Revanite Podcast
Carter Pembridge talks Star Wars, Fallout, Game of Thrones, and all things geek! Tune in wherever you get your podcasts!
- Indexed episodes, last 90 days
- 6
- Latest publication
- Sep 10, 2026
- Audience
- Checking…
- Earliest in this view
- Jul 9, 2026
Latest episodes
Designing Chamber of Secrets PC | Gregory A. MacMartin (opens the original)
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Gregory A. MacMartin joins Pembridge TV to revisit the development of Harry Potter and the Chamber of Secrets on PC. As the game’s lead designer, Gregory helped transform Hogwarts into an interconnected hub filled with classes, challenges, secrets, dueling and Quidditch. We discuss how the team expanded upon the original PC game, the creative freedom behind its version of Hogwarts, content that was cut during development—including the playable flying-car sequence—and why the game still resonates
Designing Skyrim and Fallout 4 | Ryan Jenkins (opens the original)
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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 Fallout: New Vegas and what Todd Howard was really like behind the scenes.
How GTA V’s Cinematics Were Made | Joe Rubino (opens the original)
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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 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.
Inside WoW’s Historic Rise | Rich Barham (opens the original)
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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, 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. We also discuss his experiences at ZeniMax, Riot Games, IO Interactive and Antimatter Games, along wit
How BioWare built Star Wars: The Old Republic | Rob Chestney (opens the original)
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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
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