Kiwi Talkz

Kiwi Talkz

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Kiwi Talkz episodes

  • #136 - Ted Anderson Interview (Donkey Kong, Mario Kart 7, Artistry, Nintendo, Texture Libraries etc.)

    Ted Anderson is an artist who is most well known for his tenure at Retro Studios working on both Donkey Kong Country games and Mario Kart 7. He currently works for Pixel Pushers Union 512 and recently released the game Tonight We Riot.

    SOCIAL MEDIA

    Pixel Pushers - @ppu512

    Twitter - @pixel_possum

    Tonight We Riot - https://tonightweriot.com/

     

    #donkeykong #mariokart #retrostudios

     

    TIMESTAMPS

    00:00 - Intro

    00:45 - How Ted Ended Up At Retro Studios

    02:45 - Nintendo’s Philosophy On Art/Retro Helped Form His Artstyle

    06:00 - Stylised Art/Warhammer’s Art Helped With Artstyle Of DKCR

    08:15 - Dynamic With The Artists At Retro

    09:20 - Creating Texture Libraries For DKCR

    12:20 - Challenges Of Migrating Over To The Wii U Hardware

    15:45 - Why Concept Art Is Needed/Boundaries Of An Artist

    17:00 - Designing Grassland Grooves In DKCTF

    19:50 - Working On World 5(The Fruit World) 

    20:45 - Collaborating With Eric Kozlowsky

    22:45 - Ted Struggles With Water Levels/Specialty In Mechanical Structures

    24:15 - Stylised & Realistic Art Challenges

    26:30 - Dynamic Between Retro Studios & NOJ/DK Blow Mechanic Story

    28:45 - Ted Got Given All The Assets For The Entire Mario Kart Franchise While Working On MK7

    30:15 - Many Of Retro’s Staff Didnt Want To Work On Mario Kart 7/Early 3DS Development Kits

    32:29 - MK7 Tracks Ted Worked On

    33:18 - Ted Went Above And Beyond To Make Shy Guy Bazaar Track

    36:10 - Ted Is A Quick Artist

    36:40 - How Ted Works Fast But Still Maintains Quality

    39:30 - How To Work Around Hardware Limitations

    41:10 - How To Design Machinery 

    45:50 - Ted Worked Off Hours On Shyguy Bazaar To Make It Special

    47:12 - How The Metroid Easter Eggs In Donkey Kong Came About/Crocomire Reference

    48:45 - Retro’s Design Team/Artists Killing Some Designers Ideas

    50:40 - Collaborating With Designers

    52:10 - Foreground & Background Design In DKCR

    53:50 - Making DK The Focus In Levels With Destructive Terrain

    56:40 - Its A Fireable Offence To Work On Personal Games Well At Nintendo

    1:00:00 - Publishers Should Encourage Developers To Work On Personal Projects Off Hours

    1:01:00 - Certification 

    1:03:30 - Ted Shows Off His Retro Mementos 

    1:04:20 - Where To Follow Ted Anderson/Pixel Pushers

    1 hr 7 min
  • #135 - Chet Faliszek Interview (Valve, Left 4 Dead, Portal 2, Writing, Crunch, Anacrusis etc.)

    Chet Faliszek who was a former writer at Valve for over 12 years. He is now Co-Founder and CEO of Stray Bombay and are currently working on Anacrusis.

     

    SOCIAL MEDIA

    TWITTER - @chetfaliszek

    ANACRUSIS WEBSITE - https://www.theanacrusis.com/

    Discord - https://discord.com/invite/straybombay

     

    #valve #left4dead #anacrusis

     

    TIMESTAMPS

    00:00 - Intro/Anacrusis Correction & What It Means

    01:41 - Big Dictionary Of Slang

    03:19 - Proper Pronounciation Of Faliszek

    04:46 - Being Approached By Gabe To Join Valve/Gabe’s Personality

    06:08 - Chet’s First Day At Valve

    07:15 - Dynamic Between Chet & Erik Wolpaw

    08:10 - Work On Half Life Universe

    09:30 - Gabe Initially Didnt Want Chet To Do A Zombie Game

    11:37 - Conception Of Left 4 Dead

    13:20 - What Chet Would Change On Left 4 Dead Based On The Pandemic

    15:41 - Planting Seeds For A Sequel In Left 4 Dead

    17:30 - How He Ended Up Writing For Portal 2/Writing For Portal 2

    20:45 - Challenge Of Writing For Left 4 Dead

    22:00 - Valve’s Culture/Certification

    24:46 - Valve’s Influence On Stray Bombay/Flat Hierarchy Pros & Cons

    27:43 - Misperceptions/Collaboration

    31:00 - Working With Sensitive People/Nothing Is Cool & Suck/Feedback

    33:17 - Chet Doesn’t Get Affected By People Screaming At Him/Dealing With Tensions

