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- 🇭🇺HU · Games#102500 to 3K
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150 to 900🎙 Daily cadence·35 episodes·Last published 5d ago - Monthly Reach
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500 to 3K🇭🇺100% - Active Followers
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200 to 1.2K
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On the show
Recent episodes
How to Fix World of Warcraft and Save the MMO | Shobek
Jun 19, 2026
Unknown duration
Dead Space Creator Glenn Schofield on AI & the Future of AAA Games | TPIF Podcast
Jun 14, 2026
Unknown duration
The Future Of Games Is Player Made | Shahar Sorek & Sandi Montaño
Jun 12, 2026
Unknown duration
How AI & Streaming Will Change Game Development Forever | Matt Gordon
Jun 5, 2026
Unknown duration
Why Great Game Developers Never Stop Adapting | Hannes Seifert
May 29, 2026
Unknown duration
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| Date | Episode | Description | Length | ||||||
|---|---|---|---|---|---|---|---|---|---|
| 6/19/26 | ![]() How to Fix World of Warcraft and Save the MMO | Shobek | Shobek is a Classic World of Warcraft streamer best known for his immersive, anime-influenced roleplay and his deep love of WoW. He grew up gaming from the Sega Dreamcast era into Vanilla WoW, and after years of dreaming about it, he went all in on streaming in 2016, committing his entire twenties to the craft. The breakthrough took time, roughly seven years of living lean and refining his voice, but his distinctive blend of in character storytelling, humour, and genuine warmth eventually found its audience. Today he is one of the most original roleplay voices in the Classic community, the kind of creator who can turn a quiet road between two zones into a piece of theatre.What sets Shobek apart is how seriously he takes MMOs as living worlds rather than games to be optimised. He champions roleplay as something anyone can do, as simple as stopping to say hello to another player, and he is a passionate advocate for Hardcore and self found play, where every achievement carries real weight. He thinks hard about the friction that makes online worlds feel meaningful, the creep of efficiency and add ons that can hollow them out, and where the genre goes next through user generated content and player made worlds. Equal parts performer and student of the medium, he brings both heart and a strong point of view to the conversation about the future of WoW and MMOs.https://www.youtube.com/shobekhttps://www.twitch.tv/shobek | — | ||||||
| 6/14/26 | ![]() Dead Space Creator Glenn Schofield on AI & the Future of AAA Games | TPIF Podcast | Dead Space creator Glenn Schofield on building unforgettable horror, surviving AAA development, and why he's betting on AI.Glenn Schofield is one of the most influential creative leaders in modern video games, with a career spanning art, production, studio leadership, and game direction. He's best known as the creator and executive producer of Dead Space, one of the most celebrated horror games of its generation, and for shaping major franchises through his work at EA, Visceral Games, Sledgehammer Games, and Striking Distance Studios.Across his career, Glenn has worked on some of the biggest titles in gaming, including Call of Duty: Modern Warfare 3, Call of Duty: Advanced Warfare, Call of Duty: WWII, and The Callisto Protocol. His work blends a lifelong passion for art with a deep understanding of production, technology, and creative leadership.In this episode, Glenn reflects on the craft of building games, the pressure of AAA development, the making of unforgettable horror, and where creativity fits in an industry being reshaped by new tools, bigger budgets, and changing expectations. | — | ||||||
| 6/12/26 | ![]() The Future Of Games Is Player Made | Shahar Sorek & Sandi Montaño | Shahar Sorek and Francisco “Sandi” Montaño represent two complementary sides of the modern gaming creator economy: the platform-builder and the breakout creator. Sorek is the Chief Marketing Officer at Overwolf, the Tel Aviv-based “guild for in-game creators” that helps developers, modders, and UGC creators build, distribute, and monetize in-game apps, mods, and player-made experiences. In his role, he leads marketing and growth while working across investor relations, fund activity, and partnerships with game studios and developers. His public work is closely tied to the belief that gaming is becoming a creator-led ecosystem, where passionate players can extend the life, value, and cultural relevance of game IP beyond the original studio pipeline.Montaño, known online as Sandi_00, is one of the clearest examples of that shift in practice. A self-taught mod creator and former marketer, he began making mods as a personal project for his daughter before turning that work into a full-time creator business inside the ARK: Survival Ascended ecosystem. His CurseForge catalogue now spans dozens of projects and more than 110 million downloads, with popular releases including Modern Structure Skins, Modern Furniture Skins, Modern Furniture V2 Skins, and Arcadian Structure Skins Premium. His work