Avsnitt

  • John Ricchio was a former producer at Rockstar on games such as GTA 5, RDR1 & Max Payne 3. In this interview he covers his time training people on QA, being a producer and a leader to teams at Rockstar, working on GTA, RDR, MP and more..

    #gta #gta5 #rockstargames

    TIMESTAMPS

    00:00 - Intro

    01:27 - The Importance Of QA/Training QA People

    04:30 - QA People At Rockstar/Advancing Your Career From QA

    08:19 - Will AI Be Used To Save Time For QA

    12:21 - Unicorn Dev Specialists/T Shaped Game Developers

    14:30 - Managing Over 200 People On RDR & GTA 5/Producing Challenges

    21:45 - Relinquishing Control/R* San Diego Changed Processes For GTA 5

    24:40 - Cut Content From GTA 5 Due To Resources

    26:10 - Working Through Constraints/Picking Your Battles

    27:10 - Having Your Work Cut From R* Games

    28:37 - Will GTA 5 Cut Content Be In GTA 6

    29:21 - Cancelled Game Content Ended Up In GTA IV/Tech Changes

    30:02 - New Ideas Usually Transcend Cut Content

    30:57 - RDR Undead Nightmare/Hot Coffee Mini Game

    32:05 - Rockstar’s Approach To DLC

    33:17 - Managing R* Devs During High Times Of Stress/Crunch

    41:20 - R*Can Get Away With Anything/Unionisation

    42:15 - R” Are Good Because Of Iteration But It’s At The Cost Of Crunch

    43:26 - Why John Left Rockstar/Crunch

    46:45 - Leaders Initiate Crunch Either For Results Or Out Of Fear

    52:40 - John Speaks About GTA 6

    57:40 - The Future Of The Industry

    1:00:11 - Q+A - Will R* Devs Lose More Creative Freedom As The Studio Gets Bigger

    1:03:43 - Hanging Out With Dan & Sam Houser

    1:05:10 - Following GTA 5’s Model For GTA 6

    1:06:03 - GTA 5’s Launch

    1:07:02 - Q+A - How Much Did The 360/PS3 Limit The Scope Of GTA 5

    1:09:30 - Why R* Release On Console First Before PC

    1:12:30 - John Is Currently Unemployed/Where To Follow John

  • Andrew Kim is a freelance concept artist who has worked on video games, tv and film. Hes done numerous concepts for games in the MCU and he did concept art for Uncharted 2-4

    #uncharted #uncharted4 #uncharted3

    ANDREWS WEBSITE IS HERE https://www.andrewkimart.com/

    TIMESTAMPS

    00:00 - Intro

    00:34 - Differences Between Working In Video Games & Film/TV

    04:41 - Getting A Job at Naughty Dog

    07:20 - Working With The Designers On Concept Art For Uncharted

    09:03 - The Process Was Similar Between Uncharted 2,3 & 4

    10:46 - Leaving Marvel/Being A Freelancer On Uncharted 4

    12:30 - Why Andrew Left Naughty Dog

    15:30 - How Film Union Works

    18:23 - The Challenges Of Being A Freelancer In The Film Industry

    20:55 - It’s Not What You Know, It’s Who You Know

    21:30 - How You Network In The Film Industry

    23:10 - ART CONCEPT REEL - Uncharted 2

    33:40 - Sony Santa Monica Has 6 Hour Interviews

    35:30 - Naughty Dog Interview Was 20 Minutes

    36:19 - Interviewing Process In The Game Industry Now

    37:49 - Andrew Would Work On Uncharted 5 If Asked

    39:20 - Andrew Had Limited Interactions With Amy & Bruce

    40:17 - ART CONCEPT REEL - Uncharted 3

    42:39 - Uncharted 3 Piece Got Andrew His Job At Marvel

    44:00 - ART CONCEPT REEL - Uncharted 3

    59:36 - Where To Follow Andrew

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  • Quentin Cobb is the CEO and Co-Founder of Ironroot Games, he was previously a designer at Naughty Dog on Uncharted 4 & The Last Of Us and did a 5 year stint at Zenimax before on a cancelled project he was laid off.

