Extras
The teaser trailer for the lunch of the Noclip YouTube channel.
The teaser trailer for the lunch of the Noclip YouTube channel.
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Noclip Patreon Trailer - Crowdfunded Video Game Documentaries
Episode overview
Imagine a gaming channel that specialized in high-quality video game docs. Finely crafted features about the biggest upcoming games. Heart-felt interviews with the people behind your
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Imagine a gaming channel that specialized in high-quality video game docs. Finely crafted features about the biggest upcoming games. Heart-felt interviews with the people behind your favorite childhood classics. And compelling gaming stories you'd never heard of before. This is Noclip. Gaming Docs funded by gamers. Join the team, and help us make gaming docs that we can all be proud of.
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Noclip's first documentary series focuses on the incredible story of Rocket League. A game that started out as a game mode in Unreal Tournament 2004, and through a decade of refinements,
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Noclip's first documentary series focuses on the incredible story of Rocket League. A game that started out as a game mode in Unreal Tournament 2004, and through a decade of refinements, eventually took the world by storm. Check back next week to watch both parts of the series.
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Extended Interview: Jeremy Dunham on Marketing Rocket League
Episode overview
In this extended interview from our Rocket League series, we talk to Jeremy Dunham about that PlayStation Plus deal, launching Rocket League and the changing face of Psyonix.
In this extended interview from our Rocket League series, we talk to Jeremy Dunham about that PlayStation Plus deal, launching Rocket League and the changing face of Psyonix.
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Extended Interview: The Music & Sounds of Rocket League with Mike Ault
Episode overview
We chat to Psyonix sound engineer Mike Ault about building the sonic landscape of Rocket League, how his musical back-catalog of helped define the tone of the game, and how he's used the game to promote other independent EDM artists.
We chat to Psyonix sound engineer Mike Ault about building the sonic landscape of Rocket League, how his musical back-catalog of helped define the tone of the game, and how he's used the game to promote other independent EDM artists.
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Extended Interview: Dave Hagewood Explains the History of Rocket League
Episode overview
In this extended interview taken from our Rocket League series, Psyonix founder Dave Hagewood talks about his early days in programming, working at Epic, how Psyonix came about and their deep love of soccer playing cars.
In this extended interview taken from our Rocket League series, Psyonix founder Dave Hagewood talks about his early days in programming, working at Epic, how Psyonix came about and their deep love of soccer playing cars.
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A small taste of our series covering the development of 2016's hit rebirth of the DOOM franchise. Coming December.
A small taste of our series covering the development of 2016's hit rebirth of the DOOM franchise. Coming December.
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Noclip's second documentary series tells the story of how the critically acclaimed 2016 reboot of DOOM came to be. Featuring interviews from the team at id Software, exclusive insight
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Noclip's second documentary series tells the story of how the critically acclaimed 2016 reboot of DOOM came to be. Featuring interviews from the team at id Software, exclusive insight into the game's development and never before seen footage of the cancelled DOOM 4 project, DOOM Resurrected is a unique insight into the passion behind modern AAA game development.
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Extended Interview: Hugo Martin on the Creativity Behind DOOM
Episode overview
In our extended interview with id's Creative Director Hugo Martin, we talk to him about writing DOOM's story, designing the game's intro and how film influences his creative vision.
In our extended interview with id's Creative Director Hugo Martin, we talk to him about writing DOOM's story, designing the game's intro and how film influences his creative vision.
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Extended Interview: Mick Gordon on Composing DOOM's Soundtrack
Episode overview
In this extended cut of our interview with DOOM composer Mick Gordon, we talk about the creative process of writing a video game soundtrack, and what it's like playing the finished product.
In this extended cut of our interview with DOOM composer Mick Gordon, we talk about the creative process of writing a video game soundtrack, and what it's like playing the finished product.
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Extended Interview: Kevin Cloud on Snapmap & The Art of DOOM
Episode overview
In this extended cut of our interview with id Software legend Kevin Cloud, we talk about creating SnapMap, and his work as an artist on Wolfenstein, DOOM, Quake and more.
