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    Home»Nerd Culture»3 Unresolved Celebrity Feuds (Taken to the Grave)
    Nerd Culture

    3 Unresolved Celebrity Feuds (Taken to the Grave)

    Loryn StoneBy Loryn StoneOctober 5, 20186 Mins Read
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    Our time on this planet is limited and we’re never sure what could happen tomorrow. There are some people out there who are convinced you need to be nice to everyone in the world because you never know which words to them will be your last. Whether it’s a battle in Stand-Up Comedy, a Fight Among Foodies, or a Battle in Late-Night, these celebrity feuds all have one things in common: they were never closed up before someone involved passed away.

     

    3) Jon Lovitz blames Andy Dick for Phil Hartman’s Death

    2-phil-hartman-andy-dick.jpg

    Before Jon Lovitz bought his (now closed) Jon Lovitz Comedy Club in Universal Citywalk in Los Angeles, he had a contracted gig with The Laugh Factory in Hollywood. The agreement was that he did a stand-up comedy hour “Every Wednesday until he died”. I was lucky enough to make it one of those Wednesdays, back in 2007 I believe, where Jon Lovitz shared a story about how comedian Phil Hartman was dead because of comedian Andy Dick. Lovitz claimed that Andy Dick did cocaine with Phil Hartman’s wife Brynn, who was a recovering coke addict, and supposedly 10 years clean. Brynn Hartman’s habit picks up in full force, and on an apparent bender on May 28th 1998, murders Phil Hartman before committing suicide.

    In 2007, Jon Lovitz and Andy Dick got into a physical fight when Andy Dick said to Lovitz at a restaurant “I put the Phil Hartman Hex on you- you’ll be the next to die.” So, while Lovitz blames Dick for the death of his friend, Dick defends himself in the below YouTube clip when he appeared on the Tom Green Show, saying “I did cocaine with Brynn Hartman, it’s not like she went off and killed Phil Hartman that night. It was about half a year later and I was in rehab already.”

     

    2) Anthony Bourdain Talked Mad Food Network Smack

    rs_1024x759-150716140000-1024.Ina-Garten-Anthony-Bourdain.jl.071615.jpg

    Anthony Bourdain (may he rest in peace) had beef with Paula Deen, Rachel Ray, Sandra Lee, Guy Fieri, Ina Garten, Adam Richman. But the feuds were almost embarrassingly one sided.

    According to People, Anthony Bourdain said the following about Rachel Ray and Sandra Lee: Rachael Ray (“Does she even cook anymore?”) and Sandra Lee (“I hate her works on this planet.”)

    On his fellow Travel Channel host Adam Richman (Man Vs. Food) Bourdain said: “Why did we watch that show? Admit it. You wanted him to die,” Atlanta Magazine reports Bourdain saying. “The show confirms their worst suspicions—that Americans are fat, lazy, slothful, [and] wasteful.”

    Bourdain almost had a compliment for Food Network’s Barefoot Contessa, Ina Garten, but in typical fashion, he topped it off with some choice words about Garten’s husband Jeffrey:

    “I love Ina Garten. She’s one of the few people on the Food Network who can actually cook. When Ina Garten roasts a chicken, she roasts it correct. When Ina Garten makes mashed potatoes, those are some solid mashed potatoes. In many ways, I want Ina’s life. I don’t want to live in her house. I don’t want to spend a weekend there. It gets weird in Ina Land…Oh, when Jeffrey gets home, he’ll be so happy I made meatloaf. And then he comes home and you’re pretty sure he’s not into meatloaf.”

    On Paula Deen, Bouradain said: “The worst, most dangerous person to America is clearly Paula Deen. She revels in unholy connections with evil corporations and she’s proud of the fact that her food is f—— bad for you. Plus, her food sucks.”

    When the victims of Bourdain’s wrath were asked about the feuds, there seemed to be a collective shrug of confusion, as displayed by the following quotes:

    Paula Deen responded on Fox and Friends: “I was actually kind of shocked considering I’ve never met Anthony,” and wondering why “such harsh words could be used. I don’t know if it was a publicity thing of if someone had just peed in his bowl of cereal that morning and he was mad. Anthony, dear, I’m so sorry you feel that way.”

    Guy Fieri in an interview with GQ Magazine: “It’s actually disappointing…I don’t like him making fun of people, and I don’t like him talking sh*t. And he’s never talked sh*t to my face. I know he’s definitely gotta have issues, ‘cos the average person doesn’t behave that way. It’s just, what are you doing? What is your instigation? You have nothing else to fucking worry about than if I have bleached hair or not? I mean, f*ck.”

    Bourdain had seemingly gone aggro on everyone in his industry, until Papa Smurf Daddy Alton Brown stepped in to talk some shit back to People Magazine:

    With specific regard to perhaps the network’s most vocal critic, Anthony Bourdain, Brown says: “I don’t have to defend my skills against anybody. I’ve got 14 years and 252 episodes of a show called Good Eats that I’m pretty sure I can use as a résumé for my skills.”

    He continues: “When was the last time you saw Anthony Bourdain actually cook anything?” adding, “I’ve spent 14 years cooking my own food on television and I’ve never seen him cook a meal.”

     

    1) Chelsea Handler Ignores Joan Rivers…and the Flood-Gates Open

    chelsea-handler-joan-rivers-howard-stern-feud1.png

    It all began when Chelsea Handler ignored Joan Rivers at an industry event. The flood gates were open and there was no turning back. Chelsea Handler made a critical mistake when she criticized comedy queen Joan Rivers (complete with an extremely shitty impression of River’s trademark gravelly voice) while being interviewed on Howard Stern’s Sirius XM radio show, saying:

    “Joan Rivers gets up and she’s like, I’d like to thank Chelsea Handler for giving me a career in comedy (mock laughing), and congratulations on your stage, Chelsea, because I don’t even have a dressing room.”

    Handler then stated that she told Joan to screw off, because “What the f*ck do I care about Joan Rivers?”

    Joan had her own rebuttal, which she openly expressed to Howard Stern.

    “She’s an ordinary girl that was f–king somebody high up in the industry and they gave her a break and she’s doing okay,” the fiery “Fashion Police” host said on Howard Stern’s Sirius XM radio show. “Number one, the girl made it on her back f–king the president, we all know that, of the network. Number two, she’s fine, she’s ordinary. She’s not a genius. Whatever she is, she’s a drunk. I don’t wish her good luck, I don’t wish her bad luck. I don’t think she’s particularly funny. But don’t you come after me, you whore!”

    Handler dated  Ted Harbert, the CEO of Comcast Entertainment Group, for four years before the two split in 2010. This feud is one that will go down in unsolved history, as Joan Rivers passed away in 2014 from cardiac and respiratory arrest from a minor elective surgery.

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    Loryn Stone
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    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.

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    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.

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