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<rss xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:podcast="https://podcastindex.org/namespace/1.0" xmlns:media="http://search.yahoo.com/mrss/" version="2.0"><channel><title>Pembridge Podcast</title><link>https://www.spreaker.com/podcast/pembridge-podcast--4963234</link><description><![CDATA[Long-form conversations with the developers, writers, and creators behind the games that shaped a generation. Hosted by Carter Pembridge.]]></description><atom:link href="https://www.spreaker.com/show/4963234/episodes/feed" rel="self" type="application/rss+xml"/><language>en</language><category>Science Fiction</category><copyright>Copyright Carter Pembridge</copyright><image><url>https://d3wo5wojvuv7l.cloudfront.net/t_rss_itunes_square_1400/images.spreaker.com/original/f6f25df04706103cdb6641d27f87534b.jpg</url><title>Pembridge Podcast</title><link>https://www.spreaker.com/podcast/pembridge-podcast--4963234</link></image><lastBuildDate>Tue, 01 Sep 2026 22:23:33 +0000</lastBuildDate><itunes:author>Carter Pembridge</itunes:author><itunes:owner><itunes:name>Carter Pembridge</itunes:name><itunes:email>pempapitv@gmail.com</itunes:email></itunes:owner><itunes:image href="https://d3wo5wojvuv7l.cloudfront.net/t_rss_itunes_square_1400/images.spreaker.com/original/f6f25df04706103cdb6641d27f87534b.jpg"/><itunes:subtitle>Long-form conversations with the developers, writers, and creators behind the games that shaped a generation. Hosted by Carter Pembridge.</itunes:subtitle><itunes:summary><![CDATA[Long-form conversations with the developers, writers, and creators behind the games that shaped a generation. Hosted by Carter Pembridge.]]></itunes:summary><itunes:category text="Fiction"><itunes:category text="Science Fiction"/></itunes:category><itunes:explicit>false</itunes:explicit><podcast:guid>9877ba48-10d7-57a3-82fd-29d57f3e6f5a</podcast:guid><itunes:type>episodic</itunes:type><item><title>Designing Skyrim and Fallout 4 | Ryan Jenkins</title><link>https://www.spreaker.com/episode/designing-skyrim-and-fallout-4-ryan-jenkins--74795547</link><description><![CDATA[Ryan Jenkins helped build some of gaming’s most iconic worlds, including Skyrim and Fallout 4. <br /><br />In this three-hour conversation, Ryan shares stories about creating Skyrim’s dungeons, Fallout 4’s controversial dialogue system, Bethesda’s reaction to Fallout: New Vegas and what Todd Howard was really like behind the scenes.]]></description><guid isPermaLink="false">https://api.spreaker.com/episode/74795547</guid><pubDate>Tue, 01 Sep 2026 22:20:08 +0000</pubDate><enclosure url="https://dts.podtrac.com/redirect.mp3/api.spreaker.com/download/episode/74795547/0901_2.mp3" length="258231116" type="audio/mpeg"/><podcast:transcript url="https://transcription.spreaker.com/starship/1d685b5e-e3cd-4079-a168-4361a44fb988/1d685b5e-e3cd-4079-a168-4361a44fb988.srt" type="application/x-subrip" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/1d685b5e-e3cd-4079-a168-4361a44fb988/1d685b5e-e3cd-4079-a168-4361a44fb988.txt" type="text/plain" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/1d685b5e-e3cd-4079-a168-4361a44fb988/1d685b5e-e3cd-4079-a168-4361a44fb988.vtt" type="text/vtt" language="en"/><itunes:author>Carter Pembridge</itunes:author><itunes:subtitle>Ryan Jenkins helped build some of gaming’s most iconic worlds, including Skyrim and Fallout 4. 

