エピソード

  • Night Street's Mac Reynolds Captures the Last Flag
    2025/07/03

    Our guest this week is Mac Reynolds, CEO and co-founder of Night Street Games, making the PvP shooter Last Flag. As manager of the band, Imagine Dragons, he learned how to find magic from the grind and now applies that to a videogame. We discuss Eagle Scouts, learning to advocate and CTF - this week!

    Episode Highlights

    [00:00:00] Realizing How Hard It Is to Make a Game
    Mac shares how his early assumptions about game development were quickly shattered after launching Night Street Games.

    [00:08:00] From Managing Imagine Dragons to Founding a Game Studio
    Learn how Mac transitioned from music manager to game studio co-founder with his brother Dan Reynolds, lead singer of Imagine Dragons.

    [00:11:00] Building Night Street Games: A True Family Venture
    Mac discusses starting Night Street Games, working with Dan, and their love for classic developers like LucasArts and Sierra.

    [00:17:00] Designing Last Flag: A New Take on Capture the Flag
    Hear how Last Flag evolved from a simple concept into a competitive third-person multiplayer game inspired by hide-and-seek.

    [00:21:00] Innovative Gameplay: Radar Towers, Seeker Drones & Strategy
    Mac breaks down the unique mechanics that make Last Flag stand out—like territory control and high-stakes flag defense.

    [00:29:00] Leaving Law for Creativity and Founding a Studio
    From law school to the Grammy Awards to launching a game studio, Mac reflects on choosing passion over a traditional career path.

    [00:44:00] Building a Remote, Scalable Game Team from Scratch
    He explains how Night Street scaled to over 50 people, balancing internal hires with tightly integrated outsourcing.

    [00:56:00] Comparing Music & Games: Creativity, Community & Joy
    Mac reflects on what games and music have in common—creation, community, and the magic of bringing people joy.

    Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!
    Hosted by Alexander Seropian and Aaron Marroquin
    Find us at www.thefourthcurtain.com

    Join our Patreon for early, ad-free episodes plus bonus content at https://patreon.com/FourthCurtain

    Come join the conversation at https://discord.gg/KWeGE4xHfe
    Videos available at https://www.youtube.com/@thefourthcurtain
    Follow us on Twitter: @fourthcurtain
    Edited and mastered at https://noise-floor.com

    Audio Editor: Bryen Hensley
    Video Editor: Sarkis Grigorian
    Producer: Shanglan (May) Li
    Art: Paul Russel
    Community Manager: Doug Zartman
    Featuring Liberation by 505

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    1 時間 13 分
  • Oregon Trail's Phillip Bouchard Blazes Deadly Paths
    2025/06/26

    Our guest this week is the poster boy for educational software going massively mainstream, Phillip Bouchard. Starting in the world of mainframes he created a worldwide hit on Apple II and beyond. We talk Apple getting kickstarted and science for fun and profit this week!

    Episode Highlights

    [00:00:00] The Legacy of The Oregon Trail: Still Remembered 40 Years Later
    Philip reflects on the surprising longevity of The Oregon Trail, a game still remembered decades after its release and played by new generations.

    [00:08:00] Dysentery and Game Design: Origins of a Legendary Game Over Screen
    Discover how the infamous “You have died of dysentery” message became part of the 1985 version—and why it wasn’t in the original 1971 text-only release.

    [00:13:00] Building the Classic Version: Small Team, Big Impact
    Learn how a five-person team crafted the Apple II version that defined The Oregon Trail, combining educational goals with entertaining gameplay.

    [00:20:00] From Text to Graphics: A Full Redesign for Apple II
    Philip explains how the 1985 version was a complete rebuild with new code, visual assets, and expanded simulations—leaving the original codebase behind.

    [00:25:00] State-Owned Software: The Story of MEC and Minnesota’s Role
    Explore how Minnesota’s state-funded organization MEC developed and distributed The Oregon Trail, influencing early educational software nationwide.

    [00:36:00] Instant School Success: How Teacher Demand Took Over
    After initially launching only in the home market, teacher demand led to widespread adoption of The Oregon Trail in classrooms across North America.

    [00:41:00] Life After Oregon Trail: From Munchers to Broderbund
    Philip talks about his post-Oregon Trail career, including work on the Munchers series and his time at Broderbund and McGraw-Hill.

