E.19 – Final Fantasy VII Remake (Unreleased)

It’s been nearly four years since our last episode – the same four years since Final Fantasy VII Remake arrived on the PlayStation 4. Andrew & Alex let loose with this raw & previously-unreleased chat about Square Enix’s brilliant reimagining of their 1997 masterpiece.

Yes, we’ve secretly had this one waiting in the wings all this time. Final Fantasy VII was somewhat omnipresent for us growing up together, so we always wanted to do right by it with a proper episode (or even a mini-series). But after revisiting our off-the-cuff takeaways ahead of Rebirth, we agreed: it’s time. Buckle up, because we jump right into Remake’s divergent ending, unpack some of its most pivotal changes to FFVII’s memorable opening chapter, as well as explore our theories for the road ahead.

WARNING: this is a SPOILER-heavy episode!

This goes not only for Remake, but also for the original FFVII. So if you’re new to the story entirely, haven’t completed Remake, or are simply looking forward to Rebirth without having played either, just know that we admire your curiosity.

On the status of the show:

Thank you to anyone who’s ever listened to Screen Looking over the past several years. We’ve missed doing this show, and although we’re still not sure what the future holds for it, we’re dedicating this episode to you. Until next time, you can find us at Kalm.

Additional Credits & Notes

  • Andrew Kuhar is a UI/UX Product Designer at thatgamecompany. His favorite party member is Red XIII, and his favorite summoning materia is Phoenix.
  • Alex Koval has co-hosted Screen Looking with Andrew since its first episode in 2018. His favorite party member is Vincent, and his favorite summoning materia is… wait for it… Alexander.
  • Artwork by Yoshitaka Amano, from their silkscreen prints for Final Fantasy VII.
  • Music in this episode comes from the OSTs to Final Fantasy VII Remake (2020) and Final Fantasy VII Rebirth (2024), composed by Nobuo Uematsu.
  • Clips were sourced from YouTube, thanks to gameplay captures by Dark Knight PlayerRuba, and Zanar Aesthetics.
  • Show your love by leaving us a rating & review on your favorite podcasting service, and sharing Screen Looking with a friend or two.

Adobe Blog Feature: The Cleveland Orchestra & Adobe XD

Earlier this year, Adobe invited me to share the thought process and outcomes behind designing The Cleveland Orchestra’s latest digital experiences with Adobe XD. These projects include the Orchestra’s new website, a new paperless ticketing mobile app, and distribution channels for its most recent ventures into streaming content. You can read the full story here: “The Cleveland Orchestra enters its ‘Second Century’ with UX design at the center”

When I joined The Cleveland Orchestra in 2018, now their Director of Digital Experience, it was immediately following their centennial celebration. This was an ideal moment to imagine what the stepping stones to the next one-hundred years could look like. As such, we identified several key areas for revamping the Orchestra’s digital user-experiences, ranging from rebuilds of existing products, to full-on renovations or entirely new entries into the guest’s journey with us – from whatever device they’re visiting us from. What helped activate each of these projects was rapid prototyping, and Adobe XD has been our primary tool of choice ever since.

Not only has Adobe XD allowed us to mock & wire up our bigger ideas in short amounts of time, it’s also enabled us to better collaborate, iterate, and present fully-formed demonstrations to developers and stakeholders – both remotely and in-person. Adobe’s interest and support has been wonderful to have along the way, and I’m incredibly grateful for their invitation to share our story with their communities. The potential for Adobe XD in the non-profit performing arts space is enormous, and I couldn’t recommend it more to my peers looking for new ways to build cutting-edge user-friendly experiences for their audiences.

E.18 – The Last of Us (From the Archives)

In our second “From the Archives” edition of the show, we’re re-airing a lost conversation from 2013 about The Last of Us – Naughty Dog’s critically-acclaimed survival adventure game. On the eve of its much anticipated sequel, there’s no better time to revisit its inaugural chapter.