focuses on cosmetics, furniture, structure skins, and creative tools that help players make survival spaces feel more expressive, personal, and home-like.Together, Sorek and Sandi reflect the growing importance of UGC, modding, and community-led creation in games. Sorek brings the strategic, platform, and go-to-market perspective, shaped by a career across games, startups, entertainment, and storytelling, while Sandi brings the hands-on creator perspective of someone who has built a serious business by listening to players and turning community demand into high-performing content. Their combined story captures where gaming is heading: worlds that are not only built by studios, but continuously expanded by creators, players, brands, and communities.https://www.linkedin.com/in/%F0%9F%90%B0-shahar-sorek-%F0%9F%94%9Ccannes-lions-83ab299/https://www.linkedin.com/in/sandi-montano-a2444035a/ | — | ||||||
| 6/5/26 | ![]() How AI & Streaming Will Change Game Development Forever | Matt Gordon | Matt Gordon is a veteran graphics and systems engineer whose career spans some of the most technically ambitious areas of modern gaming and interactive technology. Starting as a graphics programmer at PlayStation before joining Microsoft, Matt played a key role in graphics emulation, GPU optimization, and the foundational architecture behind xCloud game streaming. His work helped bridge Xbox hardware into hyperscale Azure data centers and contributed to the real-time streaming infrastructure that enabled cloud gaming at global scale. Across GPU emulation, media streaming, and systems architecture, Matt has consistently operated at the intersection of high-performance engineering and next-generation gaming technology.More recently at Meta, Matt has led large-scale technical initiatives across metaverse systems, AI-native engineering, real-time clients, cloud infrastructure, and avatar technology. Known for his “T-shaped” approach across graphics, cloud systems, and AI, he has become a respected technical leader capable of scaling complex projects from concept to organizations spanning hundreds of engineers. His work today focuses on AI agent systems, model deployment, and the future of interactive digital experiences, making him one of the few engineers to have worked deeply across gaming, cloud streaming, metaverse infrastructure, and modern AI systems.https://www.linkedin.com/in/matt-gordon-14542847/ | — | ||||||
| 5/29/26 | ![]() Why Great Game Developers Never Stop Adapting | Hannes Seifert | Hannes Seifert is a veteran game developer and executive whose career spans nearly four decades across some of the industry’s most influential studios and franchises. Starting with his first Commodore 64 game in 1987, Hannes went on to co-found neo Software, which later became Rockstar Vienna following its acquisition by Take-Two Interactive. Over the years, he has held leadership roles across Rockstar Games, Deep Silver, Square Enix, Riot Games, and now serves as Co-CEO at Crytek. His work has touched iconic franchises and titles including Grand Theft Auto, Max Payne, Hitman, Dead Island, League of Legends, VALORANT, and Hunt: Showdown.Known for his deep understanding of both creative production and studio leadership, Hannes has helped shape games across nearly every major platform generation, from the Commodore 64 era to modern live service ecosystems. Throughout his career, he has focused on the intersection of storytelling, player experience, organizational leadership, and technological innovation. Beyond development, Hannes has become a respected voice on game production, live games, publishing, and the future of the industry, regularly speaking internationally on creativity, leadership, and how games continue to evolve as a cultural medium.https://www.linkedin.com/in/hannesseifert/https://www.crytek.com/ | — | ||||||
| 5/22/26 | ![]() The Hidden Data Behind WoW & RuneScape Communities | Rachit Moti | Rachit Moti is the founder and CEO of Accord, a platform helping game studios turn Discord conversations into actionable player insight. Over the last several years, he has worked closely with game developers and online communities to better understand how player sentiment, feedback, and behavior shape live service games. His work focuses on bridging the gap between fast-moving player communities and the slower decision-making processes inside studios, giving teams a clearer understanding of what players actually care about.Before founding Accord, Rachit was the founder and CEO of Layer, an IP licensing marketplace for the games industry that was used by over 1,500 game teams and later acquired in 2025. Across both companies, his work has centered around the intersection of games, community systems, and data-driven decision making.https://www.linkedin.com/in/rachitmoti/https://www.accord.gg/ | — | ||||||