In this extended cut of our interview with id Software legend Kevin Cloud, we talk about creating SnapMap, and his work as an artist on Wolfenstein, DOOM, Quake and more.
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In our first episode of Noclip Profiles we travel to Ireland to talk to John Romero about his incredible career making some of the most influential first person shooters of all time. We
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In our first episode of Noclip Profiles we travel to Ireland to talk to John Romero about his incredible career making some of the most influential first person shooters of all time. We learn about his young passion for programming, the reasons he left id Software and what he hopes to achieve with his new life in Galway.
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A multi-game, multi-documentary adventure. Coming Soon.
A multi-game, multi-documentary adventure. Coming Soon.
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Remember those schoolyard rumors about a secret Mario level? Or that time your cousin told you they knew how to unlock Goro in MK1? Remember what it was like to play a game you didn't
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Remember those schoolyard rumors about a secret Mario level? Or that time your cousin told you they knew how to unlock Goro in MK1? Remember what it was like to play a game you didn't know everything about before it was released? In this multi-game documentary we talk to Jonathan Blow, Derek Yu and Jim Crawford about the challenge of retaining mystery & player discovery in the age of the internet. Plus we announce full Noclip documentaries for The Witness, Frog Fraction & Spelunky too. Buckle up friends, March is going to be busy!
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Unraveling VR's Potential (Theresa Duringer) - Noclip Sessions
Episode overview
The jury is still out on the long-term success of virtual reality, but we wanted to know what it was like for developers creating games in the fledgling space. We invited indie turned VR
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The jury is still out on the long-term success of virtual reality, but we wanted to know what it was like for developers creating games in the fledgling space. We invited indie turned VR developer Theresa Duringer to tell us about designing games in VR, the interesting obstacles she's run into, and how virtual reality may help those who are scared of flying.
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The Movies & Games That Inspire id Software (Hugo & Marty) - Noclip Sessions
Episode overview
From Bloodborne to John Wick, Titanfall to Blade Runner - we talk to Marty Stratton and Hugo Martin, the lead designers on DOOM (2016), about the movies and games that inspire their creativity.
From Bloodborne to John Wick, Titanfall to Blade Runner - we talk to Marty Stratton and Hugo Martin, the lead designers on DOOM (2016), about the movies and games that inspire their creativity.
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CD Projekt's Past, Present & Future (Marcin Iwiński) - Noclip Sessions
Episode overview
Poland's CD Projekt are responsible for one of the most lauded games of recent years (The Witcher 3: Wild Hunt) and one of the most anticipated games in recent memory (Cyberpunk 2077).
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Poland's CD Projekt are responsible for one of the most lauded games of recent years (The Witcher 3: Wild Hunt) and one of the most anticipated games in recent memory (Cyberpunk 2077). We sit down with joint-CEO Marcin Iwiński to talk about the difficult journey here, their recent success, and what's coming up next.
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Brian Gibson & Marc Flury are the team responsible for the hellish act of rhythm violence known as Thumper. In this Noclip Session, we speak to the duo about their time working on Rock
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Brian Gibson & Marc Flury are the team responsible for the hellish act of rhythm violence known as Thumper. In this Noclip Session, we speak to the duo about their time working on Rock Band, the emotive power of music and how they orchestrated a new form of rhythm game.
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Join Noclip as we host a special panel celebrating the 10th Anniversary of The Witcher game series. With behind the scenes videos, early footage of Noclip's upcoming miniseries and a
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Join Noclip as we host a special panel celebrating the 10th Anniversary of The Witcher game series. With behind the scenes videos, early footage of Noclip's upcoming miniseries and a live panel of CD Projekt veterans, this is a must-see panel for any fan of The Witcher.
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Join Danny O'Dwyer and a host of CD Projekt developers are they celebrate the 10th Anniversary of The Witcher game series. Recorded live at PAX West 2017.
Join Danny O'Dwyer and a host of CD Projekt developers are they celebrate the 10th Anniversary of The Witcher game series. Recorded live at PAX West 2017.
