The DeepFriedGamer Podcast - podcast cover

The DeepFriedGamer Podcast

Matt Jacksondeepfriedgamer.com
Game designer Matt Jackson, a 10 year game industry vet, and his guests explore the world of game design and game dev to bring you their perspectives on how games are made. Explore the fundamentals to get you started on your first game, learn how small, medium and large projects come to life from a wide range of game devs and gain knowledge to build better games.
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Episodes

DFG 015: Tips for Creating Believable 3D animations for Video Games

On this episode of the deep fried deliciousness, I sit down with a good friend of mine - Seb Varas, Animator on Dead by Daylight. Seb brings us some delicious tidbits of an animating nature, as we discuss everything from how he got into the biz, his love and passion for animation ever since he was a kid, what he does on a day-to-day basis and even ‘what is animation’ (we actually started with that appetizer). So sit back, relax and enjoy our musings as you snack on anything delicious you might e...

Sep 18, 201725 min

DFG 014: Dead by Daylight: One Year Later

Hello again and greetings from the void! I know it’s been long (too long) since the last Deep Fried podcast, and I'm sure you’ve all been quite hungry for some unhealthy snacks. A few things have changed since you last heard from me: I’m back living in La Belle Province of Quebec and working at Behaviour Digital. I’m the Lead Designer on a new title that I can’t speak about yet, but I’m sure I will be able to share with you soon (ish). Now that that’s out of the way... on this episode Me and the...

Aug 10, 201737 minEp. 14

DFG 013: Diegetic, Non-Diegetic and everything in between: the audio stories of Destiny, Civilization 6 and Watch Dogs 2

How well do you know your game music? Could you tell a diegetic work if it smacked you in your ear holes? Cam Britton is here again with a delicious mix of auditory beverages including Destiny, Civilization 6 and Watch Dogs 2. We discuss the congruence of tone of the music of Destiny with it’s mix of solemnity and action (a personal favorite of mine), the ‘time travelling’ score of Civilization 6 (how do you make music for a game that passes through thousands of years??) and the diegetic, and su...

Feb 21, 201738 min

DFG 012: How Sound is Your Story

How you ask? Good sound design sets the stage for the action and immerses the player into the world of the game. It also enhances the narrative and aids in the telling of your story. Amazing and talented Cam Britton (Sound Designer at Ubisoft Toronto) speaks with me about the challenges of narrative immersion, environmental storytelling, and narrative progression through sound. We discuss how ‘walla’ is created and how sound designers work with actors to get the best performances. We also talk a...

Aug 10, 201638 min

DFG 011: What Made Dead by Daylight a Success

Welcome to another episode of the DFG. Me and Cote discuss the crazy success (and somewhat unexpected) success of ‘Dead by Daylight’. It’s been about 6 weeks since release and the game has seen some impressive numbers. One of the main strengths of the game is it’s connection to Twitch and esport: it’s unique blend of system based, replayable action has made it a staple on the streaming site even before release. Streamers have helped in the success by simply enjoying what they saw: their genuine ...

Aug 03, 201638 min

DFG 010: Soundplay/Gameplay

How do sound and gameplay come together for immersion and playability? What does a game designer expect from a sound designer? My good (and handsome) buddy Cam Britton is here to help me take on these topics and more on this episode of the Deep Fried Gamer Podcast. Audio can help teach the player important rules about the game without the use of incongruent text or other helpers that ruin immersion. Something we should all remember (it’s often forgotten) when we first start any feature. We discu...

Jul 19, 201628 min

DFG 009: The Final Days of Shipping Your Game: Fans and Trade Shows

What have we been up to recently? I’m currently loving the top-down blaster ‘Alienation’ (the game not the existential break from you and your surroundings. Read my analysis of the game’s top-notch engagement mechanics here ). Mr Cote is really enjoying a different unique (and great) title ‘Lovers in a Dangerous Space Time ’. We’re forgetting the big news however: Dead By Daylight release date and pricing has been announced! It is set for June 14th (the first day of this year’s edition of E3) an...

