Tuesday, May 6, 2008

Episode 03 - Crunchberries

I promised a regular schedule on these and when a Reanimator makes a promise, he keeps 'em! Presenting Episode Three of the Reanimators Podcast on it's new regular, Tuesday night time.

In this episode, we discuss quality of life and crunch time in the games industry, with Creative Director Mark Nau and Lead FX Artist Jamey Moulton. We're getting the hang of things and still ironing out bugs. Next time we won't sit the quietest guy the furthest from the microphone.

Here are some links to the what is discussed in the Podcast:

The game that's as indy as indy gets:
Dwarf Fortress

The Crunch Discussion:
The original EA Spouse blog (2004)

The IGDA White Paper on Quality of Life (2004)
(Unfortunately I couldn't find one that's more current, if a more current one exists)
Gamewatch: Quality of Life watchdog site

Wicked problems

Relentless Software



Episode Three - Crunchberries
(right click the above to download)

4 comments:

Michael Jungbluth said...

This is a seriously awesome episode. It deals with a subject that is hard to talk about, and even harder not to get heated about. But this was an honest and intelligent discussion, and having both Jamey and Mark on to talk about it from both sides of the equation, while still balancing a full family life is great.

I am saddened that I wasn't there to record this episode. We have to have both on again when I am there to help push the buttons.

Ryan D said...

At least you were present for Episode 4 where we wipe our asses with honest and intelligent discussion!

Chris said...

Nice podcast. Some bits were a little hard to hear so if you could make the sound quality more consistent that would be cool, but otherwise interesting stuff.

For future topics I would suggest: how animation interacts with design and programming

Michael Jungbluth said...

Thanks for listening ninja!

We are working to make sure the audio quality is consistent, and I think the newer episodes should fix that as we have put a leash on everyone recording so that we don't get too far from the mic.

And we will make sure to get an AI programmer on soon so that we can get into the process a bit more with them and the give and take between the two.