    35:40 - DOOM’s Impact On Chet/Improving Your Comedy/Old Man Murray

    38:20 - Chet Loved Living In Cleveland

    39:01 - How Being A Painter Transferred Over To Game Design

    41:00 - Chet Has A Lot Of Respect For Trade Workers

    42:25 - Self Imposed Crunch/You Can’t Finesse Crunch 

    45:02 - Retail Releases Are What Causes Crunch

    45:05 - How Chet Ended Up Working On HTC VR

    51:10 - Defining The Goals On Anacrusis

    52:30 - What’s On The Horizon For Anacrusis

    56:50 - Where To Follow Chet Faliszek/Stray Bombay

    58 min
  • #134 - Jim Wornell Interview (Graphic Design, Ocarina Of Time, Metroid Prime, Voice Acting, Nintendo etc.)

    Jim Wornell was a former graphic designer at Nintendo who created the logos for franchises such as Metroid, Animal Crossing and Paper Mario. He also was a localiser, bug tester and manual editor on Ocarina Of Time.

    #nintendo #ocarinaoftime #metroidprime

    SOCIAL MEDIA

    TWITTER - @jimbob_crachit

    WEBSITE - https://www.jimwornell.net/

     

    TIMESTAMPS

    00:00 - Intro

    01:07 - How Jim Ended Up Working At Nintendo & Became A Graphic Designer

    04:00 - The Hardest & Easiest Graphics To Design

    05:50 - Iterations Of Animal Crossing Logo/Logo Design Phase

    08:00 - Working On The Metroid Prime Logo

    13:00 - What Graphic Design Jim Does Now/Nintendo Has All Of Jim’s Unseen Designs

    14:30 - The Hardest Parts Of Learning Graphic Design

    15:30 - The Big Green Book Of Maps/Learning Design Before Youtube

    17:20 - Friendly Rivalry With Other Graphic Designers

    17:55 - Working On Ocarina Of Time

    23:35 - Bugs Found Well Play Testing Ocarina Of Time

    24:55 - Being Credited For Work Jim Didn’t Do

    25:25 - Design That Was Made But Game Was Cancelled

    26:54 - Jim Did The Metroid Prime Logo Entirely Solo/Other Work He Was Doing At The Time

    28:07 - Time Management/Advice For Designers

    29:50 - Checking Your Ego

    31:44 - What Jim Asks Of Clients When They Request A Design

    33:10 - Dealing With Clients Who Don’t Know What They Want

    35:15 - Metroid Prime Logo Font

    36:56 - Metroid Fusion/Metroid Prime 2 Logo

    38:00 - Paper Mario Logo

    39:04 - Never Stop Learning With Adobe Programs

    39:48 - How Jim Ended Up Being The Announcer On F-Zero X 

    42:48 - Voice Acting Bug/Voice Acting Is A Tough Business

    43:15 - Doing Different Accents/

    44:35 - Connecting With The F-Zero Community

    46:05 - Tips For Voice Acting

    47:50 - Jim Is Learning About Mixing

    49:20 - Meeting Shigeru Miyamoto

    50:49 - Meeting Owen Hart 3 Weeks Before He Died/Meeting Dwayne Johnson

    52:51 - Where To Follow Jim Wornell

    53:25 - Who Drew Jim Wornell’s Graphic

    56 min
  • #133 - Erik Wolpaw Interview (Half Life:Alyx, Portal 2, Portal 3, Valve, Writing, Dialogue etc.)

