Chelsea Howe is the Chief Product Officer at Sunblink, the studio behind the hit cozy life sim Hello Kitty Island Adventure. With deep experience in licensed games, live ops, & design leadership, she brings a sharp, systems-driven lens to how teams build, scale, & innovate. Listen as Chelsea shares how Sunlink is exploring AI in game development, what works & what absolutely falls apart, why game jams are secret engines of team learning, & how emerging trends from China may r...
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Chelsea Howe is the Chief Product Officer at Sunblink, the studio behind the hit cozy life sim Hello Kitty Island Adventure. With deep experience in licensed games, live ops, & design leadership, she brings a sharp, systems-driven lens to how teams build, scale, & innovate. Listen as Chelsea shares how Sunlink is exploring AI in game development, what works & what absolutely falls apart, why game jams are secret engines of team learning, & how emerging trends from China may r...
Long before World of Warcraft, there was Ultima Online, the first MMO. How did this highly innovative & influential game come to be? And what can we learn from its successes and failures? Starr Long is a game designer and producer who directed the team that built Ultima Online, the first popular Massively Multiplayer Online game. In this in-depth interview, you'll learn how a theater major became a game designer, how Ultima IV blew player's minds, and the shocking things players di...
Getting2Alpha
Chelsea Howe is the Chief Product Officer at Sunblink, the studio behind the hit cozy life sim Hello Kitty Island Adventure. With deep experience in licensed games, live ops, & design leadership, she brings a sharp, systems-driven lens to how teams build, scale, & innovate. Listen as Chelsea shares how Sunlink is exploring AI in game development, what works & what absolutely falls apart, why game jams are secret engines of team learning, & how emerging trends from China may r...