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TitreDateDurée
#218 - Emanuel Palalic Speaks On ID Software, DOOM 2016, Mick Gordon, Emptyvessel, DEFECT21 sept. 202601:10:00

Emanuel Palalic was a former character artist on DOOM 2016 & DOOM Eternal he has now founded the studio emptyvessel and is working on their indie game DEFECT (which looks sick).

https://www.emptyvessel.io/

TWITTER/INSTAGRAM - @epalalic

ARTSTATION - https://www.artstation.com/drheadpop

@emptyvesselplay

#doom #doometernal #idsoftware

TIMESTAMPS

00:00 - Intro

00:30 - Working With Teams On Different Continents

02:20 - Founding Emptyvessel

05:30 - Emptyvessel’s High Calibre Team.

06:45 - Being Overwhelmed Setting Up emptyvessel

09:10 - Destructible Terrain In DEFECT

11:30 - Gore System In DEFECT & DOOM Eternal

15:40 - Being An Intern At ID Software On DOOM 2016

18:15 - Working With Hugo Martin

20:15 - The Culture Of ID Software

22:00 - Rebooting DOOM/DOOM 2016

25:30 - ART REEL - Icon Of Sin

27:45 - Gore Wounds

29:00 - ART REEL - Baron Of Hell

31:15 - ART REEL -Shotgunner

34:30 - Attention To Detail At ID Software

35:28 - ID Software Thought People Would Hate doom 2016

39:40 - The Pressure Of Working On DOOM 2016 & Eternal

40:34 - Mick Gordon

45:42 - The Mistakes AAA Games Make.

48:18 - There Is No Safety In AAA Anymore

50:58 - Focus Group Testing/Devs Following Trends

52:05 - Investors Are Apprehensive Towards Realistic FPS Games

55:30 - Motion Sickness With FPS Games

57:50 - DEFECT Won’t Have Third-Person

59:26 - Q+A - Was DOOM Guy Mini Face Considered In The UI

1:01:17 - DOOM 2016/Eternal Was Influenced By Metroid Prime/ID Software Loves Metroid

01:02:35 - Q+A - How Long Does It Take For Art To Be Approved

01:04:29 - Q+A - How Did The Pipeline Work With ID Tech Engine

1:08:40 - Where To Follow Emptyvessel & DEFECT

#217 - Andrew Willis Speaks On ID Software Layoffs, DOOM TDA, Gamepass, Xbox, ID Tech Engine etc..14 sept. 202601:09:04

Andrew Willis was a producer on DOOM TDA & Revelations and planned on staying at ID Software till retirement, till the dreaded Microsoft layoffs. In this episode he covers his time at ID Software and the terrible layoffs.

#doom #doomthedarkages #idsoftware

TIMESTAMPS

00:00 - Intro

00:35 - Going From Manager At A Pizza Place To ID Software Producer

06:38 - Why ID Software Culture Was So Great

09:00 - Realising His IT Knowledge Was Useless At ID Software

10:45 - Being A Producer At ID Software

13:10 - ID Tech Engine

13:59 - Smash Bros/Doom Slayer In Smash Bros

15:30 - ID Software Layoffs

22:30 - Not Being Allowed Back In The Office To Get Belongings

24:07 - ID Software PR Statement Is BS/Nightmare Production On DOOM 2016

25:10 - The Firings Will Be Analysed

25:59 - Microsoft’s 14 Layers Of Management Are Lies

29:00 - Game Development Has Been Taken Over By Greedy Execs

34:30 - Nintendo Protect Their IP & The West Doesnt

35:30 - Gamepass Is Mismanaged

39:50 - How Gamepass Affected DOOM: TDA

41:10 - Happy Xmas Story At ID Software

42:50 - Working With Hugo Martin

45:00 - Developing The Dragon & Mech In DOOM TDA

47:15 - ID Software Started To Become More Hieracachal

49:40 - Q+A - Was The Buzzshield Inspired By Captain America

50:25 - Q+A - Will ID Software Switch To Unreal Engine

52:29 - Q+A - Were Things Cut From DOOM TDA DLC

54:32 - DOOM Revelations Is Bittersweet/Layoffs On The Day Before Release

58:34 - Andrew Planned To Retire There/Unionisation

1:01:37 - Q+A - How Much Does Ray Tracing Speed Up The Production

1:05:02 - Working With Alex Klingle/Finishing Move On The Soundtrack

1:06:00 - Andrew Thanks DOOM Fans/Changing The Industry

#216 - Shawn Layden On Physical Discs, PS6 Handheld, Asha Sharma, Spreadsheets etc.07 sept. 202601:06:57

The legendary Shawn Layden returns to provide wisdom on things surrounding the video game industry. As was the case last time, I tried to ask him a lot of stuff he hasn't been asked before. Enjoy!!

TIMESTAMPS

00:00 - Intro/Shawn Layden Made Kiwi Smarter

01:49 - Differences Between Working At Sony’s Offices In Japan,UK & US

05:45 - How The Japanese Felt When Sony HQ Moved From Tokyo To California

07:00 - Salaries In The US Are Hurting Game Development There/Outsourcing

10:20 - Nothing Will Beat GTA/Strauss Zelnick

11:45 - Shawn’s Role As A Chairman

13:30 - Shawn Knowing His Limitations As A Boss

15:01 - Games Aren’t Built By Gamers Anymore

15:45 - Publishers Are Becoming Risk Averse/Chasing AAA

18:00 - Why AAA Games Are Financed Over AA

19:15 - Institutional Knowledge/The Power Of Brand

23:00 - Sony Getting Rid Of Physical Discs

24:05 - Sony Can Take Japan Back From Nintendo

25:13 - Sony Can’t Support Two Consoles At Once

27:00 - Nintendo & Sony Are Becoming Direct Competitors Again

28:30 - Sony Putting Games On PC

31:30 - Shawn’s Views On Meetings

32:00 - Unproductive Meetings

36:00 - Employees Whose Jobs Are To Arrange Meetings

37:30 - Shawn Kills Rumor That He Spoke To Asha

38:50 - Shawn Speaks On Asha/Microsoft’s Goals

40:30 - Live Services Titles Successes Are By Accident

43:20 - Data Driving Decisions

44:50 - Spreadsheet Decision Shawn Made/Edutainment

48:10 - Success Is Seductive/Hire The Right Talent

49:30 - Avoiding YES MEN When You Are The Boss

52:00 - Shawn Is Happy He Never Has To Do A Budget/Plan & Peformance Appraisal Again

53:25 - Q+A - Was A Cell Based GPU Considered For PS3

54:16 - Q+A - How Do We Correct The Over Reliance On AAA

57:15 - Astro Bot/Sony Needs To Do More AA Games

1:01:15 - Why GTA 6 Is An Event/Diluting A Brand

1:02:20 - Q+A - Will The Japanese End Up Pulling Ahead Of Everyone Else

1:04:15 - GTA 6/Games Need To Be Shorter

1:05:30 - Girls Make Games Scholarship Fund

#215 - Rico Flores On Uncharted 4, Naughty Dog's Engine, Crunch, Animation, Bruce Straley, DEFECT..24 août 202601:05:07

Rico Flores is an animator who is best known for his tenure on Uncharted 3 & 4, he is currently at emptyvessel working on their game DEFECT

#uncharted4 #uncharted #uncharted3

TWITTER - @r1c00

WEBSITE - https://www.emptyvessel.io/

TIMESTAMPS

00:00 - Intro

00:34 - Animating Doors Is Tedious/Naughty Dog Has A Door System

03:12 - Being Chucked In The Deep End On Uncharted 3/How Rico Got Hired

08:10 - Rico Had No Idea How Prestigious Naughty Dog Was When He Got Hired

08:47 - Being Interviewed At Naughty Dog

09:58 - Working On Uncharted 4

12:15 - Assets On Uncharted 4 Werent Carried Over From Uncharted 3/Mocap

14:00 - The Benefits Of Mocap

17:13 - You Could Shoot Mocap As Much As You Wanted At Naughty Dog

20:00 - Naughty Dog’s Flat Structure

22:50 - Intergalactic

25:10 - Crunch On Uncharted 4

28:43 - Staying Healthy While Doing Crunch

31:11 - Commuting Time In L.A.

33:05 - Why Rico Left Naughty Dog/Naughty Dog Pay

36:46 - Culture Of Bioware/Incorporating ND Culture Into Bioware

38:10 - Emptyvessel/Meeting Emanuel Palilic/AAA Isn’t Safe For Devs Now

42:20 - Destructible Terrain In DEFECT/Optimisation

44:45 - Single Player Will Be In DEFECT As Well

46:43 - Mick Gordon

47:43 - Q+A - How Naughty Dog Pull Off Animations Ahead Of It’s Time

50:15 - Naughty Dog’s Engine

52:10 - Q+A - Biggest Challenge In Animating Nathan Drake

54:00 - Working With Programmers

57:12 - Q+A - What Challenge Kept You Up At Night

59:59 - Institutional Knowledge/Microsoft Layoffs

1:01:26 - Working With Bruce Straley

1:02:50 - Where To Follow Rico Flores/Follow DEFECT

#214 - Kris Roberts On Midnight Club 5, RDR1, GTA 6, Rockstar, RAGE Engine, Houser Brothers etc.17 août 202601:08:04

Kris Roberts was a former designer on Midnight Club 3, Los Angeles and Red Dead Redemption, in this episode he talks about his work at R*.

WEBSITE - https://www.robertsmania.com/ T

WITCH - https://www.twitch.tv/robertsmania

YOUTUBE - @Robertsmania

TWITTER - @Robertsmania

#rockstargames #midnightclub #reddeadredemption

TIMESTAMPS

00:00 - Intro

00:30 - How Kris Got Into Cars

01:58 - Working On Midnight Club Series/Angel Studios Early Days

05:57 - Midnight Club 2/Working In Gamesb

07:40 - The Key To Good Vehicle Simulations & Tuning

10:05 - Kris Takes Shots At Need For Speed

11:00 - iRacing Simulation/Realistic Simulations

12:30 - VR Driving Simulation

14:15 - GTA’s Vehicle Tuning

16:06 - Kris Is Not Interested In GTA 6

16:30 - The ARTS Engine Became The RAGE Engine

18:40 - How The RAGE Engine Evolved By RDR1

20:52 - RAGE Engine Summit

22:45 - Why Midnight Club 5 Was Cancelled

27:00 - Red Dead Revolver

29:00 - Initial Skepticism Over Developing Red Dead Redemption

30:15 - Being The Lead For RDR1 Multiplayer

33:15 - Kris Was Stressed Being A Leader

38:00 - Crunch On RDR1

42:15 - Dan & Sam Houser

45:45 - RDR1 Multiplayer Never Got Relief Unlike The Main Team

47:43 - Rockstar Wives Fallout/Jury Duty

48:40 - RDR1 Multiplayer Being Broken At Launch

52:20 - Why Kris Left Rockstar/Completion Bonus/Layoffs

59:10 - Kris Only Does Contracting Now/Working With Sony Online

1:03:21 - Q+A - Was RDR1 Multiplayer Always Planned As A Sandbox

1:03:50 - Q+A - How Fun Was It To Debug Customisation Options In MC3

1:05:40 - Q+A - Was Undead Zombies Considered For RDR1 In Free Roam

1:06:38 - Where To Follow Kris/Doing A 2nd Podcast About Valve

#213 - Unleash The Avatar - India's First AAA Game | Developer Interview With Varun Mayya25 juil. 202601:21:24

Varun Mayya is an entrepreneur, content creator, author and now he is venturing into game development and working on India's most ambitious game ever. Unleash The Avatar

#unleashtheavatar #indiangaming

See the latest trailer gameplay footage here.

https://www.youtube.com/watch?v=Y_zBp21BWI0

WEBSITE - https://www.unleashtheavatargame.com/

TIMESTAMPS

00:00 - Intro

01:28 - Varun Loves The Mechanics Of Dota & Rocket League

03:56 - How Varun Started Making Video Games

05:15 - Journey To Making Unleash The Avatar/Multiplayer Games

06:00 - Soulslikes/Black Myth Wukong/Sekiro

07:39 - Games Are Sustainable/Gamers Demands

11:19 - Unreal Engine/Photogrammetry Of India For Unleash The Avatar

12:48 - Scanning An Entire Indian Town For Assets In Unreal Engine

15:00 - 1st Trailer For Unleash The Avatar Was To Hire Talent

16:15 - Varun’s Smart Plan To Hire The Best Engineers

19:12 - Aftermath Of 2nd Trailer

21:30 - Developing The Game Start Up Style/Revelation From The 2nd Trailer

23:02 - Bollywood Influence On The Game/Anatomy Of The Story

28:10 - Varun Is Closely Involved With The Entire Project

29:43 - Target Audience For Unleash The Avatar

32:10 - Using A Metronome For The Bosses

33:20 - Aura Farming/Taunts In The Game/Difficulty Settings

36:22 - Black Myth Wukong Inspirations & Differences

41:39 - Black Myth Wukong’s Marketing

43:16 - Bold Marketing Strategy For Unleash The Avatar

50:14 - Why India Hasn’t Produced AAA Games/Entrepreneurs

54:55 - Risk & Reward/Varun’s Views On Business

57:00 - Stigma From Parents Regarding Gaming & Content Creation In India

59:00 - Success & Failures Drives Everything Forward

1:00:10 - Economics Of AAA Games In India Vs U.S.

1:06:40 - Unleash The Avatar Was Largely Made Inhouse/Rockstar India

1:08:31 - Why India Will Become A Haven For Game Development

1:13:30 - Assassin’s Creed Setting In India

1:15:30 - Indian Lore & Culture In Unleash The Avatar

1:18:39 - Where To Keep Up To Date With Unleash The Avatar

#212 - John Ricchio On GTA 5, GTA 6, Rockstar, RDR1, Leadership, AI, Crunch, Cut Content etc.11 juil. 202601:15:16

John Ricchio was a former producer at Rockstar on games such as GTA 5, RDR1 & Max Payne 3. In this interview he covers his time training people on QA, being a producer and a leader to teams at Rockstar, working on GTA, RDR, MP and more..