In this three-hour conversation, Ryan shares stories about creating Skyrim’s dungeons, Fallout 4’s controversial dialogue system, Bethesda’s reaction to...</itunes:subtitle><itunes:summary><![CDATA[Ryan Jenkins helped build some of gaming’s most iconic worlds, including Skyrim and Fallout 4. <br /><br />In this three-hour conversation, Ryan shares stories about creating Skyrim’s dungeons, Fallout 4’s controversial dialogue system, Bethesda’s reaction to Fallout: New Vegas and what Todd Howard was really like behind the scenes.]]></itunes:summary><itunes:duration>10760</itunes:duration><itunes:keywords>4,6,bethesda,developer,elder,fallout,game,howard,interview,jenkins,new,ryan,scrolls,skyrim,todd,vegas</itunes:keywords><itunes:explicit>false</itunes:explicit><itunes:image href="https://d3wo5wojvuv7l.cloudfront.net/t_rss_itunes_square_1400/images.spreaker.com/original/f6f25df04706103cdb6641d27f87534b.jpg"/><itunes:episodeType>full</itunes:episodeType></item><item><title>How GTA V’s Cinematics Were Made | Joe Rubino</title><link>https://www.spreaker.com/episode/how-gta-v-s-cinematics-were-made-joe-rubino--74398873</link><description><![CDATA[Joe Rubino has helped shape the cinematics behind some of the biggest games ever made, including Grand Theft Auto V, Red Dead Redemption, Max Payne 3, Assassin’s Creed Odyssey, Forza and The Outer Worlds. <br /><br />In this episode, Joe reveals how he literally broke into Rockstar Games on his first day, how Max Payne 3 helped lay the groundwork for GTA V, and why Michael, Franklin and Trevor each have their own distinct cinematic language.]]></description><guid isPermaLink="false">https://api.spreaker.com/episode/74398873</guid><pubDate>Thu, 20 Aug 2026 15:46:00 +0000</pubDate><enclosure url="https://dts.podtrac.com/redirect.mp3/api.spreaker.com/download/episode/74398873/0819_2.mp3" length="154231377" type="audio/mpeg"/><podcast:transcript url="https://transcription.spreaker.com/starship/5dc9bcc2-c528-4293-ab9a-bd2a19956206/5dc9bcc2-c528-4293-ab9a-bd2a19956206.srt" type="application/x-subrip" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/5dc9bcc2-c528-4293-ab9a-bd2a19956206/5dc9bcc2-c528-4293-ab9a-bd2a19956206.txt" type="text/plain" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/5dc9bcc2-c528-4293-ab9a-bd2a19956206/5dc9bcc2-c528-4293-ab9a-bd2a19956206.vtt" type="text/vtt" language="en"/><itunes:author>Carter Pembridge</itunes:author><itunes:subtitle>Joe Rubino has helped shape the cinematics behind some of the biggest games ever made, including Grand Theft Auto V, Red Dead Redemption, Max Payne 3, Assassin’s Creed Odyssey, Forza and The Outer Worlds. 

In this episode, Joe reveals how he...</itunes:subtitle><itunes:summary><![CDATA[Joe Rubino has helped shape the cinematics behind some of the biggest games ever made, including Grand Theft Auto V, Red Dead Redemption, Max Payne 3, Assassin’s Creed Odyssey, Forza and The Outer Worlds. <br /><br />In this episode, Joe reveals how he literally broke into Rockstar Games on his first day, how Max Payne 3 helped lay the groundwork for GTA V, and why Michael, Franklin and Trevor each have their own distinct cinematic language.]]></itunes:summary><itunes:duration>6427</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:image href="https://d3wo5wojvuv7l.cloudfront.net/t_rss_itunes_square_1400/images.spreaker.com/original/f6f25df04706103cdb6641d27f87534b.jpg"/><itunes:episodeType>full</itunes:episodeType></item><item><title>Inside WoW’s Historic Rise | Rich Barham</title><link>https://www.spreaker.com/episode/inside-wow-s-historic-rise-rich-barham--73825675</link><description><![CDATA[World of Warcraft didn’t simply launch—it exploded into one of the biggest games in history. Rich Barham helped lead WoW’s in-game support operation from before launch through The Burning Crusade and Wrath of the Lich King. <br /><br />In this conversation, Rich shares what it took to scale alongside millions of players, what early Blizzard was really like, and how that culture changed as the company grew. <br /><br />We also discuss his experiences at ZeniMax, Riot Games, IO Interactive and Antimatter Games, along with studio leadership, cancelled projects, industry layoffs and why talented developers are struggling to find work.]]></description><guid isPermaLink="false">https://api.spreaker.com/episode/73825675</guid><pubDate>Tue, 11 Aug 2026 16:20:25 +0000</pubDate><enclosure url="https://dts.podtrac.com/redirect.mp3/api.spreaker.com/download/episode/73825675/0811_4.mp3" length="200559645" type="audio/mpeg"/><podcast:transcript url="https://transcription.spreaker.com/starship/c57af67b-1af9-4fdb-b84f-41fe674b4122/c57af67b-1af9-4fdb-b84f-41fe674b4122.srt" type="application/x-subrip" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/c57af67b-1af9-4fdb-b84f-41fe674b4122/c57af67b-1af9-4fdb-b84f-41fe674b4122.txt" type="text/plain" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/c57af67b-1af9-4fdb-b84f-41fe674b4122/c57af67b-1af9-4fdb-b84f-41fe674b4122.vtt" type="text/vtt" language="en"/><itunes:author>Carter Pembridge</itunes:author><itunes:subtitle>World of Warcraft didn’t simply launch—it exploded into one of the biggest games in history. Rich Barham helped lead WoW’s in-game support operation from before launch through The Burning Crusade and Wrath of the Lich King. 

