Avsnitt
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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
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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
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Saknas det avsnitt?
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Stephen Hughes is a renowned director, producer, voice actor and teacher. He is well known in Spain in the voice over industry. He helped to direct the voice actors on Metroid Dread including Nikki Garcia(The Voice Of Samus) and he voiced the character Quiet Robe.
#metroid #metroiddread #nintendo
TIMESTAMPS 00:00 - Intro
01:00 - How Stephen Ended Up In Madrid, Spain
05:05 - Ongoing Consulting Work For American Companies
06:19 - Spain Is The Best Country In The World For Dubbing/Dubbing For The Arabic World
10:15 - So Many Studios In Spain/How Mercurysteam Found Stephen
11:50 - Early Work With MercurySteam/Acting For Animation
15:25 - Voice Acting For Videogames Compared To Animation
17:30 - Language Of The Chozo/Nikki Garcia Did Voice Of Samus In 1 Take
18:30 - Stephen Helps Direct The Voices Sometimes At MercurySteam/Enric Alvarez Is Well Versed In English
19:50 - Game Directors Are Like Film Directors
21:55 - Previous Work Stephen Has Done For Mercurysteam
22:49 - How MercurySteam Made The Chozo Language/Nikki Has A Great Sense Of Language
25:31 - How To Speak In Made Up Languages And Make Them Sound Good
26:50 - Confidence Comes A Lot Easier To Americans Than Other Cultures
28:24 - How Stephen Did The Voice Of Quiet Robe/Being Careful With The Voice You Create
30:30 - Vitamin A + E Repairs Vocal Chords
31:55 - Foods & Drinks To Avoid Before A Vocal Session/Anchovies Are Great For Your Voice
37:45 - The Problems Of AI On Voice Artists
41:00 - Being A Jack Of All Trades/Advertising/Jobs Already Taken By AI
48:43 - AI Is Replacing Jobs For Young People/Being Adaptable
51:10 - Voice Actors Won’t Be A Sole Career
54:40 - Stephens Early Days In Voice Acting
57:08 - Why Pro Voice Actors Sometimes Give Bad Performances
58:00 - Translations/Translating Spanish/Dubbing
1:08:00 - Where To Keep Up Stephen
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Omar's story is amazing, he got an architecture degree before moving into video game art and film/tv vfx. He has worked on films such as Star Wars: Rogue One and Avengers: Infinity War and Endgame, he also worked as a lighting artist on GTA V.
#gtav #rockstargames #starwars
TIMESTAMPS
00:00 - Intro
01:01 - How A Degree In Architecture Helped Omar With VFX
04:51 - How Omar Ended Up At Rockstar Games/China
07:15 - Omar Had Never Played GTA Before Joining Rockstar/Learning What GTA Was
09:15 - Doing Cutscenes On GTA V
10:00 - Only 2 Artists Did Lighting On Cutscenes/The Shock Of Working On GTA V
12:05 - Crunch On GTA V/ Difference Between Games & Film
15:00 - Challenges Of Lighting/Omar’s Approach To Lighting
17:15 - Working On Star Wars: Rogue One
19:16 - ARTWORK REEL - Star Wars: Rogue One
21:25 - ARTWORK REEL - GTA V
32:07 - ARTWORK REEL - Rings Of Power
38:46 - ARTWORK REEL - Avengers: Infinity War
43:00 - ARTWORK REEL - LEGO
45:26 - ARTWORK REEL - Batman Vs Superman
46:09 - ARTWORK REEL - The Division 2: Warlords Of New York
48:27 - ARTWORK REEL - Aquaman
50:38 - Where To Follow Omar Fernandes
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Jonathan Gwyn is a veteran artist in the video game industry having been in the industry for over 25+ years. He has worked on prestigious franchises such as Grand Theft Auto, The Matrix, Resistance etc.