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Noclip: Celebrating Our First Year Creating Video Game Documentaries
Episode overview
365 days after launch, we take a look back at all the stories we told in our first year; the places we went, the people we spoke to, and the community of video game fans who walked with us every step of the way.
365 days after launch, we take a look back at all the stories we told in our first year; the places we went, the people we spoke to, and the community of video game fans who walked with us every step of the way.
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Introducing our six-part mini-series on the history and design of The Witcher franchise. Featuring interviews with over a dozen CD Projekt veterans, we explore the creation of the games
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Introducing our six-part mini-series on the history and design of The Witcher franchise. Featuring interviews with over a dozen CD Projekt veterans, we explore the creation of the games from several unique perspectives including level design, quest design, localization, adaptation, living world design and more.
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PLAYERUNKNOWN'S BATTLEGROUNDS has taken the world of online PC shooters by storm in 2017. But who is the man behind the moniker? We sit down with Brendan Greene to talk about his love of
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PLAYERUNKNOWN'S BATTLEGROUNDS has taken the world of online PC shooters by storm in 2017. But who is the man behind the moniker? We sit down with Brendan Greene to talk about his love of military shooters, his journey into mod development and the success of his first game.
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The Hillbillies of Grand Theft Auto Online - Noclip Trailer
Episode overview
We travel to Knoxville, Tennessee to talk to a crew of die-hard Grand Theft Auto Online players about the friendships they forged on the mean streets of Los Santos.
We travel to Knoxville, Tennessee to talk to a crew of die-hard Grand Theft Auto Online players about the friendships they forged on the mean streets of Los Santos.
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We sit down with celebrated immersive sim designer Harvey Smith to talk about game design, maturing as a developer, life abroad and the long shadow of his early work.
We sit down with celebrated immersive sim designer Harvey Smith to talk about game design, maturing as a developer, life abroad and the long shadow of his early work.
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Prey & Immersive Sim Design (Ricardo Bare & Raphael Colantonio) - Noclip Sessions
Episode overview
Back in March we sat down with Ricardo Bare & Raphael Colantonio (who has since left Arkane) about the difficulty in designing immersive sims, and the long journey both they and the Prey IP took to get to this point.
Back in March we sat down with Ricardo Bare & Raphael Colantonio (who has since left Arkane) about the difficulty in designing immersive sims, and the long journey both they and the Prey IP took to get to this point.
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Extended Interview: John Gonzalez on Writing Horizon Zero Dawn
Episode overview
In this extended cut of our interview with Guerrilla Games' Narrative Director John Gonzalez we talk about his work on Fallout: New Vegas, the challenge of creating an empathetic
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In this extended cut of our interview with Guerrilla Games' Narrative Director John Gonzalez we talk about his work on Fallout: New Vegas, the challenge of creating an empathetic character, how the writing team created a believable universe around her, and the unique culture of this Dutch studio.
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The Fight for Accessibility (Ian Hamilton) - Noclip Sessions
Episode overview
Ian Hamilton is an accessibility specialist who co-directs the Gaming Accessibility Conference and consults with game companies over how to make their games more accessible. We talked to
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Ian Hamilton is an accessibility specialist who co-directs the Gaming Accessibility Conference and consults with game companies over how to make their games more accessible. We talked to him about the small changes studios can make to make their games available to more people.
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Mental Health in Game Design (Samantha Cook) - Noclip Sessions
Episode overview
We talk to Samantha Cook about designing Anamorphine, an upcoming surrealist adventure that aims to depict depression, trauma and other aspects of mental health.
We talk to Samantha Cook about designing Anamorphine, an upcoming surrealist adventure that aims to depict depression, trauma and other aspects of mental health.
