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Explore every episode of the podcast The Examined Game

Dive into the complete episode list for The Examined Game. Each episode is cataloged with detailed descriptions, making it easy to find and explore specific topics. Keep track of all episodes from your favorite podcast and never miss a moment of insightful content.

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TitlePub. DateDuration
The Making of Dishonored & Prey | Raphael Colantonio20 oct. 202601:05:04

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Support me on Patreon for free: https://www.patreon.com/TheExaminedGame?utm_campaign=creatorshare_creator

Today I'm talking with Raphaël Colantonio, former president of Arkane Studios, responsible for bringing Dishonored, Prey, Arx Fatalis and Dark Messiah of Might and Magic into existence.

This is a conversation about the dark art of making the perfect immersive sim, and the influences that led him to build on games like Ultima VII and Thief to create some of the most evocative immersive sims of all time.

Raphaël is now president of WolfEye Studios, where he's working on a new immersive sim. Dishonored and Prey are two of my favourite games of all time, and it was an absolute pleasure to speak with him about his various inspirations, his thoughts on where the games industry is heading, and what he'd like to see more of in the games he plays.

#dishonored #prey #arkanestudios #immersivesim

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

I Asked the Brother and Sister Behind Outer Wilds How It All Began15 oct. 202601:21:39

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Today I am talking with Alex and Kelsey Beachum, the creative director and writer behind Outer Wilds. I previously interviewed Alex and Kelsey separately, but I took a punt on asking if they'd have a chat with me about their childhood and the creative inspiration that eventually led to Outer Wilds.

This is a much more personal deep dive than usual, digging into the joy of play that led them down the path of wanting to make video games. Alex and Kelsey are such generous and lovely people, and it's always such a pleasure to chat to them.

We discuss everything from making real life video games out of Duplo to their deep love of Zelda, and what it's like being a brother and sister team working on a video game.

#outerwilds #gaming #gamingpodcast

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

The Game Dev Trying to Ruin Your Life (And Save It) | Bennett Foddy (Getting Over It, Baby Steps)08 oct. 202601:16:21

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Today I'm talking with Bennett Foddy, creator of QWOP, GIRP, Getting Over It with Bennett Foddy, and co-creator of Baby Steps. Bennett's games are known for torturing players, but today I get to deep dive into the philosophy behind his design choices, and they run a lot deeper than you might think.

Bennett is incredibly thoughtful and considered when it comes to players, which might surprise you considering the challenges he puts in their way. In this interview, we talk a lot about player expectations, the value of difficulty in video games, and what he hopes to give players who persevere with his games.

#gettingoverit #babysteps #bennettfoddy #gaming #gamingpodcast

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

The Examined Game Special - Resident Evil Movie, Star Wars Zero Company and Assassin's Creed Addiction29 sept. 202600:16:21

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Hi all, Steven Lake here from The Examined Game. So i've had a couple weeks where i've been short of a guest but I didn't want to leave you totally hanging so I thought i'd have a chat with you all about the new Resident Evil movie, how Star Wars Zero Company has saved me from a bad save scumming habit and to get really honest with you about my addiction to buying and not playing Assassin's Creed games. 

I'm trying to get a good work flow in place so i'm not missing weeks so please do bear with me and i've got some great guests lining up for the next few weeks!

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

Betting My Career on Talking About Video Games — 6 Months In23 sept. 202600:24:43

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Technoblade Never Dies Documentary Announcement: https://youtu.be/Lj0mDrEKSmA?si=N0pV54fYQg5HlnxF
Variety Piece: https://variety.com/2026/film/news/technoblade-never-dies-documentary-minecraft-riot-games-1236850438/

Today my guest on The Examined Game Podcast is me... Steven Lake. Look life has been busy with a few projects and for the first time in 7 months I didn't line up a guest for the podcast. So I thought i'd spend a bit of time telling you what i'm up to outside of the channel (I'm making some movies!) and talk a little bit about the podcast, why I do it, what I love about it etc.

I do talk a little bit about Technoblade Never Dies, the feature documentary I am directing about the life and times of Technoblade and the upcoming film Raised By Dragons directed by Carina Nichaouchine. A Coming of age dungeons and Dragons documentary.

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

TellTale Game's Fireside Chat with Jon Ingold (Inkle Studios) on 80 Days and The Walking Dead18 sept. 202601:08:01

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Today I am talking with Jon Ingold, co-founder of Inkle Studios. Inkle have brought us some incredible adventure games over the years, including 80 Days, TR-49, Heaven’s Vault, Expelled and Overboard. This discussion was part of Telltale Games’ Choices Matter Festival, which premiered on Steam back in August. They gave myself and Jon the opportunity to dive into all the potential that comes from great choice making in video games. We cover everything from The Walking Dead through to Jon’s own catalogue of games. It was such an honour to participate in this event with Telltale Games. I am such a huge fan of their work. Enjoy!

#thewalkingdeadtelltale #gaming #inklestudios #thelastexpress #80days

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

How Obsidian Make Games That Actually Come Out | Carrie Patel (Avowed, Outer Worlds)09 sept. 202601:03:33

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Today I am talking with Carrie Patel, director of Avowed, who worked on the Pillars of Eternity series as well as The Outer Worlds while working at Obsidian.

