Playmakers - The Game Industry Podcast – Details, episodes & analysis
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Playmakers - The Game Industry Podcast
Jordan Blackman
Frequency: 1 episode/48d. Total Eps: 34

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🇬🇧 Great Britain - videoGames
15/07/2025#60🇬🇧 Great Britain - videoGames
13/07/2025#92🇨🇦 Canada - videoGames
02/01/2025#59🇨🇦 Canada - videoGames
01/01/2025#57
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See allScore global : 52%
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The Mindset of Personal Success in the Game Industry, with Tommy Tallarico
Season 2 · Episode 31
mercredi 15 septembre 2021 • Duration 47:27
Jordan sits down with legendary video game composer, producer, and entrepreneur Tommy Tallarico, whose career spans over 30 years in the gaming industry. Known for his work on iconic titles like Prince of Persia, Earthworm Jim, and MDK, Tommy shares his inspiring journey from homelessness to launching major projects such as Video Games Live and the new Intellivision Amico console. This episode dives deep into Tommy’s mindset for success, offering advice on goal-setting, perseverance, and the importance of networking. Tommy also discusses his approach to creating successful video games and his passion for bringing back family-friendly gaming experiences.
Topics covered:- How Tommy broke into the video game industry
- His journey working on iconic games like Prince of Persia and Earthworm Jim
- Tommy’s vision for the Intellivision Amico and how it aims to bring back family gaming
- Insights into building successful development teams and working with indie developers
- The future of video games post-pandemic and the impact of remote work on creativity
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
Episode Timestamps:
[01:43] Tommy's early career journey: from game tester to game audio
[06:30] First big break with Prince of Persia and redefining sound design in games
[10:15] Tommy’s mindset on success
[13:10] Goal-setting and climbing metaphorical mountains in your career
[17:10] Networking and why selling yourself is key to success
[20:00] The importance of passion and genuine connection with others
[24:10] Intellivision Amico and the return of couch co-op gaming
[32:15] How Amico offers a unique digital board game experience
[36:00] Working with indie developers and offering personalized development support
[40:50] The impact of COVID-19 on game development and team collaboration
[44:20] Tommy’s final thoughts on on success and his future projects
Resources & media mentioned in this episode:
How to Create Breakthrough Worldwide Hits, with Amy Jo Kim
Season 2 · Episode 30
mercredi 8 septembre 2021 • Duration 40:58
Jordan sits down with Amy Jo Kim, a game designer, community architect, and innovation coach, named by Fortune as one of the “Top 10 Influential Women in Games.” Amy Jo has contributed to hit games like The Sims, Rock Band, Ultima Online, and Covet Fashion, and has worked on non-gaming products such as eBay, Netflix, and NYTimes.com. She is also the author of “Community Building on the Web” (2000) and “Game Thinking” (2018).
Amy Jo dives deep into her concept of “Superfans” and explains why they are critical to achieving market success. She discusses her approach to creating innovative products, how to find superfans early, and how this methodology can scale projects to achieve global success.
Topics covered:- What are “Super Fans” and why they are critical to getting a “beachhead” in the market
- Why the “Fast Follow” method limits growth potential
- How to quickly find and engage with Superfans to grow your product
- How to create innovative projects that scale in a BIG way
- Amy Jo’s Superfan Challenge: A free challenge designed to help teams identify their superfans
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
Episode Timestamps:
02:58 Introduction to Amy Jo Kim and her journey in the gaming industry
06:26 Combining game design with innovation across industries
07:44 The power of Superfans: engaging early adopters to drive product success
12:12 Avoiding the “Fast Follow” strategy: learning from copycat games
16:14 Testing your core game loop with superfans and early adopters
20:07 The role of Superfans in evolving game design
22:06 Why tuning the core loop is essential for success
25:38 The connection between the core loop and player journey
28:22 Using Superfan techniques to build a community
34:43 Identifying superfans in casual games
38:31 Join Amy Jo Kim’s Superfan Challenge
Resources & media mentioned in this episode:Connect with Amy Jo Kim:
- Amy Jo on LinkedIn
- Amy Jo on Twitter
- Take Amy Jo’s FREE challenge: Superfan Challenge
- Check out Game Thinking: GameThinking.io
- Amy Jo's Podcast: Getting2Alpha
- Books by Amy Jo Kim:
- Game Thinking: Innovate Smarter &...
The Art of Transmedia Storytelling, with Chris Ferriter
Season 1 · Episode 22
mardi 29 juin 2021 • Duration 47:27
Jordan sits down with Chris Ferriter, an award-winning Producer and Designer. Chris’s career began in 1994, spanning both the motion picture and video game industries. He transitioned to the gaming industry in 1998 and has since produced over 50 games for top publishers like THQ, Midway, Ubisoft, and EA Sports. He is currently the President of Halon Entertainment, a visualization, virtual production, and game cinematics studio. Halon has collaborated with blockbuster films like Star Wars, Avatar, and The Mandalorian, as well as game cinematics for XCOM 2, God of War, Fortnite, and more. Listen in as Chris shares insights on how game engine technology is transforming storytelling and production across industries.
