Close Menu
NERDBOT
    Facebook X (Twitter) Instagram YouTube
    Subscribe
    NERDBOT
    • News
      • Reviews
    • Movies & TV
    • Comics
    • Gaming
    • Collectibles
    • Science & Tech
    • Culture
    • Nerd Voices
    • About Us
      • Join the Team at Nerdbot
    NERDBOT
    Home»Gaming»Nerdbot Exclusive Interview: Norman Caruso, The Gaming Historian
    Gaming

    Nerdbot Exclusive Interview: Norman Caruso, The Gaming Historian

    Loryn StoneBy Loryn StoneJuly 20, 20189 Mins Read
    Share
    Facebook Twitter Pinterest Reddit WhatsApp Email

    If you’ve ever watched any video game content on YouTube, there’s a 9.5/10 chance (scientifically proven number, no lies) that you’ve seen one of The Gaming Historian videos. From the Power Glove, the Famicom Disc System, and even to Rob the Robot, Norman Caruso has covered them all. With a thoughtful, clean production style and intensively researched subjects, Norman Caruso not only fills a niche in YouTube Gaming content, but dominates the Gaming Documentary genre on the platform.

    I’ve been a fan of Norm’s for many years and it’s always a happy day when he drops a new video. That’s why when he agreed to do an interview for Nerdbot, I excitedly brainstormed for the best possible questions to ask. After conducting this interview with a genuinely cool person, I know your day will be better when you check out his work and subscribe to his YouTube channel!

     

    gaminghistorian-e1443487520894

    Hey Norm! Thank you so much for letting Nerdbot interview you. Let’s jump right into it, start slow and easy: Where were you born? Do you have any siblings? What was your upbringing like? Please give me as much background on yourself as you can!

    I was born in Okinawa, Japan! My dad was in the Navy and my family was stationed there. I don’t remember a thing about it though. My mom said it was incredibly hot and I was the only baby she ever saw sweat. I was also a whopping 10 pounds when I was born. I have an older brother and older sister. My upbringing was pretty standard! Soccer, video games, hanging with friends, LAN parties. I really got into Magic: The Gathering when I was 16. I turned pro when I was 18 and got to travel to Kobe, Japan and Prague, Czech Republic. My Magic dreams died after I got my first serious girlfriend. Suddenly it didn’t seem so important anymore. I still play casually at conventions though.

     

    You’re open about the fact that you got a degree in history, taught for a bit, and then segued into producing the Gaming Historian series on YouTube full time with your wife. When you decided to fill a void that was missing in YouTube video game content, did you intend to host the show yourself from the start? How did you feel that day when you got in front of the camera for the first time?

    I always envisioned myself hosting the show, even though I had absolutely zero experience in front of the camera. My early videos are hard to watch for me. I’m clearly uncomfortable and don’t know what I am doing. These days, I try to take a step back from being on camera. I like the content and information to speak for itself. I don’t want the show to be about me. But it always depends on the subject.

     

    14064161_10210393253736763_9124425574385576773_n
    I got to meet Norm and it was awesome!

    I said it when I met you at the SoCal Retro Gaming Expo that one of the reasons I love your work is because you’re not full of schtick or some BS persona.

    The quality of your research shines and is incredibly thorough and considerate. Even your videos on topics that at first glance seem “exhaustive” are brilliant and blow your competitors’ and colleagues’ work out of the water.

    How do you choose your topics? From concept to research to writing to filming to editing, how long does it take to produce a Gaming Historian video?  

     The timeline for a Gaming Historian video varies based on the subject. Tetris took over 6 months to make, while ROB the Robot took about 2 months.

    As far as what topics I choose — it depends. Sometimes I let my Patrons vote on a topic. But usually, I just choose whatever I find interesting. Sometimes I’ll be researching one thing, then come across ANOTHER thing and switch gears. I always tell myself that if I can’t bring anything new to the table, I won’t do a video on it.

     

    Which Gaming Historian video is your favorite?

    My favorite Gaming Historian video is one that you can’t even watch anymore. I made an episode about when Nintendo bought the Seattle Mariners in the early 90’s. Major League Baseball sent me a cease and desist and I had to delete the video. It was such a fun video to research, as I am a huge baseball fan. It’s also a really fascinating story.

     

    Which was your most ambitious video to date? Word around the playground is that it was Tetris.

    My most ambitious video was definitely Tetris. My wife said I could have Kickstarted that video with the amount of work I put into it.

     

    During one of your update videos, you mentioned that you were diagnosed with Generalized Anxiety Disorder. How are you feeling now? If it’s not too personal, what was happening with you leading up to the point when you decided it was time to seek out some help?

    Experiencing anxiety / panic attacks was the scariest moment of my life, mainly because I didn’t KNOW it was anxiety at first. What’s weird is that it wasn’t as if I had some traumatic or stressful event to trigger the anxiety. I was lying in bed trying to fall asleep when I suddenly had a really dark, twisted thought. It scared me and jolted me awake.

    I honestly had no idea what was wrong with me and thought I was losing my mind. When a psychiatrist diagnosed me with GAD, my symptoms lowered tremendously. Just KNOWING what was happening was a huge relief. I was determined to not let it take over my life. I bought a bunch of books on the subject and studied up, started eating better, and exercised. Medication also helped a bunch.

    I was determined to be open about anxiety. Experiencing that for myself made me extremely sympathetic to anyone who has anxiety or mental health issues. Who knows how many people silently suffer day-to-day with anxiety. By talking about it, we get rid of the stigma, and I think that is important.

     

    Gaming Historian Banner 1.jpg

    There’s a funny dichotomy between the “Pleasant, well-spoken Gaming Historian” versus the “Simpsons quoting, internet culturally aware, cynical sense of humor” that is Norm. Do you think people are surprised when they see that you’re kind of a goof?

    Haha, yeah it’s fun. There is a difference between “Norm” and “Gaming Historian.” I try to be myself on Twitter and sometimes it shocks people. But it’s true: I love the Simpsons, dry humor, and beer.

     

    Can you tell me more about Normogatori? I love him and if you make dolls, I will totally buy one. 

    Normogatari is the embodiment of the “YouTube Gamer” scene. It’s a chance for me to not only make fun of all the tropes you see in gaming videos, but also just make something different and comical. April Fool’s seemed like the perfect holiday to unleash him, so now it’s a yearly tradition.

     

    Are people still bugging you about the haircut?

    I’m happy to report no one cares about my hair anymore. It’s back to being short. Having long hair was fun, but it wasn’t worth the drama.

     

    Do you get recognized in public? Do you have any crazy fan stories?

    Occasionally, yeah. A bartender at a brewery recognized me one time and I got to take home a bunch of free beer. That was cool!

    I think the weirder instances are when someone clearly recognizes me but waits for me to say “it’s me, Norman! The Gaming Historian!” I bought a computer the other day and the cashier was like “hmm, your name sounds familiar!”

    It was extremely obvious he knew about the show. I didn’t bite though, and just replied “hmm, weird.” Don’t be shy, just say hello!

     

    You’ve created a brand for yourself on YouTube with the Gaming Historian. You mentioned in an update video that you think you went to too many conventions/expos and it affected the number of videos you were able to produce. Clearly, both are important. How do you find that balance?

    I dunno, got any tips?

    Conventions are a great way to meet fans and also make money. I sell merchandise at them and it helps pay the bills. But traveling is exhausting. I’m taking this year off to see how it goes.

     

    What are the biggest YouTuber or Gaming Historian misconceptions you’d like to address?

    People seem to think I sit around and play video games all day, or that I’m a professional gamer. My day-to-day rarely lets me actually play a video game, and I am by no means a pro gamer at anything. It’s mostly research and writing around here!

     

    What does the future hold for you and Gaming Historian? Where do you hope the next few years lead? Do you have any new media plans (streams, podcasts, etc.) or new projects in the works?

    This year I’m hoping to do some on-camera interviews with some people in the industry. I’d love to increase the production budget and really make something special.

    I’ve also always wanted to dive into non-gaming video content, specifically American History. There’s so many amazing stories about our country. I’ll just need to find time to make it!

     

    Encore Speed Round! Name your favorites in one word:

    Rhythm Game: Taiko Drum Master

    Puzzle Game: Dr. Mario

    Old Cartoon: How old are we talking? Is Doug old? Let’s go with Doug. I also really love Space Ghost: Coast 2 Coast

    New Cartoon:  Oh man, did you ever watch Moral Orel? I’ve never laughed so hard at a cartoon. I guess it’s technically claymation. I also like Regular Show.

