Kiwi Talkz

Kiwi Talkz

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Kiwi Talkz episodes

  • #146 - Tyvic Stallworth Interview (Last Of Us Part II, Call Of Duty:Warzone, QA, Mario, Naughty Dog)

    Tyvic Stallworth is a game developer who has worked on games such as Last Of Us Part II and Call Of Duty: Warzone, he is currently a developer at Sucker Punch productions.

    You can check out his gaming channel here https://www.youtube.com/@UCQP8-hs7qhuV9PQpIjTcjng

    #lastofus #callofduty #naughtydog

    TIMESTAMPS

    00:00 - Intro

    00:39 - Tyvics Workout Regime/LA Traffic

    03:00 - Naughty Dog Staff Traffic Commute

    03:40 - Naughty Dog Documentation/Tyvis Early Days At Naughty Dog

    04:10 - Moving From QA Into Design

    06:20 - Moving From Last Of Us II Multiplayer Team To Single Player Team

    07:24 - Tyvics First First Job As A Designer On Last On Us II/LISP

    08:50 - Work In QA

    10:45 - Tyvics Philosophy On Design

    12:00 - Why Naughty Dog Is One Of The Best Studios

    14:10 - Why Tyvic Left Naughty Dog

    15:03 - Working On Call Of Duty: Warzone

    16:40 - Working On Clash Mode/Nebular 5 Bomb

    19:10 - Who Comes Up With Game Mode Ideas On Warzone

    20:10 - Convincing Colleagues With Proof Of Concept

    21:20 - Prototyping Vs Pitch Documents/Super Mario Example

    23:30 - Why Mario Is Tyvics Favourite Character Of All Time

    25:20 - Being Skeptical Of Super Mario Odyssey Before Release/PC Gaming

    26:10 - Tyvic Will Only Watch Super Mario Film For The Culture

    27:35 - Last Of Us Series/Uncharted Film/Video Game Adaptations

    29:16 - A.I. Art/AI As A Tool/Hypothetical Scenario

    33:50 - Traditionalists Vs Adapters

    35:00 - Tyvics Approach To Time Management

    39:06 - Interaction With Neil Druckmann/Hierachy Of What People Are Going Through

    41:50 - If You Have A Question About Something Just Ask

    42:25 - Learning Music So He Could Understand Sound Design Lingo

    42:50 - Structures Of Desks In Gaming Studios/Tunnel Vision

    44:30 - Emotional Roller Coaster Of Last Of Us II Multiplayer

    47:50 - Factions For Last Of Us Part 1 Was Made In 4 Months

    48:30 - Disconnect Between Developers And Higher Ups In A Game Studio

    52:38 - Hating A Game Once Its Complete/Burnout

    56:00 - Finetuning Last Of Us Part II During The End Of Development

    57:40 - Finding Bugs Despite Gruesome Work Schedule

    1:00:15 - Cut Off On Reap Of Return On AAA Games

    1:03:45 - PS5 Has Been Out For Years Already

    1:04:15 - Where To Follow Tyvic Stallworth

    1 hr 6 min
  • #145 - Jack Burrows Interview (Call Of Duty, Level Design, Activision, QA, Interns, Aven Colony, Metroid Prime etc. )

    Jack Burrows a game level designer best known for his tenure at Treyarch as a Level Designer on Call Of Duty: Blacks Ops Cold War and Call Of Duty:Warzone Season 6. Before that he did QA on Black Ops 4 and World War II.

     

    #callofduty #callofdutymobile #callofdutyblackops

     

    TIMESTAMPS

    00:00 - Intro

    00: 40 - Jack’s First Day At Activision Was Brutal

    03:10 - Relatability

    04:18 - QA Is A Great Way To Gain Experience/QA In The Old Days

    05:30 - QA Call Of Duty: World War II/Looking For Bugs

    07:27 - Testing For Different Platforms

    08:27 - How Jack Moved From QA To A Level Designer

    12:30 - How Jack Approaches Level Design/Call Of Duty Level Design Multiplayer Examples

    14:54 - Freedom Of Call Of Duty: Warzone Level Design

    15:45 - Designing Downtown & Stadium In Call Of Duty:Warzone 

    17:00 - Brainstorming Prototypes For Level Designs

    19:23 - Destructible Terrain In The Levels

    20:53 - Collaborating With The Artists

    22:40 - Level Designers & Artists Reaching A Balance

    23:54 - You Cant Be A Game Designer And Be Sensitive To Criticism

    25:23 - College Prepared Jack For Criticism/Jack Became Brutal Of Critiquing Others Work