    Erik Wolpaw is a writer at Valve and has worked on franchises such as Half Life and Portal. He recently worked on Half Life:Alyx and Aperture Desk Job

     

    SOCIAL MEDIA TWITTER - @wolpaw

     

    TIMESTAMPS

    00:00 - Intro

    00:25 - Being A Database Programmer Before Being A Writer

    01:00 - Procrastination/Psychonauts

    03:10 - Coming Up With Names Is Easy/Keeping Up Energy Is Hard/Jokes Being Cut

    04:50 - Erik Doesn’t Like Writing

    05:55 - Erik’s Ideology In Terms Of Writing For A Game

    07:50 - Time Between Portal & Portal 2/Don’t Write Yourself Into A Corner

    08:25 - Erik Wants To Work On A Portal 3/Valve’s Corporate Structure 

    10:01 - Portal 3 Might Not Happen/Why Valve Doesn’t Release Many Games

    11:45 - Valve’s High Quality Bar/Development Cycle

    12:20 - Portal 2 Almost Didn’t Happen/Portal 2 Project Cycle

    15:45 - Games Are Terrible Until Near The End

    17:04 - Struggling With Ideas For Portal 2 Until Wheatley Idea Came About

    19:14 - Working With Stephen Merchant On Wheatley/Writing To An Actors Strengths

    23:30 - People Involved In Directing An Actor In The Studio

    25:00 - Working With Rhys Darby On Russell/Meeting Rhys Darby In L.A.

    27:45 - The Original Writing For Half Life:Alyx Didn’t Work/Writing Half Life:Alyx

    31:47 - Original Ending Of Half Life:Alyx And Tweaking It

    34:15 - Connecting Half Life:Alyx Ending To Half Life 2

    38:10 - Gabe’s Involvement/Erik’s Relationship With Gabe

    39:45 - Writing With Jay Pinkerton

    41:22 - Erik’s Easiest  Character To Write Is The Institution Voice In Portal 2

    42:36 - Writing Something And Thinking Its Horrible When Said Aloud

    43:40 - Nate Bargatze Struggled With The Word Turret On Aperture Desk Job

    44:08 - Convoluted Lines Of Portal 2

    45:00 - Erik Appreciates The Work It Takes To Write Something Good/God Of War Caused Erik Stress

    46:00 - Erik Is Always Stressed/Erik Hates Letting People Down

    47:45 - Comedic Obsessions With Writing/Erik Wants To Improve On His Writing

    49:40 - Re-Purposing Dialogue

    50:10 - Erik Respects The Valve Artists/Picturing An Image Well Writing

    53:00 - Jay Pinkerton Is A Good Designer/Comics

    54:09 - Erik Wants To See A Sunset Overdrive 2/The Game Industry Is Quite Small

    55:50 - Why Erik Left Valve & Became A Contractor Instead

    56:50 - Erik’s Son Being Born During The End Of Portal 2’s Development

    1:00:15 - Where To Follow Erik Wolpaw

    1:02:09 - Petition To Gabe Newell To Start Portal 3

    1 hr 4 min
  • #132 - Andrew Hulshult Interview (DOOM Eternal, IDKFA, Mixing, Bobby Prince, Ear Fatigue etc.)

    Andrew Hulshult is a video game composer and sound designer who composed music on the DOOM Eternal DLC The Ancient Gods, he is also well known for DOOM remix project IDKFA as well as his work on franchises such as Quake and Duke Nukem

     

    #doometernal #anicentgods #idkfa

     

    SOCIAL MEDIA

    YOUTUBE -  @Andrew Hulshult 

    TWITTER -  @Andrew Hulshult 

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

     

    TIMESTAMPS

    00:00 - Intro

    00:50 - Not Copying Mick Gordon But Respecting DOOM’s Music

    03:10 - Chad Mossholders Guidance 

    08:28 - Process Of Making Blood Swamps

    10:45 - Difference Between Ambience, Light Combat And Heavy Combat

    12:30 - Creating Various Versions Of Blood Swamps

    14:30 - Andrew Didn’t Contact Mick Gordon To Get His Blessing Because Of The Fragile Situation

