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The House of the Dev

The House of the Dev

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Unparalleled game dev experience podcast with Raphael Colantonio & Peter Salnikov.

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  • S3E5. New Blood Interactive, империя раннего доступа - с Дэйвом Ошри
    Aug 19 2026
    Рафаэль Колантонио и Петр Сальников снова у микрофонов. В этом выпуске они общаются с Дэйвом Ошри — сооснователем и директором New Blood Interactive (Dusk, Fallen Aces, Gloomwood и др.). Обсудили их уникальный подход к раннему доступу, умение слушать игроков и смелость посылать мейнстрим подальше. Получите финансовую поддержку для своего проекта в IndieGo Fund: https://indie-go.ru/fund

    – Почему некоторые все еще думают, что игры, стилизованные под ретро, создавать легче и безопаснее?

    – Эпизодические игры как сезоны ТВ-сериала. Почему большие обновления — это здорово.

    – “Лучше играть для забитого клуба, чем перед пустым стадионом”;

    – От начала к концу, камень за камнем. Ключевые разработчики и порхающие команды: как выглядит пайплайн New Blood?

    – Игра, созданная в спешке, останется плохой навсегда. Почему важно дать разработчикам время, которое им нужно.

    Поддержите локализацию подкаста на Boosty: https://boosty.to/disgustingmen

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    1 ora e 9 min
  • S3E5. New Blood Interactive, The Empire of Early Access - with Dave Oshry
    Aug 19 2026

    Raphael Colantonio & Peter Salnikov are back at the mics to talk to Dave Oshry, co-founder and CEO of New Blood Interactive (Dusk, Fallen Aces, Gloomwood etc) about their unique approach to early access, listening to players and saying ‘screw you!’ to mainstream.

    Find financial support for your game studio at IndieGo Fund: https://indie-go.ru/fund

    – Are retro-looking games easier & safer to create?

    – Episodic games as TV seasons. Why big updates are good;

    – “Better to have a sold-out club show than to play for an empty stadium”;

    – Front to end, brick by brick. Core devs & floating teams: what’s New Blood’s pipeline like?

    – A rushed game will stay bad forever: why it’s important to take the time you need.

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    1 ora e 9 min
  • S3E4. Restraints as Values & The Curse of Forced IPs - with Chris Avellone
    May 25 2026

    Chris Avellone, the legendary writer and game designer, talks to Raphael Colantonio and Peter Salnikov on his approach to storytelling and narrative design in games and much more in this thoughtful, very open and sometimes funny episode.

    Hire, pay, and stay compliant with your team in 100+ countries, in one place: https://mellow.io/demo?utm_source=youtube&utm_medium=influence&utm_campaign=general&utm_content=thotd

    Find financial support at IndieGo Fund: https://indie-go.ru/fund

    - Who is Chris Avellone, and how his experience at the D&D table affected his future career;

    - How ‘Typhon’ became ‘Prey’ - and how the story of that game came to be at all;

    - The damage devs take from using forced IPs: cases of Dark Messiah of Might & Magic, System Shock 2;

    - Choices in RPGs and the depth they provide; the cases Mass Effect & Fallout: New Vegas’ Legion;

    - Why is Pathfinder: Kingmaker more Fallout than Baldur’s Gate?

    - Restraints as values: how limitations might lead a game out of the darkness;

    - Leaks, scores, bad PR, press relations and other mutual pains of game developers & media.

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    1 ora e 10 min
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