The Half Has Not Been Told: Work, Pop Culture & Stuff That Matters
For anyone looking for just a little less AI, and a focus on what makes us human.
The Half Has Not Been Told, is a podcast about the human side of work and life. The stuff that matters but doesn’t make it onto LinkedIn.
I'll share honest and free flowing conversations about everything from technology to parenting to navigating career and other things that matter to us. Told from the perspective of someone who beleives humanity is worth fighting for.
Hosted by Kenny Temowo — musician, writer, ex-Netflix, dad of three, and VP at an AI infrastructure company. Joined regularly by co-hosts, including his children, as well as Maktuno Suit — psychotherapist, consultant, and entrepreneur.
Expect honesty. Expect laughter. Maybe some tears. But hopefully you’ll leave a little different from how you came in.
Formerly Inside the Art of Making.
Topics include: leadership, creativity, corporate life, vulnerability, fatherhood, marriage, relationships, faith, some AI, technology, music, culture, meaning, purpose, personal growth, honest conversations, all from the perspective of what it means to be human.
The Half Has Not Been Told: Work, Pop Culture & Stuff That Matters
The Games Industry and Sustainability with Solomon Temowo & Maxime Rioux
Use Left/Right to seek, Home/End to jump to start or end. Hold shift to jump forward or backward.
Today I'm joined by Solomon Temowo (Development Director at Remedy Entertainment) and Maxime Rioux (Senior Game Designer at NextGames -- A Netflix Games Studio).
Solomon (my elder brother), started out life in the UK, spent a number of years running his own games company in Taiwan, before moving to Helsinki, Finland, to work for Remedy.
Maxime, also based in Finalnd, has worked on a bunch of free-to-play mobile games over the years. We worked together at Netflix.
I recorded our conversation as part of a trip to Finland at the end of 2024. We talk about psychological safety with creative teams, the importance of knowing your audience, and the need for the games industry to become more sustainable.
Note: the views shared are the personal opinions of Solomon and Maxine, and not necessarily those of their respective studios