Jake Rodkin
Jake Rodkin is a video game designer, writer, director, and podcaster best known for his narrative-focused contributions to interactive storytelling in games such as The Walking Dead: A Telltale Game Series and Firewatch.[1][2] Rodkin began his career in graphic design and production, serving as production manager at The Fish Rap Live! from 1999 to 2002 and as a graphic designer at The Mid-County Post from 2005 to 2006.[3] In 2006, he joined Telltale Games as a web designer and community coordinator, advancing to roles including game designer, UI designer, and creative director by 2013.[3] There, he co-led the development of Tales of Monkey Island and directed segments of Sam & Max: The Devil's Playhouse, while contributing to the critically acclaimed first season of The Walking Dead, emphasizing player self-expression through narrative choices rather than traditional empowerment mechanics.[1][4][5] In 2013, Rodkin co-founded Campo Santo alongside Sean Vanaman, Nels Anderson, and Olly Moss, where he served as a director on the studio's debut title Firewatch (2016), a first-person adventure that exceeded sales expectations and earned widespread praise for its emotional depth and environmental storytelling.[1][2] The studio's follow-up project, In the Valley of Gods, was placed on indefinite hold in 2019 after Valve acquired Campo Santo in 2018.[6] Following the acquisition, Rodkin joined Valve as a level and UI designer, contributing as a writer to Half-Life: Alyx (2020) and providing special thanks on projects like Dispatch (2025).[7][1][3] Beyond game development, Rodkin co-founded the Idle Thumbs podcast in 2004 and co-hosts it, discussing video games and industry topics with a focus on design and culture.[2][3] His work spans over 80 credited titles, highlighting his influence in advancing UI design, narrative integration, and community engagement in the gaming industry.[3]Early career
Writing and community involvement
Rodkin grew up in Petaluma, California, in a suburban environment that fostered his early passion for adventure games, including titles like The Secret of Monkey Island from LucasArts.[8][9] In the early 2000s, Rodkin entered the gaming industry through freelance writing, contributing articles and reviews to dedicated adventure game sites such as The International House of Mojo and Adventure Gamers.[10][11] His pieces often delved into the nuances of classic point-and-click adventures, including an editorial on the cancellation of LucasArts' Sam & Max: Freelance Police on MixnMojo.com, which highlighted his analytical style and advocacy for the genre. Rodkin co-founded the Idle Thumbs podcast network and website in May 2004 alongside Chris Remo and Nick Breckon, creating a collaborative platform for in-depth video game discussions that extended beyond traditional reviews to explore cultural and design aspects of the medium.[3] This venture marked his first major media project, where he served as a co-host and contributor, helping to cultivate an engaged online community around gaming topics. Through these writing efforts and community-building initiatives at sites like MixnMojo, Rodkin helped foster discussions on LucasArts classics, building a reputation among enthusiasts for his insightful commentary and dedication to preserving adventure game heritage.[12][13] These experiences laid the groundwork for his transition into graphic design roles within the industry.Graphic design beginnings
Rodkin's entry into graphic design occurred during his university years, where he served as Production Manager for The Fish Rap Live!, a student publication at the University of California, Santa Cruz, from August 1999 to February 2002. In this role, he oversaw production processes, including layout and visual assembly for the humor-focused newspaper.[3] Following graduation, he continued building his skills in a professional capacity as Graphic Designer and Production Assistant at The Mid-County Post, a local Missouri newspaper, from July 2005 to April 2006, where he handled ad layouts and print production tasks.[3] Through informal training, Rodkin developed proficiency in Adobe tools such as Photoshop and Illustrator, alongside web design principles using HTML and CSS, often self-directed via online resources and practical application. He applied these abilities to early contributions on gaming enthusiast sites, including written content for Adventure Gamers, a prominent adventure game portal.[13][14] In early 2006, Rodkin transitioned into the video game industry by joining Telltale Games as Web Designer and Community Coordinator, starting in March. His responsibilities encompassed creating user interface mockups, designing promotional graphics, and maintaining the company's online presence to engage fans.[3][9] Rodkin's initial design credits at Telltale focused on web design and visual assets rather than core gameplay or narrative elements, such as website design for Sam & Max Season One (2006–2007).[15] This foundational work allowed him to integrate his graphic expertise with emerging game development needs, laying the groundwork for broader involvement.Professional career at studios