    Beer: Boulevard Frequent Flier IPA

    Hard liquor: Gin

    Food: Pizza, NY style

    Fandom that might surprise people: I LOVE The Golden Girls. Grew up watching it with my mom and sister. I’ve seen every episode and Dorothy is the best character, do not @ me. 

    Gaminghistorian banner 2.jpg

    Check out all of Norman Caruso’s incredible Gaming Historian videos on his YouTube Channel. He also has a Twitter and an Instagram.

    Do You Want to Know More?

    Share. Facebook Twitter Pinterest LinkedIn WhatsApp Reddit Email
    Previous Article‘Mario Kart’ Hot Wheels Toys Coming Summer 2019
    Next Article James Gunn: Fury, Forgiveness and Fired (From the Guardians of the Galaxy)
    Loryn Stone
    • Website
    • Facebook
    • X (Twitter)
    • Instagram

    Loryn Stone has dedicated her life to the written Word of the Nerd. Her writing has also been published on other pop culture websites such as Cracked, LoadScreen, PopLurker, and Temple of Geek. Her debut young-adult novel "My Starlight" (a contemporary love letter to fandom, friendship, anime, cosplaying, love, and loss) is out now by Affinity Rainbow Publications. When she's not writing, Loryn's other interests include collecting robots (Megazords, specifically), playing bass, and blasting metal.

    Related Posts

    The Boys Trigger Warning VR Game Launches on Meta Quest 3

    March 26, 2026

    Epic Games Lays Off Workers Due to Less “Fortnite” Engagement

    March 24, 2026

    Taika Waititi Teams Up with Brawl Stars for Najia Launch Trailer

    March 20, 2026

    Bratz x ZEPETO Contest Is Here: Create, Style & Win Big

    March 20, 2026

    Super Mario Bros. 2 Deserves More Love

    March 10, 2026

    Two Upcoming Virtual Boy Releases Worth Playing on Mar10 Day

    March 10, 2026
    • Latest
    • News
    • Movies
    • TV
    • Reviews
    "Life of a Showgirl," 2025

    Taylor Swift Sued Over Trademark For “The Life of a Showgirl”

    March 30, 2026
    What Goes Into SaaS Video Production And Why It's Different From Regular Video

    What Goes Into SaaS Video Production And Why It’s Different From Regular Video

    March 30, 2026
    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. Where they fit: Studios building a first match-3 title that needs the full production chain handled by a single vendor, with analytics built in from the start. Honest caveat: No publicly named match-3 titles with verifiable App Store links appear in their portfolio. Ask for specific live game references and retention data during the first conversation before committing. Cubix | US-based full-cycle match-3 development with fixed-cost engagement Cubix is a California-based game development company with a dedicated match-3 service line covering level design, tile behavior, booster systems, obstacles, UI/UX, and full production on Unity and Unreal Engine. 30+ in-house animators can cover the full scope of puzzle game production. Level design services: Level production, combo and difficulty balancing, blocker and locked tile placement, move-limit challenge design, booster and power-up integration, scoring system design. Verdict: A viable full-cycle option for studios that need a Western-based partner with transparent fixed-cost pricing and documented match-3 capability. What they do well: Cubix covers the full production chain in one engagement, with strong visual production backed by an in-house animation team. Their fixed-cost model is a practical differentiator for studios that have been burned by scope creep on previous outsourcing contracts. Staff augmentation is also available for studios that need talent to plug into an existing pipeline. Where they fit: Studios that want a US-based full-cycle partner with predictable budgets, cross-platform delivery across iOS, Android, browsers, and PC, and a single vendor to own the concept through launch. Honest caveat: Named shipped match-3 titles are not prominently listed in their public portfolio. This is a verification gap worth closing during vetting, not a disqualifier on its own. Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. Level design services: Level production, difficulty progression design, level pacing and goal mapping, game design documentation, Unity level design, Unreal level design, level concept art. Verdict: A reliable, experienced production partner with a long track record and genuine level design depth. What they do well: Zatun's level design service covers difficulty progression, pacing maps, goal documentation, and execution in Unity and Unreal. Their 18 years of operation across 250+ titles gives them a reference library of what works across genres. Their work-for-hire model means they can step in at specific production stages without requiring ownership of the full project. Where they fit: Studios that need a specific level design or art production function covered without a full project handoff. This can be useful for teams mid-production that need additional capacity on a defined scope. Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. With 250+ delivered projects and clients including Disney, Sony, and Tencent, the studio covers game development, game art, and LiveOps across genres. Battle Gems is their verifiable genre credential. Level design services: Level production, difficulty balancing, progression system design, booster and mechanic integration, LiveOps level content, milestone-based level delivery, co-development level design support. Verdict: A well-resourced, credible full-cycle partner with a flexible engagement model that reduces the risk of committing to the wrong studio. What they do well: Juego's engagement model is flexible: studios can start with a risk-free 2-week test sprint, then scale to 20+ team members across modules without recruitment overhead. Three engagement models (outstaffing, dedicated teams, and managed outsourcing) let publishers choose how much control they retain versus how much they hand off. LiveOps is a named service line covering analytics-driven content updates and retention optimization after launch. Where they fit: Studios that need a full-cycle or co-development partner for a match-3 build and want to test the relationship before committing to full project scope. Honest caveat: Puzzle and match-3 are part of a broad genre portfolio that also spans VR, Web3, and enterprise simulations. How to Use This List The seven companies above cover the full range of what the match-3 level design market offers in 2026. The quality range is real, and the right choice depends on which service type matches the problem you're trying to solve. If your game is live and retention is the problem, you need a specialist who can diagnose and fix a difficulty curve. If you're building from zero and need art, engineering, and level design bundled, a full-cycle partner is the right call and the specialist is the wrong one. The honest caveat pattern across several entries in this list reflects a real market condition: verified, named match-3 credentials are rarer than studios' self-descriptions suggest. The companies that couldn't point to a live title with an App Store link were flagged honestly. Asking for live game references, retention data, and a first conversation before any commitment are things you can do before signing with any studio on this list.

