Kiwi Talkz

Kiwi Talkz

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Kiwi Talkz episodes

  • #116 - Jack Mathews Interview (Metroid Prime Trilogy, Prototypes, Business, Armature Studios etc.)

    Jack Mathews is a game designer who is most well known for being technical lead engineer on the Metroid Prime Trilogy. We went onto found Armature Studios and work on games like Recore and Batman Arkham Origins: Black Gate. He now works with his wife on her cooking blog Love & Lemons.

     

    SOCIAL MEDIA

    TWITTER - @jack_mathews

    FOOD WEBSITE - www.loveandlemons.com

     

    TIMESTAMPS

    00:00 - Intro

    01:25 - How Metroid Prime Trilogy Consistently Kept 60FPS

    05:05 - Jack Tried To Kill Skytown/How Skytown Was Created

    08:55 - Jack Stopped MP3 From Having Water In It

    10:22 - Jack Killed Off A Dark Water Effect That Tanabe Had For Prime 2

    11:52 - Original Concept For Dark Aether

    16:49 - Dark Sanctuary Fortress Was The Only Area That Wasn’t Based On Original Dark Aether Concept

    18:12 - Tilt Of Camera During Platforming/Original Concept For Platforming In First Person

    21:10 - Original Concept For The Thermal Visor

    22:13 - Scan Visor In Prime 2

    23:16 - Michael Kelbaugh Hated Jack’s Original Dark Visor Idea

    24:01 - Echo Visor Inspired By Ben Affleck’s Daredevil Movie

    24:44 - Biggest Difficulty Of Visors Was Keeping 60FPS/Scan Visor In MP3/How To Create Bloom Lighting

    27:03 - How Nova Beam Worked Technically

    29:18 - Visor Effects Weren’t Difficult To Implement

    29:44 - Difference Between Specular And Diffuse Lighting/How Samus Reflections Were Implemented

    32:34 - How Fog Was Created For Splinter Hive Area

    33:24 - Nintendo Never Wanted Metroid Prime To Be A TPS/Shigeru Miyamoto Realising How Important Metroid Is In The West

    35:10 - Creating The Morph Ball Camera/Mark Haigh Hutchinson Needs More Praise

    36:12 - How The R.U.D.E Engine Was Created/Early Days Of Retro Studios

    41:30 - Moments Jack Realised That Metroid Prime Was Something Special

    45:20 - Jack Left Retro Studios Because Of Metroid Fatigue & Technical Limitations With Wii Hardware

    49:35 - Retro Studios Overhaul During MP2 Reinvigorated The Team/MP3 Was When Retro Got More Autonomy 

    52:04 - Problems When First Forming Armature Studios

    54:22 - Nintendo’s Approach To Game Design/Problems With Western Game Design

    56:30 - Financing Of Game Prototypes/Business In The West Vs Japan

    1:03:20 - A Lot Of People Can Design A Game But Cant Build A Game/Time Is Needed To Polish

    1:05:10 - Bluepoint Games Are Great At Remasters/Remastering Games

    1:06:56 - Jack’s Wifes Cook Books/Jack Does Miss Being In The Game Industry

    1:09:04 - Where To Follow Jack Mathews/Love & Lemons

    1:09:40 - Jack Puts Rumours To Rest That He Doesn’t Like Metroid Prime 2

    1 hr 12 min
  • #115 - Richard Jacques Interview (GOTG, MCU, 007 Bloodstone, Composing, SEGA, Mass Effect etc)

    Richard Jacques is a video game composer who has composed for games such as Mass Effect, 007 Bloodstone, Sonic and the recent Guardians Of The Galaxy game.

