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    <title>Brain Arcade</title>
    <language>en</language>
    <copyright>2024 © Princess Hermit Productions All Rights Reserved</copyright>
    <description>Unlock the secrets of game design with Brain Arcade! Join Creative Director Chris Cross, a 30+ year industry veteran, as he dives into his insights on building engaging games and mastering the art of communicating with your audience. Looking for deeper knowledge that you can actually apply? Chris and his diverse guests from various professions examine theories and uncover fresh perspectives to validate or debunk Chris' experiential knowledge. Get ready to learn, challenge ideas, and elevate your brain.</description>
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      <title>Brain Arcade</title>
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    <itunes:explicit>no</itunes:explicit>
    <itunes:type>episodic</itunes:type>
    <itunes:subtitle>Brain Arcade</itunes:subtitle>
    <itunes:author>Chris Cross</itunes:author>
    <itunes:summary>Unlock the secrets of game design with Brain Arcade! Join Creative Director Chris Cross, a 30+ year industry veteran, as he dives into his insights on building engaging games and mastering the art of communicating with your audience. Looking for deeper knowledge that you can actually apply? Chris and his diverse guests from various professions examine theories and uncover fresh perspectives to validate or debunk Chris' experiential knowledge. Get ready to learn, challenge ideas, and elevate your brain.</itunes:summary>
    <content:encoded>
      <![CDATA[<p>Unlock the secrets of game design with Brain Arcade! Join Creative Director Chris Cross, a 30+ year industry veteran, as he dives into his insights on building engaging games and mastering the art of communicating with your audience. Looking for deeper knowledge that you can actually apply? Chris and his diverse guests from various professions examine theories and uncover fresh perspectives to validate or debunk Chris' experiential knowledge. Get ready to learn, challenge ideas, and elevate your brain.</p>]]>
    </content:encoded>
    <itunes:owner>
      <itunes:name>Brain Arcade</itunes:name>
      <itunes:email>princesshermitprod@gmail.com</itunes:email>
    </itunes:owner>
    <itunes:image href="https://megaphone.imgix.net/podcasts/91e832a0-de92-11ef-88d5-a30a78f551f2/image/110ea424f0fa137487c02224aa918f72.png?ixlib=rails-4.3.1&amp;max-w=3000&amp;max-h=3000&amp;fit=crop&amp;auto=format,compress"/>
    <itunes:category text="Leisure">
      <itunes:category text="Video Games"/>
    </itunes:category>
    <itunes:category text="Society &amp; Culture">
    </itunes:category>
    <itunes:category text="Business">
      <itunes:category text="Careers"/>
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    <item>
      <title>Holiday Break! </title>
      <description>We're taking a break for the holidays and will be back in the new year with a brand new season and new content! We'll be doing more topic deep dives so let us know what you want to hear about!  
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Thu, 27 Nov 2025 08:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>We're taking a break for the holidays and will be back in the new year with a brand new season and new content! We'll be doing more topic deep dives so let us know what you want to hear about!  
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>We're taking a break for the holidays and will be back in the new year with a brand new season and new content! We'll be doing more topic deep dives so let us know what you want to hear about!  </p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>71</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
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      <enclosure url="https://traffic.megaphone.fm/ECM9883938960.mp3?updated=1771286443" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>20 Years of Games: Working at Telltale, Jam City, Genvid and n-Space (Wii and DS)</title>
      <description>Game Industry veteran Chris Schroyer (The Walking Dead, Wolf Among Us, Tales from the Borderlands) stops by Brain Arcade to dive into DS wild-west creativity, mechanics as storytelling, and early-career origin stories. We unpack healthy (and unhealthy) indie dev rhythms, and explore how feedback, emotion, and weird ideas shape unforgettable games.


Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 18 Nov 2025 08:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Game Industry veteran Chris Schroyer (The Walking Dead, Wolf Among Us, Tales from the Borderlands) stops by Brain Arcade to dive into DS wild-west creativity, mechanics as storytelling, and early-career origin stories. We unpack healthy (and unhealthy) indie dev rhythms, and explore how feedback, emotion, and weird ideas shape unforgettable games.


Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Game Industry veteran <strong>Chris Schroyer</strong> (<em>The Walking Dead, Wolf Among Us, Tales from the Borderlands</em>) stops by Brain Arcade to dive into DS wild-west creativity, mechanics as storytelling, and early-career origin stories. We unpack healthy (and unhealthy) indie dev rhythms, and explore how feedback, emotion, and weird ideas shape unforgettable games.

