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