    #gotg #guardiansofthegalaxy #marvel

    SOCIAL MEDIA

    WEBSITE - www.richardjacques.com

    TWITTER - @Richard_jacques

    INSTAGRAM - @richardjacquescomposer

    FACEBOOK - Richard Jacques

     

    TIMESTAMPS

    00:00 - Intro

    00:50 - How Richard Came Up With GOTG’s Musical Sound

    01:40 - Direction From Audio Director On GOTG/Main GOTG Theme

    03:18 - Process Of Writing Main GOTG Theme

    05:41 - Realising The Main GOTG Theme Was Special

    06:47 - How Richard Would Incorporate Main Theme Into Other Parts Of Soundtrack

    08:27 - The Credits Theme

    09:50 - Licensed Music In GOTG

    12:03 - Evolution Of Licensed Music & Meshing With Original Score

    13:10 - Dealing With Key Changes

    14:21 - Writing In Midi And Getting It 100% Right Before Orchestra Recording

    15:35 - Richard Was Full Time On GOTG Since 2019

    16:38 - MCU Films Didn’t Influence The GOTG Score

    17:47 - Richard Is Drawn To Story/Would Love To Compose For MCU

    18:40 - Having To Much Musical Equipment Can Be Distracting

    20:57 - Being Content With The Plugins You Have/Chapter 11 Story

    23:23 - Mixing Of GOTG Soundtrack

    30:28 - Writing A Theme On A London Bus On A Piece Of Paper

    32:40 - Demo Tracks For 007:Bloodstone

    33:50 - Richard Doesn’t Mind Still Doing Demos Despite His Clout

    35:40 - Melody Comes Naturally To Richard

    37:59 - How Richard Got His Job At SEGA Europe

    41:15 - Richard Was Writing Music For Screen Before Composing For Video Games

    43:37 - Richard’s Demo Tracks Are Locked Away

    44:35 - Richard Would Love To Do An Analog Synth Score

    46:02 - How Richard Stays Inspired

    48:49 - Richard Had A Lot Of Roles At SEGA

    50:22 - Richard Doesn’t Incorporate Sound Design Into Music/Music Implementation

    52:13 - GOTG Soundtrack/Music Implementation In GOTG

    54:04 - Work On Mass Effect Helped With GOTG/Flowcharts Of Music

    55:41 - Difference Between Mass Effect & GOTG

    57:28 - Where Film/TV Differs From Video Games

    58:44 - Where To Follow Richard Jacques 

    1 hr
  • #114 - Kynan Pearson Interview (Metroid Prime 2, Donkey Kong, Level Design, Management etc.)

    Kynan Pearson is a game developer who has worked on prestigious game franchises such as Metroid, Donkey Kong and Halo. He is currently Creative Director at Discord.

    Kynan wrote a document on how to create a Metroidvania game that can be found here

    Part 1- https://docs.google.com/document/d/1Q0nMArDDA79ASJgiov9IvlTNpyYcCGTingLa02wwuvo/edit

    Part 2 - https://docs.google.com/document/d/1F2NlTIlRDC8WlDp_FV9F-T6B0tkWCOCEq4gTQCcaxLg/edit

    SOCIAL MEDIA

    TWITTER - @KynanPearson

     

    #metroidprime #donkeykong #retrostudios

     

    TIMESTAMPS

    00:00 - Intro

    00:56 - Knowing Retro Staff Before Joining/Jason Behr

    02:29 - Approach To Level Design For Metroid Prime 2/Dark World

    04:15 - Planning Of Metroid Prime Games

    05:37 - World Layout/Planning Of Each Room In MP2

    07:06 - Focusing On Each Hub/Compression Of Schedule In MP2

    08:42 - Dark World Not Being Interconnected Due To Design & Time Constraints

    10:20 - MP2 Multiplayer’s Influence On The Dark World

    12:06 - Striking A Balance With Backtracking To Not Make It Tedious/MP2 Backtracking

    14:27 - MP2 Fetch Quest

    16:03 - Mark Pacini Suggested Idea Of GF Marines In Prime 2 Intro Later Into Development

    17:55 - Nailing An Introduction/Intro To MP2 & MP3

    19:13 - Approach To Design Of MP3/Ship Being A Big Focus

    20:35 - Kynan’s Event Planning Role On Elysia, Skytown

    23:00 - Elysia Was Built As A Showcase For MP3/Influences On Game Design

    24:02 - Creatives Having So Many Ideas/Kynan Would Always Check Everyones Work At Retro

    26:18 - Idea Of Background Impacting The Foreground In DKCR/Kynan’s Inspiration

    30:58 - Idea Of Rocket Barrel Levels

    33:09 - Retro Was A Well Oiled Machine During DKCR/Monday Morning Meetings At Retro

    37:09 - Acting Like A Gorilla But Being Super Serious With Miyamoto

    37:39 - Idea Of DKCR Silhouette Levels

    39:18 - How They Placed Levels In Accordance With World Map

    42:07 - Kremlings & K Rool Weren’t Considered As Retro Wanted To Incorporate A New Enemy

    43:31 - Metroid Didn’t Have Influence On Halo/343 Industries

    44:38 - Kynan’s Philosophy “You Have To Hate Something To Make It Better”

    48:05 - No Project Is Ever Finished/Deadlines

    49:25 - Working Out Balance Of When To Extend Deadlines & Polish/Release Estimates

    51:20 - Adjusting To Different Studios Work Culture/Upper Management Being Key To Studio Culture

    54:53 - Be Respectul & Honest With An Individual That Is Difficult To Work With

    58:20 - Kynan’s Thoughts On Metroid Dread

    1:00:18 - Metroid Dread Was The First Time In A Long Time Kynan Didn’t Critique A Game While Playing

    1:01:12 - Where To Follow Kynan Pearson/Kynan’s “How To Design Metroidvania Games” Document

    1 hr 4 min
  • #113 - Steven Davis Interview (Stuntmen, Previs, The Hobbit, Choreography, Fitness, Hitz International etc.)

    Steven Davis is a stuntman and stunt choreographer who has been involved in many films such as The Hobbit Trilogy, Ghost In A Shell, Warrior and more.....

    SOCIAL MEDIA

    HITZ INTERNATIONAL - https://www.hitzinternational.com

    STUNT GUILD OF NZ - https://stuntguildnz.com

     

    #thehobbit #stunts #choreography

     

    TIMESTAMPS

    00:00 - Intro

    00:42 - Safety Is Very Important As A Stuntman/Alec Baldwin Shooting Failure

    02:32 - Learning How To Fall/Skills Involved To Be A Stuntman

    04:03 - How To Fall/Padding A Set

    06:44 - Injuries Are Part Of The Job

    08:53 - Most Common Bones That Get Broken From Stunts

    09:59 - Doing Stunt Choreography/Pre-Visualisation 

    13:04 - Choreographing To Lessen Cuts/Editor Can Screw Up Action Cuts

    16:00 - Pre Visualisation Outline For Warrior

    19:28 - Restraint For Fight Choreography/The Camera Is A Character

    21:50 - Critiquing Bad Fight Choreography When Watching Films

    23:14 - Steven Loves Avengers:Endgame/Big Blockbuster Films Done Right

    24:35 - Working On Films Knowing That They Would Be Bad/Mediocre Scripts Elevated By Actors

    28:06 - Working On The Hobbit Was Bad/Actual Stunts Being Replaced By VFX

    29:04 - How Gollum/Bilbo Scene Was Originally Choreographed

    32:22 - Steven Choreographed Lee Pace’s(Thranduil) Fight Scenes In The Hobbit

    33:37 - Steven’s Stunt Scenes Being Cut From The Hobbit/What Scenes Steven Choreographed

    36:25 - Showreels/Most Of Stevens Work Comes Via Recommendations

    37:08 - Stuntmen Are Technically Cast & Crew

    37:54 - Don’t Post Any Behind The Scenes Of The Work Ever

    40:45 - Film Stunts Are A Magic Trick

    43:10 - Actors That Have Asked To Been Rough With Them/Steven Likes Getting Body Shots

    44:13 - Steven Smashed His Face On The Hobbit/Try To Avoid Hurting Actors

    46:05 - Steven’s Fitness Regime & Diet

    48:04 - Being Vegetarian/Some Countries Its Hard To Be Vegetarian

    50:08 - Being Shredded For The 2014 Industrial Athletic Hawkes Bay Open

    52:16 - Stripping Body Fat For Film/Film Makes You Look Bigger

    54:04 - Hitz International/Difficulties Of Stunt Work In NZ

    58:40 - Working On Cowboy Bebop

    59:32 - 2020 Was Pretty Slow For Stunt Work/Hitz Has Provided Steven Plenty Of Work

    1:01:04 - NZ Pays Stuntpeople Low Wages/Stuntpeople In NZ Are Struggling

    1:03:33 - Where To Follow Steven Davis/Cowboy Bebop/Interceptor/Netflix

    1 hr 6 min
  • #112 - Clark Wen Interview (Metroid Prime, Sound Design, Kenji Yamamoto, Mixing, SFX, Game Audio etc. )

    Clark Wen is a sound designer who owns the sound studios Exile Sound. He has worked on game franchises such as Guitar Hero and Call Of Duty. He is most well known for being Audio Director on Metroid Prime 1 & 2.

    Thanks to  @SynaMax  for the assistance on the mixing of this episode.

    #metroidprime #metroid #metroidvania

     

    SOCIAL MEDIA

    WEBSITE - exilesound.com

    TWITTER - @exile5ound

     

    TIMESTAMPS

     

    00:00 - Intro

    01:23 - Influences On Metroid Prime’s Sound Design

    05:22 - Most Of Metroid Prime’s Sound Design Was Made Via Synthesizers

    06:21 - Morph Ball SFX Was Based On Magnets/Layering Sounds

    08:59 - Echo Visor SFX

    11:26 - Screw Attack SFX

    12:15 - Clark’s Saying “Fail Often And Fail Early”/Iterations Of Refining A Sound

    13:22 - Space Pirates SFX Evolution

    16:47 - Metroid Prime Music Pitch Was Rock Based/Iterations Of The Prime Music

    19:24 - Original Composers Retro Pitched To Nintendo/Prime Music Done In Last 3 Months Of Development

    21:00 - Most Of Kenji Yamamoto’s Music Submitted Didn’t Need Revisions

    22:05 - Implementation Of The Prime Music

    23:40 - Implementation Of Music In Prime 2 Was Refined

    24:20 - Kenji Yamamoto Made Clark Make Changes To Prime 1 On The Day Before Going Gold

    26:24 - Trying To Keep The Audio Quality Intact Despite Ear Fatigue From Prime 1 Crunch

    28:00 - Prime 1 Was A Passion Project For Clark

    28:38 - Clark’s Experience With Shigeru Miyamoto

    30:26 - Yoshi Sakamoto Was There To Ensure Lore Stayed Intact

    31:02 - Nintendo Is Very Strict When It Comes To Voice Acting

    32:44 - Clark Is Unsure If Jennifer Hale Is The Voice Actress For Samus/Death Scream Was Different Actress

    34:20 - How Metroid Prime Influenced Clark’s Sound Design Going Forward

    36:15 - Sound Designers Should Learn To Create Sounds Before Learning Implementation

    38:49 - Good Websites/Channels To Learn About Sound Design

    40:31 - Using Multiple Speaker Systems Well Mixing Sounds

    41:27 - Clark’s Process To Mixing A Sound Effect

    42:35 - Clark Likes Recording Original Sound Source Material

    43:50 - Clark Takes His Recording Rig When He Goes Travelling

    44:20 - Tokyo Is Clark’s Favourite City

    44:54 - Meeting Kenji Yamamoto In Person

    46:26 - Languages Clark Can Speak

    47:09 - Clark Loves Chernobyl OST/Where Clark Would Like Prime 4 Music To Go

    49:15 - Blurring The Line With Phazon Being Music & A Sound Effect

    49:58 - Trying To Ensure A Sound Effect And Music Blend Well/Game Mixing

    52:22 - Clark Automatically Critiques Any Game’s Audio & SFX When He Plays

    53:20 - Clark Doesn’t Critique Film Audio & SFX As Much As Games/Clark Gets Inspired By Films SFX

    54:22 - Clark is Playing Through Metroid Dread/Initially Critiqued Dread’s Audio

    55:40 - Where To Follow Clark Wen

    58 min
  • #111 - Robin Beanland Interview (Sea Of Thieves, Killer Instinct, Rare, Composing, Mick Gordon etc.)

