Kiwi Talkz

Kiwi Talkz

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Kiwi Talkz episodes

  • #126 - Josh Weier Interview (Portal 2, Valve, Game Design, Gabe Newell, Play Testing, Management, Crunch, Certification etc.)

    Josh Weier was a game developer at Valve for over 14 years and worked on franchises such as Portal and Half Life. He was the project lead designer on Portal 2.

    Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!

    #sponsored #valve #portal2

     

    SOCIAL MEDIA

    TWITTER - @weier_josh

    Zero Page: http://zero.page

    Zero Page Twitter: @zeropage_game

     

    TIMESTAMPS

    00:00 - Intro

    00:53 - Memories Of Valve

    02:01 - Orange Box/How Josh Ended Up As Project Lead On Portal 2

    05:20 - Portal 2 Storyboards/Design Approach With Portal 2

    06:45 - Elevator Doors Are Actually Portals

    07:40 - Playtesting/Design Of Game Mechanics

    11:00 - Design & Storytelling Working Together/Changing Environments

    13:00 - Story Constantly Changed Through Development

    14:15 - The Moon Segment Was Added Very Late In Development

    15:45 - Catapults/Bridges/Linear & Non Linear Aspects Of The Design

    19:23 - Walking On Walls & Bullet Time Were Cut Game Mechanics

    21:30 - The Gel Was Hard To Implement/Digipen

    23:05-  Difficulties Of Programming For PS3/Smoothing Out Portal Transitions

    26:20 - Manscaped Sponsored Segment

    27:23 - Momentum Physics/Where People Would Quit On The Original Portal

    29:04 - Gabe Newell/Gabe Wanted GLaDOS To Have A Face/Gabe’s Struggles

    31:05 - Underground Area Was The Hardest Area To Work On

    32:55 - Portal 3/Portal For Xbox Was The Genesis Of Developing Portal 2 

    37:20 - Portal 2’s Intro Is Inspired By Super Metroid’s Intro

    39:20 - Original Idea For GLaDOS In Portal 2/Announcer

    41:40 - Trying To Sell The Part When Wheatley Turns Bad

    43:20 - Dealing With The Weight Of Expectations/Valve Doesn’t Have A Template Of Developing

    45:20 - Game Designing Is Stressful/Complications Of Crunch

    46:50 - Portal 2 Almost Ruined Josh’s Marriage/Game Developments Effect On Family Life

    48:30 - Josh’s Management Style/Communication

    50:52 - Josh Cant Switch His Brain Off 

    53:09 - Crunch Process For Portal 2

    54:35 - Certification Problems For PS3 & Xbox/How Much Time Certification Adds To Development

    58:24 - Politics Of Certification

    58:59 - Zero Page Game

    1:00:13 - Where To Follow Josh Weier

    1 hr 3 min
  • #125 - Carlos Mendieta Interview (Metroid Prime 2 & 3, Donkey Kong Country Tropical Freeze, Animation, Drawing, Comics etc.)

    Carlos Mendieta is an animator in the video game industry. He is most well known for his tenure at Retro Studios where he worked on Metroid Prime 2 & 3 as well as Donkey Kong Country Returns and Tropical Freeze. He is now creating his own comic book and creating a kickstarter, visit the website to support.

     

    WEBSITE https://www.carlosmendieta.com/?fbclid=IwAR0GNIfo-tVcBGw3y_BchCaR-lTPTdxrVbYuigJIJJ4E3UW7nz9QDZbvnvA

     

    #metroidprime2 #donkeykong #retrostudios

     

    TIMESTAMPS

    00:00 - Intro

    01:10 - Differences Between Animating And Drawing/Team Collaboration

    02:44 - Getting All The Animators To Establish The Same Style For A Game

    04:01 - Animators Comraderie/Animators Work Structure On Metroid Prime 2/3 

    06:05 - Metroid Prime 2 Animators Were Never Under Huge Pressure/Prime 2 Cutscenes