</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>3188</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[605dcc9c-c418-11f0-86e1-bf6ca39debe4]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM4637781853.mp3?updated=1763428920" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Build Better Leaders to Build Better Games</title>
      <description>Leadership matters even more on tiny teams. Coach and trainer Andy Coley shares how to communicate clearly, set expectations that stick to keep scope and moral under control so you can actually ship.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 11 Nov 2025 08:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Leadership matters even more on tiny teams. Coach and trainer Andy Coley shares how to communicate clearly, set expectations that stick to keep scope and moral under control so you can actually ship.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Leadership matters even more on tiny teams. Coach and trainer Andy Coley shares how to communicate clearly, set expectations that stick to keep scope and moral under control so you can actually ship.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2470</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[86e052b2-be0b-11f0-88f9-37ce6538b0cd]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM6724078820.mp3?updated=1762813595" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>From TV to Unreal with Chris Knauer</title>
      <description>Writer Chris Knauer joins Brain Arcade to talk about his leap from writers’ rooms into Unreal Engine. We dig into what it means to treat games as a conversation with players, how art and interactivity collide, and why learning to manage scope might be the most creative act of all.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 04 Nov 2025 08:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Writer Chris Knauer joins Brain Arcade to talk about his leap from writers’ rooms into Unreal Engine. We dig into what it means to treat games as a conversation with players, how art and interactivity collide, and why learning to manage scope might be the most creative act of all.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Writer Chris Knauer joins Brain Arcade to talk about his leap from writers’ rooms into Unreal Engine. We dig into what it means to treat games as a conversation with players, how art and interactivity collide, and why learning to manage scope might be the most creative act of all.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2470</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[2089c810-b954-11f0-b6f6-07137f71472b]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM1296100614.mp3?updated=1762244129" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>How do Juniors Get Experience? with Nathan White (Threeclipse Inc.)</title>
      <description>Nathan White, founder of Threeclipse Inc. joins to talk about building opportunities for juniors in game dev through mentorship and real shipped projects. We dig into what it takes to break in today, finish what you start, and build a sustainable creative path.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Thu, 30 Oct 2025 05:48:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Nathan White, founder of Threeclipse Inc. joins to talk about building opportunities for juniors in game dev through mentorship and real shipped projects. We dig into what it takes to break in today, finish what you start, and build a sustainable creative path.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Nathan White, founder of Threeclipse Inc. joins to talk about building opportunities for juniors in game dev through mentorship and real shipped projects. We dig into what it takes to break in today, finish what you start, and build a sustainable creative path.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>3085</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[76df7f0e-b353-11f0-beeb-33403ec49345]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM7096790220.mp3?updated=1761584472" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Profit and Play: The Business of Games</title>
      <description>Returning guest Mark Netter and I dig into the business of play. From mergers and layoffs to AI-driven development and the shrinking middle class of indie studios.

We look at how money, creativity, and technology are reshaping the games industry and what developers and players alike can learn from it.




Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 21 Oct 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Returning guest Mark Netter and I dig into the business of play. From mergers and layoffs to AI-driven development and the shrinking middle class of indie studios.

We look at how money, creativity, and technology are reshaping the games industry and what developers and players alike can learn from it.




Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Returning guest <strong>Mark Netter</strong> and I dig into the business of play. From mergers and layoffs to AI-driven development and the shrinking middle class of indie studios.</p>
<p>We look at how money, creativity, and technology are reshaping the games industry and what developers and players alike can learn from it.</p>
<p>

</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>3164</itunes:duration>
      <guid isPermaLink="false"><![CDATA[f8cc565e-ab2e-11f0-82f6-4f0c8f2c8cf0]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM4364099912.mp3?updated=1760771819" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>From Pixar to Silent Hill: Stephan Bugaj on Storytelling, Community &amp; Discovery</title>
      <description>Stephan Bugaj (Pixar, Telltale, Genvid) joins me to explore the real reasons games succeed and why traditional marketing no longer cuts it. We dig into the saturation of the games market, the myth of “build it and they will come,” and how authentic communities are replacing ad campaigns. We also look at discoverability from a dev’s perspective, how to find your audience and why word of mouth still matters.


Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 14 Oct 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Stephan Bugaj (Pixar, Telltale, Genvid) joins me to explore the real reasons games succeed and why traditional marketing no longer cuts it. We dig into the saturation of the games market, the myth of “build it and they will come,” and how authentic communities are replacing ad campaigns. We also look at discoverability from a dev’s perspective, how to find your audience and why word of mouth still matters.


Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p><strong>Stephan Bugaj</strong> (Pixar, Telltale, Genvid) joins me to explore the real reasons games succeed and why traditional marketing no longer cuts it. We dig into the saturation of the games market, the myth of “build it and they will come,” and how authentic communities are replacing ad campaigns. We also look at discoverability from a dev’s perspective, how to find your audience and why word of mouth still matters.

</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>3387</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[cab57bea-a85b-11f0-a863-07aeb8ccc58a]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM8152416847.mp3?updated=1760379284" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Discoverability, Community, and the Death of Traditional Marketing</title>
      <description>Chris chats with Producer and previous VP of Production, Arthur von Nagel (Ubisoft, Genvid, Telltale), about how small teams build community-driven hits like Vampire Survivors, Balatro, and Cult of the Lamb. They dig into fandom, identity, and why marketing isn't what it used to be.




Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 07 Oct 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Chris chats with Producer and previous VP of Production, Arthur von Nagel (Ubisoft, Genvid, Telltale), about how small teams build community-driven hits like Vampire Survivors, Balatro, and Cult of the Lamb. They dig into fandom, identity, and why marketing isn't what it used to be.




Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Chris chats with Producer and previous VP of Production, Arthur von Nagel (Ubisoft, Genvid, Telltale), about how small teams build community-driven hits like <em>Vampire Survivors</em>, <em>Balatro</em>, and <em>Cult of the Lamb</em>. They dig into fandom, identity, and why marketing isn't what it used to be.</p>
<p>

</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>3014</itunes:duration>
      <guid isPermaLink="false"><![CDATA[38f1a594-a329-11f0-8685-77e20e8cd2f4]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM1511108045.mp3?updated=1759809975" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Becoming a Director: Storytelling lessons from Games and Film</title>
      <description>Chris sits down with longtime friend, animator and filmmaker Joe Ksander, to trace his path from dorms of UCLA to EA’s Medal of Honor and from Hollywood VFX into making films. They talk about crunch culture, learning animation on the job, and how they shaped each other's storytelling skills. Joe and Chris have a heartfelt chat on perseverance, media production, and 30+ years of friendship through games.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 30 Sep 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Chris sits down with longtime friend, animator and filmmaker Joe Ksander, to trace his path from dorms of UCLA to EA’s Medal of Honor and from Hollywood VFX into making films. They talk about crunch culture, learning animation on the job, and how they shaped each other's storytelling skills. Joe and Chris have a heartfelt chat on perseverance, media production, and 30+ years of friendship through games.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Chris sits down with longtime friend, animator and filmmaker Joe Ksander, to trace his path from dorms of UCLA to EA’s Medal of Honor and from Hollywood VFX into making films. They talk about crunch culture, learning animation on the job, and how they shaped each other's storytelling skills. Joe and Chris have a heartfelt chat on perseverance, media production, and 30+ years of friendship through games.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2883</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[33145d36-9dc7-11f0-8f04-9b854d265e1c]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM7806050597.mp3?updated=1759266144" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Comedy writing from Nintendo to the Tonight Show with Mike Drucker</title>
      <description>Emmy-nominated comedy writer, Author, and Comedian Mike Drucker (Nintendo, Full Frontal with Samantha Bee, The Tonight Show) joins Brain Arcade to talk about punching up the comedy for everything from games to TV and film. He brings his years of experience and success to shed light on the difference between comedy games vs. comedy in games and why not every character should have the same punchlines. Plus, he talks favorite funny games, formative titles, and how video games helped shape his comedy taste.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 23 Sep 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Emmy-nominated comedy writer, Author, and Comedian Mike Drucker (Nintendo, Full Frontal with Samantha Bee, The Tonight Show) joins Brain Arcade to talk about punching up the comedy for everything from games to TV and film. He brings his years of experience and success to shed light on the difference between comedy games vs. comedy in games and why not every character should have the same punchlines. Plus, he talks favorite funny games, formative titles, and how video games helped shape his comedy taste.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p><strong>Emmy-nominated comedy writer, Author, and Comedian Mike Drucker</strong> (Nintendo, <em>Full Frontal with Samantha Bee, The Tonight Show</em>) joins <em>Brain Arcade</em> to talk about punching up the comedy for everything from games to TV and film. He brings his years of experience and success to shed light on the difference between comedy games vs. comedy<em> in games</em> and why not every character should have the same punchlines. Plus, he talks favorite funny games, formative titles, and how video games helped shape his comedy taste.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2771</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[369c326e-977b-11f0-8a47-bbbd3dbf146f]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM8518153230.mp3?updated=1758522544" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Break Time! </title>
      <description>We're taking a break this week and wanted to say THANK YOU for joining us on this podcast journey!
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 16 Sep 2025 23:03:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>We're taking a break this week and wanted to say THANK YOU for joining us on this podcast journey!
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>We're taking a break this week and wanted to say THANK YOU for joining us on this podcast journey!</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>16</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[6235a816-9351-11f0-b356-436d2f8c5084]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM6097548984.mp3?updated=1771285908" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Empowering Your External Development Partners</title>
      <description>Producer Janyl Lambee Tanoy shares insights on building strong partnerships with external development teams covering trust, documentation, communication styles, and how to set clear expectations across studios. A must-listen for anyone optimizing cross-team collaboration in game dev.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 09 Sep 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Producer Janyl Lambee Tanoy shares insights on building strong partnerships with external development teams covering trust, documentation, communication styles, and how to set clear expectations across studios. A must-listen for anyone optimizing cross-team collaboration in game dev.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Producer Janyl Lambee Tanoy shares insights on building strong partnerships with external development teams covering trust, documentation, communication styles, and how to set clear expectations across studios. A must-listen for anyone optimizing cross-team collaboration in game dev.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2712</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[6f2805a8-8cdc-11f0-8a08-8b6a16080b09]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM4935149629.mp3?updated=1757354768" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>How to Run a Successful Indie Studio with Founder Joe Mirabello</title>
      <description>Indie veteran Joe Mirabello (Terrible Posture Games) joins Brain Arcade to unpack how indie studios can survive these challenging times and how their new game "Battle Train" got made with spanning scrappy prototyping and a smart publishing partnerships. We dig into avoiding the “hamster wheel” deals, surviving today’s discoverability crunch, and lessons from scaling a studio without losing their heart. Joe talks through some practical, candid advice for anyone shipping games in 2025.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 02 Sep 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Indie veteran Joe Mirabello (Terrible Posture Games) joins Brain Arcade to unpack how indie studios can survive these challenging times and how their new game "Battle Train" got made with spanning scrappy prototyping and a smart publishing partnerships. We dig into avoiding the “hamster wheel” deals, surviving today’s discoverability crunch, and lessons from scaling a studio without losing their heart. Joe talks through some practical, candid advice for anyone shipping games in 2025.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Indie veteran Joe Mirabello (Terrible Posture Games) joins Brain Arcade to unpack how indie studios can survive these challenging times and how their new game "Battle Train" got made with spanning scrappy prototyping and a smart publishing partnerships. We dig into avoiding the “hamster wheel” deals, surviving today’s discoverability crunch, and lessons from scaling a studio without losing their heart. Joe talks through some practical, candid advice for anyone shipping games in 2025.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2855</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[95e381bc-8760-11f0-b60e-0f2423212d98]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM9819084741.mp3?updated=1756752771" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Creativity vs. Business with Game Changers Producer Steve Hoffmann</title>
      <description>Producer, Writer, Director Steve Hoffmann (The Toys That Made Us, Miami Ink) joins Brain Arcade to unpack what game development and rock bands have in common — and why so many studios lose their magic. We talk about the rise of indie teams, nostalgia-fueled arcades,  broken business models and the future of creative freedom, this episode is a candid look at the soul of game making in 2025.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Thu, 28 Aug 2025 18:03:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Producer, Writer, Director Steve Hoffmann (The Toys That Made Us, Miami Ink) joins Brain Arcade to unpack what game development and rock bands have in common — and why so many studios lose their magic. We talk about the rise of indie teams, nostalgia-fueled arcades,  broken business models and the future of creative freedom, this episode is a candid look at the soul of game making in 2025.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Producer, Writer, Director Steve Hoffmann (The Toys That Made Us, Miami Ink) joins Brain Arcade to unpack what game development and rock bands have in common — and why so many studios lose their magic. We talk about the rise of indie teams, nostalgia-fueled arcades,  broken business models and the future of creative freedom, this episode is a candid look at the soul of game making in 2025.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>3007</itunes:duration>
      <guid isPermaLink="false"><![CDATA[bf64ba98-7c42-11f0-b08e-4774559eb5d3]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM5227467713.mp3?updated=1755806459" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Answering your questions! Hidden Consequences vs. Explicit Feedback</title>
      <description>Today we answer your questions and we had a great question come from Plexicraft! Narrative expert, Martin Montgomery, returns to Brain Arcade to dig into how player choices shape narrative. From Chrono Trigger’s hidden consequences to Telltale’s “everyone will remember that” prompts, we explore the pros and cons of explicit feedback vs. subtle systems and what it means for player agency.




Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 26 Aug 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Today we answer your questions and we had a great question come from Plexicraft! Narrative expert, Martin Montgomery, returns to Brain Arcade to dig into how player choices shape narrative. From Chrono Trigger’s hidden consequences to Telltale’s “everyone will remember that” prompts, we explore the pros and cons of explicit feedback vs. subtle systems and what it means for player agency.




Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Today we answer your questions and we had a great question come from Plexicraft! Narrative expert, Martin Montgomery, returns to Brain Arcade to dig into how player choices shape narrative. From Chrono Trigger’s hidden consequences to Telltale’s “everyone will remember that” prompts, we explore the pros and cons of explicit feedback vs. subtle systems and what it means for player agency.</p>
<p>

</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2881</itunes:duration>
      <guid isPermaLink="false"><![CDATA[54920932-81c4-11f0-ab8c-eb922f24f50f]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM1638724868.mp3?updated=1756135044" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Designing Fear:  How Sound Design Shapes Player Emotion</title>
      <description>Sound Designer &amp; Creative Director Jonathan Ontiveros (Know Buddy Games) joins Brain Arcade to explore how sound design can craft fear, tension, and immersion in games. We dig into the psychology of sound, silence, and sonic misdirection to shed light on how indie teams can use these tools to shape unforgettable player experiences.






Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 12 Aug 2025 15:49:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Sound Designer &amp; Creative Director Jonathan Ontiveros (Know Buddy Games) joins Brain Arcade to explore how sound design can craft fear, tension, and immersion in games. We dig into the psychology of sound, silence, and sonic misdirection to shed light on how indie teams can use these tools to shape unforgettable player experiences.






Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Sound Designer &amp; Creative Director Jonathan Ontiveros (Know Buddy Games) joins <em>Brain Arcade</em> to explore how sound design can craft fear, tension, and immersion in games. We dig into the psychology of sound, silence, and sonic misdirection to shed light on how indie teams can use these tools to shape unforgettable player experiences.





</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2923</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[829b78d0-74b4-11f0-8732-1fd9d5cf8c07]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM6866401460.mp3?updated=1754981078" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>A love letter to MMO's: Building A Player-First Game</title>
      <description>David Siddock and Chris Cross sit down this week to talk about their shared love for MMOs (especially WoW), why those memories stick, why they quit MMOs, and how we can use this information to focus on building a player-first game in the future. David talks about his person project and some innovative ideas that he's building in to create a game that he would be excited to play.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 05 Aug 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>David Siddock and Chris Cross sit down this week to talk about their shared love for MMOs (especially WoW), why those memories stick, why they quit MMOs, and how we can use this information to focus on building a player-first game in the future. David talks about his person project and some innovative ideas that he's building in to create a game that he would be excited to play.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>David Siddock and Chris Cross sit down this week to talk about their shared love for MMOs (especially WoW), why those memories stick, why they quit MMOs, and how we can use this information to focus on building a player-first game in the future. David talks about his person project and some innovative ideas that he's building in to create a game that he would be excited to play.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2890</itunes:duration>
      <guid isPermaLink="false"><![CDATA[d8e46f46-6f35-11f0-a195-23a956d4a66e]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM9159893530.mp3?updated=1754097128" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>How Blockchain Can Empower Small Game Teams and Build Player Trust</title>
      <description>Wills from Avalanche joins us to explore how blockchain can potentially empower small teams to build trust-first, community-driven games. We dig into ownership, transparency, and why the future of game development is all about creators and players building together.




Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Sat, 26 Jul 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Wills from Avalanche joins us to explore how blockchain can potentially empower small teams to build trust-first, community-driven games. We dig into ownership, transparency, and why the future of game development is all about creators and players building together.




Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Wills from Avalanche joins us to explore how blockchain can potentially empower small teams to build trust-first, community-driven games. We dig into ownership, transparency, and why the future of game development is all about creators and players building together.

</p>
<p><br></p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>3101</itunes:duration>
      <guid isPermaLink="false"><![CDATA[791dad8c-69b5-11f0-b0fe-9f13870eabbc]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM7898946579.mp3?updated=1771286395" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>New Start: Building the Indie Ecosystem I Wish I Had</title>
      <description>Chris talks about some big changes, he is stepping away from his full-time job and into something new. In this special episode, we flip the mic to talk about the shift, why the current industry isn't built to support sustainable indie dev, and what it would take to change that. From mentorship gaps to missing ecosystems, Chris shares the lessons he’s learned, the problems he wants to help solve, and the long game behind his next chapter.




Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 22 Jul 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Chris talks about some big changes, he is stepping away from his full-time job and into something new. In this special episode, we flip the mic to talk about the shift, why the current industry isn't built to support sustainable indie dev, and what it would take to change that. From mentorship gaps to missing ecosystems, Chris shares the lessons he’s learned, the problems he wants to help solve, and the long game behind his next chapter.




Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Chris talks about some big changes, he is stepping away from his full-time job and into something new. In this special episode, we flip the mic to talk about the shift, why the current industry isn't built to support sustainable indie dev, and what it would take to change that. From mentorship gaps to missing ecosystems, Chris shares the lessons he’s learned, the problems he wants to help solve, and the long game behind his next chapter.

</p>
<p><br></p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>3075</itunes:duration>
      <guid isPermaLink="false"><![CDATA[3262af2c-665f-11f0-8edb-7b05052d97b2]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM6102534409.mp3?updated=1753921073" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Serverless Games? What if Online Games Could Live Forever?</title>
      <description>Ken from Tashi.gg is back with us again diving deeper into his goal of creating forever games. We talk about sustainable server solutions for live games and how smaller teams can benefit from these options.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 15 Jul 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Ken from Tashi.gg is back with us again diving deeper into his goal of creating forever games. We talk about sustainable server solutions for live games and how smaller teams can benefit from these options.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Ken from Tashi.gg is back with us again diving deeper into his goal of creating forever games. We talk about sustainable server solutions for live games and how smaller teams can benefit from these options.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>3139</itunes:duration>
      <guid isPermaLink="false"><![CDATA[3dcee76a-584d-11f0-8c1f-678d4a11a980]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM6019861941.mp3?updated=1752523033" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>From DreamWorks to Spider-Man: What Indie Teams Can Learn from AAA Environment Art</title>
      <description>Art Director Jason Priest joins Brain Arcade to talk about his time working on titles like Spider-Man and Medal of Honor, worldbuilding, illusion, and what indie teams can learn from AAA game environments. From visual tricks to modular design, we explore how to create immersive spaces that feel real without needing blockbuster budgets.


Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 08 Jul 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Art Director Jason Priest joins Brain Arcade to talk about his time working on titles like Spider-Man and Medal of Honor, worldbuilding, illusion, and what indie teams can learn from AAA game environments. From visual tricks to modular design, we explore how to create immersive spaces that feel real without needing blockbuster budgets.


Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Art Director Jason Priest joins <em>Brain Arcade</em> to talk about his time working on titles like Spider-Man and Medal of Honor, worldbuilding, illusion, and what indie teams can learn from AAA game environments. From visual tricks to modular design, we explore how to create immersive spaces that feel real without needing blockbuster budgets.

</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2831</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[001560a6-5b50-11f0-a4dd-a3d5718462fe]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM4026861917.mp3?updated=1751908444" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Designing for Nightingale: Game Dev Stories with Tatiana Funk</title>
      <description>Mission Designer Tatiana Funk joins us this week to talk about her time on the live game Nightingale at Studio Monsoon. Game designing in a live game environment where mechanics evolve, players are constantly breaking things, and a new feature can change everything. We talk about designing around chaos, embracing player ingenuity, and how constraints can breed innovation.


Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 01 Jul 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Mission Designer Tatiana Funk joins us this week to talk about her time on the live game Nightingale at Studio Monsoon. Game designing in a live game environment where mechanics evolve, players are constantly breaking things, and a new feature can change everything. We talk about designing around chaos, embracing player ingenuity, and how constraints can breed innovation.


Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Mission Designer <strong>Tatiana Funk</strong> joins us this week to talk about her time on the live game <em>Nightingale</em> at Studio Monsoon. Game designing in a live game environment where mechanics evolve, players are constantly breaking things, and a new feature can change everything. We talk about designing around chaos, embracing player ingenuity, and how constraints can breed innovation.</p>
<p><br></p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2757</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[280b29e2-55e7-11f0-99f2-e7a183d819f0]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM6323265960.mp3?updated=1751323601" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>How Theater, Parenting, and Raid Guilds Build A Great Game Producer</title>
      <description>Producer Jessica Woodard (Terrible Posture Games) joins Brain Arcade to talk about how seemingly unrelated experiences like theater, parenting, and WoW guild raids can lead to powerful contributions in game development especially for small indie teams where everyone wears multiple hats. We explore how small studios benefit when team members are given space to grow and why embracing nontraditional backgrounds can lead to better, more empathetic games.




Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 24 Jun 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Producer Jessica Woodard (Terrible Posture Games) joins Brain Arcade to talk about how seemingly unrelated experiences like theater, parenting, and WoW guild raids can lead to powerful contributions in game development especially for small indie teams where everyone wears multiple hats. We explore how small studios benefit when team members are given space to grow and why embracing nontraditional backgrounds can lead to better, more empathetic games.




Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Producer Jessica Woodard (Terrible Posture Games) joins Brain Arcade to talk about how seemingly unrelated experiences like theater, parenting, and WoW guild raids can lead to powerful contributions in game development especially for small indie teams where everyone wears multiple hats. We explore how small studios benefit when team members are given space to grow and why embracing nontraditional backgrounds can lead to better, more empathetic games.

</p>
<p><br></p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2816</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[30ea5544-4d57-11f0-8e27-6fa3fc7c6060]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM9440665348.mp3?updated=1750781286" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>The Hidden Art of UX: Lessons for Game Developers with Ed Moore</title>
      <description>UX makes or breaks your game, even if players don't know it. Good UX designers know their work is about designing the entire player journey. In this episode, Chris Cross talks with veteran UX designer Ed Moore about what makes good UX invisible, how friction shapes engagement, and why indie devs need to master the balance between challenge and clarity. Essential listening for anyone making games with intention.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 17 Jun 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>UX makes or breaks your game, even if players don't know it. Good UX designers know their work is about designing the entire player journey. In this episode, Chris Cross talks with veteran UX designer Ed Moore about what makes good UX invisible, how friction shapes engagement, and why indie devs need to master the balance between challenge and clarity. Essential listening for anyone making games with intention.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>UX makes or breaks your game, even if players don't know it. Good UX designers know their work is about designing the entire player journey. In this episode, Chris Cross talks with veteran UX designer Ed Moore about what makes good UX invisible, how friction shapes engagement, and why indie devs need to master the balance between challenge and clarity. Essential listening for anyone making games with intention.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2879</itunes:duration>
      <guid isPermaLink="false"><![CDATA[e8189e06-47bc-11f0-80fa-4fd87321e2e3]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM1755755019.mp3?updated=1749760620" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>How Retro Games Still Grab Our Hearts: with Stubbs from Retro Handhelds</title>
      <description>In this episode of Brain Arcade, we dive into the psychology of nostalgia with Stubbs, founder and proprietor of Retro Handhelds, a news organization and community born during the isolated lull of 2020 to connect people to a simpler time. Retro games can really feel like time machines transporting us back to where you were, who you were with, and how it felt when you played them first. In this episode, we explore why handheld emulation is booming, how game nostalgia builds, and why old games still have something new to teach modern devs.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 10 Jun 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>In this episode of Brain Arcade, we dive into the psychology of nostalgia with Stubbs, founder and proprietor of Retro Handhelds, a news organization and community born during the isolated lull of 2020 to connect people to a simpler time. Retro games can really feel like time machines transporting us back to where you were, who you were with, and how it felt when you played them first. In this episode, we explore why handheld emulation is booming, how game nostalgia builds, and why old games still have something new to teach modern devs.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>In this episode of Brain Arcade, we dive into the psychology of nostalgia with Stubbs, founder and proprietor of Retro Handhelds, a news organization and community born during the isolated lull of 2020 to connect people to a simpler time. Retro games can really feel like time machines transporting us back to where you were, who you were with, and how it felt when you played them first. In this episode, we explore why handheld emulation is booming, how game nostalgia builds, and why old games still have something new to teach modern devs.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2811</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[5588c538-3a70-11f0-bb58-d39e68d76375]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM4684931095.mp3?updated=1748640329" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Lessons from Neopets: Secrets to Successful Kids Content</title>
      <description>Neopets is a wildly successful kids game, it taught people how to code, had a thriving economy, and people still love the game today. What made the game so popular and what is the secret sauce to creating engaging kids content? We talk to Natalie Odien, game designer and current Design Director with over 15 years of experience, about her time on Neopets and how making games for kids is different (or not) from her work on titles like DC Heroes United. Natalie sheds some light on the difference between designing “for kids” vs. designing “family-friendly” content and how respecting young players creates lifelong fans.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 03 Jun 2025 20:12:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Neopets is a wildly successful kids game, it taught people how to code, had a thriving economy, and people still love the game today. What made the game so popular and what is the secret sauce to creating engaging kids content? We talk to Natalie Odien, game designer and current Design Director with over 15 years of experience, about her time on Neopets and how making games for kids is different (or not) from her work on titles like DC Heroes United. Natalie sheds some light on the difference between designing “for kids” vs. designing “family-friendly” content and how respecting young players creates lifelong fans.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Neopets is a wildly successful kids game, it taught people how to code, had a thriving economy, and people still love the game today. What made the game so popular and what is the secret sauce to creating engaging kids content? We talk to Natalie Odien, game designer and current Design Director with over 15 years of experience, about her time on Neopets and how making games for kids is different (or not) from her work on titles like DC Heroes United. Natalie sheds some light on the difference between designing “for kids” vs. designing “family-friendly” content and how respecting young players creates lifelong fans.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2418</itunes:duration>
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      <enclosure url="https://traffic.megaphone.fm/ECM1156300763.mp3?updated=1748981864" length="0" type="audio/mpeg"/>
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    <item>
      <title>Team Psychology, Burnout, Being Neurospicy: With Extra Uncle Energy</title>
      <description>We kick back with Layla Mamedova—Cinematic Pipeline Manager, deep thinker, and proud purveyor of Uncle Energy—for a candid chat about the psychology of group dynamics, how to make teams that thrive, and her experience moving from an Artist to Production role.

