Welcome to The Examined Game!

Episodes

24
Aug. 4, 2026

Confessions of A Bethesda Veteran | Nate Purkeypile (Fallout 3, 4, 76, Skyrim, Starfield)

Send us Fan Mail Today I'm talking with Nate Purkeypile, the former Bethesda artist behind some of the studio's most iconic environments. Nate is a 22 year game industry veteran who worked on Fallout 3, Skyrim, Fallout 4, Fallout 76 and Starfield during his time at Bethesda Game Studios. He was Lead Artist on Fallout 76, as well as Lead Lighting Artist and Senior World Artist during the early development of Starfield. Across those games, Nate helped create some of Bethesda's most memorable ...
23
July 30, 2026

90s Games Were Built Different | Stephen Kick (Nightdive Studios - System Shock 1 & 2 Remake)

Send us Fan Mail Today on The Examined Game I am speaking with Stephen Kick, Studio Head at Nightdive Studios. Stephen is responsible for some of the greatest video game remasters, remakes and re-releases of the last decade, including System Shock, System Shock 2, The Thing: Remastered, Turok, Quake, DOOM + DOOM II, STAR WARS: Dark Forces Remaster, Blade Runner: Enhanced Edition, I Have No Mouth, and I Must Scream, Blood, Outlaws and many more. This was an extremely personal deep dive into ...
22
July 21, 2026

I Asked The Witcher Voice Actor What His Career Has Cost Him | Doug Cockle

Send us Fan Mail Today I'm speaking with actor Doug Cockle. Doug is best known as the voice of Geralt in The Witcher series, but has also voiced Bhaal in Baldur's Gate 3, Victor Vran in Victor Vran, and the Narrator in Tails of Iron. This is Part One of a two-part interview. This is probably the most open and honest conversation i've had to date on the podcast. When I sat down with Doug, I had no idea we'd end up spending so much time talking about one of the biggest decisions of his life: ...
21
July 15, 2026

Why You Shouldn't Give Players What They Want | Edmund McMillen (The Binding of Isaac, Mewgenics)

Send us Fan Mail Today I'm talking with indie game designer Edmund McMillen (The Binding of Isaac, Mewgenics, Super Meat Boy) about the way he approaches making games. Edmund has a pretty simple philosophy when it comes to game design, even if the games themselves are extremely complex and multilayered. He designs games to please himself, and so far that's worked remarkably well as a business model because it turns out there are millions of other players who want to play the kinds of games he...
20
July 7, 2026

From Pillars of Eternity to Pentiment | Josh Sawyer (Obsidian) PART 2

Send us Fan Mail This is Part 2 of my two part interview with Obsidian's Josh Sawyer. The first episode can be found here: WATCH HERE: https://www.youtube.com/watch?v=_HDXqBgMxy0&t=1448s LISTEN HERE: https://www.theexaminedgame.com/from-icewind-dale-to-fallout-new-vegas-josh-sawyer-obsidian-part-1/ In today's episode we dive into Pillars of Eternity, Pillars of Eternity II: Deadfire and Pentiment, what it took to get Pentiment made, and the act of defiance that came from making a g...
19
June 29, 2026

How The Drifter Modernised The Adventure Game | Dave Lloyd (Designer)

Send us Fan Mail Today on The Examined Game I am talking with the writer, developer and designer of The Drifter, one of my absolute favourite point and click adventure games of the last few years. I am in a constant pursuit of a great point and click adventure to scratch an itch that's been bothering me since childhood, after being exposed to the classic LucasArts (Sam & Max, Day of the Tentacle, Grim Fandango, Monkey Island) and Sierra (King's Quest, Police Quest, Gabriel Knight) games....
18
June 23, 2026

From Icewind Dale to Fallout: New Vegas | Josh Sawyer (Obsidian) PART 1

Send us Fan Mail Today on The Examined Game, I’m joined by Josh Sawyer (Joshua Sawyer) Studio Design Director at Obsidian Entertainment. Josh is an industry veteran whose credits include Icewind Dale, Fallout: New Vegas, Pillars of Eternity II: Deadfire, The Outer Worlds, Pentiment, and many more. So what do you talk about with someone who has worked on so many beloved RPGs? We discuss how games can convey grief, the joy and frustration of not letting players kill God, his beginnings as a web...
17
June 15, 2026

The Evolution of Life Is Strange | Jonathan Zimmerman (Life is Strange: True Colors, Reunion, Before The Storm)