    07:01 - Carlos First Bit Of Work Was The Space Pirates

    07:50 - Carlos Loved The Original Metroid Prime

    08:32 - Complexity Of Prime 3 Cutscenes Compared To Prime 2

    09:47 - How The Structure Of The Cutscenes Were For Prime 2 And Prime 3

    11:00 - Cutscenes Storyboards

    12:24 - Carlos Was Told Prime 3 Wouldn’t Have As Many Cutscenes As Prime 2 Initially/Sammy Hall

    13:37 - Adjusting Animation Style From Metroid To Donkey Kong

    14:45 - Donkey Kong Playing DS Animation

    15:30 - SD To HD Doesn’t Change Animating Much/New Skeletons Were Created Between DKCR & DKCTF

    16:37 - Donkey Kongs Fur Was Handled By Engineers Not Animators

    17:09 - Animating The Bosses Of Both Donkey Kong Games/Owl Boss

    18:15 - Cutscenes For Donkey Kong Vs Metroid Prime/Facial Animation

    20:46 - Duration Of Making One Cutscene In Donkey Kong

    21:45 - Having A Plan Before Animating Is Critical

    22:42 - Compressing Animation/Framerate

    24:01 - Acting Out To Get Animation References Right/Keyframe MP

    26:30 - Carlos Animated Himself For The Walrus Butt Hit Reaction In Tropical Freeze

    27:30 - Samus Was Animated As A Badass Where As Donkey Kong Animation Was Exaggerated

    28:38 - Carlos Animated The Samus Thumbs Up In Prime 3 And It Was A Big Cutscene To Animate

    30:46 - Retro Studios Animation Team Continued To Get Better/Carlos Went To Artschool With A Lot Of Retro Animators

    31:40 - How Carlos Ended Up At Retro Studios/Being Excited To Work On Metroid

    33:37 - Working On Metroid Prime 2 & 3 Wasn’t Stressful Due To The Team

    34:58 - Crunch For Prime 2 Was 3 Months And Was Only Cutscenes/Polish At The End Of Prime 2 Development

    36:25 - Metroid Prime Franchise Is The Only Franchise Where Cutscenes Were Done At The End

    37:30 - Story Was Changed Part Way Through Prime 3 Which Made A Ghor Cutscene Change

    38:30 - How A Small Tweak  Can Dramatically Change Production

    39:30 - Nintendo Cares About Quality

    40:30 - Nintendo Gets QA Testers On A Game From Early Development

    42:23 - Carlos Loved Working At Retro Studios/

    43:54 - Most Of The Metroid Prime 2/3 Animation Team Is Still At Retro

    44:40 - Why Carlos Left Retro Studios & Moved To New Orleans

    44:45 - New Orleans Inspires Carlos

    47:07 - Carlos Is Kickstarting A Comic

    47:43 - Carlos Shows Off Artwork For His Comic/Idea Of The Comic

    48:52 - It Takes 8-12 Hours To Do One Drawing

    49:38 - Carlos’ Thinks Metroid Dreads Cutscenes Are Awesome

    50:35 - Carlos’ Loves The Animation Of Cupped/

    52:00 - Carlos Theorises How They Animated Cuphead

    52:45 - Environments On Metroid & DK Were Handkeyed

    53:50 - Destructive Terrain Of Tropical Freeze/Frantic Fields Trees Were Animated 3 Times

    55:20 - Carlos Favourite Cutscenes He Worked On

    56:15 - Timelessness Of Retros Games

    57:10 - Carlos Didn’t Lea

    1 hr 4 min
  • #124 - Legendary Wes Interview (Smash Bros Melee, Playstyles, Online Hate, Deadly Alliance, Trash Talking etc.)

    Legendary Wes was one of the Top Tier smash bros players in the golden era of Smash Bros Melee competitions. He was particularly known for being one of the best Samus players.

