Best Podcast Episodes About Bluepoint Games
Everything podcasters are saying about Bluepoint Games — curated from top podcasts
Updated: Apr 02, 2026 – 16 episodes
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Ridealong has curated the best and most interesting podcasts and clips about Bluepoint Games.
Top Podcast Clips About Bluepoint Games
“… like today's where there are so many releases. I mean, there were 20,000 releases on Steam last year. even if like a quarter of those were like real games that's still so many right so being able to build a community early I think is really important from a marketing point of view I remember a few years ago when Yacht Club Games announced Mina the Hollower which is a game that's coming out real soon I'm really excited about they did a Kickstarter and I was interviewing them for the announcement and I asked their studio head and director Sean Velasco why they were doing a Kickstarter and he was …”
“which is super important in a market like today's where there are so many releases. I mean, there were 20,000 releases on Steam last year. even if like a quarter of those were like real games that's still so many right so being able to build a community early I think is really important from a marketing point of view I remember a few years ago when Yacht Club Games announced Mina the Hollower which is a game that's coming out real soon I'm really excited about they did a Kickstarter and I was interviewing them for the announcement and I asked their studio head and director Sean Velasco why they were doing a Kickstarter and he was like well we don't need the money it's not about the money it's about starting to build this community of people on Kickstarter who are like invested in the game and supporting it and can't wait to play it and are talking about it and just like building this ongoing conversation and that's the one thing Highgarden never had until the game awards …”
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Valve's mysterious multiplayer shooter, Deadlock, has been played by many for years yet remains unannounced. This unique situation highlights the power of early access in building community engagement, as seen with Yacht Club Games' Kickstarter for Mina the Hollower. By fostering conversations around their games, developers can create a supportive environment that allows for feedback and improvement.
“I guess this was inevitable. Nintendo says new first-party games exclusive to its Switch 2 system will have different prices for physical and digital versions in the U.S. beginning in May, quoting Video Games Chronicle. The policy will begin with the release of Yoshi and the mysterious book with pre-orders confirming that the platform game will retail for $10 more, $70, physically than digitally. The pricing change comes amid expectations from some industry analysts that Nintendo could raise the price of …”
“I guess this was inevitable. Nintendo says new first-party games exclusive to its Switch 2 system will have different prices for physical and digital versions in the U.S. beginning in May, quoting Video Games Chronicle. The policy will begin with the release of Yoshi and the mysterious book with pre-orders confirming that the platform game will retail for $10 more, $70, physically than digitally. The pricing change comes amid expectations from some industry analysts that Nintendo could raise the price of Switch to consoles this year due to global manufacturing cost increases, both Sony and Microsoft raised the price of their game consoles last year, driven by the impact from tariffs, increased memory costs, and broader macroeconomic conditions. Nintendo chose to maintain its $449 entry price last year despite the introduction of tariffs”
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Nintendo is raising the price of physical first-party games for the Switch 2, starting with Yoshi, which will retail for $70 compared to $60 for its digital counterpart. This pricing strategy comes amidst rising global manufacturing costs and follows competitors Sony and Microsoft, who increased their console prices last year. Despite these pressures, Nintendo opted to keep the Switch's entry price steady at $449 last year, indicating a unique approach to its pricing in a challenging market.
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In a hilarious game of 32 questions, a child stumps the adults with the riddle of an eyelash, leading to a chaotic debate about what is considered man-made versus natural. The confusion escalates as they try to figure out what can be neither, showcasing the absurdity of children's logic and the frustration of adult reasoning.