In this conversation,...</itunes:subtitle><itunes:summary><![CDATA[World of Warcraft didn’t simply launch—it exploded into one of the biggest games in history. Rich Barham helped lead WoW’s in-game support operation from before launch through The Burning Crusade and Wrath of the Lich King. <br /><br />In this conversation, Rich shares what it took to scale alongside millions of players, what early Blizzard was really like, and how that culture changed as the company grew. <br /><br />We also discuss his experiences at ZeniMax, Riot Games, IO Interactive and Antimatter Games, along with studio leadership, cancelled projects, industry layoffs and why talented developers are struggling to find work.]]></itunes:summary><itunes:duration>8357</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:image href="https://d3wo5wojvuv7l.cloudfront.net/t_rss_itunes_square_1400/images.spreaker.com/original/f6f25df04706103cdb6641d27f87534b.jpg"/><itunes:episodeType>full</itunes:episodeType></item><item><title>How BioWare built Star Wars: The Old Republic | Rob Chestney</title><link>https://www.spreaker.com/episode/how-bioware-built-star-wars-the-old-republic-rob-chestney--73236406</link><description><![CDATA[Rob Chestney joins me to discuss his career as a writer and narrative designer across some of gaming’s biggest worlds. Rob was part of Star Wars: The Old Republic from its earliest stages, helping shape the game’s factions, planets, class stories and lore. He also wrote Kira Carsen and T7-O1, contributed to the Galactic Timeline videos, and worked with Blur during the creation of SWTOR’s iconic cinematic trailers. We also talk about the original culture at BioWare, SWTOR’s enormous expectations at launch, the influence of World of Warcraft, writing for The Elder Scrolls Online and New World, artificial intelligence, fantasy literature, journalism, criticism, and the people behind the games we love. This is a wide-ranging conversation about storytelling, game development, and the original vision behind Star Wars: The Old Republic.]]></description><guid isPermaLink="false">https://api.spreaker.com/episode/73236406</guid><pubDate>Wed, 29 Jul 2026 14:05:56 +0000</pubDate><enclosure url="https://dts.podtrac.com/redirect.mp3/api.spreaker.com/download/episode/73236406/0721_1_1.mp3" length="219008572" type="audio/mpeg"/><podcast:transcript url="https://transcription.spreaker.com/starship/0045c99e-45b9-499d-b383-08227769b6fd/0045c99e-45b9-499d-b383-08227769b6fd.srt" type="application/x-subrip" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/0045c99e-45b9-499d-b383-08227769b6fd/0045c99e-45b9-499d-b383-08227769b6fd.txt" type="text/plain" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/0045c99e-45b9-499d-b383-08227769b6fd/0045c99e-45b9-499d-b383-08227769b6fd.vtt" type="text/vtt" language="en"/><itunes:author>Carter Pembridge</itunes:author><itunes:subtitle>Rob Chestney joins me to discuss his career as a writer and narrative designer across some of gaming’s biggest worlds. Rob was part of Star Wars: The Old Republic from its earliest stages, helping shape the game’s factions, planets, class stories and...</itunes:subtitle><itunes:summary><![CDATA[Rob Chestney joins me to discuss his career as a writer and narrative designer across some of gaming’s biggest worlds. Rob was part of Star Wars: The Old Republic from its earliest stages, helping shape the game’s factions, planets, class stories and lore. He also wrote Kira Carsen and T7-O1, contributed to the Galactic Timeline videos, and worked with Blur during the creation of SWTOR’s iconic cinematic trailers. We also talk about the original culture at BioWare, SWTOR’s enormous expectations at launch, the influence of World of Warcraft, writing for The Elder Scrolls Online and New World, artificial intelligence, fantasy literature, journalism, criticism, and the people behind the games we love. This is a wide-ranging conversation about storytelling, game development, and the original vision behind Star Wars: The Old Republic.]]></itunes:summary><itunes:duration>9126</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:image href="https://d3wo5wojvuv7l.cloudfront.net/t_rss_itunes_square_1400/images.spreaker.com/original/f6f25df04706103cdb6641d27f87534b.jpg"/><itunes:episodeType>full</itunes:episodeType></item><item><title>Michael "Leo" Gummelt on creating the best lightsaber combat in gaming history.