#gta #gta5 #rockstargames

TIMESTAMPS

00:00 - Intro

01:27 - The Importance Of QA/Training QA People

04:30 - QA People At Rockstar/Advancing Your Career From QA

08:19 - Will AI Be Used To Save Time For QA

12:21 - Unicorn Dev Specialists/T Shaped Game Developers

14:30 - Managing Over 200 People On RDR & GTA 5/Producing Challenges

21:45 - Relinquishing Control/R* San Diego Changed Processes For GTA 5

24:40 - Cut Content From GTA 5 Due To Resources

26:10 - Working Through Constraints/Picking Your Battles

27:10 - Having Your Work Cut From R* Games

28:37 - Will GTA 5 Cut Content Be In GTA 6

29:21 - Cancelled Game Content Ended Up In GTA IV/Tech Changes

30:02 - New Ideas Usually Transcend Cut Content

30:57 - RDR Undead Nightmare/Hot Coffee Mini Game

32:05 - Rockstar’s Approach To DLC

33:17 - Managing R* Devs During High Times Of Stress/Crunch

41:20 - R*Can Get Away With Anything/Unionisation

42:15 - R” Are Good Because Of Iteration But It’s At The Cost Of Crunch

43:26 - Why John Left Rockstar/Crunch

46:45 - Leaders Initiate Crunch Either For Results Or Out Of Fear

52:40 - John Speaks About GTA 6

57:40 - The Future Of The Industry

1:00:11 - Q+A - Will R* Devs Lose More Creative Freedom As The Studio Gets Bigger

1:03:43 - Hanging Out With Dan & Sam Houser

1:05:10 - Following GTA 5’s Model For GTA 6

1:06:03 - GTA 5’s Launch

1:07:02 - Q+A - How Much Did The 360/PS3 Limit The Scope Of GTA 5

1:09:30 - Why R* Release On Console First Before PC

1:12:30 - John Is Currently Unemployed/Where To Follow John

#211 - Andrew Kim On Naughty Dog, Uncharted, Marvel, Film, Concept Art, Sony Santa Monica20 juin 202601:03:19

Andrew Kim is a freelance concept artist who has worked on video games, tv and film. Hes done numerous concepts for games in the MCU and he did concept art for Uncharted 2-4

#uncharted #uncharted4 #uncharted3

ANDREWS WEBSITE IS HERE https://www.andrewkimart.com/

TIMESTAMPS

00:00 - Intro

00:34 - Differences Between Working In Video Games & Film/TV

04:41 - Getting A Job at Naughty Dog

07:20 - Working With The Designers On Concept Art For Uncharted

09:03 - The Process Was Similar Between Uncharted 2,3 & 4

10:46 - Leaving Marvel/Being A Freelancer On Uncharted 4

12:30 - Why Andrew Left Naughty Dog

15:30 - How Film Union Works

18:23 - The Challenges Of Being A Freelancer In The Film Industry

20:55 - It’s Not What You Know, It’s Who You Know

21:30 - How You Network In The Film Industry

23:10 - ART CONCEPT REEL - Uncharted 2

33:40 - Sony Santa Monica Has 6 Hour Interviews

35:30 - Naughty Dog Interview Was 20 Minutes

36:19 - Interviewing Process In The Game Industry Now

37:49 - Andrew Would Work On Uncharted 5 If Asked

39:20 - Andrew Had Limited Interactions With Amy & Bruce

40:17 - ART CONCEPT REEL - Uncharted 3

42:39 - Uncharted 3 Piece Got Andrew His Job At Marvel

44:00 - ART CONCEPT REEL - Uncharted 3

59:36 - Where To Follow Andrew

#210 - Quentin Cobb Interview On Uncharted 4, The Last Of Us, Naughty Dog, Ironroot Games06 juin 202601:04:46

Quentin Cobb is the CEO and Co-Founder of Ironroot Games, he was previously a designer at Naughty Dog on Uncharted 4 & The Last Of Us and did a 5 year stint at Zenimax before on a cancelled project he was laid off.

#uncharted4 #uncharted #thelastofus

SOCIALS

TWITTER - @QTrainCobb

INSTAGRAM @qtrain.cobb/ @I

IronrootGames https://ironrootgames.com/

TIMESTAMPS

00:00 - Intro

00:30 - Why Quentin Cobb Loves Wutang Clan

01:37 - Crunch On Uncharted 4

04:02 - Working On Lost Legacy

04:40 - Why Quentin Left Naughty Dog

06:07 - Was It Harder To Salvage Uncharted 4 Rather Than Creating A New Game

07:36 - Quentin Worked On Chapter 8 In Uncharted 4

09:00 - Puzzle Sequences Were Difficult In Uncharted 4/Bruce Straley

10:35 - Difficulty Of Making Puzzles

11:50 - Shifting Mindset From Single Player To Multiplayer

13:39 - Why The Last Of Us Was A Life Changing Experience/Working With Bruce Straley

19:30 - Sony Executives Didn’t Believe The Last Of Us Would Succeed

20:30 - Naughty Dog Was Shocked How Well The Last Of Us Was Received

22:30 - Overcoming The Trauma Of Project Blackbird Being Cancelled

27:00 - Indie Dev Community Are Kind & Supportive

28:01 - Ironroot Games New Action-Adventure Project

29:40 - Naughty Dog Teams Were Well Connected/Small Team Sizes

32:00 - AAA Is All About Trends As Opposed To Making Games With A Heart

34:00 - Creating A Unique Game Can Be Tricky

36:30 - Advice From Bruce Straley/Pacing In Games

40:17 - Microsoft Pulled Funding For Bruce Straley’s Indie Game

41:40 - How Devs Try To Get In Front Of Layoffs/AAA Industry Isn’t Stable

43:04 - Naughty Dog Layoffs/No One Is Safe

44:00 - Last Of Us Part II/Quentin Is Glad He Didnt Work On It

45:39 - Working On Last Of Us Part 1 Was Nostalgic

46:30 - Intergalactic/Meeting His Old Naughty Dog Colleagues

48:05 - Quentin Didnt Work Much With Amy & Neil

48:58 - Q+A - Why Was India Chosen For Lost Legacy

50:17 - Is It Easier To Make A Story First Or Design Mechanics First

51:30 - Q+A - How To Get A Design Job At Naughty Dog

54:30 - A Portfolio Is More Important Than A Degree

57:19 - Q+A - What New Things Were Possible Going From PS3 To PS4 For Uncharted

58:55 - Diminishing Returns With The Next Hardware

1:00:30 - Padding In Open World Games

1:03:05 - Where To Follow Ironroot Games & Quentin

#209 -Jake Kazdal Interview On Nintendo, Eiji Aonuma, Zelda, SEGA, Hirokazu Tanaka, Awaysis23 mai 202601:06:51

Jake Kazdal is a japanese game developer who has worked on games such as Galak-Z and Skulls Of The Shogun, he has worked for Nintendo, SEGA and Square Enix and is releasing his new game Awaysis very soon. This is a rare pullback of the curtain on Japanese design.

#nintendo #zelda #botw

WEBSITE - http://awaysis.jp/

https://store.steampowered.com/app/3334760/Awaysis/

TIMESTAMPS

00:00 - Intro

00:45 - Differences Between Japanese & Western Development

02:30 - Differences Between SEGA & Square Enix/Japanese Work Culture

07:00 - Nintendo Devs Are Retiring/Japanese Devs Are Nimble

09:15 - Kyoto’s Indie Scene/Hiring People At 17-Bit

10:39 - Japanese Labour Laws

11:40 - What Nintendo Devs Do Once They Retire/Retirement Age At Nintendo

11:46 - Nintendo Dev Legends Have Playtested Awaysis

14:11 - Playtesting With Awaysis

16:25 - Importance Of Iterating On Tutorials/What Is Awaysis

20:20 - Local Multiplayer Can’t Be Matched/Online Multiplayer/Covid

23:30 - Getting Hirokazu Tanaka To Compose Awaysis/Jake Is A Huge Nintendo Fan

25:40 - Pitch To Hirokazu Tanaka

26:50 - Physics System Of Awaysis

29:54 - Super Mario 64/Game Controls Are Too Tight Nowadays

33:28 - Graphics Take Precedent Over Physics

34:28 - The Physics System In Zelda: Tears Of The Kingdom

36:40 - Being Friends With Eiji Aonuma/The Glider In BOTW

38:14 - Physics Limitations In Unreal Engine

42:24 - Zelda BOTW & TOTK Are Masterpieces/Next Zelda

43:15 - Friendship With Eiji Aonuma

44:17 - Working At SEGA/Being Mentored By Tetsuya Mizuguchi

46:19 - Working With Steven Spielberg On Elemeno/Mirrors Edge

50:21 - Original Ideas In Games Are Few & Far Between

52:30 - Oversaturation Of Indie Games/Devs Leaving The Industry

55:11 - Devs Getting Laid Off Despite Success/The Dire State Of The Industry

56:15 - Stability Working At Nintendo & Valve/Struggles For Funding

01:01:00 - Gen-Z Play GAAS/Gamers Are Playing Old Games

1:03:49 - Where To Keep Up With Awaysis

REVIEW - Super Mario Galaxy Movie With Former Nintendo Devs!!09 mai 202600:56:42

I got together some of the old Retro Studios crew including Kynan Pearson (Metroid Prime 2,3 & DKCR), Jay Epperson (DKCR & Tropical Freeze), Eric Kozlowsky (DKC Tropical Freeze) and Brad Taylor (DKC Tropical Freeze), the latter has never appeared on the show before. Hope you enjoy this, cause we had a blast recording it.

#supermariogalaxy #supermario #mariogalaxy

TIMESTAMPS

00:00 - Intro

00:25 - Overrall Thoughts

08:30 - Fox/Starfox Movie

09:53 - Smash Bros Movie

12:00 - Super Mario World Vinettes

13:12 - Lack Of Story/Nintendo Are Still Learning How To Make Movies

14:53 - Nintendo Fans Are Aging Out

16:00 - The Movie Shouldve Been Super Mario World Instead Of Super Mario Galaxy

18:03 - No Licensed Music

19:46 - Should Mario Have A Deeper Story?

24:04 - Film Critics Don’t Respect Gaming/Video Game Films

25:01 - Peach Is OP/Super Mario Bros 2

27:15 - Where Do They Go From Here

30:21 - Rumored Star Fox Game/Fox Appearance

33:38 - Kiwi’s Opinion On The Film/Hollwood Actors Being Mario Fans

36:25 - Being An Artist And Picking Apart Art In The Movie

39:43 - The Film Should Be Watched At 0.7 Watch Speed

40:30 - Nintendo Are Hands On With Legacy Characters

43:10 - Bowser Jr

44:30 - Koopalings/3rd Mario movie/Cappy

45:30 - Super Mario Odyssey/Original Idea For SMO’s Artstyle

48:00 - The Soundtrack/Starfox

49:23 - Nintendo Cross Promotion

52:40 - DKC Tropical Freeze Original Name

53:53 - Final Thoughts/Plugs For Nothing LOL

54:57 - The Dire State Of The Game Industry

#207 - Heather Cerlan Interview On Naughty Dog, Bethesda, Last Of Us, Hawthorne, Creation Engine25 avr. 202601:07:18

Heather Cerlan a former artist at Naughty and Bethesda, in this interview she shares her journey from a passionate artist to a studio founder, discussing her experiences at Naughty Dog and Bethesda, her insights on game development, and her ambitious new project Hawthorne. Discover lessons on persistence, navigating industry challenges, and the future of game art and design.

HAWTHORNE INFO

https://playhawthorn.com/

#thelastofus #starfield #uncharted

TIMESTAMPS

00:00 - Intro

00:55 - Being In A Rockband

02:30 - Heather Kept Pestering Naughty Dog Till They Hired Her

06:17 - Having Imposter Syndrome At Naughty Dog/Naughty Dog Didnt Have Producers

08:30 - Bethesda Are About Quantity/Naughty Dog Is About Quality

10:36 - Heather’s Role At Bethesda/Starfield

13:45 - Pros & Cons Of Creation Engine

15:05 - There Was Pressure Internally For Bethesda To Migrate To Unreal Engine

16:59 - Uncharted Lost Legacy Production Issues/Intense Crunch

22:44 - Working On The Shiva Temple

24:28 - Heather’s View On Her Work Getting Remastered/Originals Vs Remasters

29:28 - Working With Neil Druckmann/Lesbian Stories

33:04 - Heather Had Concerns On LGBTQ Themes In Last Of Us Part II

38:00 - Naughty Dog Were Split On Joel’s Death In TLOU Part II

38:48 - The Reason Heather Left Naughty Dog

40:04 - Work On Hawthorne/NEAR Studios

43:41 - Bruce Nesmith

46:00 - Hawthorne Is Skyrim Meets Stardew Valley/Raising Money/Bad Publisher Terms

48:15 - How Naughty Dog & Bethesdas Culture Has Influenced Hawthorne

51:16 - Q + A - Differences Between Naughty Dog & Bethesda

54:54 - Todd Howard Is A Neil Druckmann Fanboy

56:42 - Heather Feels Very Lucky/The Decision To Start Her Own Company

59:18 - Overcoming Fear With Hawthorne

1:05:22 - Where To Follow Heather & Keep Up With Hawthorne

#206 - Gabriel Betancourt Interview On Naughty Dog, Last Of Us, Neil Druckmann, Lighting, Nintendo18 avr. 202601:39:50

Gabriel Betancourt is a former lighting artist at Treyarch and of course Naughty Dog. We cover his career at Naughty Dog and various other topics on the game industry.

