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    <description>The GGJ Podcast brings the spirit of Global Game Jam to your headphones, with people from around the world sharing how they found their way into game development. Each week, Susan Gold talks with developers, studio founders, and festival organizers about the twists, risks, and side doors that shaped their paths and communities. You will hear honest stories about creativity, collaboration, failure, and the messy, beautiful reality of making games.</description>
    <copyright>Global Game Jam</copyright>
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    <pubDate>Tue, 26 May 2026 06:00:11 -0400</pubDate>
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    <itunes:summary>The GGJ Podcast brings the spirit of Global Game Jam to your headphones, with people from around the world sharing how they found their way into game development. Each week, Susan Gold talks with developers, studio founders, and festival organizers about the twists, risks, and side doors that shaped their paths and communities. You will hear honest stories about creativity, collaboration, failure, and the messy, beautiful reality of making games.</itunes:summary>
    <itunes:subtitle>The GGJ Podcast brings the spirit of Global Game Jam to your headphones, with people from around the world sharing how they found their way into game development.</itunes:subtitle>
    <itunes:keywords>gamedev, mentorship, oral histories, videogames, game education</itunes:keywords>
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    <itunes:complete>No</itunes:complete>
    <itunes:explicit>No</itunes:explicit>
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      <title>The Fine Art of Playfulness | Nick Fortugno</title>
      <itunes:episode>13</itunes:episode>
      <podcast:episode>13</podcast:episode>
      <itunes:title>The Fine Art of Playfulness | Nick Fortugno</itunes:title>
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        <![CDATA[<p>In episode 13 Susan sits down with  Designer and storyteller Nick Fortugno has spent more than 20 years pushing games into new spaces on screens, on streets and in the classroom. He talks about co founding studios like Rebel Monkey and Playmatics, helping define early casual and social games, creating playful public experiences through Come Out and Play, and now running the digital game program at City College in New York while designing “games about non game things for people who do not play games.” Nick reflects on pattern recognition in a fast changing industry, what it really means to treat game design as an innovative discipline, and why he believes live, physical play and community centered work will remain vital no matter how technology shifts.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:20) - Meet Nick Fortugno</li>
<li>(03:23) - The Wandering Path</li>
<li>(05:45) - From Literature to Games</li>
<li>(08:29) - Criticism and Philosophy</li>
<li>(10:03) - What it Means to be a Game Designer</li>
<li>(13:38) - Dinner Dashing to Success</li>
<li>(18:16) - Making Things that Matter</li>
<li>(20:34) - Making Serious Fun</li>
<li>(27:22) - Rebel Monkey</li>
<li>(30:12) - Leadership &amp; Risk</li>
<li>(31:28) - Playmatics</li>
<li>(33:17) - The Impact of One is Many: Ephimeral Work</li>
<li>(37:38) - Criticism</li>
<li>(41:23) - Expertiese Performance</li>
<li>(43:21) - The  Single Thread</li>
<li>(46:17) - Keeping it Together</li>
</ul><br>Guest Bio:  Nick Fortugno is Director of the Digital Game Development Program at City College of New York, leading its new game development degree, and is an entrepreneur, interactive narrative designer and game designer based in New York City.  He is a founder and principal of Playmatics (www.playmatics.com), an interactive development company. Playmatics has created a variety of digital and real-world experiences for organizations including Pro Publica, Red Bull, AMC (such as the CableFAX award winning Breaking Bad: The Interrogation), Disney, American Museum of Natural History, the Corporation of Public Broadcasting, the Federal Reserve Bank of New York, and the Red Cross/Red Crescent. For the past twenty years, Fortugno has been a designer, writer and project manager on dozens of commercial and serious games, and served as lead designer on the downloadable blockbuster Diner Dash and the award-winning serious game Ayiti: The Cost of Life. Nick is a Lead Artist on the Frankenstein A.I. project (featured at the Sundance New Frontier Festival in 2018), and has worked extensively on interactive narrative projects in a variety of formats. Nick is also a co-founder of the Come Out and Play street games festival (www.comeoutandplay.org), winner of the Indiecade's 2019 Bernie DeKoven Big Fun Award and hosted in New York City and around the world since 2006, and is co-creator of the Big Urban Game for Minneapolis/St. Paul in 2003. Nick has taught game design and interactive narrative design for 20 years at institutions such as Columbia University and the Parsons School of Design, and has participated in the construction of game design and immersive storytelling curriculum. Nick holds an MFA in Design and Technology from Parsons School of Design. Some of Nick's writing about interactive narrative can be found in the anthology Well-Played 1.0: Video Game, Value, and Meaning, published by ETC-Press. <p>Find Nick's work!</p><p><a href="http://www.nickfortugno.com/">www.nickfortugno.com</a></p><p><a href="https://nicholasfortugno.substack.com/">https://nicholasfortugno.substack.com/</a></p><p><a href="https://www.ccny.cuny.edu/digital-game-development">https://www.ccny.cuny.edu/digital-game-development</a></p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
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        <![CDATA[<p>In episode 13 Susan sits down with  Designer and storyteller Nick Fortugno has spent more than 20 years pushing games into new spaces on screens, on streets and in the classroom. He talks about co founding studios like Rebel Monkey and Playmatics, helping define early casual and social games, creating playful public experiences through Come Out and Play, and now running the digital game program at City College in New York while designing “games about non game things for people who do not play games.” Nick reflects on pattern recognition in a fast changing industry, what it really means to treat game design as an innovative discipline, and why he believes live, physical play and community centered work will remain vital no matter how technology shifts.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:20) - Meet Nick Fortugno</li>
<li>(03:23) - The Wandering Path</li>
<li>(05:45) - From Literature to Games</li>
<li>(08:29) - Criticism and Philosophy</li>
<li>(10:03) - What it Means to be a Game Designer</li>
<li>(13:38) - Dinner Dashing to Success</li>
<li>(18:16) - Making Things that Matter</li>
<li>(20:34) - Making Serious Fun</li>
<li>(27:22) - Rebel Monkey</li>
<li>(30:12) - Leadership &amp; Risk</li>
<li>(31:28) - Playmatics</li>
<li>(33:17) - The Impact of One is Many: Ephimeral Work</li>
<li>(37:38) - Criticism</li>
<li>(41:23) - Expertiese Performance</li>
<li>(43:21) - The  Single Thread</li>
<li>(46:17) - Keeping it Together</li>
</ul><br>Guest Bio:  Nick Fortugno is Director of the Digital Game Development Program at City College of New York, leading its new game development degree, and is an entrepreneur, interactive narrative designer and game designer based in New York City.  He is a founder and principal of Playmatics (www.playmatics.com), an interactive development company. Playmatics has created a variety of digital and real-world experiences for organizations including Pro Publica, Red Bull, AMC (such as the CableFAX award winning Breaking Bad: The Interrogation), Disney, American Museum of Natural History, the Corporation of Public Broadcasting, the Federal Reserve Bank of New York, and the Red Cross/Red Crescent. For the past twenty years, Fortugno has been a designer, writer and project manager on dozens of commercial and serious games, and served as lead designer on the downloadable blockbuster Diner Dash and the award-winning serious game Ayiti: The Cost of Life. Nick is a Lead Artist on the Frankenstein A.I. project (featured at the Sundance New Frontier Festival in 2018), and has worked extensively on interactive narrative projects in a variety of formats. Nick is also a co-founder of the Come Out and Play street games festival (www.comeoutandplay.org), winner of the Indiecade's 2019 Bernie DeKoven Big Fun Award and hosted in New York City and around the world since 2006, and is co-creator of the Big Urban Game for Minneapolis/St. Paul in 2003. Nick has taught game design and interactive narrative design for 20 years at institutions such as Columbia University and the Parsons School of Design, and has participated in the construction of game design and immersive storytelling curriculum. Nick holds an MFA in Design and Technology from Parsons School of Design. Some of Nick's writing about interactive narrative can be found in the anthology Well-Played 1.0: Video Game, Value, and Meaning, published by ETC-Press. <p>Find Nick's work!</p><p><a href="http://www.nickfortugno.com/">www.nickfortugno.com</a></p><p><a href="https://nicholasfortugno.substack.com/">https://nicholasfortugno.substack.com/</a></p><p><a href="https://www.ccny.cuny.edu/digital-game-development">https://www.ccny.cuny.edu/digital-game-development</a></p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </content:encoded>
      <pubDate>Tue, 26 May 2026 06:00:00 -0400</pubDate>
      <author>Susan Gold</author>
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      <itunes:author>Susan Gold</itunes:author>
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      <itunes:duration>2999</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In episode 13 Susan sits down with  Designer and storyteller Nick Fortugno has spent more than 20 years pushing games into new spaces on screens, on streets and in the classroom. He talks about co founding studios like Rebel Monkey and Playmatics, helping define early casual and social games, creating playful public experiences through Come Out and Play, and now running the digital game program at City College in New York while designing “games about non game things for people who do not play games.” Nick reflects on pattern recognition in a fast changing industry, what it really means to treat game design as an innovative discipline, and why he believes live, physical play and community centered work will remain vital no matter how technology shifts.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:20) - Meet Nick Fortugno</li>
<li>(03:23) - The Wandering Path</li>
<li>(05:45) - From Literature to Games</li>
<li>(08:29) - Criticism and Philosophy</li>
<li>(10:03) - What it Means to be a Game Designer</li>
<li>(13:38) - Dinner Dashing to Success</li>
<li>(18:16) - Making Things that Matter</li>
<li>(20:34) - Making Serious Fun</li>
<li>(27:22) - Rebel Monkey</li>
<li>(30:12) - Leadership &amp; Risk</li>
<li>(31:28) - Playmatics</li>
<li>(33:17) - The Impact of One is Many: Ephimeral Work</li>
<li>(37:38) - Criticism</li>
<li>(41:23) - Expertiese Performance</li>
<li>(43:21) - The  Single Thread</li>
<li>(46:17) - Keeping it Together</li>
</ul><br>Guest Bio:  Nick Fortugno is Director of the Digital Game Development Program at City College of New York, leading its new game development degree, and is an entrepreneur, interactive narrative designer and game designer based in New York City.  He is a founder and principal of Playmatics (www.playmatics.com), an interactive development company. Playmatics has created a variety of digital and real-world experiences for organizations including Pro Publica, Red Bull, AMC (such as the CableFAX award winning Breaking Bad: The Interrogation), Disney, American Museum of Natural History, the Corporation of Public Broadcasting, the Federal Reserve Bank of New York, and the Red Cross/Red Crescent. For the past twenty years, Fortugno has been a designer, writer and project manager on dozens of commercial and serious games, and served as lead designer on the downloadable blockbuster Diner Dash and the award-winning serious game Ayiti: The Cost of Life. Nick is a Lead Artist on the Frankenstein A.I. project (featured at the Sundance New Frontier Festival in 2018), and has worked extensively on interactive narrative projects in a variety of formats. Nick is also a co-founder of the Come Out and Play street games festival (www.comeoutandplay.org), winner of the Indiecade's 2019 Bernie DeKoven Big Fun Award and hosted in New York City and around the world since 2006, and is co-creator of the Big Urban Game for Minneapolis/St. Paul in 2003. Nick has taught game design and interactive narrative design for 20 years at institutions such as Columbia University and the Parsons School of Design, and has participated in the construction of game design and immersive storytelling curriculum. Nick holds an MFA in Design and Technology from Parsons School of Design. Some of Nick's writing about interactive narrative can be found in the anthology Well-Played 1.0: Video Game, Value, and Meaning, published by ETC-Press. <p>Find Nick's work!</p><p><a href="http://www.nickfortugno.com/">www.nickfortugno.com</a></p><p><a href="https://nicholasfortugno.substack.com/">https://nicholasfortugno.substack.com/</a></p><p><a href="https://www.ccny.cuny.edu/digital-game-development">https://www.ccny.cuny.edu/digital-game-development</a></p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </itunes:summary>
      <itunes:keywords>gamedev, mentorship, oral histories, videogames, game education</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/d6da64bb/transcript.txt" type="text/plain"/>
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    <item>
      <title>Beautiful Pixels | Lisette Montgomery</title>
      <itunes:episode>12</itunes:episode>
      <podcast:episode>12</podcast:episode>
      <itunes:title>Beautiful Pixels | Lisette Montgomery</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
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      <link>https://share.transistor.fm/s/524788e6</link>
      <description>
        <![CDATA[<p>In episode 12 Susan sits down with Lisette Titre Montgomery, veteran art director and co founder and CEO of Cornerstone Interactive, looks back on a two decade career that spans Freakstyle, Tiger Woods PGA Tour, The Simpsons, South Park and Psychonauts 2, and forward to new ways of making games feel truly handmade again. She talks about leading teams through tricky visual problems, building Gameheads Oakland for youth from underserved communities, and using AI and emerging tools in ways that still put artists and human authored work first. </p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:13) - Meet Lisette Titre-Montgomery</li>
<li>(05:58) - Early Years</li>
<li>(10:40) - Becoming a Leader</li>
<li>(12:19) - From EA to Double Fine</li>
<li>(17:24) - Keeping the Chemistry Up</li>
<li>(19:30) - Mentoring</li>
<li>(21:00) - GameHeads</li>
<li>(24:26) - Cornerstone Studios</li>
<li>(26:18) - TechTools of the Trade</li>
<li>(29:01) - AI</li>
<li>(31:39) - Roles and Skills for the Future  </li>
<li>(36:11) - Preparing for the Future</li>
<li>(37:50) - Wrapping Up</li>
<li>(39:36) - Outro</li>
