interview with Devine Lu Linvega
tags: interview
interview with Devine Lu Linvega, focused on Orca
interview with Johannes Lindqvist
interview with John Carmack
interview with Maynard James Keenan
interview with NotParadox
interview with NotParadox
interview with Lucas Pope about Return of the Obra Dinn
wywiad z Maciejem Bielskim
wywiad z Szymonem Kołeckim
interview with Justin Boreta
interview with Cornelius Dämmrich (so much struggle…)
interview with Chris Lattner
interview with Chris Do
interview with Peter Chung
“I think people, in order to work, they have to focus on the process because the content doesn’t inspire them. […] Blinded by the process so that they, you know, are interested in at least something because, yeah, it’s a hard reality when the thing that you’re working on just isn’t really good.”
“It’s completely wrong to apply the same standards of critique to works that are made with different intents.”
“We’re actually working on that now with Paul. We’re taking the sessions from the record, which were mixed and mastered some time ago, and we’re diving back into those and pulling elements out, and then re-recording more variation, more complimentary sounds. […] You know that you have to make a record and that the record has to make sense and be accessible, and at the same time you know that all of that music is totally destroyable and it’s going to be atomized and rendered in a great number of variations.”
“But the way it tends to play out is that most generated stuff tends towards ambient and quite granular, soft, synth-y stuff because the nature of a computer game as opposed to scoring a film means that the music’s never quite sure what action it’s about to be soundtracking. It could be anything because the player’s got agency. Having a soft, ambient soundtrack that can react very quickly tends to work best, but obviously the further you go in that direction the less memorable, the less melodic it becomes.”
interview with Amy and Ryan Green, parents of Joel and creators of “That Dragon, Cancer”
interview with James Thomson of PCalc: anecdotes from working at Apple and developing a calculator app for the most of the career
interview with Dan Grey
interview with Katie Rose Pipkin and Loren Schmidt
interview with Nate Simpson, the author of Nonplayer
Interview with the Workflow team. Kids these days…
interview with Ken Wong
interview with Andy Matuschak
interview with Simon Peyton Jones
interview with Aaron Foster, the creator of Routine — a semi-regular reminder that life of a game developer sucks
interview with Adam “Atomic” Saltsman
interview with Darius Kazemi starts at 27:10
interview with Michael Arias, the director of Tekkonkinkreet and producer of The Animatrix
interview with Daniel Gray
interview with the creator of Diablo and Torchlight
Simon Peyton Jones, coauthor of GHC, on types as APIs, Haskell intermediate language, 30k cores parallelism, Erlang as a Haskell library, CS education for kids, Google Dart, and more.
“I sometimes run a very old version of The Sims to optimize living conditions for two people with busy lives who want to achieve maximum happiness and self actualization. […] Turns out that an errant chair or a table configuration might cause undue friction and, over time, decrease joy and happiness. […] It’s kind of my version of debugging life, and it’s another reason why I have a PC lying around. I don’t play the game unless I’m trying to figure out a more optimal living condition. I don’t use this religiously by any means, but as more of thought experiment.”
“Powerful tools can be powerfully abused, but that doesn’t mean I don’t want them!”
“We’re delighted when people who can’t afford our books don’t pay us for them, if they go out and do something useful with that information.”