I've long wanted to have a discussion around the direction that Obsidian decided to take with its RPGs by making games that actually get released! So we talk about the scope and ambition that went into making a game like Avowed, how Obsidian made an RPG that could stand on its own two legs and separate itself from the Skyrims of the world, and how crucial good writing and quest design are when you are reducing scope elsewhere, such as removing in-depth crime and murder mechanics.

Much like when I spoke with Josh Sawyer, Carrie just exuded so much love and joy for video games, both the ones she has played and the ones she works on. We also discuss the pathway she took from author, to video game writer, to directing one of the biggest RPGs of recent years.

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

The Studio Making Soulslikes For Everyone | Sean Velasco (Mina The Hollower, Shovel Knight)31 août 202601:18:13

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Today I’m talking with Sean Velasco , creator of Hollow Knight and Mina the Hollower.

Mina was my first Soulslike. That might sound strange, given the genre’s reputation for brutal difficulty, but Mina came with a whole range of modifiers designed to make the game more accessible.

The funny thing is, I never ended up using them. Instead, I persevered.

So I wanted to talk to Sean about the philosophy behind Mina, the idea of making a Soulslike that could be accessible to everyone, and why that approach can be surprisingly controversial.

We also talk about the huge risk Yacht Club Games took as Mina’s ambition and scope continued to grow, and what happens when a small studio decides to aim much, much bigger.

#minathehollower #soulslike #gamingpodcast #zeldalike

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

A BioWare Insider Explains What Went Wrong | Mark Darrah (Dragon Age, Mass Effect)26 août 202601:33:48

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Today on The Examined Game, I'm talking with Mark Darrah, who spent over two decades at BioWare. Mark was part of the studio's early days as it took a huge risk on the original Baldur's Gate. He then helped shepherd the studio through a series of hits, including Knights of the Old Republic 1 and 2, and was an integral part of helping to launch the Mass Effect and Dragon Age series.

This is such a fascinating insight into the ups and downs that come with monumental success in the games industry. Mark talks about the lessons learned from being part of one of the world's biggest AAA studios, and the lessons that newer studios, like Larian (Baldur's Gate 3), could learn from BioWare's experience.

We talk about the failed launch of Anthem and the troubled development behind Dragon Age: The Veilguard. Mark was so candid and generous with his insights and experience working on these huge projects. It is such a rare insight to get, and I hope you enjoy the episode.
#bioware #masseffect #dragonage #gamingpodcast #gaming #rpg

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

How Do You Make a Board Game Out of Stardew Valley? | Cole Mediros19 août 202600:47:15

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Today on The Examined Game, I’m talking with Cole Medeiros, who was tasked with working alongside ConcernedApe (Eric Barone), the creator of Stardew Valley, to turn one of the most beloved video games of all time into a board game.

We talk about the ups and downs, challenges and pressure of not only making a great board game, but doing it with the IP of one of the greatest video games of the 21st century. Cole tells us about the unconventional interview that got him the job, his ongoing relationship with Stardew Valley and its community, and the joy of seeing players engage with the board game he helped create.

We also discuss the constant iteration and evolution that surrounds Stardew Valley, and Cole’s excitement about what’s to come with Haunted Chocolatier.

#stardewvalley #hauntedchocolatier #gaming #boardgames

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

What We Got Wrong About The Witcher | Doug Cockle, Voice of Geralt11 août 202600:30:15

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Doug Cockle, the voice of Geralt from The Witcher video games, believes that underneath Geralt’s cold exterior is a man who feels things deeply. So today I’m talking to Doug to discuss the beating heart beneath one of video games’ greatest protagonists: how Doug came to find Geralt’s voice, what he sees in the character, and what we can learn from Geralt, someone who is always willing to step up and leave the world a little better than they found it.

In this conversation, we explore what makes Geralt such an enduring character, and how CD Projekt Red and Doug himself have evolved the character throughout the series.

#thewitcher #thewitcher3 #gamingpodcast #cdprojektred #gaming #rpg

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

90s Games Were Built Different | Stephen Kick (Nightdive Studios - System Shock 1 & 2 Remake)30 juil. 202601:10:51

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Today on The Examined Game I am speaking with Stephen Kick, Studio Head at Nightdive Studios.

Stephen is responsible for some of the greatest video game remasters, remakes and re-releases of the last decade, including System Shock, System Shock 2, The Thing: Remastered, Turok, Quake, DOOM + DOOM II, STAR WARS: Dark Forces Remaster, Blade Runner: Enhanced Edition, I Have No Mouth, and I Must Scream, Blood, Outlaws and many more.

This was an extremely personal deep dive into his childhood and the influence his dad had on him, bringing the video game adventures they played together to life through the painstaking journals he created, and his mum's strong desire for him to study video game design.

We also discuss the adventure in South America that led to Stephen striking gold with Nightdive's first official re-release, System Shock 2. Stephen is dedicated to making sure some of the greatest video games of all time are not lost to history, putting them into the hands of both new and returning players alike.