Topics covered:- Chris’s journey from film to games and back to virtual production
- Breaking into the industry: getting a degree vs. getting your foot in the door
- How to tell the best possible story with transmedia storytelling
- The importance of previs (previsualization) in storytelling and production
- Behind-the-scenes of game development and cinematics
- The COVID-accelerated normalization of virtual production workflows
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
Episode Timestamps:
[04:48] Chris’s start in the industry and how his background in film influenced his career in games
[06:50] Early experience with optical and digital visual effects
[08:06] Transition to games and joining THQ as a game tester
[10:27] Breaking into the industry: the role of a degree vs. getting your foot in the door
[14:09] Halon Entertainment's role in both game and film production
[16:06] Behind the scenes of big-budget cinematics
[22:42] How small developers can bring cinematic techniques into their games
[28:56] Virtual production workflow and its benefits
[34:24] Virtual production’s impact on the industry during COVID-19
[37:44] Virtual environments and LED stage technology in storytelling
44:58 Chris’s thoughts and advice on storytelling across mediums
Resources & media mentioned in this episode:Connect with Chris Ferriter:
Learn more about Halon Entertainment:
How to Succeed in the Indie Games Business, with Jay Powell
Season 1 · Episode 21
mardi 22 juin 2021 • Duration 37:51
Jordan sits down with Jay Powell, the founder of The Powell Group, a video game consulting firm specializing in business development, publishing support, and licensing. Jay has over 20 years of experience in the games industry, working with companies like Other Ocean, Spill Games, and Deep Silver. He also leads the Indie Game Business Initiative, which produces a weekly podcast and virtual business conferences to help indie developers understand the business and marketing side of game development.
Jay shares his insights on how indie developers can strategize their approach to publishers, avoid common business mistakes, and navigate the publishing landscape in a post-pandemic world.
Topics covered:
- How to strategize your approach to publishers as an indie developer
- Avoiding common business mistakes made by small studios
- Current opportunities in the game development market for indie devs
- The impact of the pandemic on publishing for indie and small teams
- The role of platforms like Microsoft Game Pass in today’s distribution landscape
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
Timestamps:
[03:28] Jay’s career journey and how he started The Powell Group
[06:15] The biggest mistakes indie developers make when approaching publishers
[10:48] Understanding the publishing landscape and your options
[14:00] How to prioritize your pitch to publishers
[18:10] The role of playable demos in pitching your game
[22:36] The impact of COVID-19 on indie game development and publishing
[27:50] Opportunities in the market for indie developers
[32:06] The role of platforms like Microsoft Game Pass in indie game distribution
[35:40] Jay’s advice for indie developers
Resources & media mentioned in this episode:
Connect with Jay Powell:
Learn more about The Powell Group and Indie Games Business:
Rapid Prototyping Secrets for Better Games, with Bernard François
Episode 20
mercredi 11 novembre 2020 • Duration 46:33
Jordan interviews Bernard François, founder of Preview Labs, a company that specializes in rapid prototyping for video games. They have created prototypes for Amazon, Wargaming, Unity, Disney Imagineering, Google R&D, and more. Bernard shares expert insights into the world of prototyping, offering practical advice on how to build prototypes that are efficient, effective, and serve as a foundation for innovative game development.
Topics covered:- Bernard’s journey from programmer to founding Preview Labs
- The key differences between prototypes, MVPs, vertical slices, and grey boxing
- The difference between internal prototypes and prototypes for a pitch
- How to set up an effective prototype and key variables to consider
- Common prototyping mistakes and how to avoid them
- The importance of functional graphics in prototypes
- Knowing when to stop the prototyping process and move forward with production
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
[02:53] Bernard’s background and how Preview Labs began
[04:11] Bernard’s journey to becoming a prototyping expert
[06:53] The formation of Preview Labs and its early success
[09:44] Defining a prototype’s vision and key mechanics
[11:58] The importance of keeping prototypes simple
[13:21] Prototyping for pitches versus internal prototyping
[17:35] Feature creep and the importance of scope
[19:53] How to make use of variables and iterations in prototypes
[23:03] The value of functional graphics over grey boxing
[28:52] When to stop prototyping and move into production
[34:20] Common pitfalls in prototyping and how to avoid them
Resources & media mentioned in this episode:
Connect with Bernard François:
Learn more about Preview Labs:
Inside the Mind of a Game God, with Steve Meretzky
Episode 19
mardi 15 septembre 2020 • Duration 51:43
Jordan interviews the legendary Steve Meretzky, a game designer and producer, best known for creating Infocom games. Steve was recognized as one of PC Gamer’s “Game Gods” and is renowned for his work on beloved text adventures like Zork, Planetfall, and Leather Goddesses of Phobos. He’s also held senior creative roles at companies such as King, GSN, and Disney/Playdom. Steve shares wisdom from his long career in the gaming industry, covering everything from IP development, narrative and character design, puzzle creation, and more.
