Hello again! This is a continuation of a series of audio podcasts, featuring myself and other independent developers.
Each episode will feature a different developer, and the format will be more like a sprawling conversation than a formal interview. Topics covered will vary depending on the developer in question, but some of the same topics will pop up with many of the guests. I’ll also interject some of my own opinions and views into the discussion.
Why am I doing this? Personally, I’m very interested in how other developers work. What motivates them? How do they deal with criticism? What do they find meaningful about games? (if anything?) What are the stories behind the development of their projects? I hope to learn a lot, and also help spread more knowledge around.

Today, Matt Thorson is on the ‘cast! You may know him as the developer of An Untitled Story and more recently, Give Up Robot 2.
We talk about a wide range of subjects, including school, money, bands, level design, the TIGSource conspiracy, expression, atheism… :O
Developer Name: Matt Thorson
Location: Edmonton, Alberta, Canada
Website: http://mattmakesgames.com
You can listen to the podcast here:
Podcast Download → Episode 6 – Matt Thorson [2:13:24]
WIP RSS feed up here:
http://infiniteammo.ca/podcast.rss
Feedback Welcome!
Please post your thoughts below. Thanks!
Interested in being on the podcast? Post in the comments and let me know what you’ve been up to.




Greg wrote a Comment on November 27, 2010 at 3:08 pm
The talk about how art/design are all a form of remixing was great; that’s exactly how I’ve started to think of it too. And the great thing about that way of looking at it is that getting inspired is as simple as exposing yourself to new interesting things. Because of that idea that I started a “resources for inspiration” thread over on Stephen Lavelle’s forum a few months ago; people have been posting some really interesting things they’ve come across: http://www.thegamescollective.org/index.php/topic,105.0.html
Here’s an awesome example of a project someone posted in the thread; a strange underwater sculpture project that is very disturbing and really made me think of Aquaria: http://www.underwatersculpture.com/pages/gallery/evolucion-silenciosa.html
Chrissy wrote a Comment on November 27, 2010 at 5:41 pm
That is AWESOME Greg!!!!!! O_O
Greg wrote a Comment on November 27, 2010 at 6:33 pm
Haha, thanks; technically it isn’t my find though. But yeah, really quite awe inspiring; apparently the figures are plaster casts of real people, which had been my initial suspicion as they have the same kind unsettling tone as the plaster casts of real people that Gaudi used on the facade of the Sagrada Familia in Barcelona.
elmernite wrote a Comment on November 30, 2010 at 2:23 pm
Loved it! Totally rocked out that Matt plays DKC & 2! I would love to know his thoughts of DKC 3 if he’s played it and DKC Returns.
Been a long time fan of Matt’s games (since Jumper 1), I’m at the 1 hour mark and will listen to the whole thing.
-Elmernite
Razz wrote a Comment on December 1, 2010 at 2:19 am
Wow that was a great podcast. I watched it over the span of 2 days (an hour each day) and a lot of the stuff you guys’ talked about was really inspiring! As cheesy as this sounds … It’s awesome to hear Matt, a developer I’ve been following ever since I started using Game Maker, talk about his experiences in game development and level design. I dunno, I feel like it has definitely helped me think about my design differently.
I especially liked the ending where you said “Make what you want to make”. I think most new developers don’t really realize how important that is, until it’s too late and you’re stuck making something you don’t enjoy. anyway, thanks for the great podcast. I’ll try to check in whenever you release a new one! Cheers
anonymouse wrote a Comment on December 2, 2010 at 3:13 pm
Alec, you are my favorite Canadian.
Linearity wrote a Comment on December 4, 2010 at 6:11 pm
I was interested in everything, but I’ll mention one: you guys talked about level design and its connection to the context or narrative. I’ve only started doing level design recently, but the first thing I noticed was that it is equivalent in my eyes to the narrative. I was working in the Aquaria editor, and if I put in a three-way fork it became a moment of decision. If I made a tunnel close enough to a large open space that the space was temporarily visible, there was suddenly a “story” about sensing a mystery but not knowing if you’ll unravel it. I think I unwittingly chose those level-design elements because their inherent narrative is appealing.
Laugh a little. Seriously. « Low Tide Productions wrote a Pingback on September 28, 2011 at 1:38 pm
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