May 20, 201637 min

DFG 008: Foley, SFX and Music - Case Studies in Far Cry, Star Wars Battlefront, and Assassin’s Creed

Well the title really does say it all. This week Cam (audio designer at Ubisoft Toronto and all around great guy) and I discuss these hot topics with appropriate vim/vigor. We discuss how each contributes to the fun and immersion of each title inasmuch as this podcast allows. What is foley? Where did it come from, and who invented it? It’s a recording process invented by Jack Foley in the early days of sound cinema designed to ‘fill out’ the sound that was lacking from just the music score and t...

Apr 29, 201629 min

DFG 007: The Impact of Twitch on Game Design

Regular Kevin and I begin by discussing the merits (or lackthereof) of the 1994 Damon Wayan’s ‘comedy’ “Blankman”. This is a perfect segway into our discussion of the rise of, and massive importance of Twitch. Bought for about a billion dollars by Amazon a few years ago, it has an average viewership of 500 000 with a peak viewership of 23 million. A few more than this podcast. Just a smidge. So how does Twitch relate to game design? As your real estate agent says; Exposure, exposure, exposure. B...

Apr 22, 201632 min

DFG 006: Marketing your Game

This week ‘Mc Ote’ (catchy I think) and I begin by discussing his recent foray into the culinary arts, specifically bread. It’s not all smashing dough though. We talk about the fact that no matter who you are and how you market, you’re selling your game one copy at a time. It can be daunting, but also lots of fun if you’re interacting directly with your fans. We are both in agreement about how important it is to define your community: you can’t market your game to people if you don’t even know w...

Apr 07, 201638 min

DFG 005: Designing Difficulty

On today’s episode ‘Regular Kevin’ and I start by discussing the history of difficulty in games: how Nintendo’s (and the video game industry’s) technical and content difficulties in the 1980’s contributed to short, brutal games made by incredibly small teams (by today’s standards). I end up spoiling the news of the fate of the 1982 “ET The Extra Terrestrial” Video Game. Sorry about that. Kevin and I then move into ‘TLC’ territory and talk about his hoarding tendencies with codes for the original...

Mar 31, 201632 min

DFG 004: Designing Sound for Some of AAA's Biggest Brands

Today’s podcast features a new co-host: Cam Britton - Sound Designer at Ubisoft Toronto. We start by discussing his history and how he got into the ‘biz. Studying composing and arranging in school, Cam earned his chops in ‘romantic’ (but mostly in the summertime) Montreal, and New York City. Moving back to the Tdot (he doesn’t call it that, but I will) he joined Ubisoft Toronto’s office (just down the street from where he was living at the time) as one of the first employees in 2011. Cam shares ...

Mar 24, 201631 min

DFG 003: Planning - Extremely Important, Wildly Useless

In this ‘cast we tackle the important topic of how necessary, and pointless planning is. Confused yet? Our humor will guide you through. We also discuss the honesty and integrity of youtube comments. Are you REALLY confused now? (to be honest I’m starting to get a little mixed up...) And we wrap up by talking about how getting into the game industry as a QA tester might be a good idea.

Mar 17, 201636 min

DFG 002: Conversation with Mathieu Cote - Becoming a Producer

In this episode I speak with an old friend of mine; Mathieu Cote, Producer on Dead by Daylight at Behaviour interactive. I speak to him about how he got his start in the game industry (with me!), what it takes to be a video game producer and, a discussion about dev diaries and ‘transparent’ game design.

Mar 07, 201636 min

DFG 001: Who is Regular Kevin?

In this episode I speak with Kevin Neibert, game designer on ‘Livelock’, at Tuque Games. We discuss his background (he has a PhD!), and how he got into the business, his recent forays into PAX South and the ridiculousness that is Youtube comments. We also discuss our current gaming obsession ‘Helldivers’ and the possibilities of the newly minted VR space.

Mar 06, 201631 min

DFG 000: Origin Story

Who the hell am I? Why am I starting this podcast? In this inaugural episode I discuss my background, experience, my attitudes towards games and what this podcast will be all about.

Mar 06, 20163 min
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