We unpack the very real physical toll of burnout and how creative teams can either lift each other up—or collapse under the weight of misaligned goals and corporate pressures.


Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 27 May 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>We kick back with Layla Mamedova—Cinematic Pipeline Manager, deep thinker, and proud purveyor of Uncle Energy—for a candid chat about the psychology of group dynamics, how to make teams that thrive, and her experience moving from an Artist to Production role.

We unpack the very real physical toll of burnout and how creative teams can either lift each other up—or collapse under the weight of misaligned goals and corporate pressures.


Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>We kick back with Layla Mamedova—Cinematic Pipeline Manager, deep thinker, and proud purveyor of Uncle Energy—for a candid chat about the psychology of group dynamics, how to make teams that thrive, and her experience moving from an Artist to Production role.</p>
<p>We unpack the very real physical toll of burnout and how creative teams can either lift each other up—or collapse under the weight of misaligned goals and corporate pressures.</p>
<p><br></p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2999</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[1d8cf046-3287-11f0-9dc3-db3f712b71ad]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM3181724425.mp3?updated=1747680275" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Dopamine Isn't What You Think It Is.</title>
      <description>Is gaming actually bad for you!? Liam is back today to talk to us about Dopamine and how it's not really what you probably think it is. We talk through what Dopamine really is, how our brains are effected by games, and whether or not that effect is actually bad.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 20 May 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Is gaming actually bad for you!? Liam is back today to talk to us about Dopamine and how it's not really what you probably think it is. We talk through what Dopamine really is, how our brains are effected by games, and whether or not that effect is actually bad.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Is gaming actually bad for you!? Liam is back today to talk to us about Dopamine and how it's not really what you probably think it is. We talk through what Dopamine really is, how our brains are effected by games, and whether or not that effect is actually bad.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2878</itunes:duration>
      <guid isPermaLink="false"><![CDATA[d44f0382-172f-11f0-9657-afe87627a6fe]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM3851402685.mp3?updated=1771286051" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Solving Lag and Fair Play for Indie Live Ops Games</title>
      <description>We are huge fans of Ken Anderson from Tashi.gg and their support for the indie revolution! Ken has created some amazing solutions so that indie game studios can build smooth live games that can compete with big live ops titles. We talk about what makes games like Roblox, League, and Call of Duty feel 'smooth' and how FPS isn't the solution to everything.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 13 May 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>We are huge fans of Ken Anderson from Tashi.gg and their support for the indie revolution! Ken has created some amazing solutions so that indie game studios can build smooth live games that can compete with big live ops titles. We talk about what makes games like Roblox, League, and Call of Duty feel 'smooth' and how FPS isn't the solution to everything.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>We are huge fans of Ken Anderson from Tashi.gg and their support for the indie revolution! Ken has created some amazing solutions so that indie game studios can build smooth live games that can compete with big live ops titles. We talk about what makes games like Roblox, League, and Call of Duty feel 'smooth' and how FPS isn't the solution to everything.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2949</itunes:duration>
      <itunes:explicit>no</itunes:explicit>
      <guid isPermaLink="false"><![CDATA[d681b85c-2f58-11f0-aae8-db6bcbdb1b2b]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM9365910895.mp3?updated=1747072803" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Zelda, Mega Man X, Telltale: Secrets To Marrying Narrative and Gameplay</title>
      <description>How do we create engaging interactive stories that compliment and heighten gameplay experiences? We talk to Martin Montgomery, Emmy Award-Winning Creative Director, Writer, and Consultant about his industry secrets and philosophies by studying some well known games. Martin has worked on titles like Legends of Runeterra, DC Heroes United, Silent Hill: Ascension, and Telltale's The Walking Dead
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 06 May 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>How do we create engaging interactive stories that compliment and heighten gameplay experiences? We talk to Martin Montgomery, Emmy Award-Winning Creative Director, Writer, and Consultant about his industry secrets and philosophies by studying some well known games. Martin has worked on titles like Legends of Runeterra, DC Heroes United, Silent Hill: Ascension, and Telltale's The Walking Dead
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>How do we create engaging interactive stories that compliment and heighten gameplay experiences? We talk to Martin Montgomery, Emmy Award-Winning Creative Director, Writer, and Consultant about his industry secrets and philosophies by studying some well known games. Martin has worked on titles like Legends of Runeterra, DC Heroes United, Silent Hill: Ascension, and Telltale's The Walking Dead</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2811</itunes:duration>
      <guid isPermaLink="false"><![CDATA[df2dc5ca-2082-11f0-bda7-cfd51f53b80a]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM3809168570.mp3?updated=1746513469" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Indie Revolution! with Ayla Derrick, Cave Bear Games</title>
      <description>Ayla Derrick, founder of Cave Bear Games, found viral success with the launch of her volunteer indie studio. Celebrating the early access launch for their game Plantasia, we chat about the psychology behind idle games and why we love them. 
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 29 Apr 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>Ayla Derrick, founder of Cave Bear Games, found viral success with the launch of her volunteer indie studio. Celebrating the early access launch for their game Plantasia, we chat about the psychology behind idle games and why we love them. 
