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The Debug Log

The Debug Log

thedebuglog.com

Welcome to The Debug Log, a podcast about game development. Hosts Andrew, Obinna, and Ryan are all professional game developers. From games for health care to AAA mobile games, these guys have experienced it all and have the scars to prove it. That being said, this is not your typical developer podcast. The Debug Log balances in-depth discussions and interviews with a casual and wry sense of humor. Aiming to be both entertaining and informative, the show targets developers of all skill levels. Whether you’re just getting started or have several games under your belt, you’re sure to find something of value. Join them each week as they deep dive into the evolving world of game development.
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Top 10 The Debug Log Episodes

Goodpods has curated a list of the 10 best The Debug Log episodes, ranked by the number of listens and likes each episode have garnered from our listeners. If you are listening to The Debug Log for the first time, there's no better place to start than with one of these standout episodes. If you are a fan of the show, vote for your favorite The Debug Log episode by adding your comments to the episode page.

From flunk to hunk!

In this week's episode, we have the privilege of sitting down with the Studio Technical Director of "Sprockets," Benjamin Jordan, who talks about his experience, growth, and the lessons he's learned as a TD. Knowledge is dropped consistently throughout this episode as we explore his early high school struggles with Mathematics and how he overcame them to eventually write, and eventually sell, his own physics engine.

Ben also gives the 'skinny' on what goes into being a Technical Director and some of the pitfalls and highlights of the position. He also offers up an eloquent ending to the show by imparting some amazing career (and life) advice that we recommend you stick around to hear.

As always, we appreciate your ears and for supporting the show. If you have any questions about being a Technical Director, be sure to contact us at: [email protected]

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The Debug Log - Episode 73: Design Patterns: Singleton
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04/25/17 • 51 min

Hello, Debuggers. In today’s episode, we continue our series about design patterns with one of the most polemic design patterns of all, Singleton. We explain when you might want to use a Singleton, we go over the definition of this design pattern, we talk about two very common definitions, and finally, we go over some of the reasons why people do not like to use Singletons.

Thanks for tuning in this week and we hope you enjoy the show! Contact us at: [email protected]

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The Debug Log - Episode 66: Unity Analytics with John Cheng
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02/23/17 • 47 min

In this episode, I have to pleasure to talk to John Cheng, the head of Unity Analytics. We go over the different parts of Unity Analytics and its features to show you all the power that you have in your hands if you use Unity. Finishing a game is not enough if you want to have a game development business. That is why I ask John how a developer can use this business intelligence tool to make better design decisions. Listening to the players of your game is fundamental. Unity Analytics helps you do exactly that, but don’t take my word for it, listen to the episode and hear it from the leader of the team who created this tool. Thanks for tuning in and have an amazing day.

Thanks for tuning in this week and we hope you enjoy the show! Contact us at: [email protected]

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The Debug Log - Episode 56: Unite 2016 Wrap-Up
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11/14/16 • 54 min

It's that time of year folks, that's right, it's time for Unite 2016! This year, Obinna, Eduardo, and I had the chance to fly out to Los Angeles and attend the event. We've been the past couple of years and had a lot of fun, but this year we decided to try something different. We grabbed a camera, a mic, and descended on Unite with the intention of talking to as many people as possible. Mission accomplished! We have about 25 interviews that you guys will get to check out on our youtube show, The Debug Lounge, over the next couple of months. In the meantime, we decided to recap everything that went on at Unite this year and give a little preview of some of the upcoming interviews.

Thanks so much for listening and we hope you enjoy the show. Please send any emails with comments, questions, or contributions regarding the episode, to: [email protected]

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So, you're scouring the inter web forums for some engineering and art help for your next, big game idea, when forum user, "xX1337ProgrammerXx" replies to one of your posts with, "Interested to help! Do you have a working GDD?" -- to which you reply with, "Huh?"

Maybe this has happened to you. Maybe not! Either way, in this episode we address the "Why," "What," and "When"s of Game Design Documents, so that the aforementioned lapse of game development know-how never happens to you.

Cheers to you for tuning in to this week's episode and we hope that you enjoy the show! Feel free to send any emails with comments, questions, or concerns about game design documents or the game design process, to: the [email protected]

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What do you get when you add the former VP of Marketing at EA and former COO of Zynga, an individual with a deep passion for games and gamers across the world, and a game-changing (pun intended) game development platform like Unity3D? You get Unity's Chief Marketing Officer Clive Downie and an industry-shaking initiative known as "Made With Unity."

