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

#199 - Alpha 7 Interview On Witcher IV, Witcher III, Motion Capture, CD Projekt Red, Poland and more....
Dec 27, 2025·—
—
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!!!
Dec 20, 2025·—
—
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)
Nov 8, 2025·—
—
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
Oct 25, 2025·—
—
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
Oct 4, 2025·—
—
Joshua Jay was a former world artist at Bethesda who worked on Fallout 4, 76 & Starfield, prior to that he was a world artist on the Gears Of War trilogy. Josh built a living saloon set in the style of Fallout 76 here! Check it out https://www.youtube.com/watch?v=C7gBi3_lyag&t=167s #fallout #starfield #gearsofwar JOSHUAS ARTWORK CAN BE FOUND HERE https://www.joshuajayart.com/ https://www.artstation.com/joshua_jay_art TIMESTAMPS 00:00 - Intro 00:38 - Lord Of The Rings/Kurt Kuhlmann 04:18 - Building A Fallout 76 Saloon 13:43 - Todd Howard/Early Work On Fallout 4 17:51 - Fallout 4’s Colour Palette 19:00 - Josh’s Work On Fallout 4’s World Art 21:38 - Josh’s Gears Of War 3 Art Was Inspired By Fallout 3 22:30 - Epic Games Base Their Games On Licensing/Bethesda Vs Epic Culture 25:10 - Unreal Engine Vs Creation Engine 28:20 - Problems Developing Fallout 76 33:25 - Why Fallout 76 Wasnt Delayed/Starfield Was Delayed Due To F076 35:18 - Josh & Kiwi Butcher Shigeru Miyamoto’s Quote 37:00 - Game Development Costs/Fallout 5 38:45 - What Josh Wants To See In Fallout 5 40:15 - Fallout TV Show Being 5 Seasons/TV Shows With Filler 42:50 - Video Games With Filler/Alien Isolation 45:15 - Video Games Should Be Shorter/Elder Scrolls VI/Rockstar Games 48:30 - Josh Got Burned Out On Gears Of War/Josh Avoided Starfield For As Long As Possible 52:40 - Working On Starfield 53:30 - Q+A - How Bethesda Seamlessly Transition From Different Biomes In Their Games 58:09 - Q+A - Were There Talks For Smaller Galaxies In Starfield In Pre-Production 59:25 - Game Devs Not Having Time To Play Games/Josh Doesnt Play Many Games These Days 1:01:42 - Josh Loves Shadow Of Mordor & War 1:02:10 - Q+A - How Was Josh’s Day Organised In A Pie Chart At Epic & Bethesda 1:04:45 - Pros & Cons Of Big & Small Studios/Star Wars Games 1:07:32 - Josh Loves & Hates The Industry/Story Of Soldiers In Afghanistan 1:11:24 - Josh Tells A Touching Story Of A Fallout Fan Who Died 1:16:41 - Outro

#194 - GOG Interview On Game Preservation, DRM, Japanese Laws, Stop Killing Games.......
Aug 17, 2025·—
—
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.....
Jul 27, 2025·—
—
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......
Jul 12, 2025·—
—
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.....
Jul 3, 2025·—
—
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)
Jun 15, 2025·—
—
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)
May 11, 2025·—
—
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
Apr 8, 2025·—
—
Former Retro Studios Dev Eric Kozlowsky (Donkey Kong Country: Tropical Freeze) and I review the direct and go way off on another tangent lol. You can watch my life reaction to the Switch 2 direct(with former retro studios devs in the chat) here https://www.youtube.com/live/ocm4oRD-aik Get all the info on Eric and Fuzzybot's game Lynked here http://playlynked.com/ www.landofkoz.com www.fuzzybot.com Bluesky Eric - @ vonkoz.bsky.social #nintendoswitch2 #switch2 #nintendo TIMESTAMPS 00:00 - Intro 00:55 - Eric’s & Kiwi’s Overall Thoughts On The Switch 2 Direct 04:30 - Discussion On Mario Kart World, Price & Bundle 08:50 - Trumps Tariffs 10:51 - Price Of Video Games 12:05 - Switch 2 Edition Prices/GTA VI 16:29 - Metroid Prime 4 18:54 - Nintendo Makes Bad Trailers 20:48 - Nintendo Does Weird Stuff 21:32 - DS Online/Remastering 3DS Games 22:28 - Twilight Princess With Wii U Tech Demo Graphics 23:05 - Difference Between Remasters & Remakes/Wind Waker & Twilight Princess 24:40 - What Will Happen With Metroid Prime 2 & 3 Now 27:35 - Metroid Prime Hunters/Multiplayer 28:30 - Smash Bros Is Years Away 29:45 - Star Fox 99/Animal Crossing Sales/Nintendo Budgets 32:10 - Tears Of The Kingdom/The Future Of Zelda/Zelda II Remake 34:15 - Donkey Kong Bonanza/David Wise 40:30 - Koji Kondo/Shigeru Miyamoto/The Old Guard Retiring 42:28 - Third Party Games On Switch 2/Handheld Market 46:04 - Hollow Knight:Sliksong/Drag X Drive 48:10 - Eric Home’s In On Art Straight Away 49:45 - Linked: Banner Of The Spark’s Development 54:26 - Steven Spielberg/Mouse & Keyboard 56:00 - Accessibility Options In Game Development 57:00 - Kiwi & Eric Won’t Buy A Switch 2 At Launch 58:12 - Cost Of Switch 2 In NZ/Zelda Film Trilogy Being Shot In NZ 1:01:00 - Chris Mason Working On The Last Of Us/Mario Movie 1:02:29 - Will The Zelda Movie Be Original?/Shooting The Trilogy All At The Same Time 1:04:00 - Pop Songs In The Mario Movie/Bluelight Samurai/Zelda Trailer 1:06:40 - Closing Comments

