Grit and Valor - Gaming Podcast

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Video Gamers Podcast 53 min 4 speakers 8 chapters transcribed
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What is Grit and Valor - 1949 about?

Josh 0:31
Today, we're going to be taking a look at the very soon to release Grit and Valor 1949 with two of the people that helped create it. But first, some introductions are in order. I am your host, Josh. And joining me, if he had a grit level, it would be fine because he's a softie. It's John.
John 0:56
It's too early to reply to that. I don't even know what you mean by that.
Josh 0:59
A little sandpaper humor early in the morning? Come on, man.
John 1:03
Okay, I'll take the sandpaper. I'm not sure what to do with the softy part of it. John, there were four people that understood that reference, man.
Josh 1:14
Love it. And joining us from Milky Tea Studios, they're faster than a dragon, more durable than a thunderhead, smarter than the command vehicle. It's the ironclad duo of Luke and Scott.

Who are the creators behind Grit and Valor?

Hello, everyone.
Josh 1:32
Little grit and valor mech, you know, references there.
Yeah, I appreciate it.
John 1:38
Yeah, you did a great job, man. I think you plugged every possible reference from the demo into that intro. I've done my work. I've done my work, boys.
Josh 1:48
Luke, Scott, how are you guys doing this morning?
Scott 1:50
Very, very well, honey.
Josh 1:53
Thank you guys for joining us, man. You know, we got to play your demo. We actually talked about this game in, we did an episode on some of the Steam Next Fest games that we came across. And Grit and Valor 1949 was absolutely one of those games. We started talking about it. We mentioned it in the episode. A lot of people from our community tried it out. We got some very positive feedback from them as well. And so we thought, man, this is one of those games that's absolutely on our radar. We really would like to know a little bit more about. John reached out to you guys, and you both graciously agreed to come on this podcast and talk about it a little bit more. So we're going to get into that here in just a second. But I got to start off, guys.
Josh 2:39
Grin Fowler releases in five days from the date that we're recording this. First of all, congratulations. Second of all, how are the nerves holding up?
Yeah, I mean, definitely from our point of view, we're kind of in a nice spot where we're sort of playtesting the game, trying to find any bugs, any good bugs, a dead bug. But yeah, I mean, honestly, I agree. Oh, no, Scott. Yeah, I mean, it feels a bit surreal still. I think when you're so close to a project like this and you spend so much time working on it, you talk about a release date like it's a mythical thing that one day it will appear. So the fact we're just a few days away is very, very exciting. And I think the game's in a brilliant place.
John 3:27
I couldn't help but notice when Josh was saying how close we are to release date, like Scott goes...
yeah yeah i think you've been staring at it for so long sort of you just want to make sure all the niggly little details and that kind of stuff want to get sorted out um yeah i think we've got a good amount of time so towards the run-up to release so we'll get a lot of that stuff sorted
Josh 3:55
So, Luke, you're an artist, right, on the game. So are you the artist? Is there a team of artists that have worked on this? Like, what do you kind of do for the game, I guess, and for Milky Tea Studios?
Yeah, so I guess my first role on the project is the lead artist. So we have a fantastic team of sort of nine people. A couple of them have gone on the other projects we're working on as well. But yeah, like a hugely devoted sort of art team that have worked on this for a few years now. And I just sort of help be opinionated and talk too much about the art.
Josh 4:34
And then Scott, you are a designer, if I remember this correctly. And so what, like, give us a little bit of, cause like, you know, we, everybody knows like the word designer, but when it comes to a video game, like what does that actually mean?

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