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Devoted Speakeasy

Author: Devoted Studios

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Every day we see shiny headlines about games making gazillions, but nothing to help us do our jobs better or support each other's growth. Devoted Speakeasy is a podcast hosted by Ninel Anderson for inspiration and as a practical guide for leveling up within the game industry. Let’s get real!
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In the second part of the interview with Brandon Huffman, managing attorney at Odin Law, Ninel and her guest unpack the investor side: what to accept, what to push back on, and how to protect your team, your equity, and your roadmap.We dig into:✅ When to go to a publisher vs an investor✅ How valuation and dilution can shrink your stake✅ SAFEs vs convertible notes (and the surprise dilution hiding in them)✅ Control terms like board seats, veto rights, and compensation✅ Strategic investors and the rights that can block future deals✅ Protecting founder equity with vesting, cliffs, and buybacks✅ What drag-along and tag-along mean in practice✅ How to handle a bad investor relationship✅ Why it’s worth looping in a lawyer early (many defer fees until funding closes)TIMECODES:0:00 Intro0:27 Our guest1:46 When to choose a publisher vs investor7:00 Key things to check in investor deals18:04 Anti-dilution clauses and why they matter20:04 Protecting your role as founder26:29 Common investor terms31:26 Managing a mismatch with an investor32:59 Ending👉 📌 Get smarter about game development. Hit subscribe!🔗 Follow Devoted Studios on Social Media: 🎨 Artstation: https://www.artstation.com/devoted-studios  🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  📘 Facebook: https://www.facebook.com/devotedstudios   🐦 Twitter: https://x.com/devotedstudios_  💬Discord:  https://discord.gg/6x46SWhC  💻 Visit the website: https://www.devotedstudios.com     #GameDevelopment #IndieDev #GameBusiness #VentureCapital #SAFEs #ConvertibleNotes #GameStudio #Fundraising #DevotedStudios #BrandonHuffman #OdinLaw #GamePublishing
HOLD UP! ✋ In this episode of Devoted Speakeasy, Ninel, our CEO, talks with Brandon Huffman, managing attorney at Odin Law, to break down the traps, hidden clauses, and money math every indie (and even AAA) dev should understand before putting pen to paper.From milestone traps to brutal recoup terms, Brandon shares the real-world contract details that can make or break your studio. Pitching your first game or your fifth, this is the episode that could save you years of headaches (and a lot of cash).We cover:🎯 Why publishers are tightening their terms in 2025📊 The recoup clause that can wipe out your revenue📅 How to structure milestones so you actually get paid🚫 Termination clauses that can bankrupt a studio💬 How to keep your creative vision when working with a publisherIf you’re an indie dev, a small studio, or anyone thinking about partnering with a publisher… watch this before you sign anything.👉 📌 Subscribe for more unfiltered game dev talks!🔗 Follow Devoted Studios on Social Media: 🎨 Artstation: https://www.artstation.com/devoted-studios  🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  📘 Facebook: https://www.facebook.com/devotedstudios   🐦 Twitter: https://x.com/devotedstudios_  💬Discord:  https://discord.gg/6x46SWhC  💻 Visit the website: https://www.devotedstudios.com     
We’re recording in a brand-new studio for SpeakEasy Ep. 33! This time, Ninel chats with Chris Hunt, Art Director at Meta Reality Labs, who’s been deeply involved with designing avatars for the metaverse. 🎮Tune in for:🎨 What it’s really like to design avatars at Meta🕹️ The cool technology behind Avatar 2.0😎 How avatars are changing the way we express ourselves online🎯 The future trends in avatar developmentTIMECODES:0:00 Intro0:32 Chris Hunt’s Career in the Spotlight5:00 The Importance of Avatars in Games8:13 What’s Involved in Updating to Avatar 2.012:44 The Concept Behind Fantastical Avatars20:17 Creating an Inclusive Avatar Style25:55 Scaling Clothing for Avatars & Key Design Principles33:31 How to Keep Avatars Consistent Across Devices36:20 The Next Big Trend in Avatar Development40:45 Ending🔗 Follow us on Social Media: 🎨 Artstation: https://www.artstation.com/devoted-studios  🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  📘 Facebook: https://www.facebook.com/devotedstudios   🐦 Twitter: https://x.com/devotedstudios_  💬Discord:  https://discord.gg/6x46SWhC  💻 Visit the website: https://www.devotedstudios.com     #Metaverse #MetaverseAvatar #Meta #SpeakEasyPodcast #DevotedStudios  #DevotedFusion
