Kiwi Talkz

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Guests from all over New Zealand talk about their particular fields of expertise. From nutritionists to actors, rappers to politicians every podcast will be different

kiwitalkz


    • Apr 9, 2024 LATEST EPISODE
    • monthly NEW EPISODES
    • 1h 7m AVG DURATION
    • 165 EPISODES


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    Latest episodes from Kiwi Talkz

    #166 - Jonathan Gwyn Interview (Senior Environment Artist On Grand Theft Auto V)

    Play Episode Listen Later Apr 9, 2024 61:06


    Jonathan Gwyn is a veteran artist in the video game industry having been in the industry for over 25+ years. He has worked on prestigious franchises such as Grand Theft Auto, The Matrix, Resistance etc. #rockstargames #gta #gtavTIMESTAMPS00:00 - Intro01:01 - Jon's Favourite Art To Work On Is Environment Art03:00 - Stylised Environmental Art04:20 - Restrictions Working On The Matrix Games06:40 - Referencing The Matrix Movies While Working On The Games09:10 - Jon Loves Movies/Seeing Reloaded & Revolutions Material Before The Movies Release10:40 - The Wachowskis Were Video Games Guys/Path Of Neo/Animatrix11:20 - Jon Likes To Draw While Watching TV & Movies13:15 - Jon Doesn't Like Being An Art Director & Prefers Working Alongside Artists15:00 - Ego's Getting In The Way With Some Artists Due To Age/Jon Doesn't Want To Be A Lead Again16:40 - Why Jon Has Moved Across So Many Gaming Studios19:10 - How Jon Got The Job At Rockstar20:10 - GTA Is Made In Scotland/Artists Pipeline For GTA V/Red Dead Redemption 222:00 - Rockstar Has A Toxic Work Environment24:30 - The High Pressure Of Working At Rockstar/Rockstar Crunch25:20 - People Love His Boring Environmental Work Just Because Its GTA26:00 - The Art Lead's Job For GTA V Would've Been Hell27:35 - Concept Room At Rockstar28:15 - Meeting Sam Houser/Houser Brothers29:15 - Video Game Celebrities/Ego's Within The Video Game Industry32:13 - Brutal Commute In L.A. & San Diego35:35 - Working From Home36:40 - Being Extroverted/Mistakes Extroverts Make At Game Studios38:30 - ARTWORK REEL - GTA V Environments50:15 - ARTWORK REEL - The Matrix Games Environments1:00:10 - Where To Follow Jonathan Gwyn

    #165 - Chandler Murch Interview (IT Infrastructure At Valve)

    Play Episode Listen Later Mar 23, 2024 65:17


    Chandler Murch worked at Valve for over 8 years in IT infrastructure; and oversaw a lot of esports Valve events specifically for Dota 2, he also did some work in the Dental AI space. #valve #steam #dota2TIMESTAMPS00:00 - Intro/Being Associated With F.R.I.E.N.D.S01:30 - How Chandler Ended Up At Valve04:10 - What His First Job At Valve Was/Customer Service06:59 - Valve's IT Infrastructure When Chandler First Started08:55 - How Chandler Improved Valve's IT Infrastructure/Network Speeds14:15 - Hitting Milestones With The Content Delivery Network/Capacity Planning17:00 - Taking Into Account Internet Infrastructure Improvements Globally19:09 - Organising E-Sports Events/DOTA 223:10 - Mitigating Problems With Live E-Sports Events/Audio & Player Problems26:40 - Testing Live Setups With Players29:20 - How Chandler Got Into Gaming & Steam31:30 - Chandler's Favourite Valve Games32:45 - Chandler's Involvement On Portal 2/How Valve Does Credits In Games35:15 - Chandler's Work On Left 4 Dead 2/Portal 2 Bugs38:54 - Valve Games Have To Reach A Certain Milestone Before QA Testing39:45 - A Valve Employee Did Wheatleys Voice Before Stephen Merchant40:30 - Chandler Never Got The Passion For Game Design41:35 - Chandler's Interactions With Gabe Newell46:45 - Steam Avoided Fragmentation Unlike TV/FIlm Streaming Platforms49:35 - Misunderstanding That Valve Doesn't Make Games Now52:40 - The Cost Of Running Valve Servers/Valve's Value55:45 - What Chandler Did After Valve/Dentistry AI1:00:37 - Dental Work Is Very Costly In The West/Dentistry AI Is Only Available In USA/Canada1:04:00 - Where To Follow Chandler Murch

    #164 - David Crislip Interview (Former Localizer At Capcom)

    Play Episode Listen Later Mar 5, 2024 49:28


    David Crislip has had quite the life! The man studied Japanese at Ohio University before moving to Japan to become an English Teacher there before ending up at Capcom Japan where he did localization for over 10+ years. #capcom #residentevil #streetfighter SOCIAL MEDIA TWITTER - @DavidCrislip INSTAGRAM - @davidcrislipTIMESTAMPS00:00 - Intro01:20 - What Prompted David Wanted To Learn Japanese02:50 - How Long It Takes To Be Fluent In Japanese/Being An English Teacher In Japan05:20 - Early Days Of Localisation Capcom Japan06:20 - Why Direct Translation Doesn't Work08:16 - Japanese Is A Very Dense Language09:00 - How Localisation Has Changed From The Old Days11:20 - Playing Games In Different Dubs12:30 - Ghost Of Tsushima Is An Example Of A Western Game That Got Japanese Correct13:20 - Lip Flapping In The Old Days Vs Now/David Is Glad He Doesn't Have To Localise AAA Games These Days14:10 - Immigration Officers Geeking Out Over David Working At Capcom16:42 - David's Favourite Capcom Games19:45 - Resident Evil 4 Remake20:30 - Capcom Were Aware Well Making Resident Evil 4 That It Would Be Special22:20 - Capcom's Renaissance Is Very Gratifying24:00 - David's Favourite Capcom Game To Work On25:45 - Capcom Have Westernised Games With Japanese Flavour26:15 - How David Ended Up Voicing Winston Payne/Recording Lines28:10 - Difference Between Translating Text Vs Dialog29:40 - The Misunderstanding Gamers Have Of Localisation31:00 - How Long It Took David To Adapt To Japanese Culture35:10 - Its Very Difficult To Get A Job At Capcom/Applying For Jobs In Japan36:40 - Japanese Are Aware Of Western Culture/Language Shapes Your Behaviour 38:15 - David Doesn't Translate In His Head Whether Its Japanese Or English39:15 - Why Lay Offs Don't Happen Often In Japan42:00 - Japanese & Western Games Are Both On Equal Footing Now43:00 - Consoles David Plays/David Shows Off His Game Collection44:15 - David's Favourite Game Of All Time/David Plays Games Most Days46:09 - David's Advice For Getting Into The Video Game Industry In Japan48:07 - Where To Follow David Crislip

    Donkey Kong Country Tropical Freeze 10th Anniversary Interview With Former Retro Studios Devs

    Play Episode Listen Later Feb 21, 2024 68:05


    Happy 10th anniversary to DKC: Tropical Freeze!! Let's celebrate former artists on the game Eric Kozlowsky and Ted Anderson to go on a deep dive of working on it. TWITTER LINKS Eric Kozlowsky - @VoNKoZ Ted Anderson - @Pixel_Possum #donkeykong #donkeykongtropicalfreeze #retrostudiosTIMESTAMPS00:00 - Intro00:50 - DKC: Tropical Freeze Early Days/Wii U Hardware04:55 - Artists Experimented Very Early On/Mangroves Were The First Levels Worked On07:15 - Office Structure Of Retro Studios08:50 - Artists Collaborating With Animators10:00 - Playtesting/Brilliant Design Of The Levels/Meltdown Mayhem12:40 - Ted & Erics Collaboration On The Steamship14:05 - ARTWORK REEL - World 3 Boss Behind The Scenes Art16:15 - ARTWORK REEL - World 2 Boss Behind The Scenes Art17:20 - ARTWORK REEL - Updating DKCR Art19:45 - ARTWORK REEL - Creating A Texture Map22:20 - ARTWORK REEL - Difficulty Of The Fruit In World 523:15 - ARTWORK REEL - Ensuring Colours Don't Blend In With Donkey Kong24:20 - ARTWORK REEL - Foreground To Background25:10 - ARTWORK REEL - Rocket Barrel/Barrel Cannons26:30 - Will They Use Tropical Freeze Art For The DK Movie?27:10 - ARTWORK REEL - Fruity Factory Level28:30 - ARTWORK REEL - Wireframes/Nintendo Ninjas29:48 - ARTWORK REEL - Steamship Level Of Detail31:20 - Alternate Universe - Working On Metroid Prime 4/Metroid Dread33:25 - Limitations Fosters Creativity34:30 - Tropical Freeze's Crunch Period37:00 - Oversight From Nintendo Of Japan/DK Fur Tech39:30 - How To Deal With Frustration Of Having To Redo Art Due To NOJ41:30 - Sign Off For Easter eggs42:21 - Backlash Of The Tropical Freeze Trailer/Tropical Freeze Was Made Due To DKCR Sales45:20 - The Legacy Of DKC: Tropical Freeze46:50 - Where Donkey Kong Goes From Here/DK Spinoff Film49:00 - Q + A - Working With Vince Joly & Ryan Harris50:20 - Q + A - Stuff That Was Discussed But Never Made It Into DKC:TF52:50 - Q + A - How Did The Snowmads Idea Come Up/Ted Voicing The Penguins55:36 - Q + A - Would A David Wise Track Or Level Layout Inspire The Artwork59:58 - Favourite Level In DKC: Tropical Freeze1:03:28 - Plugs For Ted & Eric's Games

    #162 - Ryan Kaufman Interview (Award Winning Video Game Writer/Narrative Designer)

    Play Episode Listen Later Feb 10, 2024 57:44


    Ryan Kaufman is an award-winning writer that came up working at Lucas Arts on games such as Revenge Of The Sith & Republic Commando before moving onto Telltale where he was one of the main writers. #telltalegames #thewalkingdead #starwars SOCIAL MEDIA TWITTER - @M1sterFox LINKTREE - https://linktr.ee/w.ryan.kaufmanTIMESTAMPS00:00 - Intro00:47 - Ryan's Dream Game To Make Would Be About Titanic03:10 - What Should Come First Narrative Or Design04:30 - Revisions Of A Script/Writers Room06:00 - Constraints Of Game Of Thrones & Star Wars06:59 - Being In Charge Of The Expanded Universe Of Star Wars For Lucas Arts08:50 - Stigma At Lucas Arts For Star Wars Fanboys10:10 - The Republic Commando Lay-Offs Made Ryan Leave Lucas Arts12:08 - Not Being Too Attached To An Idea/Game Design13:20 - The Hardest Part Of Writing/Stressing Over Writing15:20 - Ryan Doesn't Like To Play Narrative Based Games/Shadow Of The Colossus16:35 - Story Vs Gameplay/What Is Story/DOOM18:55 - Environmental Storytelling19:50 - Ryan Finds Himself Critiquing Games/Film & Television Narratives All The Time21:10 - The Good & Bad About Chat GPT24:40 - Film Narratives Are Terrible These Days/Ryan Critiques Himself All The Time26:20 - Telltale James Bond Pitch For James Bond To Be Pakistani29:25 - The Experience Of Working At Telltale30:50 - Telltale Game Development Had An Intense Schedule/Directing Voice Actors35:40 - Ryan's Strengths & Weaknesses As A Writer38:30 - Reading A Dictionary & Thesaurus/Novel Writing Vs Game Writing39:36 - Kiwi Reminds Ryan Of His Own Advice Regarding First Person/Third Person Writing41:30 - Ryan Uses A Whiteboard For Story Beats/Pixar Storybeats45:00 - Ryan Wanted To Make A Hellboy Telltale Game/Cost Of Redoing Narrative/Voice After Its Already Implemented48:10 - Lip Syncing/Localisation Troubles With Dialogue51:20 - Japanese Games Having Terrible English Dialogue/Translations53:40 - Ryan Would Love To Work On A Rockstar Game54:40 - Where To Buy Ryan's Novel “Gawain A Year To Live56:23 - Where To Follow Ryan

    #161 - Peer Schneider Interview(Co-founder Of IGN)

    Play Episode Listen Later Dec 19, 2023 69:16


    Peer Schneider is one of the co-founders of IGN and is currently IGN's EVP and Chief Content Officer. #ign #gaming #gamesSOCIAL MEDIATWITTER - @peerignINSTAGRAM - @peerignTIMESTAMPS00:00 - Intro01:20 - How Peer Fits In Gaming Time With His Busy Schedule04:50 - IGN's Current Work Model/Remote & Office Work07:40 - Interview Process At IGN/Bad Interviewees10:05 - How IGN Knows When To Change Strategy With Its Content13:40 - The Different Youtube Channels/Youtube Algorithm18:40 - Optimising Content/SEO19:30 - Peer's Views On Chat GPT & AI23:40 - Other Publications Ripping Off IGN's Content26:20 - Mortal Kombat Guide Content That Was Ripped Off/ Contacting The Perpetrators28:00 - Crediting Sources29:00 - Being Blacklisted By Gaming Publishers/THQ Scandal34:10 - Political Nature Of Gaming Journalism/Being Trustworthy36:30 - Moving To America From Germany/Living In Japan39:00 - Places In America Peer Hasn't Been To40:10 - Travelling For Work And Maintaining Energy/Gaming Behaviour Tour/Presentations42:10 - Flight Times/Peer Hasn't Been To New Zealand & Australia Yet43:10 - Why There Won't Be A Fourth Hardware Competitor45:20 - Fortnite Itself Is A Platform46:10 - IGN's Approaches To Leaks48:27 - The Legend Of Zelda Live Film Discussion/Video Game Movie Adaptations51:40 - Metroid Prime 4, Wii U & Switch 2 Discussion56:40 - The Biggest Misunderstanding People Have With IGN/ Publishers Do Not Pay IGN For Good Reviews1:02:09 - How IGN's Top Lists Are Made/Peer Doesn't Like Ninja Gaiden/IGN Doesn't Have A Hive Mind1:03:58 - The Obsession With The Metacritic Score1:05:12 - Starfield's Review Score1:06:56 - Reviewers Having Enough Time To Review A Game1:07:50 - Kiwi's PAX West 2024 Pitch With Retro Studios Devs/Outro

    #160 - Garrett Young Interview(General Manager On DOOM 2016)

    Play Episode Listen Later Nov 24, 2023 53:14


    Garrett Young has been in the video game industry for over 25 years and has worked on games such as DOOM 2016, Rage Forza and James Bond: Quantum Of Solace. #doom #doom2016 #forza SOCIAL MEDIA TWITTER - @garrettyTIMESTAMPS00:00 - Intro01:05 - Working On DOOM 201606:43 - Early Builds Of The Game/Garrett's First Week On DOOM 201612:30 - Single Player Mode/Push Forward Combat/17:05 - Difficulty Story On Nightmare21:56 - Tackling The FPS Platforming Problem In DOOM 201624:20 - Metroid Prime & Batman's Influence On DOOM 201626:50 - Cancelled Soccer Game For Xbox/EA Sabotaged The Dreamcast31:21 - Working On Forza33:23 - Working On The City Tracks Vs Forza/Building Up The Team/Publishing Vs Game Studios37:26 - Diversity In Skillset/ Knowing When To Pivot When Something Isn't Working39:51 - The Reality Of Crunch In The Industry/Management48:20 - Fake Deadlines/Agile Development51:20 - Where To Follow Garrett Young/Doing Another Podcast In The Future

    #159 - Randy Linden Interview (THE MAN BEHIND DOOM SNES)

