We break down full motion video, a level design marriage and the end of a company.
This episode contains the following segments:
- Sam Barlow breaks down why Christopher Walken didn't hit it big in the full motion video game scene (0:00 - 15:20)
- Daniel explains the history behind a very real possibility, the Super Nintendo Playstation (15:30 - 27:25)
- We look into Robert Yang's concept of local level design and why a marriage proposal and a Los Angeles community centre can teach us about the way we interpret the world. Plus Rachel van der Meer's Portal project and Douglas Hoogland's work. (27:30 - 40:45)
- Previous guests, Tale of Tales, explain why their game failed and what that means for them. (40:50 - 54:00)