    27:45 - Moving Into Call Of Duty: Black Ops Cold War/Ruka Map

    28:41 - Making Content For The Game That Got Cut

    29:39 - Content Is Usually Cut Because It Doesnt Mesh With The Final Vision

    31:08 - Developers Day Dreamed How Microsoft Buying Activision Would Change The Studio

    32:00 - Call Of Duty On Nintendo Consoles/Why Call Of Duty Isnt On Switch

    34:00 - Why Jack Hasnt Attempted To Get Jobs At Studios For His Favourite Games(Metroid Prime, Dead Space, Bioshock etc.)

    36:31 - Youre A Cog In A Machine On AAA And Need To Be A Jack Of All Trades With Indie Development

    38:48 - A.I Art Generators Cant Compete With Artists On Game Development

    41:10 - Training Interns At Treyarch

    44:30 - Level Design Devs Dont Crunch For The Most Part At Treyarch/Imposter Syndrome

    47:05- What Kills Devs Passion For Development  Is The Sense Of Wonder

    48:04 - Jack Thinks Its Bad That Game Devs Dont Play More Games, Its Imperative For The Craft

    49:00 - Franchise Fatigue

    50:00 - Family Life/How Jack Finds Time To Play Games

    52:18 - Working On Aven Colony/Paul Tozour/Metroid Prime

    58:01 - Where To Follow Jack

    58:18 - Tyvic Stallworth

    1 hr
  • #144 - Jack Mathews Interview - Metroid Prime 20th Anniversary (Crunch, A.I., Fetch Quests, Bosses, Speed Booster, Reflections, First Person )

    To celebrate the 20th anniversary of Metroid Prime, Lead Technical Engineer on the Metroid Prime Trilogy, Jack Mathews returns to the show talk all about the behind the scenes development of the game.

    #metroidprime #metroid #nintendo

     

    You can watch our previous podcast here

    https://youtu.be/_vkczsDyZp4

     

    TIMESTAMPS

    00:00 - Intro

    00:47 - How Often Super Metroid Was Referred To During Development

    02:20 - A.I Systems/Beetle In Chozo Ruins

    05:45 - Chozo Ruins Was The First Area Worked On

    06:44 - Mirror Plate In Chozo Ruins

    07:45 - Finding Ways To Show Samus’ Reflection In First Person

    09:00 - Reflections Causing Frame Rate Issues

    10:40 - Third Person Vs First Person Optimisation 

    11:20 - Why Speed Booster/Shinespark Isnt In The Prime Games/Motion Sickness

    16:20 - Limitations On The Space Jump & Screw Attack

    19:34 - Andy O’Neil’s Contributions

    24:00 - Crunch On Prime 1/Retro Studios Old Studio

    27:25 - Whata Burger Story/Debugging During Crunch

    29:38 - Bug In The Pause Screen Story

    30:00 - Elevator Glitch Story

    36:30 - Wanting The Metroids To Be More Dangerous In The Prime Games

    39:11 - Writing And Story Of Prime Games/Video Game Writing Problems

    43:00 - Environmental Story Telling Of Prime 1 & Super Metroid

    44:20 - Why The Fetch Quests Were Implemented

    46:00 - Prime 1’s Pacing

    47:20 - Why Kraid Was Cut/Omega Pirate Scripting

    50:30 - Parasite Queen

    52:00 - Flaaghra 

    54:10 - Thardus/Meta-Ridley

    55:20 - Metroid Prime Battle

    56:20 - Bosses Of Prime 2/Development Problems Of Prime 2

    57:20 - Difficulty Vs Stressfulness To The Player/Prime 2 Examples

    1:01:00 - Difficulty Of Light Bubbles In Prime 2

    1:02:00 - Prime 4 Will Not Be Metroids Breath Of The Wild Moment

    1:05:00 - Fans Having Unrealistic Expectations

    1:07:00 - Jack Misses Working For Nintendo/Prime 4 Wishes

    1:08:26 - Metroid Prime HD Rumors/Game Rumors

    1:10:50 - Kiwi Thanks Jack & Devs As Metroid Prime Helped Him Cope With His Mother’s Death

    1:12:00 - Jack & Kiwi Reflect On Feeling Old & Prime 1

    1:13:20 - QOL Improvements Jack Would Want For Prime 1 HD

    1:14:50 - Elevator Between Phendrana Drifts & Tallon IV Overworld Wasnt Considered

    1:15:40 - During Development The Devs Were Constantly Worried Prime 1 Would Be Too Short

    1 hr 17 min
  • #143 - Sean Chiplock Interview (Voice Acting, Revali, Noob Saibot, Zelda, Royalties, Nintendo etc.)

