Incredible stories from the early British gamedev scene from Charles Cecil on Designer Notes 93 including corporate treachery and shady figures.
https://www.idlethumbs.net/designernotes/episodes/charles-cecil-part-1
Also at 1:35:15, they get into philosophy of adventure puzzle design which includes Charles' writing workflow: write story and puzzles in separate documents so he can adjust their timing to line up their climaxes (he views making them coincide as the height of design).