    #sponsored #smashbros #samus

    SOCIAL MEDIA

    TWITCH -  @TheLegendarywes 

    YOUTUBE -  @TheLegendarywes 

    TWITTER - @thelegendarywes7

     

    Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!

     

    TIMESTAMPS

    00:00 - Intro

    00:27 - Why Wes Wanted To Main Samus/Metroid

    02:35 - How Wes Got His Playstyle And Evolving It/Hugz

    05:20 - Wes Would Spend 8 Hours A Day Playing Melee/Life Balance

    07:15 - Using The Hood To Exploit Opponents/Trash Talking

    10:54 - Story About Trash Talking Jayman

    11:52 - Having Thick Skin/How To Get Out Of A Depressed State

    13:36 - Deadly Alliance Terrorising Competitions

    14:26 - Deadly Alliance Crew/How They Became An Elite Team

    16:20 - Where The Team Is Situated Now/Compton

    17:30 - How Wes Prepared Psychologically Before A Competition/Lollipops

    20:29 - Wavedashing/Samus Is The Most Technical Character

    21:57 - With Samus You Have To Change Style With Every Character/Learning From Noobs

    24:14 - Manscaped Sponsored Segment

    25:02 - Learning Frame Breakdowns/Hitboxes

    26:31 - Mew2King/PC Chris/Armada/Zane

    30:07 - Smash Bros Documentary/Wes Material That Was Cut

    32:44 - Smash Bros Toxicity Is Only Online/Event Vibe

    33:57 - SOS Gamers/Work In The Community During A Pandemic

    37:27 - Stigma Of Girls Being Bad At Gaming/Getting Girls Into Gaming/Misogyny 

    40:50 - Deadly Alliance Doubled As Security For Events/Mew2King’s People Robbed Him Of His Own Money

    42:40 - Deadly Alliance Isn’t As Hood As People Think

    44:30 - Jumping Between Melee & Ultimate

    45:52 - Wes Thinks Smash Bros Ultimate Is Better Than Melee Overall/Melee’s Dedicated Community

    49:40 - Nintendo Gamecube Online/Rollback For Melee

    50:03 - Balancing Work Schedule & Content Creation

    51:22 - Celebrities Wes Has Been Mistaken For

    52:30 - Where To Follow Legendary Wes

    55 min
  • #123 - Gavin Price Interview (Playtonic Games, Rare, QA Testing, Yooka Laylee, Management etc.)

    Gavin Price was previously employed at Rare for over 15 years and started off as Quality Assurance Tester before moving into game development. He has now cofounded Playtonic Games and overseen the Yooka Laylee games.

    #rare #yookalaylee #donkeykong

     

    TIMESTAMPS

     

    00:00 - Intro

    01:07 - Staying At Rare For So Long

    01:51 - Doing Quality Assurance And What It Entailed At Rare

    04:00 - How Gavin Ended Up Working For Rare

    05:45 - Common Bugs Found In Game Testing

    07:30 - Mickey’s Racing Was Bug Free

    08:13 - Seriousness Of Testing & Shipping A Game/Crystal Caverns Bug

    09:44 - Process In Development When Testing Starts

    10:29 - Game Release Schedule At Rare In Early Days

    12:13 - Competitiveness Of Rare

    12:48 - How Rare Changed When Microsoft Bought It

    14:10 - Gavin Was A Little Overwhelmed When Moving From QA To Development

    16:13 - The Stampers Game Process Vs Microsofts Game Game Process

    18:50 - Why Gavin Founded Playtonic Games/Rare Redundancies

    22:11 - Pitching Playtonic To His Colleagues

    23:54 - Kickstarter Campaign Catching Gavin Offguard/Early Days Of Playtonic

    27:45 - Developing Yooka Laylee With The Hype Surrounding It

    29:01 - Hindsight Of Yooka Laylee/Naevity Of Business

    31:45 - Performance Was The Challenge Of Yooka Laylee

    33:08 - Camera & Bosses Were The Hardest Parts To Develop For With Yooka Laylee

    34:34 - Difficulty Spikes & Developing For That

    36:24 - In The Early Days Playtonic Didn’t Have Enough Time To Research Before Starting Development