Telltale Games
Jake Rodkin joined Telltale Games in March 2006 as a web designer and community coordinator.[3] Over the next few years, he advanced into roles as game designer, UI designer, and creative director, contributing to the studio's episodic adventure games by 2007.[3] By 2009, Rodkin had taken on writing responsibilities and co-project leadership, focusing on UI/UX design, scriptwriting, and team coordination, particularly within the Sam & Max series.[16][3] He co-led the development of Tales of Monkey Island (2009) as project leader and director.[17][3] Rodkin also served as co-project leader, writer, and designer for the first season of The Walking Dead (2012).[11][3] During his tenure, Rodkin played key roles in several projects, including directing Episode 5 ("The City That Dares Not Sleep") of Sam & Max: The Devil’s Playhouse in 2010.[18] He served as game designer for Poker Night at the Inventory, released the same year, handling design elements for the crossover poker game featuring characters from various franchises.[3] In 2011, Rodkin contributed to Puzzle Agent 2 as a story co-writer (with Sean Vanaman), interface designer, and title designer, enhancing the puzzle adventure's narrative and visual presentation.[16] Rodkin left Telltale Games in July 2013 after more than seven years, co-founding Campo Santo with Sean Vanaman and others to pursue independent game development centered on narrative-driven experiences.[3][19][20] This move was driven by a desire to create original stories outside the constraints of licensed episodic series.[21]Campo Santo and Valve
In September 2013, Jake Rodkin co-founded the independent video game studio Campo Santo alongside Sean Vanaman, Nels Anderson, and Olly Moss, with a focus on developing narrative-driven adventure games.[22][23] Rodkin served as creative director and director for the studio's debut title, Firewatch, released in February 2016.[24][25] In this role, he oversaw the game's story and dialogue, which center on interpersonal relationships explored through walkie-talkie conversations, as well as its environmental design depicting the Shoshone National Forest in Wyoming's wilderness.[26][27] In April 2018, Valve Corporation acquired Campo Santo, allowing the team to continue operations while integrating into Valve's structure.[28] Following the acquisition, Rodkin transitioned to a role as a level and UI designer at Valve.[7] He contributed as a writer to Half-Life: Alyx, the 2020 virtual reality first-person shooter, and provided special thanks for the accompanying interactive documentary The Final Hours of Half-Life: Alyx.[3][29] Campo Santo announced In the Valley of Gods, a narrative adventure game, in December 2017.[30] As of November 2025, the project remains on indefinite hold, with former Campo Santo team members, including Rodkin, shifted to other Valve initiatives such as potential VR titles.[31][32]Skunkape Games
In 2020, Jake Rodkin joined Skunkape Games, a studio founded by former Telltale Games executives including Dan Connors, as a creative director leveraging his prior experience on the original Sam & Max episodic adventures at Telltale.[33][34] The team, composed largely of Telltale alumni, acquired the rights to Telltale's Sam & Max season passes to focus on remastering these classic point-and-click titles for modern platforms.[35] Rodkin contributed to production and design across Skunkape's remaster series, starting with Sam & Max: Save the World released in December 2020 for PC, Nintendo Switch, PlayStation 4, and Xbox One.[3] This was followed by Sam & Max: Beyond Time and Space in November 2021, also for the same platforms, and Sam & Max: The Devil's Playhouse in August 2024, which added support for PlayStation 5 and Xbox Series X/S alongside legacy consoles.[36][37] His involvement emphasized faithful recreation of the originals' episodic structure while adapting them for contemporary hardware.[38] The remasters under Rodkin's guidance introduced key technical enhancements, including higher-resolution textures, dynamic lighting, and improved lip-sync animation to elevate visual fidelity without altering core gameplay.[33] User interface elements were modernized for better accessibility, such as enhanced subtitles, adjustable Nutri-Specs filters across all platforms, and added mouse controls in The Devil's Playhouse to complement original gamepad schemes.[39] Audio was remastered from original masters with re-encoded voice, sound effects, and music for clarity, while the iconic writing, puzzles, and narrative remained untouched to preserve the series' humorous essence.[40] As of 2025, Skunkape Games, with Rodkin's continued participation, provides ongoing support for the remasters, including a January 2025 patch for The Devil's Playhouse that addressed bugs and added quality-of-life features like improved subtitle timing.[41] The studio has expressed interest in further Telltale remasters and platform expansions, though no new titles were announced by November 2025.[42]Podcasting and media
