KIWI TALKZ
#204 - Rob Carr Interview On Rockstar Games, GTA 5, GTA 6, Audio Design, AI, Red Dead Redemption....
updated
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#bethesda #fallout3 #nintendo
Full Interview - youtu.be/NO3IzuWlq9A
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Full Interview - youtu.be/NO3IzuWlq9A
#unrealengine #bethesda #unrealengine5
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Full Interview - youtu.be/NO3IzuWlq9A
#retrostudios #nintendo #metroid
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store.steampowered.com/app/1807810/The_Axis_Unseen
SOCIAL MEDIA FOR NATE
WEBSITE - 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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#metroid #metroidprime2 #nintendo
TIMESTAMPS
00:00 - Kynan Pearson(Designer)
02:50 - Zoid Kirsch & Jack Mathews(Engineers)
04:33 - Bryan Walker(Producer)
Full Interviews Here
Kynan Pearson - youtu.be/cV_GxdDKiOo
Zoid Kirsch & Jack Mathews - youtu.be/QYeSoMUc9lU
Bryan Walker - youtu.be/LDTHsEEbTS4
The Unreal Engine footage of Prime 2 comes courtesy of @Vode1234 check out his channel here! Some sick stuff on there
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Full Interview is here - youtu.be/e2Yo_oo300Y
#littlebigplanet #playstation #ps3
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Full Interview is here - youtu.be/e2Yo_oo300Y
#astrobot #sony #playstation
KENNY YOUNG SOCIAL MEDIA
TWITTER - @kcmyoung
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#astrobot #littlebigplanet #ps5
KENNY YOUNG SOCIAL MEDIA
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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
Full Interview - youtu.be/LDTHsEEbTS4
#metroid #nintendogames #nintendo
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Full Interview - youtu.be/LDTHsEEbTS4
#gaming #games #concord
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Full Interview - youtu.be/LDTHsEEbTS4
#nintendo #nintendoswitch #gaming
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You can check out our previous interview here
youtu.be/4sWfE2x-ClM
#metroid #nintendo #metroidprime
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TIMESTAMPS
00:00 - Intro
00:50 - 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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#metroid #metroidprime2 #metroidvania
Full Interview - youtu.be/QYeSoMUc9lU
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X/TWITTER SOCIALS
ZOID - @zoidctf
JACK - @jack_mathews
#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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#metroid #metroidvania #metroidprime2
Full Interview - youtu.be/cV_GxdDKiOo
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You can check out his previous interview here
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
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
Full Interview is here
youtu.be/t9K83HkJb3k
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#valve #portal #halflife
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Animation of spheres made youtube.com/@Harry101UK?si=WGthVnUuIplFa-IR
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Full Interview is here
youtu.be/t9K83HkJb3k
Make sure you check out other great panels from @PAXAustraliaOfficial
#valve #portal #halflife
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#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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hachettebookgroup.com/titles/jason-schreier/play-nice/9781538725429
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#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
#dredge #re4 #residentevil4
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#dredge #gaming
SOCIAL MEDIA
FACEBOOK - 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
#portal2 #valve #portal
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#left4dead #covid19 #l4d2
#portal2 #valve #portal
#valve #glados #portal2
#portal2 #valve #portal
#residentevil4 #re4 #capcom
#larianstudios #baldursgate3 #baldursgate
#bethesda #fallout #elderscrolls
#bethesda #elderscrolls #elderscrollsoblivion
#bethesda #starfield #starfieldgameplay
Full Interview here
youtu.be/IA5HhtGdZMo
#bethesda #fallout #fallout76
#bethesda #fallout4 #fallout
#skyrim #bethesda #starfield
Purchase Bruce's new book here!
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