“… this game is that a lot of the way that things are designed... is a bit obtuse they do a lot of stuff in ways that feel like they've never played games before and they do a lot of other stuff in ways that feel like have they ever stopped playing games for a second there's this dichotomy like in the control scheme like there's there's when you're jumping between platforms in this game you would think in a normal game like okay you'll move forward and hit the jump button which you can do yeah but there's also a way of precision jumping this game where you hold the left bumper in you'll get an …”
“One of the bigger criticisms that people will have with this game is that a lot of the way that things are designed... is a bit obtuse they do a lot of stuff in ways that feel like they've never played games before and they do a lot of other stuff in ways that feel like have they ever stopped playing games for a second there's this dichotomy like in the control scheme like there's there's when you're jumping between platforms in this game you would think in a normal game like okay you'll move forward and hit the jump button which you can do yeah but there's also a way of precision jumping this game where you hold the left bumper in you'll get an icon you aim your jump you aim the icon and that is cumbersome a platformer it is nuts no right and it is something that that people will initially say this feels awful and it doesn't feel super great but there are all of these little design decisions that are just like how did you come up with this like the inventory wheel sort of system that is …”
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The onboarding process in 'Crimson Desert' is criticized for being obtuse and cumbersome, with a control scheme that feels unfamiliar to players. While the initial experience can be frustrating, the game eventually becomes intuitive after hours of play, allowing players to navigate its vast world with ease. The discussion highlights the dichotomy between the game's complex mechanics and the accessibility of its main quest line, which provides clear objectives for players.
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Social media platforms undergo a transformation that ultimately harms users while benefiting shareholders. Initially user-friendly, they evolve into monopolistic entities that prioritize profit over usability, leading to a decline in consumer experience and business viability. This cycle culminates in a scenario where even analysts become trapped in the system, neglecting the health of the products in favor of stock prices.
“… out there, but the two that do sort of dominate the market are Unreal Engine, which we're now on the fifth Unreal Engine that's produced by Epic Games, and then Unity, which is produced by Unity. And so the engine is kind of like one of the core components, but there's all this, there's an entire ecosystem of ISVs that operate outside of the engine, but where you might design assets or you might be writing or designing actual quests before you make it all the way into the engine itself. And so examples of those might be things like Adobe Substance Painter or Maya from Autodesk or potentially …”
“… will power the actual game logic, bring together all the models, the art, and kind of be the like the engine driving everything that's happening in the game. And so like you just shouted out Unity, Unreal, maybe Godot. There's a lot of popular engines out there, but the two that do sort of dominate the market are Unreal Engine, which we're now on the fifth Unreal Engine that's produced by Epic Games, and then Unity, which is produced by Unity. And so the engine is kind of like one of the core components, but there's all this, there's an entire ecosystem of ISVs that operate outside of the engine, but where you might design assets or you might be writing or designing actual quests before you make it all the way into the engine itself. And so examples of those might be things like Adobe Substance Painter or Maya from Autodesk or potentially Blender to do some sort of modeling. And then you also have an entire set of ISV providers that exist on the service side of the industry. So, for example, if you are Riot and you, well, I don't think Riot uses them, but if you are an online live service game, you might want an antitoxicity service that analyzes the communications on your game and …”
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Creating a game involves a complex ecosystem of tools and engines, primarily Unreal Engine and Unity. These platforms serve as the backbone for game logic and asset integration, while specialized software helps design everything from characters to environments. Understanding this workflow is essential for anyone interested in the game development process.
“… Panic is a cool company. They make the Playdate and are out here in Portland. And it just made me remember the Playdate and how many neat little games there are on it and kind of want to get one. It's always a little more expensive than I want to pay for it. But I still might get one one day. There is a lot of cool games. And I've never played the Lucas Pope game that's on the Playdate. And I bet it's pretty good. I've heard it's pretty good. Anyway, that's cool that that's on Steam. I'll check it out for sure. Yeah, I mean, I like this habit of people making Playdate games and then …”
“… um that career day for my friend kids school that I mentioned on the show a few episodes back one of the kind of longtime employee of Panic I think his kids go to the school, but he gave a talk as well. And I went to his talk and just reminded me that Panic is a cool company. They make the Playdate and are out here in Portland. And it just made me remember the Playdate and how many neat little games there are on it and kind of want to get one. It's always a little more expensive than I want to pay for it. But I still might get one one day. There is a lot of cool games. And I've never played the Lucas Pope game that's on the Playdate. And I bet it's pretty good. I've heard it's pretty good. Anyway, that's cool that that's on Steam. I'll check it out for sure. Yeah, I mean, I like this habit of people making Playdate games and then potentially porting them to Steam in a new form, because I think that's a good way to go. Because, yeah, the Playdate, I think, is done well considering what it is. But, I mean, most people do not have an incredibly niche product yeah um maddie a repeat from last week what's your one more thing i am also playing pocopia i jumped on the train uh so not a …”
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AAA game releases are facing unprecedented challenges, with skyrocketing costs and diminishing returns on graphics. This shift is reshaping the gaming landscape, prompting developers to rethink their strategies. As console generations evolve, the industry's future hangs in the balance.
