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Temporada 16
16x1
Developing Hell #06: Inside Supergiant Games During the Overwhelming Reaction to Hades 1.0
Episode overview
Fecha de emisión
Feb 01, 2021
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.
16x2
Bugsnax Designer Explains How (& Why) Each Bugsnak Was Created
Episode overview
Fecha de emisión
Feb 15, 2021
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.
16x1
Astro's Playroom: From PS5 Tech Demo to PlayStation Nostalgia Trip
Episode overview
Fecha de emisión
Abr 14, 2021
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.
Fecha de emisión
May 02, 2021
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.
Fecha de emisión
May 10, 2021
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.
Fecha de emisión
Jun 02, 2021
We talk to Four Quarters, the developers of Loop Hero, about the design of their unique rouge-like, and how it evolved from a game-jam project, to a full commercial game.
We talk to Four Quarters, the developers of Loop Hero, about the design of their unique rouge-like, and how it evolved from a game-jam project, to a full commercial game.
Fecha de emisión
Jul 12, 2021
Featuring developers from Bluepoint Games and Japan Studio, we unravel the years of work that went into remaking 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 Demon's Souls for the PlayStation 5.
16x8
Noclip Greatest Hits: The Story of Thief & Looking Glass Studios
Episode overview
Fecha de emisión
Ago 10, 2021
In our latest episode of Greatest Hits, Danny peaks through the Looking Glass to remember the original Thief series, and the long shadow it has cast on the world of game design.
In our latest episode of Greatest Hits, Danny peaks through the Looking Glass to remember the original Thief series, and the long shadow it has cast on the world of game design.
Fecha de emisión
Sept 15, 2021
We talk to the team at Arkane Austin about the design of their immersive sim cult classic, Prey.
We talk to the team at Arkane Austin about the design of their immersive sim cult classic, Prey.
Fecha de emisión
Sept 22, 2021
We talk to Co-Creative Director Dinga Bakaba about the unique design of Deathloop.
Don't worry, no spoilers.
We talk to Co-Creative Director Dinga Bakaba about the unique design of Deathloop.
Don't worry, no spoilers.
Fecha de emisión
Oct 20, 2021
We talk to Acid Nerve about the design and philosophy of Death's Door.
We talk to Acid Nerve about the design and philosophy of Death's Door.
Fecha de emisión
Oct 25, 2021
In this look at the development of Chivalry 2 we explore the design of sprawling Medieval maps, the importance of screaming, and how Torn Banner found solutions to making swordplay fun.
In this look at the development of Chivalry 2 we explore the design of sprawling Medieval maps, the importance of screaming, and how Torn Banner found solutions to making swordplay fun.
16x13
The Forgotten City: How a Lawyer Sacrificed His Career to Redevelop His Skyrim Mod
Episode overview
Fecha de emisión
Dic 13, 2021
We talk to Modern Storyteller's Nick Pearce about his remarkable journey to create The Forgotten City.
We talk to Modern Storyteller's Nick Pearce about his remarkable journey to create The Forgotten City.
16x14
Noclip Greatest Hits: The History of Grand Theft Auto, Lemmings & DMA Design
Episode overview
Fecha de emisión
Dic 28, 2021
Danny talks to the people behind Grand Theft Auto & Lemmings, about the history of DMA Design and their lasting impact on the world of development. [This is a re-upload as there was an audio glitch present in the original.]
Danny talks to the people behind Grand Theft Auto & Lemmings, about the history of DMA Design and their lasting impact on the world of development. [This is a re-upload as there was an audio glitch present in the original.]
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