    37:46 - Mario Odyssey/Accessibility/Quick Resume Modes

    41:27 - Challenges Of Developing An Exclusive Game Vs Multi Platform

    42:50 - Game Growth/Competition/Quality Bar

    44:05 - Digital Games/New Game Business Models

    45:05 - Distribution/Being Ahead Of The Curve

    47:26 - Staying Up With Technology/Responsibility Of Employees Livelihoods 

    49:08 - Unpopularity Of Certain Management Decisions/Hierarchy System Of Playtonic

    51:45 - Methods Of Avoiding Crunch

    53:03 - Playtonic Wants To Make A Lot More Genres Of Games/Improving On Rare’s Legacy

    54:40 - Yooka Laylee In Smash Bros Needs To Be Earned

    55:55 - Where To Follow Playtonic Games/Future Endeavours For Playtonic

    59 min
  • #122 - Richard Vorodi Interview (Metroid Prime Hunters, Game Design, Lore, Nintendo, Darksiders III etc.)

    Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!

    Richard Vorodi currently works as a designer at Gunfire Games and was lead designer on Darksiders III , he previously worked at Nintendo for 15 years, specifically at NST on games such as Metroid Prime Hunters, Wave Race and Project Hammer before its cancellation.

     

    #sponsored #metroidprimehunters #metroid

     

    TIMESTAMPS

    00:00 - Intro

    01:01 - Crafting His CV To Be A Designer For Nintendo

    02:15 - Approach To Creating Metroid Prime Hunters

    03:36 - Creating The Lore For MPH

    04:52 - Creating The Hunters Backstories Was The Hardest/Sylux/Bible For Metroid

    06:09 - Sylux Was Tanabe’s Favourite Hunter

    07:04 - Coming Up With The Hunters Colours

    08:22 - Coming Up With The Hunters Names & Lore Names

    11:26 - Why Weavel Is Richard’s Favourite Hunter

    12:20 - Richard Has No Problem With A Remake Of MPH/Growth Of FPS

    13:43 - Most Of The Feedback On Games Are Negative/Praise For MPH

    15:51 - Keeping High Morale When The Industry Is So Negative

    19:05 - Why NST Used Pre Rendered Cut Scenes In MPH/Pre Rendered Vs In Engine Cutscenes

    20:53 - Metroid Dread/Games Are Too Long Nowadays

    22:10 - Most People Don’t Finish Games

    22:58 - Manscaped Sponsored Segment

    24:02 - Space Combat Wasn’t Seriously Considered In MPH/Ships In The Game

    24:53 - Eastern Game Design Vs Western Game Design

    28:51 - Incorporating Metroid Philosophy Into Darksiders III/Building A World

    32:50 - Production Cycle On MPH Vs Darksiders III

    34:12 - Crafting Environments Thinking Its Original And Then Finding Out It Isn’t

    35:43 - Presentation Is Everything

    35:43 - Working With Andrew “Android” Jones On MPH/Art

    40:28 - Taking Ideas From One Hunter And Putting It On Another

    41:13 - Balancing Ideas

    42:36 - Have As Many Ideas As Possible But Know When To Keep Them To Yourselves

    43:44 - Retro Studios Gave NST A Template But They Still Created Everything From Scratch

    44:01 - An NST Artist Worked With Retro Studios On Metroid Prime And Was Key On MPH

    45:47 - Nothing Was Left Out Of The Game For MPH/ Richard Would Of Liked More Content If They Had More Time

    48:19 - Modern Engines Save Time/Tools Were Written At Time It Was Needed For MPH

    52:13 - Balancing Family/Game Design & Tech

    54:18 - Being Bored Is The Worst Thing

    55:22 - Where To Follow Richard Vorodi/Gunfire Games

    58 min
  • #121 - Zoid Interview (Metroid Prime, Cameras, Scripting, Sequence Breaking , Programming etc.)