</ul><br>Guest Bio:   Lisette Titre-Montgomery is an Art Director who leads teams that solve complex visual challenges with consistent vision, language, and technical execution. Her career spans over twenty five years of industry experience and  14 hit game releases. <p>Lisette has led art studios large and small in the US, Japan, China, Australia, India, and the Philippines. Lisette has contributed to some of the industry’s highest profile games, including Tiger Woods Golf, The Simpsons, Dante’s Inferno, Dance Central 3, SIMS 4, South Park, and Transformers Age Of Extinction for Android and iOS. Her most recent project was Psychonauts 2 with Double Fine Productions. She is currently launching Cornerstone Interactive, a new studio focused on reimaging cinematic and interactive experiences.</p><p><br></p><p>Lisette’s list of personal achievements are just as impressive. She has been featured on CNN,  invited to The White House, and a member of the US Department of State's Speakers Bureau.  Mrs Titre-Montgomery has been a featured keynote speaker at N.A.S.A., Goggle, Intel, Black Girls Code, Girls Who Code and more. She has also been named One of the Most Powerful Women in Tech by Business Insider. </p><p>Find Lisette's work!</p><p>https://linktr.ee/LisetteTitre</p><p><br></p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack </a></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In episode 12 Susan sits down with Lisette Titre Montgomery, veteran art director and co founder and CEO of Cornerstone Interactive, looks back on a two decade career that spans Freakstyle, Tiger Woods PGA Tour, The Simpsons, South Park and Psychonauts 2, and forward to new ways of making games feel truly handmade again. She talks about leading teams through tricky visual problems, building Gameheads Oakland for youth from underserved communities, and using AI and emerging tools in ways that still put artists and human authored work first. </p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:13) - Meet Lisette Titre-Montgomery</li>
<li>(05:58) - Early Years</li>
<li>(10:40) - Becoming a Leader</li>
<li>(12:19) - From EA to Double Fine</li>
<li>(17:24) - Keeping the Chemistry Up</li>
<li>(19:30) - Mentoring</li>
<li>(21:00) - GameHeads</li>
<li>(24:26) - Cornerstone Studios</li>
<li>(26:18) - TechTools of the Trade</li>
<li>(29:01) - AI</li>
<li>(31:39) - Roles and Skills for the Future  </li>
<li>(36:11) - Preparing for the Future</li>
<li>(37:50) - Wrapping Up</li>
<li>(39:36) - Outro</li>
</ul><br>Guest Bio:   Lisette Titre-Montgomery is an Art Director who leads teams that solve complex visual challenges with consistent vision, language, and technical execution. Her career spans over twenty five years of industry experience and  14 hit game releases. <p>Lisette has led art studios large and small in the US, Japan, China, Australia, India, and the Philippines. Lisette has contributed to some of the industry’s highest profile games, including Tiger Woods Golf, The Simpsons, Dante’s Inferno, Dance Central 3, SIMS 4, South Park, and Transformers Age Of Extinction for Android and iOS. Her most recent project was Psychonauts 2 with Double Fine Productions. She is currently launching Cornerstone Interactive, a new studio focused on reimaging cinematic and interactive experiences.</p><p><br></p><p>Lisette’s list of personal achievements are just as impressive. She has been featured on CNN,  invited to The White House, and a member of the US Department of State's Speakers Bureau.  Mrs Titre-Montgomery has been a featured keynote speaker at N.A.S.A., Goggle, Intel, Black Girls Code, Girls Who Code and more. She has also been named One of the Most Powerful Women in Tech by Business Insider. </p><p>Find Lisette's work!</p><p>https://linktr.ee/LisetteTitre</p><p><br></p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack </a></p>]]>
      </content:encoded>
      <pubDate>Tue, 19 May 2026 06:00:00 -0400</pubDate>
      <author>Susan Gold</author>
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      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/DQ7D2nRPXDygJxm0-z7bAtEc3b-NNy3bmVdZUh8Z-J0/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9lMDNi/OGZmODcwOGQwNDVm/MDRmYmQxZTM2YTM4/YjcwOC5wbmc.jpg"/>
      <itunes:duration>2433</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In episode 12 Susan sits down with Lisette Titre Montgomery, veteran art director and co founder and CEO of Cornerstone Interactive, looks back on a two decade career that spans Freakstyle, Tiger Woods PGA Tour, The Simpsons, South Park and Psychonauts 2, and forward to new ways of making games feel truly handmade again. She talks about leading teams through tricky visual problems, building Gameheads Oakland for youth from underserved communities, and using AI and emerging tools in ways that still put artists and human authored work first. </p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:13) - Meet Lisette Titre-Montgomery</li>
<li>(05:58) - Early Years</li>
<li>(10:40) - Becoming a Leader</li>
<li>(12:19) - From EA to Double Fine</li>
<li>(17:24) - Keeping the Chemistry Up</li>
<li>(19:30) - Mentoring</li>
<li>(21:00) - GameHeads</li>
<li>(24:26) - Cornerstone Studios</li>
<li>(26:18) - TechTools of the Trade</li>
<li>(29:01) - AI</li>
<li>(31:39) - Roles and Skills for the Future  </li>
<li>(36:11) - Preparing for the Future</li>
<li>(37:50) - Wrapping Up</li>
<li>(39:36) - Outro</li>
</ul><br>Guest Bio:   Lisette Titre-Montgomery is an Art Director who leads teams that solve complex visual challenges with consistent vision, language, and technical execution. Her career spans over twenty five years of industry experience and  14 hit game releases. <p>Lisette has led art studios large and small in the US, Japan, China, Australia, India, and the Philippines. Lisette has contributed to some of the industry’s highest profile games, including Tiger Woods Golf, The Simpsons, Dante’s Inferno, Dance Central 3, SIMS 4, South Park, and Transformers Age Of Extinction for Android and iOS. Her most recent project was Psychonauts 2 with Double Fine Productions. She is currently launching Cornerstone Interactive, a new studio focused on reimaging cinematic and interactive experiences.</p><p><br></p><p>Lisette’s list of personal achievements are just as impressive. She has been featured on CNN,  invited to The White House, and a member of the US Department of State's Speakers Bureau.  Mrs Titre-Montgomery has been a featured keynote speaker at N.A.S.A., Goggle, Intel, Black Girls Code, Girls Who Code and more. She has also been named One of the Most Powerful Women in Tech by Business Insider. </p><p>Find Lisette's work!</p><p>https://linktr.ee/LisetteTitre</p><p><br></p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack </a></p>]]>
      </itunes:summary>
      <itunes:keywords>gamedev, mentorship, oral histories, videogames, game education</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/524788e6/transcript.txt" type="text/plain"/>
      <podcast:chapters url="https://share.transistor.fm/s/524788e6/chapters.json" type="application/json+chapters"/>
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    <item>
      <title>Starving Up | Alexander Fernandez </title>
      <itunes:episode>12</itunes:episode>
      <podcast:episode>12</podcast:episode>
      <itunes:title>Starving Up | Alexander Fernandez </itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
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      <link>https://share.transistor.fm/s/311ff500</link>
      <description>
        <![CDATA[<p>In episode 11 of the GGJ Podcast, Alexander Fernandez, co founder and CEO of Streamline Media Group, shares how he turned a four person apartment in the Netherlands into a global studio working on franchises like Final Fantasy, Gears of War, Bioshock Infinite and James Cameron’s Avatar. He explains his “starving up” mentality, surviving the 2008 financial crisis, closing Streamline’s Amsterdam studio to protect his team, and rebuilding in Malaysia to connect talent in the global south with opportunities in the global north.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:20) - Meet Alexander Fernandez</li>
<li>(04:20) - The StarveUp Mentality</li>
<li>(05:42) - The Beginning of Streamline</li>
<li>(07:25) - Time as Currency</li>
<li>(11:03) - Don't be agreeable</li>
<li>(13:56) - Downfall</li>
<li>(19:01) - Reputation</li>
<li>(19:47) - Moving to Malaysia</li>
<li>(24:30) - Second Thoughts?</li>
<li>(26:48) - Steam Frame</li>
<li>(30:07) - Making Decisions and Telling the Truth</li>
<li>(32:20) - Making your own Games</li>
<li>(36:19) -  Harvard OPM Program</li>
<li>(40:12) - How do you do it all?</li>
<li>(44:18) - Winding Down</li>
<li>(48:13) - Outro</li>
</ul><br>Guest Bio:   Alexander L. Fernandez is the CEO and Co-Founder of Streamline Media Group, a global video game and technology company operating across Malaysia, Japan, Colombia, and the United States. Over 25 years, he has led Streamline’s contributions to more than 500 productions generating over $6 billion in revenue, including <em>Final Fantasy XIV</em>, <em>Street Fighter V</em>, and <em>Avatar</em>. A recognized Endeavor Entrepreneur and Harvard Business School alumnus, Alexander champions the Global South’s rise as a creative and economic force. His leadership philosophy, “Delivering the Promise,” emphasizes mastery, responsibility, and integrity as the foundation for global collaboration and sustainable growth.<p>Find Alex's work<br> </p><p>Streamline Studios (Company): https://www.streamline-studios.com</p><p>Streamline Media Group: https://www.streamline-mediagroup.com</p><p>Work with Streamline: https://www.streamline-mediagroup.com/workwithus</p><p>Streamline's Video Podcast: https://www.streamline-mediagroup.com/delivering-the-promise</p><p>Substack: https://starveup.substack.com/</p><p>LinkedIn: https://www.linkedin.com/in/alexanderfernandez/</p><p>Twitter/X: https://twitter.com/starveup</p><p><br></p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In episode 11 of the GGJ Podcast, Alexander Fernandez, co founder and CEO of Streamline Media Group, shares how he turned a four person apartment in the Netherlands into a global studio working on franchises like Final Fantasy, Gears of War, Bioshock Infinite and James Cameron’s Avatar. He explains his “starving up” mentality, surviving the 2008 financial crisis, closing Streamline’s Amsterdam studio to protect his team, and rebuilding in Malaysia to connect talent in the global south with opportunities in the global north.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:20) - Meet Alexander Fernandez</li>
<li>(04:20) - The StarveUp Mentality</li>
<li>(05:42) - The Beginning of Streamline</li>
<li>(07:25) - Time as Currency</li>
<li>(11:03) - Don't be agreeable</li>
<li>(13:56) - Downfall</li>
<li>(19:01) - Reputation</li>
<li>(19:47) - Moving to Malaysia</li>
<li>(24:30) - Second Thoughts?</li>
<li>(26:48) - Steam Frame</li>
<li>(30:07) - Making Decisions and Telling the Truth</li>
<li>(32:20) - Making your own Games</li>
<li>(36:19) -  Harvard OPM Program</li>
<li>(40:12) - How do you do it all?</li>
<li>(44:18) - Winding Down</li>
<li>(48:13) - Outro</li>
</ul><br>Guest Bio:   Alexander L. Fernandez is the CEO and Co-Founder of Streamline Media Group, a global video game and technology company operating across Malaysia, Japan, Colombia, and the United States. Over 25 years, he has led Streamline’s contributions to more than 500 productions generating over $6 billion in revenue, including <em>Final Fantasy XIV</em>, <em>Street Fighter V</em>, and <em>Avatar</em>. A recognized Endeavor Entrepreneur and Harvard Business School alumnus, Alexander champions the Global South’s rise as a creative and economic force. His leadership philosophy, “Delivering the Promise,” emphasizes mastery, responsibility, and integrity as the foundation for global collaboration and sustainable growth.<p>Find Alex's work<br> </p><p>Streamline Studios (Company): https://www.streamline-studios.com</p><p>Streamline Media Group: https://www.streamline-mediagroup.com</p><p>Work with Streamline: https://www.streamline-mediagroup.com/workwithus</p><p>Streamline's Video Podcast: https://www.streamline-mediagroup.com/delivering-the-promise</p><p>Substack: https://starveup.substack.com/</p><p>LinkedIn: https://www.linkedin.com/in/alexanderfernandez/</p><p>Twitter/X: https://twitter.com/starveup</p><p><br></p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </content:encoded>
      <pubDate>Tue, 12 May 2026 00:00:00 -0400</pubDate>
      <author>Susan Gold</author>
      <enclosure url="https://media.transistor.fm/311ff500/85665abd.mp3" length="47258540" type="audio/mpeg"/>
      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/aMVd-QX8TO_C-i_b99Y1yXv9vXkYeAChQGH_hg3UDNE/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS80YTA2/NDcwMDVlMWFhOGY5/NjM0ODBiNmY5ZmE1/YzMzZC5wbmc.jpg"/>
      <itunes:duration>2951</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In episode 11 of the GGJ Podcast, Alexander Fernandez, co founder and CEO of Streamline Media Group, shares how he turned a four person apartment in the Netherlands into a global studio working on franchises like Final Fantasy, Gears of War, Bioshock Infinite and James Cameron’s Avatar. He explains his “starving up” mentality, surviving the 2008 financial crisis, closing Streamline’s Amsterdam studio to protect his team, and rebuilding in Malaysia to connect talent in the global south with opportunities in the global north.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:20) - Meet Alexander Fernandez</li>
<li>(04:20) - The StarveUp Mentality</li>
<li>(05:42) - The Beginning of Streamline</li>
<li>(07:25) - Time as Currency</li>
<li>(11:03) - Don't be agreeable</li>
<li>(13:56) - Downfall</li>
<li>(19:01) - Reputation</li>
<li>(19:47) - Moving to Malaysia</li>
<li>(24:30) - Second Thoughts?</li>
<li>(26:48) - Steam Frame</li>
<li>(30:07) - Making Decisions and Telling the Truth</li>
<li>(32:20) - Making your own Games</li>
<li>(36:19) -  Harvard OPM Program</li>
<li>(40:12) - How do you do it all?</li>
<li>(44:18) - Winding Down</li>
<li>(48:13) - Outro</li>
</ul><br>Guest Bio:   Alexander L. Fernandez is the CEO and Co-Founder of Streamline Media Group, a global video game and technology company operating across Malaysia, Japan, Colombia, and the United States. Over 25 years, he has led Streamline’s contributions to more than 500 productions generating over $6 billion in revenue, including <em>Final Fantasy XIV</em>, <em>Street Fighter V</em>, and <em>Avatar</em>. A recognized Endeavor Entrepreneur and Harvard Business School alumnus, Alexander champions the Global South’s rise as a creative and economic force. His leadership philosophy, “Delivering the Promise,” emphasizes mastery, responsibility, and integrity as the foundation for global collaboration and sustainable growth.<p>Find Alex's work<br> </p><p>Streamline Studios (Company): https://www.streamline-studios.com</p><p>Streamline Media Group: https://www.streamline-mediagroup.com</p><p>Work with Streamline: https://www.streamline-mediagroup.com/workwithus</p><p>Streamline's Video Podcast: https://www.streamline-mediagroup.com/delivering-the-promise</p><p>Substack: https://starveup.substack.com/</p><p>LinkedIn: https://www.linkedin.com/in/alexanderfernandez/</p><p>Twitter/X: https://twitter.com/starveup</p><p><br></p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </itunes:summary>
      <itunes:keywords>Starve Up, Streamline Studios, Alex Fernandez,</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/311ff500/transcript.txt" type="text/plain"/>
      <podcast:chapters url="https://share.transistor.fm/s/311ff500/chapters.json" type="application/json+chapters"/>
    </item>
    <item>
