Podcast

Kiwi Talkz

Leisure, TV & Film, Video Games

Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film

Video Games chart
#176
Episodes
220
Releases
Every two weeks
Typical length
1 hr 9 min
On air since
2019
Latest episode
1 day ago

Episodes

220 episodes, newest first

  1. #222 - Ryan Trowbridge Speaks On Uncharted, Neil Druckmann, Naughty Dog, Perfect Dark Cancellation

    Episode 222

    Show notes

    In this episode Ryan Trowbridge shares his journey in game development, focusing on facial animation technology, leadership at Naughty Dog, and pushing creative boundaries in AAA titles.

    #naughtydog #uncharted4 #uncharted

    TIMESTAMPS -

    00:00 - Intro

    00:28 - How Seeing Gollum In LOTR Impacted Ryan As An Artist

    02:08 - Upgrading The Facial System For Uncharted 4

    07:00 - Naughty Dogs Engine

    08:53 - Moving Into A Leadership Role At Naughty Dog

    10:34 - No Producers At Naughty Dog/The Lead’s Role

    12:29 - ND Created Their Own Ticket Tracking System

    14:10 - The Devs Just Wing It Every Day At Work

    16:10 - Creating Pirates In Uncharted 1/Prototyping Quickly

    17:15 - Working With Neil Druckmann/Neil Taking Over On Uncharted 4

    22:05 - Early Production On Uncharted 4/Skin Pores

    23:30 - Everyone At ND Is An Artist

    26:20 - Drake Had 60,00 Animations In Uncharted 4

    28:13 - Attention To Detail At ND

    30:00 - ND Doesnt Makes Games On A Production Schedule

    31:00 - Uncharted 1/Gears Of War Influenced Uncharted 2

    33:15 - Pushing The Envelope On Uncharted 2/Rockstar Influences

    38:30 - Pushing The Tech On Uncharted 4

    40:15 - Crunch On Uncharted 4

    43:31 - Becoming A Wizard At Python

    46:37 - Interview At Naughty Dog/Building Characters With More Detail

    50:16 - Working With Amy Hennig/Automation Flaps

    52:30 - Automated Lip Syncing

    53:14 - Working On Perfect Dark Before It Was Cancelled

    56:00 - What Ryan Looks For When He Interviews Devs For Roles

    58:26 - Working On Perfect Dark Before It Was Cancelled Part 2

    1:03:14 - Q+A - How Do You Set The Bar For Character Quality

    1:04:57 - Q+A - Where Was Inspiration Taken For The Fighting Style Of Drake

    1:07:40 - Where To Follow Ryan Trowbridge/Artstation

    1:08:51 - People Lying In Interviews At ND/NDAs

    1 hr 11 min
  2. Metroid Prime 4 Review With Ex Retro Studios Developer (Jack Mathews)

    Episode 221

    Show notes

    It took a long while to get here! Finally after much delay here is the review of Metroid Prime 4 with my good friend Jack Mathews (Lead Technical Engineer On Metroid Prime Trilogy) In this episode, Jack Mathews and I analyze the development, design, and production challenges of Metroid Prime 4.

    #metroidprime4 #metroid #nintendo

    iF YOU WANT TO BUY JACKS WIFES COOK BOOK YOU CAN GET IT HERE https://www.amazon.com/dp/0593853148?lv=shuf&channelId=500&plpRedirect=mhFallback