    Zoid is a retired game developer who worked in the industry for over 32 years on games such as World Of Warcraft, Dota 2, Portal, Quake and Metroid Prime. He was Senior Engineer on Metroid Prime 1 & 2 and worked closely with the late great Mark Haigh-Hutchinson

    Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!

    #sponsored #metroidprime #metroid

    SOCIAL MEDIA

    TWITTER - @ZoidCTF

     

    TIMESTAMPS

    00:00 - Intro

    00:52 - Miyamoto Referring To Zoid As Zoid-O-San

    01:53 - Game Problems Miyamoto Pointed Out On Space Pirate Frigate/Scale

    03:45 - Bluerooms To Scripting To Artwork

    05:19 - Morphball Cameras/Camera System

    08:42 - Doors/Loading Rooms and Triggers

    10:54 - Retro Studios Licensed An Open Source Compression Software To Gain More Memory

    13:29 - Spindle Camera In Prime 2/Dark World Transitions

    14:57 - Elevators/Physics Transition Of Samus

    17:16 - Horizontal Doors Were Removed In Prime 2 Due To The Screw Attack

    18:06 - Screw Attack Camera

    19:06 - Metroid Prime Has One Of The Most Complicated Third Person Cameras Ever

    19:44 - Most Bosses In Prime 2 Were Done By The Designers Themselves/Scripting System

    21:35 - Cinematic Camera System Having 1 Frame Glitches 

    22:45 - E3 Response To Metroid Prime

    24:06 - Tutorial Section Of Prime 1(Worked)

    25:13 - Parasite Queen/Strafing

    26:06 - Translating Design Ideas To Work/Damage Hue

    29:05 - Spider Ball Guardian Scripting System

    29:41 - Elder Chozo Room In Chozo Ruins Took A Month To Script

    33:30 - Infinite Ball Jumping Wasn’t Considered Because Of Rooms Without Ceilings

    34:50 - Master Layers/Why Zoid Put In Locks To Prevent Sequence Breaking

    36:09 - Speedrunners/Sequence Breakers

    36:58 - Enemies Respawingb

    37:58 - Metroid Prime Would Still Have To Be Made The Same Way TodayMemory Allocation

    40:40 - Manscaped Sponsored Segment/Memory Allocation Part 2

    42:39 - Falling Off Cliffs In Prime 2

    44:10 - Being A Professional Street Fighter II Player In The 90s

    45:04 - Super Metroid/Zoid Put Super Metroid Into Metroid Prime But Nintendo Declined It

    46:50 - Metroid Game Code Was In Japanese

    48:00 - Working With Tanabe On The Incinerator Drone & Phazon Mines

    49:10 - Network Programming For Multiplayer For Portal 2/Dota 2

    50:44 - Zoid Speedrunning Metroid Prime Before Going Gold

    51:37 - Zoid Worked 100 Hour Weeks For Months On Prime 1

    52:10 - Donkey Kong Tropical Freeze’s Camera System/Zoid Misses RUDE Camera System

    54:17 - Zoid Suspects Retro Have Rewritten The Renderer For The RUDE Engine

    54:56 - Zoid’s Early Days

    57:13 - Why Zoid Retired/The Best Part Of Game Development

    59:33 - How Zoid Dealt With Adjusting To Not Working

    1:01:27 - Where To Follow Zoid

    1:01:59- Zoid Hates NFTs 

    1:04:06 - Retro Studios Calibre Of Talent Will Never Be Replicated

    1 hr 6 min
  • #120 - DBZ Faulconer Remix Interview (DBZ Music Samples, Saiyan Saga, Vegeta, Raditz, Editing, Bruce Faulconer etc.)

    The DBZ Faulconer Remix team are focused on creating a brand new score for the Saiyan/Namek Sagas of Dragonball Z in the style of the iconic Faulconer Productions score.