      <title>Reinventing Yourself | Nico Castez</title>
      <itunes:episode>10</itunes:episode>
      <podcast:episode>10</podcast:episode>
      <itunes:title>Reinventing Yourself | Nico Castez</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">47f838d6-6867-4e3e-88d5-a73155158a43</guid>
      <link>https://share.transistor.fm/s/94f6358c</link>
      <description>
        <![CDATA[<p>In episode 10 Susan sits down with Argentine game maker <strong>Nico</strong> Castez to talk about cranking out 100 games at Avix, chasing strange ideas instead of trends, and turning that wild energy into his new studio, Goraku Club. <br>They dig into hard‑won lessons about money, momentum, and community, plus what Nico wants the next wave of Latin American creators to build.</p><p></p><ul><li>(00:00) - Intro </li>
<li>(01:28) - Meet Nico Castez </li>
<li>(03:47) - The Road to Avix</li>
<li>(13:04) - Making Games with Friends</li>
<li>(16:23) - What it was like </li>
<li>(20:43) - COVID Times</li>
<li>(23:37) - The End of Avix</li>
<li>(31:59) - Moving  On</li>
<li>(35:31) - Goraku Club</li>
<li>(37:31) - Buenos Aires vs La Plata</li>
<li>(39:34) - The Future &amp; Take Aways</li>
<li>(41:46) - Explore, Play &amp; Stay Creative</li>
<li>(44:39) - Where to find Nico</li>
<li>(46:34) - Outro</li>
</ul><br><p>Guest Bio:  Nico is a visual designer and entrepreneur from Argentina who successfully ran a small indie game studio for over a decade, reaching millions of players worldwide. After closing Avix, he’s been exploring new creative paths—focusing on photography, organizing live music events, and developing personal projects. Currently in a transitional stage, he’s rethinking how to balance creativity, independence, and sustainability while continuing to build things that feel meaningful.</p><p>Follow Nico's journey!</p><p>https://allmylinks.com/nicocastez</p><p>This episode was brought to you in part by the <a href="https://com.miami.edu/department-of-interactive-media/">University of Miami: School of Communications</a> &amp; the<a href="https://knightfoundation.org/"> Knight Foundation.</a></p><p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In episode 10 Susan sits down with Argentine game maker <strong>Nico</strong> Castez to talk about cranking out 100 games at Avix, chasing strange ideas instead of trends, and turning that wild energy into his new studio, Goraku Club. <br>They dig into hard‑won lessons about money, momentum, and community, plus what Nico wants the next wave of Latin American creators to build.</p><p></p><ul><li>(00:00) - Intro </li>
<li>(01:28) - Meet Nico Castez </li>
<li>(03:47) - The Road to Avix</li>
<li>(13:04) - Making Games with Friends</li>
<li>(16:23) - What it was like </li>
<li>(20:43) - COVID Times</li>
<li>(23:37) - The End of Avix</li>
<li>(31:59) - Moving  On</li>
<li>(35:31) - Goraku Club</li>
<li>(37:31) - Buenos Aires vs La Plata</li>
<li>(39:34) - The Future &amp; Take Aways</li>
<li>(41:46) - Explore, Play &amp; Stay Creative</li>
<li>(44:39) - Where to find Nico</li>
<li>(46:34) - Outro</li>
</ul><br><p>Guest Bio:  Nico is a visual designer and entrepreneur from Argentina who successfully ran a small indie game studio for over a decade, reaching millions of players worldwide. After closing Avix, he’s been exploring new creative paths—focusing on photography, organizing live music events, and developing personal projects. Currently in a transitional stage, he’s rethinking how to balance creativity, independence, and sustainability while continuing to build things that feel meaningful.</p><p>Follow Nico's journey!</p><p>https://allmylinks.com/nicocastez</p><p>This episode was brought to you in part by the <a href="https://com.miami.edu/department-of-interactive-media/">University of Miami: School of Communications</a> &amp; the<a href="https://knightfoundation.org/"> Knight Foundation.</a></p><p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </content:encoded>
      <pubDate>Tue, 05 May 2026 06:00:00 -0400</pubDate>
      <author>Susan Gold</author>
      <enclosure url="https://media.transistor.fm/94f6358c/be39faff.mp3" length="45677749" type="audio/mpeg"/>
      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/B_C7utAsFhfZaF-1A9prrqfp-LM3BbArei3XTvqEJng/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS8wYTdh/ZTgzMDVmOTE5Mjc4/YTU4MGViNDdkMWNj/NGUzMy5wbmc.jpg"/>
      <itunes:duration>2852</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In episode 10 Susan sits down with Argentine game maker <strong>Nico</strong> Castez to talk about cranking out 100 games at Avix, chasing strange ideas instead of trends, and turning that wild energy into his new studio, Goraku Club. <br>They dig into hard‑won lessons about money, momentum, and community, plus what Nico wants the next wave of Latin American creators to build.</p><p></p><ul><li>(00:00) - Intro </li>
<li>(01:28) - Meet Nico Castez </li>
<li>(03:47) - The Road to Avix</li>
<li>(13:04) - Making Games with Friends</li>
<li>(16:23) - What it was like </li>
<li>(20:43) - COVID Times</li>
<li>(23:37) - The End of Avix</li>
<li>(31:59) - Moving  On</li>
<li>(35:31) - Goraku Club</li>
<li>(37:31) - Buenos Aires vs La Plata</li>
<li>(39:34) - The Future &amp; Take Aways</li>
<li>(41:46) - Explore, Play &amp; Stay Creative</li>
<li>(44:39) - Where to find Nico</li>
<li>(46:34) - Outro</li>
</ul><br><p>Guest Bio:  Nico is a visual designer and entrepreneur from Argentina who successfully ran a small indie game studio for over a decade, reaching millions of players worldwide. After closing Avix, he’s been exploring new creative paths—focusing on photography, organizing live music events, and developing personal projects. Currently in a transitional stage, he’s rethinking how to balance creativity, independence, and sustainability while continuing to build things that feel meaningful.</p><p>Follow Nico's journey!</p><p>https://allmylinks.com/nicocastez</p><p>This episode was brought to you in part by the <a href="https://com.miami.edu/department-of-interactive-media/">University of Miami: School of Communications</a> &amp; the<a href="https://knightfoundation.org/"> Knight Foundation.</a></p><p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </itunes:summary>
      <itunes:keywords>gamedev, mentorship, oral histories, videogames, game education</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/94f6358c/transcript.txt" type="text/plain"/>
      <podcast:chapters url="https://share.transistor.fm/s/94f6358c/chapters.json" type="application/json+chapters"/>
    </item>
    <item>
      <title>Payment Due | Alexis Jolis Desautels</title>
      <itunes:episode>9</itunes:episode>
      <podcast:episode>9</podcast:episode>
      <itunes:title>Payment Due | Alexis Jolis Desautels</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">77099e91-fd21-4ec2-aa31-bae8db8f8774</guid>
      <link>https://share.transistor.fm/s/9c56cf0b</link>
      <description>
        <![CDATA[<p>In episode 9 Susan talks with Alexis Jolis‑Desautels, a veteran designer and design leader who has spent two decades inside some of the world’s biggest game franchises helping studios actually understand their players. From starting as a QA tester at Ubisoft Montreal to building user research labs, leading design teams on major AAA projects, and mentoring the next generation of designers, Alexis brings a rare mix of craft, honesty, and cultural insight to every conversation</p><p></p><ul><li>(00:00) - Intro    </li>
<li>(01:20) - Meet Alexis </li>
<li>(05:26) - Mentors &amp; Inspiration  </li>
<li>(07:17) - Ubisoft</li>
<li>(11:06) - Crunch</li>
<li>(13:58) - Staying Sane</li>
<li>(15:49) - RLD</li>
<li>(21:30) - Jams</li>
<li>(26:13) - Burnout</li>
<li>(35:12) - The Ladder is a Lie</li>
<li>(38:54) - Community</li>
<li>(41:16) - Wrap-up</li>
<li>(45:23) - Outro</li>
</ul><br>Guest Bio: Alexis is a designer mostly interested in new applications of science and psychology in the field of interactive experiences.  Focused on issues of creativity and design processes, but also, by using a background as an actor and journalist, developed skills as a trainer and a communicator, mostly about Game Design but also about games and digital interaction as a medium and human activity.<p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In episode 9 Susan talks with Alexis Jolis‑Desautels, a veteran designer and design leader who has spent two decades inside some of the world’s biggest game franchises helping studios actually understand their players. From starting as a QA tester at Ubisoft Montreal to building user research labs, leading design teams on major AAA projects, and mentoring the next generation of designers, Alexis brings a rare mix of craft, honesty, and cultural insight to every conversation</p><p></p><ul><li>(00:00) - Intro    </li>
<li>(01:20) - Meet Alexis </li>
<li>(05:26) - Mentors &amp; Inspiration  </li>
<li>(07:17) - Ubisoft</li>
<li>(11:06) - Crunch</li>
<li>(13:58) - Staying Sane</li>
<li>(15:49) - RLD</li>
<li>(21:30) - Jams</li>
<li>(26:13) - Burnout</li>
<li>(35:12) - The Ladder is a Lie</li>
<li>(38:54) - Community</li>
<li>(41:16) - Wrap-up</li>
<li>(45:23) - Outro</li>
</ul><br>Guest Bio: Alexis is a designer mostly interested in new applications of science and psychology in the field of interactive experiences.  Focused on issues of creativity and design processes, but also, by using a background as an actor and journalist, developed skills as a trainer and a communicator, mostly about Game Design but also about games and digital interaction as a medium and human activity.<p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </content:encoded>
      <pubDate>Tue, 28 Apr 2026 06:00:00 -0400</pubDate>
      <author>Susan Gold</author>
      <enclosure url="https://media.transistor.fm/9c56cf0b/e7ff9086.mp3" length="44530055" type="audio/mpeg"/>
      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/aD-GO4VEfybn2SWXDHZI1HUgLS1grg5DqpMi4A_w0sg/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9jOGI1/NjU1NmRlNGEwM2M5/ZGFjOWVlODQ1ZTQ1/MjViNS5wbmc.jpg"/>
      <itunes:duration>2781</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In episode 9 Susan talks with Alexis Jolis‑Desautels, a veteran designer and design leader who has spent two decades inside some of the world’s biggest game franchises helping studios actually understand their players. From starting as a QA tester at Ubisoft Montreal to building user research labs, leading design teams on major AAA projects, and mentoring the next generation of designers, Alexis brings a rare mix of craft, honesty, and cultural insight to every conversation</p><p></p><ul><li>(00:00) - Intro    </li>
<li>(01:20) - Meet Alexis </li>
<li>(05:26) - Mentors &amp; Inspiration  </li>
<li>(07:17) - Ubisoft</li>
<li>(11:06) - Crunch</li>
<li>(13:58) - Staying Sane</li>
<li>(15:49) - RLD</li>
<li>(21:30) - Jams</li>
<li>(26:13) - Burnout</li>
<li>(35:12) - The Ladder is a Lie</li>
<li>(38:54) - Community</li>
<li>(41:16) - Wrap-up</li>
<li>(45:23) - Outro</li>
</ul><br>Guest Bio: Alexis is a designer mostly interested in new applications of science and psychology in the field of interactive experiences.  Focused on issues of creativity and design processes, but also, by using a background as an actor and journalist, developed skills as a trainer and a communicator, mostly about Game Design but also about games and digital interaction as a medium and human activity.<p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </itunes:summary>
      <itunes:keywords>gamedev, mentorship, oral histories, videogames, game education</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/9c56cf0b/transcript.txt" type="text/plain"/>
      <podcast:chapters url="https://share.transistor.fm/s/9c56cf0b/chapters.json" type="application/json+chapters"/>
    </item>
    <item>
      <title>Wayfinder | Darion Lowenstein</title>
      <itunes:episode>8</itunes:episode>
      <podcast:episode>8</podcast:episode>
      <itunes:title>Wayfinder | Darion Lowenstein</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">0a4a4e1f-d98b-40fd-be4d-0b4bf23604ec</guid>
      <link>https://share.transistor.fm/s/9fc12c8b</link>
      <description>
        <![CDATA[<p>In episode 8,  Susan talks with Darion Lowenstein, a veteran game producer, marketer, and executive who has spent nearly three decades shipping hit titles and building publishing teams across console, mobile, and emerging platforms. He and Susan dig into what it actually takes to bring a game to market at scale, why marketing and publishing strategy matter as much as design, and how he approaches mentorship, leadership, and sustainability in an industry that is constantly shifting.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:20) - Meet Darion Lowenstein</li>
<li>(04:49) - Darion's Journey into Games</li>
<li>(09:05) - Taking Risk</li>
<li>(13:41) - Life at Rockstar Games </li>
<li>(23:11) - The Role of a Producer</li>
<li>(25:27) - What Success Feels Like</li>
<li>(27:17) - Recognizing the Time to Pivot</li>
<li>(31:39) - Experimental and Controvertial </li>
<li>(38:08) - Advocating for Games </li>
<li>(39:20) - Diversity in Games </li>
<li>(42:09) - Resilience Through Networking and Finding your Own Path</li>
<li>(44:55) - How do you Define Yourself?</li>
<li>(47:32) - Don't be a d*ck</li>
<li>(50:08) - Where to find Darion</li>
</ul><br>Guest Bio: Darion Lowenstein is a veteran gaming executive with 30 years of experience and 90+ shipped titles, contributing to $9B+ in revenue across major franchises like Pac-Man, Red Dead Revolver, Hogwarts Legacy, &amp; NBA Jam at companies like Rockstar Games, EA, Activision, and Scopely. As CEO of Secret Code, he consults for top companies including Dr. Seuss, Warner Bros., PBS, and major studios and serves on the BAFTA Games Committee.<p>tiktok: darionl IG: darionl1</p><p>www.secretco.net</p><p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In episode 8,  Susan talks with Darion Lowenstein, a veteran game producer, marketer, and executive who has spent nearly three decades shipping hit titles and building publishing teams across console, mobile, and emerging platforms. He and Susan dig into what it actually takes to bring a game to market at scale, why marketing and publishing strategy matter as much as design, and how he approaches mentorship, leadership, and sustainability in an industry that is constantly shifting.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:20) - Meet Darion Lowenstein</li>
<li>(04:49) - Darion's Journey into Games</li>
<li>(09:05) - Taking Risk</li>
<li>(13:41) - Life at Rockstar Games </li>
<li>(23:11) - The Role of a Producer</li>
<li>(25:27) - What Success Feels Like</li>
<li>(27:17) - Recognizing the Time to Pivot</li>
<li>(31:39) - Experimental and Controvertial </li>
<li>(38:08) - Advocating for Games </li>
<li>(39:20) - Diversity in Games </li>
<li>(42:09) - Resilience Through Networking and Finding your Own Path</li>
<li>(44:55) - How do you Define Yourself?</li>
<li>(47:32) - Don't be a d*ck</li>
<li>(50:08) - Where to find Darion</li>
</ul><br>Guest Bio: Darion Lowenstein is a veteran gaming executive with 30 years of experience and 90+ shipped titles, contributing to $9B+ in revenue across major franchises like Pac-Man, Red Dead Revolver, Hogwarts Legacy, &amp; NBA Jam at companies like Rockstar Games, EA, Activision, and Scopely. As CEO of Secret Code, he consults for top companies including Dr. Seuss, Warner Bros., PBS, and major studios and serves on the BAFTA Games Committee.<p>tiktok: darionl IG: darionl1</p><p>www.secretco.net</p><p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </content:encoded>