</title><link>https://www.spreaker.com/episode/michael-leo-gummelt-on-creating-the-best-lightsaber-combat-in-gaming-history--72897686</link><description><![CDATA[Michael “Leo” Gummelt joins Pembridge TV to discuss his career at Raven Software, the creation of Jedi Knight’s legendary lightsaber combat, and his work on Call of Duty and Warzone. Best known for helping shape the combat system behind Jedi Outcast and Jedi Academy, Leo breaks down what made those games special—and why many fans still believe that lightsaber combat remains unmatched.]]></description><guid isPermaLink="false">https://api.spreaker.com/episode/72897686</guid><pubDate>Thu, 09 Jul 2026 20:11:35 +0000</pubDate><enclosure url="https://dts.podtrac.com/redirect.mp3/api.spreaker.com/download/episode/72897686/bc1c0562_583d_4379_9f58_a3ad57399e81.mp3" length="170030861" type="audio/mpeg"/><podcast:transcript url="https://transcription.spreaker.com/starship/f01aed53-6d43-4213-a3b8-7fa8156c5c46/f01aed53-6d43-4213-a3b8-7fa8156c5c46.srt" type="application/x-subrip" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/f01aed53-6d43-4213-a3b8-7fa8156c5c46/f01aed53-6d43-4213-a3b8-7fa8156c5c46.txt" type="text/plain" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/f01aed53-6d43-4213-a3b8-7fa8156c5c46/f01aed53-6d43-4213-a3b8-7fa8156c5c46.vtt" type="text/vtt" language="en"/><itunes:author>Carter Pembridge</itunes:author><itunes:subtitle>Michael “Leo” Gummelt joins Pembridge TV to discuss his career at Raven Software, the creation of Jedi Knight’s legendary lightsaber combat, and his work on Call of Duty and Warzone. Best known for helping shape the combat system behind Jedi Outcast...</itunes:subtitle><itunes:summary><![CDATA[Michael “Leo” Gummelt joins Pembridge TV to discuss his career at Raven Software, the creation of Jedi Knight’s legendary lightsaber combat, and his work on Call of Duty and Warzone. Best known for helping shape the combat system behind Jedi Outcast and Jedi Academy, Leo breaks down what made those games special—and why many fans still believe that lightsaber combat remains unmatched.]]></itunes:summary><itunes:duration>7085</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:image href="https://d3wo5wojvuv7l.cloudfront.net/t_rss_itunes_square_1400/images.spreaker.com/original/f6f25df04706103cdb6641d27f87534b.jpg"/><itunes:episodeType>full</itunes:episodeType></item><item><title>Chris Avellone on Fallout, KOTOR, and more...</title><link>https://www.spreaker.com/episode/chris-avellone-on-fallout-kotor-and-more--72082976</link><description><![CDATA[Today’s guest is Chris Avellone — one of the most influential writers in RPG history, known for his work on classics like Fallout 2, Planescape: Torment, Fallout: New Vegas, and Star Wars: Knights of the Old Republic II.<br /><br />Across all of those games, Avellone became known for creating morally complex worlds and characters that pushed RPG storytelling far beyond simple good-versus-evil narratives.]]></description><guid isPermaLink="false">https://api.spreaker.com/episode/72082976</guid><pubDate>Wed, 20 May 2026 12:37:47 +0000</pubDate><enclosure url="https://dts.podtrac.com/redirect.mp3/api.spreaker.com/download/episode/72082976/0428_3.mp3" length="253656343" type="audio/mpeg"/><podcast:transcript url="https://transcription.spreaker.com/starship/6c5b778b-74e5-4348-8e87-a922b4af5163/6c5b778b-74e5-4348-8e87-a922b4af5163.srt" type="application/x-subrip" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/6c5b778b-74e5-4348-8e87-a922b4af5163/6c5b778b-74e5-4348-8e87-a922b4af5163.txt" type="text/plain" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/6c5b778b-74e5-4348-8e87-a922b4af5163/6c5b778b-74e5-4348-8e87-a922b4af5163.vtt" type="text/vtt" language="en"/><itunes:author>Carter Pembridge</itunes:author><itunes:subtitle>Today’s guest is Chris Avellone — one of the most influential writers in RPG history, known for his work on classics like Fallout 2, Planescape: Torment, Fallout: New Vegas, and Star Wars: Knights of the Old Republic II.