| 5/15/26 | ![]() Can MMORPGs Ever Return to Their Peak? | Scott Hartsman | Scott Hartsman is a veteran game developer and executive whose career spans nearly four decades of online worlds and MMORPGs. Beginning in the era of text-based MUDs in the 1980s, Scott went on to hold key leadership roles on landmark online games including EverQuest, EverQuest II, RIFT, Trove, and ArcheAge. He served as Technical Director on EverQuest and EverQuest II before becoming Executive Producer and later CEO at Trion Worlds, where he helped lead the launch and live operation of some of the most ambitious MMOs of the modern era. Beyond shipping large-scale online games, Scott has become one of the industry’s most respected voices on live service development, studio leadership, and the future of online worlds. Over the years he has advised and invested in multiple game studios and platforms, including Sony Interactive Entertainment, NCSOFT West, Playable Worlds, and a range of emerging MMO and live game startups. Known for his deep understanding of player communities, live operations, and MMO design philosophy, Scott continues to shape conversations around the evolution of massively multiplayer games and the future of virtual worlds.https://www.linkedin.com/in/hartsman/ | — | ||||||
| 5/8/26 | ![]() Turtle WoW and the Power of Player-Led Worlds | David Fried | David Fried, also known as DesignerDave, is a veteran game and narrative designer best known for his work at Blizzard Entertainment during one of its most influential eras. Starting in quality assurance, he quickly moved into design, contributing to titles like Warcraft II: Battle.net Edition and Diablo II before stepping into level and campaign design on Warcraft III: Reign of Chaos and Warcraft III: The Frozen Throne. There, he helped craft some of the franchise’s most iconic missions, including The Culling of Stratholme, while also contributing to world-building, character design, and gameplay systems. He later worked as a quest designer on World of Warcraft, helping shape the early player experience and bringing memorable characters and stories to life.Following his time at Blizzard, Fried expanded his career across global studios, contributing to titles such as Oddworld: Stranger’s Wrath, Silent Hill: Homecoming, and The Da Vinci Code. Today, he works as an independent consultant based in Thailand, advising studios on game design, narrative, monetization, and world-building. With over two decades of experience, Fried is known for his player-first philosophy, emphasizing meaningful progression, strong community design, and sustainable development practices that prioritize both creative integrity and long-term success.https://designerdave.world/https://x.com/davidkfriedhttps://www.youtube.com/c/DesignerDave | — | ||||||
| 5/2/26 | ![]() TPIF Roundtable | Let's Talk Community Management | In this TPIF roundtable, three experienced leaders break down how the role has evolved beyond “just communication.” Evan Berman (Bungie, Destiny), Linda Carlson (Everquest, Trion Worlds), and Stephen Reid (BioWare, SWTOR, PlayStation, 2K) bring decades of experience running MMO and live service communities at scale.Together, they explore why community management today looks more like governance than messaging, shaping player behaviour, expectations, and the culture of entire game worlds. The conversation covers the shift from forums to Discord and streaming, the rise of creators as “super users,” and the challenge of balancing player sentiment with real data.They also dive into how communities are evolving, from the loss of in-game Game Masters to the rise of player-driven events, mods, and emergent gameplay. It’s a candid look at the realities, pressures, and decisions behind managing modern game communities—and why the role is more critical than ever.https://www.linkedin.com/in/evanberman/https://www.linkedin.com/in/brasse/https://www.linkedin.com/in/stephenreid/ | — | ||||||
| 4/24/26 | ![]() How Sound Design Shapes Player Experience | Leon Beilmann | Leon Beilmann, also known as LAxemann, is a senior sound designer and composer working with Bohemia Interactive, where he has spent the past several years shaping the audio experience of large-scale military sandbox games like Arma Reforger and the upcoming Arma 4. His work spans the full spectrum of game audio, from field recording and sound design to system implementation and scripting within the game engine. Leon brings a deeply technical and hands-on approach to building immersive soundscapes, owning entire sections of a game’s audio space and ensuring that every layer of sound contributes meaningfully to player experience.Originally coming from a background in music production, Leon’s path into the industry was driven by modding and community-led projects, eventually leading to professional work on titles like Arma 3’s Spearhead 1944 DLC. Alongside his development work, he shares insights into sound design through his YouTube channel, where he breaks down the craft behind game audio. His career reflects a blend of creativity and engineering, with a strong belief in passion, experimentation, and community as key drivers for breaking into and evolving within the games industry.https://www.linkedin.com/in/leon-beilmann-94903a114/ | — | ||||||