      <pubDate>Tue, 21 Apr 2026 06:00:00 -0400</pubDate>
      <author>Susan Gold</author>
      <enclosure url="https://media.transistor.fm/9fc12c8b/d8e4cc9c.mp3" length="49745762" type="audio/mpeg"/>
      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/TyPmxF5NmYcQ7B92uvWowY42zkFFLUGtzqQhXuuQLLc/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS80MmQ5/ZDg4ZTFkYjdiYTYx/YjdiZTlhMzJiZWQw/N2VlZC5wbmc.jpg"/>
      <itunes:duration>3107</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In episode 8,  Susan talks with Darion Lowenstein, a veteran game producer, marketer, and executive who has spent nearly three decades shipping hit titles and building publishing teams across console, mobile, and emerging platforms. He and Susan dig into what it actually takes to bring a game to market at scale, why marketing and publishing strategy matter as much as design, and how he approaches mentorship, leadership, and sustainability in an industry that is constantly shifting.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:20) - Meet Darion Lowenstein</li>
<li>(04:49) - Darion's Journey into Games</li>
<li>(09:05) - Taking Risk</li>
<li>(13:41) - Life at Rockstar Games </li>
<li>(23:11) - The Role of a Producer</li>
<li>(25:27) - What Success Feels Like</li>
<li>(27:17) - Recognizing the Time to Pivot</li>
<li>(31:39) - Experimental and Controvertial </li>
<li>(38:08) - Advocating for Games </li>
<li>(39:20) - Diversity in Games </li>
<li>(42:09) - Resilience Through Networking and Finding your Own Path</li>
<li>(44:55) - How do you Define Yourself?</li>
<li>(47:32) - Don't be a d*ck</li>
<li>(50:08) - Where to find Darion</li>
</ul><br>Guest Bio: Darion Lowenstein is a veteran gaming executive with 30 years of experience and 90+ shipped titles, contributing to $9B+ in revenue across major franchises like Pac-Man, Red Dead Revolver, Hogwarts Legacy, &amp; NBA Jam at companies like Rockstar Games, EA, Activision, and Scopely. As CEO of Secret Code, he consults for top companies including Dr. Seuss, Warner Bros., PBS, and major studios and serves on the BAFTA Games Committee.<p>tiktok: darionl IG: darionl1</p><p>www.secretco.net</p><p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </itunes:summary>
      <itunes:keywords>gamedev, mentorship, oral histories, videogames, game education</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/9fc12c8b/transcript.txt" type="text/plain"/>
      <podcast:chapters url="https://share.transistor.fm/s/9fc12c8b/chapters.json" type="application/json+chapters"/>
    </item>
    <item>
      <title>Shaping a Humanitarian | Lual Mayen</title>
      <itunes:episode>7</itunes:episode>
      <podcast:episode>7</podcast:episode>
      <itunes:title>Shaping a Humanitarian | Lual Mayen</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">9a94ed7c-bbc4-40da-85d8-8f9abf073c38</guid>
      <link>https://share.transistor.fm/s/7c636ed2</link>
      <description>
        <![CDATA[<p>In episode 7, Susan talks with Lual Mayen, a South Sudanese game developer, entrepreneur, and humanitarian whose journey from being born on the run from civil war to founding his own studio shows what happens when opportunity finally meets talent and persistence.Growing up in a Ugandan refugee camp with no reliable electricity or formal tech education, he taught himself to code, created the peace-focused game Salaam, and launched Junub Games to use interactive experiences to build empathy and support for refugees and communities affected by conflict.</p><p><br></p><p>Lual talks about life growing up in a Ugandan refugee camp with scarce food, limited infrastructure, and no reliable electricity. He shares early memories of building a life from cleared land, finding joy in community and play, and developing a fascination with electronics. He recounts how his mother saved money for years so she could give him his own laptop, the responsibility that it represented, and how he became motivated to create games about peace and conflict resolution. Lual talks about discovering video games, teaching himself coding and design without mentors or internet, and about how he shared his early APK via Facebook, leading to global attention.</p><p><br></p><ul><li>(00:00) - GGJPodLualMayen</li>
<li>(00:00) - Intro</li>
<li>(01:30) - Meet Lual Mayen</li>
<li>(07:29) - The Life of a Refugee</li>
<li>(11:02) - Introduction to Technology</li>
<li>(13:26) - A Sense of Responsability</li>
<li>(16:09) - Turning to Video Games</li>
<li>(18:07) - Building Resilience</li>
<li>(26:38) - Mentors, Mentees and Networking</li>
<li>(29:56) - Impact &amp; Milestones</li>
<li>(35:01) - The Future</li>
<li>(36:23) - The Foundation</li>
<li>(38:22) - The Power of Sharing your Games</li>
<li>(41:27) - Lual's Plans for the Future</li>
<li>(43:08) - What Little Lual Would the be the Most Proud of</li>
<li>(45:17) - Outro</li>
</ul><br>Find Lual and follow his story!<p><a href="https://www.linkedin.com/in/lualmayen/">LinkedIn </a><br><a href="https://junubgames.com/">Janub Games</a></p><p>Play <a href="https://junubgames.itch.io/salaam">Salaam</a> on itch.io!</p><p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p><p>This episode is sponsored by the <a href="https://com.miami.edu/department-of-interactive-media/">University of Miami School of Communications </a>and the <a href="https://knightfoundation.org/">Knight Foundation</a><br></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In episode 7, Susan talks with Lual Mayen, a South Sudanese game developer, entrepreneur, and humanitarian whose journey from being born on the run from civil war to founding his own studio shows what happens when opportunity finally meets talent and persistence.Growing up in a Ugandan refugee camp with no reliable electricity or formal tech education, he taught himself to code, created the peace-focused game Salaam, and launched Junub Games to use interactive experiences to build empathy and support for refugees and communities affected by conflict.</p><p><br></p><p>Lual talks about life growing up in a Ugandan refugee camp with scarce food, limited infrastructure, and no reliable electricity. He shares early memories of building a life from cleared land, finding joy in community and play, and developing a fascination with electronics. He recounts how his mother saved money for years so she could give him his own laptop, the responsibility that it represented, and how he became motivated to create games about peace and conflict resolution. Lual talks about discovering video games, teaching himself coding and design without mentors or internet, and about how he shared his early APK via Facebook, leading to global attention.</p><p><br></p><ul><li>(00:00) - GGJPodLualMayen</li>
<li>(00:00) - Intro</li>
<li>(01:30) - Meet Lual Mayen</li>
<li>(07:29) - The Life of a Refugee</li>
<li>(11:02) - Introduction to Technology</li>
<li>(13:26) - A Sense of Responsability</li>
<li>(16:09) - Turning to Video Games</li>
<li>(18:07) - Building Resilience</li>
<li>(26:38) - Mentors, Mentees and Networking</li>
<li>(29:56) - Impact &amp; Milestones</li>
<li>(35:01) - The Future</li>
<li>(36:23) - The Foundation</li>
<li>(38:22) - The Power of Sharing your Games</li>
<li>(41:27) - Lual's Plans for the Future</li>
<li>(43:08) - What Little Lual Would the be the Most Proud of</li>
<li>(45:17) - Outro</li>
</ul><br>Find Lual and follow his story!<p><a href="https://www.linkedin.com/in/lualmayen/">LinkedIn </a><br><a href="https://junubgames.com/">Janub Games</a></p><p>Play <a href="https://junubgames.itch.io/salaam">Salaam</a> on itch.io!</p><p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p><p>This episode is sponsored by the <a href="https://com.miami.edu/department-of-interactive-media/">University of Miami School of Communications </a>and the <a href="https://knightfoundation.org/">Knight Foundation</a><br></p>]]>
      </content:encoded>
      <pubDate>Tue, 14 Apr 2026 06:00:00 -0400</pubDate>
      <author>Susan Gold</author>
      <enclosure url="https://media.transistor.fm/7c636ed2/0b804e5a.mp3" length="44431224" type="audio/mpeg"/>
      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/8RtJsBRUeaZHChXmFQ1583BvYgv5qFJc66XtXrFd7KE/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9lM2I1/ZTczOWY5MmY4YmYw/NGJiY2M3ZTRiNzE1/Mjk5NS5wbmc.jpg"/>
      <itunes:duration>2774</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In episode 7, Susan talks with Lual Mayen, a South Sudanese game developer, entrepreneur, and humanitarian whose journey from being born on the run from civil war to founding his own studio shows what happens when opportunity finally meets talent and persistence.Growing up in a Ugandan refugee camp with no reliable electricity or formal tech education, he taught himself to code, created the peace-focused game Salaam, and launched Junub Games to use interactive experiences to build empathy and support for refugees and communities affected by conflict.</p><p><br></p><p>Lual talks about life growing up in a Ugandan refugee camp with scarce food, limited infrastructure, and no reliable electricity. He shares early memories of building a life from cleared land, finding joy in community and play, and developing a fascination with electronics. He recounts how his mother saved money for years so she could give him his own laptop, the responsibility that it represented, and how he became motivated to create games about peace and conflict resolution. Lual talks about discovering video games, teaching himself coding and design without mentors or internet, and about how he shared his early APK via Facebook, leading to global attention.</p><p><br></p><ul><li>(00:00) - GGJPodLualMayen</li>
<li>(00:00) - Intro</li>
<li>(01:30) - Meet Lual Mayen</li>
<li>(07:29) - The Life of a Refugee</li>
<li>(11:02) - Introduction to Technology</li>
<li>(13:26) - A Sense of Responsability</li>
<li>(16:09) - Turning to Video Games</li>
<li>(18:07) - Building Resilience</li>
<li>(26:38) - Mentors, Mentees and Networking</li>
<li>(29:56) - Impact &amp; Milestones</li>
<li>(35:01) - The Future</li>
<li>(36:23) - The Foundation</li>
<li>(38:22) - The Power of Sharing your Games</li>
<li>(41:27) - Lual's Plans for the Future</li>
<li>(43:08) - What Little Lual Would the be the Most Proud of</li>
<li>(45:17) - Outro</li>
</ul><br>Find Lual and follow his story!<p><a href="https://www.linkedin.com/in/lualmayen/">LinkedIn </a><br><a href="https://junubgames.com/">Janub Games</a></p><p>Play <a href="https://junubgames.itch.io/salaam">Salaam</a> on itch.io!</p><p>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p><p>This episode is sponsored by the <a href="https://com.miami.edu/department-of-interactive-media/">University of Miami School of Communications </a>and the <a href="https://knightfoundation.org/">Knight Foundation</a><br></p>]]>
      </itunes:summary>
      <itunes:keywords>gamedev, mentorship, oral histories, videogames, game education</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/7c636ed2/transcript.txt" type="text/plain"/>
      <podcast:chapters url="https://share.transistor.fm/s/7c636ed2/chapters.json" type="application/json+chapters"/>
    </item>
    <item>
      <title>The Jungle Gym | Terry Redfield</title>
      <itunes:episode>6</itunes:episode>
      <podcast:episode>6</podcast:episode>
      <itunes:title>The Jungle Gym | Terry Redfield</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">916822d6-1b74-4c11-9cbc-ee14750f557c</guid>
      <link>https://share.transistor.fm/s/cfeb3f51</link>
      <description>
        <![CDATA[<p>In episode 6, Susan talks with Terry Redfield, a veteran game developer, creative director, and three‑time founder with more than 25 years in console, PC, mobile, and live ops experience. From building worlds at Double Fine on Psychonauts, to leading live ops and skins teams on League of Legends, Terry’s career is a jungle gym of studios, startups, and platforms that she has navigated while parenting, caregiving, and insisting that games make room for grown‑up players with full, complicated lives.</p><p>Terry discusses developing Rise of Elements over a decade as a competitive match-three hybrid described as “Puzzle Quest meets League of Legends,” her early love of games from LED football to Atari and arcades, and breaking into the industry at 3DO before joining Double Fine to help ship Psychonauts, where internal jams helped the game in development. She recounts bootstrapping startups, fundraising challenges for women founders, raising millions, and pausing a launch to prioritize her family. Terry reflects on leading large Live Ops and skins teams at Riot, the stress and health impacts that led her to resign, learning to set boundaries, prioritize, and use her voice, and focusing her future work on building platforms and opportunities for others, particularly in her home: Hawaii.</p><p><br></p><ul><li>(00:00) - GGJPodTerryRedfield</li>
<li>(00:00) - Intro</li>
<li>(01:22) - Meet Terry Redfield</li>
<li>(03:44) - Wicked Fox Gamess &amp; Rise of Elements</li>
<li>(12:32) - From 3DO to Double Find</li>
<li>(14:10) - Jamming in the Office</li>
<li>(17:48) - Terry the Founder</li>
<li>(21:16) - Build your Network &amp; Find your Tribe</li>
<li>(25:38) - Navigating the "Unpolished" Side of the Industry</li>
<li>(26:51) - Live Ops </li>
<li>(29:44) - Learning to Balance it All</li>
<li>(31:58) - Choose your Battles</li>
<li>(34:19) - The Journey</li>
<li>(41:01) - Wrap-up</li>
<li>(41:55) - Outro</li>
</ul><br>Guest Bio: Terry Redfield is a passionate and creative leader with a career that has spanned 3 decades. Her focus is on creating fantastic, innovative and engaging collaborations with talented people.<p>Find Terry online!</p><p><a href="https://www.linkedin.com/in/terryredfield/">LinkedIn</a><br>Discord: WickedLilith</p><p>Checkout <a href="https://wickedfoxgames.com/">Wicked Fox Games</a></p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In episode 6, Susan talks with Terry Redfield, a veteran game developer, creative director, and three‑time founder with more than 25 years in console, PC, mobile, and live ops experience. From building worlds at Double Fine on Psychonauts, to leading live ops and skins teams on League of Legends, Terry’s career is a jungle gym of studios, startups, and platforms that she has navigated while parenting, caregiving, and insisting that games make room for grown‑up players with full, complicated lives.</p><p>Terry discusses developing Rise of Elements over a decade as a competitive match-three hybrid described as “Puzzle Quest meets League of Legends,” her early love of games from LED football to Atari and arcades, and breaking into the industry at 3DO before joining Double Fine to help ship Psychonauts, where internal jams helped the game in development. She recounts bootstrapping startups, fundraising challenges for women founders, raising millions, and pausing a launch to prioritize her family. Terry reflects on leading large Live Ops and skins teams at Riot, the stress and health impacts that led her to resign, learning to set boundaries, prioritize, and use her voice, and focusing her future work on building platforms and opportunities for others, particularly in her home: Hawaii.</p><p><br></p><ul><li>(00:00) - GGJPodTerryRedfield</li>
<li>(00:00) - Intro</li>
<li>(01:22) - Meet Terry Redfield</li>
<li>(03:44) - Wicked Fox Gamess &amp; Rise of Elements</li>
<li>(12:32) - From 3DO to Double Find</li>
<li>(14:10) - Jamming in the Office</li>
<li>(17:48) - Terry the Founder</li>
<li>(21:16) - Build your Network &amp; Find your Tribe</li>
<li>(25:38) - Navigating the "Unpolished" Side of the Industry</li>