    #uncharted4 #uncharted #thelastofus

    SOCIALS

    TWITTER - @QTrainCobb

    INSTAGRAM @qtrain.cobb/ @I

    IronrootGames https://ironrootgames.com/

    TIMESTAMPS

    00:00 - Intro

    00:30 - Why Quentin Cobb Loves Wutang Clan

    01:37 - Crunch On Uncharted 4

    04:02 - Working On Lost Legacy

    04:40 - Why Quentin Left Naughty Dog

    06:07 - Was It Harder To Salvage Uncharted 4 Rather Than Creating A New Game

    07:36 - Quentin Worked On Chapter 8 In Uncharted 4

    09:00 - Puzzle Sequences Were Difficult In Uncharted 4/Bruce Straley

    10:35 - Difficulty Of Making Puzzles

    11:50 - Shifting Mindset From Single Player To Multiplayer

    13:39 - Why The Last Of Us Was A Life Changing Experience/Working With Bruce Straley

    19:30 - Sony Executives Didn’t Believe The Last Of Us Would Succeed

    20:30 - Naughty Dog Was Shocked How Well The Last Of Us Was Received

    22:30 - Overcoming The Trauma Of Project Blackbird Being Cancelled

    27:00 - Indie Dev Community Are Kind & Supportive

    28:01 - Ironroot Games New Action-Adventure Project

    29:40 - Naughty Dog Teams Were Well Connected/Small Team Sizes

    32:00 - AAA Is All About Trends As Opposed To Making Games With A Heart

    34:00 - Creating A Unique Game Can Be Tricky

    36:30 - Advice From Bruce Straley/Pacing In Games

    40:17 - Microsoft Pulled Funding For Bruce Straley’s Indie Game

    41:40 - How Devs Try To Get In Front Of Layoffs/AAA Industry Isn’t Stable

    43:04 - Naughty Dog Layoffs/No One Is Safe

    44:00 - Last Of Us Part II/Quentin Is Glad He Didnt Work On It

    45:39 - Working On Last Of Us Part 1 Was Nostalgic

    46:30 - Intergalactic/Meeting His Old Naughty Dog Colleagues

    48:05 - Quentin Didnt Work Much With Amy & Neil

    48:58 - Q+A - Why Was India Chosen For Lost Legacy

    50:17 - Is It Easier To Make A Story First Or Design Mechanics First

    51:30 - Q+A - How To Get A Design Job At Naughty Dog

    54:30 - A Portfolio Is More Important Than A Degree

    57:19 - Q+A - What New Things Were Possible Going From PS3 To PS4 For Uncharted

    58:55 - Diminishing Returns With The Next Hardware

    1:00:30 - Padding In Open World Games

    1:03:05 - Where To Follow Ironroot Games & Quentin

  • Jake Kazdal is a japanese game developer who has worked on games such as Galak-Z and Skulls Of The Shogun, he has worked for Nintendo, SEGA and Square Enix and is releasing his new game Awaysis very soon. This is a rare pullback of the curtain on Japanese design.

