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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

  • 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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  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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