In further blurring the lines between gameplay & cinema, The Last of Us has been a focal point for both gamers and industry veterans. Jim Wiser and I became fast friends in art school studying game design together, so I was delighted to have him join me for this episode. We discussed what worked, what felt in conflict with its narrative goals, and ironically our resistance towards an inevitable sequel – especially after that ending.

Set within a broken America amid a global pandemic, The Last of Us‘ atmosphere cuts deeper in 2020. And while this episode serves as somewhat of a time capsule, I suspect it will resonate with those returning to Joel and Ellie’s world today.

Additional Credits & Notes

  • Jim Wiser and I have been friends since our foundation art classes at the Cleveland Institute of Art, where we collaborated as Game Design majors. Jim’s BFA thesis explored level design as a means to better understand way-finding, and since then he’s created artwork for a number of indie game projects, custom levels for Team Fortress 2, and UI/UX designs for modern mobile applications.
  • Music in today’s episode is from the OST to The Last of Us and its prequel chapter, The Last of Us: Left Behind, composed by award-winning guitarist Gustavo Santaolalla.
  • Support us by following us on Instagram and/or Twitter (@screenlooking), leaving us a rating & review, and sharing Screen Looking with a friend or two.

E.17 – Untitled Goose Game

to do:

  • stay indoors
  • get the groceries without touching anything
  • play video games to help pass the time
  • make a new episode of Screen Looking
    • (complete Untitled Goose Game, uncover its brilliance, invite Hilary & Emma, check the sound, become one with the goose, honk)

Additional Credits & Notes

  • Alex Koval (co-host) is a full-stack developer, aspiring radio theater producer, and lifelong fan of the horror genre. He currently resides in Pittsburgh, PA. Some of his favorite games include Resident EvilFinal Fantasy TacticsBaldur’s Gate II: Shadows of AmnBloodborne, and Banjo-Kazooie.
  • Hilary Bovay (guest) is an incredibly talented photographer from Aquidneck Island, RI, now based out of Cleveland, OH. She has a keen eye for aesthetics & visual storytelling, and her love for the original Crash Bandicoot is all you’ll ever need to know about her taste in video games. When in doubt, she’s probably at the movies.
  • Emma Neely (guest) is the owner of Rooted Ice Cream, slinging Pittsburgh’s best scoops since 2018. Similar to her husband (see above), she appreciates the finest of what pop culture has to offer, including Studio Ghibli’s animated films and an ill-fated Harry Potter game for the PlayStation 2.
  • Music in today’s episode is from the OST to Untitled Goose Game, featuring Debussy’s Preludes as performed & arranged by Dan Golding (learn more about how the adaptive soundtrack was made, here).

Polygon Feature – Kentucky Route Zero

In 2013, Kentucky Route Zero debuted with its first act. Regardless of the time over which Acts II-V were released, the video game has managed to hold its audience’s attention. It’s also been continually refueled by the creativity and personal touches of the team behind it, Cardboard Computer. I’m proud to help share their story in my latest feature for Polygon.

Around the 7-year anniversary of Act I, I spent an evening chatting with Jake Elliott (writer & programmer), Tamas Kemenczy (artist & programmer), and Ben Babbitt (musician and sound designer) about their history together on the project and their unique approach to making it. They shared with me a plethora of personal anecdotes, technical challenges, creative successes, and insights into wrapping up production on Kentucky Route Zero.

The team’s approach to experimentation – affording themselves a chance to make better decisions when it felt more relevant to make them – was inspiring to hear about. Most independent artists I know understand what it’s like to struggle with limited resources, whether that be time, money, collaborators, or some mix of all of the above. Cardboard Computer managed to strike a healthy balance with their creative endeavors along the way, and I hope you’ll find something useful to take back with you to your own work after reading their story.

In the wake of Kentucky Route Zero‘s grand finale, it has earned immense critical praise and is now considered a masterpiece by many. Although the presence of a new console generation looms large over 2020, I think it’s safe to say we’ll continue to hearing about this soulful gem until further notice.


Special thanks to Matt Leone at Polygon for his support & assistance with editing & laying out this feature. Read the full story here.