    Sean Chiplock is a well known voice actor who has voiced many characters for film, anime and video games.

     

    #zelda #mortalkombat #voiceover

     

    SOCIAL MEDIA

    YOUTUBE -  @sonicmega 

    TWITTER - @sonicmega

    TWITCH -  @sonicmega 

     

    TIMESTAMPS

     

    00:00 - Intro

    00:34 - Sean’s Schedule/Having No Free Time

    01:42 - Bayonetta 3 Voice Actor Controversy/Difficulty Of Being A Voice Actor

    03:40 - Handling Rejection As A Voice Actor

    06:50 - Odd Taxi Story/Trusting Yourself And Abilities

    07:50 - Forgetting About Roles He Auditioned For

    09:40 - Noob Saibot Voice/Phineas Voice/How Sean Finds A Voice

    13:20 - Finding What Is Different & What Is Similar/AI: The Insomnium Files/Revali Voice

    16:40 - How Much Voice Actors Get Paid

    18:40 - Sean Chiplock Loves Anime/Film Dubs/Narrating Training Modules

    20:45 - Emceeing A Gamestop Conference

    22:15 - Relationship With Nintendo After Zelda: Breath Of The Wild

    24:15 - Never Advocate For A Role/Zero Story 

    25:34 - Zelda: Breath Of The Wild Audition/Bang Zoom!

    26:40 - Sean Is Extremely Introverted/Sean Is Confident At Conventions

    30:34 - Sean Would Like To Do Conventions Outside Of America

    32:45 - What Sean Would Like To Work On

    35:00 - Dealing With Sinuses/Being Sick As A Voice Actor

    36:30 - Avoiding Foods To Prevent Mucus & Acid Reflux

    38:10 - Giving Lectures On Voice Acting

    39:10 - Side Incomes/Streaming

    40:40 - Royalties 

    41:30 - Sean Wants To Be A Voice Actor Till He Dies/Things He Wants To Do Before He Dies

    42:50 - What Sean Does In His Downtime

    44:15 - Being Bullied Is What Led To Sean Becoming A Voice Actor

    45:15 - Where To Follow Sean Chiplock

    46:15 - Sean Has Never Played Zelda: Breath Of The Wild

    50 min
  • #142 - Matt T. Wood Interview (Half Life 2, Portal 2, CS:GO, Valve, Little Kitty Big City etc.)

    Matt T. Wood is a video game developer who is best known for his tenure working at Valve on some of its most prestigious franchises, he is currently working on his own indie open-world title Little Kitty Big City.

    #csgo #halflife #portal2

    SOCIAL MEDIA

    TWITTER - @matttwood

     

    Timestamps

    00:00 - Intro/Matt Being A Common Name

    02:10 - Matt Doesnt Like Cellphones

    04:40 - Choreography/Scripted Scenes In Half Life 2

    07:30 - Crafting Out The Scripted Sequences

    08:50 - Episode 2 Scenes/Most Challenging Scenes To Choreograph

    13:30 - Privilege Of Working On Half Life 2/Working At Valve

    15:00 - Interactions With Gabe Newell

    16:00 - Working On Portal 2 Co-Op

    19:20 - Co-Op Team Never Referred To The Campaign Well Designing It

    21:17 - Mapping Out Designs On The Whiteboard

    24:00 - Balancing The Difficulty Of A Puzzle/Puzzles In Portal 2 Co-Op

    28:45 - How Counter Strike:Go Came About

    31:40 - Evolution Of First Person Shooters/FPS Influences On CS:GO

    37:30 - Borrowing Game Ideas Subconsciously 

    41:40 - How Little Kitty Big City Game Idea Came About

    46:30 - Little Kitty Big City Will Be Open World

    48:20.- Open World Influences

    49:28 - Zelda: Breath Of The Wild Is Influencing Little Kitty Big City

    50:35 - How Matt Finds Time To Play Games Despite Not Having Time

    53:15 - Matt Is Overly Motivated And A Workaholic

    54:40 - Matt Cant Shut His Brain Off And Always Having Ideas/Sleeping

    57:20 - Where To Follow Matt & Little Kitty Big City

    59 min
  • #141 - Yannis Brown Interview (Legacy Of Goku II, DBZ, Translating, Sound Design, Handheld Chips etc. )

    Yannis Brown is a composer, sound designer and programmer. He is best known for composing DBZ: Legacy Of Goku II and Buu's Fury. 