    Play Episode Listen Later Oct 27, 2023 79:04


    Randy Linden is a legendary programmer who is best known for doing what was thought to be impossible porting DOOM from the PC to the SNES, hes also responsible for porting Dragon's Lair to the Amiga and making Bleem an emulator for the Playstation. He is currently working for Limited Run Games. #doom #supernintendo #snes SOCIAL MEDIA TWITTER - @RandalLindenTIMESTAMPS00:00 - Intro00:40 - Being In The Industry For Over 40 Years01:57 - Randy's Thoughts On Zelda: Breath Of The Wild & Super Mario Odyssey06:03 - Randy's Standout Moment In Zelda: Breath Of The Wild07:25 - Honing In On The Programming Aspect of Zelda: Breath Of The Wild & Super Mario Odyssey09:50 - Zelda Inspired Randy To Improve On His Programming Skills/Writing A Program11:34 - Why The Rocket Launcher Is More Powerful In DOOM SNES/Reverse Engineering15:25 - Why Monster Infighting Isn't In DOOM SNES18:08 - Why Monsters Don't Respawn In Nightmare Mode/Monster Speed In Nightmare/SNES Violent Games21:59 - Guessing The AI For The Monsters/Tight Deadline For DOOM SNES25:14 - Being In The Zone Creatively/Crunch For DOOM SNES/Managing Time Effectively34:16 - How Randy Balances Quality Vs Quantity In Programming36:50 - Story Of Metal Gear Solid Bug For Bleem On Dreamcast42:45 - Randy's Terrible Diet While Working44:26 - How To Get In The Zone45:30 - List Of Programming Priorities/Priority On DOOM SNES49:11 - How The Quake GBA Prototype Came About51:21 - The Hardest & Most Misunderstood Thing About Programming56:50 - Game Development Roles These Days Are More Specialized/AAA Development1:01:00 - Cost Of Games1:05:18 - Gaming Has More Value For Money Than Film/Game Studios Lay Offs1:08:35 - Its Harder For Game Studios To Be Successful Today Than It Was In The Past1:11:05 - Incremental Hardware Increases1:12:06 - Sandy Peterson Never Worked On DOOM SNES1:14:31 - E2M2 In DOOM SNES/John Coffey Level Edits That Got Rejected By ID Software/Metallic Grates1:17:45 - Where To Follow Randy Linden/Jurassic Park

    PAX AUS 2023 - Mick Gordon Interview Panel

    Play Episode Listen Later Oct 13, 2023 58:41


    Here is the recorded panel I did at PAX 2023 with the one and only Mick Gordon. All video footage is owned by PAX Australia. FUN FACT: After the panel finished, 200+ people converged on Mick to ask him questions and get him to sign things. As a result he remained at the venue for 3 hours and he missed our dinner reservations #mickgordon #doom #killerinstinct PAX AUS TWITCH - https://www.twitch.tv/pax2 PAX AUS YOUTUBE - @PAXAustraliaOfficial BLACK DOG INSTITUTE - https://www.blackdoginstitute.org.au/TIMESTAMPS00:00 - Early Intro00:30 - Generozity Game/Raising Money For Mental Health01:40 - Introductions04:43 - Evolution Of Video Game Music/Mick's Introduction To Video Games Music & Melody17:35 - Creating Tracks With Vocals For Killer Instinct20:45 - The Writing & Creative Process Of Killer Instinct And How It Differed From The Original29:18 - Main Menu Themes/Creating Opening To Hell Remix For DOOM Eternals Main Menu Theme33:48 - Sampling Original Themes35:38 - AI And How It Will Affect Musicians And The Creative Process40:56 - Advice For Up & Coming Composers/Stem Separators 46:14 - Mick's Favourite Game Score Over The Last Few Years48:05 - Q+A - Mick's Musical Influences49:48 - Q+A - How To Improve Your Weaknesses As A Musician50:53 - Q+A - Creating The Partisan For Wolfenstein Old Blood52:19 - Q+A - Practice Routines54:20 - Q+A - How Mick's Musical Style Has Changed And The Difference Between Band Music and Video Game Music56:26 - Q+A - Where The Thunder Chants From PAX 2013 Are In Killer Instinct

    #157 - Jeffrey Kung Interview (Lucas Arts, Psychology, Level Design, Republic Commando, DOOM etc.)

    Play Episode Listen Later Sep 15, 2023 64:38


    Jeffrey Kung is a game developer with over 27 years experience. He is best known for his tenure at Lucas Arts working on games such as Mysteries Of The Sith, Rogue Squadron and Republic Commando. He studied Psychology before dropping it to pursue game development. #starwars #lucasarts #republiccommando SOCIAL MEDIA WEBSITE - https://www.jeffreykung.com/ INSTAGRAM - @pinecone.jeffTIMESTAMPS00:00 - Intro00:33 - Why Jeffrey Stopped Studying Psychology To Make Video Games04:30 - Early Days In Video Games/Lucas Arts06:15 - Level Design Test At Lucas Arts/Level Design On Mysteries Of The Sith09:00 - Designing Search For Nonnah In Rogue Squadron11:40 - Rogue Squadron Crunch/Bonding With His Team13:30 - Incorporating Psychology Into Leadership/1 On 1 With His Team16:30 - How To Stop Bickering In A Meeting18:30 - Being A Star Wars Fan/Multiplayer Level In Mysteries Of The Sith20:50 - The Fundamentals Of Level Design22:35 - Live Ops Games Are Great For Level Design/Tuning A Game24:20 - Where To Still Play Jeffrey's DOOM Levels/Designing DOOM Levels/Breaking A Level32:30 - Terrible Crunch Story/EA's Crunch Drama Helped The Industry/Why Crunch Is Bad36:30 - Why Mobile Development Doesn't Have As Intense Crunch38:40 - Industry Is Starting To Learn About Crunch/Productivity Loss40:50 - Experience Of Developing Republic Commando/Visor Wipe44:48 - Fine Tuning The System Design In Republic Commando/Xbox Controller & Halo Influences47:10 - Switch Port Of Republic Commando Is Bad/Joy-Cons Are Terrible For FPS48:50 - Being Laid Off After Republic Commando/Constant Lay Offs51:26 - Working Remotely Vs Working In The Office/Perks Of Discord56:18 - How Jeffrey Learned To Be Extroverted/Teaching Game Design At College59:20 - Imposter Syndrome/Kevin Schmitt1:01:20 - Where To Follow Jeffrey Kung/Carnivores Plants

    #156 - Paul Topolos Interview(Star Wars, Lucas Arts, Lucas Film, Art, Rogue Leader, 9/11, American Flag etc.)

    Play Episode Listen Later Sep 1, 2023 61:48


    Paul Topolos is currently an artist at Pixar and worked on over 18+ Films but before this he worked in the video game industry on various games for Lucas Arts & Factor 5 most notably the Star Wars Rogue Squadron games and Episode 1 Racer #starwars #roguesquadron #lucasfilmTIMESTAMPS00:00 - Intro00:50 - Difference Between Lucas Arts & Lucas Film3:00 - Working On Episode 1 & Episode 25:00 - Making Art Looking Like Star Wars/Artwork On The Prequels07:30 - Working On Episode 1 Racer While Phantom Menace Was Being Developed09:30 - Being Blown Away By The Artistry On Phantom Menace/Story Of Phantom Menace13:10 - Paul Is A Fanatic Of The Original Star Wars Trilogy14:00 - Visual Effects Of The Original Star Wars/2001 Space Odyssey16:00 - Limitations Of N6419:35 - Pushing The Pixels On Rogue Leader23:35 - Visuals Are Very Important25:30 - Factor 5 Was Programmer Heavy/Learning From Rogue Squadron On Rogue Leader28:00 - Crunch/Working 2 Full Time Jobs At Lucas Film & Factor 531:26 - What Paul Loved About Working On Rogue Leader32:30 - Maintaining Energy Well Working 2 Full Time Jobs/Ian McCaig/Deadlines38:00 - Paul Had A Meltdown On His 2nd Day Of Work On Phantom Menace39:28 - Pauls Superpower Is Making Something Look Real In Photoshop40:30 - 9/11 Affecting Rogue Leaders Final Days Of Development42:45 - America's Infatuation With The American Flag/Foreigners Confused By 9/11/Aftermath Of 9/1148:20 - Work On Grim Fandango/ Grim Fandango Got Paul His Job At Pixar55:40 - Working At Pixar56:20 - Unspoken Rules Of Interacting With George Lucas/Geeking Out Over Celebrities1:00:11 - Paul Doesn't Have Social Media

    #155 - Kevin Schmitt Interview (Rogue Squadron, Republic Commando, LucasArts, Halo, Leadership etc.)

    Play Episode Listen Later Aug 18, 2023 68:34


    Kevin Schmitt has been working in the video game industry for over 25 years and currently works for Epic Games, he previously worked at 343 on the Halo Series and Lucas Arts where we worked on many Star Wars properties such as Rogue Squadron, Republic Commando, Obi-Wan and Mysteries Of The Sith #starwars #roguesquadron #lucasarts TWITTER- @kevindschmittTIMESTAMPS00:00 - Intro00:50 - Kevin's Time In The Industry Has Flown By03:00 - Biggest Changes In The Industry/Kevin's Early Years07:25 - AAA Games Size08:24 - Stories Of The Design For Star Wars Rogue Squadron11:50 - Mark Haigh Hutchinson Was A Great Leader15:40 - Importance Of Good Leadership/Making Multiple Projects At Once At LucasArts20:50 - How Designs Were Originally Mapped Out At LucasArts24:10 - Metroid Prime's HUD influenced Republic Commando's25:30 - How You Approach Design For Different Genres/FPS's Are Kevin's Bread & Butter27:00 - Frustration Of Creative Constraints With Star Wars IP/Ideas Being Shot Down32:30 - LucasArts Vault With Sacred Phantom Menace Info/ Team Seeing A Rough Cut Of Phantom Menace36:00 - The Process Of Pitching Games37:20 - Kevin Shows Off LucasArts Game Design Folders/Archiving39:30 - Phantom Menace Game Idea That Didnt Pan Out41:50 - Approach To Halo Campaign Vs Multiplayer44:15 - How Kevin Became A Writer48:20 - Kevin's Thoughts On ChatGPT51:40 - Vetting Leaders In The Game Industry/The Industry Doesn't Allow Discussions Of Failures55:00 - Post Mortem At The End Of A Game Project58:20 - Leaders Recognising Their Own Faults/Mark Recognising His Strengths & Weaknesses1:00:15 - Being Confrontation When You Aren't A Confrontational Person1:01:25 - A Cohesive Team Is The Most Important Factor On A Project/Communication Differences1:04:30 - Republic Commando Team Being Told Their Being Laid Off When The Project Finishes1:06:40 - Where To Follow Kevin Schmitt

    #154 - Steve Jude Interview (Project Management, Lego 2K Drive, Deus Ex, Tantalus etc.)

    Play Episode Listen Later Jul 15, 2023 42:00


    Steve Jude is a game developer and currently Senior Producer at Tantalus, he has worked on franchises such as Zelda, Borderlands, Lego, Star Wars and more.... #zelda #lego2kdrive #skywardsword TWITTER - @SteveJudestorm TIMESTAMPS 00:00 - Intro/Disclaimer Regarding The Legend Of Zelda:Skyward Sword HD 01:15 - Why Northlane Is Steve's Favourite Band 03:05 - Steve Doesn't Listen To Music While He Is Working 03:45 - What Is Required In Project Management 07:01 - Adjusting Management Styles 08:50 - How Steve Ended Up In The Video Game Industry 12:03 - Interview At Krome Studios 14:41 - Portfolio Matters More To Employers Than University Degrees 17:12 - Lego 2K Drive Is The Most Challenging Project Steve's Worked On 20:43 - Porting A PS5 Game To Switch Is Hard/Working With Visual Concepts 23:34 - Steve Is Still Relatively Young With Nearly 20 Years XP And Where He Wants To Be As A Senior Producer 24:00 - Steve Wants To Be More Of A Technical Producer Down The Line 24:40 - Adapting Deus Ex Human Revolution For The Wii U Gamepad 27:46 - Deus Ex Didn't Have Too Many Wii U Gamepad Bugs/How Testing Works 29:50 - Steve's Turbulent Career Path 37:30 - History Of Tantalus Media 39:37 - The Harsh Reality Of Working In The Video Game Industry 41:13 - Where To Follow Steve Jude

    Zelda: Tears Of The Kingdom Review With Ex Retro Studios Developer(Eric Kozlowsky)

    Play Episode Listen Later Jun 30, 2023 66:23


    I review Zelda: Tears Of The Kingdom with former Environmental Artist from Retro Studios, Eric Kozlowsky #tearsofthekingdom #zelda #zeldatearsofthekingdom You can stay up to date with on Project Saturn here https://www.fuzzybot.com/ Eric's Twitter - @vonkozTIMESTAMPS00:00 - Intro00:33 - Eric's Zelda Tattoo/Miyamoto Signing Zelda 1 For Eric02:30 - The Pain Of Tattoos04:30 - Creative Thinking Of TOTK/TOTK Being Overwhelming06:45 - Link To The Past Compared To TOTK07:30 - How Eric Got The Master Sword/Eric's Thoughts On The Game11:10 - The Seamless Physics Engine/BOTW Having A Better Artstyle Than TOTK12:35 - TOTK Doesn't Respect People's Time/Item Duplicate Glitch18:12 - Ganon's Final Form Should've Been A Pig18:37 - The Story Has Massive Plotholes/Zelda Timeline & Lore23:04 - Being Objective With Criticism/Frustration Kills Games25:21 - Voice Acting For Female Characters Are Cringe26:31 - Link Needs To Have A Voice30:20 - TOTK's Voice Acting/Zelda's Voice Acting Is Bad31:45 - Lead Up To Ganon In BOTW Was Better /Ganondorf Fight In TOTK33:48 - The Dungeons In TOTK35:40 - Emerging Gameplay In TOTK Is What Makes It Special36:40 - Only One Way To Solve Puzzles In The Older Zelda Games37:50 - 2D Games Should Remain Traditional And 3D Should Be Sandbox Going Forward40:12 - Art Direction On TOTK/Strain On Switch Hardware41:22 - Twilight Princess Art Direction Being Constrained By Hardware42:12 - Art Direction Vs Art Execution43:26 - Metroid Prime Remastered Has Stylised Realism In Art44:22 - Could Metroid Prime Go Open World Like TOTK46:18 - Metroid Prime 4 Will Be A Launch Title For Switch Successor47:15 - Where Does The Zelda Series Go From Here/The Crazy Stuff Fans Are Building48:00 - Eric Needs To Reserve Being Creative For Work Not Building Contraptions In TOTK48:30 - Forgetting That You Have The Ascend Ability49:10 - Feeling Smart Moments50:15 - Clunkiness Of The UI51:32 - The Biggest Highlight Moments For Eric And Kiwi54:44 - Shortcomings Of TOTK's Music/Limitations Caused Music To Flourish During 8 & 16 Bit1:01:20 - Sum Up Of TOTK/TOTK Is Not A Relaxing Game1:02:58 - Being An Adult And Not Having The Time Like You Used To1:04:00 - Plug For Fuzzybots New Game Project Saturn

    #152 - Kursad Karatas Interview (Rogue Squadron, Star Wars, Art, Game Engines, A.I., Factor 5 etc.)

    Play Episode Listen Later May 19, 2023 57:02


    Kursad Karatas is an artist who is best known for his tenure at Factor 5 working on Rogue Leader and Rebel Strike. #starwars #roguesquadron #lucasarts00:00 - Intro00:30 - How Kursad Became An Artist/Ending Up At Factor 5/Star Wars04:30 - Reference Art For Rogue Squadron Games07:30 - Using Stills From The Movies For Direct References(Both, Death Star)09:25 - Building Models From Scratch/What Kursad Worked On10:34 - Kursad Didnt Get To Play Rogue Leader Till Its Release/Most Devs Not Having Dev Kits15:30 - Doing Proper Character Models For Rebel Strike(Pictures Shown)17:00 - Kursad Prefers During Organic Material18:40 -Prequel Influence On The Games/ Kursad's Drawing Of Liam Neeson19:15 - Differences Between Rogue Leader & Rebel Strike20:25 - Time It Took To Do One Level22:02 - Interacting With Designers & Programmers/Yavin Level24:30 - Hitting 60FPS26:00 - Factor 5 Understands Gameplay29:00 - Game Engines/Unreal/Rogue Squadron Could Be Made Much Easier Today32:00 - Kursad Would Love To Work On A Remake Or Remaster Of The Rogue Squadron Games33:00 - Rendering Engines/Technology Advancement34:00 - Judging Artwork Based On Its Times/Polygons Per Level36:40 - Kursad Taught Himself Programming/Math Should Be Taught In Schools Via Video Games38:00 - A.I. Technology/Midjourney41:00 - Jobs Being In Danger Due To A.I./Human Vs A.I. Art45:00 - Overpopulation Of Games/Humans In The Loop49:00 - Why Kiwi Doesn't Do Youtube FullTime/Kursad's Concerns For Podcasting52:00 - Free Will In The Future54:37 - A.I. To Make Star Wars56:00 - Advocating For A Remaster For Rogue Squadron Games

    #151 - John Lowrie Interview (Accents, Valve, Search For The Sandwich, A.I., Team Fortress 2 etc.)