#thelastofus #lastofus #lastofuspart2

WEBSITE - https://gabereel.com/

CALORIE GAME - https://www.caloriequest.app/

TIMESTAMPS

00:00 - Intro/Gabriel Watches Kiwi Talkz & Lists His Favourite Guests

01:44 - It’s Hard To Find Info On Lighting Artists/Early Days As A Lighting Artist

03:00 - Naughty Dog Has A Designer First, Speciality Second Philosophy

06:25 - Naughty Dog Devs Had Huge Arguments During The Last Of Us

09:17 - Game Development Requires The Risk Of Offending People

13:00 - Delivering Negative News In A Positive Way

14:54 - Game Devs Being Passionate & Emotional

18:45 - Naughty Dog Changed As The Studio Got Bigger/AAA Team Sizes Are Too Big

24:43 - The Brilliance Of Nintendo/Making Your Game Fun

27:35 - 60 People Worked On World Of Warcraft/Small Teams Make The Best Games

29:38 - Graphics & Gameplay Were Even During The Seventh Generation

31:00 - Art Is Used To Cover Up Gameplay Issues

32:34 - Everyone At Naughty Dog During The Last Of Us Was A Monster In Skill

33:00 - How Gabriel Joined Naughty Dog/New IP’s Increasingly Are Risky

36:20 - Bruce Straley & Neil Druckmann Risked Their Careers For The Last Of Us

37:45 - Uncharted 2 Put Naughty Dog On The Map

38:42 - Last Of Us Happened Because Bruce & Neil Were Influenced By Robert McKee Conference

43:44 - Why Gabriel Left Naughty Dog

46:49 - Last Of Us Part 2 Pre-production Ran Like Clockwork

49:58 - Gabriel Was Surprised By The Last Of Us Part 2 Controversy/Gabriel’s Suggestion Was Shot Down By Neil

52:19 - Neil Druckmann’s Specialty/Problems With The Last Of Us Part 2

55:00 - Dubar’s Number/Bureaucracy

01:01:40 - Changes At Naughty Dog That Impacted Last Of Us Part 2

1:06:30 - Specialists Left Naughty Dog Which Created Gaps In Skills Needed In The Teams

1:07:50 - A Game Will Be Good If The Director Has A Vision

1:09:54 - Gabriel Was Initially Skeptical Of The Last Of Us

1:11:39 - On Gabriels First Day Neil & Bruce Had A Special Presentation About The Last Of Us

1:16:35 - Q+A - How Did The Lighting Change Between Uncharted & The Last Of Us

1:30:22 - Q+A - Is Baked Lighting Better Than Path Traced Lighting

1:35:00 - Lighting On GTA 6 Trailers

1:36:03 - Closing Comments/Where To Follow Gabriel

#205 - Benson Russell Interview On Naughty Dog, The Last Of Us, Uncharted, Neil Druckmann, Scope..11 avr. 202601:32:54

Benson Russell was a former designer at Naughty Dog on The Uncharted Trilogy and The Last Of Us.He has now started his own consulting firm to help game developers navigate a lot of the pitfalls in game development.

#uncharted #thelastofus #naughtydog

WEBSITE FOR CONSULTING

https://www.unhandledexceptions.io/

TIMESTAMPS

00:00 - Intro

00:32 - The Most Important Aspect Of Design/Player Fantasy

02:50 - Why Games Take So Long To Make/North Star You Need For Development

05:45 - Why Naughty Dog Games Are So Well Made/Story Is Their North Star

08:18 - Games Shouldn’t Take So Long To Develop/Wandering

13:30 - Scope Neglect/The Doomsday Clock

16:00 - Why Intergalactic Crunch Happened/Naughty Dog Treats Internal Deadlines Like External Deadlines

18:23 - Bureauacracy/How Games Differ From Other Creative Outlets

23:13 - Naughty Dog’s Work Structure

26:20 - Planning/Core Mechanics

27:00 - Flexible Working Hours At Naughty Dog/Crunch At Naughty Dog

29:00 - Why Benson Left Naughty Dog

32:45 - Benson Was P!ssed Off With Naughty Dog Deleting His Work On Last Of Us Part 1

46:01 - Working With Evans Wells & Neil Druckmann

47:00 - Clashing With Neil Druckmann

50:14 - Working With Amy Hennig

51:20 - Uncharted 2’s Introduction/Creating Introductions In Games

56:00 - Focus Testing At Naughty Dog/Companies Interpret Data Wrong

1:02:30 Q+A - How Much Naughty Dog Looks At The Competition When Designing Games

1:06:10 - AAA Studios Pivoting When They Are Too Deep/Games Should Be Cheaper

1:10:00 - Cost Of Game Development On The West Coast/China’s Meteoric Rise

1:16:04 - Uncharted 2 Was Influenced By Resident Evil 5

1:16:48 - Q+A - What Is Naughty Dog’s Hiring & Training Process

1:24:00 - Why Naughty Dog Started Losing Talent

1:26:00 - Is Game Development A Young Person’s Game/Knowledge Isnt Being Passed Down

1:31:00 - Closing Comments

#204 - Rob Carr Interview On Rockstar Games, GTA 5, GTA 6, Audio Design, AI, Red Dead Redemption....28 mars 202601:25:18

Rob Carr is an audio designer who is best known for his tenure at Rockstar Games on L.A. Noire, RDR1, GTA 5 and RDR2. He is currently living in Finland working on his game Nyrkkipöytä

#rockstargames #gta #gta5

WEBSITE - https://audioexpat.wordpress.com/

TIMESTAMPS

00:00 - Intro

00:30 - How Rob Went From Being A Music Teacher To Working At Rockstar Leeds

07:51 - Moving From Handheld Games To Console Games/Rockstar Have Unlimited Resources

08:30 - The Psychology Of Sound/Finding Sounds That Sound Like Other Sounds

11:19 - There Are No Constraints On Audio With Rockstar Open World Games

13:10 - In Audio Everything You Can Use Is Recordable/Rob Has A 3TB Audio Library

15:17 - Tools & Workflow

19:50 - Technology Evolution/AI

23:51 - Rob Has Been Unemployed For Over A Year/Problems With The Game Industry/

25:50 - Learning A Coding Language

27:40 - Difference Between Numbers People & Creative People

30:30 - Working On Audio Bugs For Red Dead Redemption 1/Why It’s One Of Rob’s Favorite Games

34:30 - Playing A Game And Not Disecting It

37:30 - The Cost Of Buying Games

39:10 - GTA 6

43:21 - Why Rob Left Rockstar

45:24 - Crunch Culture/Europe Has Better Work Life Balance

46:45 - Moving To Finland/Rob’s Brother Has Motor Neuron Disease

51:35 - Rob Can’t Relocate For Work Anymore/Dire State Of The Game Industry

53:10 - Working From Home Has Ceased Because Of Security Reasons

55:20 - Why Rob Worked At The Office During Covid

56:51 - Dealing With Ear Fatigue During Crunch/How Audio People Deal With Crunch

1:05:30 - Q+A - Do You Physically Go On Location To Get Raw Recordings

1:08:00 - Q+A -What’s Rockstar Setup To Test Audio Systems

1:10:48 - Q+A - Is There A Particular Idea That Had To Be Cut

1:13:52 - Robs Game - Nyrkkipöytä

1:21:19 - Where To Follow Rob

Fallout Season 2 Review With Former Fallout Devs (Jonah Lobe, Bruce Nesmith etc.)14 mars 202601:15:10

I got some of the old devs who worked on Fallout to help review Season 2 of the Fallout series. Bruce Nesmith got the time wrong so didnt join until the last 20 minutes.

#fallout #falloutnewvegas #bethesda

TIMESTAMPS

00:00 - Fallout Is The Best Video Game Adaptation Of All Time

02:21 - Fallout S2 Thoughts Overrall

05:40 - Macauley Caulkins Acting

06:48 - Walton Goggins/The Ghoul

07:44 - Ella Purnell’s Accent As Lucy

08:40 - The Deathclaws

17:05 - The Prydwens/Factions

18:06 - Brotherhood Of Steel Tone Was Wrong

18:50 - Trust The Audience More/Have More Talking Instead Of Actions Scenes

20:21 - S2 Is A Setup For S3/The Roaches Were Scarier Than The Deathclaws

21:07 - Release Strategy

21:56 - Super Mutants/Ron Perlman

26:15 - Super Mutants In Fallout 4/Todd Howard’s Direction

26:50 - Deprioritize Brotherhood Of Steel In Fallout 5

28:10 - Bethesda’s Views On Fallout New Vegas

31:45 - Where Will S3 Go?/The Toddification Might Cause A Degrade

33:00 - Thaddeus/Keep The Show Low Key & Not Focused On Spectacle

35:55 - Casuals Buying The Games As A Result Of The Show

36:37 - Fallout 3 Remaster Will Release After S3/Remasters

37:50 - Bethesda Games Won’t Be Remade

38:57 - Deathclaw Differences Between Fallout 3 & 4

40:10 - Favourite Scenes

46:18 - Devs Give The Show A Score Out Of 10

47:00 - Making The Show Go On Indefinitely

48:13 - Bruce Nesmith Joins & Gives His Review

50:25 - Bruce’s Hopes For S3

50:45 - Will The Show Influence Fallout 5

51:56 - Bethesda Will Give Fallout 5 To Someone Else/Todd Howard

55:45 - Todd Howard’s Retirement 59:22 - Story Threads In S3 Will Be Less

1:01:20 - Hank’s Story/Will The Ghoul’s Story End In S3

1:03:30 - Practical Effects 1:04:59 - Actors Everyone Would Like In A Cameo

1:10:09 - Final Thoughts

#202 - Featurecast Interview On Terminator 2D No Fate, Composing, Brad Fiedel, Sound Design....07 mars 202601:04:46

Featurecast is a DJ turned video game composer, he is most associated with @BitmapBureau and his most recent work was his stellar work on Terminator 2D No Fate.

#terminator #terminator2 #terminator2dnofate

TIMESTAMPS

00:00 - Intro

00:19 - How The Name Featurecast Came About

04:05 - Working With Bitmap Bureau

08:57 - Learning To Make SFX While Doing It

10:50 - Getting Creative Freedom On Terminator 2D No Fate

14:30 - Scrapping Music And Starting From Scratch/Reviews Praising The Soundtrack

15:45 - Trusting Your Gut

16:00 - How Featurecast Composed For Terminator 2D No Fate

18:10 - Researching The T2 Score/Recreating The Score For T2D No Fate

20:58 - Easter Eggs From T1 & T2 Score/T1000 Death

22:31 - Having The T2 Score On Loop To Prepare/Different Genres In The Music

24:15 - Melody/Terminator Film Scores Don’t Have Melody

26:50 - Blurring The Line Between Music & Sound Design

28:00 - Later Terminator Movies Didnt Capture Brad Fiedels Musical Identity

29:30 - Different Time Signatures/Police Station Time Signature/Future Level 3

31:20 - Writing & Mixing At The Same Time

34:56 - Making The Soundtrack Loud For Bitmap Bureau Games

36:00 - Playing The Game For Inspiration On The Music

38:05 - Music In The Escape From Hospital Level/Bitmap’s Custom Engine

40:10 - Recording The T1000 SFX/Creating SFX/Finding Your Own Way Of Doing Things

43:01 - Not Wanting To Be Influenced By Other Music

44:25 - Going Back And Listening To Your Own Music/LEGO Breakfasts

46:28 - It’s Not What You Know But Who You Know

48:12 - No Longer DJing In Clubs/Patreon/Mashups

51:49 - Q+A - What Drives Composition For Licensed Material

53:22 - Dealing With Imposter Syndrome

54:00 - Playing Music For The Devs The First Time

57:14 - Q+A - What Is Your Favourite Moment From Terminator 2

59:08 - Q+A - What Are Your 3 Favourite VST Instruments

1:00:42 - Changing VSTs For Every Project

1:03:26 - Closing Comments

#201 - Jay Epperson Interview On Retro Studios, Donkey Kong Country Tropical Freeze, Mario Kart 7, Concept Art.....28 févr. 202601:01:31

Jay Epperson is a concept artist who is probably most famous for his concept art on Donkey Kong Country Returns and especially on Tropical Freeze.

#nintendo #donkeykong #donkeykongcountry

Thanks to the Patreon Producers for making this happen Stipe, Borkey, Magic8

TIMESTAMPS

00:00 - Intro

00:35 - How Jay Went From Being An Illustrator To Becoming A Concept Artist At Retro

04:50 - Interview Process At Retro/Getting Artists To Draw In Interviews

07:22 - Coming In As A Concept Artist Towards The End Of DKC Returns

10:20 - Retro’s Environmental Artists Were Smart

11:13 - Jay’s Art Is In The DK Theme Park

13:15 - Working With Designers

16:10 - Doing Concept Art On Tropical Freeze

18:42 - Choosing Vikings Over Aliens For The Concept

19:57 - Tikis Vs Snowmads/Reusing Assets

21:20 - Why The Ice World Is The Last Level

22:00 - Sales On Wii U/Coming Up With The Different World Themes

25:06 - CONCEPT ART REEL - Juicy Jungle World

29:27 - CONCEPT ART REEL - Water World

31:11 - CONCEPT ART REEL - Mangroves World/Cut Concepts

32:38 - CONCEPT ART REEL - Savannah World

33:18 - Showing Portfolios To Potential Employers Without Breaking NDAs

33:50 - There Arent Limitations On The DK IP

34:35 - Referencing Rare’s Work

35:33 - Nintendo Japan Were Hands Off On Concept Art

36:22 - Working On Mario Kart 7/Jay Isn’t Included In The Credits

38:30 - Jay’s Outlook “My Next Piece Will Be My Best Piece”

40:25 - Japan & Retro Testing Mario Kart 7

41:06 - Jay Reviews DK Bananza

25:29 - Jay Thinks DK Bananza Is A One Off

47:00 - Jay Doesnt Like K Rool’s Character Design

50:39 - DK’s New Look

52:22 - Why Jay Left Retro Studios

53:20 - Retro Studios Is One Of The Best Studios To Work For

54:00 - Retro Studios Art Team/Metroid Prime 4

55:35 - Nintendo Are Art Forward Not Technology Forward

56:35 - Will Retro Work On Donkey Kong Again?