    MANSCAPED MUSIC COMPOSED BY JOE HOLASKA AND NICK VERSCHOOR

    RADITZ THEME COMPOSED BY RAKEEM DELWIN

    SOCIAL MEDIA

    FAULCONER RE-MIX YOUTUBE CHANNEL - https://www.youtube.com/channel/UC3lWNQMkrBjWUJvCx_EBxqw

    MARCELO'S DBZ MUSIC CHANNEL https://www.youtube.com/channel/UCvS6TLdme39o2snemCYe8wA

    RAKEEM'S FAULCONER DBZ REMAKES CHANNEL https://www.youtube.com/channel/UCtGNPl_KPKSKFrt0-BVTdSw

    FACEBOOK PAGE https://www.facebook.com/DBZRemix/

     

    #sponsored #brucefaulconer #dragonballz

    Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!

     

    TIMESTAMPS

    00:00 - Intro

    01:12 - How The DBZ Faulconer Remix Project Came About

    03:36 - When To Use Faulconer Edit And When To Create New Music

    05:19 - How Long It Takes To Make Music 

    06:55 - Writing 5 Raditz Themes

    07:50 - Working Out What Samples Work And What Don’t

    09:00 - How Rakeem Made The Raditz Themes

    11:08 - Raditz Face Off Theme & How It Was Made

    13:40 - Recreating A Mr Shu Track From Scratch For An Episode

    15:37 - Nick Having Trouble With A Raditz Theme

    16:20 - Collaboration Over Who Composes Each Theme

    18:15 - Faulconer Productions Music Samples Soundbank

    20:04 - Finding The Original Samples Took Years

    20:50 - Most Difficult Sample To Find/Soundfonts Can’t Replicate The DBZ Music Samples

    23:40 - Working Through The Hardware/Getting The Hardware To Work

    26:07 - Joe Plays Z Guitar Sample 

    28:26 - Liquid Stack(Dong) Sample/Joe Plays It For Heroic Trunks & Frieza Synth

    30:01 - Rakeem Plays Blade Runner/Frieza Synth Sample

    30:54 - Rakeen Plays Dream Scape - Running Water/Namek Sample

    31:49 - Rakeem Plays High Glissz - Dende Sample

    33:34 - Destruction Theme Raditz Version & How It Was Made

    34:03 - Manscaped Sponsored Segment

    35:04 - Guitars/Guitar Synths Being Used In The Score

    37:50 - Samples Having Weird Names

    39:40 - Doing Different Iterations Of Main Characters Themes

    41:00 - Possibly New Ginyu Force Themes Iterations

    41:52 - How The Team Will Use Vegeta’s Themes/New Vegeta Theme

    43:40 - Raditz Themes Were Hard To Write

    44:58 - Discussions On Nappas Theme

    47:20 - King Kai

    49:17 - Some Sequences Will Be Easy To Edit

    50:10 - Team Will Take Small Breaks To Avoid Burnout

    50:59 - How The Musicians All Help Each Other Out

    52:04 - How Many Instruments Were Used In Vegeta’s Hells Bells

    53:44 - Isolating Instruments/LALAL.AI/Mixing

    58:29 - Where To Follow DBZ Faulconer Remix Team/Where To Listen

    1:00:15 - Raditz Theme Plays

    1 hr 2 min
  • #119 - Emily McGregor Interview (Zelda:Twilight Princess, 3D Modeling, Environments, Australia etc.)

    Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!

    Emily McGregor is an experienced artist in the video game industry and has worked for a number of Australian video game studios. She has worked on notable franchises such as the Legend Of Zelda: Twilight Princess HD and Age Of Empires III

     

    SOCIAL MEDIA

    INSTAGRAM -@elorhan

     

    Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!