Across all of those games,...</itunes:subtitle><itunes:summary><![CDATA[Today’s guest is Chris Avellone — one of the most influential writers in RPG history, known for his work on classics like Fallout 2, Planescape: Torment, Fallout: New Vegas, and Star Wars: Knights of the Old Republic II.<br /><br />Across all of those games, Avellone became known for creating morally complex worlds and characters that pushed RPG storytelling far beyond simple good-versus-evil narratives.]]></itunes:summary><itunes:duration>10570</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:image href="https://d3wo5wojvuv7l.cloudfront.net/t_rss_itunes_square_1400/images.spreaker.com/original/f6f25df04706103cdb6641d27f87534b.jpg"/><itunes:episodeType>full</itunes:episodeType></item><item><title>Talking Gray Zone Warfare with Jakub Vambersky</title><link>https://www.spreaker.com/episode/talking-gray-zone-warfare-with-jakub-vambersky--71710225</link><description><![CDATA[Jakub Vamberský is a game industry professional best known as the Community Lead for Gray Zone Warfare at MADFINGER Games. He focuses on bridging the gap between developers and players—handling communication, feedback loops, and community-driven development. <br /><br />Before stepping into that role, he built experience in community management and player engagement, earning a reputation for being transparent and responsive during development cycles. His work on Gray Zone Warfare has been especially visible, as the game relies heavily on player feedback, iterative updates, and open communication during its early stages. <br /><br />In short, he’s one of the key voices shaping how the game interacts with its player base—and how much players feel heard during development.]]></description><guid isPermaLink="false">https://api.spreaker.com/episode/71710225</guid><pubDate>Tue, 28 Apr 2026 17:14:59 +0000</pubDate><enclosure url="https://dts.podtrac.com/redirect.mp3/api.spreaker.com/download/episode/71710225/0428.mp3" length="152913552" type="audio/mpeg"/><podcast:transcript url="https://transcription.spreaker.com/starship/2491e135-d6cc-4e40-b604-54f3b8fb84bc/2491e135-d6cc-4e40-b604-54f3b8fb84bc.srt" type="application/x-subrip" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/2491e135-d6cc-4e40-b604-54f3b8fb84bc/2491e135-d6cc-4e40-b604-54f3b8fb84bc.txt" type="text/plain" language="en"/><podcast:transcript url="https://transcription.spreaker.com/starship/2491e135-d6cc-4e40-b604-54f3b8fb84bc/2491e135-d6cc-4e40-b604-54f3b8fb84bc.vtt" type="text/vtt" language="en"/><itunes:author>Carter Pembridge</itunes:author><itunes:subtitle>Jakub Vamberský is a game industry professional best known as the Community Lead for Gray Zone Warfare at MADFINGER Games. He focuses on bridging the gap between developers and players—handling communication, feedback loops, and community-driven...</itunes:subtitle><itunes:summary><![CDATA[Jakub Vamberský is a game industry professional best known as the Community Lead for Gray Zone Warfare at MADFINGER Games. He focuses on bridging the gap between developers and players—handling communication, feedback loops, and community-driven development. <br /><br />Before stepping into that role, he built experience in community management and player engagement, earning a reputation for being transparent and responsive during development cycles. His work on Gray Zone Warfare has been especially visible, as the game relies heavily on player feedback, iterative updates, and open communication during its early stages. <br /><br />In short, he’s one of the key voices shaping how the game interacts with its player base—and how much players feel heard during development.]]></itunes:summary><itunes:duration>6372</itunes:duration><itunes:explicit>false</itunes:explicit><itunes:image href="https://d3wo5wojvuv7l.cloudfront.net/t_rss_itunes_square_1400/images.spreaker.com/original/f6f25df04706103cdb6641d27f87534b.jpg"/><itunes:episodeType>full</itunes:episodeType></item></channel></rss>