57:35 - Will Retro Work On Metroid Prime 5/Would Jay Work On DK Again If Retro Asked

59:40 - Closing Comments

#200 - Denis Dyack Interview On Nintendo, Eternal Darkness, Deadhaus Sonata, AI, Epic Lawsuit......14 févr. 202602:16:14

Denis Dyack is a legend in the industry and one of the few devs who has been exposed to both the Japanese and Western way of designing games. He is the man behind Legacy Of Kain and Eternal Darkness. I spoke with him in 2023 and he returns to promote his new game Deadhaus Sonata

#nintendo #legacyofkain #epicgames

My first interview with him is here https://youtu.be/Txt85DT68rQ

WEBSITE - https://deadhaussonata.com/

TWITTER - @DDyack

TWITTER - @DeadhausGame

TIMESTAMPS

00:00 - Intro

00:00 - Whats Changed In 3 Years Regarding Deadhaus Sonata

05:02 - Deterministic Systems/Quantum Theory

12:00 - Why Taking A Break Benefited The Project/Celestial Clock

14:50 - Weather Physics/Zelda: BOTW/History

20:20 - The Game Will Live Forever/Stop Killing Games

25:20 - The Different Engines Used For Deadhaus Sonata/Unreal Engine 5

27:40 - Why Unreal 5 Games Are Badly Optimised/The Industry Is In Dire Straits

34:20 - GTA 6’s Impact On The Industry/AAA Games Are Too Big In Size

37:29 - Denis’s Thoughts On Resident Evil/Pitching A Game To Nintendo

42:00 - Western Publishers Only Care About Graphics

44:00 - Embracers Demise/Why Pitching Games Now Is So Hard

47:28 - Game Devs Are Terrified Of Nintendo Treehouse

51:20 - How Marketing Teams Look At Games/Lack Of Innovation

53:50 - Getting Investment For Games/Denis Couldnt Get Funding

58:30 - U.S. Culture/Talent/ Japan’s Advantage Over The Rest Of World In Game Development

1:01:50 - Darwinism/People Misunderstand AI

1:12:20 -Technology Doesnt Save Time

1:19:30 - Why Nintendo Will Easily Survive The Dire Times InThe Industry

1:22:15 - AI In Games Can Beneift Gamers

1:24:20 - Prophecy Of Tothe

1:28:09 - Silicon Knights Demise Deeply Hurt Denis/Society Is Crumbling

1:29:30 - Making Up With Epic & Tim After The Lawsuit

1:32:10 - Working With Tanabe/Friendship With Iwata

1:35:00 - Exploitation In The West/Denis Is A Japanese Developer

1:38:00 - Why Miyamoto/Kojima Are One Of A Kind

1:41:11 - Denis Was Crushed When Miyamoto Wasnt Impressed By Realistic Graphics

1:44:10 - Denis Changed Deadhaus Sonata Art From Realistic To Stylized

1:46:15 - Criticism Of Game Trailers/CGI Trailers

1:48:48 - Q+A - Who Came Up With TV Change Effect In Eternal Darkness

1:50:30 - Q+A - What Would A Hyperthetical Sequel To Legacy Of Kain Be

1:57:53 - Q+A - Nintendo’s Approach To Marketing On Eternal Darkness

2:00:02 - Eternal Darkness On NSO/Possible Remake And Sequel

2:02:10 - Worldbuilding In Legacy Of Kain & Eternal Darkness/Narrative Games

2:07:41 - Q+A - Adding Transitions In Eternal Darkness Because The Gamecube Loaded Too Fast

2:10:00 - Consoles Are All The Same Now/AAA Is Now A Bad Moniker

2:13:45 - Closing Comments

#199 - Alpha 7 Interview On Witcher IV, Witcher III, Motion Capture, CD Projekt Red, Poland and more....27 déc. 202501:13:17

Alpha 7 is a professional mocap studio that was spun off from owner Maciej Kwiatkowski from working with CD Projekt RED( He played Geralt in the Witcher from 1 through to III.) Staff as follows Maciej Kwiatkowski, Madeline Page and Michal Derlicki

#cdprojektred #witcher #cyberpunk2077

SOCIAL MEDIA INSTAGRAM

MACIEJ - @maciej_kaskader

MADELINE - @madeline_maddie_page

MICHAL - @derlickimichal

WEBSITE - https://alpha7.pro/

TIMESTAMPS

00:00 - Intro

00:50 - Mocap Performers Training Regime

03:21 - Gameplay Sessions/Behind The Scenes Of Mocap

04:44 - Advantages Of Mocap Over Shooting On Location

05:45 - Differences Between Mocap In Film & Video Games

07:50 - Motion Capture Changes From Witcher I To Witcher IV

11:21 - Becoming Geralt In The Witcher

14:35 - How The Game Industry Changed In Poland After Witcher III/CD Projekt RED

18:00 - Poland Has An Advantage Over America Now In Terms Of Development Costs

21:23 - Working On The Witcher IV Trailer

25:09 - How They All Met/You Need To Be A Good Actor To Do Mocap

31:35 - Males & Females Playing The Opposite Gender In Mocap

36:55 - Explaining Motion Capture Is Hard To Do Through Words/Gollum

37:50 - Most Challenging Characters To Work On

42:28 - Doing Mocap Despite Being In Pain

43:39 - How Alpha 7 Started

49:21 - Q+A - What Equipment You Need To Do Mocap At Home

52:50 - Q+A - What Is Special About Working With CD Projekt Red

58:55 - Q+A - Benefits & Drawbacks Of AI In Motion Capture & Game Development

1:05:45 - Where To Follow Alpha 7/Gaming Industry Advantages Over Hollywood

DK Bananza Review With Former Donkey Kong Country Devs!!!20 déc. 202501:03:37

I am joined by Kynan Pearson (Senior Designer on DKC Returns) and Ted Anderson (Environmental Artist on DKC Returns & Tropical Freeze) to review DKC Bananza

#donkeykongbananza #donkeykong #donkeykongcountry

TED ANDERSONS UPCOMING GAMES https://store.steampowered.com/app/3565460/Tahitian_Driftin/ https://store.steampowered.com/app/3968340/Foolish_Earthlings/ TED ANDERSONS GAME STUDIO PROMOTION IN AUSTIN TEXAS INFO IS HERE https://www.oddwoodbrewing.com/

TIMESTAMPS

00:00 - Intro

00:39 - 2D Sections In DK Bananza

02:45 - Voxel Tech Limiting DK Bananza/Destructible Terrain

06:15 - Animal Transformations/Nintendo’s Design Philosophy Evolution

17:29 - DK Bananza Is A Beautiful Mess/Honouring Rare’s Contributions

22:00 - DK Bananza Music/David Wise’s Absence Is Felt

26:15 - Nostalgia In Nintendo Games

27:10 - Favourite Layer Debate spoilers

30:20 - Void Kong

31:53 - The Final Boss/Ending ***SPOILERS***

37:50 - Nintendo Universe Merging

40:51 - Mario & DK Crossover

42:50 - DK Bananza Was Built On The Foundation Of Odyssey

43:49 - DK Bananza Control Scheme

51:20 - Voxel Terrain/Camera Issues

53:33 - Art Direction Of The Final Boss

55:30 - Void Kong Boss Fight/Ending Build Up

58:07 - Pauline Singing Mechanics

01:00:28 - Donkey Kong Film

01:02:03 - Closing Comments/Pixel Arcades

REVIEW - Hollow Knight: Silksong (With Demon Souls Dev)08 nov. 202501:05:23

Joe Houston who worked on Demon Souls Remake joins me to review the GTA of indie games Hollow Knight:Silksong!!

I did an interview with him a number of years ago, which you can find here. https://youtu.be/skAWid5zYfg

#silksong #hollowknight #hollowknightsilksong

TIMESTAMPS

00:00 - Intro

00:40 - Silksong Overview

01:30 - Silksong’s Difficulty/The Purpose Of Difficulty In Games

07:10 - Runbacks

10:54 - Bosses Of Silksong

13:40 - Progression Doesnt Help With The Difficulty

16:20 - Top Moments In The Game/Story

19:50 - Best Areas In Silksong

22:45 - Demon Souls & Dishonored Shaping Joe’s Views On Silksong

26:37 - Why Demon Souls Remake Didnt Have An Easy Mode/Silksong Nerfs

29:10 - Team Cherry Sticking To It’s Vision/Serving Core Players

31:30 - Silksong Is Too Long/Length In Games

35:12 - Replayability

37:45 - Bosses That You Die on The Most

39:37 - Will Silksong Win GOTY/GOTY Nominees

44:05 - Specificity Of Silksong

45:09 - Tastes In Games Change As You Get Older

48:18 - Distribution Model Of Games

50:00 - Team Cherry’s Intentions/Devs Get Bored While Developing Games

52:00 - Playtesters On Games

56:00 - Team Cherry Won’t Make An Easy Mode/Achievements Provide Data To Devs

58:30 - WHATS MORE IMPORTANT TO DEVS - PLAY TIME OR SALES?

1:00:20 - Vertical Slices/Why A Games Quality Can Be All Over The Place

1:02:40 - Closing Comments/Silksong DLC

#196 - Filip Coulianos Interview On It Takes Two, Josef Fares, FPS Cameras, Nintendo & Jump Space25 oct. 202501:09:29

In this engaging conversation, Filip Coulianos, co-founder of Keepsake Games, discusses his journey in game development, the influence of Half-Life 2 on his career, and the creative processes behind his latest project, Jump Space. He shares insights on addressing motion sickness in games, the importance of marketing for indie developers, and the evolving landscape of the gaming industry. The discussion also touches on the impact of working with Josef Fares and the lessons learned from successful titles like It Takes Two.

#jumpspace #ittakestwo #fpsgames

TIMESTAMPS

00:00 - Intro

00:42 - Half-Life 2 Is The Citizen Kane Of Video Games

01:52 - Becoming A Video Game Designer

03:34 - How Half-Life 2 Influenced Jump Space

06:00 - FPS Evolution/Animation Is Key To A Good FPS Camera

09:10 - Motion Sickness In FPS Games

14:30 - Moving Between First Person & Third Person In Jump Space

17:30 - Camera Techniques/It Takes Two Camera

19:19 - It Takes Two Devs Studied Super Mario 64 & Odyssey To Make The Game

23:20 - The Making Of It Takes Two

28:22 - Working With Josef Fares

36:30 - Why Filip Left Hazelight/Having The Idea Of Jump Space Since 2012

41:43 - Jump Space’s Popularity/Daniel Kaplan’s Importance/Marketing

48:00 - Jump Space’s Early Access Release Was Threatened By Silksong And GTA 6

51:09 - Jump Space’s Release Date

52:00 - The Cost Of Game Development/Why So Many Game Studios Close

57:38 - Where The Term AAA Came From/Some Games Will Survive The Game Studio Apocalypse

59:37 - Studios Need To Sell 10 Million Units To Break Even On $100 Million Budget

1:02:10 - Sweden Game Industry/Filip Was Determined To Succeed In The Game Industry

1:05:15 - Will Jump Space Be Relased On Switch 2/PS5?

1:08:17 - Where To Follow Keepsake Games & Jump Space

#195 - Joshua Jay Interview On Fallout 4, 76, Starfield, Gears Of War, Todd Howard & Creation Engine04 oct. 202501:18:32

Joshua Jay was a former world artist at Bethesda who worked on Fallout 4, 76 & Starfield, prior to that he was a world artist on the Gears Of War trilogy.

Josh built a living saloon set in the style of Fallout 76 here! Check it out https://www.youtube.com/watch?v=C7gBi3_lyag&t=167s

#fallout #starfield #gearsofwar

JOSHUAS ARTWORK CAN BE FOUND HERE

https://www.joshuajayart.com/

https://www.artstation.com/joshua_jay_art

TIMESTAMPS

00:00 - Intro

00:38 - Lord Of The Rings/Kurt Kuhlmann

04:18 - Building A Fallout 76 Saloon

13:43 - Todd Howard/Early Work On Fallout 4

17:51 - Fallout 4’s Colour Palette

19:00 - Josh’s Work On Fallout 4’s World Art

21:38 - Josh’s Gears Of War 3 Art Was Inspired By Fallout 3

22:30 - Epic Games Base Their Games On Licensing/Bethesda Vs Epic Culture

25:10 - Unreal Engine Vs Creation Engine

28:20 - Problems Developing Fallout 76

33:25 - Why Fallout 76 Wasnt Delayed/Starfield Was Delayed Due To F076

35:18 - Josh & Kiwi Butcher Shigeru Miyamoto’s Quote

37:00 - Game Development Costs/Fallout 5

38:45 - What Josh Wants To See In Fallout 5

40:15 - Fallout TV Show Being 5 Seasons/TV Shows With Filler

42:50 - Video Games With Filler/Alien Isolation

45:15 - Video Games Should Be Shorter/Elder Scrolls VI/Rockstar Games

48:30 - Josh Got Burned Out On Gears Of War/Josh Avoided Starfield For As Long As Possible

52:40 - Working On Starfield

53:30 - Q+A - How Bethesda Seamlessly Transition From Different Biomes In Their Games

58:09 - Q+A - Were There Talks For Smaller Galaxies In Starfield In Pre-Production

59:25 - Game Devs Not Having Time To Play Games/Josh Doesnt Play Many Games These Days

1:01:42 - Josh Loves Shadow Of Mordor & War

1:02:10 - Q+A - How Was Josh’s Day Organised In A Pie Chart At Epic & Bethesda

1:04:45 - Pros & Cons Of Big & Small Studios/Star Wars Games

1:07:32 - Josh Loves & Hates The Industry/Story Of Soldiers In Afghanistan

1:11:24 - Josh Tells A Touching Story Of A Fallout Fan Who Died

1:16:41 - Outro

#194 - GOG Interview On Game Preservation, DRM, Japanese Laws, Stop Killing Games.......17 août 202501:01:48