    15:46 - Making Allies To Get More Work Opportunities

    16:35 - Don’t Burn Bridges/Fragile Egos

    19:30 - IDKFA - Dark Halls Track

    21:40 - IDKFA Project/Bobby Prince

    23:44 - Getting Better With Strings/Sinister Track

    25:45 - Not Liking Your Own Music After Hearing It So Much

    26:59 - Listening To Old Mixes

    29:00 - Andrew’s Mixing Process

    29:45 - Ear Fatigue/Time Management

    33:30 - Ancient Gods DLC OST/Why He Hasn’t Advocated For One

    34:45 - Andrew Would Love To Work On Another DOOM Game/Outings

    37:18 - Andrew Has Had Moments Where He Thinks He’s Awesome/Staying Grounded

    39:20 - Helping The Community/North Texas Foodbank/Capitalism 

    41:42 - DOOM & Quake Were Dream Projects/Projects Andrew Wants To Work On

    44:00 - Creating Ambience/Renowned Music For DOOM

    45:45 - Submitting Demos

    46:20 - Andrew’s Ancient Gods DLC Demo

    48:10 - David Levy Is His Brother In Arms/Honesty

    50:08 - Callbacks To Bobby Prince’s Music

    51:40 - 2021 Was A Hard Year For Andrew/Phone Call With Bobby Prince

    54:40 - How Andrew Manages Multiple Projects At The Same Time

    57:20 - Andrew’s Cat

    57:45 - Where To Follow Andrew Hulshult 

    1 hr
  • #131 - Stephen Hunter Interview (The Hobbit, Acting, Peter Jackson, Coaching, Voice Acting, Video Games etc.)

    Stephen Hunter is an actor, radio host, voice over artist, and acting coach. He is most well known for playing Bombur in The Hobbit.

     

    SOCIAL MEDIA

    YOUTUBE -  @Stephen Hunter 

    TWITTER - @StephenJHunter1

    WEBSITE - https://www.stephen-hunter.com/

     

    #thehobbit #peterjackson #actingcoach

     

    TIMESTAMPS

    00:00 - Intro

    01:07 - Stephen’s Bombur Shirt/Stephen’s Office Of Memorabilia 

    02:50 - Stephen Doesn’t Get The Luxury Of Choosing Roles/Sydney Floods

    04:29 - How Stephen Got A Role In The Hobbit

    10:17 - Colour Audition Rounds Of Hobbit

    10:48 - Having No Dialogue As Bomber/Physical Acting

    13:02 - Being Intimidated By The Scale Of The Hobbit At First

    15:00 - Committing To The Role By Eating

    16:25 - Shooting The Bag End Scenes/Different Stages They Had Sets

    19:03 - Barrel Riding Scene

    20:42 - The Bomber Costume

    24:05 - Peter Jackson’s Direction

    26:24 - Goblin Cave Story/Practical Jokes

    28:20 - Running From Beorn Scene

    31:30 - Biggest Mistakes Actors Make

    34:00 - Hollywood Creates Delusions In Actors/Advice For Actors

    38:38 - Voice Acting Opportunities/Audio Plugins

    41:16 - Video Game Voice Acting Doesnt Pay Well In Australia /Naughty Dog

    43:09 - Online Voice Agencies/Audio Equipment Is Cheap/Recording Booths

    45:40 - Stephen Is An Audio Engineer

    47:00 - Actors Creating A Constant Income/Don’t Rely On One Industry For Survival

    50:00 - Why Stephen Didn’t Move To America/American Visas

    50:55 - Australian Actors Making It Big In America

    51:26 - Stephen Worked With Chris Hemsworth Before He Blew Up

    51:55 - Australia & NZ Film Studios 

    54:00 - How To Sign Up To Stephen’s Acting Coach Course

    57 min
  • #130 - David Levy Interview (DOOM Eternal, Mixing, Gen:Lock, Royalties, Passive Income, Mick Gordon etc.)

    David Levy is a film, television and video game composer who is most well known for partly composing the soundtrack to the DOOM Eternal DLC - The Ancient Gods

    #doometernal #ancientones #immora

     

    SOCIAL MEDIA

    YOUTUBE -  @David Levy 

    TWITTER - @davidlevymusic

    INSTAGRAM - @davidlevymusic

     