Idle Thumbs
Jake Rodkin co-founded Idle Thumbs in 2004 alongside Chris Remo, Nick Breckon, and James Spafford as a website dedicated to in-depth video game analysis and commentary.[43][44] Initially focused on written articles and community discussions, the project evolved into a podcast format in 2008, with Rodkin serving as a key producer and contributor during its early episodes.[44][45] Rodkin became a co-host of the flagship Idle Thumbs podcast starting from its inception, alongside Remo and Breckon, where the group explored industry trends, game critiques, and personal anecdotes, including dedicated episodes on adventure game history and narrative design.[46][47] The podcast's content emphasized thoughtful dissections of gaming culture, often blending humor with critical analysis of titles like The Last of Us and Dragon Age: Origins.[48] By 2012, following a brief hiatus, Rodkin helped revive the show through a successful Kickstarter campaign that raised funds to expand Idle Thumbs into a full podcast network.[49] Under Rodkin's involvement, the network grew to include additional programs such as Three Moves Ahead (focused on strategy games) and others like Important If True and Idle Weekend, fostering a broader platform for gaming and pop culture discussions.[50] The flagship podcast alone produced 361 episodes by the late 2010s, surpassing 300 installments and establishing Idle Thumbs as a prominent voice in video game media.[51] Although regular flagship episodes tapered after 2018, the network continued to thrive with ongoing shows, including a Designer Notes episode on November 18, 2025.[50] As of November 2025, Rodkin maintains active involvement in Idle Thumbs through production, occasional hosting, and guest appearances across the network's podcasts, while balancing his commitments in game design at Valve.[43] This dual role has allowed him to integrate insights from his professional career into discussions, contributing to the network's enduring relevance in gaming commentary.[52]Other contributions
Rodkin has made several guest appearances on gaming podcasts and participated in interviews discussing his work in the industry. For instance, he appeared alongside Campo Santo co-founders in developer commentaries and panels exploring game design and narrative techniques.[53] In 2018, Rodkin discussed the acquisition of Campo Santo by Valve in an interview with Rock Paper Shotgun, where he and co-founder Sean Vanaman elaborated on the studio's creative autonomy and future projects under the new structure.[54] Rodkin has contributed to gaming communities through panel participation at events like PAX, including a 2011 PAX East session on Poker Night at the Inventory and a 2012 PAX Prime panel titled "Playing Dead" focused on Telltale's narrative-driven titles.[55][56] Rodkin has engaged with Sam & Max fans via social media and forums, sharing insights on remasters and design work as part of Skunkape Games, including updates on the 2020 Sam & Max Save the World Remastered release.[35][57] In addition to his game development roles, Rodkin contributed to promotional media for Campo Santo projects, such as behind-the-scenes interviews and developer diaries for Firewatch (2016), where he detailed the game's story secrets, environmental design, and team dynamics.[58][53]Credited works
Video games
Rodkin's video game credits encompass roles in design, writing, direction, and production, spanning multiple studios and series.| Year | Title | Role | Studio |
|---|---|---|---|
| 2006–2010 | Sam & Max series | Graphic designer, designer, director (episodes) | Telltale Games |
| 2009 | Tales of Monkey Island | Co-project leader, director | Telltale Games |
| 2010 | Puzzle Agent | Writer | Telltale Games |
| 2011 | Puzzle Agent 2 | Writer, designer | Telltale Games |
| 2012 | The Walking Dead Season One | Co-project leader, designed and directed | Telltale Games |
| 2016 | Firewatch | Director, level design, story, UI design | Campo Santo |
| 2020 | Half-Life: Alyx | Additional writer | Valve |
| 2020–2024 | Sam & Max remasters (Save the World, Beyond Time and Space, The Devil's Playhouse) | Producer, designer, interface design | Skunkape Games |