    WEBSITE - http://www.yannisbrown.com/

    TIMESTAMPS

    00:00 - Intro/SAE 

    01:30 - How Yannis Got Into Music/Sound Design

    04:10 - Learning How To Compose For Handheld Chip Set

    05:20 - How Yannis Got The Job To Compose For Legacy Of Goku II

    07:17 - Bruce Faulconer/OST Took A Month To Make/Ear Translations

    09:00 - Devs Picked The Music To Use For LOGII

    09:34 - Yannis Loved Working On The DBZ Theme Song

    09:55 - Emulating Guitar Samples

    10:55 - When To Keep DBZ Music The Same And When To Deviate/Music Tracking

    13:03 - Translating Pieces

    16:20 - Memory Management Of Music For LOGII

    17:40 - Fans Remixing His Music

    19:19 - Perfect Cell/Track Breakdown/LOGII Was A Sidegig

    21:10 - How Yannis Got Into Sound Design

    23:10 - Blurring Music & Sound Design

    24:40 - Working On Star Wars Imperial Academy

    25:59 - Process Of Composing

    28:20 - Cutting Corners But Still Saving Quality

    29:40 - Yannis Is Both Spontaneous & Analytical With Composing & Sound Design

    30:00 - Royalties

    31:30 - Yannis Always Has Work

    32:20 - Yannis Is Unsure If He Could Work On AAA Projects/Imposter Syndrome

    34:10 - Imposter Syndrome

    35:30 - Yannis Forgets Writing Music For Certain Games

    36:20 - Yannis’ Does Try To Keep His Work In A Vault

    37:39 - Evolution Of Composing For Handhelds Compared To Mobile Games

    39:40 - Restrictions Allowed More Creativity Back In The Day

    41:40 - Yannis Listens To Reference Material Before Starting A Project

    42:20 - Yannis Would Love To Compose For Zelda

    43:10 - Enjoying Other Games Without Being Analytical About It

    44:10 - Multiple Mixes/Implementation

    47:10 - Writers Block

    48:10 - Ear Fatigue

    49:43 - Atlas Reactor Story

    50:38 - Working With A Co-Composer/Gauntlet ROM

    52:15 - Composers That Inspire Yannis

    53:00 - Networking At Gaming Events

    54:10 - Transporting Music When Moving Countries

    56:12 - Where To Follow Yannis Brown

    58 min
  • #140 - Mike Morasky Interview(Valve, Half Life:Alyx, LOTR, NZ, Gabe Newell, Composing etc.)

    Mike Morasky is a composer at Valve who worked on franchises such as Left 4 Dead, Portal, Half Life, Team Fortress and more. Before his time at Valve he was VFX supervisor on the LOTR film trilogy and has also composed music for short films. 

     

    #valve #lotr #halflife

    SOCIAL MEDIA

    TWITTER- @MikeMorasky

     

    TIMESTAMPS

     

    00:00 - Intro

    01:00 - Transferring VFX & Programming Skills To Composing Music

    04:05 - How Mike Structures Music/LOTR VFX Structures

    07:45 - Physical & Mental Interaction

    08:45 - Challenge Of Composing For Half-Life:Alyx

    10:45 - Half-Life:Alyx Was The Hardest Project Mike Ever Worked On

    12:40 - Mike Found It Hard Adapting To Valve’s Work Structure

    15:37 - Valve Does Have A Hierarchal Structure Its Just Not Traditional 

    17:35 - Mike’s Views On Deadlines & Structure/Film Music Structure

    21:50 - How Mike Structured The Music For Half-Life:Alyx 

    23:00 -Mike Didn’t Know Music Was His Calling Well Working On LOTR/Working On LOTR

    25:20 - What Made Mike Change From VFX To Composing Music

    28:00 - How Mike Ended Up Working At Valve

    30:40 - How Mike’s Interview Process Went To Get Hired At Valve

    35:45 - Working With Peter Jackson & Wachowski Brothers

    37:22 - Working With Gabe Newell

    42:15 - Meetings In Regards To Setting Up A Valve Office In NZ/Other Offices

    44:44 - Journalists/Being Careful What You Say

    46:15 - Why Mike Didn’t Get NZ Residency/Attending The LOTR Film Premiere In Wellington