    TIMESTAMPS

    00:00 - Intro

    00:57 - How David Ended Up Scoring For Ancient Gods DLC

    02:00 - David Was Told Not To Copy Mick

    02:58 - Atlantica Was The First Track David Worked On/Intensity Levels

    05:25 - Ambience To Combat To Heavy Combat

    06:28 - Mick Gordons Mixing

    07:54 - Modulators/Plugin Units David Used For Ancient Gods

    09:15 - How David Composed For Ancient Gods DLC

    10:45 - Trial Of Malligog/Music David Worked On

    12:45 - Working With Andrew Hulshult

    14:00 - Davids Work History/Difference Between Scoring Games & Film/Immora

    17:45 - Avoiding Overnighters & Burnout

    18:45 - Satanist Immora Story/Metal Choir Samples

    21:39 - David’s Cat In His Videos 

    23:30 - Project Simulation

    24:20 - Doing One Project At A Time/Energy Levels

    26:11 - How David Structures His Day

    27:05 - Ear Fatigue On DOOM/David’s Mixing

    30:45 - You Can’t Have An Ego As A Game Composer

    32:46 - Setting Expectations Before A Project Starts

    35:36 - Don’t Copy Any Other Artist

    36:15 - David Would Love To Work On DOOM Again

    37:15 - David Was Super Stressed Out Working On DOOM

    39:40 - How David Ended Up Working On Gen:Lock/Burnout

    44:55 - Pushing Yourself When You Are About To Give Up

    46:15 - Gen:Lock Was A 6 Month Sprint/DOOM Was A Short Sprint

    47:40 - David Considered Giving Up His Career As A Composer After Moving To Austin

    49:40 - How David Established His Portfolio

    54:40 - How David Pushed Through Moments Of Being Disheartened In His Early Years

    55:25 - Advice From Austin Wintory/Gotta Keep Going

    57:25 - Royalties

    59:30 - Getting Passive Income From Sample Packs

    1:02:50 - Where To Follow David Levy

    1 hr 5 min
  • #129 - Joe Houston Interview (Bluepoint Games, SOTC, Titanfall, Uncharted, Localisation, Coding etc.)

    Joe Houston is a programmer/engineer who is most well known for his tenure at Bluepoint Games working on games such as Shadow Of The Colossus, Titanfall, Uncharted, Demon Souls etc.

    #bluepointgames #shadowofthecolossus #uncharted

     

    SOCIAL MEDIA

    TWITTER - @pandamittens

     

    TIMESTAMPS

    00:00 - Intro

    00:00 - Joe Hasn’t Been To Houston Despite His Surname

    01:20 - Bluepoint Games Like Hard Problems

    03:13 - Memory Stomp Bug On Titanfall 

    04:50 - Code Drops On Titanfall/Co-Development With Respawn Titanfall

    06:40 - Optimisation Problems With Titanfall

    09:10 - Bluepoint Games Reputation, Professionalism & Transparency 

    11:40 - Bluepoint Engine

    12:20 - Extracting Data From Older Games/Process Of Making Remakes

    14:14 - Joe’s Skillset/Workflow & Bug Tracking For SOTC

    17:25 - Parity Issues Were A Problem On SOTC/Japanese Source Code

    20:40 - Japanese Source  Code Issues That Ended Up Accumulating Over Time

    22:17 - Joe Knows Basic Japanese/Localization

    23:30 - Maintaining Culture In Localisation/Arabic Compared To English

    27:00 - The Problems With The Original SOTC/Dishonored Being Compared To Thief

    30:40 - Modernising Uncharted 1 For PS4

    34:40 - Getting Uncharted Collection To Maintain 60FPS

    36:40 - Working On Uncharted Games Simultaneously/Bluepoints QA

    37:45 - Uncharted 2 Was The Starting Point For Development Of The Collection/Keeping Bugs

    40:20 - Remakes & Remasters Vs Original IP

    42:17 - Playing Uncharted 3 To Prepare For Development On The Remake

    43:25 - Joe Never Played SOTC Until He Started Developing The Remake/Studying SOTC

    45:33 - How Japanese Coders Operate/Birds In SOTC

    47:00 - Working With Andy O’Neil

    49:03 - Bluepoint Games Motto”Working Smarter,Not Harder”/Avoiding Crunch

    51:07 - Bluepoint Is A Great Studio For Engineers

    51:58 - Pros & Cons Of Bluepoint Games

    53:45 - Breaking Into The Game Industry/Artistry/Flexing His Other Skillset/Working At Discord

    56:49 - Where To Follow Joe Houston

    58 min
  • #128 - Ben Kasparek Interview (DBZ, Editing, Bruce Faulconer, 9/11, Pikkon Theme Cell Saga etc.)

