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Making Contact: Building an Ops Room Game

Making Contact: Building an Ops Room Game

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The podcast behind Contact: Wait Out, an ops room command game. We're Tom and Ryan, a two-person indie studio trying to make our first game, and this is the whole journey, out loud. The wins, the playtests that fall apart, the things we didn't know we didn't know, and whether two people can actually pull this off. The game puts you in the chair of an army operations officer in a small patrol base. Your platoon is out on the ground and you are not. Everything you know arrives late and incomplete, over the radio, a drone feed and a sand table you keep up to date by hand. You give the orders. They fight the battle. Tom did that job for real. Ryan has spent years building military simulation in Unreal Engine. Alongside the build, we talk to people who did the jobs the game asks you to command: what the work was really like, and what a game about it must never get wrong. New episodes every fortnight. Follow the build and watch the playtests at contactwaitout.com. Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented.© 2026 Warfighter Digital Ltd Science-fiction
Épisodes
  • Episode 2: Who writes the code now? Chris Wood on AI in game development
    Oct 29 2026

    The podcast behind Contact: Wait Out, an ops room command game.

    Our first guest episode. Chris Wood spent sixteen years as a programmer before founding Tanglewood Games, which has grown from one person at a desk to around 60 staff fixing the hard engineering problems inside Unreal Engine for other studios, on games including Hogwarts Legacy. We ask him the question every studio now faces: how far to lean into AI.

    Ryan starts with what Epic has announced for Unreal Engine 6. Chris explains why he sees AI as an unprecedented tool rather than another industrial revolution, why his studio cannot sit it out, how his clients' contracts have changed in eighteen months, and what it means for juniors and graduates. Ryan gives the artist's view, and we ask what it all means for a two-person team building a game about commanding on information you cannot fully trust. We finish with Chris's hopes for the next five years, and our own thoughts on making a game with soul.

    Chapters

    00:00 Cold open

    00:37 Picture this

    01:12 Now swap the radio for a chat window

    01:41 Episode two, and our first guest

    03:22 Unreal Engine 6 and Epic's pivot to AI

    05:15 Welcome, Chris Wood

    06:04 From programmer to studio founder

    07:36 No investors, no big break

    08:36 Tiny steps, not great leaps

    10:42 Why build it at home

    12:33 What an external development partner does

    15:02 Small strike teams

    16:27 How far to lean into AI

    17:08 A spiky topic

    19:40 A tool like nothing before

    20:49 Ten times slower

    23:00 Is AI inevitable?

    24:11 What if it gets switched off?

    25:09 The commodity end of the market

    26:34 Who owns AI-written code?

    28:36 Can you trust what it tells you?

    29:27 Juniors, and an apprentice's journey

    32:42 What universities should teach

    34:39 Advice for two developers with an idea

    37:20 AI-enabled, but with soul

    38:40 Shiny, or substance?

    39:47 Ryan on AI and the art

    41:34 Scrappy indies and big budgets

    43:13 The next five to ten years

    45:15 Tanglewood is hiring

    46:42 Tom and Ryan reflect

    50:15 Get involved

    Our guest

    Chris Wood, founder and CEO of Tanglewood Games. Tanglewood is hiring engineers, technical artists and technical animators with Unreal Engine experience: tanglewoodgames.com

    Get involved

    Watch the playtests and read the devlog: contactwaitout.com/devlog

    Sign up for news: contactwaitout.com

    Join the Discord: discord.gg/gVXbshznpb

    Did one of these jobs and willing to talk to us? team@warfighter.studio

    New episodes every fortnight.

    Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented. Features discussed are in development and may change.

    Contact: Wait Out is an ops room command game. It is not made to glorify war. It is made to represent, with respect, the real challenges that everyday soldiers and officers faced.

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    51 min
  • Episode 1: Command what you cannot see.
    Oct 15 2026

    The podcast behind Contact: Wait Out, an ops room command game.

    In episode 1 we go inside the game. Tom explains what an operations officer actually does, with a story from his own time running aviation operations, when the call was whether to hold a helicopter on the ground for thirty seconds. Then we walk through the first scenario from the chair: one section out on patrol, a sand table that is always out of date, a drone feed, helmet cameras, two radio nets and a chat log. Ryan talks about building a room he has only ever seen in photographs, and why the fidelity goes into the ops room rather than the battlefield. We get into the room as a character, pattern of life, combat effectiveness and keeping it fun, and finish with what worries us and where we'd take it with a magic wand.

    Chapters

    00:00 Cold open

    00:38 Picture this

    01:43 Welcome back

    02:50 Who we are, and why this game

    04:49 A small team, a game with real depth

    06:10 What an ops officer actually does

    08:01 Your seat in the game

    08:54 Tom's job: aviation operations

    10:37 Hours of nothing, then everything

    11:17 Hold the aircraft

    14:02 Making pressure fun

    14:35 The first scenario, from the chair

    17:14 Devlogs and building in the open

    18:07 The art: building a room from photographs

    20:26 One step removed: where the fidelity goes

    21:27 Replayability and what comes next

    24:27 Co-op, and soldiers who carry on

    26:41 The room is a character

    28:26 Pattern of life and consequences

    30:03 Combat effectiveness and duty of care

    31:54 Never the same twice, and the after action review

    33:29 The challenges

    36:45 The magic wand

    39:57 Get involved

    Get involved

    Watch the playtests and read the devlog: contactwaitout.com/devlog

    Sign up for news: contactwaitout.com

    Join the Discord: discord.gg/gVXbshznpb

    Did one of these jobs and willing to talk to us? team@warfighter.studio

    New episodes every fortnight.

    Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented. Features discussed are in development and may change.

    Contact: Wait Out is an ops room command game. It is not made to glorify war. It is made to represent, with respect, the real challenges that everyday soldiers and officers faced.

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    41 min
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