#NightdiveStudios #SystemShock #SystemShock2 #Gaming #GamingPodcast #GamePreservation #retrogaming

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

I Asked The Witcher Voice Actor What His Career Has Cost Him | Doug Cockle21 juil. 202600:41:06

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Today I'm speaking with actor Doug Cockle. Doug is best known as the voice of Geralt in The Witcher series, but has also voiced Bhaal in Baldur's Gate 3, Victor Vran in Victor Vran, and the Narrator in Tails of Iron.

This is Part One of a two-part interview.

This is probably the most open and honest conversation i've had to date on the podcast. When I sat down with Doug, I had no idea we'd end up spending so much time talking about one of the biggest decisions of his life: leaving his career as a university lecturer to become a full-time actor. Even after the success of The Witcher, Doug continued teaching because he genuinely loved it. But over time, the growing demands of his acting career, combined with the changing landscape of higher education, began to take a serious toll on his health.

This conversation explores the importance of having people around you who can support you through difficult periods, knowing when it's time to make a life-changing decision, and why looking after both your physical and mental health should never be an afterthought.


The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

Why You Shouldn't Give Players What They Want | Edmund McMillen (The Binding of Isaac, Mewgenics)15 juil. 202601:01:52

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Today I'm talking with indie game designer Edmund McMillen (The Binding of Isaac, Mewgenics, Super Meat Boy) about the way he approaches making games. Edmund has a pretty simple philosophy when it comes to game design, even if the games themselves are extremely complex and multilayered. He designs games to please himself, and so far that's worked remarkably well as a business model because it turns out there are millions of other players who want to play the kinds of games he wants to make.

We discuss everything from the twisted idea behind Mewgenics, the resurgence in popularity of The Binding of Isaac, and what he's learned about the mindset of players. We also talk about why you'd lose your mind trying to please everyone, and the importance of understanding what players are really asking for when they give feedback on his games.

#thebindingofisaac #mewgenics #gamingpodcast #gaming

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

From Pillars of Eternity to Pentiment | Josh Sawyer (Obsidian) PART 207 juil. 202600:37:47

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This is Part 2 of my two part interview with Obsidian's Josh Sawyer. The first episode can be found here: 
WATCH HERE: https://www.youtube.com/watch?v=_HDXqBgMxy0&t=1448s
LISTEN HERE: https://www.theexaminedgame.com/from-icewind-dale-to-fallout-new-vegas-josh-sawyer-obsidian-part-1/

In today's episode we dive into Pillars of Eternity, Pillars of Eternity II: Deadfire and Pentiment, what it took to get Pentiment made, and the act of defiance that came from making a game that does not allow the player to become all powerful, but instead asks them to make mistakes and live with the consequences of their actions within a role playing game. Josh talks about the lessons he learned from not giving players the ability to kill Eothas in Pillars of Eternity II: Deadfire, the fact that this almost certainly frustrated much of the player base, and his insistence that it's important to limit the influence a player can have on the world they inhabit.

We also talk about the portrayal of grief in video games, and how he went about achieving this in Pentiment.

I'm really excited to bring this second part of my interview with Josh to you. The first interview, where we discussed Fallout: New Vegas and Icewind Dale, had such a strong response and I loved the engagement from you all. Enjoy!

#pentiment #obsidian #falloutnewvegas #pillarsofeternity #gamingpodcast #rpg 

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

How The Drifter Modernised The Adventure Game | Dave Lloyd (Designer)29 juin 202601:04:20

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Today on The Examined Game I am talking with the writer, developer and designer of The Drifter, one of my absolute favourite point and click adventure games of the last few years.

I am in a constant pursuit of a great point and click adventure to scratch an itch that's been bothering me since childhood, after being exposed to the classic LucasArts (Sam & Max, Day of the Tentacle, Grim Fandango, Monkey Island) and Sierra (King's Quest, Police Quest, Gabriel Knight) games. Of course, the realisation is that nothing can truly scratch that itch, but modern indie developers can take what worked about those games and breathe new life into the genre. That is exactly what Dave Lloyd of Powerhoof has done with The Drifter, alongside art director Barney Cumming.

I talk with Dave about how he designed The Drifter, reinvented the point and click adventure interface, wrote a gripping mystery, and why launching his indie game after six years of development was more terrifying than he ever expected.

#Thedrifter #pointandclick #adventuregame #gaming #gamingpodcast 

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

From Icewind Dale to Fallout: New Vegas | Josh Sawyer (Obsidian) PART 123 juin 202600:49:02

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Today on The Examined Game, I’m joined by Josh Sawyer (Joshua Sawyer) Studio Design Director at Obsidian Entertainment.

Josh is an industry veteran whose credits include Icewind Dale, Fallout: New Vegas, Pillars of Eternity II: Deadfire, The Outer Worlds, Pentiment, and many more.