    #nintendo #zelda #botw

    WEBSITE - http://awaysis.jp/

    https://store.steampowered.com/app/3334760/Awaysis/

    TIMESTAMPS

    00:00 - Intro

    00:45 - Differences Between Japanese & Western Development

    02:30 - Differences Between SEGA & Square Enix/Japanese Work Culture

    07:00 - Nintendo Devs Are Retiring/Japanese Devs Are Nimble

    09:15 - Kyoto’s Indie Scene/Hiring People At 17-Bit

    10:39 - Japanese Labour Laws

    11:40 - What Nintendo Devs Do Once They Retire/Retirement Age At Nintendo

    11:46 - Nintendo Dev Legends Have Playtested Awaysis

    14:11 - Playtesting With Awaysis

    16:25 - Importance Of Iterating On Tutorials/What Is Awaysis

    20:20 - Local Multiplayer Can’t Be Matched/Online Multiplayer/Covid

    23:30 - Getting Hirokazu Tanaka To Compose Awaysis/Jake Is A Huge Nintendo Fan

    25:40 - Pitch To Hirokazu Tanaka

    26:50 - Physics System Of Awaysis

    29:54 - Super Mario 64/Game Controls Are Too Tight Nowadays

    33:28 - Graphics Take Precedent Over Physics

    34:28 - The Physics System In Zelda: Tears Of The Kingdom

    36:40 - Being Friends With Eiji Aonuma/The Glider In BOTW

    38:14 - Physics Limitations In Unreal Engine

    42:24 - Zelda BOTW & TOTK Are Masterpieces/Next Zelda

    43:15 - Friendship With Eiji Aonuma

    44:17 - Working At SEGA/Being Mentored By Tetsuya Mizuguchi

    46:19 - Working With Steven Spielberg On Elemeno/Mirrors Edge

    50:21 - Original Ideas In Games Are Few & Far Between

    52:30 - Oversaturation Of Indie Games/Devs Leaving The Industry

    55:11 - Devs Getting Laid Off Despite Success/The Dire State Of The Industry

    56:15 - Stability Working At Nintendo & Valve/Struggles For Funding

    01:01:00 - Gen-Z Play GAAS/Gamers Are Playing Old Games

    1:03:49 - Where To Keep Up With Awaysis

  • I got together some of the old Retro Studios crew including Kynan Pearson (Metroid Prime 2,3 & DKCR), Jay Epperson (DKCR & Tropical Freeze), Eric Kozlowsky (DKC Tropical Freeze) and Brad Taylor (DKC Tropical Freeze), the latter has never appeared on the show before. Hope you enjoy this, cause we had a blast recording it.

    #supermariogalaxy #supermario #mariogalaxy

    TIMESTAMPS

    00:00 - Intro

    00:25 - Overrall Thoughts

    08:30 - Fox/Starfox Movie

    09:53 - Smash Bros Movie

    12:00 - Super Mario World Vinettes

    13:12 - Lack Of Story/Nintendo Are Still Learning How To Make Movies

    14:53 - Nintendo Fans Are Aging Out

    16:00 - The Movie Shouldve Been Super Mario World Instead Of Super Mario Galaxy

    18:03 - No Licensed Music

    19:46 - Should Mario Have A Deeper Story?

    24:04 - Film Critics Don’t Respect Gaming/Video Game Films

    25:01 - Peach Is OP/Super Mario Bros 2

    27:15 - Where Do They Go From Here

    30:21 - Rumored Star Fox Game/Fox Appearance

    33:38 - Kiwi’s Opinion On The Film/Hollwood Actors Being Mario Fans

    36:25 - Being An Artist And Picking Apart Art In The Movie

    39:43 - The Film Should Be Watched At 0.7 Watch Speed

    40:30 - Nintendo Are Hands On With Legacy Characters

    43:10 - Bowser Jr

    44:30 - Koopalings/3rd Mario movie/Cappy

    45:30 - Super Mario Odyssey/Original Idea For SMO’s Artstyle

    48:00 - The Soundtrack/Starfox

    49:23 - Nintendo Cross Promotion

    52:40 - DKC Tropical Freeze Original Name

    53:53 - Final Thoughts/Plugs For Nothing LOL

    54:57 - The Dire State Of The Game Industry

  • Heather Cerlan a former artist at Naughty and Bethesda, in this interview she shares her journey from a passionate artist to a studio founder, discussing her experiences at Naughty Dog and Bethesda, her insights on game development, and her ambitious new project Hawthorne. Discover lessons on persistence, navigating industry challenges, and the future of game art and design.