    Play Episode Listen Later May 9, 2023 56:37


    John Lowrie is a voice actor who is best known for voicing Sniper in Team Fortress 2 as well as many other Valve games. #valve #teamfortress2 #dota2 SOCIAL MEDIA TWITTER- https://twitter.com/johnpatricklowr YOUTUBE - @johnlowrie3070 TIMESTAMPS00:00 - Intro00:35 - Difference Between The Australian And NZ Accent01:14 - Learning Accents/Different British Accents/NZ & Australia Accents04:38 - South African Accents/NZ TV Shows/Studying An Accent05:55 - Studying Accents Well Watching A Series/German Accents07:15 - Doing An Accent Without It Sounding Comical08:46 - Differences In How Americans Speak10:20 - Accents That Are Hard To Do11:39 - History Of Writing In Then Video Game Industry/Working With Valve Writers13:27 - The Art Of Recording Vocals For Video Games15:20 - Adlibbing/Zany Nature Of Valve Writers16:55 - Being The Narrator On Total Annihilation20:35 - Film Vs Voice Acting23:15 - Composing For The Church And The Darkness/Composing For Search For The Sandwich24:30 - Time Vs Space25:00 - How Search For The Sandwich Came About29:15 - Being Invited To The Major For Dota 2 In Peru30:27 - Countries John Has Travelled To31:10 - John Wants To Do PAX Aus32:45 - Keeping Team Fortress 2 Alive33:48 - Team Fortress 3/Valve Hierarchy 34:51 - Gabe Newell/Buffer Between Devs & Questions/Fan Mail36:40 - Deadlines/Artistic World Vs Business World42:20 - Chat GPT& A.I.ba Can Be Used For Good Or Evil46:45 - Western Culture Monetises Everything/The Brain Is Not Aware Of Itself/Amazing Things Coming Out Of Pain50:15 - YouTubers Compromising/Quality Vs Quantity/ The Infinite Cage54:00 - Artistic Goals

    #150 - Denis Dyack Interview (Eternal Darkness, Twin Snakes, Deadhaus Sonata, A.I., Narrative, Martial Arts etc.)

    Play Episode Listen Later Apr 18, 2023 70:00


    Denis Dyack was the director on games Eternal Darkness: Sanitys Requiem, Metal Gear Solid: Twin Snakes and Legacy Of Kain: Blood Omen. He is currently working on the free to play game Deadhaus Sonata #eternaldarkness #metalgearsolid #legacyofkain WEBSITE - https://deadhaussonata.com/TIMESTAMPS00:00 - Intro01:12 - Doing Taekwondo & Wrestling Before Video Games05:00 - How His Martial Arts Background Influenced Game Design09:20 - Having A Bushido Mentality In Game Design/Mark Cerny Advice & Help13:05 - Eternal Darkness Not Selling Well/Being Ahead Of Its Time16:41 - Denis Is Keen For A Eternal Darkness Remaster17:45 - You Can't Predict Where The Industry Is Going To Go19:50 - Eternal Darkness Originated From Influences Of Resident Evil22:40 - Analysing Film For Ideas/Origin Of Camera System For Eternal Darkness25:40 - Difference Between Japanese & Western Development31:40 - Eternal Darkness Nearly Being Cancelled33:22 - Why There Are Limitations On Enemies In Eternal Darkness/Testing Schedule34:40 - Satoru Iwata Told Nintendo To Buy Silicon Knights/Relationship With Iwata36:33 - Denis Met Yamauchi (Photo Is Shown)/ How Metal Gear Solid: Twin Snakes Came About40:15 - Approaching The Design On Twin Snakes/First Person Mode43:15 - Mario & Yoshi Easter Egg In Twin Snakes45:00 - Eternal Darkness Was Denis' Most Stressful Project/Rewriting The Story Due To 91147:38 - Martial Arts & Wrestling Helped Denis Have The Perseverance To Finish Eternal Darkness50:45 - Creating Narrative In Games/AI Being Used In Narrative/Deadhaus Sonata Story55:15 - Why Denis Likes The Free To Play Model/What Denis Hated On Legacy Of Kain58:20 - Utilising AI & Cloud For Narrative/Criticism For Free To Play Narrative Model1:00:56 - Social Effects Of Technology/Chat GPT Won't Magically Solve Narrative In Games1:04:11 - Deadhaus Sonata Is Still A Few Years Away/Miyamoto Famous Quote1:05:10 - Where To Follow What's Happening With Deadhaus Sonata1:05:54 - The Word “Sonata” References The Gameplay In Deadhaus

    Metroid Prime Remastered Review With Ex Retro Studios Developer(Jack Mathews)

    Play Episode Listen Later Mar 31, 2023 95:38


    I review Metroid Prime Remastered with the former Lead Technical Engineer on the Original game Jack Mathews. #metroidprimeremastered #metroidprime #gamereview NOTE: Jack had some audio issues for the first minute, which disappeared after that.TIMESTAMPS00:00 - Intro01:14 - Metroid Prime Remastered Is How You Remember It03:01 - Updates To The Audio/Gameplay Holding Up04:15 - UI Fixes05:12 - Trilogy Code Being Used For Remaster05:52 - Mirror Reflection Removal/Physically Based Rendering12:45 - Updated Artwork/Lights On The Orpheon15:38 - Animation Rig For Metroid Prime Form 1 Boss17:14 - Metroid Prime Hasn't Been Replicated/Games Copying Metroid Primes Visors19:00 - Jack & Kiwi Joke About Pitching An FPS With The Morph Ball Mechanic20:00 - Space Pirate Morph Ball Lore/Morph Ball Makes No Sense Logically21:20 - Original Team Being Puzzled Trying To Animate The Morph Ball23:10 - Complexity Of Making The Morph Ball25:00 - Why The Original Team SHOULD Be Credited31:15 - Why The Thermal Visor In MPR Is Worse Than The Original Game37:54 - Why Your Beams Don't Light Up Rooms In MPR44:20 - It Would've Been A Herculean Effort To Make The Game Run At 60FPS47:00 - MPR Was Retro Proving They Have Still Got It/Setting The Stage For Metroid Prime 451:00 - Jack Falling For The Gravity Suit Trap54:04 - Ramping Of Difficulty In The Phazon Mines Gauntlet57:50 - Jack Wanted Checkpoints59:30 - What Constitutes An HD Port, Remaster And Remake.1:04:35 - Controller Options & Issues For MPR1:09:33 - Hot Light Sticks In Phendrana Drifts1:10:10 - Particle Effects Upgrades/Magmoor Caverns Looks Amazing Now1:11:45 - Metroid Prime Biomes1:14:45 - Patches Jack Wants Added To The Game1:18:38 - Samus Character Model In The End Cutscene1:22:35 - Why Samus' Character Model Changed In Subsequent Games1:23:40 - Jack Is Proud Of Everyone That Worked On The Game1:25:00 - The Weirdness Of Not Marketing MPR/Repeat Of History Of Retro Being Underdogs Again 1:27:57 - We Are In A Renaissance Of Metroid Series1:28:50 - Dread Vs Prime Remastered/Older 2D Metroids Have Aged1:32:30 - Jack Plugs His Wifes New Cook Book

    #148 - Geoffrey Day Interview (Atomic Heart, Viscerafest, DOOM, AI, Leadership, Mick Gordon etc.)

    Play Episode Listen Later Mar 13, 2023 73:27


    Geoffrey Day is a video game composer that has become a youtube sensation for his DOOM/Argent Metal remixes of game music. He recently composed for Atomic Heart and Viscerafest. SOCIAL MEDIA TWITTER-@geoffplaysguit INSTAGRAM - @geoffreydaymusic YOUTUBE - @GeoffPlaysGuitar Patreon - https://www.patreon.com/geoffplaysguitar #atomicheart #viscerafest #doometernalTIMESTAMPS00:00 - Intro00:45 - Geoffrey Initially Thought Mundfish Contacting Him Was Spam02:37 - Geoffrey Gets Spam Collaboration Emails Everyday04:10 - Pitch From Mundfish For Atomic Heart06:04 - Geoff Was A Given A List Of Russian Songs To Pick To Remix/Composition Of Russian Songs07:45 - Evolution Of Zyvozdnoe Leto Track10:51 - Deadline To Submit Songs13:19 - Who Did The Mixing On The Game14:13 - Geoff's Interaction With Mick Gordon15:10 - People Mistaking Geoff's Music As Mick Gordon's/Admiration For Mick Gordon17:40 - Overlap Of Composing For Viscerafest/Burnout20:07 - Imposter Syndrome/Negative Comments23:20 - How Geoff's Work As A Software Engineer And People Manager Transferred To His Music Career26:34 - Lockdowns Are The Reason Geoff Ended Up On His Current Path/How Geoff Started Doing DOOM Game Covers30:41 - Dangers Of AI Music Technology33:00 - Kiwi's Thoughts On AI/Geoff Used Moises To Get Stems To Compose On Atomic Heart34:10 - Cleaning Up The Stems From Moises Before Sampling35:25 - Seeing The Flaws In The Stems The Original Russian Songs/Modernising Vocals36:10 - Mixing References While Composing/Fan Remastering Arlekino/Metal Vs Pop Vocals37:50 - Geoff's Patreon Perks39:09 - How Geoff Decides What To Do DOOM Remixes Of41:35 - How The Super Metroid Ridley DOOM Remix Came About/Skyrim DOOM Mod43:30 - Working With A Team On Covers44:00 - Viscerafest & Atomic Heat Caused Geoff To Spend Less Time On His Youtube Channel46:04 - Geoff Loves Working With Technology & A Team47:20 - Geoffs Schedule48:45 - Always Being In A Creative State50:14 - How Geoff Deals With Ear Fatigue & Writers Block51:45 - Suffering From Insomnia52:45 - Geoff Would Like To Have Routine/Missing Working In A Office55:42 - Needing More Time57:45 - Not Being Able To Relax/Being A Workaholic59:45 - Why Geoff Doesn't Publicly Stream Games1:01:28 - How Geoff Destresses/Getting Out Of The House1:03:48 - Time Management1:04:10 - Where Argent Metal Can Still Evolve1:07:00 - Mick Gordon Requested For Geoffrey Day To Cover Crazy Bus Song1:08:30 - Vol 2 Soundtrack/Atomic Heart OST Speculation1:11:10 - Closing Comments/Geoff's Youtube Channel Plateauing1:12:20 - Where To Follow Geoffrey Day

    #146 - Tyvic Stallworth Interview (Last Of Us Part II, Call Of Duty:Warzone, QA, Mario, Naughty Dog)

    Play Episode Listen Later Jan 20, 2023 65:45


    Tyvic Stallworth is a game developer who has worked on games such as Last Of Us Part II and Call Of Duty: Warzone, he is currently a developer at Sucker Punch productions.You can check out his gaming channel here https://www.youtube.com/@UCQP8-hs7qhuV9PQpIjTcjng#lastofus #callofduty #naughtydogTIMESTAMPS00:00 - Intro00:39 - Tyvics Workout Regime/LA Traffic03:00 - Naughty Dog Staff Traffic Commute03:40 - Naughty Dog Documentation/Tyvis Early Days At Naughty Dog04:10 - Moving From QA Into Design06:20 - Moving From Last Of Us II Multiplayer Team To Single Player Team07:24 - Tyvics First First Job As A Designer On Last On Us II/LISP08:50 - Work In QA10:45 - Tyvics Philosophy On Design12:00 - Why Naughty Dog Is One Of The Best Studios14:10 - Why Tyvic Left Naughty Dog15:03 - Working On Call Of Duty: Warzone16:40 - Working On Clash Mode/Nebular 5 Bomb19:10 - Who Comes Up With Game Mode Ideas On Warzone20:10 - Convincing Colleagues With Proof Of Concept21:20 - Prototyping Vs Pitch Documents/Super Mario Example23:30 - Why Mario Is Tyvics Favourite Character Of All Time25:20 - Being Skeptical Of Super Mario Odyssey Before Release/PC Gaming26:10 - Tyvic Will Only Watch Super Mario Film For The Culture27:35 - Last Of Us Series/Uncharted Film/Video Game Adaptations29:16 - A.I. Art/AI As A Tool/Hypothetical Scenario33:50 - Traditionalists Vs Adapters35:00 - Tyvics Approach To Time Management39:06 - Interaction With Neil Druckmann/Hierachy Of What People Are Going Through41:50 - If You Have A Question About Something Just Ask42:25 - Learning Music So He Could Understand Sound Design Lingo42:50 - Structures Of Desks In Gaming Studios/Tunnel Vision44:30 - Emotional Roller Coaster Of Last Of Us II Multiplayer47:50 - Factions For Last Of Us Part 1 Was Made In 4 Months48:30 - Disconnect Between Developers And Higher Ups In A Game Studio52:38 - Hating A Game Once Its Complete/Burnout56:00 - Finetuning Last Of Us Part II During The End Of Development57:40 - Finding Bugs Despite Gruesome Work Schedule1:00:15 - Cut Off On Reap Of Return On AAA Games1:03:45 - PS5 Has Been Out For Years Already1:04:15 - Where To Follow Tyvic Stallworth

    #145 - Jack Burrows Interview (Call Of Duty, Level Design, Activision, QA, Interns, Aven Colony, Metroid Prime etc. )

    Play Episode Listen Later Dec 12, 2022 59:32


    Jack Burrows a game level designer best known for his tenure at Treyarch as a Level Designer on Call Of Duty: Blacks Ops Cold War and Call Of Duty:Warzone Season 6. Before that he did QA on Black Ops 4 and World War II.   #callofduty #callofdutymobile #callofdutyblackops   TIMESTAMPS 00:00 - Intro 00: 40 - Jack's First Day At Activision Was Brutal 03:10 - Relatability 04:18 - QA Is A Great Way To Gain Experience/QA In The Old Days 05:30 - QA Call Of Duty: World War II/Looking For Bugs 07:27 - Testing For Different Platforms 08:27 - How Jack Moved From QA To A Level Designer 12:30 - How Jack Approaches Level Design/Call Of Duty Level Design Multiplayer Examples 14:54 - Freedom Of Call Of Duty: Warzone Level Design 15:45 - Designing Downtown & Stadium In Call Of Duty:Warzone  17:00 - Brainstorming Prototypes For Level Designs 19:23 - Destructible Terrain In The Levels 20:53 - Collaborating With The Artists 22:40 - Level Designers & Artists Reaching A Balance 23:54 - You Cant Be A Game Designer And Be Sensitive To Criticism 25:23 - College Prepared Jack For Criticism/Jack Became Brutal Of Critiquing Others Work 27:45 - Moving Into Call Of Duty: Black Ops Cold War/Ruka Map 28:41 - Making Content For The Game That Got Cut 29:39 - Content Is Usually Cut Because It Doesnt Mesh With The Final Vision 31:08 - Developers Day Dreamed How Microsoft Buying Activision Would Change The Studio 32:00 - Call Of Duty On Nintendo Consoles/Why Call Of Duty Isnt On Switch 34:00 - Why Jack Hasnt Attempted To Get Jobs At Studios For His Favourite Games(Metroid Prime, Dead Space, Bioshock etc.) 36:31 - Youre A Cog In A Machine On AAA And Need To Be A Jack Of All Trades With Indie Development 38:48 - A.I Art Generators Cant Compete With Artists On Game Development 41:10 - Training Interns At Treyarch 44:30 - Level Design Devs Dont Crunch For The Most Part At Treyarch/Imposter Syndrome 47:05- What Kills Devs Passion For Development  Is The Sense Of Wonder 48:04 - Jack Thinks Its Bad That Game Devs Dont Play More Games, Its Imperative For The Craft 49:00 - Franchise Fatigue 50:00 - Family Life/How Jack Finds Time To Play Games 52:18 - Working On Aven Colony/Paul Tozour/Metroid Prime 58:01 - Where To Follow Jack 58:18 - Tyvic Stallworth