So what do you talk about with someone who has worked on so many beloved RPGs? We discuss how games can convey grief, the joy and frustration of not letting players kill God, his beginnings as a web designer breaking into the games industry, how the Fallout: New Vegas team compensated for severe time and budget constraints through exceptional story, characters and world-building, and the risks he took to bring Pentiment to life. An extraordinary RPG set in 16th Century Bavaria.

This is Part One of a two-part interview, covering Josh’s career from his early days in the industry through Fallout: New Vegas.

Part Two, releasing next week, is dedicated almost entirely to Pentiment, one of my favourite games of the last few years.



The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

The Evolution of Life Is Strange | Jonathan Zimmerman (Life is Strange: True Colors, Reunion, Before The Storm)15 juin 202601:17:05

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write me at steven@theexaminedgame.com and let me know what you think!

What does it feel like to land your dream job working on the follow-up to a game that blew your mind? This is exactly what happened to Jonathan Zimmerman when he landed a writing gig on Life Is Strange: Before The Storm. What followed was a near-decade-long relationship with this beloved franchise, alongside his work as Narrative Director for The Expanse: A Telltale Series.

Among the many influences Jonathan references, we discuss Until Dawn, King's Quest, Leisure Suit Larry, Monkey Island, Grim Fandango, The Seventh Guest, Myst, Portal, and What Remains of Edith Finch. We also talk about the fantastic Dispatch, and Jonathan's take on the pros and cons of people comparing the Life Is Strange series to the recently released Mixtape.

Jonathan has an incredible passion for his craft, and it's always a pleasure when a guest is so open about the unique experiences, challenges, and successes that come with working in the industry. Beyond his role as a creator, Jonathan is a dedicated player at heart, and we dive into what it means to bring something into the world that you yourself would want to play.

I am a long-time superfan of the Life is Strange series, so it was a real privilege to dig into it with him.

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

How Inkle Studios Built a Sustainable Game Studio | Joseph Humfrey11 juin 202601:13:28

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In today’s episode of The Examined Game I talk with co-founder of Inkle Studios (80 Days, TR-49, Heaven’s Vault, Overboard, A Highland Song, Expelled, Sorcery) Joseph Humfrey. This interview is a counterpart to my chat with Jon Ingold, the other co-founder of Inkle.

I talked with Joseph about what it takes to make a video game company sustainable in this day and age, and their approach to efficient game design, narrative design, branching narrative, not over extending and the joy of reaching new audiences with adventure games.

I loved hearing about the inner workings of a video game company, and the risk that Joseph and Jon took in founding Inkle. They are both very thoughtful in their approach not just to the type of games they make but how they go about making them. It’s no surprise when talking with them that they have been able to build such a robust and sustainable company.

We go into the influence of games such as Monkey Island, Sierra adventure games, David Cage’s Fahrenheit, Halo, the early Bungie games, HyperCard, and how Joseph got into game design on his family Mac. We also discuss Inkle's narrative scripting language Ink, Steam Deck game design, and the development of games such as Sorcery, 80 Days, Heaven’s Vault, A Highland Song and TR-49.

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

We're All Going to Die - Creating Outer Wilds | Alex Beachum Creative Director01 juin 202601:07:42

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In today's episode of The Examined Game, I am talking with the creator of Outer Wilds, Alex Beachum.

We get into the weeds of how the original prototype of the game came about back when Alex was studying game design, his approach to development, including the idea of "emotional prototyping", which helped build the bedrock that would become one of the most loved games of all time. Honestly, I don't think that is an understatement. People who play Outer Wilds love Outer Wilds, and there is a reason for that.

A few weeks ago, I got to speak with Alex's sister and writer for Outer Wilds, Kelsey Beachum, and we also get to hear from him about how the two of them influenced and inspired each other by creating comics and games for the other to enjoy.

I loved hearing directly from Alex about some of the games that inspired him, including the likes of Dark Souls, The Legend of Zelda: Skyward Sword, Wind Waker, and, funnily enough, The Magic School Bus Explores the Solar System.

This really is an interview about funnelling passion, interests and philosophies into a game, and finding out what it's like for a developer to make something where they feel as if they really did leave nothing on the table.

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

Mastering The Modern Adventure Game | Francisco Gonzalez (Rosewater, Lamplight City, A Golden Wake)25 mai 202601:13:44

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Today we are talking with Francisco Gonzalez as we go in depth on the genre of video game that I have been playing longer than any other in my life: point and click adventure games. I have been a fan of Francisco's games ever since I stumbled upon Lamplight City. I then had the pleasure of playing back retrospectively through his earlier work, which includes A Golden Wake and Shardlight, before eagerly anticipating the release of Rosewater, an epic western point and click adventure.

We talk about our shared love of Jane Jensen's Gabriel Knight series, and the fact that we both made pilgrimages to New Orleans primarily because of the first game in the series. Francisco has some fantastic insight on what it takes to create a standout point and click adventure in an age where one is balancing modernising the classic format while borrowing what worked so well from a genre that has been around for nearly half a century.

We of course cover the classics: Monkey Island, Broken Sword, King's Quest V, Police Quest III, and, as mentioned, the Gabriel Knight series.