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| 4/17/26 | ![]() Why Discovery Is Gaming’s Biggest Problem | Colan Neese | Colan Neese is a gaming industry insights and strategy leader who has spent his career helping companies understand how games are discovered, played, and sustained. He currently works across Screen Engine and mindGAME Data, where he leads commercial and strategic efforts to turn complex market and audience data into clear, actionable insight for game studios of all sizes. Previously, Colan held senior roles at Twitch, Nielsen, Alida, and Spiketrap, working closely with publishers, platforms, and creators to make sense of player behavior, engagement, and cultural trends shaping the games business.What sets Colan apart is his ability to bridge data, storytelling, and career perspective. His path into games was not linear, and that experience informs how he thinks about education, networking, and adaptability in a rapidly changing industry. In conversations about gaming, Colan brings a big-picture lens, touching on the rise of indie games, the challenges of discovery, the influence of cinema and streaming culture, and how user-generated content and new platforms are reshaping how games are made and found. He is especially passionate about making industry knowledge accessible to the next generation looking to build meaningful careers in games.https://www.linkedin.com/in/colanneesehttps://substack.com/@patchnotesgaminghttps://www.mindgamedata.comhttps://www.screenengineasi.com | — | ||||||
| 4/10/26 | ![]() The Hidden Art of Foley Sound Design | Bastian Gerner | Bastien Gerner is a Foley artist, sound designer, and educator with more than a decade of experience creating immersive audio for films, television, and AAA video games. After working across the film sound industry and spending several years as a Senior Foley Artist at Ubisoft Düsseldorf, Bastien developed a reputation for crafting highly detailed, custom sound effects that bring worlds and characters to life. His work spans everything from recording and performing Foley to editing, mixing, and building sound libraries used in large-scale productions.Today, Bastien runs his own studio and education platform through Foley Stage, The Foley Teacher, and The Foley Guild, where he produces professional Foley for games and films while mentoring the next generation of sound designers. Through teaching, consulting, and online training, he helps audio professionals master Foley techniques, improve their sound design workflows, and build sustainable careers in the audio industry.Chapters:00:00 - Introduction to Foley Artistry03:06 - The Complexity of Sound Design in Games06:05 - The Learning Curve of a Foley Artist09:03 - The Art of Creating Immersive Sounds11:49 - Balancing Realism and Audience Expectations14:50 - Bastien’s Journey into Foley18:53 - The Process of Foley Recording24:45 - Designing Sounds for Interactive Experiences31:46 - Examples of Foley in Film and Games38:17 - The Importance of Clarity in Sound Design43:47 - Technological Advances in Foley Recording47:18 - The Art of Foley: Sound Creation Techniques50:12 - Innovative Sound Design in Gaming53:30 - Microphone Techniques for Foley01:00:07 - The Impact of AI on Foley and Sound Design01:05:05 - Teaching the Craft: The Foley Guild01:18:13 - Reflections on a Creative Journeyhttps://www.linkedin.com/in/thefoleyteacher/https://the-foley-guild.circle.so/guild-thefoleyteacher | — | ||||||
| 4/3/26 | ![]() Cinematic Experiences in Virtual Reality | Demo Akuro | Demo Akuro is a game trailer and cinematic director specializing in high-impact, in-engine storytelling for games. With a background in both creative direction and hands-on production, he has built a reputation for blending gameplay and cinematic techniques into cohesive, emotionally engaging trailers. His work spans capture, editing, sound design, and real-time cinematics, often created within engines like Unreal Engine and Unity. Currently working freelance through Grimwolf Studio and previously serving as Creative Director at LIV, he has led projects end-to-end, shaping everything from initial concept through to final delivery while collaborating closely with developers and audio specialists.His creative approach is defined by a strong focus on immersion and authenticity, particularly through the use of real-time, in-engine cinematics. After deliberately investing time into mastering 3D workflows, he began integrating custom animations and modded scenes directly into gameplay environments, pushing beyond traditional trailer formats. This evolution is reflected in projects like his Tactical Assault VR short film work and experimental pieces inspired by titles such as Helldivers and Blade & Sorcery. Through this, Demo explores the intersection of marketing and craft, treating trailers not just as promotional tools, but as cinematic experiences that capture the tone, systems, and emotional core of a game.Chapters:00:18 - Defining Virtual Reality00:35 - VR as a Game Design Medium01:47 - Cinematic Storytelling in VR03:14 - Post-Production in VR06:06 - Balancing Immersion & Motion Sickness09:09 - Designing VR Experiences20:55 - Action & Choreography in VR28:24 - Multiplayer in VR32:10 - VR Hardware Limitations32:26 - VR Esports & Competition38:00 - VR in Filmmaking45:12 - The Future of VR & Technology51:54 - VR in Education1:01:39 - Advice for Aspiring VR Creatorshttps://www.linkedin.com/in/demoakuro/https://demoakuro.com/ | — | ||||||
