Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film
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Jonathan Gwyn is a veteran artist in the video game industry having been in the industry for over 25+ years. He has worked on prestigious franchises such as Grand Theft Auto, The Matrix, Resistance etc.
#rockstargames #gta #gtav
TIMESTAMPS
00:00 - Intro
01:01 - Jon’s Favourite Art To Work On Is Environment Art
03:00 - Stylised Environmental Art
04:20 - Restrictions Working On The Matrix Games
06:40 - Referencing The Matrix Movies While Working On The Games
09:10 - Jon Loves Movies/Seeing Reloaded & Revolutions Material Before The Movies Release
10:40 - The Wachowskis Were Video Games Guys/Path Of Neo/Animatrix
11:20 - Jon Likes To Draw While Watching TV & Movies
13:15 - Jon Doesn’t Like Being An Art Director & Prefers Working Alongside Artists
15:00 - Ego’s Getting In The Way With Some Artists Due To Age/Jon Doesn’t Want To Be A Lead Again
16:40 - Why Jon Has Moved Across So Many Gaming Studios
19:10 - How Jon Got The Job At Rockstar
20:10 - GTA Is Made In Scotland/Artists Pipeline For GTA V/Red Dead Redemption 2
22:00 - Rockstar Has A Toxic Work Environment
24:30 - The High Pressure Of Working At Rockstar/Rockstar Crunch
25:20 - People Love His Boring Environmental Work Just Because Its GTA
26:00 - The Art Lead’s Job For GTA V Would’ve Been Hell
27:35 - Concept Room At Rockstar
28:15 - Meeting Sam Houser/Houser Brothers
29:15 - Video Game Celebrities/Ego’s Within The Video Game Industry
32:13 - Brutal Commute In L.A. & San Diego
35:35 - Working From Home
36:40 - Being Extroverted/Mistakes Extroverts Make At Game Studios
38:30 - ARTWORK REEL - GTA V Environments
50:15 - ARTWORK REEL - The Matrix Games Environments
1:00:10 - Where To Follow Jonathan Gwyn
Chandler Murch worked at Valve for over 8 years in IT infrastructure; and oversaw a lot of esports Valve events specifically for Dota 2, he also did some work in the Dental AI space.
#valve #steam #dota2
TIMESTAMPS
00:00 - Intro/Being Associated With F.R.I.E.N.D.S
01:30 - How Chandler Ended Up At Valve
04:10 - What His First Job At Valve Was/Customer Service
06:59 - Valve’s IT Infrastructure When Chandler First Started
08:55 - How Chandler Improved Valve’s IT Infrastructure/Network Speeds
14:15 - Hitting Milestones With The Content Delivery Network/Capacity Planning
17:00 - Taking Into Account Internet Infrastructure Improvements Globally
19:09 - Organising E-Sports Events/DOTA 2
23:10 - Mitigating Problems With Live E-Sports Events/Audio & Player Problems
26:40 - Testing Live Setups With Players
29:20 - How Chandler Got Into Gaming & Steam
31:30 - Chandler’s Favourite Valve Games
32:45 - Chandler’s Involvement On Portal 2/How Valve Does Credits In Games
35:15 - Chandler’s Work On Left 4 Dead 2/Portal 2 Bugs
38:54 - Valve Games Have To Reach A Certain Milestone Before QA Testing
39:45 - A Valve Employee Did Wheatleys Voice Before Stephen Merchant
40:30 - Chandler Never Got The Passion For Game Design
41:35 - Chandler’s Interactions With Gabe Newell
46:45 - Steam Avoided Fragmentation Unlike TV/FIlm Streaming Platforms
49:35 - Misunderstanding That Valve Doesn’t Make Games Now
52:40 - The Cost Of Running Valve Servers/Valve’s Value
55:45 - What Chandler Did After Valve/Dentistry AI
1:00:37 - Dental Work Is Very Costly In The West/Dentistry AI Is Only Available In USA/Canada
1:04:00 - Where To Follow Chandler Murch
David Crislip has had quite the life! The man studied Japanese at Ohio University before moving to Japan to become an English Teacher there before ending up at Capcom Japan where he did localization for over 10+ years.
#capcom #residentevil #streetfighter
SOCIAL MEDIA
TWITTER - @DavidCrislip
INSTAGRAM - @davidcrislip
TIMESTAMPS
00:00 - Intro
01:20 - What Prompted David Wanted To Learn Japanese
02:50 - How Long It Takes To Be Fluent In Japanese/Being An English Teacher In Japan
05:20 - Early Days Of Localisation Capcom Japan
06:20 - Why Direct Translation Doesn’t Work
08:16 - Japanese Is A Very Dense Language
09:00 - How Localisation Has Changed From The Old Days
11:20 - Playing Games In Different Dubs
12:30 - Ghost Of Tsushima Is An Example Of A Western Game That Got Japanese Correct
13:20 - Lip Flapping In The Old Days Vs Now/David Is Glad He Doesn’t Have To Localise AAA Games These Days
14:10 - Immigration Officers Geeking Out Over David Working At Capcom
16:42 - David’s Favourite Capcom Games
19:45 - Resident Evil 4 Remake
20:30 - Capcom Were Aware Well Making Resident Evil 4 That It Would Be Special
22:20 - Capcom’s Renaissance Is Very Gratifying
24:00 - David’s Favourite Capcom Game To Work On
25:45 - Capcom Have Westernised Games With Japanese Flavour
26:15 - How David Ended Up Voicing Winston Payne/Recording Lines
28:10 - Difference Between Translating Text Vs Dialog
29:40 - The Misunderstanding Gamers Have Of Localisation
31:00 - How Long It Took David To Adapt To Japanese Culture
35:10 - Its Very Difficult To Get A Job At Capcom/Applying For Jobs In Japan
36:40 - Japanese Are Aware Of Western Culture/Language Shapes Your Behaviour
38:15 - David Doesn’t Translate In His Head Whether Its Japanese Or English
39:15 - Why Lay Offs Don’t Happen Often In Japan
42:00 - Japanese & Western Games Are Both On Equal Footing Now
43:00 - Consoles David Plays/David Shows Off His Game Collection
44:15 - David’s Favourite Game Of All Time/David Plays Games Most Days
46:09 - David’s Advice For Getting Into The Video Game Industry In Japan
48:07 - Where To Follow David Crislip
Happy 10th anniversary to DKC: Tropical Freeze!! Let's celebrate former artists on the game Eric Kozlowsky and Ted Anderson to go on a deep dive of working on it.
TWITTER LINKS
Eric Kozlowsky - @VoNKoZ
Ted Anderson - @Pixel_Possum
#donkeykong #donkeykongtropicalfreeze #retrostudios
TIMESTAMPS
00:00 - Intro
00:50 - DKC: Tropical Freeze Early Days/Wii U Hardware
04:55 - Artists Experimented Very Early On/Mangroves Were The First Levels Worked On
07:15 - Office Structure Of Retro Studios
08:50 - Artists Collaborating With Animators
10:00 - Playtesting/Brilliant Design Of The Levels/Meltdown Mayhem
12:40 - Ted & Erics Collaboration On The Steamship
14:05 - ARTWORK REEL - World 3 Boss Behind The Scenes Art
16:15 - ARTWORK REEL - World 2 Boss Behind The Scenes Art
17:20 - ARTWORK REEL - Updating DKCR Art
19:45 - ARTWORK REEL - Creating A Texture Map
22:20 - ARTWORK REEL - Difficulty Of The Fruit In World 5
23:15 - ARTWORK REEL - Ensuring Colours Don’t Blend In With Donkey Kong
24:20 - ARTWORK REEL - Foreground To Background
25:10 - ARTWORK REEL - Rocket Barrel/Barrel Cannons
26:30 - Will They Use Tropical Freeze Art For The DK Movie?
27:10 - ARTWORK REEL - Fruity Factory Level
28:30 - ARTWORK REEL - Wireframes/Nintendo Ninjas
29:48 - ARTWORK REEL - Steamship Level Of Detail
31:20 - Alternate Universe - Working On Metroid Prime 4/Metroid Dread
33:25 - Limitations Fosters Creativity
34:30 - Tropical Freeze’s Crunch Period
37:00 - Oversight From Nintendo Of Japan/DK Fur Tech
39:30 - How To Deal With Frustration Of Having To Redo Art Due To NOJ
41:30 - Sign Off For Easter eggs
42:21 - Backlash Of The Tropical Freeze Trailer/Tropical Freeze Was Made Due To DKCR Sales
45:20 - The Legacy Of DKC: Tropical Freeze
46:50 - Where Donkey Kong Goes From Here/DK Spinoff Film
49:00 - Q + A - Working With Vince Joly & Ryan Harris
50:20 - Q + A - Stuff That Was Discussed But Never Made It Into DKC:TF
52:50 - Q + A - How Did The Snowmads Idea Come Up/Ted Voicing The Penguins
55:36 - Q + A - Would A David Wise Track Or Level Layout Inspire The Artwork
59:58 - Favourite Level In DKC: Tropical Freeze
1:03:28 - Plugs For Ted & Eric’s Games
Ryan Kaufman is an award-winning writer that came up working at Lucas Arts on games such as Revenge Of The Sith & Republic Commando before moving onto Telltale where he was one of the main writers.
#telltalegames #thewalkingdead #starwars
SOCIAL MEDIA
TWITTER - @M1sterFox
LINKTREE - https://linktr.ee/w.ryan.kaufman
TIMESTAMPS
00:00 - Intro
00:47 - Ryan’s Dream Game To Make Would Be About Titanic
03:10 - What Should Come First Narrative Or Design
04:30 - Revisions Of A Script/Writers Room
06:00 - Constraints Of Game Of Thrones & Star Wars
06:59 - Being In Charge Of The Expanded Universe Of Star Wars For Lucas Arts
08:50 - Stigma At Lucas Arts For Star Wars Fanboys
10:10 - The Republic Commando Lay-Offs Made Ryan Leave Lucas Arts
12:08 - Not Being Too Attached To An Idea/Game Design
13:20 - The Hardest Part Of Writing/Stressing Over Writing
15:20 - Ryan Doesn’t Like To Play Narrative Based Games/Shadow Of The Colossus
16:35 - Story Vs Gameplay/What Is Story/DOOM
18:55 - Environmental Storytelling
19:50 - Ryan Finds Himself Critiquing Games/Film & Television Narratives All The Time
21:10 - The Good & Bad About Chat GPT
24:40 - Film Narratives Are Terrible These Days/Ryan Critiques Himself All The Time
26:20 - Telltale James Bond Pitch For James Bond To Be Pakistani
29:25 - The Experience Of Working At Telltale
30:50 - Telltale Game Development Had An Intense Schedule/Directing Voice Actors
35:40 - Ryan’s Strengths & Weaknesses As A Writer
38:30 - Reading A Dictionary & Thesaurus/Novel Writing Vs Game Writing
39:36 - Kiwi Reminds Ryan Of His Own Advice Regarding First Person/Third Person Writing
41:30 - Ryan Uses A Whiteboard For Story Beats/Pixar Storybeats
45:00 - Ryan Wanted To Make A Hellboy Telltale Game/Cost Of Redoing Narrative/Voice After Its Already Implemented
48:10 - Lip Syncing/Localisation Troubles With Dialogue
51:20 - Japanese Games Having Terrible English Dialogue/Translations
53:40 - Ryan Would Love To Work On A Rockstar Game
54:40 - Where To Buy Ryan’s Novel “Gawain A Year To Live
56:23 - Where To Follow Ryan
Peer Schneider is one of the co-founders of IGN and is currently IGN's EVP and Chief Content Officer. #ign #gaming #games
SOCIAL MEDIA
TWITTER - @peerign
INSTAGRAM - @peerign
TIMESTAMPS
00:00 - Intro
01:20 - How Peer Fits In Gaming Time With His Busy Schedule
04:50 - IGN’s Current Work Model/Remote & Office Work
07:40 - Interview Process At IGN/Bad Interviewees
10:05 - How IGN Knows When To Change Strategy With Its Content
13:40 - The Different Youtube Channels/Youtube Algorithm
18:40 - Optimising Content/SEO
19:30 - Peer’s Views On Chat GPT & AI
23:40 - Other Publications Ripping Off IGN’s Content
26:20 - Mortal Kombat Guide Content That Was Ripped Off/ Contacting The Perpetrators
28:00 - Crediting Sources
29:00 - Being Blacklisted By Gaming Publishers/THQ Scandal
34:10 - Political Nature Of Gaming Journalism/Being Trustworthy
36:30 - Moving To America From Germany/Living In Japan
39:00 - Places In America Peer Hasn’t Been To
40:10 - Travelling For Work And Maintaining Energy/Gaming Behaviour Tour/Presentations
42:10 - Flight Times/Peer Hasn’t Been To New Zealand & Australia Yet
43:10 - Why There Won’t Be A Fourth Hardware Competitor
45:20 - Fortnite Itself Is A Platform
46:10 - IGN’s Approaches To Leaks
48:27 - The Legend Of Zelda Live Film Discussion/Video Game Movie Adaptations
51:40 - Metroid Prime 4, Wii U & Switch 2 Discussion
56:40 - The Biggest Misunderstanding People Have With IGN/ Publishers Do Not Pay IGN For Good Reviews
1:02:09 - How IGN’s Top Lists Are Made/Peer Doesn’t Like Ninja Gaiden/IGN Doesn’t Have A Hive Mind
1:03:58 - The Obsession With The Metacritic Score
1:05:12 - Starfield’s Review Score
1:06:56 - Reviewers Having Enough Time To Review A Game
1:07:50 - Kiwi’s PAX West 2024 Pitch With Retro Studios Devs/Outro
Garrett Young has been in the video game industry for over 25 years and has worked on games such as DOOM 2016, Rage Forza and James Bond: Quantum Of Solace.
#doom #doom2016 #forza
SOCIAL MEDIA
TWITTER - @garretty
TIMESTAMPS
00:00 - Intro
01:05 - Working On DOOM 2016
06:43 - Early Builds Of The Game/Garrett’s First Week On DOOM 2016
12:30 - Single Player Mode/Push Forward Combat/
17:05 - Difficulty Story On Nightmare
21:56 - Tackling The FPS Platforming Problem In DOOM 2016
24:20 - Metroid Prime & Batman’s Influence On DOOM 2016
26:50 - Cancelled Soccer Game For Xbox/EA Sabotaged The Dreamcast
31:21 - Working On Forza
33:23 - Working On The City Tracks Vs Forza/Building Up The Team/Publishing Vs Game Studios
37:26 - Diversity In Skillset/ Knowing When To Pivot When Something Isn’t Working
39:51 - The Reality Of Crunch In The Industry/Management
48:20 - Fake Deadlines/Agile Development
51:20 - Where To Follow Garrett Young/Doing Another Podcast In The Future
The podcast currently has 202 episodes available.