#rockstargames #gta #gtav
TIMESTAMPS
00:00 - Intro
01:01 - Jon’s Favourite Art To Work On Is Environment Art
03:00 - Stylised Environmental Art
04:20 - Restrictions Working On The Matrix Games
06:40 - Referencing The Matrix Movies While Working On The Games
09:10 - Jon Loves Movies/Seeing Reloaded & Revolutions Material Before The Movies Release
10:40 - The Wachowskis Were Video Games Guys/Path Of Neo/Animatrix
11:20 - Jon Likes To Draw While Watching TV & Movies
13:15 - Jon Doesn’t Like Being An Art Director & Prefers Working Alongside Artists
15:00 - Ego’s Getting In The Way With Some Artists Due To Age/Jon Doesn’t Want To Be A Lead Again
16:40 - Why Jon Has Moved Across So Many Gaming Studios
19:10 - How Jon Got The Job At Rockstar
20:10 - GTA Is Made In Scotland/Artists Pipeline For GTA V/Red Dead Redemption 2
22:00 - Rockstar Has A Toxic Work Environment
24:30 - The High Pressure Of Working At Rockstar/Rockstar Crunch
25:20 - People Love His Boring Environmental Work Just Because Its GTA
26:00 - The Art Lead’s Job For GTA V Would’ve Been Hell
27:35 - Concept Room At Rockstar
28:15 - Meeting Sam Houser/Houser Brothers
29:15 - Video Game Celebrities/Ego’s Within The Video Game Industry
32:13 - Brutal Commute In L.A. & San Diego
35:35 - Working From Home
36:40 - Being Extroverted/Mistakes Extroverts Make At Game Studios
38:30 - ARTWORK REEL - GTA V Environments
50:15 - ARTWORK REEL - The Matrix Games Environments
1:00:10 - Where To Follow Jonathan Gwyn
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Chandler Murch worked at Valve for over 8 years in IT infrastructure; and oversaw a lot of esports Valve events specifically for Dota 2, he also did some work in the Dental AI space.
#valve #steam #dota2
TIMESTAMPS
00:00 - Intro/Being Associated With F.R.I.E.N.D.S
01:30 - How Chandler Ended Up At Valve
04:10 - What His First Job At Valve Was/Customer Service
06:59 - Valve’s IT Infrastructure When Chandler First Started
08:55 - How Chandler Improved Valve’s IT Infrastructure/Network Speeds
14:15 - Hitting Milestones With The Content Delivery Network/Capacity Planning
17:00 - Taking Into Account Internet Infrastructure Improvements Globally
19:09 - Organising E-Sports Events/DOTA 2
23:10 - Mitigating Problems With Live E-Sports Events/Audio & Player Problems
26:40 - Testing Live Setups With Players
29:20 - How Chandler Got Into Gaming & Steam
31:30 - Chandler’s Favourite Valve Games
32:45 - Chandler’s Involvement On Portal 2/How Valve Does Credits In Games
35:15 - Chandler’s Work On Left 4 Dead 2/Portal 2 Bugs
38:54 - Valve Games Have To Reach A Certain Milestone Before QA Testing
39:45 - A Valve Employee Did Wheatleys Voice Before Stephen Merchant
40:30 - Chandler Never Got The Passion For Game Design
41:35 - Chandler’s Interactions With Gabe Newell
46:45 - Steam Avoided Fragmentation Unlike TV/FIlm Streaming Platforms
49:35 - Misunderstanding That Valve Doesn’t Make Games Now
52:40 - The Cost Of Running Valve Servers/Valve’s Value
55:45 - What Chandler Did After Valve/Dentistry AI
1:00:37 - Dental Work Is Very Costly In The West/Dentistry AI Is Only Available In USA/Canada
1:04:00 - Where To Follow Chandler Murch
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David Crislip has had quite the life! The man studied Japanese at Ohio University before moving to Japan to become an English Teacher there before ending up at Capcom Japan where he did localization for over 10+ years.
