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In this episode Ryan Trowbridge shares his journey in game development, focusing on facial animation technology, leadership at Naughty Dog, and pushing creative boundaries in AAA titles.
#naughtydog #uncharted4 #uncharted
TIMESTAMPS -
00:00 - Intro
00:28 - How Seeing Gollum In LOTR Impacted Ryan As An Artist
02:08 - Upgrading The Facial System For Uncharted 4
07:00 - Naughty Dogs Engine
08:53 - Moving Into A Leadership Role At Naughty Dog
10:34 - No Producers At Naughty Dog/The Lead’s Role
12:29 - ND Created Their Own Ticket Tracking System
14:10 - The Devs Just Wing It Every Day At Work
16:10 - Creating Pirates In Uncharted 1/Prototyping Quickly
17:15 - Working With Neil Druckmann/Neil Taking Over On Uncharted 4
22:05 - Early Production On Uncharted 4/Skin Pores
23:30 - Everyone At ND Is An Artist
26:20 - Drake Had 60,00 Animations In Uncharted 4
28:13 - Attention To Detail At ND
30:00 - ND Doesnt Makes Games On A Production Schedule
31:00 - Uncharted 1/Gears Of War Influenced Uncharted 2
33:15 - Pushing The Envelope On Uncharted 2/Rockstar Influences
38:30 - Pushing The Tech On Uncharted 4
40:15 - Crunch On Uncharted 4
43:31 - Becoming A Wizard At Python
46:37 - Interview At Naughty Dog/Building Characters With More Detail
50:16 - Working With Amy Hennig/Automation Flaps
52:30 - Automated Lip Syncing
53:14 - Working On Perfect Dark Before It Was Cancelled
56:00 - What Ryan Looks For When He Interviews Devs For Roles
58:26 - Working On Perfect Dark Before It Was Cancelled Part 2
1:03:14 - Q+A - How Do You Set The Bar For Character Quality
1:04:57 - Q+A - Where Was Inspiration Taken For The Fighting Style Of Drake
1:07:40 - Where To Follow Ryan Trowbridge/Artstation
1:08:51 - People Lying In Interviews At ND/NDAs
It took a long while to get here! Finally after much delay here is the review of Metroid Prime 4 with my good friend Jack Mathews (Lead Technical Engineer On Metroid Prime Trilogy) In this episode, Jack Mathews and I analyze the development, design, and production challenges of Metroid Prime 4.
#metroidprime4 #metroid #nintendo
iF YOU WANT TO BUY JACKS WIFES COOK BOOK YOU CAN GET IT HERE https://www.amazon.com/dp/0593853148?lv=shuf&channelId=500&plpRedirect=mhFallback
TIMESTAMPS
00:00 - Intro
01:25 - Metroid Prime 4 Overview
04:00 - Nintendo & Retro’s Collaborations On Metroid Prime Trilogy
06:38 - Mark Pacini Knew How To Deal With Tanabe
08:04 - Working With Risa Tabata
11:05 - Tanabe Is The Reason Prime 4 Is The Game It Is
12:01 - Memory Fruit/Certification Whiplash
13:45 - Jack Breaks Down The Intro Of The Game
18:30 - Sol Valley/Shrines
20:00 - Federation Marines
21:00 - Federation Faces In Prime 3
22:00 - Retro Studios Artists
23:14 - Why Tanabe Is Obsessed With The Federation
24:30 - The NPCs Weren’t Necessary/Prime 3 NPCs
26:15 - Ice Belt/Grievers Climbing Through The Walls
28:30 - Missiles Alerting Grievers In The Mines
31:18 - Jack Thinks Samus Should Never Talk
33:30 - Sylux’s Origins Was Terrible
35:00 - Metroid’s Presence Was Pointless
37:15 - Retro Getting Handed Bandai Namco’s Version Of Prime 4
39:45 - Why Sol Valley Didnt Work From A Production Standpoint
45:40 - Original Idea For Samus’ Ship In Prime 3
48:15 - Missing Visors, Speedbooster & Screw Attack
49:15 - The Vi-O-La
51:30 - Jack Played Prime 4 Mostly In Handheld
53:35 - Free Aim Issues On The Bosses/Mouse-Mode
56:30 - Prime 4 Is A Technical Marvel
59:45 - Retro Wont Make Metroid Prime 5 or Prime 2 Remastered
1:01:44 - Retro Is Done With Metroid
1:03:22 - Item Upgrades Are Uninspired
1:05:30 - Prime 4 Wasn’t Innovative
1:07:45 - Mark Pacini Is One Of The Best Systems Designers Ever
1:09:29 - Metroid Prime Trilogy Worked Cause Of Coordination
1:11:30 - AAA Development Is So Large You Can’t Pivot Anymore
1:12:28 - Prime 4’s Design Is Linear Corridors
1:14:42 - Green Crystal Hunt
1:15:30 - Chrono Tower Had Nothing
1:17:35 - Jack & Kiwi Rank The Prime Games Best To Worst
1:19:50 - There Are Only 4 Enemies in The Game
1:21:23 - Jack’s Wife’s Cook Book
Jérémy Hartvick is a former designer at Rockstar, best known for his work on RDR2 (he left Rockstar early in 2020). In this episode, Jérémy shares insights from his experience at Rockstar, discussing leadership, mission design, technical challenges, and the future of game development.CONSULTING WEBSITE - https://jeremyhartvick.com/
TIMESTAMPS
00:00 - Intro
01:03 - Having A Good Leader At Rockstar
03:00 - Moving Into Leadership
05:00 - Modern Day Leadership Is Different
07:50 - Jeremy’s Goals At Rockstar & In The Industry
09:50 - Rockstar Has The Best Engineers
13:00 - Doing Mission Design
14:30 - Work On Horseman Apocalypse & Honor Amongst Thieves In RDR2
16:00 - Working On Details In RDR2/Rockstar Has No Centralised AI System
18:50 - Pitching A Mission In A Rockstar Game
21:15 - Internal Deadlines At Rockstar
23:40 - Cross Collaboration Between The Different R* Studios
25:40 - Not Being Able To Separate Work From Personal Life
28:09 - Doing 100 Hour Weeks On RDR2
31:20 - Having To Standout Compared To Everyone Else
34:26 - Your Job Is Largely Safe At Rockstar
35:28 - Why Jeremy Left Rockstar
37:30 - GTA 6
39:30 - How Programmers Optimize Rockstar Games
42:20 - You Can Hire Devs For Greater Concessions Now
43:40 - The Game Industry Needs A Restructure
45:45 - Asia Is Now Making The Best Games
49:20 - Hollywood Has Indoctrinated Western Devs To Make Cinematic Games
55:40 - Jeremy’s Future Endeveurs
57:45 - Q+A - How Much Do Designers & Writers Collaborate With Missions
59:14 - Q+A - What Missions Were Possible From More Powerful Hardware
1:01:30 - Todd Howard/You Can Do Everything
1:03:47 - Switch 2/Building Games Around Hardware
1:05:15 - GTA 6 Port Potential On Switch 2
1:08:34 - Q+A - Were There Any Missions That Were Cut From RDR2
1:10:20 - Eye Of Sauron/Sam Houser
1:11:50 - Where To Follow Jeremy/Jeremy’s Consulting Website
Matt Radford was a VFX Artist on TLOU and Uncharted 4, he began research into volumetric rendering during the development of Uncharted 4 and that led to it being used in TLOU Part 2. He has now founded his own studio 5th-Corner which is also the name of his studio's upcoming game.
#uncharted #uncharted4 #unrealengine
WEBSITE - https://www.5th-corner.com/
X - @mradfo21
TIMESTAMPS
00:00 - Intro
00:39 - Matt Started A Hoverboard Trend At Naughty Dog
03:30 - Culture Of Naughty Dog/Crunch
06:42 - Naughty Dog’s Engine Is Bad/Litmus Test
09:30 - Should Naughty Dog Devs Migrate To Unreal Engine
11:52 - Why Matt Left Naughty Dog/Legacy Of Artists
14:00 - Ending A Relationship Due To ND/Starting A Start Up
16:00 - Naughty Dog Is A Cult
17:45 - Researching Volumetric Rendering On Uncharted 4
24:50 - Uncharted Games Have A Specific Artstyle/PS3 To PS4 Memory Increase
26:29 - The Ray Marching Technique
27:50 - Restrictions Of PS3/Freedom Of PS4/PS5
29:10 - Intergalactic
33:38 - Talent Has Moved On Which Affects Uniqueness
35:17 - Technology Has Plateaued /Working At Epic On UE5
37:20 - Technology Has Come At The Cost Of Game Design
40:12 - Matt Doesnt Play On Console Anymore Due To Steam
41:57 - GTA 6
44:25 - Matt Wants Shorter Games
45:14 - Young People Have Too Many Options For Entertainment
46:33 - Matt’s Indie Game 5th-Corner
52:30 - Running A Business When You Are Broke/Helpful Mentors
54:12 - Game Development Is More Collaborative Than Film
55:44 - Matt Is Hopeful & Scared For His Career
56:45 - Q+A - Any Regrets Working At Naughty Dog
59:06 - Resilience/Traumas Make Entrepreneurs
1:00:06 - Q+A - What Is The Most Efficient Way Of Bulding Large Environments Solo
1:01:46 - Q+A - Details Of Amy’s Uncharted 4
1:05:43 - Working With Amy Hennig
1:06:55 - Where To Follow Matt & Keep Up With 5th-Corner
Emanuel Palalic was a former character artist on DOOM 2016 & DOOM Eternal he has now founded the studio emptyvessel and is working on their indie game DEFECT (which looks sick).
https://www.emptyvessel.io/
TWITTER/INSTAGRAM - @epalalic
ARTSTATION - https://www.artstation.com/drheadpop
@emptyvesselplay
#doom #doometernal #idsoftware
TIMESTAMPS
00:00 - Intro
00:30 - Working With Teams On Different Continents
02:20 - Founding Emptyvessel
05:30 - Emptyvessel’s High Calibre Team.
06:45 - Being Overwhelmed Setting Up emptyvessel
09:10 - Destructible Terrain In DEFECT
11:30 - Gore System In DEFECT & DOOM Eternal
15:40 - Being An Intern At ID Software On DOOM 2016
18:15 - Working With Hugo Martin
20:15 - The Culture Of ID Software
22:00 - Rebooting DOOM/DOOM 2016
25:30 - ART REEL - Icon Of Sin
27:45 - Gore Wounds
29:00 - ART REEL - Baron Of Hell
31:15 - ART REEL -Shotgunner
34:30 - Attention To Detail At ID Software
35:28 - ID Software Thought People Would Hate doom 2016
39:40 - The Pressure Of Working On DOOM 2016 & Eternal
40:34 - Mick Gordon
45:42 - The Mistakes AAA Games Make.
48:18 - There Is No Safety In AAA Anymore
50:58 - Focus Group Testing/Devs Following Trends
52:05 - Investors Are Apprehensive Towards Realistic FPS Games
55:30 - Motion Sickness With FPS Games
57:50 - DEFECT Won’t Have Third-Person
59:26 - Q+A - Was DOOM Guy Mini Face Considered In The UI
1:01:17 - DOOM 2016/Eternal Was Influenced By Metroid Prime/ID Software Loves Metroid
01:02:35 - Q+A - How Long Does It Take For Art To Be Approved
01:04:29 - Q+A - How Did The Pipeline Work With ID Tech Engine
1:08:40 - Where To Follow Emptyvessel & DEFECT
Andrew Willis was a producer on DOOM TDA & Revelations and planned on staying at ID Software till retirement, till the dreaded Microsoft layoffs. In this episode he covers his time at ID Software and the terrible layoffs.
#doom #doomthedarkages #idsoftware
TIMESTAMPS
00:00 - Intro
00:35 - Going From Manager At A Pizza Place To ID Software Producer
06:38 - Why ID Software Culture Was So Great
09:00 - Realising His IT Knowledge Was Useless At ID Software
10:45 - Being A Producer At ID Software
13:10 - ID Tech Engine
13:59 - Smash Bros/Doom Slayer In Smash Bros
15:30 - ID Software Layoffs
22:30 - Not Being Allowed Back In The Office To Get Belongings
24:07 - ID Software PR Statement Is BS/Nightmare Production On DOOM 2016
25:10 - The Firings Will Be Analysed
25:59 - Microsoft’s 14 Layers Of Management Are Lies
29:00 - Game Development Has Been Taken Over By Greedy Execs
34:30 - Nintendo Protect Their IP & The West Doesnt
35:30 - Gamepass Is Mismanaged
39:50 - How Gamepass Affected DOOM: TDA
41:10 - Happy Xmas Story At ID Software
42:50 - Working With Hugo Martin
45:00 - Developing The Dragon & Mech In DOOM TDA
47:15 - ID Software Started To Become More Hieracachal
49:40 - Q+A - Was The Buzzshield Inspired By Captain America
50:25 - Q+A - Will ID Software Switch To Unreal Engine
52:29 - Q+A - Were Things Cut From DOOM TDA DLC
54:32 - DOOM Revelations Is Bittersweet/Layoffs On The Day Before Release
58:34 - Andrew Planned To Retire There/Unionisation
1:01:37 - Q+A - How Much Does Ray Tracing Speed Up The Production
1:05:02 - Working With Alex Klingle/Finishing Move On The Soundtrack
1:06:00 - Andrew Thanks DOOM Fans/Changing The Industry
The legendary Shawn Layden returns to provide wisdom on things surrounding the video game industry. As was the case last time, I tried to ask him a lot of stuff he hasn't been asked before. Enjoy!!