GOG is a digital distribution platform with a mission to preserve video games. I spoke with 3 employees Piotr(Senior PR), Marcin (Senior Business Developer) and Adam(Technical Producer). #gog #gamepreservation #pcgaming

SOCIAL MEDIA WEBSITE - https://www.gog.com/en/ X - @GOGcom

NOTE: Unfortunately the guys had some technical and internet issues, so we needed to use Google Meet to record this so the audio quality and even the video feed arent up to my usual standard, this is also why the layout is different to my usual format. Apologies for this, the guys are keen to do another one at some point, so if you would like that then like this post.

timestamps

00:00 - Intro

00:50 - FFVII Is The Best Game Ever/Why Final Fantasy Isnt On GOG Yet

03:29 - Japanese Publishers Are Coming Around To No DRM In Games

08:50 - Why No DRM Is Important/Games Are Aging Slowly

11:10 - Making GOG Viable For Publishers From A Cost Perspective

16:34 - Working Around The Rights/Japanese Rights Are Very Complicated

21:05 - GOG Preservation Program

27:05 - GOG Has A Small Amount Of QA People/GOG’s Internal Tools

31:48 - Simplying The Tools To Preserve Games

32:58 - GOG’s Thoughts On AI

36:01 - Working With Sony Was A Milestone/Japanese Publisher GOG Wants To Get

38:20 - Offline Launchers

40:20 - People Approaching GOG With Rights To Games/System Shock 2

43:29 - Gamers Care More About Gameplay Than Graphics Now

49:57 - Q+A - What Has Enabled GOG To Give Away Free Games On Twitch/Amazon Prime

52:34 - Q+A - Recreating Box Art & Manuals For Old Games

55:55 - Q+A - Will GOG Collaborate With Stop Killing Games Initiative

58:30 - Working With Politicians In The EU

59:10 - Most Important Lesson Piotr Learned From His Late Uncle(THIS IS FUNNY ASF LOL)

1:00:46 - Closing Comments

#193 - David O'Reilly Interview On GTA 6, GTA V, RDR2, Rockstar Games, Gameworld Art and AI.....27 juil. 202501:12:15

David O'Reilly is a former game developer who is best known for his work at Rockstar on GTA, RDR2 and GTA VI, yes you read that right he worked on GTA VI up until 2023 when he left the video game industry.

He now has a Youtube channel where he reviews environmental art in games.

David's Youtube Channel - https://www.youtube.com/@Game-World-Art

#rockstargames #gta6 #rdr2

TIMESTAMPS

00:00 - Intro

01:30 - Having Imposter Syndrome Working At Rockstar

04:30 - Having A Good Manager

06:05 - Doing Caves For GTA V

08:29 - Doing Environmental Easter Eggs In Rockstar Games

10:11 - Rockstar Devs Dont Even Know Whats In Their Games At Release

12:53 - David’s Art On GTA VI/The Tech Process At Rockstar

15:01 - David Will Be Going Into GTA VI As A Fan

16:13 - David Hopes His Name Is In The Credits Of GTA VI

17:34 - Character & Environmental Artists Dont Work Together/Trevor Motion Capture Sequence

18:42 - Problems With Art In Ubisoft Games

20:59 - The Houser Brothers

23:11 - Why David Left Rockstar/Burnout

27:00 - Telling People You Worked On GTA

29:00 - David’s Youtube Channel

33:00 - How David Decides What Games To Play On Youtube

35:15 - Sending Devs To U.S. To Use For Reference Footage

39:15 - Different Leads For Each Rockstar Game/Changes In Development Processes

40:40 - Art Is Becoming More Specialized

42:30 - Benefits And Drawbacks Of AI On Art/Chat GPT

47:12 - GTA 7/GTA VI Trailer

49:00 - Difference Between Movie Trailers And Game Trailers

51:00 - How Rockstar Make Game Trailers/Reaction Internally To Trailers

53:15 - Assassins Creed/There Is More Potential For Games

57:30 - Q+A - How Great Does Your Portfolio Have To Be To Get Hired At Rockstar

1:00:31 - Why David Doesnt Have His Rockstar Art On Artstation

1:03:20 - David Wont Return To The Games Industry

1:04:46 - Q+A - What Is The Most Challenging Part Of Making Environments

1:06:53 - Q+A - How Much Freedom Are You Allowed On The Games

1:10:07 - Closing Comments/David’s Youtube Channel

#192 - Kurt Kuhlmann Interview On Elder Scrolls Lore, TES:VI, Starfield's Design And Fallout......12 juil. 202501:00:31

Kurt Kuhlmann was a jack of all trades at Bethesda, he was one of the studios most proficient designers and writers, he's best known as the lore master of the Elder Scrolls

#elderscrolls #starfield #fallout

TIMESTAMPS

00:00 - Intro

01:06 - How Kurt Became The Lore Master Of The Elder Scrolls

06:26 - Maintaining The Lore

07:57 - Studying History At University/Why Kurt Went To Bethesda

09:40 - Evolution Of Quest/Narrative Design At Bethesda

10:50 - Using History To Influence Lore/Tolkien’s Influence

14:50 - Changing Writing Styles For Fallout

18:34 - Using Different Words And Thesaurus For Writing Elder Scrolls/Fallout

20:24 - The Evolution Of Voice Acting At Bethesda

24:39 - Limitations On Writing At Bethesda

26:30 - How Bethesda Changed As The Team Size Grew

29:35 - Kurt’s System Designer Role On Starfield

32:25 - Why Starfield Took So Long To Make

34:30 - The Creation Kit/Things Carried Over From Elder Scrolls/Fallout To Starfield

36:15 - Problems With Fallout 76

37:00 - Elder Scrolls VI Will Be Bittersweet For Kurt

39:17 - Fallout TV Show

40:36 - Lord Of The Rings Movies

42:38 - Todd Howard/Remote Work Benefited Starfield

49:30 - Q+A - What Is Kurts Ideal Sequel To Redguard?

51:14 - Q+A - What Makes The Elder Scrolls Feel Grounded

54:53 - Q+A - Does Kurt Prefer The Psychelic Lore Of Morrowind Over The European Style Of Oblivion

57:58 - Closing Comments/TES:VII/Morrowwind Remake

Follow me on

Social Media

TWITTER -https://twitter.com/kiwitalkz

Instagram - https://www.instagram.com/kiwi_talkz/?hl=en

Discord - discord.gg/yWRCM2aDRT

FACEBOOK - https://www.facebook.com/KiwiTalkz

TikTok - https://www.tiktok.com/@kiwitalkz

BlueSky - @kiwitalkz.bsky.social

#191 - Obbe Vermeij Interview On The GTA Trilogy, GTA VI, Rockstar And His Indie Game Plentiful.....03 juil. 202500:56:48

Obbe Vermeij, a former technical director at Rockstar Games during GTA III to GTA IV, is now working on his indie game Plentiful, and the demo is out now here.

#grandtheftauto #gta #rockstargames

Plentiful Demo is here - https://store.steampowered.com/app/3044790/Plentiful/

SOCIAL MEDIA

TWITTER - @ObbeVermeij

BLUESKY - ‪@obbevermeij.bsky.social‬

TIMESTAMPS

00:00 - Intro

00:46 - GTA IV Design Document

01:20 - Working With The Designers On GTA On What’s Possible & Not Possible

02:15 - Gang Wars In San Andreas Was Very Difficult

04:05 - GTA Series Moved Away From Gameplay First To Story First

06:30 - Obbe’s Thoughts On GTA VI 2nd Trailer

07:23 - GTA VI Will Be 30FPS

08:39 - GTA III’s Success Caught Obbe By Surprise

09:50 - The Vibe At Rockstar When GTA III Kept Selling & Selling

11:34 - How 9/11 Affected GTA III

13:03 - The Houser Brothers

15:20 - How GTA An American Parody Game Was Made In Edinburgh

16:40 - What Obbe Worked On In The GTA Trilogy

18:10 - Obbe’s Role Decreased As Rockstar Got Bigger And Bigger

21:04 - GTA VI Is The Most Expensive Game Ever

22:03 - GTA VII Will Be Cheaper To Make Than GTA VI Due To AI

22:50 - AI’s Effects On Programmers/How AI Will Help Game Development

27:17 - Leslie Benzies/Mindseye

30:40 - Rockstar Were Great With Hiring Staff/Indie Games

32:00 - Obbe’s Indie Game Plentiful

37:02 - Prototyping To Show A Publisher/Obbe Loves Making Games

38:00 - Obbe Is Making Plentiful As A Solo Dev/Music

39:15 - Obbe Made A Museum App Called Guide App

40:28 - Obbe Misses The Rockstar Games Days/Rockstar North Has A Great Work Culture

43:28 - Q+A - What Were The Main Differences Developing GTA IV For PS3 & XBOX360

44:53 - Q+A - How Much Is The Product Different From The Start Till Release

46:37 - Q+A - Favourite Project & Career Highlight

47:39 - The Original Intention With Vice City

49:21 - Q+A - The Most Impressive Thing The Devs Pulled Off That They Thought Was Impossible

53:30 - Where To Follow Obbie & Get His Game Plentiful/GTA IV Delay Story.

The Elder Scrolls IV: Oblivion Remastered Review With Ex Bethesda Devs (Kurt Kuhlmann, Bruce Nesmith, Nate Purkeypile & Jeremy Bryant)15 juin 202501:00:27

I got some of the old Bethesda crew back together (Jeremy Bryant, Nate Purkeypile, Bruce Nesmith & Kurt Kuhlmann) to review the remaster and talk about the old game and Bethesda as a whole. Enjoy!

#bethesda #elderscrolls #oblivionremastered

Nate Purkeypiles Games! Check them out!

The Axis Unseen - https://store.steampowered.com/app/1807810/The_Axis_Unseen/

Deedlee Doo Carkour! - https://store.steampowered.com/app/3582590/Deedlee_Doo_Carkour/

Bruce Nesmiths Books https://www.amazon.com/Books-Bruce-Nesmith/s?rh=n%3A283155%2Cp_27%3ABruce%2BNesmith

TIMESTAMPS

00:00 - Intro

00:50 - The Artstyle Of TESIV:Oblivion Remastered

06:34 - Unreal Engine Replacing Game Bryo Engine In Oblivion Remastered

09:14 - TES VI/Fallout 3 Remaster

10:35 - History Of The Levelling System In TES:IV Oblivion

16:31 - Devs Tricking Todd Howard To Get Stuff In Oblivion

19:11 - Oblivion’s Influence From The LOTR Films

22:40 - Copyright Lawsuits

24:10 - Why You Couldn’t Sprint In The Original Game

25:10 - Getting Oblivion To Run On Xbox 360 Was A Huge Endeavor

26:37 - TESVI Launch Title For The Next Xbox/Cross-Gen Games

28:21 - The Overworld Map Design

30:00 - The Dungeon Design/Level Designers Started With Oblivion

32:15 - Radiant AI Evolution/Emerging Gameplay

36:50 - Why Bethesda Games Have So Many Bugs

39:00 - Why Bethesda Games Will Never Be Bug Free

46:50 - Challenges Of Making An Elder Scrolls Film/TV Show

52:40 - Shivering Isles/DLC

58:37 - Nate Speaks About His Indie Games/Bruce Speaks About His Novels

#189 - Jeremy Huxley Interview (Senior Environmental Artist At Naughty Dog)11 mai 202500:59:48

Jeremy Huxley is a former environmental artist at Naughty Dog who worked there for 11 years on the Uncharted & Last Of Us franchises. #uncharted #lastofus #lastofuspart2

TIMESTAMPS

00:00 - Intro

00:31 - Coming To Naughty Dog Partway Through Uncharted 3

02:30 - Art Test/Learning From The Veterans

05:20 - Team Being Split Off After Uncharted 3/Working On Uncharted 4/PBR

09:00 - The Jump For Art From PS3 To PS4

10:20 - Naughty Dog’s Reference Material For Uncharted 4

12:40 - Uncharted 4’s Jungle Environments

13:50 - Ray Tracing Vs Baked Lighting

17:40 - Jeremy’s Thoughts On AI For Artists

22:10 - Reusing Art Assets From Uncharted For Last Of Us

23:20 - Transitioning From Uncharted To Last Of Us Seamlessly (Snow Sections)

25:30 - Pressure Of Working On Naughty Dog

27:30 - Friendly Rivalry Between Devs At Naughty Dog

29:30 - What References Were Used For Snow In Last Of Us Part II

30:30 - Working On Last Of Us Remaster/Respecting The Original Artists

34:00 - Importance Of Remasters & Remakes/Neil Druckmann

36:40 - Jeremy Would Love To Work On Zelda/The Game Industry Is In Trouble Due To Realistic Graphics

40:10 - Jeremy Praises From Software/Jeremy Is Playing Older Games

42:30 - As A Dev Jeremy Analyses Games/Final Fantasy VII Remake

45:30 - Q+A - How Artists Work With Designers

51:00 - Q+A - Favourite Environment To Work On

52:39 - Q+A - Would You Like To Work On A Stylized Game Over Realistic

54:32 - Jeremy Critiques Zelda: TOTK’s Art

56:25 - Where To Follow Jeremy

SOCIAL MEDIA

ARTSTATION - https://www.artstation.com/jeremyh

BLUESKY - @jeremyhuxley.bsky.social

Nintendo Switch 2 Direct Review With Ex Retro Studios Dev Eric Kozlowsky08 avr. 202501:08:27

Former Retro Studios Dev Eric Kozlowsky (Donkey Kong Country: Tropical Freeze) and I review the direct and go way off on another tangent lol. You can watch my life reaction to the Switch 2 direct(with former retro studios devs in the chat) here https://www.youtube.com/live/ocm4oRD-aik