I've been waiting to talk with Francisco for a while now. I think point and click adventure games are a tough genre to market and sell, and much like the classic point and click games of my youth, I believe the reason he has been so successful in what he does is because of the attention to detail he pays to character, story, and creating what always feels like a rich, lived-in world.

#monkeyisland #brokensword #rosewater #pointandclick #adventuregame #adventuregamestudio #kingsquest #sierra #lucasarts 

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

The Talent Behind Video Game Hair Design | Amandine Marest (Clair Obscur: Expedition 33)18 mai 202601:04:44

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Today I get to talk with Amandine MarestHair & Technical Character artist Clair Obscur: Expedition 33. We cover all things hair related in video games. Amandine's work in Clair Obscure is incredible and it was such a pleasure to deep dive into just how much she and the team thought about the hair in this game and how it represented the personalities of its characters.

We also discuss her love of Final Fantasy hair, including Lighting's from Final Fantasy 12 and of course I get into my own rabbit hole about the contradiction between Cloud's hair and his personality in Final Fantasy 7. We also discuss how games like The Last of Us, Red Dead Redemption and God of War inspired Amandine's work, as well as how she got into the industry and her decision as a student to double down on focusing on hair design.

This interview shows just how much love and attention was put into Clair Obscur: Expedition 33 as we are able to go into so much detail about one single aspect of the game, and how it works alongside all of the other incredible moving parts. 

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

The Mathematics of Interactive Storytelling - Jon Ingold (80 Days, Heaven's Vault, TR-49)11 mai 202601:26:04

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In today's episode of The Examined Game I speak with co-founder of Inkle Studios, Jon Ingold. I am a huge fan of the work both he and Joseph Humfrey have done under Inkle Studios. Beyond finding new ways to iterate on the adventure game genre, they’ve also done an incredible job of creating mobile-friendly games, giving audiences who might otherwise never play a game like 80 Days the chance to experience one.

One clear takeaway from this conversation is that Jon loves writing. If you've ever played an Inkle Studios game, you'll know that writing is the absolute foundation of their work.

We discuss the profound influence that text adventure games had on Jon, as well as games like Monkey Island and his lasting love of The Last Express, and the collaborative approach he and Joseph take to getting projects off the ground.

There is nothing quite like an Inkle Studios game. Whether it’s 80 Days, Heaven's Vault, Overboard!, Expelled!, or their most recent game TR-49, there’s a reason their work resonates so deeply with players.

One of my favourite parts of this conversation is Jon going into detail about the concept of choice in video games, and the work they do at Inkle to remove the feeling of binary “PRESS A or PRESS B” decisions, instead steeping players in the emotional reality of decision making.

Finally, we discuss the similarities between mathematics (Jon originally trained as a mathematician) and writing, and the power of finding the most efficient and succinct path to a solution, whether through numbers or through words.

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

The Dial Up Entrepreneur | Scott Miller (Apogee Entertainment, Duke Nukem 3D, Wolfenstein 3D)04 mai 202600:59:07

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In this episode I speak with Scott Miller, founder of Apogee Entertainment (Commander Keen, Duke Nukem) and 3D Realms (Max Payne, Prey). Scott helped pioneer the shareware model of game distribution in the late 80s and early 90s, releasing large chunks of games for free online long before Steam existed, and asking players to mail in cheques or call directly to order the full version.

Scott literally helped build the gaming industry as we know it today from the ground up. After being rejected by major publishers in his early years in the industry, he decided to do things his own way. We discuss his early attempts to break into the industry, the rejection from publishers like EA and Sierra, and how that pushed him to build his own path through BBS systems, dial-up distribution, and early online communities.

I’ve been playing Scott’s games since I was in single digits. Cosmo’s Cosmic Adventure and Wolfenstein 3D were some of my favourite games growing up, playing them on our family Amstrad with the dining table chair pulled up to the keyboard.

The conversation covers his work with John Romero and John Carmack at id Software on Commander Keen, Wolfenstein 3D and the rise of the FPS genre, as well as the development of Duke Nukem 3D and how it differentiated itself from Doom through humour, interactivity, destructible environments and world design.

We also talk about the early PC gaming era, game demos, shareware, PC Gamer magazine culture, box art, game marketing, and how games like Duke Nukem, Max Payne, Shadow Warrior, Rise of the Triad and Prey were shaped by player feedback and experimentation.

This is a conversation about the foundations of PC gaming, the origins of indie distribution, and the mindset that helped shape modern game development long before digital storefronts and platforms like Steam existed.

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

Hell Broke Loose - The Making of Far Cry 2 | Clint Hocking (Creative Director)27 avr. 202601:00:07

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Today I’m talking with Clint Hocking, Creative Director of Far Cry 2 and Watch Dogs: Legion.

Clint has had a long and varied career in the video game industry, working on the original Splinter Cell games, as well as roles at Ubisoft, Valve, LucasArts, and Amazon Game Studios. This ended up being one of the most dense and thought-provoking conversations I’ve had the privilege of recording. The way Clint thinks about video games and how we as players engage with them was such a pleasure to listen to.