#capcom #residentevil #streetfighter
SOCIAL MEDIA
TWITTER - @DavidCrislip
INSTAGRAM - @davidcrislip
TIMESTAMPS
00:00 - Intro
01:20 - What Prompted David Wanted To Learn Japanese
02:50 - How Long It Takes To Be Fluent In Japanese/Being An English Teacher In Japan
05:20 - Early Days Of Localisation Capcom Japan
06:20 - Why Direct Translation Doesn’t Work
08:16 - Japanese Is A Very Dense Language
09:00 - How Localisation Has Changed From The Old Days
11:20 - Playing Games In Different Dubs
12:30 - Ghost Of Tsushima Is An Example Of A Western Game That Got Japanese Correct
13:20 - Lip Flapping In The Old Days Vs Now/David Is Glad He Doesn’t Have To Localise AAA Games These Days
14:10 - Immigration Officers Geeking Out Over David Working At Capcom
16:42 - David’s Favourite Capcom Games
19:45 - Resident Evil 4 Remake
20:30 - Capcom Were Aware Well Making Resident Evil 4 That It Would Be Special
22:20 - Capcom’s Renaissance Is Very Gratifying
24:00 - David’s Favourite Capcom Game To Work On
25:45 - Capcom Have Westernised Games With Japanese Flavour
26:15 - How David Ended Up Voicing Winston Payne/Recording Lines
28:10 - Difference Between Translating Text Vs Dialog
29:40 - The Misunderstanding Gamers Have Of Localisation
31:00 - How Long It Took David To Adapt To Japanese Culture
35:10 - Its Very Difficult To Get A Job At Capcom/Applying For Jobs In Japan
36:40 - Japanese Are Aware Of Western Culture/Language Shapes Your Behaviour
38:15 - David Doesn’t Translate In His Head Whether Its Japanese Or English
39:15 - Why Lay Offs Don’t Happen Often In Japan
42:00 - Japanese & Western Games Are Both On Equal Footing Now
43:00 - Consoles David Plays/David Shows Off His Game Collection
44:15 - David’s Favourite Game Of All Time/David Plays Games Most Days
46:09 - David’s Advice For Getting Into The Video Game Industry In Japan
48:07 - Where To Follow David Crislip
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Happy 10th anniversary to DKC: Tropical Freeze!! Let's celebrate former artists on the game Eric Kozlowsky and Ted Anderson to go on a deep dive of working on it.
TWITTER LINKS
Eric Kozlowsky - @VoNKoZ
Ted Anderson - @Pixel_Possum
#donkeykong #donkeykongtropicalfreeze #retrostudios
TIMESTAMPS
00:00 - Intro
00:50 - DKC: Tropical Freeze Early Days/Wii U Hardware
04:55 - Artists Experimented Very Early On/Mangroves Were The First Levels Worked On
07:15 - Office Structure Of Retro Studios
08:50 - Artists Collaborating With Animators
10:00 - Playtesting/Brilliant Design Of The Levels/Meltdown Mayhem
12:40 - Ted & Erics Collaboration On The Steamship
14:05 - ARTWORK REEL - World 3 Boss Behind The Scenes Art
16:15 - ARTWORK REEL - World 2 Boss Behind The Scenes Art
17:20 - ARTWORK REEL - Updating DKCR Art
19:45 - ARTWORK REEL - Creating A Texture Map
22:20 - ARTWORK REEL - Difficulty Of The Fruit In World 5
23:15 - ARTWORK REEL - Ensuring Colours Don’t Blend In With Donkey Kong
24:20 - ARTWORK REEL - Foreground To Background
25:10 - ARTWORK REEL - Rocket Barrel/Barrel Cannons
26:30 - Will They Use Tropical Freeze Art For The DK Movie?
27:10 - ARTWORK REEL - Fruity Factory Level
28:30 - ARTWORK REEL - Wireframes/Nintendo Ninjas
29:48 - ARTWORK REEL - Steamship Level Of Detail
31:20 - Alternate Universe - Working On Metroid Prime 4/Metroid Dread
33:25 - Limitations Fosters Creativity
34:30 - Tropical Freeze’s Crunch Period
37:00 - Oversight From Nintendo Of Japan/DK Fur Tech
39:30 - How To Deal With Frustration Of Having To Redo Art Due To NOJ
41:30 - Sign Off For Easter eggs
42:21 - Backlash Of The Tropical Freeze Trailer/Tropical Freeze Was Made Due To DKCR Sales
45:20 - The Legacy Of DKC: Tropical Freeze
46:50 - Where Donkey Kong Goes From Here/DK Spinoff Film
49:00 - Q + A - Working With Vince Joly & Ryan Harris
50:20 - Q + A - Stuff That Was Discussed But Never Made It Into DKC:TF
52:50 - Q + A - How Did The Snowmads Idea Come Up/Ted Voicing The Penguins
55:36 - Q + A - Would A David Wise Track Or Level Layout Inspire The Artwork
59:58 - Favourite Level In DKC: Tropical Freeze
1:03:28 - Plugs For Ted & Eric’s Games
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Ryan Kaufman is an award-winning writer that came up working at Lucas Arts on games such as Revenge Of The Sith & Republic Commando before moving onto Telltale where he was one of the main writers.
