I'm not usually superstitious but this week's episode of the podcast could give me new insight into being triskaidekaphobic. It's only as I finished editing the episode I realised it's the thirteenth!
I was really excited to meet the team at Sensible Object for this episode, the recent studio behind a new type of game blending physical and digital elements called Fabulous Beasts. I've been following what happening with it and as you might imagine I'm pretty interested in new types of games.
I visited their studio at Somerset House in central London and had a lovely chat with their lead designer Tim Burrell-Saward. A few days later when I started working on the sound editing for this episode, I realised like 80% or more of the episode had almost constant background clicking sounds that I find really annoying. I've spent hours on trying to remove them, reading and watching tutorials, etc. I don't know what it's due to, it's the first time that it happens. It's a real shame - though maybe I'm dramatising.
At least I thought it's ok to listen to a few minutes of this at a time so rather than imposing the whole thing or throwing it away altogether I opted for a slightly experimental third option, I kept only what I considered the most important and best parts of the interview, and talked in between paraphrasing some of the things Tim and I talked about.
To complement the audio podcast, I recommend watching a few videos with reviews and play tests of the game, which hopefully will give you a better idea of the way it works and the reasons why I think it's an exciting project.
More of the information mentioned:
After the past two weeks delving behind the scenes of Ed's tabletop game crowdfunding project, we're having a branding and marketing moment. I caught up with my ex-colleague and friend Sid Loyal, a brand strategist with extensive experience in different Asia-Pacific countries, from India to Singapore and Australia. I thought it would be interesting to hear from his perspective about strategy for the advertising and marketing industry in Asia-Pacific.
Sid has great stories to share about how he started in the advertising industry, what he learned along the way, his extensive sneakers collection and a little of what's going on in India for brands and creative communications.
A few links to the information mentioned:
This is the second part of a 2-part episode; you can find the part 1 here.
We continue our weekly calls with Ed and keep following his efforts to crowd-fund the expansion of his science-fiction themed tabletop roleplaying game Era: The Consortium Secret War on Kickstarter.
As the project had just recently passed the £1,000 mark at the time we spoke, Ed gave us a few more tips acquired from his experience of running Kickstarter projects, including what not to do.
We pursue the conversation to discuss how his games company, Shades of Vengeance, started supporting other tabletop roleplaying games creator to complete and finance their games and share them with a wider audience. This started at the Anime North in Toronto a few years ago and they have now successfully supported several games that Ed talks through.
In the last conversation, we wish good luck to Ed for the final days of his Kickstarter project and ask him a few of the now traditional Ice Cream for Everyone cool down questions.
A few links to the information mentioned:
For this new episode of the podcast, we try something a little experimental with roleplaying game designer and writer Ed Jowett based in the UK. We had a few conversations over time to follow the behind the scenes of his Kickstarter crowdfunding project to support the finance of an expansion to his science-fiction based game; Era: The Consortium.
This is a two part episode and there is still time for you to check out his Kickstarter project. For anyone out there fan of science-fiction universes, interested in roleplaying games, or simply in finding out more details about running a crowdfunding campaign, it's definitely worth a listen.
In the episode, we talk about the progress of the campaign in the first two weeks, as well as the other games Ed designed at Shades of Vengeance; Era: Lyres and Era: The Empowered. We also discuss Ed's inspirations for game mechanics, science-fiction and where he started playing video games and tabletop roleplaying games.
Some of the information mentioned in the episode:
I caught up with John Griffiths in London a couple of months ago at an industry event and asked him if he'd be up for participating in an episode of the podcast. John is incredibly smart and always has fascinating stories to tell about his account planning and strategy experience in the advertising industry. He has been working as a planner in advertising for 30 years, and integrated with other marketing disciplines such as PR, promotions, direct marketing, sponsorships and online / digital for the past 20-25 years. He has won Research Awards for Best New Thinking (2010) and Best Workshop (2011)
John is also co-writing a book with Tracy Follows I was interested in knowing more about and thought it was worth sharing with you. 98% Pure Potato: The origins of advertising account planning, an account of the first people who worked in the first account planning departments in the sixties, created by Stanley Pollitt at BMP and Stephen King at JWT. John interviewed many of these original UK Mad Men and learn how they created this discipline of account planning with the intention of bringing people (consumers) at the heart of the brand communications targeted to them.
I think it's interesting for anyone to hear about the behind the scenes of how advertising and marketing is made, if ever you were curious it probably worth checking out even if you don't work in advertising or marketing.