“… because we saw Jordan average 30. Jordan average 30 like seven, eight times. You saw, you know, you see James Harden have 30, what, 30-something games with at least 30 points. Damn. So, yeah. But, but bam. I mean, Ochoa, it's like a guy, you know, he catches, he got 50, his high is 50, and all of a sudden he get 350. You're like, bro, you ain't never had 100 yards receiving the game. How you jump over 100 and 200 and go straight to three? yep got a special game moments like that happen every so often and plus it's the Wizards so hell I mean they got me”
“… Wilt was a score. And so you look at David Thompson, guys like that, but you're like, bam. Bro, bam, average 19 points a game. How you go from 19 to 83? Even on a great night. Kobe was a scorer. Jordan was a scorer. So those guys getting, you know, because we saw Jordan average 30. Jordan average 30 like seven, eight times. You saw, you know, you see James Harden have 30, what, 30-something games with at least 30 points. Damn. So, yeah. But, but bam. I mean, Ochoa, it's like a guy, you know, he catches, he got 50, his high is 50, and all of a sudden he get 350. You're like, bro, you ain't never had 100 yards receiving the game. How you jump over 100 and 200 and go straight to three? yep got a special game moments like that happen every so often and plus it's the Wizards so hell I mean they got me”
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Bam Adebayo's shocking 83-point game raises eyebrows, especially since he averaged only 19 points per game before this. Historical performances by scorers like Kobe and Luka show that such feats are possible, but the leap from 19 to 83 is extraordinary. This moment reminds us that special games can happen, even against teams like the Wizards.
“… I'm almost positive. Not 10 times the size of your streaming platform. Yeah, maybe streaming. That includes TV shows. And then do you include mobile games or not? That's a big question. But the video game industry is definitely bigger. Raghav in the Twitch chat from Deep says, NVIDIA CEO just said he sees $1 trillion in revenue through 2030. That's a gong. Bring down the gong. Bring down the mallet. Bring it down. Let's go.”
“… size of the. Baseball. Baseball. But also like the movie industry. Like the video gaming industry has been basically 10 times the size of the movie industry for years. You mean the movie theater business? No, like Hollywood. Gross. Yeah, totally. I'm almost positive. Not 10 times the size of your streaming platform. Yeah, maybe streaming. That includes TV shows. And then do you include mobile games or not? That's a big question. But the video game industry is definitely bigger. Raghav in the Twitch chat from Deep says, NVIDIA CEO just said he sees $1 trillion in revenue through 2030. That's a gong. Bring down the gong. Bring down the mallet. Bring it down. Let's go.”
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The video game industry has been ten times larger than Hollywood for years, showcasing its dominance in entertainment. This growth is fueled by the rise of mobile gaming and streaming platforms, which are reshaping how we consume media. With projections of $1 trillion in revenue by 2030, the gaming sector is set to expand even further.
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The answer might surprise you: the chuck roast comes from the front shoulder of an animal! In a lively trivia game, contestants hilariously debated the correct answer among options like rump and sirloin, showcasing their creativity and camaraderie. This fun moment highlights not just cooking knowledge but the joy of friendly competition.
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In an exciting trivia game about the Players Championship, a player reveals their identity through clever clues. From their birthplace in Macon, Georgia, to their historic wins, the tension builds as participants guess until the champion is finally revealed: Craig Perks, the only player to win the Players Championship with just one PGA Tour victory. The fun continues with more trivia that keeps everyone on their toes!