We spend a huge part of the conversation diving into Far Cry 2 and unpacking the systems and mechanics that make it feel so distinctive all these years later. Clint talks about the philosophy behind the game’s hostile world design, the tension between player freedom and frustration, and how the team approached emergent gameplay in a way that allowed players to create their own stories through systems colliding with one another. This was really one of the first games that allowed you to feel chaos ensure as you interact with the world around you, and of course inspired what the Far Cry series would go on to be.

 We talk about the psychology of players, the idea of safety and vulnerability in open world games, and why certain mechanics completely change the way we emotionally relate to a space.We discuss things as deceptively simple as whether a character should be able to pet a cat in a game which opens up a much bigger discussion around player expectation and character consistency.

There’s also a lot in here about immersive sims, tabletop RPGs, “ludonarrative dissonance,” and the challenge of designing games that trust players rather than constantly guiding them.

If you’re interested in game design, player psychology, or the thinking behind one of the most divisive and influential shooters ever made, I think you’ll get a lot out of this conversation.


The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

Making Atomfall: Risk & Reward | Ben Fisher (Head of Design)21 avr. 202601:02:58

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In today’s episode, I speak with Ben Fisher, Head of Design on Atomfall and Sniper Elite: Resistance. Ben is a key creative figure at Rebellion, and we take a deep dive into the philosophy and design process behind Atomfall’s open-world RPG structure. 

We talk about the steps that Atomfall had to go through to teach players how to engage with the world they were entering from the very first moments. Atomfall has a different pace to your average open world game, so Ben breaks down the game’s opening in remarkable detail, explaining how environmental cues, limited ammunition, enemy placement, dialogue systems, and even the way the player physically holds a weapon were all carefully designed to communicate that this is not a traditional “run and gun” shooter. Instead, Atomfall pushes players toward caution, observation, uncertainty, and exploration. 

We also discuss the game’s ambitious “leads” system, which replaces traditional quest structures with something far more open-ended and investigative. Rather than being told exactly where to go and what to do, players gather fragments of information and piece together their own understanding of the world. Ben talks about the enormous creative risk behind that decision, how the system evolved late into development, and why the team wanted players to feel more like detectives than objective-followers. 

Along the way, we explore the influence of immersive sims, British speculative fiction, and games like Riven, Dark Souls, Fallout, and Deus Ex. Ben also talks about the iterative reality of game design, how Rebellion balances creative risk with player expectations, and why so much of game development comes down to building systems that allow you to fail, adapt, and discover the right ideas over time. 


The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

Writing Outer Wilds: Joy, Grief, and Letting Go | Kelsey Beachum (Outer Wilds, Avowed, Outer Worlds)14 avr. 202601:09:17

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Today I sit down with Kelsey Beachum, writer of Outer Wilds, for a deeply honest conversation about the creative process, including what it was like collaborating with her brother Alex Beachum on one of the most loved indie games of the past decade.

Kelsey clearly poured so much of herself into the writing for Outer Wilds. I actually had no idea just how personal this game was for her. This of course bought up a ton of questions about what it must be like to put your heart on your sleeve for the whole world to see. As you can imagine she has some thoughts on this!

We also get into the strange phenomenon of imposter syndrome that can come even when the response from players is overwhelmingly positive. Kelsey reflects on what it means to feel disconnected from the success of a game like Outer Wilds and how she learned to navigate that emotionally.

We talk about burnout in the games industry, what causes it, what it costs creatively, and the importance of finding collaborators, studios, and creative environments whose values genuinely align with your own.

Beyond Outer Wilds, we also discuss Kelsey’s work on Avowed and The Outer Worlds. 

This was one of the most open and generous conversations I’ve had on the show. Kelsey held nothing back, and I think anyone who makes things, games, films, documentaries, music, writing will find something here that resonates.

This is basically a conversation on creation and what we give to our projects. It reminds me about the disconnect between the maker and the audience. What we put into a creative endeavor is often different to what the audience gets out of it. I don't see this as a bad thing in the slightest and there is a joy in see how ones work is interpreted compared to what was going through our heads when we made it. 

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

Scope, testing, and Finishing Games | Nina Freeman (Cibele, Lost Records: Bloom & Rage)06 avr. 202601:19:18

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In today’s episode I speak with game developer Nina Freeman about mistakes, reflection, and the role personal experience can play in game design.

Nina is known for her autobiographical approach to games, incorporating real moments from her own life into projects like Cibele, as well as her work on Tacoma and, more recently, Lost Records: Bloom & Rage. 

We talk about her early experiences with games, from edutainment titles at the public library through to discovering games like Myst and how they shaped the way she thinks about storytelling and interaction. Nina came up through New York game jams and collaborating with friends.

A large part of the conversation centres around learning from mistakes. And learning to learn from mistakes. Nina has not been able to avoid the trap of scope creep, but rather than seeing it as a bad thing she has learn't to live with the fact that this is just something that developers do, and to sometimes just embrace it.

