Up Up Down Down - podcast cover

Up Up Down Down

Allen Pike and Nigel Brookewww.upup.fm
The podcast about what's wrong and right in the games industry. App developers Allen Pike and Nigel Brooke host an interesting guest each week. Chaos ensues.
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Episodes

48. We Made a Game

Malin Sundberg joins us to discuss Two Spies, the new turn-based iOS spy strategy we’ve made, along with its UI, Swift as a game development language, and the pros and cons of shipping a game as a side project. Two Spies The game on the App Store Steamclock

Jan 23, 20201 hr 32 min

47. You Suck at Micro

Soren Johnson joins us to discuss making strategy games. We discuss his new game Offworld Trading Company, touch on his work on the Civilization series, and the challenges of balance. Afterward, we express our early bewilderment at Overwatch. Offworld Trading Company Designer Notes

Jun 18, 20161 hr 4 min

46. Goofy as Heck

Serenity Caldwell joins us to discuss the Apple TV as a gaming platform. We talk about what games we’ve tried so far, the weaknesses of the Siri Remote, and what kind of games could be great on Apple TV. We discuss runner games, party games, and gams that are purposely bad. Afterwards we talk about Star Wars, since this episode was recorded in December when that was the cool thing to do. Alto’s Adventure Space Age SongPop Party @settern on Twitter and Instagram Serenity’s writing on iMore The In...

Mar 06, 20161 hr 21 min

45. How the Hell to Make Firewatch

Campo Santo’s Nels Anderson joins us to discuss making narrative games, and in particular, Campo Santo’s new hit game Firewatch. Waving the spoilers flag high, we dig in to what makes Firewatch tick, the crazy world of branching narrative, tricky aspects of making the game, flapjacks, and the horrors of first-person character models. Afterward, we talk about weird bugs, The Witness, and 1988. Let Me Pick Three Colors , UpUp #41 with Jane Ng Firewatch! IGN interview with Campo Santo The hilarious...

Feb 19, 20161 hr 17 min

44. You're Buying a Child

Chris Bourassa , Creative Director of Red Hook Games, joins us to talk about their hit new game Darkest Dungeon. We talk fairness, difficulty, early access, and corpses. Then we dig in to Chris’ art direction, including the look and feel of the characters, and the tools and processes he uses to create the game’s distinctive art. Afterward, we talk about some of the games we’ve been playing, stealth, and magic whales. Darkest Dungeon Full Indie Summit The art of Mike Mignola and Mike Davis The Sp...

Jan 23, 20161 hr 11 min

43. What the Heck?

Tiff Arment joins us to discuss the ups and downs of survival games. We dig in to stark and frozen landscape of The Long Dark, the dark whimsy of Don’t Starve, and Minecraft’s role in kickstarting the whole genre. Afterwards, we discuss Prison Architect, the hardest difficulty in The Last of Us, Goat Simulator, and podcast microphones. Hunger in Minecraft Hinterland Games’ The Long Dark Klei’s Don’t Starve The noble beefalo Up Up Down Down 26, with Don’t Starve’s audio designer Matt Marteinsson ...

Nov 15, 20151 hr 9 min

42. Flood Their Cities With Poop Water

Karoliina Korppoo, Lead Designer on Cities Skylines , joins us to discuss simulation games. We discuss the challenges of simulations, making traffic work, cruise ships on land, focusing on fun, and poop water. Afterwards, we discuss the new expansion After Dark, Diablo, and the glory of single-player games. Cities: Skylines The Cities Skylines Reddit The Poop Powered City The Paradox Forums for Cities @Cities_PDX Skylines After Dark...

Oct 29, 20151 hr 1 min

41. Let Me Pick Three Colors

Firewatch’s 3D Artist Jane Ng joins us to disuss 3D art in indie games. We talk about some of the remarkable ways Campo Santo has made Firewatch look beautiful and distinctive. We discuss procedural sky generation, stylistic fog systems, and general challenges with making art for games with small teams. Afterwards, we talk Dragon Age Inquisition, Mario Maker, and avoiding playing Destiny. Firewatch’s release date reveal : February 9, 2016 Jane’s GDC talk on the Art of Firewatch Paolo’s blog post...

Oct 12, 20151 hr 2 min

40. The Les Miserables Barricade

We’re back for Season 2! Game designer Bobby Ross joins us to talk level design. We talk about the process of designing levels, lighting technology in 3D games, how to create balaced PvP, invisible walls, and other challenges of level design. Afterwards, we talk about what we liked at PAX. Bobby Ross’ game design tutorials Uncharted 4 trailer from E3 2015 Battleborn Unreal Engine 4.9 release notes Orcs Must Die Darkest Dungeon Kingdom, a pixel art adventure Distance , the craziest indie megaboot...

Sep 28, 20151 hr 35 min

39. Strumming the Strum Button

Isometric’s Steve Lubitz joins us to talk rhythm games. We start with the strange origins of rhythm games on the PlayStation in the 1990s and the craze of DDR. We dig in to the rise of plastic instruments, the joy of getting good at Rock Band, and the Great Plastic Crash of 2009. We touch on dance and karaoke games, and finish on what it takes for 3D to impress John Carmack. The surreal experiences of Parappa the Rapper and Vib Ribbon UpUp No. 2, “A Perfect Storm of Crummy Business Decisions” on...

Mar 27, 20151 hr 24 min

38. The Bullet Spongiest Bullet Sponge

Michael “Rands” Lopp joins us to talk Destiny. We briefly discuss its budget and profitability before digging in to the question of why, despite its problems, it’s a fun game. We dissect the Crucible PvP mode, matchmaking, the story or lack thereof, leveling, and bullet sponges. Afterwards, we fail at going off topic and talk about the expansion, raiding, voice acting, and the surprisingly clever UI. Rands’ take on Destiny Bungie on weapon tuning and TTK Bungie on game modes over on Planet Desti...

Mar 06, 20151 hr 20 min

37. Early Access Without Any Access

John Walker , co-director and editor of Rock, Paper, Shotgun, joins us to discuss the state of PC gaming. We talk Early Access, Kickstarter, preorders, and the many pitfalls therein. We dig in to the profitability of PC ports, dismiss various kinds of football, dissect the longevity of old-school games, and try to guess the fate of Oculus. Afterward, we discuss terrible Early Access games, terrible hilarious games, and Allen’s latest terrible game idea. Rock, Paper, Shotgun Spacebase DF-9’s earl...

Feb 06, 20151 hr 25 min

36. Scintillating Amazon Javelins of the Whale

Noel Berry , developer of the upcoming procedural platformer Skytorn, joins us to discuss procedural content in games. We talk about Skytorn and how its levels are built, and discuss many other indie games with procedural levels, from Minecraft to Don’t Starve. We dig in to what kinds of games generated content works for and what kinds it doesn’t, and how to model Paris with only a few hundred artists. Noel’s upcoming game Skytorn The edge of the world in Minecraft Spry Fox’s Road Not Taken Klei...

Jan 22, 20151 hr 3 min

35. We're Made of Bells and Whistles

Maya Kramer , indie game marketing extraordinaire, joins us to talk PR and marketing. We discuss conferences and expos, getting the word out about indie games, the story of Towerfall, and how games filter up from the noise to journalists and platforms. Afterwards, we talk PSN outages, getting killed by dragons, and dystopian nudity. GDC , PAX , and the many conferences for game developers Rami Ismail , Vlambeer’s developer and prolific business guy The Frankfurt Book Fair Devolver Digital The wo...

Jan 06, 20151 hr 8 min

34. Watching someone else play Minecraft

John Moltz , co-author of The Visual Guide to Minecraft, joins us to discuss the weird and wonderful world of Minecraft. We discuss why kids are obsessed it, managing servers, mods, Java, and trolling. Bonus: Nigel does a special interview with three further subject experts - his kids. Moltz’ book on Minecraft, Visual Guide to Minecraft The bizarre world of Minecraft mods The Bukkit Minecraft server The Rasberry Pi Mineblock server Indiegogo Attention Mining , John’s article for The Magazine on ...

Dec 12, 20141 hr 23 min

33. Being a Good Citizen on the Platform

Matt Comi of Big Bucket joins us to discuss developing games on Apple platforms. We talk about Matt and Neven Mrgan’s new game Space Age, porting games written for iOS and the Mac, Swift and Objective-C as languages for game development, and building the game engine and level editor for Space Age. Afterwards, we talk about a couple of the recent game industry travesties. Big Bucket’s new iPad game, Space Age UpUp #12 , where we talked to Neven Mrgan about Space Age and retro games Mike Bithell o...

Nov 28, 20141 hr 7 min

32. Perfect Combination of Quality and Quantity

This week Federico Viticci joins us to talk digital distribution. We discuss about Nintendo’s attempts to court indie developers compared to Sony and Microsoft’s, the programs that make cross-plaftorm development plausible for indies, the various digital download platforms both on the consoles and the App Store, curation on the App Store and Steam, the effects of discounting on games. Federico’s shows Connected and Virtual on Relay FM Gamasutra’s interview with Nintendo on indie games Shovel Kni...

Nov 24, 20141 hr 22 min

31. I Want to Kinda Annoy People

Desert Golfing’s Justin Smith joins us from an alien spaceship to discuss reward in games, or a lack thereof. We talk about the world’s reception to his game Desert Golfing, and game design tools like high scores, story progression, leveling up, and sparkles. We also touch on Justin’s games No Brakes Valet and Enviro-Bear 2000, and the inherent reward you get from watching an indie developer you love succeed. Desert Golfing on the App Store Desert Golfing is Life on Medium The history and rebirt...

Nov 15, 201454 min

30. Talking About Caragors

Isometric’s Georgia Dow joins us to discuss good and bad enemy AI. After an important word on Gamergate, we dig in to the sophisticated AI of Pac-Man. We go in depth on Shadows of Mordor and its Nemesis System, and the AI in various other games, stealth and otherwise. Allen complains about bad RPG AI, Nigel tells us of bad car AI, and Georgia gives us some very crucial information about pandas. Isometric 24 where Brianna Wu discusses the awful harassment and threats she’s received Gamergate cove...

Oct 30, 20141 hr 7 min

29. Shakespeares Were Five Acts

Ryan Payton , in the midst of shipping Episode 3 of the critically acclaimed République , joins us to discuss episodic games. We start with a diversion into the challenge of supporting slower and older devices, then talk Season’s Passes, approaches to releasing game episodes, Telltale Games, and then go more in depth on République. Afterward, we talk about Destiny, Shadows of Mordor, console sales numbers, and buy some games on PSN. Camoflaj’s République The iPad zombie , Allen’s article about o...

Oct 23, 20141 hr 22 min

28. 400,000 Boar-killing Bots

Kristen Bornemann , Development Director of the critically acclaimed MMO Guild Wars 2, joins us to talk scaling MMOs and other games. We talk about smooth and rocky launches, the death of “realms”, and Guild Wars 2’s novel business model. We also discuss hackers, shipping bi-weekly updates, and Blizzard’s Titan. We finish on a dark and stormy note. Massively’s Archeage interview Patrick Wyatt on Scaling Guild Wars for massive concurrency Kristen’s GDC Talk, “ Every Two Weeks: Accelerating Guild ...

Oct 18, 20141 hr 18 min

27. A Tiny Game That You Can Play Forever

Asher Vollmer , creator of Threes and Close Castles, joins us to talk puzzle games. We discuss the process of designing developing Threes, and what goes in to making a great little puzzle game. We then talk about the whimsical minimalism that works so well in indie games, and how to bring them to life. We talk about difficulty, complexity, and how to tune games. We touch on the effects of free to play on puzzle games, and how it makes us feel weird. Afterwards, we talk Wii U games, Divinity: Ori...

Oct 03, 20141 hr 14 min

26. Final_Final_REAL_FINAL_v5.wav

Matthew Marteinsson , audio designer at Klei Entertainment, joins us to discuss sound design in games. We talk about the various techniques Matt used in Klei’s recent game Don’t Stave, from bees to gobblers. We discuss recording sound effects, what makes great sound design, what makes bad sound design, and some of what makes voice acting a pain. We also touch on Destiny, and get a little epic. Don’t Starve FMOD The existence of Electronic Wind Instruments The Bastion Narration that was recorded ...