    HAWTHORNE INFO

    https://playhawthorn.com/

    #thelastofus #starfield #uncharted

    TIMESTAMPS

    00:00 - Intro

    00:55 - Being In A Rockband

    02:30 - Heather Kept Pestering Naughty Dog Till They Hired Her

    06:17 - Having Imposter Syndrome At Naughty Dog/Naughty Dog Didnt Have Producers

    08:30 - Bethesda Are About Quantity/Naughty Dog Is About Quality

    10:36 - Heather’s Role At Bethesda/Starfield

    13:45 - Pros & Cons Of Creation Engine

    15:05 - There Was Pressure Internally For Bethesda To Migrate To Unreal Engine

    16:59 - Uncharted Lost Legacy Production Issues/Intense Crunch

    22:44 - Working On The Shiva Temple

    24:28 - Heather’s View On Her Work Getting Remastered/Originals Vs Remasters

    29:28 - Working With Neil Druckmann/Lesbian Stories

    33:04 - Heather Had Concerns On LGBTQ Themes In Last Of Us Part II

    38:00 - Naughty Dog Were Split On Joel’s Death In TLOU Part II

    38:48 - The Reason Heather Left Naughty Dog

    40:04 - Work On Hawthorne/NEAR Studios

    43:41 - Bruce Nesmith

    46:00 - Hawthorne Is Skyrim Meets Stardew Valley/Raising Money/Bad Publisher Terms

    48:15 - How Naughty Dog & Bethesdas Culture Has Influenced Hawthorne

    51:16 - Q + A - Differences Between Naughty Dog & Bethesda

    54:54 - Todd Howard Is A Neil Druckmann Fanboy

    56:42 - Heather Feels Very Lucky/The Decision To Start Her Own Company

    59:18 - Overcoming Fear With Hawthorne

    1:05:22 - Where To Follow Heather & Keep Up With Hawthorne

  • Gabriel Betancourt is a former lighting artist at Treyarch and of course Naughty Dog. We cover his career at Naughty Dog and various other topics on the game industry.

    #thelastofus #lastofus #lastofuspart2

    WEBSITE - https://gabereel.com/

    CALORIE GAME - https://www.caloriequest.app/

    TIMESTAMPS

    00:00 - Intro/Gabriel Watches Kiwi Talkz & Lists His Favourite Guests

    01:44 - It’s Hard To Find Info On Lighting Artists/Early Days As A Lighting Artist

    03:00 - Naughty Dog Has A Designer First, Speciality Second Philosophy

    06:25 - Naughty Dog Devs Had Huge Arguments During The Last Of Us

    09:17 - Game Development Requires The Risk Of Offending People

    13:00 - Delivering Negative News In A Positive Way

    14:54 - Game Devs Being Passionate & Emotional

    18:45 - Naughty Dog Changed As The Studio Got Bigger/AAA Team Sizes Are Too Big

    24:43 - The Brilliance Of Nintendo/Making Your Game Fun

    27:35 - 60 People Worked On World Of Warcraft/Small Teams Make The Best Games

    29:38 - Graphics & Gameplay Were Even During The Seventh Generation

    31:00 - Art Is Used To Cover Up Gameplay Issues

    32:34 - Everyone At Naughty Dog During The Last Of Us Was A Monster In Skill

    33:00 - How Gabriel Joined Naughty Dog/New IP’s Increasingly Are Risky

    36:20 - Bruce Straley & Neil Druckmann Risked Their Careers For The Last Of Us

    37:45 - Uncharted 2 Put Naughty Dog On The Map

    38:42 - Last Of Us Happened Because Bruce & Neil Were Influenced By Robert McKee Conference

    43:44 - Why Gabriel Left Naughty Dog

    46:49 - Last Of Us Part 2 Pre-production Ran Like Clockwork

    49:58 - Gabriel Was Surprised By The Last Of Us Part 2 Controversy/Gabriel’s Suggestion Was Shot Down By Neil

    52:19 - Neil Druckmann’s Specialty/Problems With The Last Of Us Part 2

    55:00 - Dubar’s Number/Bureaucracy

    01:01:40 - Changes At Naughty Dog That Impacted Last Of Us Part 2

    1:06:30 - Specialists Left Naughty Dog Which Created Gaps In Skills Needed In The Teams

