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Peter Molyneux, Chris Roberts, Sebastien Bénard, Dan Gray, Patrice Désilets, Jared Moldenhauer, Chad Moldenhauer, and Marija Moldenhauer in Levels: The Art of Game Development (2019)

Episode list

Levels: The Art of Game Development

    • SeasonsYears
    • 12
  • Marija Moldenhauer in Levels: The Art of Game Development (2019)

    S1.E1 ∙ Cuphead

    2019
    "How a homemade game broke three world records" Playful aesthetics, upbeat jazz and deceptively challenging game-play made Cuphead a modern classic and break records with 3 million+ copies sold. Meet the makers who built the indie game by hand.
    Levels: The Art of Game Development (2019)

    S1.E2 ∙ Star Citizen

    2019
    "The most crowdfunded game in e-sports history" Follow Star Citizen creator and Cloud Imperium Games co-founder, Chris Roberts, as he creates the most ambitious open world space sim and battles the pressure of elating the millions who funded $200m.
    Levels: The Art of Game Development (2019)

    S1.E3 ∙ Ancestors

    2019
    "The Assassin's Creed creator's bold new goal" The creative director of Assassin's Creed games, Patrice Désilets, has never been short of ambition. And now, away from the franchise and with a smaller team, he's embarks on his bravest adventure yet.
    Levels: The Art of Game Development (2019)

    S1.E4 ∙ Legacy

    2019
    "The godfather of god games introduces a new project" From Populous to Theme Park; the creator of the god game genre tries to win back fans as he introduces his newest project, Legacy - the business simulation game that's built on block-chain technology.
    Levels: The Art of Game Development (2019)

    S1.E5 ∙ Monument Valley

    2019
    "What's up next for the award-winning Monument Valley team" How do you eclipse the success of a BAFTA-winning game? Monument Valley masterminds, Ustwo Games, face high pressure creating two new games that keep the same DNA of being friendly and open to all.
    Levels: The Art of Game Development (2019)

    S1.E6 ∙ Dead Cells

    2019
    "What makes Dead Cells's game creators so awesome?" Motion Twin isn't your average studio - with no bosses and equal pay, the Dead Cells publishers prove it's possible for game-makers to do things differently. As they grow, can they hold onto their ethos?

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