Nina discusses why she values finishing projects over chasing perfection, how she approaches playtesting and criticism, and the difficulty of revisiting released work when all you can see are the things you wish you had more time to improve. We also get into what it feels like to release such personal work and the strange feeling of having strangers connect deeply with experiences drawn from your own life. 

We spend time talking about narrative design in games and the unique way games allow players to embody characters unlike themselves. Nina explains how mechanics, dialogue choices, and environmental storytelling can help players inhabit another person’s perspective in ways film often cannot. We also discuss her work on Lost Records: Bloom & Rage, building believable friendships, nostalgia, and why seemingly small interactions can carry emotional weight in games. 

Finally, Nina talks about her upcoming horror project exploring body image, memory, and her relationship with her mother.

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

Why Platformers need to evolve | Chris Wade (Big Hops)30 mars 202601:06:49

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The Examined Game #5

In today’s episode I speak with Chris Wade, creator of Big Hops. Big Hops immediately caught my attention as a platformer. While most modern platformers still build on the foundations laid down in the 1990s, Big Hops takes inspiration from emergent gameplay systems found in games like Nintendo's The Legend of Zelda: Breath of the Wild and Arkane Studio's Dishonored and applies to the platformer genre.

If that sounds like an interesting proposition you're right it is. 

Chris talks about the early development of the game and his decision to move away from the traditional “make a fun toy first” style of development and instead approach Big Hops from a top-down design philosophy. His core question was simple: what would happen if a 3D platformer embraced systemic gameplay and player-driven experimentation in the same way Breath of the Wild did for Zelda? 

We discuss the challenge of making a platformer stand out in 2026, the importance of having a strong gameplay hook, and why the frog tongue mechanic became the central design pillar of the game. Big Hops contains no combat. This decision added an extra level of complexity when it came to giving players enough to do in the world to keep them interested. Chris' design philosophy is that most indie combat systems feel underwhelming compared to movement mechanics, and instead focused on traversal, experimentation and player expression. 

We talk about his team losing their publisher late into production, how they kept the game alive, and the strange experience of watching players and speedrunners completely break systems in ways the developers never expected. We also talk about Nintendo’s design philosophy, Zelda, Mario, Banjo-Kazooie, Animal Crossing, Psychonauts, Dark Souls, storytelling in platformers, voice acting, emergent gameplay and why players form emotional connections to virtual worlds in the first place. 

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

Why Great Games still Fail | Mario R. Kroll (Video PR & Marketing expert)23 mars 202601:15:04

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In today’s episode I speak with Mario R. Kroll, founder of UberStrategist
. Mario has spent more than 30 years working across PR, publishing and marketing in the video game industry, helping studios figure out how to get their games noticed in an increasingly crowded market.

This was a candid conversation about visibility, marketing, networking and the realities of trying to launch games today. We talk about what actually gets a game noticed, why so many developers leave marketing until far too late, and how difficult it has become for smaller games to cut through the noise when thousands of titles launch every year.

Mario shares how he first entered the games industry after teaching himself web development to build and run Wargamer.com, a fan-made matchmaking and community site for strategy gamers in the 1990s. What started as a hobby eventually turned into a full-time operation and led him into publishing, PR and eventually the founding of UberStrategist, where he now works with studios across games and tabletop.

We also discuss the changing state of games media, the rise of influencers, how AI is changing discoverability, and why strong community building is now just as important as making a good game. Mario talks openly about imposter syndrome, networking culture at industry events, and the pressure developers put on themselves trying to do everything alone instead of asking for help.

We also get into retro games, strategy games, tabletop RPGs, Nightdive Studios, Atari, game preservation, and why some older games still hold up decades later while others don’t. This was a really thoughtful conversation about the business side of games, but also about the people behind them and the challenge of staying creative and motivated in such a competitive industry.

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

How Portal Was Written | Erik Wolpaw (Portal)17 mars 202601:11:23

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The Examined Game #4

In this episode of The Examined Game I speak with Erik Wolpaw on writing for video games. 

Erik is best known for his work on Portal, Portal 2, the Half-Life 2: Episode One and Half-Life 2: Episode Two, as well as his time at Valve and Double Fine Productions
working on Psychonauts. We talk about environmental storytelling, just how difficult it is to make games funny, and how much of Portal’s world was built through suggestion rather than exposition. Erik breaks down how characters like GLaDOS and Wheatley evolved during development, and why constraints often lead to stronger creative decisions. The fact that Portal was way into development before he came on-board as a writer says a lot about just how strong the writing for Portal is, considering it is so well known for its characters and world building.

We talk about the realities of the writing process itself: procrastination, self-doubt, collaboration and playtesting. Erik talks candidly about the creative culture at Valve during the development of The Orange Box, the pressures of shipping games, and why most writers secretly hate writing. 

I got to talk with Erik about Half-Life 2, Left 4 Dead 2 and some of his favorite games including ICO, Slay the Spire and Clair Obscur: Expedition 33.

This was such a great deep dive into the power of writing in video games but above all else, you must remember: the cake is a lie.