Send us Fan Mail write me at steven@theexaminedgame.com and let me know what you think! What does it feel like to land your dream job working on the follow-up to a game that blew your mind? This is exactly what happened to Jonathan Zimmerman when he landed a writing gig on Life Is Strange: Before The Storm. What followed was a near-decade-long relationship with this beloved franchise, alongside his work as Narrative Director for The Expanse: A Telltale Series. Among the many influences Jonat...
16
June 11, 2026

How Inkle Studios Built a Sustainable Game Studio | Joseph Humfrey

Send us Fan Mail In today’s episode of The Examined Game I talk with co-founder of Inkle Studios (80 Days, TR-49, Heaven’s Vault, Overboard, A Highland Song, Expelled, Sorcery) Joseph Humfrey. This interview is a counterpart to my chat with Jon Ingold, the other co-founder of Inkle. I talked with Joseph about what it takes to make a video game company sustainable in this day and age, and their approach to efficient game design, narrative design, branching narrative, not over extending and the...
15
June 1, 2026

We're All Going to Die - Creating Outer Wilds | Alex Beachum Creative Director

Send us Fan Mail In today's episode of The Examined Game, I am talking with the creator of Outer Wilds, Alex Beachum. We get into the weeds of how the original prototype of the game came about back when Alex was studying game design, his approach to development, including the idea of "emotional prototyping", which helped build the bedrock that would become one of the most loved games of all time. Honestly, I don't think that is an understatement. People who play Outer Wilds love Outer Wilds, ...
14
May 25, 2026

Mastering The Modern Adventure Game | Francisco Gonzalez (Rosewater, Lamplight City, A Golden Wake)

Send us Fan Mail Today we are talking with Francisco Gonzalez as we go in depth on the genre of video game that I have been playing longer than any other in my life: point and click adventure games. I have been a fan of Francisco's games ever since I stumbled upon Lamplight City. I then had the pleasure of playing back retrospectively through his earlier work, which includes A Golden Wake and Shardlight, before eagerly anticipating the release of Rosewater, an epic western point and click adv...
May 18, 2026

The Talent Behind Video Game Hair Design | Amandine Marest (Clair Obscur: Expedition 33)

Send us Fan Mail Today I get to talk with Amandine MarestHair & Technical Character artist Clair Obscur: Expedition 33. We cover all things hair related in video games. Amandine's work in Clair Obscure is incredible and it was such a pleasure to deep dive into just how much she and the team thought about the hair in this game and how it represented the personalities of its characters. We also discuss her love of Final Fantasy hair, including Lighting's from Final Fantasy 12 and of course...
11
May 11, 2026

The Mathematics of Interactive Storytelling - Jon Ingold (80 Days, Heaven's Vault, TR-49)

Send us Fan Mail In today's episode of The Examined Game I speak with co-founder of Inkle Studios, Jon Ingold. I am a huge fan of the work both he and Joseph Humfrey have done under Inkle Studios. Beyond finding new ways to iterate on the adventure game genre, they’ve also done an incredible job of creating mobile-friendly games, giving audiences who might otherwise never play a game like 80 Days the chance to experience one. One clear takeaway from this conversation is that Jon loves writing...
10
May 4, 2026

The Dial Up Entrepreneur | Scott Miller (Apogee Entertainment, Duke Nukem 3D, Wolfenstein 3D)

Send us Fan Mail In this episode I speak with Scott Miller, founder of Apogee Entertainment (Commander Keen, Duke Nukem) and 3D Realms (Max Payne, Prey). Scott helped pioneer the shareware model of game distribution in the late 80s and early 90s, releasing large chunks of games for free online long before Steam existed, and asking players to mail in cheques or call directly to order the full version. Scott literally helped build the gaming industry as we know it today from the ground up. Afte...
9
April 27, 2026

Hell Broke Loose - The Making of Far Cry 2 | Clint Hocking (Creative Director)

Send us Fan Mail Today I’m talking with Clint Hocking, Creative Director of Far Cry 2 and Watch Dogs: Legion. Clint has had a long and varied career in the video game industry, working on the original Splinter Cell games, as well as roles at Ubisoft, Valve, LucasArts, and Amazon Game Studios. This ended up being one of the most dense and thought-provoking conversations I’ve had the privilege of recording. The way Clint thinks about video games and how we as players engage with them was such a...
8
April 20, 2026

Making Atomfall: Risk & Reward | Ben Fisher (Head of Design)