In the 19th episode of the Devoted SpeakEasy podcast, Ninel Anderson interviews an honored Concept Artist and Art Director Jeremy Fenske who is currently working at Singularity 6. Jeremy is one of those guys who stood at the origins of Palia. He created the unique visual style of this charming game which was recently launched in its open-beta version. Ninel and Jeremy talk a lot about Palia’s development: how it all started, how the team was looking for inspiration and was building their processes, and what makes the game so special. Moreover, our guest shows the early concepts of Palia. It’s your unique chance to check them out. Jeremy Fenske’s story is extraordinary and his talent to switch between different art styles amazes. He had contributed to Elder Scroll Online and Destiny 2 before starting to work on Palia. Besides, Jeremy is known for his streaming activity. He hasn't been on YouTube for a long time. And now he is back. So meet him and check out the episode. Follow us on Social Media: Artstation: https://www.artstation.com/devoted-st... LinkedIn:   / mycompany   Facebook:   / devotedstudios   Twitter:   / devotedstudios_   Visit our website: https://devotedstudios.com/
Let's talk about outsourcing game development. It's an essential part of the industry and no one of prominent AAA titles wouldn't be released without it. However, some people consider external developers as something unreliable. In the 18th episode of the Devoted SpeakEasy podcast, we're going to break this myth and prove that outsourcing game-dev may be both efficient and high-quality. Besides, we try to find out how to set up a workflow, how to build communication with artists from different time zones and with different cultural backgrounds, what tools to use, and what to consider while preparing an outsource brief. Join the nice company of our host Ninel Anderson and her titled guest Tuan Ngo. Both of them are experienced experts in the field of external development. Ninel is the CEO of Devoted Studios which contributed to the production of Guild Wars 2, Halo The Masterchief Collection, WWE 2K22, Grounded, Angry Birds, and other prominent titles. Tuan had been working as an outsourcing specialist at Amazon. Before that, he had collaborated with Blizzards, EA, Konami, Snap Inc., and other studios. Listen to the episode, get useful insights, and feel free to share it. YouTube: https://bit.ly/3TEgbn4 Artstation: https://www.artstation.com/devoted-studios  LinkedIn: https://www.linkedin.com/company/devotedstudios/ Facebook: https://www.facebook.com/devotedstudios  Twitter: https://twitter.com/devotedstudios_   Visit our website: https://devotedstudios.com/ 
Prepare to be inspired as Virtual Production industry powerhouses discuss the transformative impact of virtual production on the filmmaking landscape. Gain valuable insights into the creative possibilities, technological advancements, and the future of virtual production as they share their firsthand experiences and expertise. Joan Bevan Webb, formerly a Strategic Brand Marketing Consultant (Media Webb) and VP of Entertainment Marketing & Business Development (Mav12), brings a wealth of experience and expertise to the table. Her illustrious client list boasts renowned names like James Cameron, Oliver Stone, Doug Trumbull, Tim Burton, and the Coen Brothers. With collaborations with industry giants such as IMAX, Pixar, Sony, DreamWorks, MGM, and Disney, Joan Bevan Webb has been at the forefront of cutting-edge virtual production techniques. Joining Joan Bevan Webb is Vitalii Boiko, Founder and CEO at PixelaLabs, a leading virtual production company. Known for their groundbreaking UE4/5 cluster rendering technology called nDisplay, Vitalii Boiko has been revolutionizing the virtual production landscape. With previous experience as a Lead Engineer at IndustrialVR and Software Engineer at EON Reality, DirecTV, Softline, and Frogwares, Vitalii Boiko brings a unique perspective and technical prowess to the roundtable. Completing the panel is Dani Bellar Pilukas, the Director of Physical Production at Lux Machina Consulting. With an impressive background as an Imagineer, Show