    [00:45:00] Writing, AI Art, and Retirement: Philip’s Current Creative Life
    Now retired, Philip shares his passion for writing science books, experimenting with AI art, and staying curious across new creative hobbies.

    Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!
    Hosted by Alexander Seropian and Aaron Marroquin
    Find us at www.thefourthcurtain.com

    Join our Patreon for early, ad-free episodes plus bonus content at https://patreon.com/FourthCurtain

    Come join the conversation at https://discord.gg/KWeGE4xHfe
    Videos available at https://www.youtube.com/@thefourthcurtain
    Follow us on Twitter: @fourthcurtain
    Edited and mastered at https://noise-floor.com

    Audio Editor: Bryen Hensley
    Video Editor: Sarkis Grigorian
    Producer: Shanglan (May) Li
    Art: Paul Russel
    Community Manager: Doug Zartman
    Featuring Liberation by 505

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    1 時間 2 分
  • Killer Instinct's Adam Boyes Tears Down the Walls
    2025/06/19

    Our guest this week is Adam Boyes, longtime co-CEO of Iron Galaxy and now founder of Vivrato. From Killer Instinct to The Last of Us Part I, he’s helped bring major games to life and now supports devs launching their own. We discuss putting in raunchy stuff, nemawashi and his magic deck of challenges - this week!

    Episode Highlights

    [00:00:00] "Shipping Will Burn You": Why Making Games Is the Best Teacher
    Adam kicks off with advice for aspiring devs: build, release, and learn from failure—because real growth comes from shipping games, not just dreaming them.

    [00:08:00] From Farm Town to QA: Adam’s Unlikely Start at EA Sports
    Hear how Adam landed his first job in games testing NBA Live 97 and FIFA 98, despite growing up in rural Canada with dreams of working on NHL games.

    [00:15:00] Modding Roots and BBS Culture: The Birth of a Developer
    Adam shares how his love for PC modding and running a Jurassic Park–themed BBS shaped his curiosity and multi-discipline approach to game development.

    [00:27:00] The Wild Days at Midway: Slugfest, Blitz & Studio Chaos
    From canceled games to f-bomb-filled meetings, Adam reflects on Midway’s raw, chaotic culture—and how it helped him grow as a producer and leader.

    [00:34:00] “Nemo Washi”: Building Consensus Like a Japanese Producer
    Adam explains the Japanese business concept of Nemo Washi, and how it shaped his leadership style—building trust, alignment, and resource sharing across teams.

    [00:44:00] Smashing Red Tape at PlayStation: Killing the Concept Submission Process
    At Sony, Adam eliminated outdated approval systems and championed indie access, unlocking millions in dev revenue and streamlining platform entry.

    [00:50:00] Iron Galaxy’s Secret Sauce: Co-Development with the Best in the Biz
    Adam discusses co-developing Skyrim, Diablo III, The Last of Us Part I, and Fortnite—and how Iron Galaxy became one of the industry’s most trusted studios.

    [00:56:00] Launching Vivrato: Solving the Game Industry’s Hardest Problems
    Now at Vivrato, Adam's mission is to help devs at all levels—focusing on industry-wide challenges with a personalized, high-impact advisory approach.

    Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!
    Hosted by Alexander Seropian and Aaron Marroquin
    Find us at www.thefourthcurtain.com

    Join our Patreon for early, ad-free episodes plus bonus content at https://patreon.com/FourthCurtain

    Come join the conversation at https://discord.gg/KWeGE4xHfe
    Videos available at https://www.youtube.com/@thefourthcurtain
    Follow us on Twitter: @fourthcurtain
    Edited and mastered at https://noise-floor.com

    Audio Editor: Bryen Hensley
    Video Editor: Sarkis Grigorian
    Producer: Shanglan (May) Li
    Art: Paul Russel
    Community Manager: Doug Zartman
    Featuring Liberation by 505

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    1 時間 20 分
  • Dead by Daylight’s Rémi Racine Bets on Himself
    2025/06/12

    Our guest Rémi Racine is the founder & CEO of Behaviour Interactive—the studio behind Dead by Daylight and dozens of other titles. A veteran of the games industry for over 25 years, Rémi has helped shape not just iconic games but also the entire Canadian game development landscape - this week!

