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Indie Dev Podcast
The story behind for favorite developers
Category: Video Games
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by Dave Voyles
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September 22, 2016 05:24 AM PDT

Andrew Peterson is a software engineer who has spent much of his timing building the N3S, a NES emulator which works on Microsoft's Hololens. Best of all, the current games on display are not only holographic images presented in world space, but , but are also 3D objects in the form of voxels. Although the project hasn't had an official release, you can still compile the source and get a feel for it yourself, if you have a hololens. A voxel editor is currently in the works as well.

• The source code can be found on GitHub
• Follow the project on Twitter or Facebook
• Videos can be found on the N3S Youtube channel
• Explanation of how the project works
• @and0p
• @pjdecarlo

• Super Mario Bros.
• HoloLens Showcase

Topics discussed

2D degree in graphic design

• The C Programming book
• Andrew explains how he got started in programming
• Biting off more than you can chew & scaling back
• Not having to write much Assembly code for the project
• RetroArch - Libretro emulator for the browser
• Object Attribute Memroy
• Dolphin Emulator for GameCube and Wii
• 3D NES - Ars Technica
• Kyle Orland -- awesome journalist
• It was extremely easy to get the NES ported to Hololens
• Hololens documentation
• Technical analysis of Batman: Return of the Joker on the NES

August 25, 2016 10:08 AM PDT
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The SNES was introduced to America 25 years ago, today. With that console came a plethora of 16-bit JRPGs, which would inspire developers for generations to come. The distinct art style, sound effects, and turn-based gameplay is what attracted so many, not to mention the engaging storylines which could last for 40+ hours.

Six years ago a group of developers banded together to create a whimsical 16-bit JRPG in the vein of what came in the 90s, and built it on some of your favorite pop-culture references and icons of the era. This title came to be known as Barkley Shut up and Jam! Gaiden.

Tales of Games is back at it again, this time with Barkley: 2, and went to Kickstarter to get the word out. In total, they had 4,636 backers pledge $120k to get the game out the door.

Today, I have with me Liam Raum and Jesse Ceranowicz from the team.

July 08, 2016 01:21 PM PDT

On the first episode of the Indie Dev Podcast, I interview Samantha Kalaman of Timbre Interactive. Follow along as she illustrates how she got her start by working with Unity in Denmark, before returning to her hometown of Seattle to take a job at Amazon. All the while she kept her dream project alive, and has finally brought Sentris to Kickstarter.

Kickstarter – Sentris
Timbre Interactive

June 16, 2016 02:19 PM PDT

This week is a bit different. I've got my co-worker in DC, Shahed Chowdhuri on the show, along with Pek Pongpaet (pong-pat) and Daniel Pesina. Shahed and Pek grew up together, and Pek met Daniel while studying at his Wushu.  Daniel played Johnny Cage and ninjas Sub-Zero, Scorpion, Reptile, Smoke, and Noob Saibot in several Mortal Kombat games, and Pek has worked on 6 MK games spanning 10 years.


Master Pesina is perhaps most famous for his work as Johnny Cage and the ninjas in the first two Mortal Kombat games. He has also worked on films such as Teenage Mutant Ninja Turtles II: Secret of the Ooze, Book of Swords, Press Start, and Mortal Kombat Fates Beginning, winner of the 2015 Urban Action Showcase Best MK Film award.


Pesina appeared as one of Shredder's foot soldiers in the 1991 film Teenage Mutant Ninja Turtles II: The Secret of the Ooze.


Pongpaet’s expertise ranges from product design and development, and martial arts. Prior to Pinstagram, Pongpaet was VP of Product at Spoton, a loyalty and social media company. He's worked at Accenture Technology Labs in the research department coming up with next generation user interfaces.


He was introduced to  Chinese martial arts (Wushu) late in life when he met Master Daniel Pesina in 1998. He opened Pek to a new world of skill, discipline, artistry and mastery that would come to consume and permeate all of his life. His martial arts experience has led to motion capture roles in 6 Mortal Kombat games over the next 10 years.


[T3:00] Where did the idea of Mortal Kombat come from?

[T5:30] Studying martial arts

[T7:45] Trying out for mo-cap in MK5

[T9:20] Van Dam was planned to be the original Johnny Cage

[T13:30] Can independent developers utilize motion capture today?

[T15:45] How car has mo-cap come? The early days of Mortal Kombat

[T20:45] Lost Mortal Kombat footage and digitized sprites

[T25:00] What keeps these two busy today?

[T28:45] What are the benefits of martial arts?

[T32:00] Studying Wushu

[T34:45] Question of the week

May 27, 2016 07:42 AM PDT


Developed by Neon Deity Games, Shutshimi: Seriously Swole is a randomized shoot'em up about a muscle-bound fish with memory problems defending the seven seas. But there's a catch (there's always a catch): you've been cursed with an incredibly short attention span. Combat waves and upgrade cycles only last 10 seconds a piece.

Listen to the podcast

Download the .mp3

Subscribe via iTunes

Topics Discussed

[T1:30] Armless Octopus

[T4:10] Getting started in games with a game jam

[T7:02] Gameplay footage

[T9:10] Composing the soundtrack with Famitracker

[T11;13] Game development engine used

[T17:00] Accessibility

[T23:30] Their next game (footage!)

[T31:50] Question of the week

[T34:40] The new Mighty No 9 trailer looks terrible

Where to find them

All music is courtesy of Benjamin Briggs

Benjamin Briggs

Intro / Outro: Diddy Kong Racing – Hi There! (Lobby)

March 17, 2016 12:17 PM PDT
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Michelle and James Silva are a duo of developers based out of the Pacific northwest, perhaps best known for their work on the Xbox 360's Xbox Live Arcade, through their Dishwasher titles, as well as Charlie Murder.

Before that however, Ska Studios created the infamous I MAED A GAM3 W1TH Z0MBIES 1N IT!!!1, using Microsoft' XNA framework for the Xbox 360, which went on to sell more than 300k copies. Earlier this week, Ska Studios released their first PS4 title, Salt & Sanctuary.

March 10, 2016 01:35 PM PST

Nick Robalik is an independent Game Designer & Developer who started the NYC-based game studio PixelMetal in 2012. His goal is to make fun, entertaining games for people of all backgrounds and ages. His professional career spans over 15 years of Art & Creative Direction in the advertising and marketing industries, including work for Audi, Coca-Cola, Google, M&M’s and Samsung. Nick also spent time as a professor at both Drexel and Temple Universities in the fields of interactive design and computer animation, and has been published on the topics of computer animation and digital audio production.

Nick’s newest game project, Sombrero, marks his return to commercial game development after 10 years. Advertising work is paying for the development. Please don’t hold that against him.

February 11, 2016 03:27 PM PST
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This week I am joined by Chris Love, who is a Microsoft MVP for 8 years ASP.NET and is now making the transition to the new category, front-end web dev.

Chris has an extensive background in web development, and specifically around performance, which is one reason I wanted to bring him on the show, but also to illustrate how his penchant for tracking information lead to a recent transformation. Chris lost 66 pounds in 108 days and wrote a book to illustrate how. After reading through it, I realized how meticulous in tracking his numbers through his Microsoft Band, but also with the Xbox Fitness app.

In this episode, we'll discuss how developers can implement meaningful metrics into their apps to encourage repeat activity and tracking of such statistics.

Listen to the podcast

Download the .mp3

Subscribe via iTunes



Topics discussed:

Path to Perf podcast [2:45]

whatdoesmysitecost.com [10:45]

Radio Free Europe [11:20]

webpagetest.org [12:15]

Google kills Flash [14:30]

Yes, Fast Food Frameworks Cost Too Much [19:30]

Basel metabolic rate [35:15]

Microsoft Band [37:00]

Excess post-exercise oxygen consumption [49:00]

Tabata workout [50:00]

J.J. Watts eats around 9k calories per day [54:00]

J.J. Watt Xbox Fitness [56:00]

Xbox Fitness [58:00]

HTTP Archive [1:12:00]

Benjamin Briggs

All music is courtesy of Benjamin Briggs.

Intro / Outro: Diddy Kong Racing – Hi There! (Lobby)

January 25, 2016 08:06 AM PST

Howard is an industry veteran who now works in academia at Shawnee State University's game development program in Ohio. Before working in education, Howard had roles at AMD, as well as Sony, specifically at Verant in San Diego, where he worked on Everquest.

As someone who has spent a large amount of time playing this game during my middle and high-school years, I'm a huge fan. We discuss his time building lasers for the Department of Defense, writing assembly code to optimize Everquest, as well as finding work on BBS boards in the mid-90s.

This is our longest episode yet, and perhaps the most technical one (or at least on par with the FNA episode!)
Shawnee State Gaming & Simulation program
Topics discussed:

Benjamin Briggs

All music is courtesy of Benjamin Briggs.

Intro / Outro: Diddy Kong Racing – Hi There! (Lobby)

January 21, 2016 07:31 AM PST

Ethan Lee is a software engineer based out of Georgia, who has a history of working on what previously XNA, but is now his own open source fork of the project. Along the way, he has ported a countless number of titles for independent developers across a broad spectrum of platforms including PC, Mac, and Linux.

This is the longest and by far the most technical episode that we've had yet. Don't let that intimdate you though, as there is a lot to learn here. It's inspiring to see a young person learn so quickly (he only started coding 4 years ago!), and have such deep technical knowledge.

On this episode we discuss speedporting, or the process of moving games to new platforms in the shortest period of time, as well as many of the 36 ports he has done since he got started. If software engineering or graphics programming is your thing, then this episode is perfect for you.


All music is courtesy of Benjamin Briggs.

Intro / Outro: Diddy Kong Racing – Hi There! (Lobby)

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