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Extended Interview: Mathijs De Jonge on Designing Horizon Zero Dawn
Episode overview
In this extended cut of our interview with Horizon Zero Dawn's Director Mathijs De Jonge, we talk about the long process of crafting the game from initial pitch to boxed release. [WARNING: CONTAINS LIGHT SPOILERS]
In this extended cut of our interview with Horizon Zero Dawn's Director Mathijs De Jonge, we talk about the long process of crafting the game from initial pitch to boxed release. [WARNING: CONTAINS LIGHT SPOILERS]
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Bug Testing Night in the Woods (Bekah & Adam Saltsman) - Noclip Sessions
Episode overview
Bekah & Adam Saltsman run collaborative game studio Finji and are responsible for publishing Night in the Woods, as well as designing games like Canabalt & Overland. We talk to them
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Bekah & Adam Saltsman run collaborative game studio Finji and are responsible for publishing Night in the Woods, as well as designing games like Canabalt & Overland. We talk to them about the frantic launch of Night in the Woods and the curious case of the ghost bug.
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Welcome to Noclip Bonus Level - the show where we take a break from making documentaries for five minutes, to analyze the world of video games around us. In our first episode, Danny
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Welcome to Noclip Bonus Level - the show where we take a break from making documentaries for five minutes, to analyze the world of video games around us. In our first episode, Danny takes a look at the history of the first-person-shooter and celebrates the return of combat chess.
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Extended Interviews: Warframe's Rebecca Ford on Community Management
Episode overview
In this extended cut of our interview with Digital Extremes' Rebecca Ford, we talk about Warframe's long journey and the ways the community team collected and implemented player feedback.
In this extended cut of our interview with Digital Extremes' Rebecca Ford, we talk about Warframe's long journey and the ways the community team collected and implemented player feedback.
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A Brief History of FMV Games (Zoë Quinn) - Noclip Sessions
Episode overview
In our final Noclip Session (yes it took us a full year to edit all of these!) we talk to Zoë Quinn about growing up playing the 3DO and the effect that FMV games have had on her own creative work.
In our final Noclip Session (yes it took us a full year to edit all of these!) we talk to Zoë Quinn about growing up playing the 3DO and the effect that FMV games have had on her own creative work.
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Extended Interviews: James Schmalz on the History of Digital Extremes
Episode overview
In this extended cut of our interview with Digital Extremes founder James Schmalz, we talk to him about his days designing pinball games, his work on the Unreal franchise, the early days of DE and the seemingly unlikely success of Warframe.
In this extended cut of our interview with Digital Extremes founder James Schmalz, we talk to him about his days designing pinball games, his work on the Unreal franchise, the early days of DE and the seemingly unlikely success of Warframe.
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In this extended cut of our interview with Digital Extremes' Steve Sinclair we talk to him about his career at Digital Extremes and the neverending struggle to get Warframe made.
In this extended cut of our interview with Digital Extremes' Steve Sinclair we talk to him about his career at Digital Extremes and the neverending struggle to get Warframe made.
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Designing Elder Scrolls' Dark Brotherhood (Oblivion / Skyrim) - Noclip Short
Episode overview
In this short from our time at Bethesda Game Studios, we talk to Emil Pagliarulo about his experience designing The Dark Brotherhood questlines for The Elder Scrolls IV: Oblivion & The Elder Scrolls V: Skyrim.
In this short from our time at Bethesda Game Studios, we talk to Emil Pagliarulo about his experience designing The Dark Brotherhood questlines for The Elder Scrolls IV: Oblivion & The Elder Scrolls V: Skyrim.
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The Music & Sound of Bethesda Game Studios (Skyrim, Oblivion, Fallout) - Noclip Short
Episode overview
Mark Lampert details the work that goes into designing the soundscape of a Fallout and Elder Scrolls games and tells us about the work of composers Jeremy Soule & Inon Zur.
Mark Lampert details the work that goes into designing the soundscape of a Fallout and Elder Scrolls games and tells us about the work of composers Jeremy Soule & Inon Zur.
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Noclip Production Class #1: What Camera Equipment Do We Use?
Episode overview
In our first production class Noclip director-of-photography, Jeremy Jayne details the equipment we use to film our documentaries, why we chose it and how we move it from location to location.