    00:02:10 — From Montreal to Mainstream: Remi’s first game at age 24

    Discover how Remi’s early passion project turned into a pioneering move in Canadian game development.

    00:08:45 — The Birth of Behaviour Interactive

    Learn how Remi spun off from Multimedia Interactive to create a now-iconic game studio.

    00:14:30 — Behind the Scenes of Dead by Daylight

    Remi discusses the strategy, surprises, and evolution of Behaviour’s biggest hit.

    00:19:55 — How to Keep a Game Studio Independent

    A rare look at the decisions and principles that kept Behaviour from being acquired.

    00:27:12 — The Reality of Licensing vs. Original IP

    Get Remi’s take on the balance between creative control and commercial viability.

    00:34:00 — What Triple-A Studios Get Wrong

    Insights from Behaviour’s CEO on the cracks in big-budget game development.

    00:41:10 — Advice for Young Game Developers

    Remi shares the practical skills and mindset that aspiring devs should master.

    00:49:55 — His Bold Bet on Service-Based Games

    Explore why Remi believes in games as ongoing services—and what makes that sustainable.

    Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!
    Hosted by Alexander Seropian and Aaron Marroquin
    Find us at www.thefourthcurtain.com

    Join our Patreon for early, ad-free episodes plus bonus content at https://patreon.com/FourthCurtain

    Come join the conversation at https://discord.gg/KWeGE4xHfe
    Videos available at https://www.youtube.com/@thefourthcurtain
    Follow us on Twitter: @fourthcurtain
    Edited and mastered at https://noise-floor.com

    Audio Editor: Bryen Hensley
    Video Editor: Sarkis Grigorian
    Producer: Shanglan (May) Li
    Art: Paul Russel
    Community Manager: Doug Zartman
    Featuring Liberation by 505

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    1 時間 8 分
  • Uncharted's Nolan North's Weird Ability to Yell
    2025/06/05

    Our guest Nolan North has brought to life your favorite videogame characters with his voice! From Uncharted's Nathan Drake and Assassin's Creed's Desmond Miles, to scores of others, he is a top talent in the industry. We discuss the freedom of preparation and being broke but happy - this week!

    Episode Highlights

    [00:00:00] From Soap Operas to Sound Booths: Nolan North’s Unexpected VO Journey
    Nolan shares how a friend encouraged him to pivot from acting on Port Charles to voice acting—kicking off a prolific video game career.

    [00:06:00] Recording Anywhere: How Remote VO Work Changed the Industry
    Nolan explains how post-pandemic voiceover work allows actors to record high-quality audio from home studios across the country.

    [00:12:00] Childhood Impressions and Baseball Dreams
    Hear how Nolan’s early love for mimicking voices and playing sports shaped his journey before he ever touched a microphone.

    [00:20:00] Breaking In with $750 and a Yell
    Nolan recalls his first video game gig, yelling lines for just $750—and how that led to a reputation as a go-to, reliable voice actor.

    [00:26:00] Bringing Nathan Drake to Life with Performance Capture
    Nolan details how Uncharted rehearsals, ad-libbing, and trust from Amy Hennig made the character of Nathan Drake feel human and iconic.

    [00:33:00] Going Beyond the Voice: Crafting Penguin, Joker & More
    Nolan dives into his diverse range—from his gruff Penguin in Arkham to an offbeat version of the Joker and even made-up languages.

    [00:47:00] Voice Acting Wisdom: It's Not Rejection, It’s Fit
    He reflects on casting experiences and why actors should focus on authenticity over perfection—it’s about the right fit, not the best read.

    [01:00:00] The Power of Preparation & Professionalism in Voice Work
    Nolan stresses the importance of showing up early, knowing your lines, and respecting the team—success is in the discipline.

    Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!
    Hosted by Alexander Seropian and Aaron Marroquin
    Find us at www.thefourthcurtain.com

    Join our Patreon for early, ad-free episodes plus bonus content at https://patreon.com/FourthCurtain

    Come join the conversation at https://discord.gg/KWeGE4xHfe
    Videos available at https://www.youtube.com/@thefourthcurtain
    Follow us on Twitter: @fourthcurtain
    Edited and mastered at https://noise-floor.com

    Audio Editor: Bryen Hensley
    Video Editor: Sarkis Grigorian
    Producer: Shanglan (May) Li
    Art: Paul Russel
    Community Manager: Doug Zartman
    Featuring Liberation by 505

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    1 時間 16 分
  • Hogwarts Legacy's John Blackburn is Cool in the Arcade
    2025/05/29

    Our guest John Blackburn is a founder and CEO of Avalanche Software, makers of hundreds of games for dozens of platforms, such as Hogwarts Legacy and Disney Infinity. He has tales of when games paid royalties and having to take a chance. We discuss how to talk to execs and being true but not canon - this week!

