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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
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
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
From the publisher's feed
Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film