| 3/27/26 | ![]() The Strategy Behind World-First Raids | Ahmpy | Ahmpy is a World of Warcraft streamer best known for his leadership in the Hardcore WoW scene, where high stakes gameplay and permadeath redefine what it means to succeed in an MMO. As a guild leader and strategist, he has been at the forefront of world first Hardcore raiding, coordinating large groups of players through meticulous planning, deep game knowledge, and disciplined execution. His approach blends analytical thinking, often leveraging tools like spreadsheets and structured preparation, with a strong emphasis on accountability and team cohesion.Beyond the gameplay itself, Ahmpy represents a broader philosophy around MMO design and community. His content explores how challenge, risk, and shared responsibility create more meaningful player experiences, often contrasting Hardcore with modern WoW systems and the evolving vision of Classic+. Through streaming and community engagement, he offers insight not just into how to play at the highest level, but how to build, lead, and sustain a dedicated gaming community.Chapters:00:00 - Introduction & Guest Ahmpy00:56 - Ahmpy’s Role in WoW Hardcore09:34 - Ahmpy’s Gaming Origins10:24 - From EverQuest to WoW15:10 - Private Servers & WoW Evolution17:22 - How Private Servers Shaped Expectations33:42 - Min-Maxing & Player Behaviour38:24 - Balancing Nostalgia vs Modern Design1:32:18 - Rise of Hardcore WoW1:38:44 - Challenges of Hardcore Play2:08:13 - Guild Leadership & Raid Management2:12:28 - Running Successful Raids2:36:13 - The Future of WoW2:38:18 - Classic+ and What Comes Nexthttps://www.youtube.com/@Ahmpytwitch.tv/ahmpy | — | ||||||
| 3/19/26 | ![]() How to Build a Game Studio That Lasts | James Brooksby | James Brooksby is a veteran game studio founder and CEO with over 25 years of experience building, scaling, and leading development teams across the UK games industry. He played a pivotal role in the early growth of Kuju Entertainment, helping it scale to around 350 staff, before going on to found and lead multiple studios including doublesix, Born Ready Games, and Edge Case Games. Across premium, digital, and free-to-play models, James has overseen the development and publishing of titles such as Strike Suit Zero, Fractured Space, and Classified: France ’44, navigating everything from angel investment and VC funding to acquisition by Wargaming.Today, as CEO of Absolutely Games, James focuses on building sustainable strategy game franchises grounded in long-term thinking, strong studio culture, and disciplined decision-making. Drawing on decades of leadership experience, he champions values-based studio building, community collaboration, and long-tail game development — with a clear emphasis on creating games, and teams, that are built to last.https://www.linkedin.com/in/james-brooksby-87a496/https://www.absolutelygames.net/ | — | ||||||
| 3/13/26 | ![]() Turning Game Ideas Into Companies | Joni Lappalainen | Joni Lappalainen is the CEO and co-founder of Dreamloop Games, widely known as Finland’s console experts. Over the past decade, he has produced more than 30 shipped game projects and helped over 40 studios successfully bring their titles to PlayStation, Xbox, Nintendo Switch, and PC. As Creative Director and Writing Lead on Inescapable: No Rules, No Rescue, Joni combines hands-on development experience with deep production leadership, guiding teams from concept to certification with a sharp focus on execution, market readiness, and sustainable studio growth.Beyond Dreamloop, Joni plays a central role in shaping Finland’s game ecosystem. As Chairperson of the Finnish Game Developers Association, Vice President of Tampere Game Hub, and Showrunner of the Finnish Game Incubator, he leads strategy, governance, and mentorship efforts that support the next generation of studios. Through the nationally recognized 10-week incubator program, he has helped dozens of teams secure publishing deals, investment, and long-term viability — reinforcing Finland’s reputation as one of the world’s most collaborative and high-performing game development communities.Chapters:00:00 - The Journey of a Builder in the Gaming Industry06:00 - Game Development as a Business12:00 - The Pandemic and the Changing Landscape18:00 - The Future of Gaming and Cross-Media30:00 - The Evolution of Game Marketing38:00 - Data-Driven Game Development48:00 - The Checklist Model for Shipping Games01:00:00 - The Metrics That Define Success01:12:00 - Why Finland’s Gaming Community Thriveshttps://www.linkedin.com/in/joni-lappalainen-dreamloop/https://www.dreamloop.net/ | — | ||||||