<li>(26:51) - Live Ops </li>
<li>(29:44) - Learning to Balance it All</li>
<li>(31:58) - Choose your Battles</li>
<li>(34:19) - The Journey</li>
<li>(41:01) - Wrap-up</li>
<li>(41:55) - Outro</li>
</ul><br>Guest Bio: Terry Redfield is a passionate and creative leader with a career that has spanned 3 decades. Her focus is on creating fantastic, innovative and engaging collaborations with talented people.<p>Find Terry online!</p><p><a href="https://www.linkedin.com/in/terryredfield/">LinkedIn</a><br>Discord: WickedLilith</p><p>Checkout <a href="https://wickedfoxgames.com/">Wicked Fox Games</a></p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </content:encoded>
      <pubDate>Tue, 07 Apr 2026 06:00:00 -0400</pubDate>
      <author>Susan Gold</author>
      <enclosure url="https://media.transistor.fm/cfeb3f51/2055d0b5.mp3" length="41214712" type="audio/mpeg"/>
      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/0N1-5Z80N8CjnxWMjY0yW9HWlmsq1f549Qo631LNvwo/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS83ZDI4/NDg3YzVkYTJlZGVl/ZDE1YWU1ODQ4ZmVh/MDBlNy5wbmc.jpg"/>
      <itunes:duration>2573</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In episode 6, Susan talks with Terry Redfield, a veteran game developer, creative director, and three‑time founder with more than 25 years in console, PC, mobile, and live ops experience. From building worlds at Double Fine on Psychonauts, to leading live ops and skins teams on League of Legends, Terry’s career is a jungle gym of studios, startups, and platforms that she has navigated while parenting, caregiving, and insisting that games make room for grown‑up players with full, complicated lives.</p><p>Terry discusses developing Rise of Elements over a decade as a competitive match-three hybrid described as “Puzzle Quest meets League of Legends,” her early love of games from LED football to Atari and arcades, and breaking into the industry at 3DO before joining Double Fine to help ship Psychonauts, where internal jams helped the game in development. She recounts bootstrapping startups, fundraising challenges for women founders, raising millions, and pausing a launch to prioritize her family. Terry reflects on leading large Live Ops and skins teams at Riot, the stress and health impacts that led her to resign, learning to set boundaries, prioritize, and use her voice, and focusing her future work on building platforms and opportunities for others, particularly in her home: Hawaii.</p><p><br></p><ul><li>(00:00) - GGJPodTerryRedfield</li>
<li>(00:00) - Intro</li>
<li>(01:22) - Meet Terry Redfield</li>
<li>(03:44) - Wicked Fox Gamess &amp; Rise of Elements</li>
<li>(12:32) - From 3DO to Double Find</li>
<li>(14:10) - Jamming in the Office</li>
<li>(17:48) - Terry the Founder</li>
<li>(21:16) - Build your Network &amp; Find your Tribe</li>
<li>(25:38) - Navigating the "Unpolished" Side of the Industry</li>
<li>(26:51) - Live Ops </li>
<li>(29:44) - Learning to Balance it All</li>
<li>(31:58) - Choose your Battles</li>
<li>(34:19) - The Journey</li>
<li>(41:01) - Wrap-up</li>
<li>(41:55) - Outro</li>
</ul><br>Guest Bio: Terry Redfield is a passionate and creative leader with a career that has spanned 3 decades. Her focus is on creating fantastic, innovative and engaging collaborations with talented people.<p>Find Terry online!</p><p><a href="https://www.linkedin.com/in/terryredfield/">LinkedIn</a><br>Discord: WickedLilith</p><p>Checkout <a href="https://wickedfoxgames.com/">Wicked Fox Games</a></p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack</a></p>]]>
      </itunes:summary>
      <itunes:keywords>gamedev, mentorship, oral histories, videogames, game education</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/cfeb3f51/transcript.txt" type="text/plain"/>
      <podcast:chapters url="https://share.transistor.fm/s/cfeb3f51/chapters.json" type="application/json+chapters"/>
    </item>
    <item>
      <title>Evolving the Way we Work | Pablo Quarta</title>
      <itunes:episode>5</itunes:episode>
      <podcast:episode>5</podcast:episode>
      <itunes:title>Evolving the Way we Work | Pablo Quarta</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">a2ba0d8e-4663-45f4-89e6-bbb7e1c69eb0</guid>
      <link>https://share.transistor.fm/s/de173307</link>
      <description>
        <![CDATA[<p>In episode 5, Susan talks with Pablo Quarta, an Argentine writer, narrative designer, and game producer whose work sits at the intersection of games, politics, and queerness. From co‑founding "Matajuegos", Argentina’s first video game workers’ co‑op, to producing the award‑winning surreal documentary game "Atuel", Pablo’s journey is about using games to talk honestly about labor, climate justice, identity, and Latin American realities.  </p><p>Throughout the conversation, Pablo discusses "Matajuegos’" origins as a bilingual blog and dev collective formed to push Argentine indie games toward real-world, Latin American perspectives and more inclusive community conversations, later becoming Argentina’s first video game workers’ co-op in 2021. They describe co-op operations, benefits, challenges, and explains why and how "Matajuegos" came to an amicable end in March 2024. Then, Pablo talks about "Atuel, "a 20–30 minute surreal documentary game where players embody Argentina's Atuel river and its ecosystem. He narrates how the game is contextualized amid climate crisis themes, was created alongside the 12.01 Project’s film, and has been shown widely at festivals and museums around the world. Finally, Pablo outlines hyperlocal storytelling and his enduring interest in queerness and feminist issues, climate justice and neocolonial extractivism.</p><p><br></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Partners &amp; Sponsors</li>
<li>(01:28) - Meet Pablo Quatra</li>
<li>(04:40) - Matajuegos</li>
<li>(09:01) - The Co-op Model &amp; Video Game Development</li>
<li>(20:21) - Making Atuel Documentary Game</li>
<li>(26:09) - Hyperlocal Games</li>
<li>(28:04) - A Museum Piece</li>
<li>(31:31) - The Issues at Hand</li>
<li>(36:36) - What the Future Holds</li>
<li>(40:38) - The Throughline</li>
<li>(41:59) - Where to find Pablo</li>
<li>(45:39) - Outro</li>
</ul><br>Guest Bio: Pablo F. Quarta is a narrative designer and game producer who specializes in the development of videogames with strong social, political, and cultural perspectives that draw from Latin American culture and identity. They are part of the development team of the award-winning surrealist documentary game Atuel, and were one of the co-founders of Matajuegos, Argentina’s very first indie game workers’ co-op. <p>Where to find Pablo:<br><a href="https://www.linkedin.com/in/pablo-f-quarta/">LinkedIn</a><br><a href="https://bsky.app/profile/pfquarta.bsky.social">BlueSky</a></p><p>Check out<a href="https://matajuegos.itch.io/atuel"> Atuel</a> and Matajuego's <a href="https://matajuegos.itch.io/">other games</a> on itch.io</p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack<br></a>This Episode was Sponsored by the <a href="https://com.miami.edu/department-of-interactive-media/">University of Miami's School of Communications</a> &amp; the<a href="https://knightfoundation.org/"> Knight Foundation</a> <a href="https://com.miami.edu/department-of-interactive-media/"> </a><br></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In episode 5, Susan talks with Pablo Quarta, an Argentine writer, narrative designer, and game producer whose work sits at the intersection of games, politics, and queerness. From co‑founding "Matajuegos", Argentina’s first video game workers’ co‑op, to producing the award‑winning surreal documentary game "Atuel", Pablo’s journey is about using games to talk honestly about labor, climate justice, identity, and Latin American realities.  </p><p>Throughout the conversation, Pablo discusses "Matajuegos’" origins as a bilingual blog and dev collective formed to push Argentine indie games toward real-world, Latin American perspectives and more inclusive community conversations, later becoming Argentina’s first video game workers’ co-op in 2021. They describe co-op operations, benefits, challenges, and explains why and how "Matajuegos" came to an amicable end in March 2024. Then, Pablo talks about "Atuel, "a 20–30 minute surreal documentary game where players embody Argentina's Atuel river and its ecosystem. He narrates how the game is contextualized amid climate crisis themes, was created alongside the 12.01 Project’s film, and has been shown widely at festivals and museums around the world. Finally, Pablo outlines hyperlocal storytelling and his enduring interest in queerness and feminist issues, climate justice and neocolonial extractivism.</p><p><br></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Partners &amp; Sponsors</li>
<li>(01:28) - Meet Pablo Quatra</li>
<li>(04:40) - Matajuegos</li>
<li>(09:01) - The Co-op Model &amp; Video Game Development</li>
<li>(20:21) - Making Atuel Documentary Game</li>
<li>(26:09) - Hyperlocal Games</li>
<li>(28:04) - A Museum Piece</li>
<li>(31:31) - The Issues at Hand</li>
<li>(36:36) - What the Future Holds</li>
<li>(40:38) - The Throughline</li>
<li>(41:59) - Where to find Pablo</li>
<li>(45:39) - Outro</li>
</ul><br>Guest Bio: Pablo F. Quarta is a narrative designer and game producer who specializes in the development of videogames with strong social, political, and cultural perspectives that draw from Latin American culture and identity. They are part of the development team of the award-winning surrealist documentary game Atuel, and were one of the co-founders of Matajuegos, Argentina’s very first indie game workers’ co-op. <p>Where to find Pablo:<br><a href="https://www.linkedin.com/in/pablo-f-quarta/">LinkedIn</a><br><a href="https://bsky.app/profile/pfquarta.bsky.social">BlueSky</a></p><p>Check out<a href="https://matajuegos.itch.io/atuel"> Atuel</a> and Matajuego's <a href="https://matajuegos.itch.io/">other games</a> on itch.io</p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack<br></a>This Episode was Sponsored by the <a href="https://com.miami.edu/department-of-interactive-media/">University of Miami's School of Communications</a> &amp; the<a href="https://knightfoundation.org/"> Knight Foundation</a> <a href="https://com.miami.edu/department-of-interactive-media/"> </a><br></p>]]>
      </content:encoded>
      <pubDate>Tue, 31 Mar 2026 06:00:00 -0400</pubDate>
      <author>Susan Gold</author>
      <enclosure url="https://media.transistor.fm/de173307/fd90f895.mp3" length="44803770" type="audio/mpeg"/>
      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/Ou4nNES1mfyuNPngZwHojICxugrLifDw3EDEccqMf3g/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS83Nzlh/Zjk3YzQyNzVhMTBk/MTIxMDNmMzI3MWU4/ZDVjNy5wbmc.jpg"/>
      <itunes:duration>2797</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In episode 5, Susan talks with Pablo Quarta, an Argentine writer, narrative designer, and game producer whose work sits at the intersection of games, politics, and queerness. From co‑founding "Matajuegos", Argentina’s first video game workers’ co‑op, to producing the award‑winning surreal documentary game "Atuel", Pablo’s journey is about using games to talk honestly about labor, climate justice, identity, and Latin American realities.  </p><p>Throughout the conversation, Pablo discusses "Matajuegos’" origins as a bilingual blog and dev collective formed to push Argentine indie games toward real-world, Latin American perspectives and more inclusive community conversations, later becoming Argentina’s first video game workers’ co-op in 2021. They describe co-op operations, benefits, challenges, and explains why and how "Matajuegos" came to an amicable end in March 2024. Then, Pablo talks about "Atuel, "a 20–30 minute surreal documentary game where players embody Argentina's Atuel river and its ecosystem. He narrates how the game is contextualized amid climate crisis themes, was created alongside the 12.01 Project’s film, and has been shown widely at festivals and museums around the world. Finally, Pablo outlines hyperlocal storytelling and his enduring interest in queerness and feminist issues, climate justice and neocolonial extractivism.</p><p><br></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Partners &amp; Sponsors</li>
<li>(01:28) - Meet Pablo Quatra</li>
<li>(04:40) - Matajuegos</li>
<li>(09:01) - The Co-op Model &amp; Video Game Development</li>
<li>(20:21) - Making Atuel Documentary Game</li>
<li>(26:09) - Hyperlocal Games</li>
<li>(28:04) - A Museum Piece</li>
<li>(31:31) - The Issues at Hand</li>
<li>(36:36) - What the Future Holds</li>
<li>(40:38) - The Throughline</li>
<li>(41:59) - Where to find Pablo</li>
<li>(45:39) - Outro</li>
</ul><br>Guest Bio: Pablo F. Quarta is a narrative designer and game producer who specializes in the development of videogames with strong social, political, and cultural perspectives that draw from Latin American culture and identity. They are part of the development team of the award-winning surrealist documentary game Atuel, and were one of the co-founders of Matajuegos, Argentina’s very first indie game workers’ co-op. <p>Where to find Pablo:<br><a href="https://www.linkedin.com/in/pablo-f-quarta/">LinkedIn</a><br><a href="https://bsky.app/profile/pfquarta.bsky.social">BlueSky</a></p><p>Check out<a href="https://matajuegos.itch.io/atuel"> Atuel</a> and Matajuego's <a href="https://matajuegos.itch.io/">other games</a> on itch.io</p><p><br>Join our Substack -<a href="https://tinyurl.com/GGJPodcastSubstack"> https://tinyurl.com/GGJPodcastSubstack<br></a>This Episode was Sponsored by the <a href="https://com.miami.edu/department-of-interactive-media/">University of Miami's School of Communications</a> &amp; the<a href="https://knightfoundation.org/"> Knight Foundation</a> <a href="https://com.miami.edu/department-of-interactive-media/"> </a><br></p>]]>
      </itunes:summary>
      <itunes:keywords>Matajuegos, Video Juegos,</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/de173307/transcript.txt" type="text/plain"/>
      <podcast:chapters url="https://share.transistor.fm/s/de173307/chapters.json" type="application/json+chapters"/>
    </item>
    <item>
      <title>Forever Punk | Thorsten S. Wiedemann</title>
      <itunes:episode>4</itunes:episode>
      <podcast:episode>4</podcast:episode>
      <itunes:title>Forever Punk | Thorsten S. Wiedemann</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">fc99496b-f005-46a4-914f-2d862678aa4c</guid>
      <link>https://share.transistor.fm/s/7958ccb1</link>
      <description>
        <![CDATA[<p>In episode 4, Susan talks with Thorsten S. Wiedemann, founder and artistic director of AMAZE, the international art house games and playful media festival that helped redefine how the world sees independent games. From Berlin bar nights and DIY talk shows to a global network of experimental, subversive, and deeply personal games, Thorsten’s journey is about building spaces where artists, punks, and misfits can treat games as culture, not just products.  <br>As A MAZE approaches 15 years, Thorsten traces his path from Berlin nightlife and DIY talk shows to festival-making, endeavor that began after attending GDC in 2007 and discovering indie games. He then discusses launching A MAZE with a focus on game art and cultural critique, key milestones including early bar-based events, the first full festival in 2010, A MAZE Indie Connect in 2012, and adopting an arthouse games focus around 2016–17. He reflects on struggles with funding, a 2024 code-of-conduct breach, personal growth,  and how the community came together in 2019 to save A MAZE with a Kickstarter campaign. Thorsten also shares about his international work including A MAZE Johannesburg (2012–2017) and supporting Playtopia a in Cape Town, South Africa, plus goals like broader Global South representation and an arthouse game archive.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:18) - Introducing Thorsten S. Wiedemann</li>