If you do work in advertising & marketing I think this is a must listen and the upcoming book a must-read, you can still pledge for your copy of the book on Unbound. Of course I would say that, just check it out for yourself!
Some of the information mentioned
A special episode of the podcast today, I had the unexpected opportunity to talk with the team at Rayark Games: the founder and CEO Ming Yang Yu, co-founder Jerry Chang and Managing Director Ed Courtroul. It was an international conversation with Ming Yang and Jerry in Taipei, Taiwan, and Ed in Tokyo.
Rayark Games is a growing development games studio known for their mobile games, first with music and rhythm games such as Cytus and Deemo. Last year in April they released a console quality action "Hack & Slash" game, Implosion: Never Lose Hope. The game went on to be downloaded millions of times on Apple iOS and Android and become 2015 Game of the Year in several countries.
in their review of the game, Touch Arcade wrote:
It's an outstanding game, and if you're reading this review because you want to know whether or not you should drop ten US dollars (or your local equivalent thereof) on it, let me cut to the chase for once. Yes, you should. Head over the the App Store, hit the button to purchase it, prepare a cup of your beverage of choice while it downloads, and get ready to settle in for a slick action game with superb production values and seriously well-designed combat. I can't recommend this game enthusiastically enough.
Their new project, and what really caught my curiosity beyond the great games they're already creating, is that they are now in the final stages of crowdfunding a feature length animation film based in the same universe as their last video game. I really encourage you to check out the Kickstarter project for more about it, and of course listen to the podcast episode to find out more about the leadership team at Rayark games and the inspiration behind the upcoming Implosion Zero_Day animation film.
You might still be able to support this motivated young independent team of creators on the Kickstarter project here. You can also follow the progress and updates about the film project on their website.
Some of the stuff we talk about in this episode:
For the sixth episode of the podcast I had the pleasure of catching up with George Nimeh while visiting Vienna. We met at the Impact Hub, a co-working space in the centre of Vienna, just a few doors down from George's previous employer, the Austrian newspaper Kurier.
I've known George since late 2007 when he hired me to join iris in London, he was the managing director of the Digital arm of the creative agency at the time. George has a wealth of experience in media, publishing, digital technologies, branding and advertising working for companies such as The New York Times, Organic, iris and Red Bull.
He shares a lot of his knowledge and experience in this episode. Main topics include ad blocking technologies, the evolution of online advertising, looking for the new, creating valuable content and telling stories, the comeback of patronage, the challenges of old and established legacy publishers, etc.
He recently gave a talk at TEDx Vienna with the theme "What if there was no advertising?" you can watch it here: https://www.youtube.com/watch?v=01PUSrLCvcM
Links and information mentioned in this episode:
For the fifth episode of the podcast, I met with James Wallis in London. James is a British designer and publisher of tabletop and roleplaying games. He began roleplaying games with the classic Dungeons & Dragons and Traveller in 1981 and worked on many games since. He also wrote for gaming publications and traditional ones like the Sunday Times. Now he has his own consultancy, Spaaace, A triple "A" company.
He also consults with brands to design gaming experiences, leads game design seminars and has successfully completed several crowdfunding projects. Game designer and podcast show host Robin Laws first called him the godfather of indie game design. The most known games he worked on extensively are probably Once Upon a Time and The Extraordinary Adventures of Baron Munchausen. He is currently working on bringing Paranoia, a classic tabletop roleplaying game into the 21st century.
I met James at a conference called Playful several years ago and thought of asking to participate in the show. We had a fantastic conversation, James has amazing stories to tell about his career in game design and writing. I hope you have as much fun listening as I did having the conversation.
A few of the links mentioned:
In this fourth episode of the Ice Cream for Everyone podcast I meet my brother Björn van der Horst and his business partner Omar Romero on the site of a new bar and restaurant they are building in collaboration with the Hilton Hotel London Metropole.
The upcoming bar and restaurant will be called Kojawan and has magnificent panorama views of London from the 23rd floor.
Björn and Omar talk about their careers as chefs as well as their new projects, which include Kojawan and Bone Tea broth bar. I mention this in the intro to the episode, at the time we recorded this they were planning to launch a crowdfunding campaign to finance the next steps of Bone Tea, things have changed since then and they gone the route of private investment for the next steps of the project instead of crowdfunding.
I've just had excellent news the podcast is now listed with iTunes Podcasts directory, so you can subscribe there. If you enjoy listening I would hugely appreciate if you could leave a rating and a review please!
A few links to the information mentioned: