Kiwi Talkz

Kiwi Talkz

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Kiwi Talkz episodes

  • #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
  • #212 - John Ricchio On GTA 5, GTA 6, Rockstar, RDR1, Leadership, AI, Crunch, Cut Content etc.

    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

    1 hr 16 min
  • #211 - Andrew Kim On Naughty Dog, Uncharted, Marvel, Film, Concept Art, Sony Santa Monica

    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

    1 hr 4 min
  • #210 - Quentin Cobb Interview On Uncharted 4, The Last Of Us, Naughty Dog, Ironroot Games

    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

    1 hr 5 min
  • #209 -Jake Kazdal Interview On Nintendo, Eiji Aonuma, Zelda, SEGA, Hirokazu Tanaka, Awaysis

    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

    1 hr 7 min
  • REVIEW - Super Mario Galaxy Movie With Former Nintendo Devs!!

    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

    57 min
  • #207 - Heather Cerlan Interview On Naughty Dog, Bethesda, Last Of Us, Hawthorne, Creation Engine

    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

    1 hr 8 min
  • #206 - Gabriel Betancourt Interview On Naughty Dog, Last Of Us, Neil Druckmann, Lighting, Nintendo

    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

    1 hr 40 min
  • #205 - Benson Russell Interview On Naughty Dog, The Last Of Us, Uncharted, Neil Druckmann, Scope..

    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

    1 hr 33 min
  • #204 - Rob Carr Interview On Rockstar Games, GTA 5, GTA 6, Audio Design, AI, Red Dead Redemption....

    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

    1 hr 26 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