Kentucky Route Zero is now available as both a “PC Edition” and a “TV Edition” (for consoles). Visit the game’s website to learn more.

E.16 – Games of the Decade (Bonus Episode)

Ten years ago, neither Alex or I were playing video games all that much – at least not like we used to. On the threshold of a new decade, we celebrate the ones that compelled us to return.

In our first episode of the year, we look back on 10 games of the past decade that surprised and delighted us. Be it for their technical accomplishments, creative world building, stellar writing, innovative mechanics or genre-defying structure, these games left us wondering, “How was this even made?” We argue for their place on our lists, and why each uniquely impacted us.

Tune in, and peer into the rear view mirror with us. We hope you’ll walk away with some fresh perspectives and a list of games worth revisiting.

Additional Credits & Notes

  • Alex Koval – my co-host – is a full-stack developer, aspiring radio theater producer, and lifelong fan of the horror genre. He currently resides in Pittsburgh, PA. Some of his favorite games include Resident EvilFinal Fantasy TacticsBaldur’s Gate II: Shadows of AmnBloodborne, and Banjo-Kazooie.
  • Music opening today’s episode is courtesy of Mono Memory – an 80’s inspired synthwave producer based in Edinburgh. The song is called “Crystal Beach” and can be found here on Bandcamp. Additional music came from the OST’s to each game as they were referenced.

E.15 ⁠– Civilization VI

What defines a civilization? Can (and should) building one be fun? Alex and I phone a friend for some answers, and get plenty to think about in return.

Since Civilization‘s debut in 1991, virtually every facet of Sid Meier’s long-running turn-based strategy video game has evolved. Even the game’s narration is now helmed by actor Sean Bean (GoldenEye, The Lord of the Rings, Game of Thrones, etc.). Today, the famous series ventures even further into new territory with recent console ports – in addition to its latest challenge: climate change.

Like the seasoned teacher that he is, Alex’s close friend and Civilization expert, Joe Jasek, walks us through the series’ fluctuating design choices, its relevance to world history, and the double-edged sword of its presence in a classroom setting. We learned a lot by the end of our conversation, and whether you’re new to the series as well or someone like Joe, we think you will, too.

Additional Credits & Notes

  • Alex Koval – my co-host – is a full-stack developer, aspiring radio theater producer, and lifelong fan of the horror genre. He currently resides in Pittsburgh, PA. Some of his favorite games include Resident EvilFinal Fantasy TacticsBaldur’s Gate II: Shadows of AmnBloodborne, and Banjo-Kazooie.
  • Joe Jasek is an English and Social Studies teacher who Alex found wandering the streets of Pittsburgh one day. They’ve been close friends ever since. He’s been playing Civilization since 2003.
  • Music in today’s episode came from the OST to Civilization IV & VI. Clips and narration are from Civilization II & VI

E.14 – Iconic Spooky Worlds: Halloween Special Edition

Good evening ghosts and ghouls. This is your co-host and fellow delver into the depths of madness: Alex Koval.

In the spirit of Halloween, Andrew and I have fortified ourselves in an old abandoned castle for our annual mailbag episode. Broadcasting from some antique radio equipment, and supplied with a cache of letters and tapes, we relive the video game moments that sent our friends & listeners screaming from their consoles & computers.

Yet, what is it that can make a video game so frightening? Is it the foreboding environments? The haunting soundscapes? Or the harrowing tales of lost souls? Whatever it is, barricade your doors, cast an incantation, and grab the nearest impromptu melee weapon. We have quite a few treats (and some tricks) in store for you in this very special edition of… SCREEEAAAAAAM LOOOOKING!

