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Game Dev Advice: The Game Developer's Podcast - Working on Uncharted, 4-Day Work Week, Crunch, XTC, Psychology in Design, Sustainable Game Development, and the USC Games Program with Richard Lemarchand

Working on Uncharted, 4-Day Work Week, Crunch, XTC, Psychology in Design, Sustainable Game Development, and the USC Games Program with Richard Lemarchand

Explicit content warning

11/22/21 • 82 min

1 Listener

Game Dev Advice: The Game Developer's Podcast

I welcome Richard Lemarchand from the USC Games program tonight. We begin by discussing his Associate Professor role in the USC School of Cinematic Arts and the recent release of his book, A Playful Production Process, for Game Designers (and Everyone). Hear about how he got his first job at MicroProse, the importance of psychology in game design, along with wishing he’d known how to manage projects better when starting. We discuss the effects of crunch, the importance of managing projects, and how his book is a textbook of his class covering intermediate level design and production.

We then share stories of outdated GDDs, Mark Cerny’s Game Design Macro format, and moving over to Crystal Dynamics in the mid-90s to work on the Gex and Soul Reaver series. Hear about going over to Naughty Dog to work on Jax, the critically acclaimed Uncharted series, and how the game industry is really more like a dozen industries.

Learn Rich’s advice for game designers to understand psychology, systems dynamics, along with having T-shaped skills. Hear how soft skills were taught back at Crystal Dynamics, cultivating empathy, and treating others with respect. We then discuss Uncharted 2, his favorite game to work on, how well the team worked together, and the quality of the storytelling and the cast.

Hear about his interests in VR, immersive design, narrative design, and storytelling that doesn’t involve violence as a core mechanic. We then discuss how crunch is the biggest threat to the industry, how it’s getting better, and studios moving to the 4-day work week. Towards the end we get into a great story about promoting Uncharted 3, trivia about Jake’s journal, and his recommended games - Subnautica, Boyfriend Dungeon, Beast Breaker, Jett, and Ring Fit Adventure. At the end we discuss music, the band XTC, the importance of audio, his book, how to get in contact with him, along with his parting advice.

Bio:

Richard Lemarchand is an Associate Professor in the USC Games program at the University of Southern California, where he teaches game design, development, and production, and is working on a series of experimental virtual reality game design research projects as part of the USC Game Innovation Lab.

Previously he was a lead game designer at Naughty Dog and led the design of all three PlayStation 3 games in the Uncharted series, including Uncharted 2: Among Thieves, winner of ten AIAS Interactive Achievement Awards, five Game Developers Choice Awards, four BAFTAs, and over 200 Game of the Year awards. He also worked on Jak 3 and Jak X: Combat Racing for Naughty Dog, and helped to create the game series Gex, Pandemonium, and Soul Reaver at Crystal Dynamics. He is also the author of a new book, A Playful Production Process, for Game Designers (and Everyone), published by the MIT Press in October 2021.

Show Links:

A Playful Production Process, for Game Designers (and Everyone) MIT Press

USC Games program website

Jason VandenBerghe’s 2013 GDC Talk YouTube

*Soul Reaver 2 wikipedia

Game Design Workshop Amazon

Mark Cerny wikipedia

Naughty Dog website

Jax X: Combat Racing wikipedia

Uncharted wikipedia

Thinking in Systems Amazon

T-Shaped Skills wikipedia

Young Horses website

The Well-Played Game Amazon

Subnautica website

Boyfriend Dungeon website

Beast Breaker Nintendo

Jett: The Far Shore website

Ring Fit Adventure Nintendo

XTC Spotify

Connect Links:

Richard Lemarchand Twitter

Richard Lemarchand email

Richard Lemar...

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I welcome Richard Lemarchand from the USC Games program tonight. We begin by discussing his Associate Professor role in the USC School of Cinematic Arts and the recent release of his book, A Playful Production Process, for Game Designers (and Everyone). Hear about how he got his first job at MicroProse, the importance of psychology in game design, along with wishing he’d known how to manage projects better when starting. We discuss the effects of crunch, the importance of managing projects, and how his book is a textbook of his class covering intermediate level design and production.

We then share stories of outdated GDDs, Mark Cerny’s Game Design Macro format, and moving over to Crystal Dynamics in the mid-90s to work on the Gex and Soul Reaver series. Hear about going over to Naughty Dog to work on Jax, the critically acclaimed Uncharted series, and how the game industry is really more like a dozen industries.

Learn Rich’s advice for game designers to understand psychology, systems dynamics, along with having T-shaped skills. Hear how soft skills were taught back at Crystal Dynamics, cultivating empathy, and treating others with respect. We then discuss Uncharted 2, his favorite game to work on, how well the team worked together, and the quality of the storytelling and the cast.

Hear about his interests in VR, immersive design, narrative design, and storytelling that doesn’t involve violence as a core mechanic. We then discuss how crunch is the biggest threat to the industry, how it’s getting better, and studios moving to the 4-day work week. Towards the end we get into a great story about promoting Uncharted 3, trivia about Jake’s journal, and his recommended games - Subnautica, Boyfriend Dungeon, Beast Breaker, Jett, and Ring Fit Adventure. At the end we discuss music, the band XTC, the importance of audio, his book, how to get in contact with him, along with his parting advice.

Bio:

Richard Lemarchand is an Associate Professor in the USC Games program at the University of Southern California, where he teaches game design, development, and production, and is working on a series of experimental virtual reality game design research projects as part of the USC Game Innovation Lab.

Previously he was a lead game designer at Naughty Dog and led the design of all three PlayStation 3 games in the Uncharted series, including Uncharted 2: Among Thieves, winner of ten AIAS Interactive Achievement Awards, five Game Developers Choice Awards, four BAFTAs, and over 200 Game of the Year awards. He also worked on Jak 3 and Jak X: Combat Racing for Naughty Dog, and helped to create the game series Gex, Pandemonium, and Soul Reaver at Crystal Dynamics. He is also the author of a new book, A Playful Production Process, for Game Designers (and Everyone), published by the MIT Press in October 2021.

Show Links:

A Playful Production Process, for Game Designers (and Everyone) MIT Press

USC Games program website

Jason VandenBerghe’s 2013 GDC Talk YouTube

*Soul Reaver 2 wikipedia

Game Design Workshop Amazon

Mark Cerny wikipedia

Naughty Dog website

Jax X: Combat Racing wikipedia

Uncharted wikipedia

Thinking in Systems Amazon

T-Shaped Skills wikipedia

Young Horses website

The Well-Played Game Amazon

Subnautica website

Boyfriend Dungeon website

Beast Breaker Nintendo

Jett: The Far Shore website

Ring Fit Adventure Nintendo

XTC Spotify

Connect Links:

Richard Lemarchand Twitter

Richard Lemarchand email

Richard Lemar...

Previous Episode

undefined - Marathon Not A Sprint, ArtStation Is Key, Seizing Opportunities, Virtual Boy, Paying It Forward, Working In Mexico, Personal Projects, and My Origin Story with Glenn De Leon Garza

Marathon Not A Sprint, ArtStation Is Key, Seizing Opportunities, Virtual Boy, Paying It Forward, Working In Mexico, Personal Projects, and My Origin Story with Glenn De Leon Garza

I welcome Glenn De Leon Garza, a talented 3D artist on this episode. We begin by talking about the impact of COVID in Mexico, along with his responsibilities now as an art director. Then hear about his transition from being a 3D artist into an art director and management role, plus his thoughts on giving good direction.

We then transition to getting his first job as a 3D artist, the challenges of working in the industry from Mexico, and differences in salaries with the U.S. Hear what his first years were like as a new artist and his secret for getting better.

Learn what Glenn wishes he’d known when starting in the industry, advice he gives new artists, and needing to understand your weaknesses. Hear about the importance of finding a mentor and his secret to attracting people to his portfolio. We then discuss the importance of ArtStation, always having your portfolio ready, and advice on progressing through personal projects.

Learn Glenn’s thoughts on managing others, his favorite two projects to work on, and excitement around this new generation of PlayStation and XBox hardware when it’s truly next gen. We then discuss concerns around too many sequels, thoughts around VR, plus Nintendo's failed Virtual Boy.

Towards the end we examine the different communication styles with Eastern European developers, his current favorite game and the upcoming one he’s excited about. Then Glenn turns the table and interviews me about what I’m playing, working on Mortal Kombat, and how I got my start in the game industry. After being interviewed we wrap up with how to get in contact with him, along with his one piece of parting advice to others.