    47:15 - Mike Clears Up What His Role Was On LOTR

    48:30 - Fear Of Failure/The Gravity Of Working On LOTR

    50:45 - Dealing With Imposter Syndrome

    54:45 - Finding A New Musical Palette With Every Valve Franchise

    57:20 - Mike Has Synesthesia 

    59:39 - Mike Wants To Do Portal 3 But Doesn’t Want To Do Team Fortress 3

    1:00:30 - Where To Follow Mike Morasky

    1 hr 3 min
  • #139 - Ellen McLain Interview (Portal 2, GLaDOS, Voice Acting, Improvising, Broadway, Valve etc.)

    Ellen McLain is an accomplished singer and voice actress who is best known for voicing GLaDOS in Portal 1 and Portal 2.

     

    #portal2 #valve #glados

    SOCIAL MEDIA

    TWITTER - @ellenmclain

     

    TIMESTAMPS

    00:00 - Intro/Kiwi Talkz Name

    01:23 - Original Intention Of Robotic GLaDOS Voice

    03:35 - How To Sound Like A Robot/Initial Recordings

    06:07 - Candide Operetta/Broadway

    08:05 - Throwing Out Ideas In The Studio

    09:02 - Dynamic In The Studio With Valve Devs

    10:32 - Advocating For More Valve Games/Erik Wolpaw

    11:45 - Ellen Worked On Portal 2 From The Very Beginning Of Development

    14:42 - Working On Other Projects Well Working On Portal 2

    15:20 - Studio Sessions Never Became Monotonous/Ellen Never Gets Bored

    16:40 - Books Ellen Is Currently Reading/Russia & Putin

    20:02 - Drawing On Your Own Life To A Voice Project

    21:00 - Ellen Has Dreams Of Murdering People

    22:50 - Working With Valve

    24:20 - How Still Alive Song Came About//Jonathan Coulton/Turret Choir

    29:00 - Approaching Recording GLaDOS different for the Portal Songs

    32:00 - Recording Dialogue Out Of Order

    34:00 - Ellen Got Given Recordings Of Stephen Merchant & JK Simmons For Portal 2

    34:38 - Outlaws/Stephen Merchant/Not Disappointing Fans

    38:00 - Whiplash/JK Simmons/Juiliard School//Teaching

    40:34 - Ellen Is Keen For Portal 3

    41:10 - The Job Of The Actor Is To Not Make A Role Stale/Ellens Marriage

    43:30 - Bickering Couple In Left 4 Dead/Valve Not Knowing Ellen Was Married To John Lowrie

    45:58 - Improvising On Portal

    48:20 - Getting The Call To Come Back For Portal 2/How GLaDOS Influenced Ellens Work On Pacific Rim

    51:22 - Projects Ellen Has Worked On Recently

    54:50 - Ellen Loves Working & Rehearsing 

    56:24 - Ellens Favourite Performance Was Opera

    58:40 - Ellen Doesn’t Like Watching Her Own Performances

    1:01:00 - Where To Follow Ellen McLain

    1 hr 3 min
  • #138 - Paul Tozour Interview (Metroid Prime 2 & 3, Boss Design, A.I., Leadership, Four Swords etc.)

    Paul Tozour is a former engineer and video game developer with over 25 years of experience. He is most well known for his work on Metroid Prime 2 & 3. He is currently in the process of finishing his book The Four Swords: A Parable of Leadership, Video Games, and Dead Dragons which is due for release at the end of 2022.

    SOCIAL MEDIA

    TWITTER - @fourswordsbook

     

    TIMESTAMPS

    00:00 - Intro

    00:50 - What His Role Was At Retro Studios

    02:30 - Challenges Between Retro & Nintendo/Dark Samus Fight In Prime 3

    06:16 - Working With Tanabe/Western Vs Eastern Design

    09:02 - Adapting To Nintendos Design Philosophies

    10:55 - Project X And How It Fell Apart

    17:17 - Michael Kelbaugh’s Influence On Retros Culture/How Paul Got Into Leadership 

