Cate Huston is Director of Mobile Engineering at car-pooling start-up Ride and advisor to the crowd-funded laser cutter start-up GlowForge. Seb and Cate talk about the difficulty of transitioning from coder to manager, mobile app development, and colours.
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Seb and Iain meet in real life and catch up with recent projects and research. Iain is nauseated by VR headsets and Seb explains how lasers are just like cathode ray tubes. Kind of.
Iain catches up with former colleage Mat Groves, founder of game studio GoodBoy and creator of PixiJS, the browser based WebGL rendering engine.
Continuing on from episode 53, Iain continues sharing his nuggets of game design wisdom, this time focusing on how to use the design and graphics in your game to tell a story and get the necessary information across. Part two of an increasingly inaccurately named trilogy of four.
Seb is joined by regular guest co-host Val Head at the Render Conference in Oxford. Val is our roving reporter for this episode, and she interviews two of the Render Conference speakers Mariko Kosaka, and Sara Soueidan.
Mariko talks about how she got deep into HTML5 canvas via a knitting machines and Sara shares her extensive knowledge of SVG.
Seb and Iain catch up on the latest news, including Seb’s new IoT workshop and the Hackaday and Render conferences.
They also talk about learning bash, wave goodbye to the Xbox 360 and reminisce over old school multimedia application Director.
Iain talks to Daniel Leaver about his new game Seraph, a skill-based acrobatic shooter, running a small indie game studio with a distributed team and his history with Media Molecule and his work on multiple award winning Playstation game Little Big Planet.
Iain shares his comprehensive thoughts and experience about game design. In part one of a (loose) three part series, Iain discusses game mechanics and what makes them so addictive.
Seb welcomes back Stacey Mulcahy to discuss Microsoft’s Build conference, openFrameworks documentation process and updates us on her most recent fun side projects.
In this special extended edition, Iain talks to Adam ‘Atomic’ Saltsman about epic endless runner Canabalt, pixel art, his game engine Flixel, and the trials and tribulations of being an indie game developer.