    TIMESTAMPS

    00:00 - Intro

    01:25 - Metroid Prime 4 Overview

    04:00 - Nintendo & Retro’s Collaborations On Metroid Prime Trilogy

    06:38 - Mark Pacini Knew How To Deal With Tanabe

    08:04 - Working With Risa Tabata

    11:05 - Tanabe Is The Reason Prime 4 Is The Game It Is

    12:01 - Memory Fruit/Certification Whiplash

    13:45 - Jack Breaks Down The Intro Of The Game

    18:30 - Sol Valley/Shrines

    20:00 - Federation Marines

    21:00 - Federation Faces In Prime 3

    22:00 - Retro Studios Artists

    23:14 - Why Tanabe Is Obsessed With The Federation

    24:30 - The NPCs Weren’t Necessary/Prime 3 NPCs

    26:15 - Ice Belt/Grievers Climbing Through The Walls

    28:30 - Missiles Alerting Grievers In The Mines

    31:18 - Jack Thinks Samus Should Never Talk

    33:30 - Sylux’s Origins Was Terrible

    35:00 - Metroid’s Presence Was Pointless

    37:15 - Retro Getting Handed Bandai Namco’s Version Of Prime 4

    39:45 - Why Sol Valley Didnt Work From A Production Standpoint

    45:40 - Original Idea For Samus’ Ship In Prime 3

    48:15 - Missing Visors, Speedbooster & Screw Attack

    49:15 - The Vi-O-La

    51:30 - Jack Played Prime 4 Mostly In Handheld

    53:35 - Free Aim Issues On The Bosses/Mouse-Mode

    56:30 - Prime 4 Is A Technical Marvel

    59:45 - Retro Wont Make Metroid Prime 5 or Prime 2 Remastered

    1:01:44 - Retro Is Done With Metroid

    1:03:22 - Item Upgrades Are Uninspired

    1:05:30 - Prime 4 Wasn’t Innovative

    1:07:45 - Mark Pacini Is One Of The Best Systems Designers Ever

    1:09:29 - Metroid Prime Trilogy Worked Cause Of Coordination

    1:11:30 - AAA Development Is So Large You Can’t Pivot Anymore

    1:12:28 - Prime 4’s Design Is Linear Corridors

    1:14:42 - Green Crystal Hunt

    1:15:30 - Chrono Tower Had Nothing

    1:17:35 - Jack & Kiwi Rank The Prime Games Best To Worst

    1:19:50 - There Are Only 4 Enemies in The Game

    1:21:23 - Jack’s Wife’s Cook Book

    1 hr 22 min
  3. #220 - Jérémy Hartvick Speaks On GTA 6, RDR2, Rockstar, Mission Design Leadership

    Episode 220

    Show notes

    Jérémy Hartvick is a former designer at Rockstar, best known for his work on RDR2 (he left Rockstar early in 2020). In this episode, Jérémy shares insights from his experience at Rockstar, discussing leadership, mission design, technical challenges, and the future of game development.CONSULTING WEBSITE - https://jeremyhartvick.com/

    TIMESTAMPS

    00:00 - Intro

    01:03 - Having A Good Leader At Rockstar

    03:00 - Moving Into Leadership

    05:00 - Modern Day Leadership Is Different

    07:50 - Jeremy’s Goals At Rockstar & In The Industry

    09:50 - Rockstar Has The Best Engineers

    13:00 - Doing Mission Design

    14:30 - Work On Horseman Apocalypse & Honor Amongst Thieves In RDR2

    16:00 - Working On Details In RDR2/Rockstar Has No Centralised AI System

    18:50 - Pitching A Mission In A Rockstar Game

    21:15 - Internal Deadlines At Rockstar

    23:40 - Cross Collaboration Between The Different R* Studios

    25:40 - Not Being Able To Separate Work From Personal Life

    28:09 - Doing 100 Hour Weeks On RDR2

    31:20 - Having To Standout Compared To Everyone Else

    34:26 - Your Job Is Largely Safe At Rockstar

    35:28 - Why Jeremy Left Rockstar

    37:30 - GTA 6

    39:30 - How Programmers Optimize Rockstar Games

    42:20 - You Can Hire Devs For Greater Concessions Now

    43:40 - The Game Industry Needs A Restructure

    45:45 - Asia Is Now Making The Best Games

    49:20 - Hollywood Has Indoctrinated Western Devs To Make Cinematic Games

    55:40 - Jeremy’s Future Endeveurs

    57:45 - Q+A - How Much Do Designers & Writers Collaborate With Missions

    59:14 - Q+A - What Missions Were Possible From More Powerful Hardware

    1:01:30 - Todd Howard/You Can Do Everything

    1:03:47 - Switch 2/Building Games Around Hardware

    1:05:15 - GTA 6 Port Potential On Switch 2

    1:08:34 - Q+A - Were There Any Missions That Were Cut From RDR2

    1:10:20 - Eye Of Sauron/Sam Houser

    1:11:50 - Where To Follow Jeremy/Jeremy’s Consulting Website

    1 hr 13 min
  4. #219 - Matt Radford Speaks On Uncharted 4, Amy Hennig, Naughty Dog, Volumetric Rendering, 5th-Corner

    Episode 219

    Show notes

    Matt Radford was a VFX Artist on TLOU and Uncharted 4, he began research into volumetric rendering during the development of Uncharted 4 and that led to it being used in TLOU Part 2. He has now founded his own studio 5th-Corner which is also the name of his studio's upcoming game.