Telling your story has never been as accessible as it is now with the advent of Unity's Made With Unity campaign - an initiative that offers game developers the power and platform to connect with their player base in a way that hasn't been possible... until now. Join Eduardo, Zack, Andrew, and Clive Downie as they discuss the inner workings of #MadeWithUnity and how it can be leveraged to amplify your voice in the game development community.

We are stoked that Clive Downie was able to sit and chat with us and hope that you all are able to benefit as much from this talk as we were. Feel free to send us any emails with comments, questions, or concerns about Unity's MadeWithUnity initiative, to: [email protected]

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Nicole Lazzaro, the founder and President of XEODesign, Inc. and has twenty years expertise in Player Experience Design (PXD) for mass-market entertainment products. At Unite 2015 in Boston, some of us got a chance to see Nicole's talk about Design Leadership in VR then we got to meet her and demo her upcoming VR game "Follow the White Rabbit". We are so glad she agreed to sit down with us and talk about the "4 Keys 2 Fun" and how to better think about some of these game design concepts when developing our own games. We also touch on designing for VR and various other topics. Be sure to look for the second part of this interview next week.

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The Debug Log - Episode 15: Networking in Unity
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10/20/15 • 55 min

A TCP packet walks into a bar and says, "I want a beer." The bartender responds, "You want a beer?" The TCP packet says, "Yes, I want a beer."

Wow, just writing that 3-Way handshake joke hurt. In any case, you guessed it, today's show is all about Networking in Unity3D. The gentlemen talk about several networking suites that developers have created for or modified to work with the Unity game engine. As usual, in addition to reviewing a handful of networking tools, the guys highlight some of their experiences and tips while developing networked games.

Thanks again for tuning in this week and we hope you enjoyed the show! Feel free to send any emails with comments, questions, and concerns about networking in Unity, to: [email protected].

Game of the Week

Kingdom Rush - Ironhide Game Studio

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The Debug Log - Episode 100: 100th Episode Retrospective
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08/01/19 • 59 min

We finally did it! After 4 very short years, we managed to reach 100 episodes of The Debug Log. In this episode, we are joined by a very special person, none other than our lost co-host Eduardo Castillo Fernandez! Together, the 5 of us discuss some of our favorite experiences we've had producing this how over the past 100 episodes. Thanks for tuning in this week and we hope you enjoy the show! Feel free to send any emails with questions you may have. Contact us at: [email protected]
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The Debug Log - Episode 53: SIEGE 2016 Wrap-Up
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10/13/16 • 61 min

This weekend was AWESOME. I had the pleasure to go to SIEGE (Southern Interactive Entertainment & Game Expo) for the first time. For those of you who don’t know what SIEGE is, let me give you an overview. It is a game development conference like GDC and Unite, but it is hosted just in Atlanta. Like other game dev conferences, it has talks about relevant topics in the industry, a Showroom where people can play local studio’s games, and of course, it has a big party where you can meet other devs. In today’s episode Zack and I tell Andrew our experiences in SIEGE 2016. In addition, we try a new episode format because we include some interviews that I made while I was there. The conference was extremely fun and helpful. I not only had the honor to talk to Rand Miller, but also was part of the portfolio review team, where I could help other fellow devs who recently graduated from school to find their path and prepare for future job interviews. It was certainly an unforgettable conference for me, but that was not the best part, my favorite moment was when I went to Zack’s talk about version control. I have to say that I am very proud to see The Debug Log team helping the community of game devs here in Atlanta.

Thanks for tuning in this week and we hope you enjoy the show! Feel free to send any emails with comments, questions, and concerns about game dev interviews, to: [email protected]

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FAQ

How many episodes does The Debug Log have?

The Debug Log currently has 115 episodes available.

What topics does The Debug Log cover?

The podcast is about Leisure, Games, Game Development, Podcasts, Technology, Video Games, Video Game, Game Dev and Programming.

What is the most popular episode on The Debug Log?

The episode title 'Episode 108: Epic vs. Apple' is the most popular.

What is the average episode length on The Debug Log?

The average episode length on The Debug Log is 59 minutes.

How often are episodes of The Debug Log released?

Episodes of The Debug Log are typically released every 8 days, 9 hours.

When was the first episode of The Debug Log?

The first episode of The Debug Log was released on Jul 15, 2015.

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