    #144 - Jack Mathews Interview - Metroid Prime 20th Anniversary (Crunch, A.I., Fetch Quests, Bosses, Speed Booster, Reflections, First Person )

    Play Episode Listen Later Nov 18, 2022 76:07


    To celebrate the 20th anniversary of Metroid Prime, Lead Technical Engineer on the Metroid Prime Trilogy, Jack Mathews returns to the show talk all about the behind the scenes development of the game. #metroidprime #metroid #nintendo   You can watch our previous podcast here https://youtu.be/_vkczsDyZp4   TIMESTAMPS 00:00 - Intro 00:47 - How Often Super Metroid Was Referred To During Development 02:20 - A.I Systems/Beetle In Chozo Ruins 05:45 - Chozo Ruins Was The First Area Worked On 06:44 - Mirror Plate In Chozo Ruins 07:45 - Finding Ways To Show Samus' Reflection In First Person 09:00 - Reflections Causing Frame Rate Issues 10:40 - Third Person Vs First Person Optimisation  11:20 - Why Speed Booster/Shinespark Isnt In The Prime Games/Motion Sickness 16:20 - Limitations On The Space Jump & Screw Attack 19:34 - Andy O'Neil's Contributions 24:00 - Crunch On Prime 1/Retro Studios Old Studio 27:25 - Whata Burger Story/Debugging During Crunch 29:38 - Bug In The Pause Screen Story 30:00 - Elevator Glitch Story 36:30 - Wanting The Metroids To Be More Dangerous In The Prime Games 39:11 - Writing And Story Of Prime Games/Video Game Writing Problems 43:00 - Environmental Story Telling Of Prime 1 & Super Metroid 44:20 - Why The Fetch Quests Were Implemented 46:00 - Prime 1's Pacing 47:20 - Why Kraid Was Cut/Omega Pirate Scripting 50:30 - Parasite Queen 52:00 - Flaaghra  54:10 - Thardus/Meta-Ridley 55:20 - Metroid Prime Battle 56:20 - Bosses Of Prime 2/Development Problems Of Prime 2 57:20 - Difficulty Vs Stressfulness To The Player/Prime 2 Examples 1:01:00 - Difficulty Of Light Bubbles In Prime 2 1:02:00 - Prime 4 Will Not Be Metroids Breath Of The Wild Moment 1:05:00 - Fans Having Unrealistic Expectations 1:07:00 - Jack Misses Working For Nintendo/Prime 4 Wishes 1:08:26 - Metroid Prime HD Rumors/Game Rumors 1:10:50 - Kiwi Thanks Jack & Devs As Metroid Prime Helped Him Cope With His Mother's Death 1:12:00 - Jack & Kiwi Reflect On Feeling Old & Prime 1 1:13:20 - QOL Improvements Jack Would Want For Prime 1 HD 1:14:50 - Elevator Between Phendrana Drifts & Tallon IV Overworld Wasnt Considered 1:15:40 - During Development The Devs Were Constantly Worried Prime 1 Would Be Too Short

    #143 - Sean Chiplock Interview (Voice Acting, Revali, Noob Saibot, Zelda, Royalties, Nintendo etc.)

    Play Episode Listen Later Nov 5, 2022 49:09


    Sean Chiplock is a well known voice actor who has voiced many characters for film, anime and video games.   #zelda #mortalkombat #voiceover   SOCIAL MEDIA YOUTUBE -  @sonicmega  TWITTER - @sonicmega TWITCH -  @sonicmega    TIMESTAMPS   00:00 - Intro 00:34 - Sean's Schedule/Having No Free Time 01:42 - Bayonetta 3 Voice Actor Controversy/Difficulty Of Being A Voice Actor 03:40 - Handling Rejection As A Voice Actor 06:50 - Odd Taxi Story/Trusting Yourself And Abilities 07:50 - Forgetting About Roles He Auditioned For 09:40 - Noob Saibot Voice/Phineas Voice/How Sean Finds A Voice 13:20 - Finding What Is Different & What Is Similar/AI: The Insomnium Files/Revali Voice 16:40 - How Much Voice Actors Get Paid 18:40 - Sean Chiplock Loves Anime/Film Dubs/Narrating Training Modules 20:45 - Emceeing A Gamestop Conference 22:15 - Relationship With Nintendo After Zelda: Breath Of The Wild 24:15 - Never Advocate For A Role/Zero Story  25:34 - Zelda: Breath Of The Wild Audition/Bang Zoom! 26:40 - Sean Is Extremely Introverted/Sean Is Confident At Conventions 30:34 - Sean Would Like To Do Conventions Outside Of America 32:45 - What Sean Would Like To Work On 35:00 - Dealing With Sinuses/Being Sick As A Voice Actor 36:30 - Avoiding Foods To Prevent Mucus & Acid Reflux 38:10 - Giving Lectures On Voice Acting 39:10 - Side Incomes/Streaming 40:40 - Royalties  41:30 - Sean Wants To Be A Voice Actor Till He Dies/Things He Wants To Do Before He Dies 42:50 - What Sean Does In His Downtime 44:15 - Being Bullied Is What Led To Sean Becoming A Voice Actor 45:15 - Where To Follow Sean Chiplock 46:15 - Sean Has Never Played Zelda: Breath Of The Wild

    #142 - Matt T. Wood Interview (Half Life 2, Portal 2, CS:GO, Valve, Little Kitty Big City etc.)

    Play Episode Listen Later Oct 26, 2022 58:46


    Matt T. Wood is a video game developer who is best known for his tenure working at Valve on some of its most prestigious franchises, he is currently working on his own indie open-world title Little Kitty Big City. #csgo #halflife #portal2 SOCIAL MEDIA TWITTER - @matttwood   Timestamps 00:00 - Intro/Matt Being A Common Name 02:10 - Matt Doesnt Like Cellphones 04:40 - Choreography/Scripted Scenes In Half Life 2 07:30 - Crafting Out The Scripted Sequences 08:50 - Episode 2 Scenes/Most Challenging Scenes To Choreograph 13:30 - Privilege Of Working On Half Life 2/Working At Valve 15:00 - Interactions With Gabe Newell 16:00 - Working On Portal 2 Co-Op 19:20 - Co-Op Team Never Referred To The Campaign Well Designing It 21:17 - Mapping Out Designs On The Whiteboard 24:00 - Balancing The Difficulty Of A Puzzle/Puzzles In Portal 2 Co-Op 28:45 - How Counter Strike:Go Came About 31:40 - Evolution Of First Person Shooters/FPS Influences On CS:GO 37:30 - Borrowing Game Ideas Subconsciously  41:40 - How Little Kitty Big City Game Idea Came About 46:30 - Little Kitty Big City Will Be Open World 48:20.- Open World Influences 49:28 - Zelda: Breath Of The Wild Is Influencing Little Kitty Big City 50:35 - How Matt Finds Time To Play Games Despite Not Having Time 53:15 - Matt Is Overly Motivated And A Workaholic 54:40 - Matt Cant Shut His Brain Off And Always Having Ideas/Sleeping 57:20 - Where To Follow Matt & Little Kitty Big City

    #141 - Yannis Brown Interview (Legacy Of Goku II, DBZ, Translating, Sound Design, Handheld Chips etc. )

    Play Episode Listen Later Oct 18, 2022 57:25


    Yannis Brown is a composer, sound designer and programmer. He is best known for composing DBZ: Legacy Of Goku II and Buu's Fury. WEBSITE - http://www.yannisbrown.com/ TIMESTAMPS 00:00 - Intro/SAE  01:30 - How Yannis Got Into Music/Sound Design 04:10 - Learning How To Compose For Handheld Chip Set 05:20 - How Yannis Got The Job To Compose For Legacy Of Goku II 07:17 - Bruce Faulconer/OST Took A Month To Make/Ear Translations 09:00 - Devs Picked The Music To Use For LOGII 09:34 - Yannis Loved Working On The DBZ Theme Song 09:55 - Emulating Guitar Samples 10:55 - When To Keep DBZ Music The Same And When To Deviate/Music Tracking 13:03 - Translating Pieces 16:20 - Memory Management Of Music For LOGII 17:40 - Fans Remixing His Music 19:19 - Perfect Cell/Track Breakdown/LOGII Was A Sidegig 21:10 - How Yannis Got Into Sound Design 23:10 - Blurring Music & Sound Design 24:40 - Working On Star Wars Imperial Academy 25:59 - Process Of Composing 28:20 - Cutting Corners But Still Saving Quality 29:40 - Yannis Is Both Spontaneous & Analytical With Composing & Sound Design 30:00 - Royalties 31:30 - Yannis Always Has Work 32:20 - Yannis Is Unsure If He Could Work On AAA Projects/Imposter Syndrome 34:10 - Imposter Syndrome 35:30 - Yannis Forgets Writing Music For Certain Games 36:20 - Yannis' Does Try To Keep His Work In A Vault 37:39 - Evolution Of Composing For Handhelds Compared To Mobile Games 39:40 - Restrictions Allowed More Creativity Back In The Day 41:40 - Yannis Listens To Reference Material Before Starting A Project 42:20 - Yannis Would Love To Compose For Zelda 43:10 - Enjoying Other Games Without Being Analytical About It 44:10 - Multiple Mixes/Implementation 47:10 - Writers Block 48:10 - Ear Fatigue 49:43 - Atlas Reactor Story 50:38 - Working With A Co-Composer/Gauntlet ROM 52:15 - Composers That Inspire Yannis 53:00 - Networking At Gaming Events 54:10 - Transporting Music When Moving Countries 56:12 - Where To Follow Yannis Brown

    #140 - Mike Morasky Interview(Valve, Half Life:Alyx, LOTR, NZ, Gabe Newell, Composing etc.)

    Play Episode Listen Later Sep 14, 2022 62:29


    Mike Morasky is a composer at Valve who worked on franchises such as Left 4 Dead, Portal, Half Life, Team Fortress and more. Before his time at Valve he was VFX supervisor on the LOTR film trilogy and has also composed music for short films.   #valve #lotr #halflife SOCIAL MEDIA TWITTER- @MikeMorasky   TIMESTAMPS   00:00 - Intro 01:00 - Transferring VFX & Programming Skills To Composing Music 04:05 - How Mike Structures Music/LOTR VFX Structures 07:45 - Physical & Mental Interaction 08:45 - Challenge Of Composing For Half-Life:Alyx 10:45 - Half-Life:Alyx Was The Hardest Project Mike Ever Worked On 12:40 - Mike Found It Hard Adapting To Valve's Work Structure 15:37 - Valve Does Have A Hierarchal Structure Its Just Not Traditional  17:35 - Mike's Views On Deadlines & Structure/Film Music Structure 21:50 - How Mike Structured The Music For Half-Life:Alyx  23:00 -Mike Didn't Know Music Was His Calling Well Working On LOTR/Working On LOTR 25:20 - What Made Mike Change From VFX To Composing Music 28:00 - How Mike Ended Up Working At Valve 30:40 - How Mike's Interview Process Went To Get Hired At Valve 35:45 - Working With Peter Jackson & Wachowski Brothers 37:22 - Working With Gabe Newell 42:15 - Meetings In Regards To Setting Up A Valve Office In NZ/Other Offices 44:44 - Journalists/Being Careful What You Say 46:15 - Why Mike Didn't Get NZ Residency/Attending The LOTR Film Premiere In Wellington 47:15 - Mike Clears Up What His Role Was On LOTR 48:30 - Fear Of Failure/The Gravity Of Working On LOTR 50:45 - Dealing With Imposter Syndrome 54:45 - Finding A New Musical Palette With Every Valve Franchise 57:20 - Mike Has Synesthesia  59:39 - Mike Wants To Do Portal 3 But Doesn't Want To Do Team Fortress 3 1:00:30 - Where To Follow Mike Morasky

    #139 - Ellen McLain Interview (Portal 2, GLaDOS, Voice Acting, Improvising, Broadway, Valve etc.)

    Play Episode Listen Later Aug 24, 2022 62:39


    Ellen McLain is an accomplished singer and voice actress who is best known for voicing GLaDOS in Portal 1 and Portal 2.   #portal2 #valve #glados SOCIAL MEDIA TWITTER - @ellenmclain   TIMESTAMPS 00:00 - Intro/Kiwi Talkz Name 01:23 - Original Intention Of Robotic GLaDOS Voice 03:35 - How To Sound Like A Robot/Initial Recordings 06:07 - Candide Operetta/Broadway 08:05 - Throwing Out Ideas In The Studio 09:02 - Dynamic In The Studio With Valve Devs 10:32 - Advocating For More Valve Games/Erik Wolpaw 11:45 - Ellen Worked On Portal 2 From The Very Beginning Of Development 14:42 - Working On Other Projects Well Working On Portal 2 15:20 - Studio Sessions Never Became Monotonous/Ellen Never Gets Bored 16:40 - Books Ellen Is Currently Reading/Russia & Putin 20:02 - Drawing On Your Own Life To A Voice Project 21:00 - Ellen Has Dreams Of Murdering People 22:50 - Working With Valve 24:20 - How Still Alive Song Came About//Jonathan Coulton/Turret Choir 29:00 - Approaching Recording GLaDOS different for the Portal Songs 32:00 - Recording Dialogue Out Of Order 34:00 - Ellen Got Given Recordings Of Stephen Merchant & JK Simmons For Portal 2 34:38 - Outlaws/Stephen Merchant/Not Disappointing Fans 38:00 - Whiplash/JK Simmons/Juiliard School//Teaching 40:34 - Ellen Is Keen For Portal 3 41:10 - The Job Of The Actor Is To Not Make A Role Stale/Ellens Marriage 43:30 - Bickering Couple In Left 4 Dead/Valve Not Knowing Ellen Was Married To John Lowrie 45:58 - Improvising On Portal 48:20 - Getting The Call To Come Back For Portal 2/How GLaDOS Influenced Ellens Work On Pacific Rim 51:22 - Projects Ellen Has Worked On Recently 54:50 - Ellen Loves Working & Rehearsing  56:24 - Ellens Favourite Performance Was Opera 58:40 - Ellen Doesn't Like Watching Her Own Performances 1:01:00 - Where To Follow Ellen McLain

    #138 - Paul Tozour Interview (Metroid Prime 2 & 3, Boss Design, A.I., Leadership, Four Swords etc.)

