Explorez tous les épisodes du podcast Kiwi Talkz
| Titre | Date | Durée | |
|---|---|---|---|
| #218 - Emanuel Palalic Speaks On ID Software, DOOM 2016, Mick Gordon, Emptyvessel, DEFECT | 21 sept. 2026 | 01:10:00 | |
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). TWITTER/INSTAGRAM - @epalalic ARTSTATION - https://www.artstation.com/drheadpop #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. 2026 | 01:09:04 | |
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. 2026 | 01:06:57 | |
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 2026 | 01:05:07 | |
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 2026 | 01:08:04 | |
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 Mayya | 25 juil. 2026 | 01:21:24 | |
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. 2026 | 01:15:16 | |
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 Monica | 20 juin 2026 | 01:03:19 | |
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 Games | 06 juin 2026 | 01:04:46 | |
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, Awaysis | 23 mai 2026 | 01:06:51 | |
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 2026 | 00:56:42 | |
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 Engine | 25 avr. 2026 | 01:07:18 | |
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 #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, Nintendo | 18 avr. 2026 | 01:39:50 | |
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. 2026 | 01:32:54 | |
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 2026 | 01:25:18 | |
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 2026 | 01:15:10 | |
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 2026 | 01:04:46 | |
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. 2026 | 01:01:31 | |
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. 2026 | 02:16:14 | |
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. 2025 | 01:13:17 | |
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. 2025 | 01:03:37 | |
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. 2025 | 01:05:23 | |
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 Space | 25 oct. 2025 | 01:09:29 | |
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 Engine | 04 oct. 2025 | 01:18:32 | |
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.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 2025 | 01:01:48 | |
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. 2025 | 01:12:15 | |
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. 2025 | 01:00:31 | |
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. 2025 | 00:56:48 | |
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 2025 | 01:00:27 | |
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 2025 | 00:59:48 | |
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 Kozlowsky | 08 avr. 2025 | 01:08:27 | |
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 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 2025 | 00:57:27 | |
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 Cantero | 01 mars 2025 | 00:48:26 | |
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. 2025 | 01:09:46 | |
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. 2025 | 01:01:26 | |
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. 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. 2025 | 01:00:34 | |
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. 2025 | 01:06:44 | |
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. 2024 | 01:05:49 | |
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. 2024 | 01:08:43 | |
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. 2024 | 01:01:52 | |
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. 2024 | 01:07:15 | |
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. 2024 | 01:13:19 | |
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. 2024 | 00:58:12 | |
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. 2024 | 00:57:31 | |
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. 2024 | 00:40:38 | |
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 Mason | 29 sept. 2024 | 00:47:33 | |
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 2024 | 01:08:24 | |
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 2024 | 01:09:40 | |
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. 2024 | 01:05:13 | |
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 2024 | 01:12:44 | |
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 | |||