Topics covered:- Steve's career journey and early days at Infocom
- How to identify if a game project is on track for greatness
- Moderating creative ambition to manage team resources
- The story behind the creation of Leather Goddesses of Phobos
- What should come first, the story or the puzzles in an adventure game?
- Choosing the right IP for a game project
- Steve's thoughts on game writing and character development
- A valuable story about the dangers of not leveraging successes when you have them
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
Timestamps:
[03:16] Steve’s entry into the game industry and Infocom
[07:05] Writing and designing Planetfall
[10:23] How Planetfall made players cry
[12:30] Identifying a successful game in development
[15:25] Technology challenges and risks: The Unity and Facebook project
[17:14] Balancing creative ambition and resource management
[21:00] Game writing and storytelling: Challenges in nonlinear mediums
[23:12] Her Story and innovative game storytelling
[26:00] Puzzle design in text adventures
[28:44] IP development: The story behind Leather Goddesses of Phobos
[35:25] Leveraging IP and sequels: Mobsters and Gardens of Time
[40:28] Steve’s approach to working with existing IP
Resources & media mentioned in this episode:Connect with Steve Meretzky:
Games & companies mentioned:
- Infocom
- Playdom
- Disney Interactive
- GSN
- King
- Planetfall...
From Table Tops to Live Ops, with Bruce Harlick
Episode 18
lundi 7 septembre 2020 • Duration 49:49
Jordan sits down with Bruce Harlick, a seasoned game designer who primarily worked on role-playing games. Bruce has worked with some of the industry's biggest names, including Zynga, LucasArts, NCSoft, and Hangar 13, and is now Systems Design Director at Ripple Effect Studios. He shares deep insights into game design, live ops, and the creative challenges of balancing business demands with game development.
Topics covered:- How to determine the right amount of content to launch with
- Designing games to avoid a never-ending content treadmill for your team
- The benefits of live ops for creativity in comparison to launching new games
- How to design effective content tools
- The impact of tech and procedural debt on a game’s future
- Balancing between retention and revenue in LiveOps games
- How to put together a quarterly calendar of content releases in a way that balances the key KPI
- How to balance out risky new features with reliable features
- The importance of working closely with the game’s community to design content players love
- Why passion and empathy are critical to successful game design
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
Timestamps:
[03:04] Bruce’s journey from tabletop games to live ops
[06:15] Lessons from managing content on tabletop role-playing games like Champions
[10:12] Transition from physical to digital games, and joining Monolith to work on The Matrix Online
[13:00] Learning from The Matrix Online and the rise of live game operations
[17:14] The importance of designing for live operations early on
[21:00] How live games differ from launching a one-time game product
[25:32] Creating evergreen systems and scalable content for live games
[28:52] Managing tech debt and the challenges of balancing performance with content expansion
[32:33] The value of collaborating with your community for live content
[36:15] Designing a quarterly calendar for content updates
[40:52] Balancing creativity and risk in game updates
[44:43] Bruce’s thoughts on live ops and creating long-lasting games
Resources & media mentioned in this episode:
Connect with Bruce Harlick:
Product Management & Monetization 101 & 201, with Gordon Rowe
Episode 17
lundi 31 août 2020 • Duration 01:26:20
Jordan interviews Gordon Rowe, a seasoned product manager with extensive experience in monetization strategies and product management within the gaming industry. Gordon has worked at Zynga, where he managed Mafia Wars and was the sole product manager on Zynga’s 3rd party publishing team. He later joined Daybreak Games and now works at Facebook. In this episode, Gordon shares his expertise on free-to-play (F2P) game economies, player retention, and balancing revenue generation with player satisfaction.