    Play Episode Listen Later Jun 25, 2022 72:41


    Paul Tozour is a former engineer and video game developer with over 25 years of experience. He is most well known for his work on Metroid Prime 2 & 3. He is currently in the process of finishing his book The Four Swords: A Parable of Leadership, Video Games, and Dead Dragons which is due for release at the end of 2022. SOCIAL MEDIA TWITTER - @fourswordsbook   TIMESTAMPS 00:00 - Intro 00:50 - What His Role Was At Retro Studios 02:30 - Challenges Between Retro & Nintendo/Dark Samus Fight In Prime 3 06:16 - Working With Tanabe/Western Vs Eastern Design 09:02 - Adapting To Nintendos Design Philosophies 10:55 - Project X And How It Fell Apart 17:17 - Michael Kelbaugh's Influence On Retros Culture/How Paul Got Into Leadership  21:00 - No Evidence To Show Crunch Is Productive/Cultural Norms 24:58 - Leadership Is Building Culture Intentionally 25:55 - Paul's Crunch Stories/Underlying Problems Of Leadership 28:44 - Game Studio Values/Fear Of Conflict 31:35 - Leadership Is Leaving Your Ego On The Table 32:20 - Activision's Scandal A Symptom Of A Deeper Problem 33:20 - Day Courses For Studios/Devs Having 100% Ownership Of Studios/Unions 35:50 - Andy O'Neills Saying/Mark Heigh- Hutchinson 37:15 - Michael Kelbaugh's Leadership 38:25 - Different Disciplines  41:40 - Pauls Book THE FOUR SWORDS And How It Came About 47:34 - Aven Colony/Helios Boss In Prime 3 50:15 - Pauls Frustration With A.I. In Gaming 53:31 - A.I. Gaming Evolution Is Very Slow/Flowchart Of Boss A.I. While Working On Prime 2  57:01 - Idol State Of Dark Samus Battle In Prime 2 59:40 - Tanabe Didnt Like The Original Design Of The Pirate Homeward 1:01:44 - In Nintendo Meetings You Never Reference Another Game In Design Pitches 1:03:30 - The Game Is The Design Document With Nintendo 1:06:20 - Massive Design Documents Never Get Read 1:07:29 - Retro Devs Were Halo Fans And So It Influenced Prime 3/East & West Design Meet In Metroid Prime Trilogy 1:08:50 - You Gain New Perspectives From Working With Nintendo 1:10:30 - Wrap Up/FOUR Swords Book Promotion 1:11:45 - Where To Follow Paul Tozour

    #137 - Eric Kozlowsky Interview (Tropical Freeze, Retro Studios, Art, Metroid Dread, Graphics, Layoffs etc.)

    Play Episode Listen Later May 28, 2022 57:22


    Eric Kozlowsky is an artist who has worked at multiple game studios and is most well known for his short but important tenure at Retro Studios on Donkey Kong Country Tropical Freeze. He is currently Art Director at Fuzzybot.   SOCIAL MEDIA TWITTER -@vonkoz INSTAGRAM - @von_koz ARTSTATION - https://www.artstation.com/vonkoz WEBSITE - https://www.landofkoz.com/   #tropicalfreeze #nintendo #retrostudios   TIMESTAMPS 00:00 - Intro 01:00 - Deadlines/Crunch 03:30 - Early Days At Retro Studios 06:00 - Working On Mangroves For Tropical Freeze 07:40 - Intimidation Factor/Camaraderie At Retro 09:20 - Eric's Collaboration With Ted Anderson On Donkey Kong Country Tropical Freeze 12:31 - Eric's Work On Windmill Hills 14:55 - Working On Rodent Ruckus 15:46 - Crunch At The End Of Tropical Freeze/Meltdown Mayhem/Destructive Terrain 17:29 - Working With Tanabe 19:40 - Tropical Freeze Levels Being Worked On Out Of Sync/Creating & Working With A Kit 23:59 - Learning From Your Peers/Nintendo Doesn't Let You Share RAW Files 27:00 - Why Eric Left Retro Studios 29:10 - Eric Is Gutted He Isn't Working On Metroid Prime 4/Eric Wasn't A DK Fan Until Working On Tropical Freeze 30:40 - Eric's Thoughts On Metroid Dread/Super Metroid 33:40 - Pacing In Games/Artist's Should Understand Basic Design 34:40 - Layoffs In The Industry/Why Eric Moved From Studio To Studio 38:18 - Fans Starting False Rumours When Eric Started At Retro/Being Adaptable 39:30 - Retro Studios Staff Laughing At Stupid Rumours/Wrong Expectations Affected Tropical Freeze 40:30 - Differences Between Stylised & Realistic Graphics 45:00 - Eric Struggles To Stay Up With With Technology/Tunic/Having A Critical Eye 46:50 - Eric Tries To Be Broader Than Just Games/Looking At The Source 48:54 - Catch The Essence But Not Have Direct Influences/Link's Awakening Rip Off Indie Game 50:40 - Trying To Stay Up With Artists He Mentors/Some Artists Shouldn't Be Directors 52:40 - Keep Your Skills Sharp As An Artist/Having Tunnel Vision With Art Sometimes 55:00 - Where To Follow Eric Kozlowsky 55:57 - Eric's Book Arma

    #136 - Ted Anderson Interview (Donkey Kong, Mario Kart 7, Artistry, Nintendo, Texture Libraries etc.)

    Play Episode Listen Later May 14, 2022 66:49


    Ted Anderson is an artist who is most well known for his tenure at Retro Studios working on both Donkey Kong Country games and Mario Kart 7. He currently works for Pixel Pushers Union 512 and recently released the game Tonight We Riot. SOCIAL MEDIA Pixel Pushers - @ppu512 Twitter - @pixel_possum Tonight We Riot - https://tonightweriot.com/   #donkeykong #mariokart #retrostudios   TIMESTAMPS 00:00 - Intro 00:45 - How Ted Ended Up At Retro Studios 02:45 - Nintendo's Philosophy On Art/Retro Helped Form His Artstyle 06:00 - Stylised Art/Warhammer's Art Helped With Artstyle Of DKCR 08:15 - Dynamic With The Artists At Retro 09:20 - Creating Texture Libraries For DKCR 12:20 - Challenges Of Migrating Over To The Wii U Hardware 15:45 - Why Concept Art Is Needed/Boundaries Of An Artist 17:00 - Designing Grassland Grooves In DKCTF 19:50 - Working On World 5(The Fruit World)  20:45 - Collaborating With Eric Kozlowsky 22:45 - Ted Struggles With Water Levels/Specialty In Mechanical Structures 24:15 - Stylised & Realistic Art Challenges 26:30 - Dynamic Between Retro Studios & NOJ/DK Blow Mechanic Story 28:45 - Ted Got Given All The Assets For The Entire Mario Kart Franchise While Working On MK7 30:15 - Many Of Retro's Staff Didnt Want To Work On Mario Kart 7/Early 3DS Development Kits 32:29 - MK7 Tracks Ted Worked On 33:18 - Ted Went Above And Beyond To Make Shy Guy Bazaar Track 36:10 - Ted Is A Quick Artist 36:40 - How Ted Works Fast But Still Maintains Quality 39:30 - How To Work Around Hardware Limitations 41:10 - How To Design Machinery  45:50 - Ted Worked Off Hours On Shyguy Bazaar To Make It Special 47:12 - How The Metroid Easter Eggs In Donkey Kong Came About/Crocomire Reference 48:45 - Retro's Design Team/Artists Killing Some Designers Ideas 50:40 - Collaborating With Designers 52:10 - Foreground & Background Design In DKCR 53:50 - Making DK The Focus In Levels With Destructive Terrain 56:40 - Its A Fireable Offence To Work On Personal Games Well At Nintendo 1:00:00 - Publishers Should Encourage Developers To Work On Personal Projects Off Hours 1:01:00 - Certification  1:03:30 - Ted Shows Off His Retro Mementos  1:04:20 - Where To Follow Ted Anderson/Pixel Pushers

    #135 - Chet Faliszek Interview (Valve, Left 4 Dead, Portal 2, Writing, Crunch, Anacrusis etc.)

    Play Episode Listen Later May 7, 2022 57:51


    Chet Faliszek who was a former writer at Valve for over 12 years. He is now Co-Founder and CEO of Stray Bombay and are currently working on Anacrusis.   SOCIAL MEDIA TWITTER - @chetfaliszek ANACRUSIS WEBSITE - https://www.theanacrusis.com/ Discord - https://discord.com/invite/straybombay   #valve #left4dead #anacrusis   TIMESTAMPS 00:00 - Intro/Anacrusis Correction & What It Means 01:41 - Big Dictionary Of Slang 03:19 - Proper Pronounciation Of Faliszek 04:46 - Being Approached By Gabe To Join Valve/Gabe's Personality 06:08 - Chet's First Day At Valve 07:15 - Dynamic Between Chet & Erik Wolpaw 08:10 - Work On Half Life Universe 09:30 - Gabe Initially Didnt Want Chet To Do A Zombie Game 11:37 - Conception Of Left 4 Dead 13:20 - What Chet Would Change On Left 4 Dead Based On The Pandemic 15:41 - Planting Seeds For A Sequel In Left 4 Dead 17:30 - How He Ended Up Writing For Portal 2/Writing For Portal 2 20:45 - Challenge Of Writing For Left 4 Dead 22:00 - Valve's Culture/Certification 24:46 - Valve's Influence On Stray Bombay/Flat Hierarchy Pros & Cons 27:43 - Misperceptions/Collaboration 31:00 - Working With Sensitive People/Nothing Is Cool & Suck/Feedback 33:17 - Chet Doesn't Get Affected By People Screaming At Him/Dealing With Tensions 35:40 - DOOM's Impact On Chet/Improving Your Comedy/Old Man Murray 38:20 - Chet Loved Living In Cleveland 39:01 - How Being A Painter Transferred Over To Game Design 41:00 - Chet Has A Lot Of Respect For Trade Workers 42:25 - Self Imposed Crunch/You Can't Finesse Crunch  45:02 - Retail Releases Are What Causes Crunch 45:05 - How Chet Ended Up Working On HTC VR 51:10 - Defining The Goals On Anacrusis 52:30 - What's On The Horizon For Anacrusis 56:50 - Where To Follow Chet Faliszek/Stray Bombay

    #134 - Jim Wornell Interview (Graphic Design, Ocarina Of Time, Metroid Prime, Voice Acting, Nintendo etc.)

    Play Episode Listen Later May 2, 2022 55:47


    Jim Wornell was a former graphic designer at Nintendo who created the logos for franchises such as Metroid, Animal Crossing and Paper Mario. He also was a localiser, bug tester and manual editor on Ocarina Of Time. #nintendo #ocarinaoftime #metroidprime SOCIAL MEDIA TWITTER - @jimbob_crachit WEBSITE - https://www.jimwornell.net/   TIMESTAMPS 00:00 - Intro 01:07 - How Jim Ended Up Working At Nintendo & Became A Graphic Designer 04:00 - The Hardest & Easiest Graphics To Design 05:50 - Iterations Of Animal Crossing Logo/Logo Design Phase 08:00 - Working On The Metroid Prime Logo 13:00 - What Graphic Design Jim Does Now/Nintendo Has All Of Jim's Unseen Designs 14:30 - The Hardest Parts Of Learning Graphic Design 15:30 - The Big Green Book Of Maps/Learning Design Before Youtube 17:20 - Friendly Rivalry With Other Graphic Designers 17:55 - Working On Ocarina Of Time 23:35 - Bugs Found Well Play Testing Ocarina Of Time 24:55 - Being Credited For Work Jim Didn't Do 25:25 - Design That Was Made But Game Was Cancelled 26:54 - Jim Did The Metroid Prime Logo Entirely Solo/Other Work He Was Doing At The Time 28:07 - Time Management/Advice For Designers 29:50 - Checking Your Ego 31:44 - What Jim Asks Of Clients When They Request A Design 33:10 - Dealing With Clients Who Don't Know What They Want 35:15 - Metroid Prime Logo Font 36:56 - Metroid Fusion/Metroid Prime 2 Logo 38:00 - Paper Mario Logo 39:04 - Never Stop Learning With Adobe Programs 39:48 - How Jim Ended Up Being The Announcer On F-Zero X  42:48 - Voice Acting Bug/Voice Acting Is A Tough Business 43:15 - Doing Different Accents/ 44:35 - Connecting With The F-Zero Community 46:05 - Tips For Voice Acting 47:50 - Jim Is Learning About Mixing 49:20 - Meeting Shigeru Miyamoto 50:49 - Meeting Owen Hart 3 Weeks Before He Died/Meeting Dwayne Johnson 52:51 - Where To Follow Jim Wornell 53:25 - Who Drew Jim Wornell's Graphic

    #133 - Erik Wolpaw Interview (Half Life:Alyx, Portal 2, Portal 3, Valve, Writing, Dialogue etc.)

    Play Episode Listen Later Apr 16, 2022 63:27


    Erik Wolpaw is a writer at Valve and has worked on franchises such as Half Life and Portal. He recently worked on Half Life:Alyx and Aperture Desk Job   SOCIAL MEDIA TWITTER - @wolpaw   TIMESTAMPS 00:00 - Intro 00:25 - Being A Database Programmer Before Being A Writer 01:00 - Procrastination/Psychonauts 03:10 - Coming Up With Names Is Easy/Keeping Up Energy Is Hard/Jokes Being Cut 04:50 - Erik Doesn't Like Writing 05:55 - Erik's Ideology In Terms Of Writing For A Game 07:50 - Time Between Portal & Portal 2/Don't Write Yourself Into A Corner 08:25 - Erik Wants To Work On A Portal 3/Valve's Corporate Structure  10:01 - Portal 3 Might Not Happen/Why Valve Doesn't Release Many Games 11:45 - Valve's High Quality Bar/Development Cycle 12:20 - Portal 2 Almost Didn't Happen/Portal 2 Project Cycle 15:45 - Games Are Terrible Until Near The End 17:04 - Struggling With Ideas For Portal 2 Until Wheatley Idea Came About 19:14 - Working With Stephen Merchant On Wheatley/Writing To An Actors Strengths 23:30 - People Involved In Directing An Actor In The Studio 25:00 - Working With Rhys Darby On Russell/Meeting Rhys Darby In L.A. 27:45 - The Original Writing For Half Life:Alyx Didn't Work/Writing Half Life:Alyx 31:47 - Original Ending Of Half Life:Alyx And Tweaking It 34:15 - Connecting Half Life:Alyx Ending To Half Life 2 38:10 - Gabe's Involvement/Erik's Relationship With Gabe 39:45 - Writing With Jay Pinkerton 41:22 - Erik's Easiest  Character To Write Is The Institution Voice In Portal 2 42:36 - Writing Something And Thinking Its Horrible When Said Aloud 43:40 - Nate Bargatze Struggled With The Word Turret On Aperture Desk Job 44:08 - Convoluted Lines Of Portal 2 45:00 - Erik Appreciates The Work It Takes To Write Something Good/God Of War Caused Erik Stress 46:00 - Erik Is Always Stressed/Erik Hates Letting People Down 47:45 - Comedic Obsessions With Writing/Erik Wants To Improve On His Writing 49:40 - Re-Purposing Dialogue 50:10 - Erik Respects The Valve Artists/Picturing An Image Well Writing 53:00 - Jay Pinkerton Is A Good Designer/Comics 54:09 - Erik Wants To See A Sunset Overdrive 2/The Game Industry Is Quite Small 55:50 - Why Erik Left Valve & Became A Contractor Instead 56:50 - Erik's Son Being Born During The End Of Portal 2's Development 1:00:15 - Where To Follow Erik Wolpaw 1:02:09 - Petition To Gabe Newell To Start Portal 3

    #132 - Andrew Hulshult Interview (DOOM Eternal, IDKFA, Mixing, Bobby Prince, Ear Fatigue etc.)

    Play Episode Listen Later Apr 9, 2022 59:10


    Andrew Hulshult is a video game composer and sound designer who composed music on the DOOM Eternal DLC The Ancient Gods, he is also well known for DOOM remix project IDKFA as well as his work on franchises such as Quake and Duke Nukem   #doometernal #anicentgods #idkfa   SOCIAL MEDIA YOUTUBE -  @Andrew Hulshult  TWITTER -  @Andrew Hulshult  WEBSITE - https://www.hulshult.com/   TIMESTAMPS 00:00 - Intro 00:50 - Not Copying Mick Gordon But Respecting DOOM's Music 03:10 - Chad Mossholders Guidance  08:28 - Process Of Making Blood Swamps 10:45 - Difference Between Ambience, Light Combat And Heavy Combat 12:30 - Creating Various Versions Of Blood Swamps 14:30 - Andrew Didn't Contact Mick Gordon To Get His Blessing Because Of The Fragile Situation 15:46 - Making Allies To Get More Work Opportunities 16:35 - Don't Burn Bridges/Fragile Egos 19:30 - IDKFA - Dark Halls Track 21:40 - IDKFA Project/Bobby Prince 23:44 - Getting Better With Strings/Sinister Track 25:45 - Not Liking Your Own Music After Hearing It So Much 26:59 - Listening To Old Mixes 29:00 - Andrew's Mixing Process 29:45 - Ear Fatigue/Time Management 33:30 - Ancient Gods DLC OST/Why He Hasn't Advocated For One 34:45 - Andrew Would Love To Work On Another DOOM Game/Outings 37:18 - Andrew Has Had Moments Where He Thinks He's Awesome/Staying Grounded 39:20 - Helping The Community/North Texas Foodbank/Capitalism  41:42 - DOOM & Quake Were Dream Projects/Projects Andrew Wants To Work On 44:00 - Creating Ambience/Renowned Music For DOOM 45:45 - Submitting Demos 46:20 - Andrew's Ancient Gods DLC Demo 48:10 - David Levy Is His Brother In Arms/Honesty 50:08 - Callbacks To Bobby Prince's Music 51:40 - 2021 Was A Hard Year For Andrew/Phone Call With Bobby Prince 54:40 - How Andrew Manages Multiple Projects At The Same Time 57:20 - Andrew's Cat 57:45 - Where To Follow Andrew Hulshult 

    doom fatigue mixing quake doom eternal duke nukem bobby prince andrew hulshult idkfa
    #131 - Stephen Hunter Interview (The Hobbit, Acting, Peter Jackson, Coaching, Voice Acting, Video Games etc.)