    Robin Beanland has been a mainline composer at Rare since the early 90s and has worked on franchises such as Killer Instinct, Jet Force Gemini and Conker's Bad Fur Day. He won awards for his recent work on Sea Of Thieves.

    SOCIAL MEDIA

    TWITTER - @TheRealBeano

     

    #seaofthieves #killerinstinct #rare

     

    TIMESTAMPS

    00:00 - Intro

    00:58 - How Much Of Sea Of Thieves Was Recorded During The Pandemic

    01:16 - Transition Period Of Working From Home On Sea Of Thieves Vs Kinect Sports

    03:30 - Finding Unorthodox Instruments Used For Sea Of Thieves

    05:19 - Learning How To Use & Record The Hurdy Gurdy For Sea Of Thieves

    08:47 - Sea Of Thieves Main Theme/Cow Ribs

    10:52 - We Shall Sail Together Theme

    13:38 - Robin Composes With Melody In Mind

    14:45 - Composing Killer Instinct/The Early Rare Days

    16:25 - David Wise Was A Master Of HEX/Robin Avoiding HEX

    17:50 - DKC Funky Kong Theme Was Originally Written For Killer Instinct

    19:40 - How Short Robin Had To Keep Killer Instinct Themes/Keeping Music Under 4MB

    20:30 - Combo’s Theme/Compression System

    21:49 - Killer Instinct Killer Cuts Album Was Written After The Original Music Was Composed

    22:15 - Sabrewulfs Theme Originally

    23:45 - Cinder’s Theme Had To Be Shortened/Avoiding Feedback

    25:30 - Discussions Over Shortening Music With Developers/Sample Rate Was 32Khz

    27:19 - 90’s Music Influenced Diversity Of Killer Instinct Soundtrack

    29:55 - Robin Would Be Open To Scoring Another Fighting Game 

    31:00 - Robin Gave Mick Gordon DAT Tapes From Killer Instinct

    31:48 - Why The Culture Of Rare Has Stayed The Same From The Nintendo To Microsoft Era/In-house Composing

    37:45 - Its A Long Process For Robin To Find A Musical Palette

    39:39 - Being In The Musical Zone/Exploring

    41:19 - Deadlines/Arts Never Finished/

    42:22 - The First Listen Of The Day Is The Most Important/Taking Breaks

    43:46 - Cycling Caused Robin To Be Addicted Lollies & Chocolate

    45:01 - Robin Thinks Of Melodies Well Cycling

    46:30 - Loony Tunes Inspired Conker’s Bad Fur Day Music

    48:15 - Being Inspired By The Rare Developers/Instruments Robin Plays

    49:05 - The Accessibility Of Playing Music/Not Many Effects Used On Sea Of Thieves/Waterphone

    51:45 - Taking An Instrument And Playing It In A Way Its Not Meant To Be Played/Spitfire

    54:05 - Just Create & Don’t Worry About Having All The Gadgets

    56:25 - Implementation Of The Music In Sea Of Thieves

    1:00:36 - Robin Doesn’t Get Offended When His Music Gets Rejected

    1:01:20 - A Tune From Conker’s Bad Fur Day Ended Up In Jet Force Gemini/Cutting Room Floor Tunes

    1:02:50 - Robin Is Influenced By Miles Davis Philosophy

    1:04:04 - Robin Thinks Mick Gordon’s Sound Is Incredible/Loves His Sabrewulf Theme

    1:05:23 - Where To Follow Robin Beanland

    1:06:15 - Meeting Shigeru Miyamoto & Phil Spencer

    1:07:11 - The Gaming Industry Is More Grounded Than Music & Film

    1:09:30 - Bike Rides/Find Something You Enjoy

    1 hr 12 min
  • #110 - Ra Vincent Interview (Set Design, Hollywood, The Hobbit, Marvel, Sculpting, Labour Guilds etc.)