    #uncharted #uncharted4 #unrealengine

    WEBSITE - https://www.5th-corner.com/

    X - @mradfo21

    TIMESTAMPS

    00:00 - Intro

    00:39 - Matt Started A Hoverboard Trend At Naughty Dog

    03:30 - Culture Of Naughty Dog/Crunch

    06:42 - Naughty Dog’s Engine Is Bad/Litmus Test

    09:30 - Should Naughty Dog Devs Migrate To Unreal Engine

    11:52 - Why Matt Left Naughty Dog/Legacy Of Artists

    14:00 - Ending A Relationship Due To ND/Starting A Start Up

    16:00 - Naughty Dog Is A Cult

    17:45 - Researching Volumetric Rendering On Uncharted 4

    24:50 - Uncharted Games Have A Specific Artstyle/PS3 To PS4 Memory Increase

    26:29 - The Ray Marching Technique

    27:50 - Restrictions Of PS3/Freedom Of PS4/PS5

    29:10 - Intergalactic

    33:38 - Talent Has Moved On Which Affects Uniqueness

    35:17 - Technology Has Plateaued /Working At Epic On UE5

    37:20 - Technology Has Come At The Cost Of Game Design

    40:12 - Matt Doesnt Play On Console Anymore Due To Steam

    41:57 - GTA 6

    44:25 - Matt Wants Shorter Games

    45:14 - Young People Have Too Many Options For Entertainment

    46:33 - Matt’s Indie Game 5th-Corner

    52:30 - Running A Business When You Are Broke/Helpful Mentors

    54:12 - Game Development Is More Collaborative Than Film

    55:44 - Matt Is Hopeful & Scared For His Career

    56:45 - Q+A - Any Regrets Working At Naughty Dog

    59:06 - Resilience/Traumas Make Entrepreneurs

    1:00:06 - Q+A - What Is The Most Efficient Way Of Bulding Large Environments Solo

    1:01:46 - Q+A - Details Of Amy’s Uncharted 4

    1:05:43 - Working With Amy Hennig

    1:06:55 - Where To Follow Matt & Keep Up With 5th-Corner

    1 hr 8 min
  5. #218 - Emanuel Palalic Speaks On ID Software, DOOM 2016, Mick Gordon, Emptyvessel, DEFECT

    Episode 218

    Show notes

    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 https://studio.youtube.com/channel/UChY3EdNFeXYjekxD4KpMpLQ

    @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

    1 hr 10 min
  6. #217 - Andrew Willis Speaks On ID Software Layoffs, DOOM TDA, Gamepass, Xbox, ID Tech Engine etc..

    Episode 217

    Show notes

    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

    1 hr 9 min
  7. #216 - Shawn Layden On Physical Discs, PS6 Handheld, Asha Sharma, Spreadsheets etc.

    Episode 216

    Show notes

    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

    1 hr 7 min
  8. #215 - Rico Flores On Uncharted 4, Naughty Dog's Engine, Crunch, Animation, Bruce Straley, DEFECT..

    Episode 215

    Show notes

    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

    1 hr 5 min
  9. #214 - Kris Roberts On Midnight Club 5, RDR1, GTA 6, Rockstar, RAGE Engine, Houser Brothers etc.

    Episode 214

    Show notes

    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

    1 hr 8 min
  10. #213 - Unleash The Avatar - India's First AAA Game | Developer Interview With Varun Mayya

    Episode 213

    Show notes

    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

    1 hr 21 min
  11. #212 - John Ricchio On GTA 5, GTA 6, Rockstar, RDR1, Leadership, AI, Crunch, Cut Content etc.

    Episode 212

    Show notes

    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

    1 hr 15 min
  12. #211 - Andrew Kim On Naughty Dog, Uncharted, Marvel, Film, Concept Art, Sony Santa Monica

    Episode 211

    Show notes

    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

    1 hr 3 min
  13. #210 - Quentin Cobb Interview On Uncharted 4, The Last Of Us, Naughty Dog, Ironroot Games

    Episode 210

    Show notes

    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

    1 hr 5 min
  14. #209 -Jake Kazdal Interview On Nintendo, Eiji Aonuma, Zelda, SEGA, Hirokazu Tanaka, Awaysis

    Episode 209

    Show notes

    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

    1 hr 7 min
  15. REVIEW - Super Mario Galaxy Movie With Former Nintendo Devs!!

    Episode 208

    Show notes

    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

    57 min
  16. #207 - Heather Cerlan Interview On Naughty Dog, Bethesda, Last Of Us, Hawthorne, Creation Engine

    Episode 207

    Show notes

    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

    1 hr 7 min
  17. #206 - Gabriel Betancourt Interview On Naughty Dog, Last Of Us, Neil Druckmann, Lighting, Nintendo

    Episode 206

    Show notes

    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

    1 hr 40 min
  18. #205 - Benson Russell Interview On Naughty Dog, The Last Of Us, Uncharted, Neil Druckmann, Scope..

    Episode 205

    Show notes

    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

    1 hr 33 min
  19. #204 - Rob Carr Interview On Rockstar Games, GTA 5, GTA 6, Audio Design, AI, Red Dead Redemption....

    Episode 204

    Show notes

    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

    1 hr 25 min
  20. Fallout Season 2 Review With Former Fallout Devs (Jonah Lobe, Bruce Nesmith etc.)

    Episode 203

    Show notes

    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

    1 hr 15 min