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S2E4. Know your limits. Tim Cain on Fallout, Bloodlines and His Ups & Downs

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Manage episode 346945382 series 2947771
Content provided by The House of the Dev. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by The House of the Dev or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Raphael Colantonio and Peter Salnikov talk to programmer and game designer Tim Cain, co-creator of Fallout, Vampire: The Masquerade - Bloodlines, Outer Worlds and other cult classic RPGs.

- How to understand your professional limits and what to do next;
- Reactive worlds: when the game strikes back everytime the player does something meaningful;
- 40 years in the game industry: what's changed for the better, and what got worse;
- How do modern-day monetizing mechanichs affect game design?
- Peace between the creative and the entrepreneurial;
- Nobody's got time to read that fancy manual. The availabilty of modern games.

This and much more - only in the new episode of The House of The Dev podcast.

  continue reading

33 episodes

Artwork
iconShare
 
Manage episode 346945382 series 2947771
Content provided by The House of the Dev. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by The House of the Dev or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Raphael Colantonio and Peter Salnikov talk to programmer and game designer Tim Cain, co-creator of Fallout, Vampire: The Masquerade - Bloodlines, Outer Worlds and other cult classic RPGs.

- How to understand your professional limits and what to do next;
- Reactive worlds: when the game strikes back everytime the player does something meaningful;
- 40 years in the game industry: what's changed for the better, and what got worse;
- How do modern-day monetizing mechanichs affect game design?
- Peace between the creative and the entrepreneurial;
- Nobody's got time to read that fancy manual. The availabilty of modern games.

This and much more - only in the new episode of The House of The Dev podcast.

  continue reading

33 episodes

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