    Ra Vincent is a New Zealand sculptor/artist/set designer and has worked on films such as Lord Of The Rings, The Hobbit, Thor Ragnarok and Jojo Rabbit. He is in the process of building Silverlight Studios a gargantuan film facility in Wanaka, NZ for upcoming film workers in the insustry.

    SOCIAL MEDIA

    TWITTER - @ra_vincent

    WANAKA SILVERLIGHT STUDIO - https://www.epa.govt.nz/fast-track-consenting/referred-projects/silverlight-studios-wanaka/

    #hobbit #jojorabbit #thorragnarok

     

    TIMESTAMPS

     

    00:00 - Intro

    01:10 - How Ra Has Managed To Stay Mellow Despite The Franticness Of Hollywood

    03:40 - Avoiding Burnout

    05:12 - Labour Union Strike In America

    06:20 - No Film Union In NZ/New Zealand Film Industry Vs American Film Industry

    08:45 - How NZ Film Industry Changed Over The Last Two Decades

    09:55 - Difference Between Guilds In America/How Ra’s Diversified Skillset Helped Him

    11:45 - The Purpose Of The Wanaka Silverlight Studios 

    14:14 - Uniqueness Of New Zealand’s Landscape

    15:16 - Why The Hobbit Wasn’t Shot On Location As Much As Lord Of The Rings

    17:14 - LED Immersive Lighting Environment Technology

    18:41 - Advantages Of Shooting On Locations/Using LEDILE Technology With Location Shooting

    20:40 - LED Technology Utilised With Set Design

    22:21 - Why Green/Blue Screen May Still Be Needed/Hollywood Doesn’t Have Foresight

    25:47 - Every Country Has A Different Film System Of Operation 

    27:33 - Working With Dan Hennah/Lord Of The Rings And The Hobbit Were Shot Completely Differently

    29:14 - Creatives Buidling Sets Up Until The Eleventh Hour/

    30:34 - Managing Creative People In The Film Industry

    32:33 - Encouraging Creative People

    34:43 - Working With Taika Waititi/Working With Like Minded People

    37:18 - How Marvel Operates/Thor Ragnarok/Every Marvel Film Since Has Been Inspired By Thor Ragnarok

    39:58 - The Eccentrics Of L.A.

    40:38 - Ra Is Keen To Get Mentor People

    43:05 - Upkeep Of Hobbiton/Making It A Tourist Attraction

    45:20 - Sculpting/Longest Part Of The Process

    47:20 - Timelines Of Sculpting Being Wrong/Gandalf Sculpture 

    48:50 - Working Out A Budget/Managing Pressure Of A Big Budget

    50:20 - Ra Loves The Exploration Aspect Of Planning Design

    51:20 - Big Bosses/Pandemic Messing With Ra’s Work

    53:22 - MIQ System In NZ Is Causing NZ To Lose A Lot Of Film Productions

    54:15 - Ra Is Coming Back To NZ To Pitch For Some L.A. Work There

    54:50 - NZ Government Is Really Slow

    55:30 - Silverlight Studio Will Only Take 2 Years To Build

    56:54 - Studio Space Shortage In NZ

    59 min
  • #109 - Bryan Walker Interview (Metroid Prime Trilogy, Donkey Kong Country Returns, Mario Kart 7, Project Management etc.)

    Bryan Walker is currently the Lead Producer at Deck Nine Games but is most well known for his tenure at Retro Studios where he was was Senior Producer on Metroid Prime 2 & 3 and Senior Director of Development on Donkey Kong Country Returns and Mario Kart 7.