| 3/6/26 | ![]() What Games Teach Us About Ourselves | Mark Chen | Mark Chen is a games and media scholar, UX researcher, and Teaching Assistant Professor in Media, Technology, and Learning Design at Appalachian State University. His work explores gaming culture, interaction design, qualitative research, and internet studies, with a particular focus on how people learn, collaborate, and form meaning inside online worlds. Mark is the author of Leet Noobs, an ethnography of a World of Warcraft guild that examines how players developed expertise through game mods and social dynamics, and how those same systems ultimately contributed to the guild’s collapse.Beyond academia, Mark is a long time game designer and former museum technologist, having designed educational games at the Oregon Museum of Science and Industry. He also runs Esoteric Gaming, a publication dedicated to celebrating diverse and often overlooked gaming practices. Across research, design, and teaching, Mark’s work sits at the intersection of play, learning, community, and the ethical use of technology in shaping how we connect and make meaning in digital spaces.https://www.linkedin.com/in/markdangerchen/https://markdangerchen.net/https://www.goodreads.com/book/show/13159692-leet-noobs | — | ||||||
| 2/27/26 | ![]() How to Break Into Game Product Management | Eric McConnell | Eric McConnell is a product leader working at the intersection of games, media, and business. He is currently a Senior Product Manager at Amazon, where he leads engagement and retention strategy for digital manga across Japan and international markets. Over his career, Eric has worked across games and platforms at companies including Amazon Games, EA Sports, Jackbox Games, Warner Bros. Games, Google, Zynga, and Rockstar Games, spanning roles in product management, game design, LiveOps, and monetization. His work has ranged from rebuilding large-scale game economies to leading zero-to-one multiplayer concepts and defining product strategy for live services.Before and alongside his product career, Eric has remained close to making games himself. He is the founder of indie studio Haunt Couture Games, where he solo shipped Anti-Hack, handling everything from design and development to analytics and go-to-market. Across both AAA and indie work, Eric focuses on how metrics, player behavior, and creative vision intersect, and on helping teams make better decisions in complex, often ambiguous environments. He brings a grounded perspective on careers in game product management, balancing art and business, and learning how to grow by shipping real things.Game PM Field Manualhttps://ericmcconnell.com/index.php/the-game-pm-field-manual-2/Substack/Bloghttps://www.gameindustrypatchnotes.comLinkedInhttps://www.linkedin.com/in/eric-mcconnell/ | — | ||||||
| 2/20/26 | ![]() TPIF Roundtable | Let’s Talk Game Design | What does game design actually mean in 2026. This TPIF roundtable brings together three experienced design leaders who have built and shipped games across multiple eras of the industry. Hal Sandbach is a veteran design director and former Head of Design at d3t, with a career spanning from Psygnosis and Codemasters through to Sony and Evolution Studios. Nigel Kershaw is Director at Wushu Studios with over thirty years of hands on development experience, known for championing creativity and fun even as teams scale. Will Maiden is a gameplay and systems designer at Chief Rebel, currently leading core product work on Fellowship, with deep experience in prototyping, pitching, and building modern multiplayer systems.Together, they unpack how the role of the designer has evolved across modern studios, game engines, and genres. From creative problem solving and player psychology to procedural generation and AI driven systems, this episode explores how games are really made today and why the designer often acts as the glue between code, art, production, and player experience.The conversation moves between big picture philosophy and the realities of day to day development. There is debate around innovation and risk, the pressure to ship, the usefulness and limits of data, and how vision changes once a team starts building. It is an honest look at the trade offs, tensions, and messy decisions behind modern game design, from prototype to release.https://www.linkedin.com/in/hal-sandbach/https://www.linkedin.com/in/willmaiden/https://www.linkedin.com/in/nigel-kershaw-266b94/ | — | ||||||
| 2/17/26 | ![]() Lessons From Building Online Worlds | Jack Emmert | Jack Emmert is a veteran game developer and studio leader best known for his foundational work in the MMORPG genre. As a co founder and long time leader at Cryptic Studios, Jack played a central role in shaping some of the most influential online worlds of the last two decades, including City of Heroes, Star Trek Online, and Neverwinter. Over the course of his career, he has worn many hats ranging from lead designer to creative director to COO and CEO, giving him a rare end to end perspective on how MMOs are conceived, built, launched, and sustained over time.After sixteen years at Cryptic, Jack stepped away to broaden his perspective, joining Daybreak Games where he worked alongside EverQuest I and II veterans on long running live games such as DC Universe Online, Lord of the Rings Online, and Dungeons and Dragons Online. That experience deepened his thinking around longevity, community trust, and the realities of operating true forever games. In recent news, Jack has returned to Cryptic Studios, bringing with him a renewed perspective shaped by decades of MMO evolution and leadership across multiple philosophies. Today, he remains one of the most thoughtful and experienced voices in online game development, focused on authenticity, player experience, and the communities that keep virtual worlds alive.https://www.linkedin.com/in/jackemmert/https://crypticstudios.com/ | — | ||||||
