Kiwi Talkz

Kiwi Talkz

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Kiwi Talkz episodes

  • #222 - Ryan Trowbridge Speaks On Uncharted, Neil Druckmann, Naughty Dog, Perfect Dark Cancellation

    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

    1 hr 11 min
  • Metroid Prime 4 Review With Ex Retro Studios Developer (Jack Mathews)

    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

    1 hr 23 min
  • #220 - Jérémy Hartvick Speaks On GTA 6, RDR2, Rockstar, Mission Design Leadership

    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

    1 hr 14 min
  • #219 - Matt Radford Speaks On Uncharted 4, Amy Hennig, Naughty Dog, Volumetric Rendering, 5th-Corner

    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

    1 hr 9 min
  • #218 - Emanuel Palalic Speaks On ID Software, DOOM 2016, Mick Gordon, Emptyvessel, DEFECT

    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

    1 hr 10 min
  • #217 - Andrew Willis Speaks On ID Software Layoffs, DOOM TDA, Gamepass, Xbox, ID Tech Engine etc..

    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

    1 hr 10 min
  • #216 - Shawn Layden On Physical Discs, PS6 Handheld, Asha Sharma, Spreadsheets etc.

    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

    1 hr 7 min
  • #215 - Rico Flores On Uncharted 4, Naughty Dog's Engine, Crunch, Animation, Bruce Straley, DEFECT..

    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

    1 hr 6 min
  • #214 - Kris Roberts On Midnight Club 5, RDR1, GTA 6, Rockstar, RAGE Engine, Houser Brothers etc.

    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

    1 hr 9 min
  • #213 - Unleash The Avatar - India's First AAA Game | Developer Interview With Varun Mayya

    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

    1 hr 22 min

About Kiwi Talkz

From the publisher's feed

Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film