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 <title>Game Dev Life</title>
 <link>http://quarterspiral.com</link>
 <description>Behind every videogame is a team of developers, designers, engineers, artists and makers. Hear the stories behind the games.</description>
 <language>en-PI</language>
 <copyright>http://creativecommons.org/licenses/by/2.0/</copyright>
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 <managingEditor>famousaspect@gmail.com (gamedevlife)</managingEditor>
<category>Arts &amp; Entertainment</category>
 <pubDate>Tue, 09 Jul 2013 17:35:51 +0100</pubDate>
 <lastBuildDate>Mon, 12 Aug 2013 06:58:09 +0100</lastBuildDate>

<image>
 <url>https://gamedevlife.jellycast.com/files/GDL%20Logo%203.png</url>
 <title>Game Dev Life</title>
 <link>http://quarterspiral.com</link>
<width>144</width>
<height>144</height>
 <description>Behind every videogame is a team of developers, designers, engineers, artists and makers. Hear the stories behind the games.</description>
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 <itunes:author>Quarter Spiral</itunes:author>
 <itunes:image href="https://gamedevlife.jellycast.com/files/GDL%20Logo.png" />
 <itunes:owner>
 <itunes:name>gamedevlife</itunes:name>
 <itunes:email>famousaspect@gmail.com</itunes:email>
 </itunes:owner>
 <itunes:keywords>podcast</itunes:keywords>
 <itunes:explicit>No</itunes:explicit>
 <itunes:block>No</itunes:block>
 <itunes:subtitle>Behind every videogame is a team of developers, designers, engineers, artists and makers. Hear the stories behind the games.</itunes:subtitle>
 <itunes:summary>Quarter Spiral&#039;s Game Dev Life Podcast explores the real life stories behind the creation of your favorite videogames. In this in depth interview show, host Ethan Levy talks to game designers, developers and makers of all stripes to learn &quot;how the sausage is made.&quot; Each episode features a different game developer telling the story of their life as a game developer.</itunes:summary>
 <itunes:category text='Arts &amp; Entertainment' />

<item>
 <title>004 Space is Key transforms Christopher Jeffery from accountant to game dev</title>
 <link>https://gamedevlife.jellycast.com/node/6</link>
 <description>Chistopher Jeffery started out as a student making Flash games in his spare time to amuse his friends. He scored an early sponsorship with Big Fish Games with Scramball and went on to make games including Platcore and Space is Key. Based on the success of the iOS port of Space is Key, Chris started making enough money to leave his job as an accountant behind and pursue game development full time. He also helps organize the Mochi London game conference and is one of the three hosts of the Super Indie Pals podcast.</description>
 <enclosure url="https://gamedevlife.jellycast.com/files/audio/Space%20is%20Key%20transforms%20Christopher%20Jeffery%20from%20accountant%20to%20game%20developer.mp3" length="45834803" type="audio/mpeg" />
 <pubDate>Mon, 12 Aug 2013 06:28:09 +0100</pubDate>
 <content:encoded>Chistopher Jeffery started out as a student making Flash games in his spare time to amuse his friends. He scored an early sponsorship with Big Fish Games with Scramball and went on to make games including Platcore and Space is Key. Based on the success of the iOS port of Space is Key, Chris started making enough money to leave his job as an accountant behind and pursue game development full time. He also helps organize the Mochi London game conference and is one of the three hosts of the Super Indie Pals podcast.</content:encoded>
 <comments>https://gamedevlife.jellycast.com/node/6</comments>
 <dc:creator>Quarter Spiral</dc:creator>
 <guid>https://gamedevlife.jellycast.com/node/6</guid>
 <itunes:subtitle>Chris Jeff Games talks about the transition from Flash to mobile, Space is Key, Mochi London and Super Indie Pals</itunes:subtitle>
 <itunes:summary>Chistopher Jeffery started out as a student making Flash games in his spare time to amuse his friends. He scored an early sponsorship with Big Fish Games with Scramball and went on to make games including Platcore and Space is Key. Based on the success of the iOS port of Space is Key, Chris started making enough money to leave his job as an accountant behind and pursue game development full time. He also helps organize the Mochi London game conference and is one of the three hosts of the Super Indie Pals podcast.</itunes:summary>