    Play Episode Listen Later Apr 2, 2022 56:30


    Stephen Hunter is an actor, radio host, voice over artist, and acting coach. He is most well known for playing Bombur in The Hobbit.   SOCIAL MEDIA YOUTUBE -  @Stephen Hunter  TWITTER - @StephenJHunter1 WEBSITE - https://www.stephen-hunter.com/   #thehobbit #peterjackson #actingcoach   TIMESTAMPS 00:00 - Intro 01:07 - Stephen's Bombur Shirt/Stephen's Office Of Memorabilia  02:50 - Stephen Doesn't Get The Luxury Of Choosing Roles/Sydney Floods 04:29 - How Stephen Got A Role In The Hobbit 10:17 - Colour Audition Rounds Of Hobbit 10:48 - Having No Dialogue As Bomber/Physical Acting 13:02 - Being Intimidated By The Scale Of The Hobbit At First 15:00 - Committing To The Role By Eating 16:25 - Shooting The Bag End Scenes/Different Stages They Had Sets 19:03 - Barrel Riding Scene 20:42 - The Bomber Costume 24:05 - Peter Jackson's Direction 26:24 - Goblin Cave Story/Practical Jokes 28:20 - Running From Beorn Scene 31:30 - Biggest Mistakes Actors Make 34:00 - Hollywood Creates Delusions In Actors/Advice For Actors 38:38 - Voice Acting Opportunities/Audio Plugins 41:16 - Video Game Voice Acting Doesnt Pay Well In Australia /Naughty Dog 43:09 - Online Voice Agencies/Audio Equipment Is Cheap/Recording Booths 45:40 - Stephen Is An Audio Engineer 47:00 - Actors Creating A Constant Income/Don't Rely On One Industry For Survival 50:00 - Why Stephen Didn't Move To America/American Visas 50:55 - Australian Actors Making It Big In America 51:26 - Stephen Worked With Chris Hemsworth Before He Blew Up 51:55 - Australia & NZ Film Studios  54:00 - How To Sign Up To Stephen's Acting Coach Course

    #130 - David Levy Interview (DOOM Eternal, Mixing, Gen:Lock, Royalties, Passive Income, Mick Gordon etc.)

    Play Episode Listen Later Mar 26, 2022 64:34


    David Levy is a film, television and video game composer who is most well known for partly composing the soundtrack to the DOOM Eternal DLC - The Ancient Gods #doometernal #ancientones #immora   SOCIAL MEDIA YOUTUBE -  @David Levy  TWITTER - @davidlevymusic INSTAGRAM - @davidlevymusic   TIMESTAMPS 00:00 - Intro 00:57 - How David Ended Up Scoring For Ancient Gods DLC 02:00 - David Was Told Not To Copy Mick 02:58 - Atlantica Was The First Track David Worked On/Intensity Levels 05:25 - Ambience To Combat To Heavy Combat 06:28 - Mick Gordons Mixing 07:54 - Modulators/Plugin Units David Used For Ancient Gods 09:15 - How David Composed For Ancient Gods DLC 10:45 - Trial Of Malligog/Music David Worked On 12:45 - Working With Andrew Hulshult 14:00 - Davids Work History/Difference Between Scoring Games & Film/Immora 17:45 - Avoiding Overnighters & Burnout 18:45 - Satanist Immora Story/Metal Choir Samples 21:39 - David's Cat In His Videos  23:30 - Project Simulation 24:20 - Doing One Project At A Time/Energy Levels 26:11 - How David Structures His Day 27:05 - Ear Fatigue On DOOM/David's Mixing 30:45 - You Can't Have An Ego As A Game Composer 32:46 - Setting Expectations Before A Project Starts 35:36 - Don't Copy Any Other Artist 36:15 - David Would Love To Work On DOOM Again 37:15 - David Was Super Stressed Out Working On DOOM 39:40 - How David Ended Up Working On Gen:Lock/Burnout 44:55 - Pushing Yourself When You Are About To Give Up 46:15 - Gen:Lock Was A 6 Month Sprint/DOOM Was A Short Sprint 47:40 - David Considered Giving Up His Career As A Composer After Moving To Austin 49:40 - How David Established His Portfolio 54:40 - How David Pushed Through Moments Of Being Disheartened In His Early Years 55:25 - Advice From Austin Wintory/Gotta Keep Going 57:25 - Royalties 59:30 - Getting Passive Income From Sample Packs 1:02:50 - Where To Follow David Levy

    #129 - Joe Houston Interview (Bluepoint Games, SOTC, Titanfall, Uncharted, Localisation, Coding etc.)

    Play Episode Listen Later Mar 19, 2022 57:55


    Joe Houston is a programmer/engineer who is most well known for his tenure at Bluepoint Games working on games such as Shadow Of The Colossus, Titanfall, Uncharted, Demon Souls etc. #bluepointgames #shadowofthecolossus #uncharted   SOCIAL MEDIA TWITTER - @pandamittens   TIMESTAMPS 00:00 - Intro 00:00 - Joe Hasn't Been To Houston Despite His Surname 01:20 - Bluepoint Games Like Hard Problems 03:13 - Memory Stomp Bug On Titanfall  04:50 - Code Drops On Titanfall/Co-Development With Respawn Titanfall 06:40 - Optimisation Problems With Titanfall 09:10 - Bluepoint Games Reputation, Professionalism & Transparency  11:40 - Bluepoint Engine 12:20 - Extracting Data From Older Games/Process Of Making Remakes 14:14 - Joe's Skillset/Workflow & Bug Tracking For SOTC 17:25 - Parity Issues Were A Problem On SOTC/Japanese Source Code 20:40 - Japanese Source  Code Issues That Ended Up Accumulating Over Time 22:17 - Joe Knows Basic Japanese/Localization 23:30 - Maintaining Culture In Localisation/Arabic Compared To English 27:00 - The Problems With The Original SOTC/Dishonored Being Compared To Thief 30:40 - Modernising Uncharted 1 For PS4 34:40 - Getting Uncharted Collection To Maintain 60FPS 36:40 - Working On Uncharted Games Simultaneously/Bluepoints QA 37:45 - Uncharted 2 Was The Starting Point For Development Of The Collection/Keeping Bugs 40:20 - Remakes & Remasters Vs Original IP 42:17 - Playing Uncharted 3 To Prepare For Development On The Remake 43:25 - Joe Never Played SOTC Until He Started Developing The Remake/Studying SOTC 45:33 - How Japanese Coders Operate/Birds In SOTC 47:00 - Working With Andy O'Neil 49:03 - Bluepoint Games Motto”Working Smarter,Not Harder”/Avoiding Crunch 51:07 - Bluepoint Is A Great Studio For Engineers 51:58 - Pros & Cons Of Bluepoint Games 53:45 - Breaking Into The Game Industry/Artistry/Flexing His Other Skillset/Working At Discord 56:49 - Where To Follow Joe Houston

    #128 - Ben Kasparek Interview (DBZ, Editing, Bruce Faulconer, 9/11, Pikkon Theme Cell Saga etc.)

    Play Episode Listen Later Mar 12, 2022 58:38


    Ben Kasparek was the music editor on the English Dub of Dragonball Z for the Android, Cell and Buu Sagas of DBZ and worked closely with the composers of the show Mike Smith, Scott Morgan and Julius Dobos   #dbz #dragonballz #brucefaulconer   TIMESTAMPS 00:00 - Intro 00:42 - How Ben Got Into DBZ/Getting Job At Faulconer Productions 04:08 - Ben Originally Wanted A Job At Funimation But Couldn't Find The Office 04:49 - Watching Mike Work/What Episode Ben Started First When Editing 06:30 - Editing An Episode Took One Week/Editing Process 08:07 - DBZ Music Library/Mistake With Vegetas Theme 10:13 - Ben Favoured Hyperbolic Time Chamber Theme In Editing 11:25 - Limiting Of Pikkons Theme 12:56 - Ben Inspired Scott To Write The Arpeggiated Part Of Pikkons Theme 14:56 - The Genius Of Mike Smith,Scott Morgan & Julius Dobos 15:59 - Japanese DBZ Music/Gohan Vs Cell Kamehameha Episodes Had No Changes In Editing 18:19 - 16 Rips Off Cells Tail/Gohan & Icarus/Perfect Cell Runs 19:25 - Such A Massive Library Existed By Buu Saga So Cell Saga Music Was Hardly Used 20:32 - Having A Bigger Catalog Made It Easy To Edit 22:33 - How The Best Of DBZ Vol 1 Soundtrack Came About 25:12 - Ben Would Give The Musicians Requests And They Nailed It Every Time 26:32 - Ben Was Late To Work On The Day Of 9/11 28:21 - Gohan Goes To School Episode Had To Be Edited In 24 Hours 29:32 - Hardcore DBZ Fan In Ben's Class/New Generation Of DBZ Fans 31:04 - Groove Of Work 32:05 - Bruce Faulconer's Involvement In DBZ 34:24 - Cakemix Studio/Internets Effect On Bruce's Studio 35:34 - Ben Not Knowing Gohan SSJ Is Goku's SSJ Backwards 36:24 - Tying Gohan's Music To Piccolo During The End Of Cell Saga 37:32 - Character Moments 38:30 - Going From Fighting Music To Silly Music Being Jarring/ 41:45 - Ambient Pieces Being Easy To Edit/Transitions 43:45 - The Final Atonement Episode 46:15 - Emotional Scenes 48:15 - Mike, Scott And Julius's Different Styles Of Composing 51:10 - SSJ3 Theme 52:46 - Julius's Work On Editing On Outside DBZ 55:00 - Bittersweet Feeling Of DBZ Ending

    #127 - DoctorM64 Interview (AM2R, Skippy The Bot, Game Design, Programming, Composing etc.)

    Play Episode Listen Later Mar 5, 2022 57:34


    DoctorM64 is the man behind the Metroid 2 fan remake AM2R. He spent over 8 years developing it in his spare time. His efforts werent in vain as now he is a programmer at Moon Studios and recently worked on Ori:Will Of The Wisps. #am2r #metroid #metroid2 SOCIAL MEDIA TWITTER - @DoctorM64, @PROJECTAM2R YOUTUBE -  @Milton Guasti  Join the Kiwi Talkz Discord server to make guest submissions and submit questions to guests! https://discord.com/invite/gJ6VgGq2   TIMESTAMPS 00:00 - Intro 00:28 - How The Name DoctorM64 Came About 01:50 - Times DoctorM64 Considered Giving Up On AM2R 04:00 - What Was Developed From The Get Go/What Changed Throughout Development 07:03 - Skippy The Bot Section In AM2R 10:39 - Skippy The Bot Flash Game 15:14 - Musical Approach For AM2R 17:01 - Refining The Music/Working With Composers 20:22 - Trying To Lessen The Repetitiveness Of The Metroid Encounters 23:20 - A.I. Programming Of The Metroids 25:31 - Challenge Of Overhauling Zeta, Omega & Metroid Queen 29:26 - Random Crashes In Game Maker And Losing Development Progress 30:57 - Water Distortion Filter Effect 33:02 - How The Power Generator Area Came About/Static Electricity Filter Effect 37:10 - Designing The Escape Sequence 41:39 - Input From The Speedrunning Community During Design 43:45 - Working In A Team As A Programmer Prepared Him To Manage The AM2R Team 46:48 - Approach To The Lore Of Metroid 49:40 - Problems With The EMMIs In Metroid Dread 52:02 - DoctorM64 Marvelled At The Agility Of Samus In Metroid Dread 53:19 - DoctorM64 Can't Help But Critique Metroidvania Games 54:19 - Development Eventually Gets Stale So You Need Others To Look At Design With Fresh Eyes 56:15 - Where To Follow DoctorM64

    #126 - Josh Weier Interview (Portal 2, Valve, Game Design, Gabe Newell, Play Testing, Management, Crunch, Certification etc.)

    Play Episode Listen Later Feb 26, 2022 62:36


    Josh Weier was a game developer at Valve for over 14 years and worked on franchises such as Portal and Half Life. He was the project lead designer on Portal 2. Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! #sponsored #valve #portal2   SOCIAL MEDIA TWITTER - @weier_josh Zero Page: http://zero.page Zero Page Twitter: @zeropage_game   TIMESTAMPS 00:00 - Intro 00:53 - Memories Of Valve 02:01 - Orange Box/How Josh Ended Up As Project Lead On Portal 2 05:20 - Portal 2 Storyboards/Design Approach With Portal 2 06:45 - Elevator Doors Are Actually Portals 07:40 - Playtesting/Design Of Game Mechanics 11:00 - Design & Storytelling Working Together/Changing Environments 13:00 - Story Constantly Changed Through Development 14:15 - The Moon Segment Was Added Very Late In Development 15:45 - Catapults/Bridges/Linear & Non Linear Aspects Of The Design 19:23 - Walking On Walls & Bullet Time Were Cut Game Mechanics 21:30 - The Gel Was Hard To Implement/Digipen 23:05-  Difficulties Of Programming For PS3/Smoothing Out Portal Transitions 26:20 - Manscaped Sponsored Segment 27:23 - Momentum Physics/Where People Would Quit On The Original Portal 29:04 - Gabe Newell/Gabe Wanted GLaDOS To Have A Face/Gabe's Struggles 31:05 - Underground Area Was The Hardest Area To Work On 32:55 - Portal 3/Portal For Xbox Was The Genesis Of Developing Portal 2  37:20 - Portal 2's Intro Is Inspired By Super Metroid's Intro 39:20 - Original Idea For GLaDOS In Portal 2/Announcer 41:40 - Trying To Sell The Part When Wheatley Turns Bad 43:20 - Dealing With The Weight Of Expectations/Valve Doesn't Have A Template Of Developing 45:20 - Game Designing Is Stressful/Complications Of Crunch 46:50 - Portal 2 Almost Ruined Josh's Marriage/Game Developments Effect On Family Life 48:30 - Josh's Management Style/Communication 50:52 - Josh Cant Switch His Brain Off  53:09 - Crunch Process For Portal 2 54:35 - Certification Problems For PS3 & Xbox/How Much Time Certification Adds To Development 58:24 - Politics Of Certification 58:59 - Zero Page Game 1:00:13 - Where To Follow Josh Weier

    #125 - Carlos Mendieta Interview (Metroid Prime 2 & 3, Donkey Kong Country Tropical Freeze, Animation, Drawing, Comics etc.)