“… that I had there, but the code was not great. And I wanted to turn that or am turning that into like a broader thing that lets me like run arbitrary games on top of arbitrary terminal applications, which I'm really excited about. And so what I ended up doing was rewriting most of that code by hand. I think separately, but kind of similarly, a thing I run into with a lot of stuff is I want to write about it, right? Like I want to explain on my blog how I thought about this, how things worked. And if I'm just kind of like, all right, you know, put the DVD logo inside yourself, make no mistakes, and …”
“… i think i was thinking about it more than that um but resulted in me like i made this thing that like puts the bouncing dvd logo over clod code when clod code is thinking and then i really liked where that was going like i I liked the kind of power that I had there, but the code was not great. And I wanted to turn that or am turning that into like a broader thing that lets me like run arbitrary games on top of arbitrary terminal applications, which I'm really excited about. And so what I ended up doing was rewriting most of that code by hand. I think separately, but kind of similarly, a thing I run into with a lot of stuff is I want to write about it, right? Like I want to explain on my blog how I thought about this, how things worked. And if I'm just kind of like, all right, you know, put the DVD logo inside yourself, make no mistakes, and then like try to blog about that, right? The blog is pretty boring. I said – No mistakes. And then it did it. No mistakes. That's right. Yeah. Yeah. And then it made a mistake. And I was like, can you please fix your mistake? And really, it's just bad. It's bad. And some of the fun, right, of all of this is like understanding. So I don't know. I …”
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Imagine a game where players navigate across multiple iframes to solve puzzles—it's a fresh take on platformers! This idea emerged during a discussion about game jams, highlighting how creativity flourishes in indie game development. With the potential to create draggable iframes, game developers could redefine interactive experiences in innovative ways.
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Christina Warren introduces a fun new game called 'What's My JND,' designed to challenge your ability to perceive color differences. Created by her friend Keith, this game is based on color theory and is particularly effective on Apple displays. As players progress through 40 rounds, the challenge intensifies, making it a unique way to explore just noticeable differences in color.
“… We haven't played trivia yet. No, but we're about to do it now. And then we're going to do another game in the next episode. Surprise. We're playing games, boy. I got games, boy. Quick update on the score. Marquez with 14. Still. Still. And still. David with 16. Andrew with 17. Carrying the one. Carrying the one. How long have I had 17 for? I don't think I have a point in the new year. No, you have a point in the new year. It's just. I don't have a point since Marquez complained about not having a point in the new year. I think you haven't gotten a point in like eight episodes since whenever …”
“Well, you know, you should have more skepticism about. Yep. My trivia questions, because so often they require. Oh, my God. We haven't played trivia yet. No, but we're about to do it now. And then we're going to do another game in the next episode. Surprise. We're playing games, boy. I got games, boy. Quick update on the score. Marquez with 14. Still. Still. And still. David with 16. Andrew with 17. Carrying the one. Carrying the one. How long have I had 17 for? I don't think I have a point in the new year. No, you have a point in the new year. It's just. I don't have a point since Marquez complained about not having a point in the new year. I think you haven't gotten a point in like eight episodes since whenever Marquez whined about it. He cursed you. He did curse me. It's like you're the Philadelphia 76ers and Marquez is. Jared McCain getting traded away. Yeah, I agree. God bless Jared McCain. Anyway, we spoke about the Pixel 10a, but the first A-series Pixel was the 3a. Which giant manufacturer made it? And I mean, like, the company that actually …”
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In a surprising twist during a trivia game, one player realizes they've been stuck on the same score for eight episodes, and it all started when another player complained about their own score. As the group dives into trivia questions, the tension rises over who will finally break the curse. The revelation about Foxconn's role in manufacturing a popular phone adds a layer of intrigue to their game.
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Void Stranger, a 2023 video game, captures the essence of solving intricate puzzles reminiscent of Blueprints. This Sokoban-style game challenges players with a grid-based world where they push boulders to unlock new areas, all presented in a captivating black-and-white pixel art style. Gamers looking for a fresh, engaging experience will find themselves immersed in its clever mechanics and nostalgic aesthetics.
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Many people struggle with food pronunciations, like 'acai' and 'gyro.' In a fun game, participants attempt to pronounce various food terms, leading to surprising revelations about how we say our favorite dishes. This light-hearted segment highlights the common mispronunciations and the joy of learning the correct terms.
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