelikes, and RTS into one game. We spoke about the design of the game and balancing all these different elements together.

World Turtles Developer Interview

An interview with Gideon Griebenow who is the designer of the game World Turtles. We spoke about working on his first major game and the lessons he’s learned.

Hyrule Interviews

It’s a big searchable database of a lot of interviews the people who have made Legend of Zelda games! You can browse by selections of quotes, by game, by publication, by interview topic, or by job rule. It’s a pretty plain site to look at, but there’s a lot of gold to find there if you’re at all curious about this long-running and immensely popular series.

One useful feature the site offers is pre-made images of some quotes (sadly, not all) suitable for including in Twitter posts! Here’s a few:

Hyrule Interviews

Brian Cronin Developer Interview

For this perceptive podcast, I spoke with Brian Cronin to catch up and talk about his next project: Business Challenges at the End of the World and using an AI to generate the art for the game.

Play it on Itch

Videogame Fables Developer Interview

For this perceptive podcast, I spoke with Matt Sharp who is the designer of Video Game Fables to talk about creating a subversive RPG while still adhering to the design and structure of the genre.

The Dark Heart of Balor Developer Interview

For this perceptive podcast, I sat down with Dima who is working on the upcoming game The Dark Heart of Balor. We spoke about their background and designing an action game along with some of the fundamentals of good action game design.

All footage shown was from our live stream of a pre-release build and may not represent the current version of the game.

Phil Fish on Fez’s 10th Anniversary

Screenshot courtesy my own personal 209.4%, 64 cube, three heart-cube game

Eurogamer’s Robert Purchese got in contact with early indie superstar turned recluse Phil Fish, creator of the brilliant Fez on the occasion of the tenth anniversary of the game’s initial publishing.

Fez was eagerly anticipated in development for several years, and Fish was one of the subjects of the movie Indie Game. It was the subject of tremendous applause when released, winning the both the Seumas McNally Grand Prize and Eurogamer’s Game of the Year in 2012, as well as Indiecade Best in Show in 2011, . For some idea of how long ago that was, the 2011 winner of the Seumas McNally Grand Prize was freaking Minecraft.

But then, at the height of its popularity, Phil Fish got into an argument on the center of all internet strife, that place where sanity goes to die: Twitter. He would cancel Fez’s sequel and swear off game development. He returned briefly in 2014 at what would turn out to be exactly the wrong time, the shameful era of GamerGate, before going underground again.

It was something of a coup that Robert Purchese got an interview with him. If I had known it was something one could just do I might have considered it myself.

Phil Fish’s Fez remains one of the outstanding achievements of the early days of indie game culture, and his being basically hounded out of it during GamerGate remains an egregious travesty.