Programmer, and Principal at Walt Disney Imagineering, Dani Bellar Pilukas has played a pivotal role in the development and engineering of cutting-edge technical video solutions for film and TV, broadcast, live events, and permanent installations. Her notable projects, including Star Wars: Rise of the Resistance (Thea Award 2020), Star Wars: Galaxy's Edge (Thea Award 2019), and Pandora: World of Avatar (Thea Award 2018), have showcased his innovative approach to physical production. Follow us on Social Media: YouTube: https://bit.ly/3TEgbn4 Artstation: https://www.artstation.com/devoted-studios  LinkedIn: https://www.linkedin.com/company/devotedstudios/ Facebook: https://www.facebook.com/devotedstudios  Twitter: https://twitter.com/devotedstudios_   Visit our website: https://devotedstudios.com/ 
Join us in this exciting episode as we delve into the world of animation, uncovering its future prospects, industry challenges, and common mistakes made by animators. Our special guest, Harvey Newman, a distinguished BAFTA Board Member, YouTube blogger, and renowned figure in the animation industry, shares invaluable insights on building effective teams and fostering cross-department collaboration. Harvey's remarkable journey encompasses notable positions, such as Animation Director at Build a Rocket Boy from 2020 to 2022, where he contributed his expertise to the upcoming “Everywhere” project. Prior to that, he served as a Lead Animator at DICE, working on acclaimed titles like Star Wars Battlefront 2 and Battlefield V between 2017 and 2020. Take advantage of this enlightening episode as we explore the future of animation, gain valuable insights from Harvey Newman, and uncover the secrets to success in this ever-evolving industry. Tune in to discover how to navigate challenges, avoid common mistakes, and unleash your animation potential! Check out the YouTube version of the podcast: https://youtu.be/X3Re0lwAiCI Visit our website and check out our projects: https://devotedstudios.com Follow us on Social Media: Artstation: https://www.artstation.com/devoted-st... LinkedIn: https://www.linkedin.com/company/devo... Facebook: https://www.facebook.com/devotedstudios Twitter: https://twitter.com/devotedstudios_
Watch the episode video version on our YouTube! https://youtu.be/w4gWNJlrIZg   Noah Kadner’s LinkedIn page: https://www.linkedin.com/in/noahkadner/   Visit our website and check out our projects: https://devotedstudios.com  Follow us on Social Media: Artstation: https://www.artstation.com/devoted-studios/   LinkedIn: https://www.linkedin.com/company/devotedstudios/   Facebook: https://www.facebook.com/devotedstudios     Twitter: https://twitter.com/devotedstudios_ Have you heard of Virtual Production? It's cutting-edge technology that has revolutionized the movie industry. Believe it or not, some of the blockbuster movies you've watched recently were created using game engines. In this episode, we'll explore the exciting new possibilities that Virtual Production offers filmmakers. We'll discuss the skills required for artists who work with this technology and the demand for professionals in this field. We'll also take a look at other industries that can benefit from Virtual Production and how to get involved in creating Hollywood's biggest blockbusters. Our special guest for today is Noah Kadner, a renowned figure in the Virtual Production world. He's the founder and editor-in-chief of VirtualProducer.io, co-founder of The Virtual Company, and a senior writer for Epic Games, Apple, and American Cinematographer magazines. Noah is also the author of the Virtual Production Field Guide series for Epic Games and the host of the Virtual Production Podcast.  So, tune in and join us for an insightful discussion on Virtual Production.
Join us as we sit down with Ryan Lastimosa, ex-Creative Director of Respawn Entertainment, to get insights from his wisdom and experience in the game industry. Our guest is an honored specialist who has designed hundreds of weapons for AAA Shooters: Call of Duty 4, Apex Legends, Titanfall 1, Titanfall 2, and more. We'll hear firsthand advice from Ryan on what it takes to build a successful portfolio and build a dream career. Our guest will also share his invaluable insight into achieving a balance between work and life. Tune in for this exclusive interview and learn how to create your own success story in the gaming industry!