In our first production class Noclip director-of-photography, Jeremy Jayne details the equipment we use to film our documentaries, why we chose it and how we move it from location to location.
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Noclip Production Class #2: Editing Our Fallout 76 Trailer
Episode overview
In our second production class Noclip editor Danny O'Dwyer details his process for editing trailers by performing a second-by-second breakdown of the one he cut for our Fallout 76 Documentary.
In our second production class Noclip editor Danny O'Dwyer details his process for editing trailers by performing a second-by-second breakdown of the one he cut for our Fallout 76 Documentary.
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In our latest production class Noclip director-of-photography, Jeremy Jayne details his process for lighting and filming our documentaries.
In our latest production class Noclip director-of-photography, Jeremy Jayne details his process for lighting and filming our documentaries.
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In our latest Bonus Level, Danny talks about his paternity leave playing Bloodborne, and how its unique gameplay brought him back to his own childhood.
In our latest Bonus Level, Danny talks about his paternity leave playing Bloodborne, and how its unique gameplay brought him back to his own childhood.
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In this clip taken from our Half-Life documentary we talk to journalist and game awards show creator Geoff Keighley about covering the final hours of Half-Life during his college days.
In this clip taken from our Half-Life documentary we talk to journalist and game awards show creator Geoff Keighley about covering the final hours of Half-Life during his college days.
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How Supergiant Secretly Launched Hades - Developing Hell #01
Episode overview
In the first episode of our series covering the development of Hades, we meet the team at Supergiant Games who are preparing to launch in early access and finish their announcement
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In the first episode of our series covering the development of Hades, we meet the team at Supergiant Games who are preparing to launch in early access and finish their announcement trailer. All in preparation for Hades' secret public debut at The Game Awards.
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Geoff Keighley has been covering the video games industry for over two decades, but these days he spends most of his time organizing The Game Awards. We wanted to know what it was about the show that motivates him year after year.
Geoff Keighley has been covering the video games industry for over two decades, but these days he spends most of his time organizing The Game Awards. We wanted to know what it was about the show that motivates him year after year.
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We sit down with Cory Barlog to talk about his experiences directing the critically acclaimed God of War (2018).
We sit down with Cory Barlog to talk about his experiences directing the critically acclaimed God of War (2018).
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We rejoin Supergiant Games as they struggle to deal with updating and patching their latest project; Hades. Filmed over the course of three months, this episode features raw insight into
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We rejoin Supergiant Games as they struggle to deal with updating and patching their latest project; Hades. Filmed over the course of three months, this episode features raw insight into the planning, creative brainstorming, and pressures of working on a game in early access.
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In our latest production class Noclip director-of-photography, Jeremy Jayne details his process for color grading our documentaries.
In our latest production class Noclip director-of-photography, Jeremy Jayne details his process for color grading our documentaries.
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We sat down with Ed Boon at a preview event for Mortal Kombat 11, to talk about the process the studio uses to conceptualize and design the various fatalities in each Mortal Kombat game.
We sat down with Ed Boon at a preview event for Mortal Kombat 11, to talk about the process the studio uses to conceptualize and design the various fatalities in each Mortal Kombat game.
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The Design Behind the Konstant Reinvention of Mortal Kombat
Episode overview
We talk to the developers behind Mortal Kombat, about the difficult process of iterating on a twenty-five year old franchise, and the work done to design a fighting game for different types of players.
We talk to the developers behind Mortal Kombat, about the difficult process of iterating on a twenty-five year old franchise, and the work done to design a fighting game for different types of players.
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Sekiro, Difficulty & the Importance of Perspective - Noclip Bonus Level
Episode overview
Could Sekiro benefit from an easy mode? Does increased accessibility put the developer's creative vision at risk? Perhaps the truth isn't a matter of fact, but a matter of perspective.
Could Sekiro benefit from an easy mode? Does increased accessibility put the developer's creative vision at risk? Perhaps the truth isn't a matter of fact, but a matter of perspective.
