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Season 15
Over the course of three decades Creative Assembly has grown from a one-man-band to one of the largest studios in the UK. In this documentary Chris Bratt tells the story of the games they've made, and the people behind them.
Over the course of three decades Creative Assembly has grown from a one-man-band to one of the largest studios in the UK. In this documentary Chris Bratt tells the story of the games they've made, and the people behind them.
15x2
The Untold History of Arkane: Dishonored / Prey / Ravenholm / LMNO / The Crossing
Episode overview
The Untold History of Arkane Studios. How they went from making games like Arx Fatalis and Dark Messiah, to Dishonored and Prey. Revealing 3 huge cancelled projects: The Crossing, LMNO, the Half-Life spin-off 'Ravenholm'.
The Untold History of Arkane Studios. How they went from making games like Arx Fatalis and Dark Messiah, to Dishonored and Prey. Revealing 3 huge cancelled projects: The Crossing, LMNO, the Half-Life spin-off 'Ravenholm'.
15x3
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.
15x4
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.
15x5
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.
15x6
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.
15x3
The Remarkable Story Behind Command & Conquer's Remastering
Episode overview
Featuring interviews with Jim Vessella, Petroglyph Games and Lemon Sky, we explore how Command & Conquer Remastered Collection came together, and how the international team remastered FMV, graphics, audio, music, gameplay and more.
Featuring interviews with Jim Vessella, Petroglyph Games and Lemon Sky, we explore how Command & Conquer Remastered Collection came together, and how the international team remastered FMV, graphics, audio, music, gameplay and more.
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.
We talk to the developers at Arkane Austin about the design of the opening 30 minutes of Prey.
We talk to the developers at Arkane Austin about the design of the opening 30 minutes of Prey.
15x10
Developing Hell #05: How 6 Months of COVID-19 Quarantine Affected Life at Supergiant Games
Episode overview
Using interviews filmed between March and August of 2020 we take a follow the team at Supergiant Games as they react to the initial COVID-19 outbreak, the challenge of working from home, and the mental toll of isolation during quarantine.
Using interviews filmed between March and August of 2020 we take a follow the team at Supergiant Games as they react to the initial COVID-19 outbreak, the challenge of working from home, and the mental toll of isolation during quarantine.
15x6
How Two Indies Convinced CD Projekt to Make a Witcher Themed AR Game Witcher Monster Slayer
Episode overview
We talk to the founders of Spokko who convinced CD Projekt to let them make their dream mobile game using the universe of The Witcher.
We talk to the founders of Spokko who convinced CD Projekt to let them make their dream mobile game using the universe of The Witcher.
15x12
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.
15x13
Before & After Don't Starve: The History of Klei Entertainment
Episode overview
We talk to Klei Entertainment founder Jamie Cheng about the company's history. From working on EETS in his spare time, to the breakout success of Don't Starve and beyond.
We talk to Klei Entertainment founder Jamie Cheng about the company's history. From working on EETS in his spare time, to the breakout success of Don't Starve and beyond.
15x14
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.
We talk to Creative Assembly about the difficulties the team had in creating the cult classic Alien: Isolation. How they pitched the project to SEGA, went through a challenging perspective change and brought Ridley Scott's Alien back to life.
We talk to Creative Assembly about the difficulties the team had in creating the cult classic Alien: Isolation. How they pitched the project to SEGA, went through a challenging perspective change and brought Ridley Scott's Alien back to life.
15x16
How Microsoft Flight Simulator Recreated Our Entire Planet
Episode overview
We talk to Jorg Neumann (Microsoft) and Sebastian Wloch (Asobo) about the bleeding-edge technology that enabled them to recreate the digital twin of planet earth in the latest iteration of Microsoft Flight Simulator.
We talk to Jorg Neumann (Microsoft) and Sebastian Wloch (Asobo) about the bleeding-edge technology that enabled them to recreate the digital twin of planet earth in the latest iteration of Microsoft Flight Simulator.
15x17
Season finale
Tim Schafer Breaks Down 20 Years of Double Fine Games
Episode overview
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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