    Episode Highlights

    [00:00:00] Mortal Kombat Funded Avalanche’s Origins
    John Blackburn reveals how Avalanche Studios was launched thanks to Mortal Kombat Trilogy royalties—literally bankrolling the studio's earliest days.

    [00:13:00] Salt Lake City: An Underrated Game Dev Hotspot
    John shares the rich game development legacy of Salt Lake City, from the roots of Sculptured Software and Access Software to Avalanche and beyond.

    [00:21:00] Working on Mortal Kombat at Sculptured Software
    John discusses his first big project as a junior programmer, working on Mortal Kombat for Super Nintendo—with access to an arcade machine right outside his office.

    [00:25:00] The Crazy Coincidences Behind Avalanche’s Founding
    Learn how a failed job offer, a chance bar conversation, and a loophole in rights ownership led to Avalanche’s first contract with Midway.

    [00:31:00] Mortal Kombat Trilogy: The Royalty Deal That Changed Everything
    Blackburn explains how the CD-based release of Mortal Kombat Trilogy and a classics reprint led to a royalty windfall that solidified the studio’s future.

    [00:40:00] Disney Acquires Avalanche for Platforming Expertise
    John recounts how Avalanche’s work on licensed platformers like Tack and the Power of Juju led to Disney acquiring the studio after seeing early progress on Chicken Little.

    [00:54:00] How Disney Infinity Was Born from Toy Story 3’s Toy Box Mode
    Infinity started as a toy-themed platform game before pivoting into the toys-to-life genre after the success of Skylanders—with the blessing of Bob Iger.

    [01:00:00] The Secret Behind Hogwarts Legacy: Portkey Games & Creative Freedom
    Blackburn shares how Portkey Games enabled Avalanche to develop an original story set in the Wizarding World—without needing to retell the Harry Potter books.

    Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!
    Hosted by Alexander Seropian and Aaron Marroquin
    Find us at www.thefourthcurtain.com

    Join our Patreon for early, ad-free episodes plus bonus content at https://patreon.com/FourthCurtain

    Come join the conversation at https://discord.gg/KWeGE4xHfe
    Videos available at https://www.youtube.com/@thefourthcurtain
    Follow us on Twitter: @fourthcurtain
    Edited and mastered at https://noise-floor.com

    Audio Editor: Bryen Hensley
    Video Editor: Sarkis Grigorian
    Producer: Shanglan (May) Li
    Art: Paul Russel
    Community Manager: Doug Zartman
    Featuring Liberation by 505

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    1 時間 9 分
  • What Have You Got to Lose with Blizzard's Michael Morhaime
    2025/05/22

    Our guest Michael Morhaime was President and CEO of Blizzard during its glory years, shipping Warcraft, Starcraft, World of Warcraft, Diablo and more! Now Founder and CEO Dreamhaven he's won an Emmy and is in the AIAS Hall of Fame. We discuss red tape, how many billion dollar franchises you need on your resume and more - this week!

    [00:01:00] Blizzard’s High Standards: Canceling Half Their Games
    Mike reveals that Blizzard canceled nearly half of its projects to maintain quality, highlighting their ruthless pursuit of excellence—a strategy echoed by studios like Supercell.

    [00:10:00] Founding DreamHaven: A Haven for Creative Freedom
    Mike discusses how DreamHaven was built on the values that made Blizzard great: empowering internal studios, creative autonomy, and attracting AAA talent.

    [00:14:00] Why “DreamHaven”? The Story Behind the Studio’s Name
    Mike shares the inspiration behind DreamHaven’s name, emphasizing its vision as a safe space for innovation and creators.

    [00:25:00] Early Days at Blizzard: From Electrical Engineer to Game Developer
    Mike recounts how he transitioned from an EE background to co-founding Blizzard, even bringing the pitch to his dad for approval.