Get all the info on Eric and Fuzzybot's game Lynked

here http://playlynked.com/

www.landofkoz.com

www.fuzzybot.com

Bluesky Eric - @vonkoz.bsky.social

#nintendoswitch2 #switch2 #nintendo

TIMESTAMPS

00:00 - Intro

00:55 - Eric’s & Kiwi’s Overall Thoughts On The Switch 2 Direct

04:30 - Discussion On Mario Kart World, Price & Bundle

08:50 - Trumps Tariffs

10:51 - Price Of Video Games

12:05 - Switch 2 Edition Prices/GTA VI

16:29 - Metroid Prime 4

18:54 - Nintendo Makes Bad Trailers

20:48 - Nintendo Does Weird Stuff

21:32 - DS Online/Remastering 3DS Games

22:28 - Twilight Princess With Wii U Tech Demo Graphics

23:05 - Difference Between Remasters & Remakes/Wind Waker & Twilight Princess

24:40 - What Will Happen With Metroid Prime 2 & 3 Now

27:35 - Metroid Prime Hunters/Multiplayer

28:30 - Smash Bros Is Years Away

29:45 - Star Fox 99/Animal Crossing Sales/Nintendo Budgets

32:10 - Tears Of The Kingdom/The Future Of Zelda/Zelda II Remake

34:15 - Donkey Kong Bonanza/David Wise

40:30 - Koji Kondo/Shigeru Miyamoto/The Old Guard Retiring

42:28 - Third Party Games On Switch 2/Handheld Market

46:04 - Hollow Knight:Sliksong/Drag X Drive

48:10 - Eric Home’s In On Art Straight Away

49:45 - Linked: Banner Of The Spark’s Development

54:26 - Steven Spielberg/Mouse & Keyboard

56:00 - Accessibility Options In Game Development

57:00 - Kiwi & Eric Won’t Buy A Switch 2 At Launch

58:12 - Cost Of Switch 2 In NZ/Zelda Film Trilogy Being Shot In NZ

1:01:00 - Chris Mason Working On The Last Of Us/Mario Movie

1:02:29 - Will The Zelda Movie Be Original?/Shooting The Trilogy All At The Same Time

1:04:00 - Pop Songs In The Mario Movie/Bluelight Samurai/Zelda Trailer

1:06:40 - Closing Comments

#187 - Chris Detyna Interview (Composer On Terminator Resistance) 26 mars 202500:57:27

Chris Detyna is a video game composer who is best known for his brilliant score for Terminator Resistance.

#terminator #terminatorresistance #theterminator

TIMESTAMPS

00:00 - Intro

01:00 - Meeting Teyon/How Chris Got The Job Composing Terminator Resistance

04:19 - Including Electric Guitar In The Main Theme/Being Scared Of Making The Music

05:52 - Adapting The Terminator 1 Theme/T1 Theme Weird Time Signature

09:05 - Directions From Teyon’s Director On The Music

11:25 - The Gear Chris Used To Make The Soundtrack

13:52 - Kiwi Praises The OST/Teyon Were Nervous Of The Reception/Ear Fatigue

17:06 - Music & SFX Balancing

18:27 - Why The Terminator Resistance OST Isnt On Spotify

20:04 - Scoring The Kyle Reese Cutscene From T1/Transcriptions

23:00 - The Approach To Scoring The Game

25:00 - Composing The HK Combat Theme

25:49 - Only One Of Chris’ Tracks Were Cut From The Game

27:50 - Communication At Teyon Is Great/No Crunch At Teyon

29:00 - Working On Robocop: Rogue City/Autotune

32:15 - Writing Melody & Lyrics/Ideas Don’t Get Lost

36:15 - Doing The T-800 Heartbeat Theme(Infiltrator Mode)

41:00 - Chris & Kiwi Discuss Mixing Tips

45:25 - Q+A - What IP Would You Like To Compose For

48:50 - Q+A - What Does Chris Feel About The Forgettable Scores Post T2

51:31 - Q+A - What Was Chris’ Influences Growing Up

54:35 - Closing Comments

DOOM Eternal - 5th Anniversary Interview With Animator Chris Cantero01 mars 202500:48:26

HAPPY ANNIVERSARY TO DOOM ETERNAL!! To celebrate I spoke to former DOOM Eternal animator Chris Cantero, he left a few years to make his own indie game High Fructose, you can find here https://store.steampowered.com/app/2506550/High_Fructose/

#doom #doometernal #idsoftware

SOCIAL MEDIA

TWITTER - @canterochris

BLUESKY - @canterochris.bsky.social

TIMESTAMPS

00:00 - Intro

00:28 - Glory Kills

03:48 - Mocap/Principals Of Animation

05:55 - The Hardest Part Of Animating Glory Kills

07:30 - Making The Marauder Hard/QAing At The End Of The Project

08:52 - Working With Hugo Martin/Jiu-Jitsu

12:04 - Working On The ID Tech Engine

14:48 - Animating Maligog/Chris Loves The Lord Of The Rings Films

17:30 - Chris’ Thoughts On DOOM The Dark Ages Trailers

19:15 - Doing Pre Production On DOOM The Dark Ages

21:10 - Animal Crossing/DOOM Eternal Meme

22:00 - Favourite Areas

22:56 - Favourite Bosses

24:11 - Speedrunning

25:55 - Favourite Music Track/Mick Gordon/Using The OST For The Gym

27:15 - Self-Imposed Crunch

27:45 - Banana Story/Getting In Trouble From HR

29:15 - Marty Stratton Story/Commander Keen Story/Meeting The OG ID Software Crew

31:40 - Q+A - What Is Some Cut Content From The Game

33:47 - Q+A - Was Slower Gameplay Than DOOM 2016 Ever Considered

34:20 - Motion Sickness/Camera Work

36:00 - Chris’ New Game High Fructose

40:57 - Marketing High Fructose

42:15 - Hugo Martin Is Amazing At Marketing

43:00 - ID Software Teams Are Siloed/Marty & Hugo Are Very Approachable

45:20 - Multiplayer Being Cut From DOOM The Dark Ages

46:15 - DOOM Benefits From Not Being Grounded In Realism

47:20 - Where To Follow Chris Cantero

#185 - Jeremy Bryant Interview (Animator On Skyrim, Fallout 4, 76 & Starfield)11 févr. 202501:09:46

Jeremy Bryant was an animator at Bethesda for over 15 years from Skyrim to Starfield. This is his first interview!

#starfield #fallout #skyrim

TIMESTAMPS

00:00 - Intro

00:26 - Jeremy Commuted To Work By Plane

04:07 - Working With Dennis On The Werewolf

06:26 - How The Animation Tools Evolved From Skyrim To Starfield

08:43 - Mocap Use On Skyrim/Jeremy Used His Own Mocap On Skyrim DLC

10:35 - Animating Hands/Hardest Things Animating

11:54 - Jeremy Was Known As The Gun Reloader Animator Guy

14:06 - Non-Combat Animations 15:20 - Non Humans Were Key Framed Not Mocapped/Only 7 Animators On Skyrim

16:55 - Bethesda’s Management System In The Old Days Doesn’t Scale Well

18:50 - Bethesda Expanded Too Fast For The Culture To Remain The Same/Team Sizes

20:15 - Starfields Roadmap Required A Massive Team

21:45 - Rockstar’s Level Of Polish/Downsides Of Large Teams

24:00 - Animating Procedural Generated Content

25:00 - Jeremy’s Thoughts On Todd Howard

28:50 - Jeremy Changed From A Full Time Employee To A Contractor Part Way Through Starfield

30:00 - Pros & Cons Of Remote Work/How Covid Impacted Starfields Development

32:15 - Microsoft Acquisition

33:15 - Modding Community 35:20 - Bethesdas Feature Creep Culture

36:30 - Why Jeremy Left Bethesda

39:10 - Games Are Costing Too Much To Make/Layoffs/Dev Salaries

43:15 - Larian Studios/Growing Studios Gradually

44:45 - Q+A - Why Slo Mo Kills Were Removed From Starfield

45:45 - Q+A - How Does An Animator Go About Animating A Mythical Creature

47:00 - Game Jams At Bethesda/Originally There Was A Mad Max Motorcycle In Fallout 4

50:00 - Many Vehicles Made For Starfield That May Still Be Added/Vampire Lord In Skyrim

51:30 - Pros & Cons Of Bethesda Migrating To Unreal Engine 5/Creation Engine

57:52 - It’s Easier To Make Realistic Graphics Than Stylized Graphics

1:00:25 - Elder Scrolls VI/Gameplay Is More Important Than Anything Else

1:02:10 - Bethesda’s Culture Is Great/Game Devs Who Have Never Shipped A Game Due To Layoffs

1:04:30 - Jeremy Asks Kiwi For His Thoughts On Xbox Multiplatform Strategy/Gamepass & Game He Played Most In 2024

1:08:30 - Closing Comments/LinkedIn Is Facebook 2.0

#184 - Shawn Layden Interview (Former CEO & Chairman of Playstation & SIEA)01 févr. 202501:01:26

Shawn Layden was former CEO of Playstation worldwide studios and former chairman of Sony Interactive Entertainment America. His career in Sony is legendary as a Japanese localizer that had a meteoric rise to be one of the head honchos of the whole company.

#playstation #sony #ps5

SOCIAL MEDIA

TWITTER -@SHAWNLAYDEN

BLUESKY - @shawnlayden.bsky.social

TIMESTAMPS

00:00 - Intro

01:02 - Why Playstation Used Numbers For Each Console Iteration

03:26 - Being The Fix It Guy At Sony/What Motivates Shawn

05:45 - Building A Reputation

07:00 - Doing 18 Hour Days During The PSN Hack

09:00 - Why Sony Is So Good At Marketing

13:01 - How FOMO Is Used In Marketing

14:00 - Why Sony Now Releases 1st Party Games On PC/Initial Pushback

15:50 - Why Astro Bot Was Shawn’s 2024 GOTY

18:30 - Why The Japanese Are So Good At Game Design

21:57 - Western Games Are Too Big In Scope/Dev Costs Come From Salaries

23:05 - Why So Many Game Studios Are On The West Coast Of America/Environmental Costs

24:57 - Game Devs Commute Times Create Major Sunk Costs/Working From Home

28:30 - Shawn Pushed Realistic Graphics Well Acknowledging It’s Not Sustainable

30:52 - How Sony Prices Games & When To Drop The Price

33:40 - Concords Failure/Why Games As A Service Was Popular And No Longer Isnt

37:31 - Why The PS6 Won’t Be Discless

40:00 - Launching Handhelds Are Hard/Why The PS Vita Failed

43:00 - Sony Characters Won’t Appear In Super Smash Bros

44:20 - Why Playstation All-Stars Didn’t Sell Well

46:48 - Q+A - How Will The Market Of Fortnite/Roblox Players Change As They Get Older

49:28 - Q+A - Shawn’s Opinion On Microsoft’s Multiplatform Approach

51:22 - Nintendo Are Best Positioned To Navigate The “Diminishing Returns” Problem

54:18 - Q+A - What Games Did You Think Would Be Big Hits But Weren’t.

58:21 - You Learn More From Failures Than Successes

59:43 - Closing Comments

#182 - Dennis Mejillones Interview (Character Artist On Skyrim, Fallout 4, 76 & Starfield)12 janv. 202501:00:34

Dennis is an exceptional character artist who is best known for his tenure at Bethesda from Skyrim to Starfield. He has now retired from the video game industry.

#starfield #fallout4 #skyrim

SOCIAL MEDIA

ARTSTATON - https://www.artstation.com/vsions

INSTAGRAM - @vsions1

TWITTER - @Vsions Y

OUTUBE - @Vsions

TIMESTAMPS

00:00 - Intro

00:30 - Rivalry With Jonah Lobe At Bethesda

04:10 - Werewolf Was Almost Cut From Skyrim

08:40 - Dennis Broke Work Protocol To Get Things In Bethesda Games Resulting In Burned Bridges

12:40 - Work On NPC Eyes In Fallout 4 That Todd Rejected

17:03 - Dennis’ Thoughts On Todd Howard

20:48 - Creation Engine Has Been Rewritten Multiple Times/Misunderstanding Of Bethesda Development

24:00 - Difference Between Rockstar & Bethesda Games

26:00 - Bethesda Devs Agree With Fan Criticisms

28:48 - Modding Community

29:50 - Beauacracy Has Changed Bethesda/Staff Are Underpaid

34:30 - Fun Isn’t The Focus Of Games Anymore

37:05 - Todd Is In A Tough Position With Elder Scrolls VI Cause Of Microsoft

40:10 - No One Can Ever Replace Todd

42:00 - Q+A - What Were The Teams Feelings Towards The End Of Developing Skyrim

44:57 - Q+A - Why Heavy Gore Was Cut From Starfield

47:22 - Q+A - Which Model Changes Most From Concept Art To In Game

49:20 - Robots Age More Gracefully Than Humans

50:58 - 3D Models/Full Sentry Bot Robot Malfunctioning Story

55:20 - Fallout TV Show

57:16 - Closing Comments

#181 - Will Shen Interview(Designer On Skyrim, Fallout 4, 76 & Starfield)03 janv. 202501:06:44

Will Shen was a designer at Bethesda for over 20+ years and his story is amazing as he started off as an intern on Fallout 3 and became lead designer on Starfield. #starfield #fallout4 #bethesdagamestudios

SOCIAL MEDIA

X - @WillShen101

BLUESKY - @willshen101.bsky.social

Join this channel to get access to perks: https://www.youtube.com/channel/UC9jtZN92eGHA9Hxh-jYGqBw/join

TIMESTAMPS

00:00 - Intro

00:30 - Will’s Internship At Bethesda Was A Trial By Fire

02:08 - Who Interviewed Will Both Times

02:56 - Will’s Relationship With Todd Howard

09:20 - Emil Telling Will His Quest In Skyrim Was The Worst Quest In The Game/Redoing Skyrims Design