    1:07:50 - A Game Will Be Good If The Director Has A Vision

    1:09:54 - Gabriel Was Initially Skeptical Of The Last Of Us

    1:11:39 - On Gabriels First Day Neil & Bruce Had A Special Presentation About The Last Of Us

    1:16:35 - Q+A - How Did The Lighting Change Between Uncharted & The Last Of Us

    1:30:22 - Q+A - Is Baked Lighting Better Than Path Traced Lighting

    1:35:00 - Lighting On GTA 6 Trailers

    1:36:03 - Closing Comments/Where To Follow Gabriel

  • Benson Russell was a former designer at Naughty Dog on The Uncharted Trilogy and The Last Of Us.He has now started his own consulting firm to help game developers navigate a lot of the pitfalls in game development.

    #uncharted #thelastofus #naughtydog

    WEBSITE FOR CONSULTING

    https://www.unhandledexceptions.io/

    TIMESTAMPS

    00:00 - Intro

    00:32 - The Most Important Aspect Of Design/Player Fantasy

    02:50 - Why Games Take So Long To Make/North Star You Need For Development

    05:45 - Why Naughty Dog Games Are So Well Made/Story Is Their North Star

    08:18 - Games Shouldn’t Take So Long To Develop/Wandering

    13:30 - Scope Neglect/The Doomsday Clock

    16:00 - Why Intergalactic Crunch Happened/Naughty Dog Treats Internal Deadlines Like External Deadlines

    18:23 - Bureauacracy/How Games Differ From Other Creative Outlets

    23:13 - Naughty Dog’s Work Structure

    26:20 - Planning/Core Mechanics

    27:00 - Flexible Working Hours At Naughty Dog/Crunch At Naughty Dog

    29:00 - Why Benson Left Naughty Dog

    32:45 - Benson Was P!ssed Off With Naughty Dog Deleting His Work On Last Of Us Part 1

    46:01 - Working With Evans Wells & Neil Druckmann

    47:00 - Clashing With Neil Druckmann

    50:14 - Working With Amy Hennig

    51:20 - Uncharted 2’s Introduction/Creating Introductions In Games

    56:00 - Focus Testing At Naughty Dog/Companies Interpret Data Wrong

    1:02:30 Q+A - How Much Naughty Dog Looks At The Competition When Designing Games

    1:06:10 - AAA Studios Pivoting When They Are Too Deep/Games Should Be Cheaper

    1:10:00 - Cost Of Game Development On The West Coast/China’s Meteoric Rise

    1:16:04 - Uncharted 2 Was Influenced By Resident Evil 5

    1:16:48 - Q+A - What Is Naughty Dog’s Hiring & Training Process

    1:24:00 - Why Naughty Dog Started Losing Talent

    1:26:00 - Is Game Development A Young Person’s Game/Knowledge Isnt Being Passed Down

    1:31:00 - Closing Comments

  • Rob Carr is an audio designer who is best known for his tenure at Rockstar Games on L.A. Noire, RDR1, GTA 5 and RDR2. He is currently living in Finland working on his game Nyrkkipöytä

    #rockstargames #gta #gta5

    WEBSITE - https://audioexpat.wordpress.com/

    TIMESTAMPS

    00:00 - Intro

    00:30 - How Rob Went From Being A Music Teacher To Working At Rockstar Leeds

    07:51 - Moving From Handheld Games To Console Games/Rockstar Have Unlimited Resources

    08:30 - The Psychology Of Sound/Finding Sounds That Sound Like Other Sounds

    11:19 - There Are No Constraints On Audio With Rockstar Open World Games

    13:10 - In Audio Everything You Can Use Is Recordable/Rob Has A 3TB Audio Library