    #sponsored #twilightprincess #ageofempiresIII

     

     

    TIMESTAMPS

    00:00 - Intro

    00:55 - Difficulties Of Being An Artist In The Video Game Industry/Ongoing Learning

    02:21 - Picking Apart Artwork While Playing Video Games

    03:30 - Balancing Detail

    04:49 - Breaking Down Image Before Modelling 

    05:15 - Artists Are Usually Specialised In One Area

    06:25 - Team Size For Twilight Princess HD

    07:00 - How Twilight Princess HD Pitch Came About/Approximating Budget For Development

    10:11 - Frustration Of Not Being Allowed To Update Character Models For TPHD

    11:30 - Updating Older Games Causes A Domino Effect Of Programming Problems/Updates Of TPHD

    13:33 - The Dynamic Between Programmers & Artists

    15:00 - The Evolution Of Tech On Environments/Illusion Tricks Of Older Tech/Water Effects

    16:25 - Unreal Engine Vs Zelda Engine/Tantalus Engineers Working With Nintendo Engineers

    17:57 - Knowledge Gained From Doing Ports For Different Studios/Phone Games To Tantalus

    19:15 - Being A Junior Artist At Tantalus

    20:23 - Brief/Planning Before Doing Artwork

    21:25 - Emily Prefers Environment Art Over Character Art/Always Getting Inspiration For Sketches

    23:36 - Australian Outback/Holidaying An Excuse To Take In Details For Art

    24:30 - Life Drawing To Keep Your Skills Up

    26:30 - Manscaped Sponsored Segment

    27:44 - Feet Are Difficult To Draw/The Animation Process

    31:49 - Age Of Empires III Was Emily’s Favourite Project/Revamping & Pitch Of Age Of Empires III

    33:35 - Development Of Age Of Empires III/Newer Techniques That Were Applied Due To It Being A Revamp

    35:15 - Trying To Stay Up With The Times Despite Technology Constantly Changing

    36:30 - Different Studio Cultures/Melbourne Game Studios

    37:30 - Why More Film & Gaming Studios Are Relocating To Australia

    38:40 - Recruiting Staff Due To Australian Border Closures Has Been Hard/Online Work For Studios

    41:00 - Most Rookie Artists Are Bad At Time Management/Employees Needing To Be Multiskilled

    43:47 - Emily Wants To Improve People Skills & Travel More

    45:40 - Its Common For Artists To Stay At One Gaming Studio

    46:16 - Where To Follow Emily McGregor

    48 min
  • #118 - Lawrence Schwedler Interview (Metroid Prime Hunters, Digipen, Sound Design, Music Design, Zelda:Breath Of The Wild etc.)

    Lawrence Schwedler is a program director for the music and sound design program at Digipen. He previously spent a considerable amount of years working at NST on games such as Metroid Prime Hunters, Pokemon Puzzle League and Mario Vs Donkey Kong.

     

    Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! #ad

     

    Lawrence Schwedler Lectures

    https://youtu.be/vnh-yPyhLCU
    https://youtu.be/8dxv4nZy0L0
    https://youtu.be/J15Rkl0lPjY

     

    TIMESTAMPS

    00:00 - Manscaped Sponsor Segment/Intro

    02:30 - How Lawrence Ended Up Working For Nintendo

    06:50 - Music Lawrence Submitted For NST Job Application/MIDI Data

    10:50 - Limitations Of The Nintendo DS/ComposingThe Music For Metroid Prime Hunters

    15:40 - Lawrence Got Little Direction From Nintendo On MPH Music/Metroid Prime’s Influence On MPH Music

    19:50 - The One MPH Piece That Nintendo Told Him To Correct

    21:00 - Work Structure At NST/Music For First Hunt

    23:20 - Kenji Yamamoto’s Guidance Of Music For MPH

    26:26 - Differences Between Audio In Film & Games/Soundscapes

    28:25 - Blurring The Line Between Sound Design & Music

    30:10 - Music & Sound Design Of Zelda: Breath Of The Wild/Non Linear Implementation