    21:00 - No Evidence To Show Crunch Is Productive/Cultural Norms

    24:58 - Leadership Is Building Culture Intentionally

    25:55 - Paul’s Crunch Stories/Underlying Problems Of Leadership

    28:44 - Game Studio Values/Fear Of Conflict

    31:35 - Leadership Is Leaving Your Ego On The Table

    32:20 - Activision’s Scandal A Symptom Of A Deeper Problem

    33:20 - Day Courses For Studios/Devs Having 100% Ownership Of Studios/Unions

    35:50 - Andy O’Neills Saying/Mark Heigh- Hutchinson

    37:15 - Michael Kelbaugh’s Leadership

    38:25 - Different Disciplines 

    41:40 - Pauls Book THE FOUR SWORDS And How It Came About

    47:34 - Aven Colony/Helios Boss In Prime 3

    50:15 - Pauls Frustration With A.I. In Gaming

    53:31 - A.I. Gaming Evolution Is Very Slow/Flowchart Of Boss A.I. While Working On Prime 2 

    57:01 - Idol State Of Dark Samus Battle In Prime 2

    59:40 - Tanabe Didnt Like The Original Design Of The Pirate Homeward

    1:01:44 - In Nintendo Meetings You Never Reference Another Game In Design Pitches

    1:03:30 - The Game Is The Design Document With Nintendo

    1:06:20 - Massive Design Documents Never Get Read

    1:07:29 - Retro Devs Were Halo Fans And So It Influenced Prime 3/East & West Design Meet In Metroid Prime Trilogy

    1:08:50 - You Gain New Perspectives From Working With Nintendo

    1:10:30 - Wrap Up/FOUR Swords Book Promotion

    1:11:45 - Where To Follow Paul Tozour

    1 hr 13 min
  • #137 - Eric Kozlowsky Interview (Tropical Freeze, Retro Studios, Art, Metroid Dread, Graphics, Layoffs etc.)

    Eric Kozlowsky is an artist who has worked at multiple game studios and is most well known for his short but important tenure at Retro Studios on Donkey Kong Country Tropical Freeze. He is currently Art Director at Fuzzybot.

     

    SOCIAL MEDIA

    TWITTER -@vonkoz

    INSTAGRAM - @von_koz

    ARTSTATION - https://www.artstation.com/vonkoz

    WEBSITE - https://www.landofkoz.com/

     

    #tropicalfreeze #nintendo #retrostudios

     

    TIMESTAMPS

    00:00 - Intro

    01:00 - Deadlines/Crunch

    03:30 - Early Days At Retro Studios

    06:00 - Working On Mangroves For Tropical Freeze

    07:40 - Intimidation Factor/Camaraderie At Retro

    09:20 - Eric’s Collaboration With Ted Anderson On Donkey Kong Country Tropical Freeze

    12:31 - Eric’s Work On Windmill Hills

    14:55 - Working On Rodent Ruckus

    15:46 - Crunch At The End Of Tropical Freeze/Meltdown Mayhem/Destructive Terrain

    17:29 - Working With Tanabe

    19:40 - Tropical Freeze Levels Being Worked On Out Of Sync/Creating & Working With A Kit

    23:59 - Learning From Your Peers/Nintendo Doesn’t Let You Share RAW Files

    27:00 - Why Eric Left Retro Studios

    29:10 - Eric Is Gutted He Isn’t Working On Metroid Prime 4/Eric Wasn’t A DK Fan Until Working On Tropical Freeze

    30:40 - Eric’s Thoughts On Metroid Dread/Super Metroid

    33:40 - Pacing In Games/Artist’s Should Understand Basic Design

    34:40 - Layoffs In The Industry/Why Eric Moved From Studio To Studio

    38:18 - Fans Starting False Rumours When Eric Started At Retro/Being Adaptable

    39:30 - Retro Studios Staff Laughing At Stupid Rumours/Wrong Expectations Affected Tropical Freeze

    40:30 - Differences Between Stylised & Realistic Graphics

    45:00 - Eric Struggles To Stay Up With With Technology/Tunic/Having A Critical Eye

    46:50 - Eric Tries To Be Broader Than Just Games/Looking At The Source

    48:54 - Catch The Essence But Not Have Direct Influences/Link’s Awakening Rip Off Indie Game

    50:40 - Trying To Stay Up With Artists He Mentors/Some Artists Shouldn’t Be Directors

    52:40 - Keep Your Skills Sharp As An Artist/Having Tunnel Vision With Art Sometimes

    55:00 - Where To Follow Eric Kozlowsky

    55:57 - Eric’s Book Arma

    58 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