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>Ayla Derrick, founder of Cave Bear Games, found viral success with the launch of her volunteer indie studio. Celebrating the early access launch for their game Plantasia, we chat about the psychology behind idle games and why we love them. </p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2579</itunes:duration>
      <guid isPermaLink="false"><![CDATA[f6c21400-207f-11f0-924b-53140781f0c6]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM4675763066.mp3?updated=1745620057" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Should We Listen To The Zeitgeist?</title>
      <description>With big changes in media production and audience consumer habits, how do we capture the zeitgeist in entertainment today and should we even be trying to? This week we talk to Mark Netter Co-Owner / Co-Founder of ElectraCast to dive into how to launch successful projects and engage audiences in this highly saturated media age. 
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 22 Apr 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>With big changes in media production and audience consumer habits, how do we capture the zeitgeist in entertainment today and should we even be trying to? This week we talk to Mark Netter Co-Owner / Co-Founder of ElectraCast to dive into how to launch successful projects and engage audiences in this highly saturated media age. 
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>With big changes in media production and audience consumer habits, how do we capture the zeitgeist in entertainment today and should we even be trying to? This week we talk to Mark Netter Co-Owner / Co-Founder of ElectraCast to dive into how to launch successful projects and engage audiences in this highly saturated media age. </p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2597</itunes:duration>
      <guid isPermaLink="false"><![CDATA[d685af62-172e-11f0-9f66-17d2764a55a5]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM7196230179.mp3?updated=1771286094" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>How Asking Why Changed My Life</title>
      <description>In this honest and open conversation, Chris talks about his unique career path to becoming an established Creative Director in the game industry. We'll talk about how some major life events changed his outlook and the way he made life decisions. 
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 15 Apr 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>In this honest and open conversation, Chris talks about his unique career path to becoming an established Creative Director in the game industry. We'll talk about how some major life events changed his outlook and the way he made life decisions. 
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>In this honest and open conversation, Chris talks about his unique career path to becoming an established Creative Director in the game industry. We'll talk about how some major life events changed his outlook and the way he made life decisions. </p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2974</itunes:duration>
      <guid isPermaLink="false"><![CDATA[461864ba-0a90-11f0-aacb-5fb59f0f252b]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM3516230808.mp3?updated=1771286566" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Is Your Game Too Big For Your Brain? </title>
      <description>How is Skyrim a slot machine? What does that have to do with amount of information our brain can hold? Game studio founder and Neuroscience professional, Liam McDonough, thinks that psychology can tell us a lot about player experience and help developers turn a good game experience into an amazing one. Chris and Liam explores the relationship between cognitive load, reward systems, and how we can use our knowledge of the brain to inform engagement.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Tue, 08 Apr 2025 07:00:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>How is Skyrim a slot machine? What does that have to do with amount of information our brain can hold? Game studio founder and Neuroscience professional, Liam McDonough, thinks that psychology can tell us a lot about player experience and help developers turn a good game experience into an amazing one. Chris and Liam explores the relationship between cognitive load, reward systems, and how we can use our knowledge of the brain to inform engagement.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>How is Skyrim a slot machine? What does that have to do with amount of information our brain can hold? Game studio founder and Neuroscience professional, Liam McDonough, thinks that psychology can tell us a lot about player experience and help developers turn a good game experience into an amazing one. Chris and Liam explores the relationship between cognitive load, reward systems, and how we can use our knowledge of the brain to inform engagement.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>3542</itunes:duration>
      <guid isPermaLink="false"><![CDATA[ca56266a-0a8e-11f0-8c94-0be0d08f75b8]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM6338409073.mp3?updated=1771286494" length="0" type="audio/mpeg"/>
    </item>
    <item>
      <title>Is the Game Industry Dying?!</title>
      <description>With over 20,000 layoffs in the gaming industry last year, many people are asking what is going on and will the games industry survive? Chris and Liam talk through the psychological shift of game developers, the way money flow changes investments, and the industry crash of 2008.
Learn more about your ad choices. Visit megaphone.fm/adchoices</description>
      <pubDate>Thu, 27 Mar 2025 20:12:00 -0000</pubDate>
      <itunes:episodeType>full</itunes:episodeType>
      <itunes:author>Chris Cross</itunes:author>
      <itunes:subtitle></itunes:subtitle>
      <itunes:summary>With over 20,000 layoffs in the gaming industry last year, many people are asking what is going on and will the games industry survive? Chris and Liam talk through the psychological shift of game developers, the way money flow changes investments, and the industry crash of 2008.
Learn more about your ad choices. Visit megaphone.fm/adchoices</itunes:summary>
      <content:encoded>
        <![CDATA[<p>With over 20,000 layoffs in the gaming industry last year, many people are asking what is going on and will the games industry survive? Chris and Liam talk through the psychological shift of game developers, the way money flow changes investments, and the industry crash of 2008.</p><p> </p><p>Learn more about your ad choices. Visit <a href="https://megaphone.fm/adchoices">megaphone.fm/adchoices</a></p>]]>
      </content:encoded>
      <itunes:duration>2649</itunes:duration>
      <guid isPermaLink="false"><![CDATA[df5c236a-0a8a-11f0-bf26-4fd1008e7c5a]]></guid>
      <enclosure url="https://traffic.megaphone.fm/ECM7402735814.mp3?updated=1771286080" length="0" type="audio/mpeg"/>
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