    15:17 - Tools & Workflow

    19:50 - Technology Evolution/AI

    23:51 - Rob Has Been Unemployed For Over A Year/Problems With The Game Industry/

    25:50 - Learning A Coding Language

    27:40 - Difference Between Numbers People & Creative People

    30:30 - Working On Audio Bugs For Red Dead Redemption 1/Why It’s One Of Rob’s Favorite Games

    34:30 - Playing A Game And Not Disecting It

    37:30 - The Cost Of Buying Games

    39:10 - GTA 6

    43:21 - Why Rob Left Rockstar

    45:24 - Crunch Culture/Europe Has Better Work Life Balance

    46:45 - Moving To Finland/Rob’s Brother Has Motor Neuron Disease

    51:35 - Rob Can’t Relocate For Work Anymore/Dire State Of The Game Industry

    53:10 - Working From Home Has Ceased Because Of Security Reasons

    55:20 - Why Rob Worked At The Office During Covid

    56:51 - Dealing With Ear Fatigue During Crunch/How Audio People Deal With Crunch

    1:05:30 - Q+A - Do You Physically Go On Location To Get Raw Recordings

    1:08:00 - Q+A -What’s Rockstar Setup To Test Audio Systems

    1:10:48 - Q+A - Is There A Particular Idea That Had To Be Cut

    1:13:52 - Robs Game - Nyrkkipöytä

    1:21:19 - Where To Follow Rob

  • I got some of the old devs who worked on Fallout to help review Season 2 of the Fallout series. Bruce Nesmith got the time wrong so didnt join until the last 20 minutes.

    #fallout #falloutnewvegas #bethesda

    TIMESTAMPS

    00:00 - Fallout Is The Best Video Game Adaptation Of All Time

    02:21 - Fallout S2 Thoughts Overrall

    05:40 - Macauley Caulkins Acting

    06:48 - Walton Goggins/The Ghoul

    07:44 - Ella Purnell’s Accent As Lucy

    08:40 - The Deathclaws

    17:05 - The Prydwens/Factions

    18:06 - Brotherhood Of Steel Tone Was Wrong

    18:50 - Trust The Audience More/Have More Talking Instead Of Actions Scenes

    20:21 - S2 Is A Setup For S3/The Roaches Were Scarier Than The Deathclaws

    21:07 - Release Strategy

    21:56 - Super Mutants/Ron Perlman

    26:15 - Super Mutants In Fallout 4/Todd Howard’s Direction

    26:50 - Deprioritize Brotherhood Of Steel In Fallout 5

    28:10 - Bethesda’s Views On Fallout New Vegas

    31:45 - Where Will S3 Go?/The Toddification Might Cause A Degrade

    33:00 - Thaddeus/Keep The Show Low Key & Not Focused On Spectacle

    35:55 - Casuals Buying The Games As A Result Of The Show

    36:37 - Fallout 3 Remaster Will Release After S3/Remasters

    37:50 - Bethesda Games Won’t Be Remade

    38:57 - Deathclaw Differences Between Fallout 3 & 4

    40:10 - Favourite Scenes

    46:18 - Devs Give The Show A Score Out Of 10

    47:00 - Making The Show Go On Indefinitely

    48:13 - Bruce Nesmith Joins & Gives His Review

    50:25 - Bruce’s Hopes For S3

    50:45 - Will The Show Influence Fallout 5

    51:56 - Bethesda Will Give Fallout 5 To Someone Else/Todd Howard

    55:45 - Todd Howard’s Retirement 59:22 - Story Threads In S3 Will Be Less

    1:01:20 - Hank’s Story/Will The Ghoul’s Story End In S3

    1:03:30 - Practical Effects 1:04:59 - Actors Everyone Would Like In A Cameo

    1:10:09 - Final Thoughts

  • Featurecast is a DJ turned video game composer, he is most associated with @BitmapBureau and his most recent work was his stellar work on Terminator 2D No Fate.