Bio:

Glenn De Leon Garza is a talented 3D artist heading up creative teams that have developed games including Star Wars: The Old Republic, Borderlands 3, Friday the Thirteenth: The Game and The Sims. He’s currently working from his home in Monterrey, Nuevo Leon, Mexico, and welcomes other artists to reach out since he’s passionate about helping others level up their skills and finding their way in the industry.

Show Links:

*Devoted Studios website

*CGBot website

*Star Citizen Wikipedia

*ArtStation website

*Nintendo Virtual Boy Wikipedia

*Fire Emblem: Three Houses Nintendo

*My TurboGrafx-16 Interview YouTube

*GameShark Wikipedia

Connect Links:

*Glenn on ArtStation

*Glenn on Instagram

*Glenn’s LinkedIn

Game Dev Advice Links:

*New: Game Dev Advice Patreon - help support the show if you find it entertaining or useful

*Game Dev Advice Twitter

*Game Dev Advice email ([email protected])

*Game Dev Advice website

*Level Ex website - we’re hiring

*Game Dev Advice Hotline: (224) 484-7733, give a call!

*Subscribe and go to the website full show notes with links

Learn more about your ad choices. Visit podcastchoices.com/adchoices

Next Episode

undefined - Game Dev People, Starting a Studio, Discord’s Power, Send the Resume, Steam’s Dead for Indies, and Dota 2 with Dan Nikolaides from Studio369

Game Dev People, Starting a Studio, Discord’s Power, Send the Resume, Steam’s Dead for Indies, and Dota 2 with Dan Nikolaides from Studio369

I welcome Dan Nikolaides, CEO of Symmetric Games and the CTO of Studio369 on this episode. We begin discussing his current role leading development efforts on their game MetalCore, along with the studio’s first game, Rune II. Learn about the concepts in MetalCore, how they found investors, and how he started in the industry.

We then dive into switching over to game teams, having projects canceled, and leaving to join Phosphor. Hear about shipping a bunch of games, then starting his studio in 2016. Learn about not being intimidated by hard problems along with the importance of a growth mindset. We then talk about the importance of new engineers knowing a game engine, the preferred language behind it, and having a strong engineering foundation.

Learn Dan’s advice for current engineers who want to grow and have more responsibilities, along with the kind of work most working leads actually do. Hear about the importance of being a good listener, rubber ducking, and what kills a person’s morale. We then discuss some of his favorite old projects, blockchain gaming, NFTs, and the Metaverse, and how different companies are approaching this space.

Hear about the industry’s challenge around content overload, Steam being dead for indies, and why it’s better to partner with a console. We then pivot into VR, their VR game in development, and how it’s a few years away from being a breakout platform. Towards the end we discuss working from home, game industry people, Dota 2, the struggles of starting a studio, how to contact Dan, and why now is the best time ever to be looking for a new job.

Bio:

Dan Nikolaides graduated from the University of Illinois in Computer Science,

and has been in the gaming industry for over 15 years. He’s well known for being an Unreal Engine guru, and has worked for companies like - Midway Games, Warner Brothers, Day 1 Studios, Phosphor Studios, and Symmetric Games.

His game credits include - Mortal Kombat, Stranglehold, Man of Steel, Gears of War, NBC’s Heroes, World War Z, WWE Immortals, Nether, Outpost Zero, and more. Dan’s currently the CEO of Symmetric Games and the CTO of Studio369 where he’s leading the technical and design direction of the studio’s game production for MetalCore, their upcoming release.

Show Links:

Rune II Steam

PlanetSide 2 Steam

BattleTech Centers wikipedia

Phosphor Studios website

Unreal Engine website

Simon Sinek YouTube

Connect Links:

Dan Nikolaides Twitter

MetalCore website

MetalCore Discord

MetalCore Trailer YouTube

Game Dev Advice Links:

Game Dev Advice Patreon - please help support the show if you find it entertaining/useful

Game Dev Advice Twitter

Game Dev Advice email ([email protected])

Game Dev Advice website

Level Ex Careers page - we’re hiring for tons of roles!

Game Dev Advice Hotline: (224) 484-7733

Subscribe and go to the website for full show notes with links

Learn more about your ad choices. Visit podcastchoices.com/adchoices

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