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A fortnightly video game podcast produced in Western Australia. We dive into the issues and topics that are making the rounds in gaming, and interview developers from Australasia each week about the games they've made and how they made them.

A fortnightly video game podcast produced in Western Australia. We dive into the issues and topics that are making the rounds in gaming, and interview developers from Australasia each week about the games they've made and how they made them.
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A fortnightly video game podcast produced in Western Australia. We dive into the issues and topics that are making the rounds in gaming, and interview developers from Australasia each week about the games they've made and how they made them.






99 Abi Rahmani (Project Wingman) & Sony's "Epic" Fortnite Lockout

Abi Rahmani joins us in the studio to talk about his game Project Wingman, the arcade fighter jet combat game taking Kickstarter by storm. Abi let us know what is took to bring the various planes to life from right here in Perth. Sony’s move to lock out Epic accounts from playing Fortnite if they have been linked with Playstation Network accounts have the community grabbing their pickaxes in anger. With even hardcore Sony fans like Greg Miller strongly criticizing Playstation for their...


98 Matt Kelly (Molemen Must Die!) & Valve opts out of moderation on Steam

Matt Kelly from Mokomoto joins us all the way from Japan to talk to us about his latest game Molemen Must Die. Matt spoke to us about how his team achieved Molemen’s unique new style retro look as well as the advantages and the culture of developing games in Japan. You can also check out Pixel Sift Plays: Molemen Must Die! to see a little bit of the game or you can find out more information here: Molemen Must Die! on Steam Last month, developers of "adult" visual novel style games were...


97 Justin Ng (Muffled Warfare & Stifled) & Fortnite's $100,000,000 tournament fund

Justin Ng is one of the creators of Muffled Warfare and Stifled, and he joins us to talk about how his two games both use the mechanic of echolocation in very different ways. Justin spoke about what it was like to bring these concepts into reality as well, what it's like to build a game from an April Fools joke, and what the future holds for his studio Gattai Games Epic Games, the creators of the mega sensation Fortnite, have pledged a whopping $100,000,000, towards Fortnite esports...


96 Ian MacLarty (Dissembler) & the curse of mobile gaming timers

Ian MacLarty is a prolific game designer and one that loves making small experiential titles that challenge the way you think about playing games. We had the pleasure of speaking to Ian this week about his minimalistic puzzle game Dissembler, where you flip colour tiles to match 3 and clear the screen. You can find all of Ian's games here on his Itch.io page. Well this week a writer at Destructoid called the new Harry Potter: Hogwarts Mystery "The cruciatus curse of mobile gaming" and...


95 Nick McDonnell (The American Dream) & are games too long?

Nicholas McDonnell of Samurai Punk, is our guest this week, and he's joined us to share how his team created their new VR game The American Dream. The American Dream is a satirical VR title that has players navigate a world using only guns, and no problem is too big or small to be solved without them. Nicholas filled us in on what was like to make such a game and how the American audiences reacted when touring the game to US conventions. Nick joined us back in Episode 19, and you can...


94 Mike Blackney (Dead Static Drive) & cheating in games

Mike Blackney the developer of the highly anticipated road trip survival game Dead Static Drive is our guest this week. Dead Static Drive draws heavily on nostalgic classic americana, with drop of monster movie chucked in for good measure. We asked him about how it felt to leave his stable teaching job to become a full time game developer, what inspired the style of the game, and what sort of response he wanted players to have. Dead Static Drive is currently in development and you can...


93 Lachlan Juzva (Nova Flow) & Game developer unionisation

We take a look at the first-person speedrunner Nova Flow, and to help us along is Lachlan Juzva, the Creative Lead at Wrecked Angle Studios, the developers behind the title. We found out what it took to bring the team together and finally settle on a name for the project, all while dodging the snarky remarks of Lachlan's co-workers in the Twitch chat. Game developer unionisation is a hot topic after the idea was addressed in depth at this year's GDC (Game Developers Conference). With...


92 Tim Bermanseder (Witch Thief) & archiving extinct online games

This week as we are joined by Tim Bermanseder, a Director and Technical Artist at Cardboard Keep, the studio behind Witch Thief. Witch Thief combines a fun magical girl art style with the chaotic projectile dodging action. Tim went into detail about what it took to bring such a game to life, and how it all started with a Witch. The game preservationists at the Museum of Art and Digital Entertainment (MADE), are leading the charge to preserve servers and other digital spaces,from falling...


91 Ally McLean (RUMU) & The Working Lunch mentoring program

We're joined by Ally McLean this week, and she's a Gamerunner at Robot House, the studio behind RUMU, a game that features a sentient robot vacuum cleaner with plenty of love and emotion. We spoke what inspired the game and influenced its design, as well as games that respect your time, and the giving your robot a hug. We also got the chance to speak to Ally about about a new program called "The Working Lunch" which aims at mentoring and supporting women in the Australian games industry...


90 Nico King (Rainbow Reef) & Facebook pivots to game streaming

Nico King is the Creative Director at Chaos Theory Games in Sydney and one of the creators behind Rainbow Reef. The game combines Nico's passion for coral reefs and aquarium building by putting players in charge of a small section of reef and cultivating the coral to attract and foster different sea creatures.We learn all about why Chaos Theory Games does what it does and what it's trying to achieve with the games it makes. Facebook has made a strong push to re-tool its platform to...


89 Matthew Clark (The Gardens Between) & the Aus Senate inquiry into game development

Matt Clark is the Technical Director at The Voxel Agents and he joined us this week to speak about their upcoming game The Gardens Between. This stylish and calm puzzle game drops two friends into surreal nostalgic worlds where players do not control their movements but the direction of time itself. The Gardens Between were selected for the PAX Australia Indie Showcase in 2017, and we learn how the game has developed since we spoke to Henrik Pettersson from the show floor. After absurd...


88 Roman Maksymyschyn (Hyper Jam) & esports leagues, and partnership with traditional sport

Roman Maksymyschyn joins us to talk about Bit Dragon's latest project Hyper Jam, an arena brawler that has players fight with colourful attacks in neon soaked maps. Roman spoke to us about moving from 2D to 3D style gameplay and the impact of grants like the Unreal Dev Grants will have on the development of his game. With big personalities Robert Kraft (owner of the New England Patriots) willing to drop big money on Overwatch League teams, such as Boston Uprising, we are now seeing the...


87 Morgan Jaffit (Hand of Fate 2) & couch co-op games don't sell

Morgan Jaffit is Creative Director and co-founder of Brisbane's Defiant Development and our guest on our first episode for 2018. Morgan joined us to talk all about the making of hybrid action, tabletop style RPG Hand of Fate 2. With development of the first Hand of Fate title completed Morgan and the team turned their attention to perfecting the game design, and building on what they had learnt. We also spoke of Hand of Fate:Ordeals, the upcoming board game adaptation currently in...


86 Live at Perth Games Festival 2017 - Exhibiting your very first game

We're back for another live episode at Perth Games Festival and this year we're speaking with some early career developers from our home state of Western Australia. In a freewheeling discussion we talk with Jak and Matt from Artisans Games, who previously joined us on episode 78 & Josh and Gus of Simple Productions who've taken their uni project to the public for the very first time. We spoke with both teams about the value of getting their games in front of the public and what they'd...


85 Travers Dunkinson (HEIST) & portrayals of domestic violence in games

Travers Dunkinson one of the minds behind Heist, a game where you play as a cat burglar stealing your way through a noir style city with only non-lethal gadgets to defend yourself joined us for our final live episode for 2017. The trailer for Detroit Become Human has sent shock waves through mainstream media. Many news outlets quick to cast judgment on the subject of the gameplay footage. But could this be games as a medium graduating to more hard hitting and challenging stories? Or have...


84 Dylan J. Walker (Elden: Path of the Forgotten), lootboxes ruined Battlefront II

Dylan J. Walker, Creative Director and developer from ONERAT GAMES joins us this week. We’ve spoken to Dylan in the past at PAXAUS 2017 and 2016 but now we have him on the show with us to go into more detail about his latest project Elden, Path of the Forgotten a medieval RPG featuring a diverse collection of locations and creepy Lovecraftian enemies. We took a number when it all began and now it’s our turn to talk about the Star Wars Battlefront II look box fiasco taking Reddit by storm....


83 Ed Orman (City of Brass) + neural networks, AI & gaming

Ed Orman from Uppercut Games joined us to discuss his latest game, City of Brass, a Rogue-lite FPS that pays tribute to the Arabian Knights tale of the same name. Armed with a scimitar and “the most versatile whip ever created” you slash and crack your way through a procedurally generated world filled with traps, treasure and ghoulish foes. We spoke to him about the inspiration behind the game as well as the challenges of procedural generated level development. Available now on Steam early...


82 Pixel Sift & Party Loaded live at PAX Australia

We teamed up with fellow Western Australian podcasters Party Loaded to bring you a collaborative episode recorded live on the PAX Australia convention floor featuring some of our favourite picks and games from the show. Party Loaded is a weekly 60 – 90 minute show presented by Luke, Imogen, Jam & Olly, serving up fun in the form of news, reviews and interviews from the wider video gaming industry. SPONSORS: Murdoch University School of Arts:Combine your love of making media, whether...


UPDATE: Pixel Sift live at PAX Australia 2017, #PAXELSIFT videos & more

Our normal episode is delayed this week because we're heading to PAX Australia this weekend, where we'll be bringing you heaps of updates from the floor and interviews with indie developers and more! If you're at PAX Australia 2017, we're recording a live episode on Sunday 29th October at 10:00am at the Audio Technica booth on the show floor (Booth 4640) with fellow Perth podcasters Party Loaded. Follow us on Twitter, Facebook and Instagram and keep an eye out for the #PAXELSIFT hashtag....


81 Simon Boxer (Bounce House) & Loot Boxes and Crates: Games as a service

Simon Boxer of Twice Different joins us this week to talk about making his brand new mobile game, , a colourful endless runner style side scroller. As you propel yourself along this bouncy world, you won’t let those pesky children have all the fun, all while avoiding the obstacles and staying in the bounce. We spoke to Simon about making his game with a team that is spread between Melbourne, Perth and Brisbane and his inspiration for making the game. You can get Bounce right now on the...