    #terminator #terminator2 #terminator2dnofate

    TIMESTAMPS

    00:00 - Intro

    00:19 - How The Name Featurecast Came About

    04:05 - Working With Bitmap Bureau

    08:57 - Learning To Make SFX While Doing It

    10:50 - Getting Creative Freedom On Terminator 2D No Fate

    14:30 - Scrapping Music And Starting From Scratch/Reviews Praising The Soundtrack

    15:45 - Trusting Your Gut

    16:00 - How Featurecast Composed For Terminator 2D No Fate

    18:10 - Researching The T2 Score/Recreating The Score For T2D No Fate

    20:58 - Easter Eggs From T1 & T2 Score/T1000 Death

    22:31 - Having The T2 Score On Loop To Prepare/Different Genres In The Music

    24:15 - Melody/Terminator Film Scores Don’t Have Melody

    26:50 - Blurring The Line Between Music & Sound Design

    28:00 - Later Terminator Movies Didnt Capture Brad Fiedels Musical Identity

    29:30 - Different Time Signatures/Police Station Time Signature/Future Level 3

    31:20 - Writing & Mixing At The Same Time

    34:56 - Making The Soundtrack Loud For Bitmap Bureau Games

    36:00 - Playing The Game For Inspiration On The Music

    38:05 - Music In The Escape From Hospital Level/Bitmap’s Custom Engine

    40:10 - Recording The T1000 SFX/Creating SFX/Finding Your Own Way Of Doing Things

    43:01 - Not Wanting To Be Influenced By Other Music

    44:25 - Going Back And Listening To Your Own Music/LEGO Breakfasts

    46:28 - It’s Not What You Know But Who You Know

    48:12 - No Longer DJing In Clubs/Patreon/Mashups

    51:49 - Q+A - What Drives Composition For Licensed Material

    53:22 - Dealing With Imposter Syndrome

    54:00 - Playing Music For The Devs The First Time

    57:14 - Q+A - What Is Your Favourite Moment From Terminator 2

    59:08 - Q+A - What Are Your 3 Favourite VST Instruments

    1:00:42 - Changing VSTs For Every Project

    1:03:26 - Closing Comments

  • Jay Epperson is a concept artist who is probably most famous for his concept art on Donkey Kong Country Returns and especially on Tropical Freeze.

    #nintendo #donkeykong #donkeykongcountry

    Thanks to the Patreon Producers for making this happen Stipe, Borkey, Magic8

    TIMESTAMPS

    00:00 - Intro

    00:35 - How Jay Went From Being An Illustrator To Becoming A Concept Artist At Retro

    04:50 - Interview Process At Retro/Getting Artists To Draw In Interviews

    07:22 - Coming In As A Concept Artist Towards The End Of DKC Returns

    10:20 - Retro’s Environmental Artists Were Smart

    11:13 - Jay’s Art Is In The DK Theme Park

    13:15 - Working With Designers

    16:10 - Doing Concept Art On Tropical Freeze

    18:42 - Choosing Vikings Over Aliens For The Concept

    19:57 - Tikis Vs Snowmads/Reusing Assets

    21:20 - Why The Ice World Is The Last Level

    22:00 - Sales On Wii U/Coming Up With The Different World Themes

    25:06 - CONCEPT ART REEL - Juicy Jungle World

    29:27 - CONCEPT ART REEL - Water World

    31:11 - CONCEPT ART REEL - Mangroves World/Cut Concepts

    32:38 - CONCEPT ART REEL - Savannah World

    33:18 - Showing Portfolios To Potential Employers Without Breaking NDAs

    33:50 - There Arent Limitations On The DK IP

    34:35 - Referencing Rare’s Work

    35:33 - Nintendo Japan Were Hands Off On Concept Art

    36:22 - Working On Mario Kart 7/Jay Isn’t Included In The Credits

    38:30 - Jay’s Outlook “My Next Piece Will Be My Best Piece”

    40:25 - Japan & Retro Testing Mario Kart 7

    41:06 - Jay Reviews DK Bananza

    25:29 - Jay Thinks DK Bananza Is A One Off

    47:00 - Jay Doesnt Like K Rool’s Character Design

    50:39 - DK’s New Look

    52:22 - Why Jay Left Retro Studios

    53:20 - Retro Studios Is One Of The Best Studios To Work For

    54:00 - Retro Studios Art Team/Metroid Prime 4

    55:35 - Nintendo Are Art Forward Not Technology Forward

    56:35 - Will Retro Work On Donkey Kong Again?