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We sit down with Brian Mitsoda (Narrative Lead, Hardsuit Labs) and Christian Schlütter (Lead Producer, Paradox Interactive) to talk about the two studios collaborated to bring this 2004 cult classic out of retirement.
We sit down with Brian Mitsoda (Narrative Lead, Hardsuit Labs) and Christian Schlütter (Lead Producer, Paradox Interactive) to talk about the two studios collaborated to bring this 2004 cult classic out of retirement.
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We talk to development veteran Chandana "Eka" Ekanayake about utilizing underrepresented cultures to create new types of games and then giving the birds in those games fist-bumps and cool hats.
We talk to development veteran Chandana "Eka" Ekanayake about utilizing underrepresented cultures to create new types of games and then giving the birds in those games fist-bumps and cool hats.
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We're currently running a series on the Early Access development of Supergiant Games' Hades. In this video, we take a break from interviewing and ask the development team the burning questions from our community.
We're currently running a series on the Early Access development of Supergiant Games' Hades. In this video, we take a break from interviewing and ask the development team the burning questions from our community.
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Now that The Elder Scrolls Blades is available to play we look back at the inception of the game from our interviews in 2018, and the challenges the team at Bethesda Game Studios had in bringing Tamriel to the phone.
Now that The Elder Scrolls Blades is available to play we look back at the inception of the game from our interviews in 2018, and the challenges the team at Bethesda Game Studios had in bringing Tamriel to the phone.
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We sit down with Justin Ma and Matthew Davis of Subset Games to talk about the design of their breakthrough hit FTL: Faster Than Light and their sophomore effort Into The Breach.
We sit down with Justin Ma and Matthew Davis of Subset Games to talk about the design of their breakthrough hit FTL: Faster Than Light and their sophomore effort Into The Breach.
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How Supergiant Games Create Music & Art - Developing Hell #03
Episode overview
We embed with the art and music teams at Supergiant Games to examine what it's like creating the visuals and soundtrack for Hades, while the game is still in early access.
We embed with the art and music teams at Supergiant Games to examine what it's like creating the visuals and soundtrack for Hades, while the game is still in early access.
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David D'Angelo (Yacht Club Games) breaks down each of the Shovel Knight games, their influences and design goals.
David D'Angelo (Yacht Club Games) breaks down each of the Shovel Knight games, their influences and design goals.
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The Hopes & Fears of Bringing Hades to Steam - Developing Hell #04
Episode overview
Supergiant Games prepares to launch Hades on Steam Early Access after a year of exclusivity on the Epic Games Store. We embed as they tell us about their hopes, their many fears, and the surprising reality of how it all went down.
Supergiant Games prepares to launch Hades on Steam Early Access after a year of exclusivity on the Epic Games Store. We embed as they tell us about their hopes, their many fears, and the surprising reality of how it all went down.
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To celebrate our nearly reaching 500k subs, we answer your questions about our work and gives updates on our most requested documentaries.
To celebrate our nearly reaching 500k subs, we answer your questions about our work and gives updates on our most requested documentaries.
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Noclip Update: Arkane, Dishonored, Prey & Creative Assembly
Episode overview
In our first Noclip Update we let you know what to expect in May and beyond including our documentary on Creative Assembly, and our look at the history of Arkane Studios.
In our first Noclip Update we let you know what to expect in May and beyond including our documentary on Creative Assembly, and our look at the history of Arkane Studios.
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Dwarf Fortress Creator Explains its Complexity & Origins | Noclip Interview
Episode overview
We chat to Bay 12 Games co-founder Tarn Adams about their remarkable ASCII simulation Dwarf Fortress - the game's origins, how it works, and their plans for steam. Thank you to Kruggsmash for allowing us to use his footage.
We chat to Bay 12 Games co-founder Tarn Adams about their remarkable ASCII simulation Dwarf Fortress - the game's origins, how it works, and their plans for steam. Thank you to Kruggsmash for allowing us to use his footage.
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Genital Jousting Creators Talk Penis Physics & Narrative Subtext
Episode overview
Two of the Free Lives team who created Genital Jousting (Richard Pieterse, Evan Greenwood), sit down to talk to us about penis physics, player reactions and the subtext behind their phallic-em-up.