11:44 - The Most Important Aspect Of An Intro & Tutorial

13:30 - Bioshock Is An Example Of A Good Intro

14:35 - In Leadership You Don’t Have Any Control

16:30 - Bethesda Delegates Voice Acting To An External Company

18:09 - Learning To Let Go From Being In Control Of Voice Acting/Guidance

20:18 - Including Multiple Accents In Starfield

22:30 - Maori Tattoo Controversy/Ballooning Of Bethesda Staff

30:15 - How Will Would Become More Productive With A Bureaucratic System

32:30 - Why Will Left Bethesda

35:03 - Elder Scrolls VI/GTA VI Discussion

37:30 - More Money = More Problems

40:45 - Games Are Too Long Nowadays

49:03 - Q+A - Has Bethesda Experimented With Other Game Genres

51:34 - Settling On The Number Of Planets In Starfield/Procedural Content System

55:16 - Q+A - Who Has Replaced Kurt Kuhlmann As Lore Master Of The Elder Scrolls

58:52 - Q+A - Balancing The Main Quest & Side Quests

1:01:50 - Production Pipeline/Curveballs

1:05:15 - Where To Follow Will Shen

#180 - Nate Purkeypile Interview (Artist On Skyrim, Fallout 3/4 & 76)07 déc. 202401:05:49

Nate Purkeypile is a former world artist and art lead at Bethesda who worked there for over 14 years. He has now released his indie game The Axis Unseen that you can purchase here! https://store.steampowered.com/app/1807810/The_Axis_Unseen/

SOCIAL MEDIA FOR NATE

WEBSITE - https://www.justpurkeygames.com/home

BLUESKY - @npurkeypile.bsky.social

TWITTER - @NPurkeypile

YOUTUBE - @justpurkeygames

#skyrim #fallout #bethesda

TIMESTAMPS

00:00 - Intro

00:53 - Working At Retro Studios On Metroid Prime 3

02:25 - Why Nate Left Retro Studios

04:40 - Moving To Bethesda/Fallout 3’s Brown Colour Palette

06:15 - Fallout 4’s Vibrant Colour Palette/Fallout TV Show

09:24 - Nate Handed In Resignation To Bethesda On April Fools Day

10:46 - Bethesda’s Inefficient Management Style

13:23 - Unrealistic Expectations Of Elder Scrolls VI

15:21 - Game Developers Who Don’t Play Games

17:02 - Nate’s Relationship With Todd Howard

18:06 - How Nate Mastered Quantity & Quality

19:46 - Morons, Crunch & Insane Commutes

22:30 - Remote Work/Forcing People Back Into The Office

23:32 - Shadow Of The Colossus Influence On The Axis Unseen

24:57 - The Scope Of The Axis Unseen

26:50 - Timeline Of Axis Unseen

27:53 - Useless Meetings At Bethesda

30:45 - Being A Lead On Fallout 76

32:05 - Todd Howard Obssesses Over UI/Convincing Todd Of Things

33:59 - UI In The Axis Unseen

34:20 - Working With Different Gaming Engines

36:00 - Bethesda Should Migrate To Unreal Engine 5

40:20 - Nate Programmed The Edge Trimming For Fallout 3

41:30 - Working Within Constraints/Layoffs

44:10 - Q+A - Favourite Project To Work On

45:08 -Q +A - How Far Along In Development Would Elder Scrolls VI Be?

47:01 - Q+A - Game Development Differences Between Nintendo & Bethesda

50:38 - Fallout 3 Switch Port With Metroid Content

52:34 - Console Ports Of The Axis Unseen/Certification/Logos

57:09 - Vacations Aren’t Vacations With Bethesda

1:00:10 - How Pay Works At Bethesda

1:01:47 - Nate’s Blood Pressure Was Bad Due To Bethesda

1:03:00 - Final Thoughts

#179 - Kenny Young Interview (Composer On Astro Bot)26 nov. 202401:08:43

Kenny Young is the composer on the Astro Bot series including the recently acclaimed new Astro Bot game. He has also worked on games such as Tethered, Little Big Planet, Tearaway and more....

#astrobot #littlebigplanet #ps5

KENNY YOUNG

SOCIAL MEDIA TWITTER - @kcmyoung

FACEBOOK - https://www.facebook.com/KennyYoungMusic/

BLUESKY - @kcmyoung

Follow me KIWI TALKZ on Social Media

TWITTER -https://twitter.com/kiwitalkz

Instagram - https://www.instagram.com/kiwi_talkz/?hl=en

Discord - discord.gg/yWRCM2aDRT

FACEBOOK - https://www.facebook.com/KiwiTalkz

TikTok - https://www.tiktok.com/@kiwitalkz

Join this channel to get access to perks: https://www.youtube.com/channel/UC9jtZN92eGHA9Hxh-jYGqBw/join

TIMESTAMPS

00:00 - Intro

01:42 - Astro Bot Is A Culmination Of All His Work To Date

04:20 - Blending Different Genres Seamlessly/Catchy Melodies

07:40 - How Long To Make Melodic Tracks/Nic Doucet’s Advice

11:05 - Relationship With Nic Doucet/Astro Bot Originally Had Licensed Music

15:26 - Using The Vocoder & Talkbox In Astro Bot

20:01 - Getting Access To The Stems For GOW, Uncharted & Horizon Themes

22:14 - Working On The Remix Themes Of GOW/Uncharted & Horizon Themes

30:00 - Using AI For Extracting Stems/AI Technology/Melodyne

36:04 - Using The Nyckelharpa For Bot Of War & Tethered OST

39:20 - How Many Times Kenny Had To Iterate On Themes

42:46 - Leaving Sony To Do Freelancing

46:46 - Making Disco Schmisco In LBP2

53:01 - Q + A - What Are You Looking For From Game Devs In The Creative Process

57:30 - Q + A - What Was The Main Inspiration With Astro Bot

1:00:42 - Q + A - How The Gardens Theme Was Made In LBP 1

1:06:30 - Outro/Astro Bot

Metroid Prime 2 - 20th Anniversary Interview With Bryan Walker (Producer On Prime 2)17 nov. 202401:01:52

MP2 Designer Kynan Pearson returns to talk about all his work on Metroid Prime 2 to celebrate the 20th anniversary of Prime 2. You can check out our previous interview here https://youtu.be/4sWfE2x-ClM

#metroid #nintendo #metroidprime

Join this channel to get access to perks: https://www.youtube.com/channel/UC9jtZN92eGHA9Hxh-jYGqBw/join

TIMESTAMPS

00:00 - EA Preparing Bryan To Work With Japanese Producers

01:49 - Challenges Of Working With Nintendo Japanese Producers

06:12 - Streamlining The Production Of Metroid Prime 2

09:35 - Managing Differences Between Japanese & American Culture

11:15 - Nintendo Is Obsessed With Microsoft Excel

12:30 - After Mario Kart 7 Nintendo Were Giddy With Retro Studios Processes

13:45 - “Always Give Developers Options”

15:08 - Bryan Was Hands Off With Prime 2’s Development

16:52 - Nintendo Doesnt Care About Marketing/Reggie Fils-Aime

20:18 - Metroid Prime 2 Sales/Metroid Prime 2 Remastered

22:38 - Favourite Boss

23:50 - Tanabe’s Influence On Bosses

26:00 - What Aspect Of Development Is The Most Costly

28:57 - Cost Of Game Development

33:10 - Metroid Games Are ONLY Made To Diversify Its Games LineUp

35:29 - Favourite Area

37:40 - Favourite Item Upgrade

39:10 - Favourite Music Track/Importance Of Music & Sound Design

41:54 - Celebrity Game Developers

44:22 - AAA Games These Days Are An International Endeavor

47:12 - Q+A - What Inspired The Darker Direction Of Prime 2

48:43 - Nintendo Thinks Of Games In Isolation

50:04 - Q+A - Nintendo’s Guard Rails

51:00 - Sakamoto’s Involvement

52:30 - Q+A - Lore Details That Bryan Thought Were Cool/Galactic Federation

53:43 - Bryan’s Thoughts On Metroid Prime 4 Trailer

55:43 - Metroid Fans Often Knocked On Retro Studios Doors Asking About Metroid Dread

57:09 - Retro Studios Is Kept In A Bubble/Metroid Series Sales

59:08 - Final Thoughts

Metroid Prime 2 - 20th Anniversary Interview With 2 Engineers! (Jack Mathews & Zoid Kirsch)10 nov. 202401:07:15

MP2 engineers Jack Mathews & Zoid Kirsch return to reminisce on the development of Metroid Prime 2

#metroidprime2 #nintendo #metroid

TIMESTAMPS

00:00 - Intro

01:45 - Developing Multiplayer/Original Ideas

08:15 - Biggest Engineering Challenges In Prime 2

14:42 - Sanctuary Fortress

17:07 - Metroid Prime 2 Remastered Challenges/Prime 2 Constraints

20:15 - Devs Didnt Recognise Prime 2’s Difficulty At The Time

22:41 - Japanese Versions Were Made Easier

23:50 - Tanabe, Miyamoto & Sakamoto’s Involvement In Prime 2/Luminoth

28:06 - Rezbit

29:55 - Dark Visor

30:50 - Why Dark Visor Wouldn’t Have The Same Problems As Thermal In A Remaster

32:12 - Favourite Boss

33:10 - Favourite Item Upgrade

35:00 - Most Memorable Music Theme

37:01 - Favourite Puzzle/Caretaker Drone

39:20 - Boost Ball As An Offensive Weapon

41:34 - Q+A - Sales Of Metroid Prime 2

42:21 - Q+A - Why Prime 2 Has Samus’ Ship From Super Metroid & Metroid II

43:20 - Q+A - Ridley Being Cut From Prime 2

44:29 - Q+A - Experience Working With Android Jones

48:12 - Q+A - Scrapped Metroid 1.5 Concept Of Rogue AI Personalities

49:59 - Concept Of Memento Film Gameplay For Prime 2

51:33 - Thoughts On Metroid Prime 4 Announcement Trailer

56:13 - Gap Between Prime 3 & 4

57:42 - Problems With Prime 2’s Ammo System

1:03:13 - Final Thoughts On Prime 2

Metroid Prime 2 - 20th Anniversary Interview With Kynan Pearson (Designer On Prime 2)03 nov. 202401:13:19

MP2 Designer Kynan Pearson returns to talk about all his work on Metroid Prime 2 to celebrate the 20th anniversary of Prime 2.

You can check out his previous interview here https://youtu.be/y6YKebkPZNM

you can follow Kynan on Twitter - @KynanPearson

#metroid #nintendo #metroidprime

TIMESTAMPS

00:00 - Intro

00:50 - How Metroid Prime 2 Ended Up With Its Zelda Esque Design

03:00 - Every Nintendo Game Is It’s Own Thing/Link To The Past Discussions

04:00 - Designing Prime 2’s Biomes/Dark World Was Originally Silhouetted

05:50 - How The Designers Decided What To Put In A Room/Morph Ball Puzzles

09:50 - Boost Balling Off Spider Ball Tracks

12:30 - Reserving Pickups For Player Testing Outcome

13:30 - Design Is About Perception

17:00 - Coming Up With Prime 2’s Unique Upgrades/

21:50 - Working On The Boss Rooms

23:50 - Deciding How Big To Make A Boss Room

27:16 - Limitations Fosters Creativity

29:30 - SPD & Retro’s Collaboration On The Prime Games

32:57 - VR Will Never Be Mainstream Due To Motion Sickness

34:30 - How Speed Booster Would Work In First Person

35:54 - How They Figured Out How To Do Screw Attack/Metroid Is For Hardcore Gamers

38:00 - What QOL Changes Should Be In Metroid Prime 2 Remastered

40:50 - Kynan Doesn’t Like Prime 2’s Key Hunt

42:30 - Kynan’s Favourite Boss

43:35 - Kynan’s Favourite Item Upgrade

44:32 - Kynans Favourite Area/Biome

46:30 - Kynan’s Favourite Puzzle

48:02 - Kynan’s Favourite Room

49:16 - Q + A - Biggest Missed Opportunity In Prime 2

53:16 - Q + A - Why The Dark Luminoth Was Cut

55: 03- Q + A - Most Difficult Puzzle

1:00:37 - Wall Jump Design

1:01:07 - Q + A - What Would Be Included If Prime 2 Was Made Today

1:03:55 - Prime 2’s Amazing Team/ Jack Mathews Funny Story

1:08:43 - Final Thoughts

PAX AUS 2024 - Interview With Sonia Coronado (Music Designer at Playstation)29 oct. 202400:58:12

Here is the panel I did with Sonia Coronado at PAX AUS. Due to NDA's, we had to cover generic things involving her role for Playstation. All content is courtesy of PAX Australia, also thanks to the amazing crowd! Make sure you keep up to date with @PAXAustraliaOfficial

#playstation #godofwarragnarok #ghostoftsushima

TIMESTAMPS

00:00 - Intro

01:49 - How Sonia Got Into The Video Game Industry

03:19 - What Does A Music Designer Do

05:56 - How Sonia Approaches Mixing 100+ Stems

06:55 - Blending Music & Sound Design/Composers Involvement

10:09 - What Is Playstation Studios Creative Arts

13:32 - How The Interactive Systems Work

15:27 - Scenes Sonia Enjoys The Most/Implementation

17:50 - Making Sure Music Doesnt Hit The Same Frequencies As Sound Effects

18:57 - Dealing With Work Being Chucked Out

20:10 - Ear Fatigue

22:18 - How Covid Changed Creative Arts Work Situation

26:13 - Sonia’s Favourite Game She Worked On

27:05 - Where Sonia Wants To Go With Her Career

28:20 - Evolution Of The Interactive Systems

30:36 - Writers Block

32:17 - Q+A Game To Win Prizes/

33:25 - Q+A - Do Sony’s First Parties Pay For Creative Arts To Work With

34:00 - Q+A - Adapting To Working With Studios In Different Timezones

35:00 - Q+A - Game Designers Working With The Audio Team?