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

Why Play Matters | Julia Minamata (The Crimson Diamond)05 mars 202601:04:29

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The Examined Game #3

Julia Minamata is the solo developer of The Crimson Diamond, a love letter to the classic Sierra On-Line parser adventures. I adored playing The Crimson Diamond and wanted to talk with Julia about the power of play in video games and why classic adventure games still resonate so strongly with players today.

We discuss Julia’s inspiration for the game and the idea of building a game like a doll’s house for the player to lose themselves in. We wade into some hard-core adventure game depths including discussions on The Colonel's Bequest, King's Quest, Space Quest, Monkey Island, Day of the Tentacle and Maniac Mansion, as well as why parser based gameplay creates a very different kind of player immersion compared to point and click adventures.

What I love about Julia's commitment to tex parser games is that she has found a way to introduce a decades old mechanic and make it work for a modern audience. She has been surprised by how many new, and often young players have picked up her game and enjoyed it.

Julia talks about the pressures of being a solo developer and how making the game became its own escape for Julia when her work as an illustrator was stalling. The Crimson Diamond had a long development process and Julia really did pour her heart into it. From retro game design, EGA graphics, nostalgia, indie development and the challenge of creating a game that feels so personal this is such a great conversation about the golden era of adventure games, and how devs like Julia are keeping them alive for modern gamers. 

At the core of this conversation is an exploration into the relationship between games, imagination and physical play spaces, including doll houses, LEGO and mystery fiction, and why older games often encouraged players to slow down and engage with virtual spaces.

Steam Page:
The Crimson Diamond on Steam

Official Website:
The Crimson Diamond Official Website

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

Restoring the Mona Lisas of video games | Larry Kuperman (Nightdive Studios)02 mars 202601:03:25

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In today’s episode I speak with Larry Kuperman, Vice President of Business Development at Nightdive Studios. Larry retired not long after this interview, so I was pleased to chat with such an industry veteran.

Nightdive have made a well-deserved name for themselves with their remakes and remasters of classic games including System Shock, System Shock 2, Blade Runner, Star Wars: Dark Forces, The Thing, Quake and many others.

I sat down with Larry to discuss the ups and downs of remastering and remaking games. We talk about player expectations and the legal maze involved in resurrecting these games. How missing source code, lost contracts and rights ownership make for a “fun” puzzle when it comes to getting these games to see the light of day again, as well as game preservation and the technical challenge of bringing older PC games onto modern hardware and consoles. Based on Larry’s experience, some games are far more difficult to preserve than others, and we get into the “games that got away”, at least for the time being. The studio’s current white whale being No One Lives Forever.

We talk about nostalgia and why certain games stay with players for decades. Larry talks about growing up during the early PC gaming era, the impact of studios like id Software and why games like Doom and Descent mean so much to him as games he played with his son. We also discuss the emotional connection people have to games from the 1990s and early 2000s, and why replaying them can feel like reconnecting with a specific moment in life. This leads into the pressure that comes when you, as Larry put it, “remaster the Mona Lisa of video games”.

The conversation also covers Nightdive’s early relationship with GOG, the decline of physical PC games, digital distribution, modding communities and the growing importance of game preservation, and why the goal is not to recreate games exactly as they were, but to make them feel the way players remember them.

We also get into titles like I Have No Mouth, and I Must Scream, No One Lives Forever and SiN. These are the games of my youth, so talking with Larry on this subject was, for me, fascinating.

The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

When Naughty Dog Took A Risk On Uncharted 2 | Richard Lemarchand (Uncharted, Naughty Dog) 23 févr. 202601:06:00

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I sat down with co-lead game designer on the original Uncharted trilogy, Richard Lemarchand, to talk about the creative process Naughty Dog took when making Uncharted 2: Among Thieves and how Naughty Dog
approached pacing, cinematic gameplay and level design.

Richard talks about working alongside Amy Hennig, Bruce Straley and Neil Druckmann on the original Uncharted trilogy, and how the studio evolved from games like Crash Bandicoot and Jak and Daxter into more story-driven games like Uncharted and The Last of Us.

A large part of the conversation focuses on the Tibetan village sequence in Uncharted 2 and why the team decided to slow the player down after the train level. Richard explains how the level was designed to create contrast with the action sequences and why some people at the studio thought it would not work.

We also talk about player psychology, environmental storytelling, audio design and how quieter moments can change the pacing of a game. Richard discusses some of the games that influenced him, including ICO, Shadow of the Colossus and The Graveyard by Auriea Harvey and Michaël Samyn.

We also get into Naughty Dog’s development process, how the studio used vertical slices and game design documents during pre-production, and how the team approached cinematic action sequences like the moving train level in Uncharted 2.

Years ago I heard Richard talk about the Tibetan village level and wanted to ask him more about how it came together. This interview goes into the details behind that sequence and the wider design philosophy behind the Uncharted games.

Richard now teaches game design at the University of Southern California. He says the biggest mistake his students make is being to ambitious in their scope for their games. I can relate to this as a film-maker. His philosophy is to do one thing extremely well rather than many things poorly. Richard clearly borrows from music, film, books and TV to inspire his work, just look at the book shelf behind him during our interview. 




The Examined Game

Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.

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