In SpeakEasy Episode 29, we chat with Jesse Lee, the Concept Art Director at Striking Distance Studios, about how to create horror games and bring terrifying creature design to life. Jesse shares fun stories, and cool tips, and shows us how his concept art for games like Dead Space and Callisto Protocol is so creepy it’ll give you nightmares! We also spotlight some awesome work by Boris Turano. You'll love this episode if you love concept art, horror game design, or visual storytelling in games! Featured guest: Jesse Lee https://www.linkedin.com/in/jesseleeconceptart/ https://www.artstation.com/jesse_lee Artist Spotlight: Boris Turano https://www.artstation.com/birez   Topics Covered: Jesse’s start with Dead Space and what makes it so special What goes into creating a terrifying game The process of designing horror creatures and environments Overcoming limitations and finding inspiration A special shoutout to Boris Turano’s art How long does it take to bring horror to life in games? Tips & Tricks in Creating Horror Games
Join us for SpeakEasy Episode 28 The guest of the episode is Cecil Kim, Art Director of thatgamecompany ("Sky: Children of the Light" game) https://www.linkedin.com/in/cecil-kim-ba4985/  https://www.cecilkim.com/  Don't miss to subscribe on our YouTube channel https://bit.ly/45MiTfC  Timecodes for your convenient navigation: 0:00 Intro 2:17 A Back Story: The Team Behind ThatGameCompany 5:12 Taking the Next Big Step 9:03 Building the Direction of Sky 13:02 Taking Risks to Build A Masterpiece 16:41 Creating an Organic Social Interaction in Sky 17:53 Building Worlds: The Art of Sky 20:01 COZY: The New Feel in Games 21:12 Sky: The Bedtime Game 22:18 Creating Skyfest IRL for an Online Community 24:18 An Interactive Experience 25:25 The Transmedia Evolution 26:48 Creating an Expanded Universe 28:55 Working Across Multiple Projects 31:13 The Difficulty of the Gaming Industry 32:34 Ending In this episode of SpeakEasy, we sit down with Cecil Kim, the visionary Art Director behind Sky: Children of the Light from ThatGameCompany. Cecil takes us through the journey of building Sky—from assembling a talented team to taking bold creative risks that pushed the boundaries of social interaction in gaming. Discover how Cecil and his team created immersive worlds, brought a new sense of coziness to games, and developed transmedia experiences that expanded the Sky universe. Cecil also shares his insights on hiring top talent, managing multiple projects, and the challenges faced in today’s evolving gaming industry. Whether you're an aspiring artist, a game developer, or a fan of Sky, this episode offers a deep dive into the creative process behind one of the most unique games of our time. Don't forget to like, comment, and subscribe for more insightful episodes! 📣 Don't Miss Out! 🔗 Follow us on Social Media:  🎨 Artstation: https://www.artstation.com/devoted-studios   🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios   📘 Facebook: https://www.facebook.com/devotedstudios    🐦 Twitter: https://www.twitter.com/devotedstudios_    💬Discord:  https://discord.gg/6x46SWhC   💻 Visit the website: https://www.devotedstudios.com      💬 Tags:  #GamingIndustry #ArtDirection #GameDevelopment #SkyGame #CecilKim #ThatGameCompany #SpeakEasyPodcast #WorldBuilding #GameArt #CreativeProcess
🎙️ Welcome to SpeakEasy Episode 22! 🎮 Watch the video version on YouTube: https://youtu.be/HaEPtlDfYkc Timecodes for your convenient navigation: 0:00 Intro. 0:41 Emmanuel Valdez Introduction 2:16 Working with licenses in video games 6:38 Working with the Lego License. 10:10 Where High Moon Studio came from. 10:45 How to be an Art Director and a Co-Founder. 13:20 A Good Professional Artist. 14:19 Lego Masters anecdote 16:08 The importance of Research on working with Licenses. 18:42 Building a production Pipeline on working with different Brands. 24:45 Mixing Lego with the Real World. 28:00 Feedback sessions with Licensors. 31:00 Ending.  In this electrifying episode, our host Ninel Anderson engages in a riveting conversation with Emmanuel Valdez, a seasoned Art Director with over 30 years of gaming industry mastery. Emmanuel's illustrious career spans from directing AAA console games to founding and leading game development studios. Currently serving as the Art Director at Visual Concepts (2K Games), he brings his artistic genius to life in titles like the Lego 2K Drive. 🚀🎮 Join us as we unravel the secrets behind working with gaming giants, exploring Emmanuel's experiences with renowned franchises. Emmanuel Valdez shares his journey, insights, and the creative forces that drive the industry's most iconic titles, from the intricacies of creative direction to shaping entire gaming landscapes. 🌟 🔗 Stay connected with us:  🔹 Artstation: https://www.artstation.com/devoted-studios  🔹 LinkedIn: https://www.linkedin.com/company/devotedstudios/mycompany/  🔹 Facebook: https://www.facebook.com/devotedstudios  🔹 Twitter: https://twitter.com/devotedstudios_  🔹 Visit our website: https://devotedstudios.com/Stay Devoted! #SpeakEasyPodcast #GamingIndustry #Licensing #branding #Storytelling #DevotedStudios #LEgo
You’ve heard it everywhere by now - it’s a brave new world in gaming in 2020. And as people are more open than ever to finding ways to spend more time together online, there are thinkers who analyze these trends to figure out which companies and founders are worth investing time, energy - and of course, those big bucks - into. In E05 of Devoted Speakeasy, join host Ninel Anderson as she chats with Sam Englebardt, Managing Partner of Galaxy Interactive, Richard Kim, Partner at Galaxy Interactive, and William Rhys Dekle, Partner at Strategic Alternatives. Between them they’ve supported the likes of Mythical, Proletariat, DazzleRocks, and more. Find out how these decisions are made, straight from the minds of some of the industry’s most experienced and thoughtful investors. 14 Things to Know to Raise Money in Gaming in 2020: 01) (01:50) 5 things investors are looking for in a pitch 02) (03:53) How do investors do their due diligence on content? 03) (07:43) The Pitch Process, and case studies from Galaxy’s portfolio 04) (20:53) Cold calling investors vs. warm intro? 05) (22:42) Is building a “Founder Brand” a necessity? 06) (23:10) How to research investors? 07) (27:25) Are consultants helpful in raising money? 08) (29:17) Supporting each other is key! 09) (30:27) What is the difference between a lead investor and a follower? 10) (31:10) How do you price your business? 11) (36:05) Do your math! Is VC actually a good solution for you? What other options do you have? 12) (37:29) Overall time, from starting pitching, to term sheet draft, to final version. When would you actually receive the money in your account? 13) (38:55) What's the usual time between the rounds? What should the founder be doing in between rounds? 14) (42:52) How has the process changed with the advent of the pandemic? #devotedSpeakeasy #gaming #GamingVenture www.devotedstudios.com www.galaxyinteractive.io www.strataltllc.com
This episode is a master class in how to compel players to explore and thrive in fictional worlds. Christopher Barrett started out creating maps and mods as a fan of Myth, which led to opportunities at Bungie that have never stopped coming. Over the course of two decades, he has been an artist on Halo 1, Environmental Art Director on Halo 2 and Halo 3, Art Director of Destiny, Art and Game Director of Destiny 2, and now Game Director of an unannounced project. In E04 of Devoted Speakeasy, join host Ninel Anderson as she chats with Chris about: (2:18): Building worlds you want to explore (5:15): Using the concept of “postcards” to tease an idea of a place you want to visit (9:15): Drawing inspiration from beloved fiction from childhood (12:20): How to communicate personal achievement through the visual language of gear rarity (17:50): The importance of building upon existing, recognizable tropes (24:15): The challenge of helping artists in a big team find common language (30:40): The nuances between an Art Director and Game Director in leading a team (37:50): Being a social media ambassador for Destiny through its ups and downs
“If you truly want to tap into the talent of that person, and the sensibility of that person, you let them bring their own touch to that instrument. And the end result will be infinitesimally different, yet different nonetheless.” - Art Director Daniel Dociu on leading an art team like a conductor in an orchestra Daniel Dociu doesn’t need an introduction - he is one of the most renowned and beloved Art Directors of the games industry; the Art Father of Guild Wars. His concept art is the type of mindblowing work that makes one want to become an artist in the first place. In E02, join Devoted Speakeasy host Ninel Anderson as she chats to Daniel on topics such as: How to lead a team like a conductor (7:50); How the art teams of Guild Wars 1 and 2 were built (9:20); Things Daniel looks for in artists (20:20); How allowing aberrations in art style builds more plausible worlds (33:00); How to develop IPs? (35:40); Techniques and brushes (39:50), and the differences between original IP development vs movie based (42:30).
What can game art production learn from movies? How do you work as a team when every discipline has different priorities? How do you ship a world's favorite game when your only management tool is Excel?  In the very first episode of Devoted Speakeasy, join Devoted Studios CEO Ninel Anderson as she chats with Executive Art Director Lance Powell about the challenges of being a digital artist in the 90s, working in software that doesn’t have an “undo” button, how to inspire, lead the team and find middle ground with your peers… and much more! Lance Powell is an Executive Art Director with more than 20 years in the movie and game industries. He started his career in art in the 90s working on Mech Warrior ll at Activision, and developed his skills as a texture / surfacing artist working on  Lord of the Rings 2 / 3 and Shrek 2. After working on textures for Uncharted at Naughty Dog, he transitioned into Art Direction on Medal of Honor: Airborne, and has since served as North America Art Director at GameLoft, lead Art Director on Cloud Imperium’s Star Citizen, and more. -- FAIR USE NOTICE: This video contains copyrighted material the use of which was not always specifically authorized by the copyright owner. We are making such material available to the public for comment, news reporting and educational purpose. We believe this constitutes a fair use of any such copyrighted material as provided for in section 107 of the US Copyright Law. If you wish to use copyrighted material from this video for the purposes that go beyond fair use, you must obtain permission from the copyright owner. Namely: The Lord of the Rings: The Two Towers (2002) Company: New Line Cinema Source: https://www.youtube.com/watch?v=hYcw5ksV8YQ&t=2s -- Shrek 2 (2004) Company: DreamWorks Pictures Source: https://www.youtube.com/watch?v=xBgSfhp5Fxo&t=5s -- Uncharted: Drake’s Fortune (2007) Company: Naughty Dog, Sony  Source: https://www.youtube.com/watch?v=JGuNhvaL7A0&t=3s -- Medal of Honor: Airborne (2007) Company: DICE Los Angeles, EA Games  Source: https://www.youtube.com/watch?v=dQBYpmwB-u4 -- Star Citizen (2016) Company: Cloud Imperium Games Source: https://www.youtube.com/user/RobertsSpaceInd -- Battlestar Galactica (2004) Company: David Eick Productions Source: https://www.youtube.com/watch?v=U55zz4RhFks&t=214s -- Jak and Daxter: The Precursor Legacy (2001) Company: Naughty Dog, Sony  Source: https://www.youtube.com/watch?v=MTTISVFz8ow -- Medal of Honor 3 (2010) Company: DICE Los Angeles, EA Games  Source: https://www.youtube.com/watch?v=dQBYpmwB-u4 -- The Flintstones: Bedrock Bowling (2000) Company: Ubisoft, SouthPeak Games Source: https://www.youtube.com/watch?v=z74fVEiiXog&t=22s
Bret Robbins, Creative Director behind Dead Space and Call of Duty, joins Devoted SpeakEasy to share the unfiltered truth about creating a brand new AAA IP.🔗 Check out Brett on LinkedIn: https://www.linkedin.com/in/bret-robbins-a91a3350/TIMECODES:0:00 - Intro0:42 - Get to Know Bret Robbins2:41 - The Early Days of Dead Space6:17 - Breaking Through a Crowded Market20:08 - Creative Role vs Leading a Company31:08 - What Worked When Scaling a Studio43:27 - How to Build a Successful New IP48:16 - AI in Game Development50:02 - A Success Story53:01 - Blitz Round: Rapid Fire Q&A!55:33 - Ending🎮 What you will learn in this episode• Why launching a new IP is tougher than ever• The two things that make or break any game: a clear vision and a battle-tested team• How timing and market noise buried Immortals of Aveum• Lessons on early marketing, community building, and showing work in progress• How tight budgets and real constraints can spark better design• Remote versus in-studio production and what actually works for creative teams👉 Subscribe for more SpeakEasy episodes with game industry leaders and visit Devoted Studios to learn how our strike teams help studios ship ambitious games faster. → https://devotedstudios.com/ 🔗 Follow Devoted Studios on Social Media: 🎨 Artstation: https://www.artstation.com/devoted-studios  🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  📘 Facebook: https://www.facebook.com/devotedstudios   🐦 Twitter: https://x.com/devotedstudios_  💬Discord:  https://discord.gg/6x46SWhC  💻 Visit the website: https://www.devotedstudios.com     #GameDevelopment #gamedev #AAA #newIP #DevotedSpeakEasy #BretRobbins #DeadSpace #gameindustry #AAAGames #DevotedStudios #CoDevelopmentStudios #GameCoDevelopment
In this episode of Devoted Speakeasy, Ninel hangs out with Dimitri Berman, Lead Character Artist at Obsidian Entertainment, to talk about the chaos, creativity, and caffeine that went into building the cast of Avowed.TIMECODES:0:00 Intro1:34 What Avowed Is Really About4:03 Why RPG Character Pipelines Are So Complicated15:29 Step-by-Step: Creating a Character21:59 What It’s Like to Design 900 Characters with 3 Artists30:17 Creature Design vs Outfit Design in Game Dev38:03 What It Really Takes to Be a Character Artist41:45 What’s Next for Character Development43:24 Fail Stories46:35 Blitz Questions49:14 EndingWe get into:What it actually takes to build characters for a huge RPGWhy they switched engines mid-production (spoiler: lighting was a nightmare)What it’s like designing mushroom-infected people and ogres with six-packsHow much players really care about fashion… even in first-personAnd why creature artists are a little weird (in the best way)If you’ve ever tried making a character, shipped an RPG, or just love hearing the behind-the-scenes of game dev, this one’s worth sticking around for.👉 Like what you hear? Hit like, drop a comment, and don’t forget to subscribe. We’ve got more dev stories coming your way.🔗 Follow us on Social Media: 🎨 Artstation: https://www.artstation.com/devoted-studios  🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  📘 Facebook: https://www.facebook.com/devotedstudios   🐦 Twitter: https://x.com/devotedstudios_  💬Discord:  https://discord.gg/6x46SWhC  💻 Visit the website: https://www.devotedstudios.com     #ObsidianEntertainment #Avowed #GameDev #CharacterArt #DevotedSpeakeasy #RPGDesign #DevotedStudios #Metahuman
Ever wondered who animated your Sim yawning, or who decided they should clean toilets with that much personality? In this episode, we go behind the scenes with two of the creative minds who have shaped The Sims for over a decade.🚀 ✨ Jessica Stites (Art Director) and Lacey Banister (Senior Animation & VFX Director) from Maxis join Ninel Anderson to talk about everything from:Animating weird but lovable Sim momentsStaying creative while working on the same game for yearsThe necessity of cheat codes, The evolution of inclusivity and expansion packsThe real work behind making The Sims feel fun and familiarBeing female team leaders in a male-driven industryAnd yes… someone had to model every toilet. 🧼Watch the video version:https://youtu.be/7ZBwRHHLUtY 🚀 Check out our brand new Devoted Fusion platform – connecting game creators with curated freelance artists in minutes: https://shorturl.at/p1JgH 🔗 Follow us on Social Media: 🎨 Artstation: https://www.artstation.com/devoted-studios  🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios  📘 Facebook: https://www.facebook.com/devotedstudios   🐦 Twitter: https://x.com/devotedstudios_  💬Discord:  https://discord.gg/6x46SWhC  💻 Visit the website: https://www.devotedstudios.com     #TheSims #GameDev #DevotedSpeakEasy #Maxis #Animation #GameArt #WomenInGames  #SpeakEasyPodcast  #GameDevelopment #DevotedStudios
We’re shaking things up with our second in-person SpeakEasy episode - SpeakIndie. Ninel Anderson came to visit the Heart Machine studio and talked with Alx Preston, the studio's CEO. We filmed this interview in October 2024 but couldn’t release it earlier for some reason. A lot of things have happened since then. Heart Light Breaker was released in early access, Heart Machine suffered layoffs, Alx started a new campaign on Patreon, and much more. So all this stuff is not discussed here. However, the interview covers tons of resonating topics about our industry that shouldn’t remain silent:▶️ How to start and maintain the Kickstarter campaign▶️ How to communicate with publishers▶️ What is the current situation in the industry▶️ How to plan the budget for the project▶️ How to produce a game in the brand new genreIt’s personal, it’s insightful, and yes, it’s a lot of insights.Watch the video version of the interview:https://youtu.be/xP71U7EZPhM 🔗 Follow us on Social Media: 🎨 Artstation: https://www.artstation.com/devoted-studios 🔗 LinkedIn: https://www.linkedin.com/company/devotedstudios 📘 Facebook: https://www.facebook.com/devotedstudios 🐦 Twitter: https://x.com/devotedstudios_ 💬Discord: https://discord.gg/6x46SWhC 💻 Visit the website: https://www.devotedstudios.com The Heart Machine official site: https://www.heartmachine.com/ Hyper Light Breaker on Steam: https://store.steampowered.com/app/1534840/Hyper_Light_Breaker/ Alx Preston on LinkedIn: https://www.linkedin.com/in/alx-preston-a6729262/#GamingIndustry #GameDevelopment #HeartMachine #AlxPreston #IndieGameDeveloper #SpeakEasyPodcast #SpeakIndie #GameDevelopment #DevotedStudios
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