Gesamtlänge aller Episoden: 19 days 5 hours 3 minutes
This week, Chris O'Regan chats to Space Mace about their autorunner/puzzle platformer for 1-4 players, Joggernauts. - Runners have become the mainstay of many a mobile and console game. Titles like Canabalt,
This week, Chris O'Regan chats to Theodore Waern, Henrick Englund, and Mathias Jonhansson of Sky Goblin about their soon to be released title, Hellfront: Honeymoon. - What if you took the manic attacking play that occurs over a period of a minute in a...
This week, Chris O'Regan chats to Simon Joslin of The Voxel Agents about how The Gardens Between was dreamt up. - Time is the 4th dimension, or so we are told. So what happens when you alter matter within the flow of time,
Host Chris O'Regan chats to Jordan Hemenway of Refract Studios about how Distance was originally conceived and brought into being. - When is a driving game a platformer with amazing electronic trance music and saw blades the size of a house that can s...
Host Chris O'Regan talks to Andrew (Dru) Erridge of Systence Games about how they created The Maestros. - When genres collide it can leave a bit of a mess at times, with one gameplay type struggling against the other.
Chris O'Regan talks to Tomas Rawlings of Auroch Digital about how they created Achtung! Cthulhu Tactics. - Tabletop games have seen a massive resurgence of late and Achtung! Cthulhu Tactics, a miniatures tactical combat game by Modiphius Entertainment...
Chris ORegan talks to Alex Thomas, Matt Rhoades, and Arnie Jorgensen of Stoic Studios about how The Banner Saga 3 was developed. - This is the 200th episode of The Sausage Factory, a podcast that was invented during a conversation in a pub during EGX ...
Chris O'Regan talks to James and Michelle Silva of Ska Studios about how Salt and Sanctuary was developed. - In the midst of gaming past independent games made their first foray into console platforms in 2007 when Xbox Live Arcade started supporting g...
Chris ORegan talks to Dan Smith of Dan Smith Studios about how The Spectrum Retreat was developed. - Seemingly trapped in a strange hotel that is staffed entirely by robots, the player finds themselves breaking into a forbidden area under the guidance...
Chris O'Regan talks to Diarmid Campbell of the University of Cambridge about how Wired was developed. - Educational games are typically very bad, for a whole variety of reasons and the challenge to make one that is both educational and entertaining is...