    32:10 - Time Spent On Sound Design/Revisions On Mario Vs Donkey Kong

    33:43 - Being A Good Composer Is No Longer Good Enough/Audiokinetic Wwise

    37:02 - Requirements To Get Into Digipen BA In Arts Of Music & Sound Design

    40:20 - Sound Design Starts With Music/Learning A Vast Amount Of Skills

    47:42 - Lawrence Feels An Obligation To Teach Students Skills That Won’t Become Obsolete

    53:45 - Being Real With Students On How Competitive The Audio Space Is

    56:38 - Music Design/Laying The Foundation For Students To Find A Job

    1:00:30 - Imposter Syndrome/Working For Nintendo Was Some Of The Most Stressful Times For Lawrence

    1:03:45 - Lawrence Has A Twitch Lecture On Zelda: Breath Of The Wild

    1 hr 6 min
  • #117 - Curtis Schweitzer Interview (Halo Infinite, 343 Industries, Composing, Starbound, Film etc.)

    Curtis Schweitzer is a video game composer that recently scored a majority of the soundtrack for Halo Infinite, he came into prominence for his phenomenal score to Starbound.

    #haloinfinite #343industries #starbound

    SOCIAL MEDIA

    WEBSITE - curtisschweitzer.com

    YOUTUBE -  @Curtis Schweitzer 

    TWITTER - @cschweitzer

    FACEBOOK - @cschweitzermusic

     

    TIMESTAMPS

    00:00 - Intro

    00:39 - Curtis’ Reaction When He Was Picked To Compose For Halo Infinite

    02:02 - Preparation For Scoring Halo Infinite

    03:25 - 2019 Trailer Demo Curtis Did Was Way Off The Mark/Responding To Feedback

    04:20 - Halo Infinite Music Required Heaps Of Revisions/

     05:50 - Curtis’ Most Used Instruments/Music Background

    06:49 - Music Supervision On Halo Infinite/Gareth Coker

    09:10 - Zeta Halo Music/Doing What You Are Told

    10:45 - Zeta Halo Theme Was Split Into Two Different Tracks

    12:24 - Some Halo Music Wasn’t Scored To Gameplay Footage 

    14:01 - 2019 E3 Trailer

    15:04 - How Long It Takes For Curtis To Get Feedback On A Music Piece

    16:04 - Keeping Track Of All The Different Feedback Notes

    19:24 - Writing 2mins Of Music A Day/Giving Yourself Space To Allow Music To Sink In

    21:06 - Self Imposed Deadlines/Be Kind To Your New Ideas

    23:05 - Curtis Regrets Some Of The Halo Infinite Pieces He Submitted

    23:52 - What Got Curtis The Job Scoring For Halo Infinite

    25:08 - Halo Infinite Is Epic & Hopeful

    26:10 - Alex Bhore(This Will Destroy You) Scored The Multiplayer

    27:33 - Pros & Cons Of Composing For Cinematics & Gameplay

    29:32 - Pieces Where Curtis Had To Do A Huge Amount Of Rewriters(move music)

    30:41 - Curtis’ Layout In Logic

    32:10 - Halo Infinite Is The First Game Curtis Worked With An Orchestra/Film Deadlines

    33:48 - Technology Makes Working On A Film Easier

    34:46 - Curtis Is Influenced By A Lot Of Film Composers

    35:57 - Curtis Originally Wanted To Be A Film Composer/Starbound Music

    39:24 - Curtis Is Still Working On A Game Since Starbound 

    40:11 - Not Knowing What Your Next Project Is/Royalty Free Tracks

    41:33 - Keeping Game Secrets Is Easy/Changes Of Development

    42:35 - Projects Curtis Would Love To Do/How AAA & Indie Music Works

    44:46 - Gareth Coker

    46:19 - Curtis Often Doubted His Skills While Working On Halo Infinite/Music Education

    48:50 - Curtis Writes With Melody In Mind/Commercial Music/Remixing Halo Melodies

    50:45 - Writing Original Pieces Harder than Remixing Pieces/Monk Chant

    53:15 - Where To Follow Curtis Schweitzer/Music Live Sessions

    56 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