Send us Fan Mail In today’s episode, I speak with Ben Fisher, Head of Design on Atomfall and Sniper Elite: Resistance. Ben is a key creative figure at Rebellion, and we take a deep dive into the philosophy and design process behind Atomfall’s open-world RPG structure. We talk about the steps that Atomfall had to go through to teach players how to engage with the world they were entering from the very first moments. Atomfall has a different pace to your average open world game, so Ben br...
7
April 14, 2026

Writing Outer Wilds: Joy, Grief, and Letting Go | Kelsey Beachum (Outer Wilds, Avowed, Outer Worlds)

Send us Fan Mail Today I sit down with Kelsey Beachum, writer of Outer Wilds, for a deeply honest conversation about the creative process, including what it was like collaborating with her brother Alex Beachum on one of the most loved indie games of the past decade. Kelsey clearly poured so much of herself into the writing for Outer Wilds. I actually had no idea just how personal this game was for her. This of course bought up a ton of questions about what it must be like to put your heart o...
7
April 6, 2026

Scope, testing, and Finishing Games | Nina Freeman (Cibele, Lost Records: Bloom & Rage)

Send us Fan Mail In today’s episode I speak with game developer Nina Freeman about mistakes, reflection, and the role personal experience can play in game design. Nina is known for her autobiographical approach to games, incorporating real moments from her own life into projects like Cibele, as well as her work on Tacoma and, more recently, Lost Records: Bloom & Rage. We talk about her early experiences with games, from edutainment titles at the public library through to discovering...
6
March 30, 2026

Why Platformers need to evolve | Chris Wade (Big Hops)

Send us Fan Mail The Examined Game #5 In today’s episode I speak with Chris Wade, creator of Big Hops. Big Hops immediately caught my attention as a platformer. While most modern platformers still build on the foundations laid down in the 1990s, Big Hops takes inspiration from emergent gameplay systems found in games like Nintendo's The Legend of Zelda: Breath of the Wild and Arkane Studio's Dishonored and applies to the platformer genre. If that sounds like an interesting proposition you're...
5
March 23, 2026

Why Great Games still Fail | Mario R. Kroll (Video PR & Marketing expert)

Send us Fan Mail In today’s episode I speak with Mario R. Kroll, founder of UberStrategist . Mario has spent more than 30 years working across PR, publishing and marketing in the video game industry, helping studios figure out how to get their games noticed in an increasingly crowded market. This was a candid conversation about visibility, marketing, networking and the realities of trying to launch games today. We talk about what actually gets a game noticed, why so many developers leave mark...
4
March 17, 2026

How Portal Was Written | Erik Wolpaw (Portal)

Send us Fan Mail The Examined Game #4 In this episode of The Examined Game I speak with Erik Wolpaw on writing for video games. Erik is best known for his work on Portal, Portal 2, the Half-Life 2: Episode One and Half-Life 2: Episode Two, as well as his time at Valve and Double Fine Productions working on Psychonauts. We talk about environmental storytelling, just how difficult it is to make games funny, and how much of Portal’s world was built through suggestion rather than expo...
3
March 5, 2026

Why Play Matters | Julia Minamata (The Crimson Diamond)

Send us Fan Mail The Examined Game #3 Julia Minamata is the solo developer of The Crimson Diamond, a love letter to the classic Sierra On-Line parser adventures. I adored playing The Crimson Diamond and wanted to talk with Julia about the power of play in video games and why classic adventure games still resonate so strongly with players today. We discuss Julia’s inspiration for the game and the idea of building a game like a doll’s house for the player to lose themselves in. We wade into som...
2
March 2, 2026

Restoring the Mona Lisas of video games | Larry Kuperman (Nightdive Studios)

Send us Fan Mail In today’s episode I speak with Larry Kuperman, Vice President of Business Development at Nightdive Studios. Larry retired not long after this interview, so I was pleased to chat with such an industry veteran. Nightdive have made a well-deserved name for themselves with their remakes and remasters of classic games including System Shock, System Shock 2, Blade Runner, Star Wars: Dark Forces, The Thing, Quake and many others. I sat down with Larry to discuss the ups and downs o...
1
Feb. 23, 2026

When Naughty Dog Took A Risk On Uncharted 2 | Richard Lemarchand (Uncharted, Naughty Dog)

Send us Fan Mail I sat down with co-lead game designer on the original Uncharted trilogy, Richard Lemarchand, to talk about the creative process Naughty Dog took when making Uncharted 2: Among Thieves and how Naughty Dog approached pacing, cinematic gameplay and level design. Richard talks about working alongside Amy Hennig, Bruce Straley and Neil Druckmann on the original Uncharted trilogy, and how the studio evolved from games like Crash Bandicoot and Jak and Daxter into more story-driven g...