#telltalegames #thewalkingdead #starwars
SOCIAL MEDIA
TWITTER - @M1sterFox
LINKTREE - https://linktr.ee/w.ryan.kaufman
TIMESTAMPS
00:00 - Intro
00:47 - Ryan’s Dream Game To Make Would Be About Titanic
03:10 - What Should Come First Narrative Or Design
04:30 - Revisions Of A Script/Writers Room
06:00 - Constraints Of Game Of Thrones & Star Wars
06:59 - Being In Charge Of The Expanded Universe Of Star Wars For Lucas Arts
08:50 - Stigma At Lucas Arts For Star Wars Fanboys
10:10 - The Republic Commando Lay-Offs Made Ryan Leave Lucas Arts
12:08 - Not Being Too Attached To An Idea/Game Design
13:20 - The Hardest Part Of Writing/Stressing Over Writing
15:20 - Ryan Doesn’t Like To Play Narrative Based Games/Shadow Of The Colossus
16:35 - Story Vs Gameplay/What Is Story/DOOM
18:55 - Environmental Storytelling
19:50 - Ryan Finds Himself Critiquing Games/Film & Television Narratives All The Time
21:10 - The Good & Bad About Chat GPT
24:40 - Film Narratives Are Terrible These Days/Ryan Critiques Himself All The Time
26:20 - Telltale James Bond Pitch For James Bond To Be Pakistani
29:25 - The Experience Of Working At Telltale
30:50 - Telltale Game Development Had An Intense Schedule/Directing Voice Actors
35:40 - Ryan’s Strengths & Weaknesses As A Writer
38:30 - Reading A Dictionary & Thesaurus/Novel Writing Vs Game Writing
39:36 - Kiwi Reminds Ryan Of His Own Advice Regarding First Person/Third Person Writing
41:30 - Ryan Uses A Whiteboard For Story Beats/Pixar Storybeats
45:00 - Ryan Wanted To Make A Hellboy Telltale Game/Cost Of Redoing Narrative/Voice After Its Already Implemented
48:10 - Lip Syncing/Localisation Troubles With Dialogue
51:20 - Japanese Games Having Terrible English Dialogue/Translations
53:40 - Ryan Would Love To Work On A Rockstar Game
54:40 - Where To Buy Ryan’s Novel “Gawain A Year To Live
56:23 - Where To Follow Ryan
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Peer Schneider is one of the co-founders of IGN and is currently IGN's EVP and Chief Content Officer. #ign #gaming #games
SOCIAL MEDIA
TWITTER - @peerign
INSTAGRAM - @peerign
TIMESTAMPS
00:00 - Intro
01:20 - How Peer Fits In Gaming Time With His Busy Schedule
04:50 - IGN’s Current Work Model/Remote & Office Work
07:40 - Interview Process At IGN/Bad Interviewees
10:05 - How IGN Knows When To Change Strategy With Its Content
13:40 - The Different Youtube Channels/Youtube Algorithm
18:40 - Optimising Content/SEO
19:30 - Peer’s Views On Chat GPT & AI
23:40 - Other Publications Ripping Off IGN’s Content
26:20 - Mortal Kombat Guide Content That Was Ripped Off/ Contacting The Perpetrators
28:00 - Crediting Sources
29:00 - Being Blacklisted By Gaming Publishers/THQ Scandal
34:10 - Political Nature Of Gaming Journalism/Being Trustworthy
36:30 - Moving To America From Germany/Living In Japan
39:00 - Places In America Peer Hasn’t Been To
40:10 - Travelling For Work And Maintaining Energy/Gaming Behaviour Tour/Presentations
42:10 - Flight Times/Peer Hasn’t Been To New Zealand & Australia Yet
43:10 - Why There Won’t Be A Fourth Hardware Competitor
45:20 - Fortnite Itself Is A Platform
46:10 - IGN’s Approaches To Leaks
48:27 - The Legend Of Zelda Live Film Discussion/Video Game Movie Adaptations
51:40 - Metroid Prime 4, Wii U & Switch 2 Discussion
56:40 - The Biggest Misunderstanding People Have With IGN/ Publishers Do Not Pay IGN For Good Reviews
1:02:09 - How IGN’s Top Lists Are Made/Peer Doesn’t Like Ninja Gaiden/IGN Doesn’t Have A Hive Mind
1:03:58 - The Obsession With The Metacritic Score
1:05:12 - Starfield’s Review Score
1:06:56 - Reviewers Having Enough Time To Review A Game
1:07:50 - Kiwi’s PAX West 2024 Pitch With Retro Studios Devs/Outro
- Visa fler