    [00:32:00] First Console and Coding: The Bally Professional Arcade
    A nostalgic dive into Mike’s first experience with programming via a BASIC cartridge console—a formative moment in his tech journey.

    [00:44:00] Navigating Acquisitions: How Blizzard Stayed True to Itself
    Mike outlines Blizzard’s acquisition history (Davidson, Sierra, Vivendi, Activision) and how the studio maintained independence through it all.

    [00:50:00] Blizzard’s Secret to Long-Term Success: Prioritizing Players
    Mike explains how being founder-led and focused on long-term value creation helped Blizzard consistently ship polished, player-first games.

    [00:58:00] DreamHaven’s Future Vision: Platform Strategy & First Games
    Mike talks about shipping on Steam, using Unreal/Unity for the first time, and the philosophy behind DreamHaven’s early development choices.

    Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!
    Hosted by Alexander Seropian and Aaron Marroquin
    Find us at www.thefourthcurtain.com

    Join our Patreon for early, ad-free episodes plus bonus content at https://patreon.com/FourthCurtain

    Come join the conversation at https://discord.gg/KWeGE4xHfe
    Videos available at https://www.youtube.com/@thefourthcurtain
    Follow us on Twitter: @fourthcurtain
    Edited and mastered at https://noise-floor.com

    Audio Editor: Bryen Hensley
    Video Editor: Sarkis Grigorian
    Producer: Shanglan (May) Li
    Art: Paul Russel
    Community Manager: Doug Zartman
    Featuring Liberation by 505

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    1 時間 13 分
  • The Sims' Bing Gordon is Specifically Right
    2025/05/15

    Our guest Bing Gordon has had a long successful run in videogames and tech. From marketing lead to Chief Creative Officer at EA, he helped shaped NASCAR, The Sims and other huge titles. We discuss pitching, two beer strategies and Speilberg's smoke test - this week!

    Episode Highlights

    [00:04:00] How Bing Gordon Helped Launch Electronic Arts

    Bing shares the story of co-founding EA when it was a scrappy startup in 1983, including raising $2 million in funding and being the company’s one-person marketing department.

    [00:07:00] Reading the Room: How Bing Predicted Game Success

    Bing explains how walking into a studio could tell him whether a game would ship on time and be successful—drawing parallels to retail psychology and intuition.

    [00:10:00] Meeting Trip Hawkins and Dreaming of Virtual Worlds

    Bing recounts meeting Trip Hawkins at Stanford and discussing early ideas about creating a “virtual Disneyland,” which inspired their future at EA.

    00:17:00] Why Bing Fell in Love with Games

    He discusses his childhood fascination with puzzles, invented games, and the dream of living multiple lives through games, likening them to the metaverse.

    [00:18:00] Steven Spielberg on Games vs. Movies

    Bing recalls Spielberg’s take on video games as a “lean-in” medium compared to passive film watching, and how body language helped refine cinematic pacing.

    [00:23:00] Designing the NASCAR Draft Meter to Win Over Critics

    Bing talks about a near failure in NASCAR Racing’s development and how adding a visual “draft meter” salvaged the game’s perception and success.

    [00:51:00] What Makes a Great Founder?

    Bing shares his top insight into investing: founders who give you an insight you've never heard before are often the most successful.

    [00:55:00] The Risk of Being 'Generally Right, Specifically Wrong'

    He explains how being close to a great idea, but missing key details, can result in failure—coining the phrase “generally right, specifically wrong.”

    Thank you for listening to our podcast all about videogames and the amazing people who bring them to life!
    Hosted by Alexander Seropian and Aaron Marroquin
    Find us at www.thefourthcurtain.com

    Join our Patreon for early, ad-free episodes plus bonus content at https://patreon.com/FourthCurtain

    Come join the conversation at https://discord.gg/KWeGE4xHfe
    Videos available at https://www.youtube.com/@thefourthcurtain
    Follow us on Twitter: @fourthcurtain
    Edited and mastered at https://noise-floor.com

    Audio Editor: Bryen Hensley
    Video Editor: Sarkis Grigorian
    Producer: Shanglan (May) Li
    Art: Paul Russel
    Community Manager: Doug Zartman
    Featuring Liberation by 505

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    1 時間 16 分