    57:35 - Will Retro Work On Metroid Prime 5/Would Jay Work On DK Again If Retro Asked

    59:40 - Closing Comments

  • Denis Dyack is a legend in the industry and one of the few devs who has been exposed to both the Japanese and Western way of designing games. He is the man behind Legacy Of Kain and Eternal Darkness. I spoke with him in 2023 and he returns to promote his new game Deadhaus Sonata

    #nintendo #legacyofkain #epicgames

    My first interview with him is here https://youtu.be/Txt85DT68rQ

    WEBSITE - https://deadhaussonata.com/

    TWITTER - @DDyack

    TWITTER - @DeadhausGame

    TIMESTAMPS

    00:00 - Intro

    00:00 - Whats Changed In 3 Years Regarding Deadhaus Sonata

    05:02 - Deterministic Systems/Quantum Theory

    12:00 - Why Taking A Break Benefited The Project/Celestial Clock

    14:50 - Weather Physics/Zelda: BOTW/History

    20:20 - The Game Will Live Forever/Stop Killing Games

    25:20 - The Different Engines Used For Deadhaus Sonata/Unreal Engine 5

    27:40 - Why Unreal 5 Games Are Badly Optimised/The Industry Is In Dire Straits

    34:20 - GTA 6’s Impact On The Industry/AAA Games Are Too Big In Size

    37:29 - Denis’s Thoughts On Resident Evil/Pitching A Game To Nintendo

    42:00 - Western Publishers Only Care About Graphics

    44:00 - Embracers Demise/Why Pitching Games Now Is So Hard

    47:28 - Game Devs Are Terrified Of Nintendo Treehouse

    51:20 - How Marketing Teams Look At Games/Lack Of Innovation

    53:50 - Getting Investment For Games/Denis Couldnt Get Funding

    58:30 - U.S. Culture/Talent/ Japan’s Advantage Over The Rest Of World In Game Development

    1:01:50 - Darwinism/People Misunderstand AI

    1:12:20 -Technology Doesnt Save Time

    1:19:30 - Why Nintendo Will Easily Survive The Dire Times InThe Industry

    1:22:15 - AI In Games Can Beneift Gamers

    1:24:20 - Prophecy Of Tothe

    1:28:09 - Silicon Knights Demise Deeply Hurt Denis/Society Is Crumbling

    1:29:30 - Making Up With Epic & Tim After The Lawsuit

    1:32:10 - Working With Tanabe/Friendship With Iwata

    1:35:00 - Exploitation In The West/Denis Is A Japanese Developer

    1:38:00 - Why Miyamoto/Kojima Are One Of A Kind

    1:41:11 - Denis Was Crushed When Miyamoto Wasnt Impressed By Realistic Graphics

    1:44:10 - Denis Changed Deadhaus Sonata Art From Realistic To Stylized

    1:46:15 - Criticism Of Game Trailers/CGI Trailers

    1:48:48 - Q+A - Who Came Up With TV Change Effect In Eternal Darkness

    1:50:30 - Q+A - What Would A Hyperthetical Sequel To Legacy Of Kain Be

    1:57:53 - Q+A - Nintendo’s Approach To Marketing On Eternal Darkness

    2:00:02 - Eternal Darkness On NSO/Possible Remake And Sequel

    2:02:10 - Worldbuilding In Legacy Of Kain & Eternal Darkness/Narrative Games

    2:07:41 - Q+A - Adding Transitions In Eternal Darkness Because The Gamecube Loaded Too Fast

    2:10:00 - Consoles Are All The Same Now/AAA Is Now A Bad Moniker

    2:13:45 - Closing Comments

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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