TIMESTAMPS
00:00 - Intro/Shawn Layden Made Kiwi Smarter
01:49 - Differences Between Working At Sony’s Offices In Japan,UK & US
05:45 - How The Japanese Felt When Sony HQ Moved From Tokyo To California
07:00 - Salaries In The US Are Hurting Game Development There/Outsourcing
10:20 - Nothing Will Beat GTA/Strauss Zelnick
11:45 - Shawn’s Role As A Chairman
13:30 - Shawn Knowing His Limitations As A Boss
15:01 - Games Aren’t Built By Gamers Anymore
15:45 - Publishers Are Becoming Risk Averse/Chasing AAA
18:00 - Why AAA Games Are Financed Over AA
19:15 - Institutional Knowledge/The Power Of Brand
23:00 - Sony Getting Rid Of Physical Discs
24:05 - Sony Can Take Japan Back From Nintendo
25:13 - Sony Can’t Support Two Consoles At Once
27:00 - Nintendo & Sony Are Becoming Direct Competitors Again
28:30 - Sony Putting Games On PC
31:30 - Shawn’s Views On Meetings
32:00 - Unproductive Meetings
36:00 - Employees Whose Jobs Are To Arrange Meetings
37:30 - Shawn Kills Rumor That He Spoke To Asha
38:50 - Shawn Speaks On Asha/Microsoft’s Goals
40:30 - Live Services Titles Successes Are By Accident
43:20 - Data Driving Decisions
44:50 - Spreadsheet Decision Shawn Made/Edutainment
48:10 - Success Is Seductive/Hire The Right Talent
49:30 - Avoiding YES MEN When You Are The Boss
52:00 - Shawn Is Happy He Never Has To Do A Budget/Plan & Peformance Appraisal Again
53:25 - Q+A - Was A Cell Based GPU Considered For PS3
54:16 - Q+A - How Do We Correct The Over Reliance On AAA
57:15 - Astro Bot/Sony Needs To Do More AA Games
1:01:15 - Why GTA 6 Is An Event/Diluting A Brand
1:02:20 - Q+A - Will The Japanese End Up Pulling Ahead Of Everyone Else
1:04:15 - GTA 6/Games Need To Be Shorter
1:05:30 - Girls Make Games Scholarship Fund
Rico Flores is an animator who is best known for his tenure on Uncharted 3 & 4, he is currently at emptyvessel working on their game DEFECT
#uncharted4 #uncharted #uncharted3
TWITTER - @r1c00
WEBSITE - https://www.emptyvessel.io/
TIMESTAMPS
00:00 - Intro
00:34 - Animating Doors Is Tedious/Naughty Dog Has A Door System
03:12 - Being Chucked In The Deep End On Uncharted 3/How Rico Got Hired
08:10 - Rico Had No Idea How Prestigious Naughty Dog Was When He Got Hired
08:47 - Being Interviewed At Naughty Dog
09:58 - Working On Uncharted 4
12:15 - Assets On Uncharted 4 Werent Carried Over From Uncharted 3/Mocap
14:00 - The Benefits Of Mocap
17:13 - You Could Shoot Mocap As Much As You Wanted At Naughty Dog
20:00 - Naughty Dog’s Flat Structure
22:50 - Intergalactic
25:10 - Crunch On Uncharted 4
28:43 - Staying Healthy While Doing Crunch
31:11 - Commuting Time In L.A.
33:05 - Why Rico Left Naughty Dog/Naughty Dog Pay
36:46 - Culture Of Bioware/Incorporating ND Culture Into Bioware
38:10 - Emptyvessel/Meeting Emanuel Palilic/AAA Isn’t Safe For Devs Now
42:20 - Destructible Terrain In DEFECT/Optimisation
44:45 - Single Player Will Be In DEFECT As Well
46:43 - Mick Gordon
47:43 - Q+A - How Naughty Dog Pull Off Animations Ahead Of It’s Time
50:15 - Naughty Dog’s Engine
52:10 - Q+A - Biggest Challenge In Animating Nathan Drake
54:00 - Working With Programmers
57:12 - Q+A - What Challenge Kept You Up At Night
59:59 - Institutional Knowledge/Microsoft Layoffs
1:01:26 - Working With Bruce Straley
1:02:50 - Where To Follow Rico Flores/Follow DEFECT
Kris Roberts was a former designer on Midnight Club 3, Los Angeles and Red Dead Redemption, in this episode he talks about his work at R*.