37:22 - Q+A - Procedurally Generated Music

37:50 - Q+A - Non Sony Game Music Sonia Likes

38:30 - Q+A - Working With Other Music Designers Outside Sony

40:20 - Q+A - Avoiding Mud & Clutter

42:00 - Q+A - Favourite Film Scores

42:20 - Q+A - 3D Audio

43:20 - Q+A -Sneaking In Musical Cues

44:20 - Q+A - DAW That Is Used

45:00 - Q+A - Advice For Upcoming Music Designers

45:45 - Q+A - Being Brought On Too Late With Music

47:40 - Q+A - Most Valuable Skills Required For Music

48:55 - Q+A - Using Different Speaker Systems For Mixing

49:57 - Q+A - Involvement In On Streaming Platforms For Soundtracks

51:11 - Q+A - What Instruments Sonia Plays

52:20 - Q+A - Being A Female In Game Development

53:22 - Q+A - Making Something Melodic

54:46 - Prizes For Questions/Outro

PAX AUS 2024 - Valve Panel With Josh Weier (Developer On Half-Life 2 & Portal 2)15 oct. 202400:57:31

Here is the panel I did with Josh Weier at PAX AUS. I spent a year planning this with Josh and PAX AUS to make this happen. #portal2 #valve #halflife2

TIMESTAMPS

00:00 - Intro

02:21 - Why Valve Games Are Very High Quality

05:25 - Steam Originally Had Some Skepticism

09:07 - Importance Of The Source Engine On Valves Games

12:04 - Advanced Physics In Half-Life 2/Gravity Gun

15:20 - The Modular Nature Of Portal & Portal 2

17:10 - Why Valve Games Have Great Pacing

20:35 - Valve's Approach To Tutorials

22:30 - Super Metroid's Influence On Portal 2

25:00 - Why Valve Games Don't Have Cutscenes

28:02 - Interweaving Design & Story

31:08 - Original Idea Of Wheatley/Rehabilitating Ideas

34:27 - Valve's Structure To The Ending Of Games

38:04 - Overcoming Despair During Game Development

41:30 - Q + A - Game Mechanics That Were Removed

42:22 - Q + A - Difficult Parts Of Development

44:26 - Q + A - Wheatley Killing You Section

46:21 - Q + A - Things That Were Cut

47:39 - Q + A - Thoughts On Speedrunners

48:30 - Q + A - Hardest Things To Implement

50:11 - Q + A - The Best Qualities Of The Valve Devs

53:04 - Q + A - Josh's Hopes For Valve In The Future

54:46 - Q + A - How Josh Stays Fit

55:44 - Deciding Who Should Get Prize Money/Outro

#173 - Jason Schreier Interview (Play Nice: The Rise, Fall & Future Of Blizzard Entertainment)06 oct. 202400:40:38

Jason Schreier the legendary video game journalist talks to me about his new book PLAY NICE that you can purchase here https://www.hachettebookgroup.com/titles/jason-schreier/play-nice/9781538725429/

#blizzard #blizzardentertainment #bloomberg

NOTE: Jason had to bail urgently which is why the podcast ended very abruptly.

TIMESTAMPS

00:00 - Intro

01:23 - Researching & Preparing For Play Nice

04:01 - Movie/TV Adaptation Of Play Nice

04:50 - Blizzard Sex Parties

07:09 - Will Blizzard Ever Be On The Level They Once Were

08:40 - Why Jason Wanted To Write About Blizzard

10:02 - How Jason Decided To Finish The Book

11:30 - Crunch At Blizzard & In The Industry

14:30 - Blizzard Employees Dating & Marrying Each Other

16:30 - Blizzard Approach To Polish

20:00 - Blizzard Devs Clashing With Upper Management

21:30 - CEO’s In The West Won’t Follow Iwata’s Model

25:15 - Trauma For Devs Following Lay Offs

26:51 - Commute Times For Blizzard Devs

28:39 - Crunch/Devs Being More Open Of Work Conditions

29:57 - Jason Doesn’t Leak Info/Still Being Blacklisted From Bethesda

31:40 - Jason’s Dream Book To Write/Japanese Culture Barrier

33:50 - Japanese Game Industry

35:10 - Play Nice Is A Very Dense Book In Terms Of Stories

36:19 - Blizzard Devs Opinions Of Armin Zerza

37:09 - Game Devs Vs The Suits

#172 - Dredge Developer Interview With Joel Mason29 sept. 202400:47:33

Joel Mason was a developer on the indie game Dredge and works for @blacksaltgames

#dredge #gaming

SOCIAL MEDIA

FACEBOOK - https://www.facebook.com/blacksaltgames/

INSTAGRAM - @blacksaltgames

YOUTUBE - @blacksaltgames

TWITTER - @blacksaltgames

TWITTER JOEL MASON - @bsg_joel

TIMESTAMPS

00:00 - Intro

00:37 - How The Concept Of Dredge Came About

03:10 - The Artstyle Of Dredge

04:56 - Most Difficult Things To Implement

07:47 - Joel Has Never Played Zelda: Wind Waker/Keeping Scope In Check

08:50 - Comparisons To Resident Evil 4 With The Inventory/Influences

10:45 - How The Panic Eye/Sanity Meter Came About/Time

13:30 - Why Multiplayer Wasn’t Implemented/Overcoming Hardware Limitations

15:32 - How They Came Up With The Biomes/Cut Jungle Level

18:55 - Feature Creep

20:52 - Being Nervous About The Reception After Release

22:19 - Dredge Film Adaptation

25:47 - Evolution Of The Fishing Mechanic

28:31 - The Endings Of Dredge**MINOR SPOILERS**

31:30 - Evolution Of The Story

32:50 - The Leviathan

35:44 - Development Of The Iron Rig DLC

39:05 - Next Stages Of Dredge/Team Size

41:50 - Being Out Of Your Depth/Team Effort

43:30 - Joel Is Tired Of Working On Dredge

44:45 - Expectations On Their Next Game

46:54 - Where To Follow Joel & Dredge Social Media

#171 - Bruce Nesmith Interview (Designer On Skyrim, Fallout 3, Fallout 4 & Starfield)18 août 202401:08:24

Bruce Nesmith was a former designer at Bethesda and worked at the studio from Elder Scrolls II:Daggerfall before leaving and returning part way through Elder Scrolls IV: Oblivion up until Starfield. He is now a novel writer who just launched his newest novel Glory Seeker Book One: Feast Of Ghouls

#skyrim #bethesda #starfield

Purchase Bruce's new book here! https://www.amazon.com/Glory-Seeker-Ghouls-LitRPG-Adventure-ebook/dp/B0D94KTJTN

TIMESTAMPS

00:00 - Intro

00:45 - Lord Of The Rings Film Trilogy’s Impact On Oblivion

03:11 - Re-learning Game Development When Rejoining Bethesda

05:37 - Todd Picking Bruce To Be Lead Designer On Skyrim

07:30 - Bruce’s Relationship With Todd Howard

09:15 - Todd Howard’s Time Management Skills

14:15 - Todd Will Be Difficult To Replace/Todd Doesn’t Let Go Of Things

16:10 - Reality Vs Expectations/Elder Scrolls VI

18:20 - Negative Effect Skyrim Had On Bethesda Games

20:05 - Pressure Of Developing Elder Scrolls VI/Larian Studios

21:45 - Developing Sequels

24:10 - Feature Creep In Bethesda Games/Cut Systems From Starfield

26:00 - Designers Block/Being Hard Headed

28:45 - Self-Identity Being In Your Job/Writing Novels

34:45 - Bethesda’s Retention Rate Created A Problem/Layoffs

38:30 - Why Fallout 76 Initially Failed

43:06 - Fallout TV Show

45:30 - Travelling Inspiring Bruce’s Work/Being A Jack Of All Trades

52:40 - Glory Seeker Book One: Feast Of Ghouls

57:00 - Process Of Writing A Novel

1:00:11 - Q+A - Challenging Aspects Of Starfield

1:01:47 - Q+A - Criticism Of Starfield/Differences In Terms Of Design Between Fallout 4 & Starfield

1:04:21 - Q+A - Features Cut From Fallout 4 & Starfield

1:07:18 - Where To Get Glory Seeker Book One: Feast Of Ghouls

#170 - Shawn Green Interview(OG ID Software Programmer & Designer)04 août 202401:09:40

Shawn Green was a former developer at ID Software, ION and Escalation Studios. He was part of the original ID Software team and worked alongside legends such as John Romero and John Carmack

#doom #idsoftware #johnromero

TIMESTAMPS

00:00 - Intro

00:36 - How Shawn Ended Up At ID Software/Commander Keen

05:05 - Learning The DOOM Editor

06:40 - Doing The Ports For DOOM

10:55 - Designing Levels For Ultimate DOOM

13:10 - Making E4M8 - Unto The Cruel

16:25 - How Shawn Learned To Design DOOM Levels

18:15 - Working With John Romero

21:30 - Romero & Carmack’s Differences

23:40 - ID Software Didn’t Have A Hierarchy

27:00 - John Carmack Is A Monster

28:30 - The Circumstances Of Crunch Matters/Carmack Is A Workaholic

30:30 - John Carmack Sacrificed A Lot To Be Who He Is

32:30 - Getting Into A Zone/Working On Halo: Combat Evolved

38:30 - Shawn Puts His Programming Hat On While Playing Games

39:31 - Zelda: Tears Of The Kingdom’s Amazing Physics Engine

41:15 - The QA On DOOM Ports

43:20 - The Hardest Thing About Programming

44:30 - Integration Is An Important Part Of Coding

46:30 - The Curve Balls Of Running Escalations Studios

48:35 - The Pros And Cons Of AI

53:10 - Design Differences Between Japan & The West/Layoffs

1:06:40 - Shawn’s Final Thoughts/Working For Nintendo

#169 - Jonah Lobe Interview (Character Artist On Skyrim, Fallout 3 & Fallout 4)23 juil. 202401:05:13

Jonah Lobe is a former artist at Bethesda and did the art for a number of characters on Elder Scrolls V: Skyrim as well as Fallout 3 and Fallout 4. He is currently working on his Fantasy Novel: Quiet Level One that you can support here. https://www.kickstarter.com/projects/quietlevelone/quiet-level-one-by-jonah-lobe

#bethesda #fallout #skyrim

SOCIAL MEDIA

YOUTUBE - @JonahLobeDraws

TWITTER - @Jonahlobe

FACEBOOK - https://www.facebook.com/jonahjonahlobe

INSTAGRAM - @iamjonahlobe

00:00 - Intro

01:14 - Getting Tendonitis From Working On Alduin The Dragon

08:47 - How The Balrog From LOTR Influenced The Deathclaw Horns

14:15 - What Makes Art Iconic/Why Deathclaw Is Iconic

21:00 - Critiquing Games & Movie Art/Why The Sharks In Aquaman Are Terrible

22:35 - Sandworms In Dune Are Iconic/Across The Spiderverse Is Perfect

24:30 - Deadlines On Art At Bethesda/Jonah’s Specialty/Iterations Of Art

29:04 - What Jonah Learned From Adam Adamowicz/Letting Go Of Your Ego

33:50 - Why Bethesda Has High Retention Of Its Employees

39:10 - Working With Todd Howard

45:10 - Todd Howard Is Irreplaceable

46:50 - Fallout 76 Was Wasnt Decided By Todd But By The Suits

48:40 - Jonah’s Review Of The Fallout TV Series

51:40 - Why Bethesda Games Don’t Have A Signature Artstyle

53:15 - Realism Vs Stylized Art

54:30 - Jonah’s Fantasy Novel Quiet: Level One

#168 - Stephen Hughes Interview (The Voice Of Quiet Robe)08 juin 202401:12:44

Stephen Hughes is a renowned director, producer, voice actor and teacher. He is well known in Spain in the voice over industry. He helped to direct the voice actors on Metroid Dread including Nikki Garcia(The Voice Of Samus) and he voiced the character Quiet Robe.

#metroid #metroiddread #nintendo

TIMESTAMPS 00:00 - Intro

01:00 - How Stephen Ended Up In Madrid, Spain

05:05 - Ongoing Consulting Work For American Companies

06:19 - Spain Is The Best Country In The World For Dubbing/Dubbing For The Arabic World

10:15 - So Many Studios In Spain/How Mercurysteam Found Stephen

11:50 - Early Work With MercurySteam/Acting For Animation

15:25 - Voice Acting For Videogames Compared To Animation

17:30 - Language Of The Chozo/Nikki Garcia Did Voice Of Samus In 1 Take

18:30 - Stephen Helps Direct The Voices Sometimes At MercurySteam/Enric Alvarez Is Well Versed In English

19:50 - Game Directors Are Like Film Directors

21:55 - Previous Work Stephen Has Done For Mercurysteam

22:49 - How MercurySteam Made The Chozo Language/Nikki Has A Great Sense Of Language

25:31 - How To Speak In Made Up Languages And Make Them Sound Good

26:50 - Confidence Comes A Lot Easier To Americans Than Other Cultures

28:24 - How Stephen Did The Voice Of Quiet Robe/Being Careful With The Voice You Create

30:30 - Vitamin A + E Repairs Vocal Chords

31:55 - Foods & Drinks To Avoid Before A Vocal Session/Anchovies Are Great For Your Voice

37:45 - The Problems Of AI On Voice Artists

41:00 - Being A Jack Of All Trades/Advertising/Jobs Already Taken By AI

48:43 - AI Is Replacing Jobs For Young People/Being Adaptable

51:10 - Voice Actors Won’t Be A Sole Career

54:40 - Stephens Early Days In Voice Acting

57:08 - Why Pro Voice Actors Sometimes Give Bad Performances

58:00 - Translations/Translating Spanish/Dubbing

1:08:00 - Where To Keep Up Stephen

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