Additional Credits & Notes

  • Alex Koval is a full-stack developer, aspiring radio theater producer, lifelong fan of the horror genre, and (usually) the co-host of Screen Looking. In celebration of the season, Alex took over hosting duties for this episode (as well as writing, producing, and assistance w/ editing).
  • Andrew Kuhar is the host of Screen Looking. However, he was too scared to take the reins this time. You can find him on the slightly safer grounds of editing & mixing today’s episode.
  • Guest Appearances include Eric Mathews, Joe Jasek, and Bill Lyon – special thanks to each of them for contributing their time and talents to our Halloween special.
  • Music closing today’s episode is “RE1: Save Room Remix” by Mono Memory, previous guest, friend of the show, and synthwave producer. Additional music includes a piano cover by Lucas King, as well as excerpts from the OST’s of their respective games.
  • Special Thanks to you, our listeners, for all of your incredible submissions! Alex and I were elated by the volume, range, and quality of spooky entries we received, from friends both old & new.

E.13 – Sony PlayStation (Console Retrospective)

Before Sony’s name ever appeared in front of the word “PlayStation,” it was nearly Nintendo’s that did. But if the Console Wars meant anything to you growing up, then you already know how that story ends. What proves harder to recall is how it all began, and its significance to the gaming industry today.

In celebration of its forthcoming 25th anniversary, Alex Koval & I revisit the serendipity that propelled the Sony PlayStation to becoming a household name. Combined with some of the most iconic branding in entertainment, an innovative design, subversive marketing and a critically-acclaimed games library, the gaming console would prove to have a quarter-century-long ripple effect.

Without the Sony PlayStation, our most cherished gaming memories may have never occurred. Tune in as we retrace its path to our childhood living rooms – and stumble upon the hidden gems that decorate its enduring legacy.

Additional Credits & Notes

  • Alex Koval – my co-host – is a full-stack developer, aspiring radio theater producer, and lifelong fan of the horror genre. He currently resides in Pittsburgh, PA. Some of his favorite games include Resident EvilFinal Fantasy TacticsBaldur’s Gate II: Shadows of AmnBloodborne, and Banjo-Kazooie.
  • Music bookending today’s episode was courtesy of their respective producers: Mikel, Orchard HiClips, and Lzls. Additional music was sourced from each video game’s respective OST.
  • References throughout our discussion include the Nintendo “Play Station” prototype, designs of the logo, controller, and the console itself.

E.12 – Kentucky Route Zero: Acts I & II (From the Archives)

In 2012, an independent video game inspired me to start a now-defunct podcast, All My Friends Play Video Games. The show didn’t last long – but the game, Kentucky Route Zero, has kept us waiting. With its fifth & final act seemingly on the horizon, we’re taking a special trip down memory lane by re-airing our 7-year-old impressions of the game’s first two acts.

In this previously lost episode, Hilary Bovay joined Alex and I to discuss Cardboard Computer’s indie darling, appreciate its visual sleights of hand, and predict which direction its mysterious characters are all heading. What we discovered was a story about a vanishing America, the hidden lives of artists at work, and what debt does to the less fortunate.

The wait between Acts III, IV, and V is somewhat unavoidable when discussing Kentucky Route Zero as whole. And in reflection, this episode behaves as a time capsule for the game’s fledgling days. The show very literally grew up to become Screen Looking, and we’ve changed as people, too. In that spirit, we invite you to tune in and enjoy our first ride through Mammoth Cave.

Additional Notes & Credits

  • New! Read Andrew’s feature story for Polygon, “How the creators of Kentucky Route Zero ended their seven-year saga
  • Follow along on our Instagram account, @screenlooking.
  • Alex Koval, my co-host, is a full-stack developer, aspiring radio theater producer, and lifelong fan of the horror genre. He currently resides in Pittsburgh, PA. Some of his favorite games include Resident EvilFinal Fantasy TacticsBaldur’s Gate II: Shadows of AmnBloodborne, and Banjo-Kazooie.
  • Hilary Bovay is an incredibly talented photographer from Aquidneck Island, RI, now based out of Cleveland, OH. She has a keen eye for aesthetics & visual storytelling, and her love for the original Crash Bandicoot is all you’ll ever need to know about her taste in video games.
  • Music in this episode is from the OST to Kentucky Route Zero, which was composed and produced by Ben Babbitt.
  • SFX foley (radio tuning) courtesy of freesound.org user RutgerMuller.