WEBSITE - https://www.robertsmania.com/ T
WITCH - https://www.twitch.tv/robertsmania
YOUTUBE - @Robertsmania
TWITTER - @Robertsmania
#rockstargames #midnightclub #reddeadredemption
TIMESTAMPS
00:00 - Intro
00:30 - How Kris Got Into Cars
01:58 - Working On Midnight Club Series/Angel Studios Early Days
05:57 - Midnight Club 2/Working In Gamesb
07:40 - The Key To Good Vehicle Simulations & Tuning
10:05 - Kris Takes Shots At Need For Speed
11:00 - iRacing Simulation/Realistic Simulations
12:30 - VR Driving Simulation
14:15 - GTA’s Vehicle Tuning
16:06 - Kris Is Not Interested In GTA 6
16:30 - The ARTS Engine Became The RAGE Engine
18:40 - How The RAGE Engine Evolved By RDR1
20:52 - RAGE Engine Summit
22:45 - Why Midnight Club 5 Was Cancelled
27:00 - Red Dead Revolver
29:00 - Initial Skepticism Over Developing Red Dead Redemption
30:15 - Being The Lead For RDR1 Multiplayer
33:15 - Kris Was Stressed Being A Leader
38:00 - Crunch On RDR1
42:15 - Dan & Sam Houser
45:45 - RDR1 Multiplayer Never Got Relief Unlike The Main Team
47:43 - Rockstar Wives Fallout/Jury Duty
48:40 - RDR1 Multiplayer Being Broken At Launch
52:20 - Why Kris Left Rockstar/Completion Bonus/Layoffs
59:10 - Kris Only Does Contracting Now/Working With Sony Online
1:03:21 - Q+A - Was RDR1 Multiplayer Always Planned As A Sandbox
1:03:50 - Q+A - How Fun Was It To Debug Customisation Options In MC3
1:05:40 - Q+A - Was Undead Zombies Considered For RDR1 In Free Roam
1:06:38 - Where To Follow Kris/Doing A 2nd Podcast About Valve
Varun Mayya is an entrepreneur, content creator, author and now he is venturing into game development and working on India's most ambitious game ever. Unleash The Avatar
#unleashtheavatar #indiangaming
See the latest trailer gameplay footage here.
https://www.youtube.com/watch?v=Y_zBp21BWI0
WEBSITE - https://www.unleashtheavatargame.com/
TIMESTAMPS
00:00 - Intro
01:28 - Varun Loves The Mechanics Of Dota & Rocket League
03:56 - How Varun Started Making Video Games
05:15 - Journey To Making Unleash The Avatar/Multiplayer Games
06:00 - Soulslikes/Black Myth Wukong/Sekiro
07:39 - Games Are Sustainable/Gamers Demands
11:19 - Unreal Engine/Photogrammetry Of India For Unleash The Avatar
12:48 - Scanning An Entire Indian Town For Assets In Unreal Engine
15:00 - 1st Trailer For Unleash The Avatar Was To Hire Talent
16:15 - Varun’s Smart Plan To Hire The Best Engineers
19:12 - Aftermath Of 2nd Trailer
21:30 - Developing The Game Start Up Style/Revelation From The 2nd Trailer
23:02 - Bollywood Influence On The Game/Anatomy Of The Story
28:10 - Varun Is Closely Involved With The Entire Project
29:43 - Target Audience For Unleash The Avatar
32:10 - Using A Metronome For The Bosses
33:20 - Aura Farming/Taunts In The Game/Difficulty Settings
36:22 - Black Myth Wukong Inspirations & Differences
41:39 - Black Myth Wukong’s Marketing
43:16 - Bold Marketing Strategy For Unleash The Avatar
50:14 - Why India Hasn’t Produced AAA Games/Entrepreneurs
54:55 - Risk & Reward/Varun’s Views On Business
57:00 - Stigma From Parents Regarding Gaming & Content Creation In India
59:00 - Success & Failures Drives Everything Forward
1:00:10 - Economics Of AAA Games In India Vs U.S.
1:06:40 - Unleash The Avatar Was Largely Made Inhouse/Rockstar India
1:08:31 - Why India Will Become A Haven For Game Development
1:13:30 - Assassin’s Creed Setting In India
1:15:30 - Indian Lore & Culture In Unleash The Avatar
1:18:39 - Where To Keep Up To Date With Unleash The Avatar
From the publisher's feed
Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film