| 2/12/26 | ![]() Lead Engineering at Blizzard | Somer Esat | Somer Esat is a senior engineering leader with over 12 years of experience building and scaling high performing engineering organizations in the games industry. He spent a decade at Blizzard Entertainment as Senior Engineering Manager on Overwatch and Overwatch 2, where he helped grow the engineering organization from roughly 35 to over 65 engineers while supporting a globally loved live service franchise shipping on a consistent six week cadence. Known for his calm leadership style and deep care for people, Somer has built teams grounded in ownership craftsmanship and psychological safety while delivering complex systems at scale.Across his career, Somer has partnered closely with executives and cross functional leaders to translate long term vision into execution, develop strong leadership benches, and create durable engineering cultures that scale. His work spans engineering strategy talent development leveling frameworks live service operations and leadership coaching, with a particular focus on helping engineers grow from individual contributors into confident effective leaders. Somer is passionate about building organizations where empowered teams do their best work and where sustainable processes lead to world class player experiences.https://www.linkedin.com/in/someresat/ | — | ||||||
| 2/6/26 | ![]() Building Games Across Decades and the Future of the AAA Industry - Richard Browne | Richard Browne is a veteran games industry executive with over 35 years of experience spanning game development, publishing, transmedia, and business leadership. His career has evolved alongside the industry itself, from the early days of console and PC development through to modern live services, digital distribution, and global publishing. Over the decades, Richard has helped bring dozens of games to market across every major platform, working with some of the most respected studios, publishers, and creative teams in the world. His work has consistently sat at the intersection of creative vision, commercial strategy, and technological innovation.Most recently, Richard served as Head of External Publishing at Digital Extremes, where he built and led a 30-strong publishing organization overseeing development, marketing, technology, and go-to-market strategy for third-party titles, including the launch of Wayfinder. Today, through Blue Moon Production Company, Richard advises developers and publishers on IP development, publishing strategy, and market positioning, acting as a connector between creative teams, partners, and capital. Known for his honest, experience-driven perspective, he remains deeply passionate about the craft of making games and helping the next generation of creators navigate an increasingly complex industry while staying true to their creative vision.https://www.linkedin.com/in/brownerichard/ | — | ||||||
| 2/3/26 | ![]() Hardcore, Classic Plus, and Preserving the Soul of Classic WoW - Xaryu | Xaryu "Josh Lujan" is a veteran World of Warcraft creator, PvP competitor, and streamer best known for his mastery of Mage gameplay and deep understanding of MMO systems. He began playing during the original Classic era and rose to prominence through high level Arena competition, earning multiple Rank One titles. During the early growth of Twitch, Xaryu built a following by streaming competitive PvP, innovating high skill challenges, and establishing himself as one of the most consistent and technically skilled Mage players in the game.In recent years, Xaryu has become a leading voice around World of Warcraft Classic, Hardcore WoW, and the future of MMORPGs. He is a strong advocate for preserving the core vision of Classic WoW, emphasizing player identity, meaningful friction, and social interdependence over convenience driven design. Through Hardcore runs, community challenges, and streamer driven projects like OnlyFangs, he has helped shape Classic WoW into a space for emergent storytelling and high stakes social play. Today, he is widely respected not just as a top tier player, but as a thoughtful and influential voice on what makes online worlds enduring and meaningful.Chapters:00:00 Intro and meeting Xaryu03:45 Discovering WoW and why early MMOs felt magical09:30 Addiction, balance, and building healthier gaming habits13:00 Treating real life like MMO dailies17:35 Going viral and surviving WoW’s ups and downs21:30 What makes WoW Classic special24:45 Retail WoW, QoL changes, and unintended consequences27:30 Classic Plus, game design leadership, and community vision35:50 Expansion fatigue and lessons from chess and Counter-Strike41:40 Progression models and long term content value46:00 Class identity, imbalance, and why uniqueness matters54:00 Why Arena does not belong in Classic Plus59:30 Dueling, social PvP, and in-world competition01:01:05 Server-wide events and living worlds01:04:00 Mystery, Easter eggs, and rediscovery01:13:30 Hardcore WoW and why it changed everything01:19:00 Preparation, consequence, and meaningful gameplay01:23:30 Ultra Hardcore, immersion, and mortality01:32:00 Hardcore as reality TV and emergent storytelling01:36:00 Payo PvP moment and viral chaos01:39:00 OnlyFangs, streamer guilds, and social experiments01:41:30 What players truly want from online worlds01:44:45 Advice for aspiring creators and streamershttps://www.youtube.com/@Xaryuhttps://www.twitch.tv/xaryuhttps://www.instagram.com/joshlujan/?hl=enhttps://xaryu.tv/collections/all | — | ||||||