    Play Episode Listen Later Feb 19, 2022 63:37


    Carlos Mendieta is an animator in the video game industry. He is most well known for his tenure at Retro Studios where he worked on Metroid Prime 2 & 3 as well as Donkey Kong Country Returns and Tropical Freeze. He is now creating his own comic book and creating a kickstarter, visit the website to support.   WEBSITE https://www.carlosmendieta.com/?fbclid=IwAR0GNIfo-tVcBGw3y_BchCaR-lTPTdxrVbYuigJIJJ4E3UW7nz9QDZbvnvA   #metroidprime2 #donkeykong #retrostudios   TIMESTAMPS 00:00 - Intro 01:10 - Differences Between Animating And Drawing/Team Collaboration 02:44 - Getting All The Animators To Establish The Same Style For A Game 04:01 - Animators Comraderie/Animators Work Structure On Metroid Prime 2/3  06:05 - Metroid Prime 2 Animators Were Never Under Huge Pressure/Prime 2 Cutscenes 07:01 - Carlos First Bit Of Work Was The Space Pirates 07:50 - Carlos Loved The Original Metroid Prime 08:32 - Complexity Of Prime 3 Cutscenes Compared To Prime 2 09:47 - How The Structure Of The Cutscenes Were For Prime 2 And Prime 3 11:00 - Cutscenes Storyboards 12:24 - Carlos Was Told Prime 3 Wouldn't Have As Many Cutscenes As Prime 2 Initially/Sammy Hall 13:37 - Adjusting Animation Style From Metroid To Donkey Kong 14:45 - Donkey Kong Playing DS Animation 15:30 - SD To HD Doesn't Change Animating Much/New Skeletons Were Created Between DKCR & DKCTF 16:37 - Donkey Kongs Fur Was Handled By Engineers Not Animators 17:09 - Animating The Bosses Of Both Donkey Kong Games/Owl Boss 18:15 - Cutscenes For Donkey Kong Vs Metroid Prime/Facial Animation 20:46 - Duration Of Making One Cutscene In Donkey Kong 21:45 - Having A Plan Before Animating Is Critical 22:42 - Compressing Animation/Framerate 24:01 - Acting Out To Get Animation References Right/Keyframe MP 26:30 - Carlos Animated Himself For The Walrus Butt Hit Reaction In Tropical Freeze 27:30 - Samus Was Animated As A Badass Where As Donkey Kong Animation Was Exaggerated 28:38 - Carlos Animated The Samus Thumbs Up In Prime 3 And It Was A Big Cutscene To Animate 30:46 - Retro Studios Animation Team Continued To Get Better/Carlos Went To Artschool With A Lot Of Retro Animators 31:40 - How Carlos Ended Up At Retro Studios/Being Excited To Work On Metroid 33:37 - Working On Metroid Prime 2 & 3 Wasn't Stressful Due To The Team 34:58 - Crunch For Prime 2 Was 3 Months And Was Only Cutscenes/Polish At The End Of Prime 2 Development 36:25 - Metroid Prime Franchise Is The Only Franchise Where Cutscenes Were Done At The End 37:30 - Story Was Changed Part Way Through Prime 3 Which Made A Ghor Cutscene Change 38:30 - How A Small Tweak  Can Dramatically Change Production 39:30 - Nintendo Cares About Quality 40:30 - Nintendo Gets QA Testers On A Game From Early Development 42:23 - Carlos Loved Working At Retro Studios/ 43:54 - Most Of The Metroid Prime 2/3 Animation Team Is Still At Retro 44:40 - Why Carlos Left Retro Studios & Moved To New Orleans 44:45 - New Orleans Inspires Carlos 47:07 - Carlos Is Kickstarting A Comic 47:43 - Carlos Shows Off Artwork For His Comic/Idea Of The Comic 48:52 - It Takes 8-12 Hours To Do One Drawing 49:38 - Carlos' Thinks Metroid Dreads Cutscenes Are Awesome 50:35 - Carlos' Loves The Animation Of Cupped/ 52:00 - Carlos Theorises How They Animated Cuphead 52:45 - Environments On Metroid & DK Were Handkeyed 53:50 - Destructive Terrain Of Tropical Freeze/Frantic Fields Trees Were Animated 3 Times 55:20 - Carlos Favourite Cutscenes He Worked On 56:15 - Timelessness Of Retros Games 57:10 - Carlos Didn't Leave His House For 9 Months During The Pandemic 59:04 - Animation Tools Transferred From Metroid Prime To DK. 1:00:30 - It Took Carlos A While To Learn How To Use Unreal Engine 1:01:20 - Where To Follow Carlos And Support His Comic 1:02:25 - Supply Chain Issues For His Comic

    #124 - Legendary Wes Interview (Smash Bros Melee, Playstyles, Online Hate, Deadly Alliance, Trash Talking etc.)

    Play Episode Listen Later Feb 12, 2022 54:15


    Legendary Wes was one of the Top Tier smash bros players in the golden era of Smash Bros Melee competitions. He was particularly known for being one of the best Samus players. #sponsored #smashbros #samus SOCIAL MEDIA TWITCH -  @TheLegendarywes  YOUTUBE -  @TheLegendarywes  TWITTER - @thelegendarywes7   Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!   TIMESTAMPS 00:00 - Intro 00:27 - Why Wes Wanted To Main Samus/Metroid 02:35 - How Wes Got His Playstyle And Evolving It/Hugz 05:20 - Wes Would Spend 8 Hours A Day Playing Melee/Life Balance 07:15 - Using The Hood To Exploit Opponents/Trash Talking 10:54 - Story About Trash Talking Jayman 11:52 - Having Thick Skin/How To Get Out Of A Depressed State 13:36 - Deadly Alliance Terrorising Competitions 14:26 - Deadly Alliance Crew/How They Became An Elite Team 16:20 - Where The Team Is Situated Now/Compton 17:30 - How Wes Prepared Psychologically Before A Competition/Lollipops 20:29 - Wavedashing/Samus Is The Most Technical Character 21:57 - With Samus You Have To Change Style With Every Character/Learning From Noobs 24:14 - Manscaped Sponsored Segment 25:02 - Learning Frame Breakdowns/Hitboxes 26:31 - Mew2King/PC Chris/Armada/Zane 30:07 - Smash Bros Documentary/Wes Material That Was Cut 32:44 - Smash Bros Toxicity Is Only Online/Event Vibe 33:57 - SOS Gamers/Work In The Community During A Pandemic 37:27 - Stigma Of Girls Being Bad At Gaming/Getting Girls Into Gaming/Misogyny  40:50 - Deadly Alliance Doubled As Security For Events/Mew2King's People Robbed Him Of His Own Money 42:40 - Deadly Alliance Isn't As Hood As People Think 44:30 - Jumping Between Melee & Ultimate 45:52 - Wes Thinks Smash Bros Ultimate Is Better Than Melee Overall/Melee's Dedicated Community 49:40 - Nintendo Gamecube Online/Rollback For Melee 50:03 - Balancing Work Schedule & Content Creation 51:22 - Celebrities Wes Has Been Mistaken For 52:30 - Where To Follow Legendary Wes

    #123 - Gavin Price Interview (Playtonic Games, Rare, QA Testing, Yooka Laylee, Management etc.)

    Play Episode Listen Later Feb 5, 2022 58:12


    Gavin Price was previously employed at Rare for over 15 years and started off as Quality Assurance Tester before moving into game development. He has now cofounded Playtonic Games and overseen the Yooka Laylee games. #rare #yookalaylee #donkeykong   TIMESTAMPS   00:00 - Intro 01:07 - Staying At Rare For So Long 01:51 - Doing Quality Assurance And What It Entailed At Rare 04:00 - How Gavin Ended Up Working For Rare 05:45 - Common Bugs Found In Game Testing 07:30 - Mickey's Racing Was Bug Free 08:13 - Seriousness Of Testing & Shipping A Game/Crystal Caverns Bug 09:44 - Process In Development When Testing Starts 10:29 - Game Release Schedule At Rare In Early Days 12:13 - Competitiveness Of Rare 12:48 - How Rare Changed When Microsoft Bought It 14:10 - Gavin Was A Little Overwhelmed When Moving From QA To Development 16:13 - The Stampers Game Process Vs Microsofts Game Game Process 18:50 - Why Gavin Founded Playtonic Games/Rare Redundancies 22:11 - Pitching Playtonic To His Colleagues 23:54 - Kickstarter Campaign Catching Gavin Offguard/Early Days Of Playtonic 27:45 - Developing Yooka Laylee With The Hype Surrounding It 29:01 - Hindsight Of Yooka Laylee/Naevity Of Business 31:45 - Performance Was The Challenge Of Yooka Laylee 33:08 - Camera & Bosses Were The Hardest Parts To Develop For With Yooka Laylee 34:34 - Difficulty Spikes & Developing For That 36:24 - In The Early Days Playtonic Didn't Have Enough Time To Research Before Starting Development 37:46 - Mario Odyssey/Accessibility/Quick Resume Modes 41:27 - Challenges Of Developing An Exclusive Game Vs Multi Platform 42:50 - Game Growth/Competition/Quality Bar 44:05 - Digital Games/New Game Business Models 45:05 - Distribution/Being Ahead Of The Curve 47:26 - Staying Up With Technology/Responsibility Of Employees Livelihoods  49:08 - Unpopularity Of Certain Management Decisions/Hierarchy System Of Playtonic 51:45 - Methods Of Avoiding Crunch 53:03 - Playtonic Wants To Make A Lot More Genres Of Games/Improving On Rare's Legacy 54:40 - Yooka Laylee In Smash Bros Needs To Be Earned 55:55 - Where To Follow Playtonic Games/Future Endeavours For Playtonic

    #122 - Richard Vorodi Interview (Metroid Prime Hunters, Game Design, Lore, Nintendo, Darksiders III etc.)

    Play Episode Listen Later Jan 29, 2022 57:26


    Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! Richard Vorodi currently works as a designer at Gunfire Games and was lead designer on Darksiders III , he previously worked at Nintendo for 15 years, specifically at NST on games such as Metroid Prime Hunters, Wave Race and Project Hammer before its cancellation.   #sponsored #metroidprimehunters #metroid   TIMESTAMPS 00:00 - Intro 01:01 - Crafting His CV To Be A Designer For Nintendo 02:15 - Approach To Creating Metroid Prime Hunters 03:36 - Creating The Lore For MPH 04:52 - Creating The Hunters Backstories Was The Hardest/Sylux/Bible For Metroid 06:09 - Sylux Was Tanabe's Favourite Hunter 07:04 - Coming Up With The Hunters Colours 08:22 - Coming Up With The Hunters Names & Lore Names 11:26 - Why Weavel Is Richard's Favourite Hunter 12:20 - Richard Has No Problem With A Remake Of MPH/Growth Of FPS 13:43 - Most Of The Feedback On Games Are Negative/Praise For MPH 15:51 - Keeping High Morale When The Industry Is So Negative 19:05 - Why NST Used Pre Rendered Cut Scenes In MPH/Pre Rendered Vs In Engine Cutscenes 20:53 - Metroid Dread/Games Are Too Long Nowadays 22:10 - Most People Don't Finish Games 22:58 - Manscaped Sponsored Segment 24:02 - Space Combat Wasn't Seriously Considered In MPH/Ships In The Game 24:53 - Eastern Game Design Vs Western Game Design 28:51 - Incorporating Metroid Philosophy Into Darksiders III/Building A World 32:50 - Production Cycle On MPH Vs Darksiders III 34:12 - Crafting Environments Thinking Its Original And Then Finding Out It Isn't 35:43 - Presentation Is Everything 35:43 - Working With Andrew “Android” Jones On MPH/Art 40:28 - Taking Ideas From One Hunter And Putting It On Another 41:13 - Balancing Ideas 42:36 - Have As Many Ideas As Possible But Know When To Keep Them To Yourselves 43:44 - Retro Studios Gave NST A Template But They Still Created Everything From Scratch 44:01 - An NST Artist Worked With Retro Studios On Metroid Prime And Was Key On MPH 45:47 - Nothing Was Left Out Of The Game For MPH/ Richard Would Of Liked More Content If They Had More Time 48:19 - Modern Engines Save Time/Tools Were Written At Time It Was Needed For MPH 52:13 - Balancing Family/Game Design & Tech 54:18 - Being Bored Is The Worst Thing 55:22 - Where To Follow Richard Vorodi/Gunfire Games

    #121 - Zoid Interview (Metroid Prime, Cameras, Scripting, Sequence Breaking , Programming etc.)

    Play Episode Listen Later Jan 22, 2022 65:18


    Zoid is a retired game developer who worked in the industry for over 32 years on games such as World Of Warcraft, Dota 2, Portal, Quake and Metroid Prime. He was Senior Engineer on Metroid Prime 1 & 2 and worked closely with the late great Mark Haigh-Hutchinson Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! #sponsored #metroidprime #metroid SOCIAL MEDIA TWITTER - @ZoidCTF   TIMESTAMPS 00:00 - Intro 00:52 - Miyamoto Referring To Zoid As Zoid-O-San 01:53 - Game Problems Miyamoto Pointed Out On Space Pirate Frigate/Scale 03:45 - Bluerooms To Scripting To Artwork 05:19 - Morphball Cameras/Camera System 08:42 - Doors/Loading Rooms and Triggers 10:54 - Retro Studios Licensed An Open Source Compression Software To Gain More Memory 13:29 - Spindle Camera In Prime 2/Dark World Transitions 14:57 - Elevators/Physics Transition Of Samus 17:16 - Horizontal Doors Were Removed In Prime 2 Due To The Screw Attack 18:06 - Screw Attack Camera 19:06 - Metroid Prime Has One Of The Most Complicated Third Person Cameras Ever 19:44 - Most Bosses In Prime 2 Were Done By The Designers Themselves/Scripting System 21:35 - Cinematic Camera System Having 1 Frame Glitches  22:45 - E3 Response To Metroid Prime 24:06 - Tutorial Section Of Prime 1(Worked) 25:13 - Parasite Queen/Strafing 26:06 - Translating Design Ideas To Work/Damage Hue 29:05 - Spider Ball Guardian Scripting System 29:41 - Elder Chozo Room In Chozo Ruins Took A Month To Script 33:30 - Infinite Ball Jumping Wasn't Considered Because Of Rooms Without Ceilings 34:50 - Master Layers/Why Zoid Put In Locks To Prevent Sequence Breaking 36:09 - Speedrunners/Sequence Breakers 36:58 - Enemies Respawingb 37:58 - Metroid Prime Would Still Have To Be Made The Same Way TodayMemory Allocation 40:40 - Manscaped Sponsored Segment/Memory Allocation Part 2 42:39 - Falling Off Cliffs In Prime 2 44:10 - Being A Professional Street Fighter II Player In The 90s 45:04 - Super Metroid/Zoid Put Super Metroid Into Metroid Prime But Nintendo Declined It 46:50 - Metroid Game Code Was In Japanese 48:00 - Working With Tanabe On The Incinerator Drone & Phazon Mines 49:10 - Network Programming For Multiplayer For Portal 2/Dota 2 50:44 - Zoid Speedrunning Metroid Prime Before Going Gold 51:37 - Zoid Worked 100 Hour Weeks For Months On Prime 1 52:10 - Donkey Kong Tropical Freeze's Camera System/Zoid Misses RUDE Camera System 54:17 - Zoid Suspects Retro Have Rewritten The Renderer For The RUDE Engine 54:56 - Zoid's Early Days 57:13 - Why Zoid Retired/The Best Part Of Game Development 59:33 - How Zoid Dealt With Adjusting To Not Working 1:01:27 - Where To Follow Zoid 1:01:59- Zoid Hates NFTs  1:04:06 - Retro Studios Calibre Of Talent Will Never Be Replicated

    #120 - DBZ Faulconer Remix Interview (DBZ Music Samples, Saiyan Saga, Vegeta, Raditz, Editing, Bruce Faulconer etc.)

