Evil Games Club pits the Nice Games Club’s evil counterparts against their own content! Listen as they discuss what Nice Games Club is doing wrong.
Episodes:
- Targeting Multiple Platforms
- Spirit Island Spirits
We face complexity head-on this episode with two topics that will get your neurons firing. Mark walks through considerations involved with publishing a game to multiple platforms.
"Pillar of the community" and creator of Chipmunk2D Scott Lembcke visits the clubhouse to talk velocity, constraints, and rigidbodies.
- Familiarity
- Pacing Mechanics
In this episode, Stephen gets excited about Summer Games Done Quick, reveals some Doctor Who spoilers, and then is shocked that Flappy Dragon has more dragons.
In the first Nice Games Jam in a few months (and we made it a long one!), your nice hosts explore the history of bicycles to develop a racing board game.
- Creative Direction
- Time Management
Time is money, friend! Okay, not always. Sometimes time is a puzzle involving many interlocking responsibilities.
Your nice hosts welcome famed designer Ron Gilbert (Monkey Island, Thimbleweed Park) into the clubhouse to discuss the virtues of inexperience, friction for its own sake, how it's all about story, and it's puzzles all the way down.
- Code Libraries
- Game Overs
This week, your nice hosts talk about code that isn't yours and ask about the natural conclusion of the narrative. Mark is handy, Ellen kinda wants to add a note, and Stephen is grounded.
This week we invite Ryan Adams, of Corgi Art House fame, to discuss his expertise in game production.
- Pivoting
- Working on Multiple Projects
This episode recounts each guests' recent project - Stephen is developing a new spirit for Spirit Island, Ellen is getting into music, and Mark talks at length about his car.
As MEMODEMO, Kobe Anthony creates music for video games and inspired by video games. In this episode, we learn about Kobe's creative process for composing music.
Stephen brings a half-baked thought into the clubhouse for this Nice Thinking episode: how can we improve dialogue systems? He's got some opinions, which Mark and Ellen immediately debunk, but it leads to some engaging conversation.
Last month, Mark gave a talk at the IGDATC Gamedev Meeting about what it might mean to take game development seriously as an artistic practice, theorizing that video games are still a very young and immature medium by that stand
- King Making
- Thinky Bits (Off-Screen Gameplay)
In the episode, Mark, Ellen, and Stephen talk local events, including (don’t worry everyone’s fine) a fire in the clubhouse’s building, construction, and the games they are playing, so if you are just here for the topics, go ahead and sk
Most of our favorite games aren't created by solo devs; they're created by groups of people. And, when you get a bunch of people together in a group, culture happens.
- South by Southwest 2024
- Player Friction
In this more games-adjacent episode, Mark recounts his experiences at the South by Southwest conference this year!