 <itunes:explicit>No</itunes:explicit>
 <itunes:keywords>Game Design, Game Development, Quarter Spiral, Enhanced Wars, Space is Key, Platcore, Mochi London, Super Indie Pals</itunes:keywords>
 <itunes:duration>00:47:44</itunes:duration>
 <itunes:image href="https://gamedevlife.jellycast.com/files/GDL%20Logo%203.png" />
</item>
<item>
 <title>003 Cards Against Humanity&#039;s Comedic Roots with Max Temkin</title>
 <link>https://gamedevlife.jellycast.com/node/5</link>
 <description>I talk to game designer Max Temkin about his two viral success stories with real world game Humans vs Zombies and the breakout card game hit Cards Against Humanity. Max has been in the enviable position of being part of teams that have gone viral. First on college campuses with the massive nerf gun tag game Humans vs Zombies and now with the party game for horrible people, Cards Against Humanity. Learn what the process is for the 8 person Cards team to design new expansion packs, as well as how working on the 2008 Obama campaign helped fuel the branding and distribution of Cards Against Humanity.</description>
 <enclosure url="https://gamedevlife.jellycast.com/files/audio/13%2007%2008%20Cards%20Against%20Humanity.mp3" length="54338228" type="audio/mpeg" />
 <pubDate>Mon, 12 Aug 2013 06:57:09 +0100</pubDate>
 <content:encoded>I talk to game designer Max Temkin about his two viral success stories with real world game Humans vs Zombies and the breakout card game hit Cards Against Humanity. Max has been in the enviable position of being part of teams that have gone viral. First on college campuses with the massive nerf gun tag game Humans vs Zombies and now with the party game for horrible people, Cards Against Humanity. Learn what the process is for the 8 person Cards team to design new expansion packs, as well as how working on the 2008 Obama campaign helped fuel the branding and distribution of Cards Against Humanity.</content:encoded>
 <comments>https://gamedevlife.jellycast.com/node/5</comments>
 <dc:creator>Quarter Spiral</dc:creator>
 <guid>https://gamedevlife.jellycast.com/node/5</guid>
 <itunes:subtitle>Max Temkin of Cards Against Humanity and Humans vs Zombies discusses the origin, funding and viral success of these games.</itunes:subtitle>
 <itunes:summary>I talk to game designer Max Temkin about his two viral success stories with real world game Humans vs Zombies and the breakout card game hit Cards Against Humanity. Max has been in the enviable position of being part of teams that have gone viral. First on college campuses with the massive nerf gun tag game Humans vs Zombies and now with the party game for horrible people, Cards Against Humanity. Learn what the process is for the 8 person Cards team to design new expansion packs, as well as how working on the 2008 Obama campaign helped fuel the branding and distribution of Cards Against Humanity.</itunes:summary>
 <itunes:explicit>No</itunes:explicit>
 <itunes:keywords>Game Design, Game Development, Quarter Spiral, Enhanced Wars, Kickstarter, Cards Against Humanity, Humans vs Zombies, Max Temkin</itunes:keywords>
 <itunes:duration>00:56:36</itunes:duration>
 <itunes:image href="https://gamedevlife.jellycast.com/files/GDL%20Logo%203.png" />
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<item>
 <title>002 Academia, Kickstarter and Manufacturing with Corporate America&#039;s Teale Fristoe</title>
 <link>https://gamedevlife.jellycast.com/node/4</link>
 <description>I talk to board game designer Teale Fristoe about his ocean crossing journey with Corporate America. Fristoe began his career as an engineer at casual game maker PlayFirst, but left to pursue a doctorate in game studies at UC Santa Cruz. 3.5 years into his program, Teale left academia to follow his true passion of designing board games. Hear his lessons learned from using Kickstarter to pay for the manufacturing of his game, Corporate America, as well as just what it takes to get a physical good like a board game manufactured and delivered to his backers.</description>
 <enclosure url="https://gamedevlife.jellycast.com/files/audio/Corporate%20America%20postmortem%20final.mp3" length="47712302" type="audio/mpeg" />
 <pubDate>Mon, 12 Aug 2013 07:09:07 +0100</pubDate>