<li>(03:30) - What is A MAZE?</li>
<li>(04:28) - The Accidental Path to Games</li>
<li>(07:17) - The First A MAZE Events &amp; Discovering a Passion for Games</li>
<li>(11:25) - Building Something from Nothing</li>
<li>(14:28) - The Arthouse Games</li>
<li>(16:06) - The 2018 Global Game Jam Keynote</li>
<li>(20:16) - Crisis and Personal Growth</li>
<li>(26:50) - A MAZE South Africa</li>
<li>(32:32) - The Future of A MAZE</li>
<li>(35:01) - What A MAZE Wants to See Next</li>
<li>(38:21) - Where to find Thorsten</li>
<li>(40:49) - Outro</li>
</ul><br>Guest Bio: Thorsten S. Wiedemann is the founder and artistic director of the games culture brand A MAZE., an international platform and festival curating the intersection of independent and arthouse games, playful media, and experimental game culture.<p>Thorsten's Socials<br><a href="https://www.linkedin.com/in/thorsten-s-wiedemann"><br>Linked</a>In<br><a href="https://thorstenstorno.bsky.social%20Facebook:">BlueSky</a><br><a href="https://twitter.com/st0rn0">X (Twitter)</a><br><a href="https://www.instagram.com/stornothorsten">Instagram</a><br><a href="https://www.facebook.com/tswiedemann">Facebook</a><br><a href="https://www.youtube.com/@ST0RN0">YouTube </a></p><p>Checkout A MAZE</p><p><a href="https://www.linkedin.com/company/72176187">LinkedIn</a></p><p><a href="https://amazefest.bsky.social">BlueSky</a></p><p><a href="https:/twitter.com/AMazeFest">X (Twitter)</a></p><p><a href="https://instagram/a_mazefest">Instagram</a><br><a href="https://facebook.com/amaze.festival">Facebook</a></p><p><a href="https://www.youtube.com/user/AMazeFest">Youtube</a></p><p><br></p><p>www.a-maze.net <br>www.amaze-berlin.de <br>www.amaze-magazine.de <br>www.amaze-space.com</p><p><br></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In episode 4, Susan talks with Thorsten S. Wiedemann, founder and artistic director of AMAZE, the international art house games and playful media festival that helped redefine how the world sees independent games. From Berlin bar nights and DIY talk shows to a global network of experimental, subversive, and deeply personal games, Thorsten’s journey is about building spaces where artists, punks, and misfits can treat games as culture, not just products.  <br>As A MAZE approaches 15 years, Thorsten traces his path from Berlin nightlife and DIY talk shows to festival-making, endeavor that began after attending GDC in 2007 and discovering indie games. He then discusses launching A MAZE with a focus on game art and cultural critique, key milestones including early bar-based events, the first full festival in 2010, A MAZE Indie Connect in 2012, and adopting an arthouse games focus around 2016–17. He reflects on struggles with funding, a 2024 code-of-conduct breach, personal growth,  and how the community came together in 2019 to save A MAZE with a Kickstarter campaign. Thorsten also shares about his international work including A MAZE Johannesburg (2012–2017) and supporting Playtopia a in Cape Town, South Africa, plus goals like broader Global South representation and an arthouse game archive.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:18) - Introducing Thorsten S. Wiedemann</li>
<li>(03:30) - What is A MAZE?</li>
<li>(04:28) - The Accidental Path to Games</li>
<li>(07:17) - The First A MAZE Events &amp; Discovering a Passion for Games</li>
<li>(11:25) - Building Something from Nothing</li>
<li>(14:28) - The Arthouse Games</li>
<li>(16:06) - The 2018 Global Game Jam Keynote</li>
<li>(20:16) - Crisis and Personal Growth</li>
<li>(26:50) - A MAZE South Africa</li>
<li>(32:32) - The Future of A MAZE</li>
<li>(35:01) - What A MAZE Wants to See Next</li>
<li>(38:21) - Where to find Thorsten</li>
<li>(40:49) - Outro</li>
</ul><br>Guest Bio: Thorsten S. Wiedemann is the founder and artistic director of the games culture brand A MAZE., an international platform and festival curating the intersection of independent and arthouse games, playful media, and experimental game culture.<p>Thorsten's Socials<br><a href="https://www.linkedin.com/in/thorsten-s-wiedemann"><br>Linked</a>In<br><a href="https://thorstenstorno.bsky.social%20Facebook:">BlueSky</a><br><a href="https://twitter.com/st0rn0">X (Twitter)</a><br><a href="https://www.instagram.com/stornothorsten">Instagram</a><br><a href="https://www.facebook.com/tswiedemann">Facebook</a><br><a href="https://www.youtube.com/@ST0RN0">YouTube </a></p><p>Checkout A MAZE</p><p><a href="https://www.linkedin.com/company/72176187">LinkedIn</a></p><p><a href="https://amazefest.bsky.social">BlueSky</a></p><p><a href="https:/twitter.com/AMazeFest">X (Twitter)</a></p><p><a href="https://instagram/a_mazefest">Instagram</a><br><a href="https://facebook.com/amaze.festival">Facebook</a></p><p><a href="https://www.youtube.com/user/AMazeFest">Youtube</a></p><p><br></p><p>www.a-maze.net <br>www.amaze-berlin.de <br>www.amaze-magazine.de <br>www.amaze-space.com</p><p><br></p>]]>
      </content:encoded>
      <pubDate>Tue, 24 Mar 2026 06:00:00 -0400</pubDate>
      <author>Susan Gold</author>
      <enclosure url="https://media.transistor.fm/7958ccb1/6998d7ba.mp3" length="40173320" type="audio/mpeg"/>
      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/QsBxhwSi8SBGqfDYuaWvnpBzLxWukB-GYqaSyLnW6uA/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9mYzlj/YmQ5OGJmNWM0ZDVh/OGUwMjVjYTUyNzQz/MTAzNi5wbmc.jpg"/>
      <itunes:duration>2508</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In episode 4, Susan talks with Thorsten S. Wiedemann, founder and artistic director of AMAZE, the international art house games and playful media festival that helped redefine how the world sees independent games. From Berlin bar nights and DIY talk shows to a global network of experimental, subversive, and deeply personal games, Thorsten’s journey is about building spaces where artists, punks, and misfits can treat games as culture, not just products.  <br>As A MAZE approaches 15 years, Thorsten traces his path from Berlin nightlife and DIY talk shows to festival-making, endeavor that began after attending GDC in 2007 and discovering indie games. He then discusses launching A MAZE with a focus on game art and cultural critique, key milestones including early bar-based events, the first full festival in 2010, A MAZE Indie Connect in 2012, and adopting an arthouse games focus around 2016–17. He reflects on struggles with funding, a 2024 code-of-conduct breach, personal growth,  and how the community came together in 2019 to save A MAZE with a Kickstarter campaign. Thorsten also shares about his international work including A MAZE Johannesburg (2012–2017) and supporting Playtopia a in Cape Town, South Africa, plus goals like broader Global South representation and an arthouse game archive.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(01:18) - Introducing Thorsten S. Wiedemann</li>
<li>(03:30) - What is A MAZE?</li>
<li>(04:28) - The Accidental Path to Games</li>
<li>(07:17) - The First A MAZE Events &amp; Discovering a Passion for Games</li>
<li>(11:25) - Building Something from Nothing</li>
<li>(14:28) - The Arthouse Games</li>
<li>(16:06) - The 2018 Global Game Jam Keynote</li>
<li>(20:16) - Crisis and Personal Growth</li>
<li>(26:50) - A MAZE South Africa</li>
<li>(32:32) - The Future of A MAZE</li>
<li>(35:01) - What A MAZE Wants to See Next</li>
<li>(38:21) - Where to find Thorsten</li>
<li>(40:49) - Outro</li>
</ul><br>Guest Bio: Thorsten S. Wiedemann is the founder and artistic director of the games culture brand A MAZE., an international platform and festival curating the intersection of independent and arthouse games, playful media, and experimental game culture.<p>Thorsten's Socials<br><a href="https://www.linkedin.com/in/thorsten-s-wiedemann"><br>Linked</a>In<br><a href="https://thorstenstorno.bsky.social%20Facebook:">BlueSky</a><br><a href="https://twitter.com/st0rn0">X (Twitter)</a><br><a href="https://www.instagram.com/stornothorsten">Instagram</a><br><a href="https://www.facebook.com/tswiedemann">Facebook</a><br><a href="https://www.youtube.com/@ST0RN0">YouTube </a></p><p>Checkout A MAZE</p><p><a href="https://www.linkedin.com/company/72176187">LinkedIn</a></p><p><a href="https://amazefest.bsky.social">BlueSky</a></p><p><a href="https:/twitter.com/AMazeFest">X (Twitter)</a></p><p><a href="https://instagram/a_mazefest">Instagram</a><br><a href="https://facebook.com/amaze.festival">Facebook</a></p><p><a href="https://www.youtube.com/user/AMazeFest">Youtube</a></p><p><br></p><p>www.a-maze.net <br>www.amaze-berlin.de <br>www.amaze-magazine.de <br>www.amaze-space.com</p><p><br></p>]]>
      </itunes:summary>
      <itunes:keywords>gamedev, mentorship, oral histories, videogames, game education</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/7958ccb1/transcript.txt" type="text/plain"/>
      <podcast:chapters url="https://share.transistor.fm/s/7958ccb1/chapters.json" type="application/json+chapters"/>
    </item>
    <item>
      <title>Embracing Boldness | Limpho Moeti</title>
      <itunes:episode>3</itunes:episode>
      <podcast:episode>3</podcast:episode>
      <itunes:title>Embracing Boldness | Limpho Moeti</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">d6aeb26b-8229-4a28-9f17-25dbe465e538</guid>
      <link>https://share.transistor.fm/s/1552c9e0</link>
      <description>
        <![CDATA[<p>In episode 3 Susan talks with Limpho Moeti, South African producer, business developer, Playtopia co-founder, and the first IGDA chair from the global south, about how she’s spent her career making things happen for other developers. Limpho describes her path from theater, film, and comics into games via Free Lives and Nyamakop, where she supported community meetups, game jams, and biz dev. She advocates for developers outside North America and Europe, highlighting barriers in South Africa and across Africa: limited access to tools, internet, and career pathways; high hardware costs; small, historically white industry; funding and data gaps; monetization challenges; and limited government support. Moeti emphasizes community, kindness, mentorship, and “finding your people” as elements to finding success.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Sponsors and Partners</li>
<li>(01:36) - Meet Limpho Moeti</li>
<li>(03:22) - The Connector Mindset</li>
<li>(06:16) - The “Hunger” for Non-Western Stories; Advocating for African Games</li>
<li>(08:12) - Breaking into Games</li>
<li>(10:17) - Barriers in the African Video Games Industry</li>
<li>(15:57) - Mission, Ubuntu &amp; Leadership</li>
<li>(23:10) - Kindness and Community</li>
<li>(25:11) - Mentors</li>
<li>(27:27) - Belonging and Confidence</li>
<li>(29:40) - Why Lead and Advocate; Building a Safer Industry</li>
<li>(36:56) - The Future</li>
<li>(40:47) - Key Take Aways</li>
<li>(43:19) - Where to find Limpho</li>
<li>(44:41) - Thank you!</li>
</ul><br>Guest Bio: Limpho Moeti is a South African game producer, business developer, community organizer, and the Chair of the International Game Developers Association (IGDA), and is the first person from the global south to hold that role. She has worked with studios including Free Lives and Nyamakop, helped create and run the Playtopia indie games and playful media festival in Cape Town, and is a consistent champion for developers across Africa and beyond.<p><br>Check out Limpho's<a href="https://www.linkedin.com/in/limpho-moeti-61507b24/"> Linkedin</a><br><a href="https://igda.org/">IGDA</a><br><a href="https://playtopiafestival.co.za/">Playtopia</a></p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack</a>!</p><p>This episode is sponsored by <a href="https://com.miami.edu/department-of-interactive-media/">The University of Miami, School of Communications</a> and the <a href="https://knightfoundation.org/">Knight Foundation </a></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In episode 3 Susan talks with Limpho Moeti, South African producer, business developer, Playtopia co-founder, and the first IGDA chair from the global south, about how she’s spent her career making things happen for other developers. Limpho describes her path from theater, film, and comics into games via Free Lives and Nyamakop, where she supported community meetups, game jams, and biz dev. She advocates for developers outside North America and Europe, highlighting barriers in South Africa and across Africa: limited access to tools, internet, and career pathways; high hardware costs; small, historically white industry; funding and data gaps; monetization challenges; and limited government support. Moeti emphasizes community, kindness, mentorship, and “finding your people” as elements to finding success.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Sponsors and Partners</li>
<li>(01:36) - Meet Limpho Moeti</li>
<li>(03:22) - The Connector Mindset</li>
<li>(06:16) - The “Hunger” for Non-Western Stories; Advocating for African Games</li>
<li>(08:12) - Breaking into Games</li>
<li>(10:17) - Barriers in the African Video Games Industry</li>
<li>(15:57) - Mission, Ubuntu &amp; Leadership</li>
<li>(23:10) - Kindness and Community</li>
<li>(25:11) - Mentors</li>
<li>(27:27) - Belonging and Confidence</li>
<li>(29:40) - Why Lead and Advocate; Building a Safer Industry</li>
<li>(36:56) - The Future</li>
<li>(40:47) - Key Take Aways</li>
<li>(43:19) - Where to find Limpho</li>
<li>(44:41) - Thank you!</li>
</ul><br>Guest Bio: Limpho Moeti is a South African game producer, business developer, community organizer, and the Chair of the International Game Developers Association (IGDA), and is the first person from the global south to hold that role. She has worked with studios including Free Lives and Nyamakop, helped create and run the Playtopia indie games and playful media festival in Cape Town, and is a consistent champion for developers across Africa and beyond.<p><br>Check out Limpho's<a href="https://www.linkedin.com/in/limpho-moeti-61507b24/"> Linkedin</a><br><a href="https://igda.org/">IGDA</a><br><a href="https://playtopiafestival.co.za/">Playtopia</a></p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack</a>!</p><p>This episode is sponsored by <a href="https://com.miami.edu/department-of-interactive-media/">The University of Miami, School of Communications</a> and the <a href="https://knightfoundation.org/">Knight Foundation </a></p>]]>
      </content:encoded>
      <pubDate>Tue, 17 Mar 2026 06:00:00 -0400</pubDate>
      <author>Susan Gold</author>
      <enclosure url="https://media.transistor.fm/1552c9e0/4d0e9916.mp3" length="44594583" type="audio/mpeg"/>
      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/gu4bKmy4zS9Wv_kOlsLI06myiU9wAxvhaA2GauW45Eg/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS8zYWMz/ZTY4OTE0MTQ0Mzlm/ODY0Mjk5NGRkODRk/YTY0Ny5wbmc.jpg"/>
      <itunes:duration>2786</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In episode 3 Susan talks with Limpho Moeti, South African producer, business developer, Playtopia co-founder, and the first IGDA chair from the global south, about how she’s spent her career making things happen for other developers. Limpho describes her path from theater, film, and comics into games via Free Lives and Nyamakop, where she supported community meetups, game jams, and biz dev. She advocates for developers outside North America and Europe, highlighting barriers in South Africa and across Africa: limited access to tools, internet, and career pathways; high hardware costs; small, historically white industry; funding and data gaps; monetization challenges; and limited government support. Moeti emphasizes community, kindness, mentorship, and “finding your people” as elements to finding success.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Sponsors and Partners</li>
