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Sean Vanaman – Campo Santo

After completing the first season of Telltale’s critically acclaimed series The Walking Dead, lead writer Sean Vanaman and designer Jake Rodkin left to form their own studio – Campo Santo. For the last 10 months the team at Campo Santo has been hard at work on their first title, a mystery story set in the Wyoming wilderness called Firewatch. In this interview Sean and I discuss the challenges of starting a new studio, the fun
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Warren Spector – Denius-Sams Gaming Academy

In his D.I.C.E. 2013 keynote speech, Warren Spector observed “I have spent thirty years championing a very specific kind of game.” That kind of game is very systemic, encourages player creativity, and respects the power of a human story. Spector has applied this design philosophy to games in many different genres. At Origin Systems he worked on the narrative-heavy space combat series Wing Commander, the Ultima Underworld games, and System Shock. At Looking Glass he
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Dan McAuliffe – Independent

While the game industry has seen rapid growth in the past decade, the mobile sector in particular has exploded. What was once a niche area of game development has spawned entirely new genres, play styles, and markets. Dan McAuliffe has witnessed those changes firsthand. After working on dedicated mobile gaming devices like the GBA, PSP, and DS, Dan joined Glu Mobile and switched to smartphone development. His most recent position was Head of Studio at
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Chris Avellone – Obsidian Entertainment

Few people understand the confluence of game systems and narrative like Chris Avellone. Since his start at Interplay in 1995 Chris has been instrumental in the development of many influential RPGs. In this interview Chris and I discuss his recent kickstarter projects, the design process at Obsidian, and the challenges of developing modern RPGs.

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Brad Muir – Double Fine

In the first audio interview for MemoryLeak I speak with the always affable Brad Muir about his 13 year career in the game industry. Brad and I discuss Massive Chalice, Brazen, the challenges of running a crowd-funded project, and Double Fine’s relationship with publishers.