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