    Play Episode Listen Later Jan 15, 2022 61:45


    The DBZ Faulconer Remix team are focused on creating a brand new score for the Saiyan/Namek Sagas of Dragonball Z in the style of the iconic Faulconer Productions score. MANSCAPED MUSIC COMPOSED BY JOE HOLASKA AND NICK VERSCHOOR RADITZ THEME COMPOSED BY RAKEEM DELWIN SOCIAL MEDIA FAULCONER RE-MIX YOUTUBE CHANNEL - https://www.youtube.com/channel/UC3lWNQMkrBjWUJvCx_EBxqw MARCELO'S DBZ MUSIC CHANNEL https://www.youtube.com/channel/UCvS6TLdme39o2snemCYe8wA RAKEEM'S FAULCONER DBZ REMAKES CHANNEL https://www.youtube.com/channel/UCtGNPl_KPKSKFrt0-BVTdSw FACEBOOK PAGE https://www.facebook.com/DBZRemix/   #sponsored #brucefaulconer #dragonballz Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!   TIMESTAMPS 00:00 - Intro 01:12 - How The DBZ Faulconer Remix Project Came About 03:36 - When To Use Faulconer Edit And When To Create New Music 05:19 - How Long It Takes To Make Music  06:55 - Writing 5 Raditz Themes 07:50 - Working Out What Samples Work And What Don't 09:00 - How Rakeem Made The Raditz Themes 11:08 - Raditz Face Off Theme & How It Was Made 13:40 - Recreating A Mr Shu Track From Scratch For An Episode 15:37 - Nick Having Trouble With A Raditz Theme 16:20 - Collaboration Over Who Composes Each Theme 18:15 - Faulconer Productions Music Samples Soundbank 20:04 - Finding The Original Samples Took Years 20:50 - Most Difficult Sample To Find/Soundfonts Can't Replicate The DBZ Music Samples 23:40 - Working Through The Hardware/Getting The Hardware To Work 26:07 - Joe Plays Z Guitar Sample  28:26 - Liquid Stack(Dong) Sample/Joe Plays It For Heroic Trunks & Frieza Synth 30:01 - Rakeem Plays Blade Runner/Frieza Synth Sample 30:54 - Rakeen Plays Dream Scape - Running Water/Namek Sample 31:49 - Rakeem Plays High Glissz - Dende Sample 33:34 - Destruction Theme Raditz Version & How It Was Made 34:03 - Manscaped Sponsored Segment 35:04 - Guitars/Guitar Synths Being Used In The Score 37:50 - Samples Having Weird Names 39:40 - Doing Different Iterations Of Main Characters Themes 41:00 - Possibly New Ginyu Force Themes Iterations 41:52 - How The Team Will Use Vegeta's Themes/New Vegeta Theme 43:40 - Raditz Themes Were Hard To Write 44:58 - Discussions On Nappas Theme 47:20 - King Kai 49:17 - Some Sequences Will Be Easy To Edit 50:10 - Team Will Take Small Breaks To Avoid Burnout 50:59 - How The Musicians All Help Each Other Out 52:04 - How Many Instruments Were Used In Vegeta's Hells Bells 53:44 - Isolating Instruments/LALAL.AI/Mixing 58:29 - Where To Follow DBZ Faulconer Remix Team/Where To Listen 1:00:15 - Raditz Theme Plays

    #119 - Emily McGregor Interview (Zelda:Twilight Princess, 3D Modeling, Environments, Australia etc.)

    Play Episode Listen Later Jan 8, 2022 47:44


    Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! Emily McGregor is an experienced artist in the video game industry and has worked for a number of Australian video game studios. She has worked on notable franchises such as the Legend Of Zelda: Twilight Princess HD and Age Of Empires III   SOCIAL MEDIA INSTAGRAM -@elorhan   Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! #sponsored #twilightprincess #ageofempiresIII     TIMESTAMPS 00:00 - Intro 00:55 - Difficulties Of Being An Artist In The Video Game Industry/Ongoing Learning 02:21 - Picking Apart Artwork While Playing Video Games 03:30 - Balancing Detail 04:49 - Breaking Down Image Before Modelling  05:15 - Artists Are Usually Specialised In One Area 06:25 - Team Size For Twilight Princess HD 07:00 - How Twilight Princess HD Pitch Came About/Approximating Budget For Development 10:11 - Frustration Of Not Being Allowed To Update Character Models For TPHD 11:30 - Updating Older Games Causes A Domino Effect Of Programming Problems/Updates Of TPHD 13:33 - The Dynamic Between Programmers & Artists 15:00 - The Evolution Of Tech On Environments/Illusion Tricks Of Older Tech/Water Effects 16:25 - Unreal Engine Vs Zelda Engine/Tantalus Engineers Working With Nintendo Engineers 17:57 - Knowledge Gained From Doing Ports For Different Studios/Phone Games To Tantalus 19:15 - Being A Junior Artist At Tantalus 20:23 - Brief/Planning Before Doing Artwork 21:25 - Emily Prefers Environment Art Over Character Art/Always Getting Inspiration For Sketches 23:36 - Australian Outback/Holidaying An Excuse To Take In Details For Art 24:30 - Life Drawing To Keep Your Skills Up 26:30 - Manscaped Sponsored Segment 27:44 - Feet Are Difficult To Draw/The Animation Process 31:49 - Age Of Empires III Was Emily's Favourite Project/Revamping & Pitch Of Age Of Empires III 33:35 - Development Of Age Of Empires III/Newer Techniques That Were Applied Due To It Being A Revamp 35:15 - Trying To Stay Up With The Times Despite Technology Constantly Changing 36:30 - Different Studio Cultures/Melbourne Game Studios 37:30 - Why More Film & Gaming Studios Are Relocating To Australia 38:40 - Recruiting Staff Due To Australian Border Closures Has Been Hard/Online Work For Studios 41:00 - Most Rookie Artists Are Bad At Time Management/Employees Needing To Be Multiskilled 43:47 - Emily Wants To Improve People Skills & Travel More 45:40 - Its Common For Artists To Stay At One Gaming Studio 46:16 - Where To Follow Emily McGregor

    #118 - Lawrence Schwedler Interview (Metroid Prime Hunters, Digipen, Sound Design, Music Design, Zelda:Breath Of The Wild etc.)

    Play Episode Listen Later Jan 1, 2022 65:51


    Lawrence Schwedler is a program director for the music and sound design program at Digipen. He previously spent a considerable amount of years working at NST on games such as Metroid Prime Hunters, Pokemon Puzzle League and Mario Vs Donkey Kong.   Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! #ad   TIMESTAMPS 00:00 - Manscaped Sponsor Segment/Intro 02:30 - How Lawrence Ended Up Working For Nintendo 06:50 - Music Lawrence Submitted For NST Job Application/MIDI Data 10:50 - Limitations Of The Nintendo DS/ComposingThe Music For Metroid Prime Hunters 15:40 - Lawrence Got Little Direction From Nintendo On MPH Music/Metroid Prime's Influence On MPH Music 19:50 - The One MPH Piece That Nintendo Told Him To Correct 21:00 - Work Structure At NST/Music For First Hunt 23:20 - Kenji Yamamoto's Guidance Of Music For MPH 26:26 - Differences Between Audio In Film & Games/Soundscapes 28:25 - Blurring The Line Between Sound Design & Music 30:10 - Music & Sound Design Of Zelda: Breath Of The Wild/Non Linear Implementation 32:10 - Time Spent On Sound Design/Revisions On Mario Vs Donkey Kong 33:43 - Being A Good Composer Is No Longer Good Enough/Audiokinetic Wwise 37:02 - Requirements To Get Into Digipen BA In Arts Of Music & Sound Design 40:20 - Sound Design Starts With Music/Learning A Vast Amount Of Skills 47:42 - Lawrence Feels An Obligation To Teach Students Skills That Won't Become Obsolete 53:45 - Being Real With Students On How Competitive The Audio Space Is 56:38 - Music Design/Laying The Foundation For Students To Find A Job 1:00:30 - Imposter Syndrome/Working For Nintendo Was Some Of The Most Stressful Times For Lawrence 1:03:45 - Lawrence Has A Twitch Lecture On Zelda: Breath Of The Wild

    #117 - Curtis Schweitzer Interview (Halo Infinite, 343 Industries, Composing, Starbound, Film etc.)

    Play Episode Listen Later Dec 11, 2021 55:47


    Curtis Schweitzer is a video game composer that recently scored a majority of the soundtrack for Halo Infinite, he came into prominence for his phenomenal score to Starbound. #haloinfinite #343industries #starbound SOCIAL MEDIA WEBSITE - curtisschweitzer.com YOUTUBE -  @Curtis Schweitzer  TWITTER - @cschweitzer FACEBOOK - @cschweitzermusic   TIMESTAMPS 00:00 - Intro 00:39 - Curtis' Reaction When He Was Picked To Compose For Halo Infinite 02:02 - Preparation For Scoring Halo Infinite 03:25 - 2019 Trailer Demo Curtis Did Was Way Off The Mark/Responding To Feedback 04:20 - Halo Infinite Music Required Heaps Of Revisions/  05:50 - Curtis' Most Used Instruments/Music Background 06:49 - Music Supervision On Halo Infinite/Gareth Coker 09:10 - Zeta Halo Music/Doing What You Are Told 10:45 - Zeta Halo Theme Was Split Into Two Different Tracks 12:24 - Some Halo Music Wasn't Scored To Gameplay Footage  14:01 - 2019 E3 Trailer 15:04 - How Long It Takes For Curtis To Get Feedback On A Music Piece 16:04 - Keeping Track Of All The Different Feedback Notes 19:24 - Writing 2mins Of Music A Day/Giving Yourself Space To Allow Music To Sink In 21:06 - Self Imposed Deadlines/Be Kind To Your New Ideas 23:05 - Curtis Regrets Some Of The Halo Infinite Pieces He Submitted 23:52 - What Got Curtis The Job Scoring For Halo Infinite 25:08 - Halo Infinite Is Epic & Hopeful 26:10 - Alex Bhore(This Will Destroy You) Scored The Multiplayer 27:33 - Pros & Cons Of Composing For Cinematics & Gameplay 29:32 - Pieces Where Curtis Had To Do A Huge Amount Of Rewriters(move music) 30:41 - Curtis' Layout In Logic 32:10 - Halo Infinite Is The First Game Curtis Worked With An Orchestra/Film Deadlines 33:48 - Technology Makes Working On A Film Easier 34:46 - Curtis Is Influenced By A Lot Of Film Composers 35:57 - Curtis Originally Wanted To Be A Film Composer/Starbound Music 39:24 - Curtis Is Still Working On A Game Since Starbound  40:11 - Not Knowing What Your Next Project Is/Royalty Free Tracks 41:33 - Keeping Game Secrets Is Easy/Changes Of Development 42:35 - Projects Curtis Would Love To Do/How AAA & Indie Music Works 44:46 - Gareth Coker 46:19 - Curtis Often Doubted His Skills While Working On Halo Infinite/Music Education 48:50 - Curtis Writes With Melody In Mind/Commercial Music/Remixing Halo Melodies 50:45 - Writing Original Pieces Harder than Remixing Pieces/Monk Chant 53:15 - Where To Follow Curtis Schweitzer/Music Live Sessions

    #116 - Jack Mathews Interview (Metroid Prime Trilogy, Prototypes, Business, Armature Studios etc.)

    Play Episode Listen Later Nov 26, 2021 71:30


    Jack Mathews is a game designer who is most well known for being technical lead engineer on the Metroid Prime Trilogy. We went onto found Armature Studios and work on games like Recore and Batman Arkham Origins: Black Gate. He now works with his wife on her cooking blog Love & Lemons.   SOCIAL MEDIA TWITTER - @jack_mathews FOOD WEBSITE - www.loveandlemons.com   TIMESTAMPS 00:00 - Intro 01:25 - How Metroid Prime Trilogy Consistently Kept 60FPS 05:05 - Jack Tried To Kill Skytown/How Skytown Was Created 08:55 - Jack Stopped MP3 From Having Water In It 10:22 - Jack Killed Off A Dark Water Effect That Tanabe Had For Prime 2 11:52 - Original Concept For Dark Aether 16:49 - Dark Sanctuary Fortress Was The Only Area That Wasn't Based On Original Dark Aether Concept 18:12 - Tilt Of Camera During Platforming/Original Concept For Platforming In First Person 21:10 - Original Concept For The Thermal Visor 22:13 - Scan Visor In Prime 2 23:16 - Michael Kelbaugh Hated Jack's Original Dark Visor Idea 24:01 - Echo Visor Inspired By Ben Affleck's Daredevil Movie 24:44 - Biggest Difficulty Of Visors Was Keeping 60FPS/Scan Visor In MP3/How To Create Bloom Lighting 27:03 - How Nova Beam Worked Technically 29:18 - Visor Effects Weren't Difficult To Implement 29:44 - Difference Between Specular And Diffuse Lighting/How Samus Reflections Were Implemented 32:34 - How Fog Was Created For Splinter Hive Area 33:24 - Nintendo Never Wanted Metroid Prime To Be A TPS/Shigeru Miyamoto Realising How Important Metroid Is In The West 35:10 - Creating The Morph Ball Camera/Mark Haigh Hutchinson Needs More Praise 36:12 - How The R.U.D.E Engine Was Created/Early Days Of Retro Studios 41:30 - Moments Jack Realised That Metroid Prime Was Something Special 45:20 - Jack Left Retro Studios Because Of Metroid Fatigue & Technical Limitations With Wii Hardware 49:35 - Retro Studios Overhaul During MP2 Reinvigorated The Team/MP3 Was When Retro Got More Autonomy  52:04 - Problems When First Forming Armature Studios 54:22 - Nintendo's Approach To Game Design/Problems With Western Game Design 56:30 - Financing Of Game Prototypes/Business In The West Vs Japan 1:03:20 - A Lot Of People Can Design A Game But Cant Build A Game/Time Is Needed To Polish 1:05:10 - Bluepoint Games Are Great At Remasters/Remastering Games 1:06:56 - Jack's Wifes Cook Books/Jack Does Miss Being In The Game Industry 1:09:04 - Where To Follow Jack Mathews/Love & Lemons 1:09:40 - Jack Puts Rumours To Rest That He Doesn't Like Metroid Prime 2

    #115 - Richard Jacques Interview (GOTG, MCU, 007 Bloodstone, Composing, SEGA, Mass Effect etc)

    Play Episode Listen Later Nov 19, 2021 59:31


    Richard Jacques is a video game composer who has composed for games such as Mass Effect, 007 Bloodstone, Sonic and the recent Guardians Of The Galaxy game. #gotg #guardiansofthegalaxy #marvel SOCIAL MEDIA WEBSITE - www.richardjacques.com TWITTER - @Richard_jacques INSTAGRAM - @richardjacquescomposer FACEBOOK - Richard Jacques   TIMESTAMPS 00:00 - Intro 00:50 - How Richard Came Up With GOTG's Musical Sound 01:40 - Direction From Audio Director On GOTG/Main GOTG Theme 03:18 - Process Of Writing Main GOTG Theme 05:41 - Realising The Main GOTG Theme Was Special 06:47 - How Richard Would Incorporate Main Theme Into Other Parts Of Soundtrack 08:27 - The Credits Theme 09:50 - Licensed Music In GOTG 12:03 - Evolution Of Licensed Music & Meshing With Original Score 13:10 - Dealing With Key Changes 14:21 - Writing In Midi And Getting It 100% Right Before Orchestra Recording 15:35 - Richard Was Full Time On GOTG Since 2019 16:38 - MCU Films Didn't Influence The GOTG Score 17:47 - Richard Is Drawn To Story/Would Love To Compose For MCU 18:40 - Having To Much Musical Equipment Can Be Distracting 20:57 - Being Content With The Plugins You Have/Chapter 11 Story 23:23 - Mixing Of GOTG Soundtrack 30:28 - Writing A Theme On A London Bus On A Piece Of Paper 32:40 - Demo Tracks For 007:Bloodstone 33:50 - Richard Doesn't Mind Still Doing Demos Despite His Clout 35:40 - Melody Comes Naturally To Richard 37:59 - How Richard Got His Job At SEGA Europe 41:15 - Richard Was Writing Music For Screen Before Composing For Video Games 43:37 - Richard's Demo Tracks Are Locked Away 44:35 - Richard Would Love To Do An Analog Synth Score 46:02 - How Richard Stays Inspired 48:49 - Richard Had A Lot Of Roles At SEGA 50:22 - Richard Doesn't Incorporate Sound Design Into Music/Music Implementation 52:13 - GOTG Soundtrack/Music Implementation In GOTG 54:04 - Work On Mass Effect Helped With GOTG/Flowcharts Of Music 55:41 - Difference Between Mass Effect & GOTG 57:28 - Where Film/TV Differs From Video Games 58:44 - Where To Follow Richard Jacques 

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