Two of the Free Lives team who created Genital Jousting (Richard Pieterse, Evan Greenwood), sit down to talk to us about penis physics, player reactions and the subtext behind their phallic-em-up.
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Double Fine Art Director Details the Work of a Video Game Artist
Episode overview
We talk to Double Fine's Lisette Titre-Montgomery about her career as an artist, the work of an art team, and creatively collaborating with Tim Schafer.
We talk to Double Fine's Lisette Titre-Montgomery about her career as an artist, the work of an art team, and creatively collaborating with Tim Schafer.
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This extra has no summary.
This extra has no summary.
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Suda51 (Killer7 / No More Heroes) Breaks Down His Design Philosophy
Episode overview
We chat to Goichi Suda (Suda51) about the games he's designed over his distinguished career, and the type of work he tries to inspire at Grasshopper Manufacture.
We chat to Goichi Suda (Suda51) about the games he's designed over his distinguished career, and the type of work he tries to inspire at Grasshopper Manufacture.
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We talk to Stephen Kick about the odd story behind the return of System Shock, and his struggle to get Night Dive Studios reboot finished.
We talk to Stephen Kick about the odd story behind the return of System Shock, and his struggle to get Night Dive Studios reboot finished.
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Three years ago we flew to Japan to film our documentary on Final Fantasy XIV. With COVID 19 grounding most international travel we thought it was probably time to share this patron-exclusive feature with our community here on YouTube.
Three years ago we flew to Japan to film our documentary on Final Fantasy XIV. With COVID 19 grounding most international travel we thought it was probably time to share this patron-exclusive feature with our community here on YouTube.
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Edmund McMillen Breaks Down His Game Design History (Meat Boy, Isaac & More)
Episode overview
Edmund McMillen breaks down his game design history, covering his early Flash games, the breakthrough success of Super Meat Boy, the rise of The Binding of Isaac and loads more.
Edmund McMillen breaks down his game design history, covering his early Flash games, the breakthrough success of Super Meat Boy, the rise of The Binding of Isaac and loads more.
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Unboxing Our Classic Amiga Game Collection with Danny & Alan O'Dwyer
Episode overview
Danny and his brother Alan dive through decades-old boxes of classic Amiga games to reminisce about some the best games to ever grace the computer.
Danny and his brother Alan dive through decades-old boxes of classic Amiga games to reminisce about some the best games to ever grace the computer.
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The Final Tour of Oakland's Video Game Museum & How We Can Save It
Episode overview
With Oakland's video game museum "The MADE" closing for the foreseeable future due to Covid-19, we explore the work the museum does for local kids, and in preserving the medium for gamers worldwide.
With Oakland's video game museum "The MADE" closing for the foreseeable future due to Covid-19, we explore the work the museum does for local kids, and in preserving the medium for gamers worldwide.
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Tim Schafer explores 20 years of Double Fine Productions by telling us about the design and development of games like Psychonauts, Brütal Legend, Grim Fandango Remastered, Happy Action Theater, Stacking and way more.
Tim Schafer explores 20 years of Double Fine Productions by telling us about the design and development of games like Psychonauts, Brütal Legend, Grim Fandango Remastered, Happy Action Theater, Stacking and way more.
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Inside Supergiant Games During the Overwhelming Reaction to Hades 1.0
Episode overview
In our final episode we cover the 1.0 launch of Hades and everything that happened in the months following the games release.
In our final episode we cover the 1.0 launch of Hades and everything that happened in the months following the games release.
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Bugsnax Designer Explains How (& Why) Each Bugsnak Was Created
Episode overview
John Murphy from Young Horses explains the process of coming up with a Bugsnak, and how they were implemented to create engaging, emergent gameplay.
John Murphy from Young Horses explains the process of coming up with a Bugsnak, and how they were implemented to create engaging, emergent gameplay.
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After 4 and a half years we've had a lot of fun and learned a lot about this work. Time to mix it up.