<li>(01:36) - Meet Limpho Moeti</li>
<li>(03:22) - The Connector Mindset</li>
<li>(06:16) - The “Hunger” for Non-Western Stories; Advocating for African Games</li>
<li>(08:12) - Breaking into Games</li>
<li>(10:17) - Barriers in the African Video Games Industry</li>
<li>(15:57) - Mission, Ubuntu &amp; Leadership</li>
<li>(23:10) - Kindness and Community</li>
<li>(25:11) - Mentors</li>
<li>(27:27) - Belonging and Confidence</li>
<li>(29:40) - Why Lead and Advocate; Building a Safer Industry</li>
<li>(36:56) - The Future</li>
<li>(40:47) - Key Take Aways</li>
<li>(43:19) - Where to find Limpho</li>
<li>(44:41) - Thank you!</li>
</ul><br>Guest Bio: Limpho Moeti is a South African game producer, business developer, community organizer, and the Chair of the International Game Developers Association (IGDA), and is the first person from the global south to hold that role. She has worked with studios including Free Lives and Nyamakop, helped create and run the Playtopia indie games and playful media festival in Cape Town, and is a consistent champion for developers across Africa and beyond.<p><br>Check out Limpho's<a href="https://www.linkedin.com/in/limpho-moeti-61507b24/"> Linkedin</a><br><a href="https://igda.org/">IGDA</a><br><a href="https://playtopiafestival.co.za/">Playtopia</a></p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack</a>!</p><p>This episode is sponsored by <a href="https://com.miami.edu/department-of-interactive-media/">The University of Miami, School of Communications</a> and the <a href="https://knightfoundation.org/">Knight Foundation </a></p>]]>
      </itunes:summary>
      <itunes:keywords>gamedev, mentorship, oral histories, videogames, game education</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/1552c9e0/transcript.txt" type="text/plain"/>
      <podcast:chapters url="https://share.transistor.fm/s/1552c9e0/chapters.json" type="application/json+chapters"/>
    </item>
    <item>
      <title>Changing  Where Games Come From | Ben Kvalo</title>
      <itunes:episode>2</itunes:episode>
      <podcast:episode>2</podcast:episode>
      <itunes:title>Changing  Where Games Come From | Ben Kvalo</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">0c5a9fea-db3f-4bdd-9376-a1566eb0eab3</guid>
      <link>https://share.transistor.fm/s/9ec645bc</link>
      <description>
        <![CDATA[<p>Ben Kvalo on Building Midwest Games and a More Sustainable Publishing Model</p><p><br></p><p>In this episode, Susan talks with Ben Kvalo, founder and CEO of <a href="https://www.midwestgames.com/">Midwest Games</a> and former Netflix Games production lead, about changing where games come from, how developers see themselves (creatives vs entrepreneurs), and how they are supported. Ben shares growing up in <a href="https://portagewi.gov/">Portage, Wisconsin</a>, his early goals, and how a university M&amp;A capstone project led him to the business side of games. He describes mentors and cultures at 2K and Netflix, lessons from industry politics and early career setbacks, and how he became a “fixer” and builder across operations, tech, marketing, and esports. Ben explains Midwest Games’ publishing approach—white-label services with no IP grab, flexible cancellation, and alternative fee/recoup options—plus his focus on building a Midwest ecosystem through events, education, investment, and storytelling.</p><p><br></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Partners &amp; Sponsors</li>
<li>(01:19) - Introducing Ben Kvalo</li>
<li>(06:03) - The Journey into Games</li>
<li>(07:23) - The Business vs the Hobby of Making Games</li>
<li>(09:28) - Mentors &amp; Influence </li>
<li>(12:41) - Leadership, and the Importance of being "seen"</li>
<li>(16:35) - Jumping at the Opportunity to Build </li>
<li>(22:17) - Homecoming</li>
<li>(26:09) - Community</li>
<li>(33:54) - Midwest Games; a Different Approach to Publishing</li>
<li>(39:38) - What's next for Ben Kvalo?</li>
<li>(42:00) - A Word of Advise</li>
<li>(44:31) - Where to find Ben &amp; his work</li>
<li>(46:08) - Thank you!</li>
<li>(47:34) - Outro</li>
</ul><p><br>🎮 Guest Bio: Ben Kvalo is the founder and CEO of Midwest Games, North America's first full-service work-for-hire publisher for all while also providing traditional publishing for select projects. He is focused building alternative approaches to create new opportunity within the games industry in both how we do work and where we do i.</p><p>Ben's <a href="https://www.linkedin.com/in/benkvalo/%20www.midwestgames.com">LinkedIn</a></p><p> </p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack</a>!</p><p><br><a href="https://www.youtube.com/watch?v=ZiV-dh69Jkg" title="Click here to watch a video of this episode.">Click here to watch a video of this episode.</a><br>
</p><p><a href="https://share.transistor.fm/s/9ec645bc/transcript" title="Click here to view the episode transcript.">Click here to view the episode transcript.</a><br>
</p><p><br></p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>Ben Kvalo on Building Midwest Games and a More Sustainable Publishing Model</p><p><br></p><p>In this episode, Susan talks with Ben Kvalo, founder and CEO of <a href="https://www.midwestgames.com/">Midwest Games</a> and former Netflix Games production lead, about changing where games come from, how developers see themselves (creatives vs entrepreneurs), and how they are supported. Ben shares growing up in <a href="https://portagewi.gov/">Portage, Wisconsin</a>, his early goals, and how a university M&amp;A capstone project led him to the business side of games. He describes mentors and cultures at 2K and Netflix, lessons from industry politics and early career setbacks, and how he became a “fixer” and builder across operations, tech, marketing, and esports. Ben explains Midwest Games’ publishing approach—white-label services with no IP grab, flexible cancellation, and alternative fee/recoup options—plus his focus on building a Midwest ecosystem through events, education, investment, and storytelling.</p><p><br></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Partners &amp; Sponsors</li>
<li>(01:19) - Introducing Ben Kvalo</li>
<li>(06:03) - The Journey into Games</li>
<li>(07:23) - The Business vs the Hobby of Making Games</li>
<li>(09:28) - Mentors &amp; Influence </li>
<li>(12:41) - Leadership, and the Importance of being "seen"</li>
<li>(16:35) - Jumping at the Opportunity to Build </li>
<li>(22:17) - Homecoming</li>
<li>(26:09) - Community</li>
<li>(33:54) - Midwest Games; a Different Approach to Publishing</li>
<li>(39:38) - What's next for Ben Kvalo?</li>
<li>(42:00) - A Word of Advise</li>
<li>(44:31) - Where to find Ben &amp; his work</li>
<li>(46:08) - Thank you!</li>
<li>(47:34) - Outro</li>
</ul><p><br>🎮 Guest Bio: Ben Kvalo is the founder and CEO of Midwest Games, North America's first full-service work-for-hire publisher for all while also providing traditional publishing for select projects. He is focused building alternative approaches to create new opportunity within the games industry in both how we do work and where we do i.</p><p>Ben's <a href="https://www.linkedin.com/in/benkvalo/%20www.midwestgames.com">LinkedIn</a></p><p> </p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack</a>!</p><p><br><a href="https://www.youtube.com/watch?v=ZiV-dh69Jkg" title="Click here to watch a video of this episode.">Click here to watch a video of this episode.</a><br>
</p><p><a href="https://share.transistor.fm/s/9ec645bc/transcript" title="Click here to view the episode transcript.">Click here to view the episode transcript.</a><br>
</p><p><br></p>]]>
      </content:encoded>
      <pubDate>Tue, 10 Mar 2026 06:00:00 -0400</pubDate>
      <author>Susan Gold</author>
      <enclosure url="https://media.transistor.fm/9ec645bc/dd970b0d.mp3" length="46633032" type="audio/mpeg"/>
      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/w5bceVPLf6RnmX5DY_FWjg2JkbbG6UItcncyTl3NTas/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS8xY2Vm/NjFiZmM0ZWYzM2Y2/ZjY5Yzc1MDhhY2M4/NzBkMC5wbmc.jpg"/>
      <itunes:duration>2912</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>Ben Kvalo on Building Midwest Games and a More Sustainable Publishing Model</p><p><br></p><p>In this episode, Susan talks with Ben Kvalo, founder and CEO of <a href="https://www.midwestgames.com/">Midwest Games</a> and former Netflix Games production lead, about changing where games come from, how developers see themselves (creatives vs entrepreneurs), and how they are supported. Ben shares growing up in <a href="https://portagewi.gov/">Portage, Wisconsin</a>, his early goals, and how a university M&amp;A capstone project led him to the business side of games. He describes mentors and cultures at 2K and Netflix, lessons from industry politics and early career setbacks, and how he became a “fixer” and builder across operations, tech, marketing, and esports. Ben explains Midwest Games’ publishing approach—white-label services with no IP grab, flexible cancellation, and alternative fee/recoup options—plus his focus on building a Midwest ecosystem through events, education, investment, and storytelling.</p><p><br></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Partners &amp; Sponsors</li>
<li>(01:19) - Introducing Ben Kvalo</li>
<li>(06:03) - The Journey into Games</li>
<li>(07:23) - The Business vs the Hobby of Making Games</li>
<li>(09:28) - Mentors &amp; Influence </li>
<li>(12:41) - Leadership, and the Importance of being "seen"</li>
<li>(16:35) - Jumping at the Opportunity to Build </li>
<li>(22:17) - Homecoming</li>
<li>(26:09) - Community</li>
<li>(33:54) - Midwest Games; a Different Approach to Publishing</li>
<li>(39:38) - What's next for Ben Kvalo?</li>
<li>(42:00) - A Word of Advise</li>
<li>(44:31) - Where to find Ben &amp; his work</li>
<li>(46:08) - Thank you!</li>
<li>(47:34) - Outro</li>
</ul><p><br>🎮 Guest Bio: Ben Kvalo is the founder and CEO of Midwest Games, North America's first full-service work-for-hire publisher for all while also providing traditional publishing for select projects. He is focused building alternative approaches to create new opportunity within the games industry in both how we do work and where we do i.</p><p>Ben's <a href="https://www.linkedin.com/in/benkvalo/%20www.midwestgames.com">LinkedIn</a></p><p> </p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack</a>!</p><p><br><a href="https://www.youtube.com/watch?v=ZiV-dh69Jkg" title="Click here to watch a video of this episode.">Click here to watch a video of this episode.</a><br>
</p><p><a href="https://share.transistor.fm/s/9ec645bc/transcript" title="Click here to view the episode transcript.">Click here to view the episode transcript.</a><br>
</p><p><br></p>]]>
      </itunes:summary>
      <itunes:keywords>publishing, video games, entrepreneurship </itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
      <podcast:transcript url="https://share.transistor.fm/s/9ec645bc/transcript.txt" type="text/plain"/>
      <podcast:chapters url="https://share.transistor.fm/s/9ec645bc/chapters.json" type="application/json+chapters"/>
    </item>
    <item>
      <title>Running Towards Success | Jenny Xu</title>
      <itunes:episode>1</itunes:episode>
      <podcast:episode>1</podcast:episode>
      <itunes:title>Running Towards Success | Jenny Xu</itunes:title>
      <itunes:episodeType>full</itunes:episodeType>
      <guid isPermaLink="false">3129f54d-1504-40a4-9df9-6847b9e39da3</guid>
      <link>https://share.transistor.fm/s/2372d53b</link>
      <description>
        <![CDATA[<p>In this episode, Susan sits down with Jenny Xu—long-distance runner, fitness instructor, Forbes 30 Under 30 honoree, and founder / CEO of<a href="https://www.talofagames.com/"> Talofa Games</a>, a studio creating games to make movement more fun through titles like <a href="https://www.talofagames.com/runlegends">"Run Legends"</a> and "<a href="https://www.talofagames.com/">Monster Walk.</a>" Jenny recounts what it was like to grow up as a shy kid in Cupertino, finding belonging in online communities thanks to Pokemon fan art, Neopets and her anonymous alter ego, "chibixi", as well as how she taught herself game development to become a prolific solo creator at just 12 years old. She describes being publicly “outed” by her Forbes recognition at 19, the painful reality of having to learn how to network, and how she rebounded from a failed post-college startup by entering—and winning—the Niantic Beyond Reality Developer Contest, earning $300,000 that helped launch her studio and hire a team. Jenny defines success as the impact her games have in player's lives, she emphasizes mentors and support systems, and shares lessons on ambition, burnout, and prioritizing mental and physical health.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Partners &amp; Sponsors</li>
<li>(01:35) - Introducing  Jenny Xu</li>
<li>(02:29) - Who is Jenny Xu?</li>
<li>(04:01) - The Mission</li>
<li>(05:16) - Beginnings</li>
<li>(07:57) - The Self-Taught Journey</li>
<li>(09:21) - Who is Chibixi?</li>
<li>(10:53) - Prolific Game Making</li>
<li>(13:06) - Game Dev vs Software Engineer vs Athlete</li>
<li>(14:50) - Identity Outed. </li>
<li>(16:57) - Finding the Courage to be Yourself.</li>
<li>(19:30) - Niantic Beyond Reality Contest</li>
<li>(23:58) - The Creation of Talofa Games</li>
<li>(26:23) - Creating at the Intersection of your Passions</li>
<li>(28:41) - Mission Driven Team</li>
<li>(30:03) - Measuring Success</li>
<li>(31:26) - Mentors</li>
<li>(33:36) - Mentees</li>
<li>(35:32) - Ambition</li>
<li>(38:17) - How Being an Athlete was Helpful</li>
<li>(40:01) - Where do you see yourself 10 years from now?</li>
<li>(42:18) - Actionables</li>
<li>(44:28) - What Chapter are you on?</li>
<li>(46:28) - A Thought for the Listeners</li>
<li>(47:48) - Where to find Jenny and her work</li>
<li>(48:33) - Thank you!</li>
<li>(48:53) - Get Involded</li>
<li>(49:18) - Outro / Credits</li>
</ul><p><br>🎮 Guest Bio: Jenny Xu is a long-distance runner, fitness instructor, and Forbes 30 Under 30 honoree, CEO of Talofa Games. She began running and making games at age 12, studied Computer Science at MIT, and has shipped 10 mobile titles with over 10 million downloads. A Niantic Beyond Reality Contest grand prize winner, she raised $6.3M in venture capital, making Talofa one of 2025’s Top 25 innovative gaming companies. She taught 1,000 consecutive virtual fitness abs classes, holds a professional group exercise certification, and sets marathon PRs (2:56). Jenny also successfully completed Apple’s Entrepreneur Camp, Google’s Growth Labs, and a16z’s SPEEDRUN program.</p><p>Learn more about Jenny <a href="https://jennyxu.carrd.co/">HERE</a><br>Jenny's <a href="https://twitter.com/xujennyc">Twitter</a><br>Jenny's <a href="https://www.linkedin.com/in/xujennyc/">LinkedIn</a></p><p> </p><p><br></p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack</a>! <a href="https://tinyurl.com/GGJPodcastSubstack"><br></a><br></p><p>This episode was sponsored in part by <a href="https://com.miami.edu/department-of-interactive-media/">The University of Miami, School of Communication</a> &amp; the<a href="https://knightfoundation.org/"> Knight Foundation</a></p><p><a href="https://www.youtube.com/watch?v=hqGgWD_XJ6Q" title="Click here to watch a video of this episode.">Click here to watch a video of this episode.</a><br>
</p><p><a href="https://share.transistor.fm/s/2372d53b/transcript" title="Click here to view the episode transcript.">Click here to view the episode transcript.</a><br>
</p>]]>
      </description>
      <content:encoded>
        <![CDATA[<p>In this episode, Susan sits down with Jenny Xu—long-distance runner, fitness instructor, Forbes 30 Under 30 honoree, and founder / CEO of<a href="https://www.talofagames.com/"> Talofa Games</a>, a studio creating games to make movement more fun through titles like <a href="https://www.talofagames.com/runlegends">"Run Legends"</a> and "<a href="https://www.talofagames.com/">Monster Walk.</a>" Jenny recounts what it was like to grow up as a shy kid in Cupertino, finding belonging in online communities thanks to Pokemon fan art, Neopets and her anonymous alter ego, "chibixi", as well as how she taught herself game development to become a prolific solo creator at just 12 years old. She describes being publicly “outed” by her Forbes recognition at 19, the painful reality of having to learn how to network, and how she rebounded from a failed post-college startup by entering—and winning—the Niantic Beyond Reality Developer Contest, earning $300,000 that helped launch her studio and hire a team. Jenny defines success as the impact her games have in player's lives, she emphasizes mentors and support systems, and shares lessons on ambition, burnout, and prioritizing mental and physical health.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Partners &amp; Sponsors</li>
<li>(01:35) - Introducing  Jenny Xu</li>
<li>(02:29) - Who is Jenny Xu?</li>
<li>(04:01) - The Mission</li>
<li>(05:16) - Beginnings</li>
<li>(07:57) - The Self-Taught Journey</li>
<li>(09:21) - Who is Chibixi?</li>
<li>(10:53) - Prolific Game Making</li>
<li>(13:06) - Game Dev vs Software Engineer vs Athlete</li>
<li>(14:50) - Identity Outed. </li>
<li>(16:57) - Finding the Courage to be Yourself.</li>
<li>(19:30) - Niantic Beyond Reality Contest</li>
<li>(23:58) - The Creation of Talofa Games</li>
<li>(26:23) - Creating at the Intersection of your Passions</li>
<li>(28:41) - Mission Driven Team</li>
<li>(30:03) - Measuring Success</li>
<li>(31:26) - Mentors</li>
<li>(33:36) - Mentees</li>
<li>(35:32) - Ambition</li>
<li>(38:17) - How Being an Athlete was Helpful</li>
<li>(40:01) - Where do you see yourself 10 years from now?</li>
<li>(42:18) - Actionables</li>
<li>(44:28) - What Chapter are you on?</li>
<li>(46:28) - A Thought for the Listeners</li>
<li>(47:48) - Where to find Jenny and her work</li>
<li>(48:33) - Thank you!</li>
<li>(48:53) - Get Involded</li>
<li>(49:18) - Outro / Credits</li>
</ul><p><br>🎮 Guest Bio: Jenny Xu is a long-distance runner, fitness instructor, and Forbes 30 Under 30 honoree, CEO of Talofa Games. She began running and making games at age 12, studied Computer Science at MIT, and has shipped 10 mobile titles with over 10 million downloads. A Niantic Beyond Reality Contest grand prize winner, she raised $6.3M in venture capital, making Talofa one of 2025’s Top 25 innovative gaming companies. She taught 1,000 consecutive virtual fitness abs classes, holds a professional group exercise certification, and sets marathon PRs (2:56). Jenny also successfully completed Apple’s Entrepreneur Camp, Google’s Growth Labs, and a16z’s SPEEDRUN program.</p><p>Learn more about Jenny <a href="https://jennyxu.carrd.co/">HERE</a><br>Jenny's <a href="https://twitter.com/xujennyc">Twitter</a><br>Jenny's <a href="https://www.linkedin.com/in/xujennyc/">LinkedIn</a></p><p> </p><p><br></p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack</a>! <a href="https://tinyurl.com/GGJPodcastSubstack"><br></a><br></p><p>This episode was sponsored in part by <a href="https://com.miami.edu/department-of-interactive-media/">The University of Miami, School of Communication</a> &amp; the<a href="https://knightfoundation.org/"> Knight Foundation</a></p><p><a href="https://www.youtube.com/watch?v=hqGgWD_XJ6Q" title="Click here to watch a video of this episode.">Click here to watch a video of this episode.</a><br>
</p><p><a href="https://share.transistor.fm/s/2372d53b/transcript" title="Click here to view the episode transcript.">Click here to view the episode transcript.</a><br>
</p>]]>
      </content:encoded>
      <pubDate>Tue, 03 Mar 2026 06:00:00 -0500</pubDate>
      <author>Susan Gold</author>
      <enclosure url="https://media.transistor.fm/2372d53b/e05187a2.mp3" length="47897232" type="audio/mpeg"/>
      <itunes:author>Susan Gold</itunes:author>
      <itunes:image href="https://img.transistorcdn.com/NxhOBPaOta2O_q98L-DDX4vBtclurs1ZT1LACQ6wnqE/rs:fill:0:0:1/w:1400/h:1400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9jNDY2/NDhiOTk5ODY3OTIy/ZjM3ZDUyMmFiOTRk/YzgxNi5wbmc.jpg"/>
      <itunes:duration>2991</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In this episode, Susan sits down with Jenny Xu—long-distance runner, fitness instructor, Forbes 30 Under 30 honoree, and founder / CEO of<a href="https://www.talofagames.com/"> Talofa Games</a>, a studio creating games to make movement more fun through titles like <a href="https://www.talofagames.com/runlegends">"Run Legends"</a> and "<a href="https://www.talofagames.com/">Monster Walk.</a>" Jenny recounts what it was like to grow up as a shy kid in Cupertino, finding belonging in online communities thanks to Pokemon fan art, Neopets and her anonymous alter ego, "chibixi", as well as how she taught herself game development to become a prolific solo creator at just 12 years old. She describes being publicly “outed” by her Forbes recognition at 19, the painful reality of having to learn how to network, and how she rebounded from a failed post-college startup by entering—and winning—the Niantic Beyond Reality Developer Contest, earning $300,000 that helped launch her studio and hire a team. Jenny defines success as the impact her games have in player's lives, she emphasizes mentors and support systems, and shares lessons on ambition, burnout, and prioritizing mental and physical health.</p><p></p><ul><li>(00:00) - Intro</li>
<li>(00:48) - Partners &amp; Sponsors</li>
<li>(01:35) - Introducing  Jenny Xu</li>
<li>(02:29) - Who is Jenny Xu?</li>
<li>(04:01) - The Mission</li>
<li>(05:16) - Beginnings</li>
<li>(07:57) - The Self-Taught Journey</li>
<li>(09:21) - Who is Chibixi?</li>
<li>(10:53) - Prolific Game Making</li>
<li>(13:06) - Game Dev vs Software Engineer vs Athlete</li>
<li>(14:50) - Identity Outed. </li>
<li>(16:57) - Finding the Courage to be Yourself.</li>
<li>(19:30) - Niantic Beyond Reality Contest</li>
<li>(23:58) - The Creation of Talofa Games</li>
<li>(26:23) - Creating at the Intersection of your Passions</li>
<li>(28:41) - Mission Driven Team</li>
<li>(30:03) - Measuring Success</li>
<li>(31:26) - Mentors</li>
<li>(33:36) - Mentees</li>
<li>(35:32) - Ambition</li>
<li>(38:17) - How Being an Athlete was Helpful</li>
<li>(40:01) - Where do you see yourself 10 years from now?</li>
<li>(42:18) - Actionables</li>
<li>(44:28) - What Chapter are you on?</li>
<li>(46:28) - A Thought for the Listeners</li>
<li>(47:48) - Where to find Jenny and her work</li>
<li>(48:33) - Thank you!</li>
<li>(48:53) - Get Involded</li>
<li>(49:18) - Outro / Credits</li>
</ul><p><br>🎮 Guest Bio: Jenny Xu is a long-distance runner, fitness instructor, and Forbes 30 Under 30 honoree, CEO of Talofa Games. She began running and making games at age 12, studied Computer Science at MIT, and has shipped 10 mobile titles with over 10 million downloads. A Niantic Beyond Reality Contest grand prize winner, she raised $6.3M in venture capital, making Talofa one of 2025’s Top 25 innovative gaming companies. She taught 1,000 consecutive virtual fitness abs classes, holds a professional group exercise certification, and sets marathon PRs (2:56). Jenny also successfully completed Apple’s Entrepreneur Camp, Google’s Growth Labs, and a16z’s SPEEDRUN program.</p><p>Learn more about Jenny <a href="https://jennyxu.carrd.co/">HERE</a><br>Jenny's <a href="https://twitter.com/xujennyc">Twitter</a><br>Jenny's <a href="https://www.linkedin.com/in/xujennyc/">LinkedIn</a></p><p> </p><p><br></p><p>Join our <a href="https://tinyurl.com/GGJPodcastSubstack">Substack</a>! <a href="https://tinyurl.com/GGJPodcastSubstack"><br></a><br></p><p>This episode was sponsored in part by <a href="https://com.miami.edu/department-of-interactive-media/">The University of Miami, School of Communication</a> &amp; the<a href="https://knightfoundation.org/"> Knight Foundation</a></p><p><a href="https://www.youtube.com/watch?v=hqGgWD_XJ6Q" title="Click here to watch a video of this episode.">Click here to watch a video of this episode.</a><br>
</p><p><a href="https://share.transistor.fm/s/2372d53b/transcript" title="Click here to view the episode transcript.">Click here to view the episode transcript.</a><br>
</p>]]>
      </itunes:summary>
      <itunes:keywords>gamedev, mentorship, oral histories, videogames, game education</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
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      <title>Learning by Doing | Susan Gold</title>
      <itunes:title>Learning by Doing | Susan Gold</itunes:title>
      <itunes:episodeType>bonus</itunes:episodeType>
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      <description>
        <![CDATA[<p>In our very first episode, producer Shirley McPhaul turns the mic on host Susan Gold - educator, organizer, and co-founder of the Global Game Jam - to explore how a fine arts professor who “lost boyfriends to video games” ended up creating one of the largest collaborative events in the world. Together they trace the origins of GGJ, Susan’s lifelong impulse to build community, and the quiet labor of making things happen so other people can thrive.  </p><p><strong>Susan Gold</strong> is an educator, facilitator, and organizer best known as a co‑founder of the Global Game Jam, the world’s largest game creation event. Across her career, she has worked to bridge academia and industry, designing experiences that let students, educators, and developers learn by making together while building a global network of trust, collaboration, and creative support. After retiring from the non-profit in 2020, she continues to champion innovation in game development and education.<br> <br>As host of The Global Game Jam Podcast, Susan spotlights voices at the intersection of creativity, technology, and education. Her mission is to empower diverse creators and inspire the future of games through accessible, inclusive storytelling</p><p><a href="https://www.linkedin.com/in/susangold/">https://www.linkedin.com/in/susangold/</a></p><p><a href="http://globalgamejam.org">http://globalgamejam.org</a></p><p><a href="https://tinyurl.com/GGJPodcastSubstack">https://tinyurl.com/GGJPodcastSubstack</a></p><p><br><a href="https://www.youtube.com/watch?v=TQF9OqMDHuk" title="Click here to watch a video of this episode.">Click here to watch a video of this episode.</a><br>
<a href="https://share.transistor.fm/s/84b74ad4/transcript" title="Click here to view the episode transcript.">Click here to view the episode transcript.</a><br>
</p><p><br></p>]]>
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      <content:encoded>
        <![CDATA[<p>In our very first episode, producer Shirley McPhaul turns the mic on host Susan Gold - educator, organizer, and co-founder of the Global Game Jam - to explore how a fine arts professor who “lost boyfriends to video games” ended up creating one of the largest collaborative events in the world. Together they trace the origins of GGJ, Susan’s lifelong impulse to build community, and the quiet labor of making things happen so other people can thrive.  </p><p><strong>Susan Gold</strong> is an educator, facilitator, and organizer best known as a co‑founder of the Global Game Jam, the world’s largest game creation event. Across her career, she has worked to bridge academia and industry, designing experiences that let students, educators, and developers learn by making together while building a global network of trust, collaboration, and creative support. After retiring from the non-profit in 2020, she continues to champion innovation in game development and education.<br> <br>As host of The Global Game Jam Podcast, Susan spotlights voices at the intersection of creativity, technology, and education. Her mission is to empower diverse creators and inspire the future of games through accessible, inclusive storytelling</p><p><a href="https://www.linkedin.com/in/susangold/">https://www.linkedin.com/in/susangold/</a></p><p><a href="http://globalgamejam.org">http://globalgamejam.org</a></p><p><a href="https://tinyurl.com/GGJPodcastSubstack">https://tinyurl.com/GGJPodcastSubstack</a></p><p><br><a href="https://www.youtube.com/watch?v=TQF9OqMDHuk" title="Click here to watch a video of this episode.">Click here to watch a video of this episode.</a><br>
<a href="https://share.transistor.fm/s/84b74ad4/transcript" title="Click here to view the episode transcript.">Click here to view the episode transcript.</a><br>
</p><p><br></p>]]>
      </content:encoded>
      <pubDate>Tue, 24 Feb 2026 00:36:16 -0500</pubDate>
      <author>Susan Gold</author>
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      <itunes:author>Susan Gold</itunes:author>
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      <itunes:duration>2238</itunes:duration>
      <itunes:summary>
        <![CDATA[<p>In our very first episode, producer Shirley McPhaul turns the mic on host Susan Gold - educator, organizer, and co-founder of the Global Game Jam - to explore how a fine arts professor who “lost boyfriends to video games” ended up creating one of the largest collaborative events in the world. Together they trace the origins of GGJ, Susan’s lifelong impulse to build community, and the quiet labor of making things happen so other people can thrive.  </p><p><strong>Susan Gold</strong> is an educator, facilitator, and organizer best known as a co‑founder of the Global Game Jam, the world’s largest game creation event. Across her career, she has worked to bridge academia and industry, designing experiences that let students, educators, and developers learn by making together while building a global network of trust, collaboration, and creative support. After retiring from the non-profit in 2020, she continues to champion innovation in game development and education.<br> <br>As host of The Global Game Jam Podcast, Susan spotlights voices at the intersection of creativity, technology, and education. Her mission is to empower diverse creators and inspire the future of games through accessible, inclusive storytelling</p><p><a href="https://www.linkedin.com/in/susangold/">https://www.linkedin.com/in/susangold/</a></p><p><a href="http://globalgamejam.org">http://globalgamejam.org</a></p><p><a href="https://tinyurl.com/GGJPodcastSubstack">https://tinyurl.com/GGJPodcastSubstack</a></p><p><br><a href="https://www.youtube.com/watch?v=TQF9OqMDHuk" title="Click here to watch a video of this episode.">Click here to watch a video of this episode.</a><br>
<a href="https://share.transistor.fm/s/84b74ad4/transcript" title="Click here to view the episode transcript.">Click here to view the episode transcript.</a><br>
</p><p><br></p>]]>
      </itunes:summary>
      <itunes:keywords>video gammes, global game jam, game jam, interview, video games industry</itunes:keywords>
      <itunes:explicit>No</itunes:explicit>
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