    Ben Kasparek was the music editor on the English Dub of Dragonball Z for the Android, Cell and Buu Sagas of DBZ and worked closely with the composers of the show Mike Smith, Scott Morgan and Julius Dobos

     

    #dbz #dragonballz #brucefaulconer

     

    TIMESTAMPS

    00:00 - Intro

    00:42 - How Ben Got Into DBZ/Getting Job At Faulconer Productions

    04:08 - Ben Originally Wanted A Job At Funimation But Couldn’t Find The Office

    04:49 - Watching Mike Work/What Episode Ben Started First When Editing

    06:30 - Editing An Episode Took One Week/Editing Process

    08:07 - DBZ Music Library/Mistake With Vegetas Theme

    10:13 - Ben Favoured Hyperbolic Time Chamber Theme In Editing

    11:25 - Limiting Of Pikkons Theme

    12:56 - Ben Inspired Scott To Write The Arpeggiated Part Of Pikkons Theme

    14:56 - The Genius Of Mike Smith,Scott Morgan & Julius Dobos

    15:59 - Japanese DBZ Music/Gohan Vs Cell Kamehameha Episodes Had No Changes In Editing

    18:19 - 16 Rips Off Cells Tail/Gohan & Icarus/Perfect Cell Runs

    19:25 - Such A Massive Library Existed By Buu Saga So Cell Saga Music Was Hardly Used

    20:32 - Having A Bigger Catalog Made It Easy To Edit

    22:33 - How The Best Of DBZ Vol 1 Soundtrack Came About

    25:12 - Ben Would Give The Musicians Requests And They Nailed It Every Time

    26:32 - Ben Was Late To Work On The Day Of 9/11

    28:21 - Gohan Goes To School Episode Had To Be Edited In 24 Hours

    29:32 - Hardcore DBZ Fan In Ben’s Class/New Generation Of DBZ Fans

    31:04 - Groove Of Work

    32:05 - Bruce Faulconer’s Involvement In DBZ

    34:24 - Cakemix Studio/Internets Effect On Bruce’s Studio

    35:34 - Ben Not Knowing Gohan SSJ Is Goku’s SSJ Backwards

    36:24 - Tying Gohan’s Music To Piccolo During The End Of Cell Saga

    37:32 - Character Moments

    38:30 - Going From Fighting Music To Silly Music Being Jarring/

    41:45 - Ambient Pieces Being Easy To Edit/Transitions

    43:45 - The Final Atonement Episode

    46:15 - Emotional Scenes

    48:15 - Mike, Scott And Julius’s Different Styles Of Composing

    51:10 - SSJ3 Theme

    52:46 - Julius’s Work On Editing On Outside DBZ

    55:00 - Bittersweet Feeling Of DBZ Ending

    59 min
  • #127 - DoctorM64 Interview (AM2R, Skippy The Bot, Game Design, Programming, Composing etc.)

    DoctorM64 is the man behind the Metroid 2 fan remake AM2R. He spent over 8 years developing it in his spare time. His efforts werent in vain as now he is a programmer at Moon Studios and recently worked on Ori:Will Of The Wisps.

    #am2r #metroid #metroid2

    SOCIAL MEDIA

    TWITTER - @DoctorM64, @PROJECTAM2R

    YOUTUBE -  @Milton Guasti 

    Join the Kiwi Talkz Discord server to make guest submissions and submit questions to guests! https://discord.com/invite/gJ6VgGq2

     

    TIMESTAMPS

    00:00 - Intro

    00:28 - How The Name DoctorM64 Came About

    01:50 - Times DoctorM64 Considered Giving Up On AM2R

    04:00 - What Was Developed From The Get Go/What Changed Throughout Development

    07:03 - Skippy The Bot Section In AM2R

    10:39 - Skippy The Bot Flash Game

    15:14 - Musical Approach For AM2R

    17:01 - Refining The Music/Working With Composers

    20:22 - Trying To Lessen The Repetitiveness Of The Metroid Encounters

    23:20 - A.I. Programming Of The Metroids

    25:31 - Challenge Of Overhauling Zeta, Omega & Metroid Queen

    29:26 - Random Crashes In Game Maker And Losing Development Progress

    30:57 - Water Distortion Filter Effect

    33:02 - How The Power Generator Area Came About/Static Electricity Filter Effect

    37:10 - Designing The Escape Sequence

    41:39 - Input From The Speedrunning Community During Design

    43:45 - Working In A Team As A Programmer Prepared Him To Manage The AM2R Team

    46:48 - Approach To The Lore Of Metroid

    49:40 - Problems With The EMMIs In Metroid Dread

    52:02 - DoctorM64 Marvelled At The Agility Of Samus In Metroid Dread

    53:19 - DoctorM64 Can’t Help But Critique Metroidvania Games

    54:19 - Development Eventually Gets Stale So You Need Others To Look At Design With Fresh Eyes

    56:15 - Where To Follow DoctorM64

    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