After 4 and a half years we've had a lot of fun and learned a lot about this work. Time to mix it up.
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Astro's Playroom: From PS5 Tech Demo to PlayStation Nostalgia Trip
Episode overview
We talk to Team Asobi's Nicolas Doucet about how Astro's Playroom started out as a collection of tech demos for the PlayStation 5's DualSense controller, and evolved into a celebration of PlayStation's history.
We talk to Team Asobi's Nicolas Doucet about how Astro's Playroom started out as a collection of tech demos for the PlayStation 5's DualSense controller, and evolved into a celebration of PlayStation's history.
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In our brand new series Greatest Hits, we celebrate the legacy of RollerCoaster Tycoon by exploring its original design and talking to the people holding the torch today. RCT was chosen
.. show full overview
In our brand new series Greatest Hits, we celebrate the legacy of RollerCoaster Tycoon by exploring its original design and talking to the people holding the torch today. RCT was chosen by a subset of our patrons - to pick the next game, consider joining them.
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We fly to France and Texas to talk to the developers at Arkane Studios about the design of their most beloved franchise; Dishonored.
We fly to France and Texas to talk to the developers at Arkane Studios about the design of their most beloved franchise; Dishonored.
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Featuring developers from BluePoint Games and Japan Studio, we unravel the years of work that went into remaking the now-infamous Demon's Souls for the PlayStation 5.
Featuring developers from BluePoint Games and Japan Studio, we unravel the years of work that went into remaking the now-infamous Demon's Souls for the PlayStation 5.
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An update and what's happened, and what should happen next.
An update and what's happened, and what should happen next.
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This extra has no summary.
This extra has no summary.
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This extra has no summary.
This extra has no summary.
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Yes we talk about their other games too. Coming December 2021.
Yes we talk about their other games too. Coming December 2021.
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This extra has no summary.
This extra has no summary.
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We explore the journey Black Mesa made over two decades of development, and how a team of fans went on to fix Half-Life's unfinished final chapter. The full 2+ hour documentary arrives later this month.
We explore the journey Black Mesa made over two decades of development, and how a team of fans went on to fix Half-Life's unfinished final chapter. The full 2+ hour documentary arrives later this month.
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This extra has no summary.
This extra has no summary.
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From the team behind "Hades: Developing Hell" comes a new series covering the development of Hyper Light Breaker at LA based Heart Machine. "Hyper Light Development" follows the hybrid
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From the team behind "Hades: Developing Hell" comes a new series covering the development of Hyper Light Breaker at LA based Heart Machine. "Hyper Light Development" follows the hybrid team as they collaborate in person & remote, and explores the challenge of growing an indie studio in the competitive Los Angeles development scene.
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Unreleased DOOM 4 [cancelled] & DOOM 2016 Development Gameplay
Episode overview
As part of our game history preservation mission we're excited to release these assets which give a glimpse into the development of DOOM 4 and DOOM 2016.
As part of our game history preservation mission we're excited to release these assets which give a glimpse into the development of DOOM 4 and DOOM 2016.
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Noclip Announcements: Big Studio Docs / New Channel / Hades Blu-ray / New HQ
Episode overview
This extra has no summary.
This extra has no summary.
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Join us next month for a documentary series about geckos, vampires, superheroes, archeologists & more.
Join us next month for a documentary series about geckos, vampires, superheroes, archeologists & more.
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This extra has no summary.
This extra has no summary.
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Wishlist / Download Stunt Derby Demo
Wishlist / Download Stunt Derby Demo
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This extra has no summary.
This extra has no summary.
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PANEL DETAILS: Sat, Sep 2, 2023 // 2:30 PM - 3:30 PM // Monarch Theatre
PANEL DETAILS: Sat, Sep 2, 2023 // 2:30 PM - 3:30 PM // Monarch Theatre
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Saving Video Game History - Here's What We Found (The First 100 Videos)
Episode overview
Let's talk about the first 100 videos on our archive channel.
Let's talk about the first 100 videos on our archive channel.
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