Sep 23, 20141 hr 12 min

25. So Unreal is Just Amazing

Martiancraft’s Jeff LaMarche joins us to discuss 3D game engines. We discuss the core features of a game engine, what Unity brings to the table, and why it has become so popular for indie games like Martiancraft’s Republic Sniper . Then we dig in to Unreal, Jeff’s team’s switch to it from Unity, and what makes it so wonderfully fantastic. Jeff’s blog post An Unreal Decision on switching away from Unity Unity Licensing Republic Sniper List of Unreal Engine games Blueprints in Unreal Engine BRDF l...

Sep 05, 20141 hr 32 min

24. Walking with a Voiceover

Daniel Cook of Spry Fox joins us to discuss content-focused and system-focused game design. We talk about the rise of narrative games like Gone Home and Journey, and contrast them to system-centric games that offer deeper gameplay, at the expense of greater risk to game developers. We talk about how these forces have affected Spry Fox’s games, and dig in to their latest, Road Not Taken. Dan’s Lost Garden article, How game forms are shaped by their environment Full Indie Summit Machinations Dan’s...

Aug 15, 20141 hr 14 min

23. How Not to Doom Yourself

Curtis Lassam joins us to discuss the great failures in video games. We kick things off with Jurassic Park: Trespasser, then learn about Curtis’ Three Rules to Not Doom Yourself. We follow the rocky career of Tim Schafer, then Nigel tells us all about Daikatana. Afterwards, we bat around a bad idea for a video game, and talk couch co-op games. Research Indicates Let’s Play Trespasser Physics Bugs in Trespasser Gamasutra’s post-mortem of Trespasser Poor Tim Schafer Grim Fandango and Old Man Murra...

Aug 08, 20141 hr 7 min

22. Games Are Things Made By People

Adam “Atomic” Saltsman joins us to discuss collaboration and sustanability in the world of indie games. We talk about Adam’s new venture Finji Games, and collaborating with fans, from early access to Earliest Access. We fondly remember Canabalt, remember that critical hits aren’t always commercial hits, and discuss how contracting fills the gaps between projects. We finish by discussing the intense competitive pressure in the indie market, and the daunting task of building a 3D game. Finji Games...

Jul 18, 20141 hr 10 min

21. A Complete Tub of Crap

Guy English returns this week to discuss 3D graphics APIs, so hold on to your butts. We start with the origins of the GPU, and recount the evolution of graphics APIs. We dig in to what a modern GPU actually does, and then discuss Apple’s new graphics API, Metal. Guy and Nigel reminisce about just how horrible programming for the PlayStation 2 was, we talk latency, and finally Guy explores his relationship with Riddler trophies. OpenGL The good but weird Voodoo GPUs 3dfx’ Glide API Microsoft Dire...

Jul 18, 20141 hr 39 min

20. That's Not My Shepard

Brianna Wu and Amanda Warner of Giant Spacekat Games join us to talk about narrative in games. We talk about our favourite storylines, the development of Giant Spacekat’s imminent game Revolution 60, Unreal Engine, hand-crafted animations, and some initial thoughts on the final build of Revolution 60. Giant Spacekat’s Revolution 60 for iPad The Isometric Podcast Journey driving Thatgamecompany to bankruptcy Unreal Engine’s Matinee system Parasite Eve Final Fantasy X Railroading in RPGs The Last ...

Jul 12, 20141 hr 31 min

19. They Shipped It Anyway

Philippe Casgrain of NSNorth and formerly of Transgaming joins us to discuss porting games. We discuss the technologies behind virtualizing games on the Mac, ports gone bad, and the effects of consoles on the PC versions of games. Then, we talk a bit about Wii U games and Hearthstone. Transgaming WINE Cedega MiniGL , the subset of OpenGL that 3dfx shipped to get Quake ported to their cards Cider Steamclock Software Mario Kart: Double Dash New Super Luigi Bros. U 3D Bros. Hearthstone Super Puzzle...

Jul 04, 20141 hr 5 min
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