    Best AI Tools for Content Creators in 2026

    March 30, 2026
    Best Crypto to Buy Now: What Investors Are Watching in the Changing Digital Asset Market 

    Best Crypto to Buy Now: What Investors Are Watching in the Changing Digital Asset Market 

    March 30, 2026
    "Life of a Showgirl," 2025

    Taylor Swift Sued Over Trademark For “The Life of a Showgirl”

    March 30, 2026

    Mark Wahlberg Launches 4AM Club Challenge YouTube Series

    March 26, 2026
    "The Shrouds," 2024

    “The Shrouds,” SeeMeRot, & The History of Corpse Cameras

    March 25, 2026

    “They Will Kill You” A Violent, Blood-Splattering Good Time [review]

    March 24, 2026
    "Lights Out," 2016

    Connor Osborn McIntyre Attached to Write “Lights Out 2”

    March 30, 2026
    "Happy Death Day 2U," 2019

    Jessica Rothe Says “Happy Death Day 3” is ‘Just a Matter of When’

    March 27, 2026

    Andrew Garfield Watched the ‘Controversial’ “Harry Potter” Movies

    March 27, 2026
    Glen Powell's casting announcement as Fox McCloud in “Super Mario Galaxy Movie”

    “Super Mario Galaxy Movie” Cast Adds Glen Powell as Fox McCloud

    March 27, 2026
    “Malcolm in the Middle: Life’s Still Unfair,” 2026

    “Malcolm in the Middle” Could Get a Full-Fledged Reboot

    March 30, 2026

    Survivor 50 Episode 6 Predictions: Who Will Be Voted Off Next?

    March 27, 2026

    “Star Trek: Starfleet Academy” to End With 2nd Season

    March 23, 2026

    Paapa Essiedu Faces Death Threats Over Snape Casting in HBO’s Harry Potter Series

    March 22, 2026

    “They Will Kill You” A Violent, Blood-Splattering Good Time [review]

    March 24, 2026

    “Project Hail Mary” Familiar But Triumphant Sci-Fi Adventure [review]

    March 14, 2026

    “The Bride” An Overly Ambitious Creature Feature Reimagining [review]

    March 10, 2026

    “Peaky Blinders: The Immortal Man” Solid Send Off For Everyone’s Favorite Gangster [review]

    March 6, 2026
    Check Out Our Latest
      • Product Reviews
      • Reviews
      • SDCC 2021
      • SDCC 2022
    Related Posts

    None found

    NERDBOT
    Facebook X (Twitter) Instagram YouTube
    Nerdbot is owned and operated by Nerds! If you have an idea for a story or a cool project send us a holler on Editors@Nerdbot.com

    Type above and press Enter to search. Press Esc to cancel.