Topics covered:- The hypothesis, test, iterate framework for improving key performance indicators (KPI)
- Using funnels to understand player behavior
- Anti-cheat considerations in competitive mobile games
- Zynga monetization tricks and managing in-game currency “hangovers”
- Avoiding "pay-to-win" dynamics in free-to-play games and why League of Legends has elements of it
- Balancing retention and revenue in game design
- How to evaluate F2P games using Day 1 (D1) and Day 7 (D7) retention metrics
- Building a balanced game economy and when to introduce monetization into the player journey
- The maturation of the mobile and PC F2P markets
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
Timestamps:
[03:16] Gordon’s journey from Mafia Wars to Daybreak Games and Facebook
[07:05] Product management and the hypothesis-test-iterate framework
[10:12] Anti-cheat measures and team structures at Zynga
[13:00] Monetization strategies and avoiding pay-to-win
[17:14] The importance of actionable analytics in game development
[21:00] Managing game economies to avoid “currency hangovers”
[26:00] Day 1 and Day 7 retention metrics: What they tell you about your game
[28:56] Monetization strategies in League of Legends and World of Tanks
[34:24] How to test and iterate for better monetization in F2P
[40:52] The role of Steam reviews and player feedback in PC game success
[44:43] Gordon’s thoughts on product management and monetization strategies
Resources & media mentioned in this episode:Games & companies mentioned:
- Mafia Wars (Zynga)
- Daybreak Games
- Steam Spy (Analytics tool)
- League of Legends (Riot Games)
- Rocket League...
How to Become (or work with) a AAA Game Composer, with Michael Bross
Episode 16
mardi 25 août 2020 • Duration 21:11
Jordan interviews AAA audio composer and sound designer Michael Bross, known for his work on games like Ratchet & Clank, Counter Strike, Oddworld, XCOM 2, Simpsons: Tapped Out, World of Tanks, Arena of Valor, and more. Michael shares insights on breaking into the game industry as a composer, what he looks for when hiring new talent, and when audio teams should be brought into the game development process. He also shares the importance of early audio integration in game development, his unique approach to concept composition, and how to get the best out of working with audio teams.
Topics covered:- Michael’s journey into the game industry and breaking into audio for AAA games
- What Michael looks for when hiring new composers and sound designers
- How early in the process to involve audio in game development
- The role of audio in live service games (LiveOps) and how it has changed
- The value of concept composition and creating music early in the design process
- Tips for producers and developers to get the most from their audio teams
- How LiveOps have changed the way audio is integrated into games
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
Timestamps:
[02:53] Michael’s early career: From songwriter to game composer at Paragon Software
[06:18] The transition from small studios to AAA titles like Ratchet and Clank
[09:44] What Michael looks for in new composers and sound designers
[12:12] Concept composition: Creating music early to set the tone for game development
[16:15] Working with non-musical teams: How to give emotional direction to composers
[19:53] Balancing cinematic scores with gameplay
[23:03] How live operations (LiveOps) have changed the audio development process
[28:52] Challenges in VR audio development, including Edge of Nowhere
[34:20] Michael’s thoughts on audio’s role in evolving game genres and technologies
Resources & media mentioned in this episode:
Learn more about Michael Bross:
Games & companies mentioned:
- Ratchet & Clank (Insomniac...
Managing Your Game Industry Career, with Marc Mencher
Episode 15
jeudi 3 août 2017 • Duration 39:33
Jordan interviews Marc Mencher, a seasoned game industry recruiter and CEO of GameRecruiter. Marc’s career began as a software engineer on games like Falcon 1 and Vet. He later transitioned into recruiting, helping to staff companies such as 3DO and MicroProse, before founding GameRecruiter. He’s also the author of Get in the Game!, a guide to launching a career in the game industry. With over 30 years of experience in the industry, Marc shares invaluable insights on how to break into the game industry, manage your career long-term, and navigate job hunting effectively, and more.
Topics covered:- Marc’s journey from game developer to industry recruiter
- Key strategies for managing your game industry career over the long term
- How to network effectively and unlock the unadvertised job market
- Understanding the differences between retained vs. contingency recruiters
- The importance of customizing resumes for different roles
- Cleaning up your "internet life" to improve your chances in job applications
- How to prepare for interviews and behavioral interview techniques
- Identifying good company culture and avoiding common hiring pitfalls
- Tips for researching companies before accepting job offers
- The current hiring landscape for AAA game developers and beyond
For more game industry tips:
- Learn more about Jordan & Bright Black
- Listen on iTunes | Spotify (Support the show and leave a review)
- Visit www.playmakerspodcast.com for the full blog post and more!
[02:44] Marc’s entry into the game industry: from software engineer to game recruiter
[07:00] Working at MicroProse and staffing for The 3DO Company
[10:11] Understanding how recruiters work: Retained vs. Contingency recruiters
[13:35] Career management strategies: planning five to ten years ahead
[16:06] The importance of networking and the unadvertised job market
[19:50] Cleaning up your online presence and using LinkedIn effectively
[23:30] Evaluating company cultures and making career decisions
[27:00] Behavioral interviews and how to ace them
[30:40] How to manage job searches and why recruiters are not a magic bullet
[34:00] Marc’s advice for long-term career success and building relationships in the game industry
Resources & media mentioned in this episode:Learn more and Connect with Marc Mencher:









