The developers from 10 Chambers Collective take us behind the scenes in the making of GTFO, including their strategies to create an atmospheric horror co-op game, and what's coming up in their third rundown.
Mike develops and delivers recorded, live, and onsite learning content to help creators improve their Unity skills. He has experience as an indie game dev and a university educator.
Svante is one of the founding members of 10 Chambers Collective where he runs the daily business. He's an alumni of Tokyo University and Kyoto University and has an MS in Industrial Engineering and Management – Computer Science and Project Management.
Simon ViklundComposer, 10 Chambers Collective
Simon began working professionally with game development in 2000, primarily with sound effects and music. Most known for directing and composing the music for Bionic Commando Rearmed (2008) and for composing the music for the Payday games (2011 and 2013.)
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Unity – Behind the Game: Airborne Kingdom
In this podcast, hear from Ben Wander – the founder of The Wandering Band and the game’s designer – on the ...
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Unity – Behind the Game: Where Cards Fall
The Game Band discusses the massive launch of Where Cards Fall with Apple Arcade, including how they implem...
Go behind the scenes with The Chinese Room, the studio that launched Little Orpheus, a beautiful 2.5D platforming game that IGN calls “one of the best things to come out of Apple Arcade so far.”
Blackbird Interactive recounts Hardspace: Shipbreaker's journey from game jam idea to chart-topping early-access title on Steam and how Unity helped enable the game’s evolving, ambitious vision.
Hear how Dlala Studios solved the challenges of rebooting this classic side-scroller (now on Xbox One), including preserving the spirit of its 8-bit roots with unique animated art, and more.
Mike Geig sits down with independent developer Tomas Sala to discuss The Falconeer. Learn about Tomas' journey as a solo developer – how he designed the game world and developed this next-gen title.
The team from Halfbrick discusses the development journey behind Fruit Ninja 2 – how they brought their game to Unity, updated the experience for today’s players, and what they learned along the way.
In this podcast, Battlestate Games’ COO and project lead Nikita Buyanov discusses how they're using Unity features such as Timeline and ProBuilder to create one of the most-viewed titles on Twitch.
Tim Raulin and Romain de Waubert from Amplitude Studios chat with host Mike Geig about their turn-based historical strategy game, Humankind. Learn more about the studio behind this ambitious title.
Go behind the scenes with Cinder Cone as they discuss their upcoming gothic platformer, Skeleton Crew. Hear about their inspiration, multiplayer design and pinball mechanic that literally kicks butt.
In this podcast, hear from Ben Wander – the founder of The Wandering Band and the game’s designer – on the creative process and Unity tools that bring this flying world to life.
The Game Band discusses the massive launch of Where Cards Fall with Apple Arcade, including how they implemented new tech and met tight development deadlines with this large-scale release.
Mighty Bear Games built Butter Royale, a multiplayer exclusive to Apple Arcade, using Unity’s Entity Component System (ECS). Hear their experience and get tips on how they made the most out of ECS.
In this podcast, Blackbird Interactive’s Trey Smith and Richard Harrison take us behind the scenes of their newest game, including how they used DOTS for mind-blowing destruction effects.