 <content:encoded>I talk to board game designer Teale Fristoe about his ocean crossing journey with Corporate America. Fristoe began his career as an engineer at casual game maker PlayFirst, but left to pursue a doctorate in game studies at UC Santa Cruz. 3.5 years into his program, Teale left academia to follow his true passion of designing board games. Hear his lessons learned from using Kickstarter to pay for the manufacturing of his game, Corporate America, as well as just what it takes to get a physical good like a board game manufactured and delivered to his backers.</content:encoded>
 <comments>https://gamedevlife.jellycast.com/node/4</comments>
 <dc:creator>Quarter Spiral</dc:creator>
 <guid>https://gamedevlife.jellycast.com/node/4</guid>
 <itunes:subtitle>Board game designer Teale Fristoe discusses leaving academia behind to Kickstarter his game Corporate America</itunes:subtitle>
 <itunes:summary>I talk to board game designer Teale Fristoe about his ocean crossing journey with Corporate America. Fristoe began his career as an engineer at casual game maker PlayFirst, but left to pursue a doctorate in game studies at UC Santa Cruz. 3.5 years into his program, Teale left academia to follow his true passion of designing board games. Hear his lessons learned from using Kickstarter to pay for the manufacturing of his game, Corporate America, as well as just what it takes to get a physical good like a board game manufactured and delivered to his backers.</itunes:summary>
 <itunes:explicit>No</itunes:explicit>
 <itunes:keywords>Game Design, Game Development, Quarter Spiral, Enhanced Wars, Video Games, Gaming, Board Games, Kickstarter, Corporate America</itunes:keywords>
 <itunes:duration>00:49:42</itunes:duration>
 <itunes:image href="https://gamedevlife.jellycast.com/files/GDL%20Logo%203.png" />
</item>
<item>
 <title>001 Craftyy Postmortem with Nicklaus Liow and Jason Church</title>
 <link>https://gamedevlife.jellycast.com/node/3</link>
 <description>I talk to Nicklaus Liow and Jason Church, makers of the HTML5 game creation and remixing tool, Craftyy. In this interview, we learn what it is like to fail fast as a Silicon Valley start up. Craftyy got started when Nick and Jason took 1st place in the Start Up San Diego competition. Soon, they were accepted into the Mozilla WebFWD accelerator and funded Craftyy with a successful Kickstarter. But soon, Nick and Jason learned the lesson of letting raw momentum hide the lack of a cohesive vision.</description>
 <enclosure url="https://gamedevlife.jellycast.com/files/audio/Crafty%20postmortem.mp3" length="58335623" type="audio/mpeg" />
 <pubDate>Mon, 12 Aug 2013 16:58:15 +0100</pubDate>
 <content:encoded>I talk to Nicklaus Liow and Jason Church, makers of the HTML5 game creation and remixing tool, Craftyy. In this interview, we learn what it is like to fail fast as a Silicon Valley start up. Craftyy got started when Nick and Jason took 1st place in the Start Up San Diego competition. Soon, they were accepted into the Mozilla WebFWD accelerator and funded Craftyy with a successful Kickstarter. But soon, Nick and Jason learned the lesson of letting raw momentum hide the lack of a cohesive vision.</content:encoded>
 <comments>https://gamedevlife.jellycast.com/node/3</comments>
 <dc:creator>Quarter Spiral</dc:creator>
 <guid>https://gamedevlife.jellycast.com/node/3</guid>
 <itunes:subtitle>Kickstarter, Mozilla WebFWD and failing fast as a silicon valley startup</itunes:subtitle>
 <itunes:summary>I talk to Nicklaus Liow and Jason Church, makers of the HTML5 game creation and remixing tool, Craftyy. In this interview, we learn what it is like to fail fast as a Silicon Valley start up. Craftyy got started when Nick and Jason took 1st place in the Start Up San Diego competition. Soon, they were accepted into the Mozilla WebFWD accelerator and funded Craftyy with a successful Kickstarter. But soon, Nick and Jason learned the lesson of letting raw momentum hide the lack of a cohesive vision.</itunes:summary>
 <itunes:explicit>Yes</itunes:explicit>
 <itunes:keywords>Game Design, Game Development, Quarter Spiral, Enhanced Wars, Video Games, Gaming</itunes:keywords>
 <itunes:duration>00:40:30</itunes:duration>
 <itunes:image href="https://gamedevlife.jellycast.com/files/GDL%20Logo%203.png" />
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