#187 - Chris Detyna Interview (Composer On Terminator Resistance)
Mar 26, 2025·—
—
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
Mar 1, 2025·—
—
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)
Feb 11, 2025·—
—
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)
Feb 1, 2025·—
—
Shawn Layden was former CEO of Playstation worldwide studios and former chairman of Sony Interactive Entertainment America. His career in Sony is legendary as a Japanese localizer that had a meteoric rise to be one of the head honchos of the whole company. #playstation #sony #ps5 SOCIAL MEDIA TWITTER -@SHAWNLAYDEN BLUESKY - @ shawnlayden.bsky.social TIMESTAMPS 00:00 - Intro 01:02 - Why Playstation Used Numbers For Each Console Iteration 03:26 - Being The Fix It Guy At Sony/What Motivates Shawn 05:45 - Building A Reputation 07:00 - Doing 18 Hour Days During The PSN Hack 09:00 - Why Sony Is So Good At Marketing 13:01 - How FOMO Is Used In Marketing 14:00 - Why Sony Now Releases 1st Party Games On PC/Initial Pushback 15:50 - Why Astro Bot Was Shawn’s 2024 GOTY 18:30 - Why The Japanese Are So Good At Game Design 21:57 - Western Games Are Too Big In Scope/Dev Costs Come From Salaries 23:05 - Why So Many Game Studios Are On The West Coast Of America/Environmental Costs 24:57 - Game Devs Commute Times Create Major Sunk Costs/Working From Home 28:30 - Shawn Pushed Realistic Graphics Well Acknowledging It’s Not Sustainable 30:52 - How Sony Prices Games & When To Drop The Price 33:40 - Concords Failure/Why Games As A Service Was Popular And No Longer Isnt 37:31 - Why The PS6 Won’t Be Discless 40:00 - Launching Handhelds Are Hard/Why The PS Vita Failed 43:00 - Sony Characters Won’t Appear In Super Smash Bros 44:20 - Why Playstation All-Stars Didn’t Sell Well 46:48 - Q+A - How Will The Market Of Fortnite/Roblox Players Change As They Get Older 49:28 - Q+A - Shawn’s Opinion On Microsoft’s Multiplatform Approach 51:22 - Nintendo Are Best Positioned To Navigate The “Diminishing Returns” Problem 54:18 - Q+A - What Games Did You Think Would Be Big Hits But Weren’t. 58:21 - You Learn More From Failures Than Successes 59:43 - Closing Comments

#182 - Dennis Mejillones Interview (Character Artist On Skyrim, Fallout 4, 76 & Starfield)
Jan 12, 2025·—
—
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)
Jan 3, 2025·—
—
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)
Dec 7, 2024·—
—
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)
Nov 26, 2024·—
—
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)
Nov 17, 2024·—
—
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)
Nov 10, 2024·—
—
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)
Nov 3, 2024·—
—
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)
Oct 29, 2024·—
—
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)
Oct 15, 2024·—
—
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