| 1/19/26 | ![]() Classic WoW, Player Agency, and the Future of MMORPGs - Greg Street | Greg Street is a veteran game designer and studio leader with more than two decades of experience shaping some of the most influential games and online worlds in the industry. He was recently the Studio Head and Game Director at Fantastic Pixel Castle, a fully remote AAA MMORPG studio backed by NetEase, leading the development on a new MMO project codenamed Ghost. Greg is best known for his time as Lead Systems Designer on World of Warcraft at Blizzard Entertainment, where he oversaw major systems including classes, combat, items, professions, PvP, and encounters, contributing to multiple expansions during one of the game’s most formative eras.Following Blizzard, Greg spent nearly a decade at Riot Games in senior leadership roles, including Design Director on League of Legends, Head of Creative Development, VP of IP and Entertainment working on projects like Arcane and Riot Forge, and VP and Executive Producer on Riot’s MMO R&D initiative. Earlier in his career, he was a Lead Designer at Ensemble Studios, working across the Age of Empires franchise, including Age of Empires III. Known for his clear design philosophy, emphasis on playtesting, and deep understanding of player behavior, Greg continues to be a leading voice on MMO design, community driven development, and the future of online worlds.Chapters:00:00 From Oceanography to Game Design02:37 Influences and Early Game Design Philosophy05:23 Playtesting and Understanding Player Behavior10:38 Entering MMOs and the Blizzard Years14:15 Building World of Warcraft as a Living World20:50 Exploration, Knowledge, and MMO Mystery22:58 Designing Classes, Talents, and Player Choice29:06 The Evolution of Game Design in WoW31:37 Balancing New Players and Veterans34:19 Retention, Long Term Engagement, and Community39:15 Solo Play, Hardcore Modes, and Player Rituals49:47 Classic WoW, Cataclysm, and Design Consequences56:03 Managing Multiple MMO Versions57:26 The Future of MMORPGs59:30 Storytelling and Player Driven Narratives01:04:53 The Real Challenges of MMO Development01:07:34 New Ideas for MMO Content and Combat01:10:33 Mods, Community, and Player Empowerment01:15:40 Advice for Aspiring Game Designers01:19:26 What’s Next for Greg Streethttps://www.linkedin.com/in/greg-street-b356447/ | — | ||||||
| 12/19/25 | ![]() Servers, Modding, and the Reality of Online Games - Raphael Stange | Raphael Stange is the CEO of Nitrado, one of the world’s leading providers of multiplayer server infrastructure for game studios and players. A lifelong gamer, Raphael’s perspective is shaped by thousands of hours spent in online worlds like EVE Online, giving him a player first understanding of what makes multiplayer games thrive. At Nitrado, he works closely with developers to help them launch, scale, and sustain online games, supporting everything from early access builds to global live service titles, with a strong emphasis on performance, flexibility, and community driven experiences.Under Raphael’s leadership, Nitrado has become a trusted infrastructure partner for major studios and platforms, including collaborations with Rockstar Games through its FiveM ecosystem. He is a strong advocate for modding as a core pillar of modern multiplayer games, believing that player creativity and community servers are essential to long term engagement and game longevity. Through Nitrado and its GameFabric platform, Raphael focuses on building infrastructure that empowers studios and creators alike, enabling custom servers, modded experiences, and scalable online worlds that put players at the center.Chapters:00:00 - Introduction and Unconventional Paths into Games03:06 - A Lifelong Fascination with MMORPGs06:01 - Where Marketing Meets Game Development08:53 - Navigating the Complexity of the Games Industry11:56 - How Marketing in Games Has Evolved15:00 - The Changing Role of AI in Marketing17:44 - What Agentic AI Means for Digital Marketing20:56 - Understanding Multiplayer Server Infrastructure23:47 - Nitrado and the Realities of Game Server Management27:00 - Why Modding and Community Matter40:55 - How Modding Shapes Long Term Game Success45:52 - The Future of Modding and Player Created Content51:20 - Roblox and the Rise of Platform Games55:58 - Building Infrastructure for the Next Generation of Online Games01:03:14 - Advice for Aspiring Game Developers01:09:54 - Leadership Lessons from Building and Scaling Companieshttps://www.linkedin.com/in/raphaelstange/https://server.nitrado.net/ | — | ||||||
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