    #retrostudios #metroidprime #donkeykong

    SOCIAL MEDIA

    LinkedIn - Bryan Walker

     

    TIMESTAMPS

    00:00 - Intro

    00:00 - Joining Retro Studios Right After Success Of Metroid Prime 1

    03:02 - Correcting Retro Studios’ Toxic Environment

    05:38 - Keys To Managing Game Developers/Management Tips

    08:19 - Tanabe Is A Super Genius Of Boss Design

    10:06 - Bryan Walker Can Beat The Boost Ball Guardian Outside Of Debug Mode

    11:10 - Due To A Military Background Bryan Gave Input On The Galactic Federation Marines

    12:13 - Bryan Praises Scott Peterson For Implementation Of Voice Acting

    14:07 - It Didn’t Take Much To Convince Nintendo To Do The Metroid Prime Trilogy Package

    15:05 - How Retro Studios Got The Donkey Kong IP/Miyamoto’s View On DK

    20:21 - Nintendo Are Not Impressed Until They See Game Prototypes

    22:00 - Western Publishers Are More Interested In Documents Than Prototypes

    23:01 - Unreal/Unity Have Streamlined Development

    24:00 - Mark Pacini’s Genius/Original Pitch For Metroid Prime 3 Was To Be Open World

    26:06 - Bryan Feels They Fell Short With Prime 3

    27:10 - Nintendo’s Slogan Is “To Delight And Surprise The Player”

    28:03 - Bryan’s Experience With Satoru Iwata

    29:03 - Most Gaming CEO’s Don’t Understand Whats Involved In Development

    32:04 - Game Design Summed Up As “Turning Big Rocks Into Little Rocks”

    33:22 - Hyper Mode In Prime 3 Took A Year To Implement

    35:34 - Retro Studios Was The First Western Studio To See The Wii Remote

    36:50 - Retro Studios Initially Were Really Worried About The Wii/Wii’s Success

    38:28 - Iwata Was A Proponent Of The Blue Ocean Strategy/The Book - Innovators Dilemma

    39:46 - Why Bryan Joined Deck Nine Games/Story Driven Games

    41:45 - Writing Process Of Story Driven Games Like True Colour

    43:10 - Giving Publishers The Reality Of The Cost The Implementing Certain Things 

    44:32 - Headcount Determines Budget/Cost Of Running An AAA Studio Per Month

    46:03 - Cost Of Printing Discs, Retail and Marketing

    48:30 - Digital Sales For Games

    49:13 - Publishers Do Not Pay Out Bonuses Based On Metacritic Rating

    49:44 - Retro’s Work On Mario Kart 7

    51:12 - Mario Kart 7 Iwata Story

    53:03 - Retro Did A Lot Of The Mario Kart Retro Tracks/Retro Were Huge Nintendo Fans

    54:37 - Nintendo Were Inspired By Retro Studios Design Tool Kits

    56:49 - Retro Studios Went To Japan Headquarters Quite A Number Of Times During Mario Kart 7

    58:20 - Moment At Retro Studios That Sticks With Bryan Walker The Most

    1:00:56 - Better To Have A Superstar Team Than A Team Full Of Superstars

    1:03:11 - Deck Nine Games Going Forward

    1:03:37 - How To Keep Up To Date With Bryan Walker

    1 hr 6 min
  • #108 - Peter McConnell Interview (Psychonauts 2, Tim Schafer, Orchestra, Star Wars, Lucas Arts etc.)

    Peter McConnell is a game composer who is well known for composing games like Psychonauts, Grim Fandango, Sly Cooper and more. He worked for Lucas Arts as well during the 90s.

     

    SOCIAL MEDIA

    TWITTER - @PeterNMcConnell

     

    #psychonauts #lucasarts #timschafer

     

    TIMESTAMPS

    00:00 - Intro

    00:40 - Peter’s Fedora

    01:05 - How Peter Came Up With Musical Palette For Psychonauts 1&2

    09:10 - Traditional Film Scores

    10:37 - Humming Themes Into Cassette Players/MP3s

    20:40 - Relationship With Tim Schafer

    12:25 - Whats Special About Tim Schafer

    16:10 - Learning To Take Constructive Criticism

    17:12 - The Customer Is Always Right/Game Design Is A Collaborative Art

    19:20 - Callouses/Difference Between Guitar & Violin/Playing Banjo

    22:46 - When Orchestra Became Prevalent In Game Music

    24:24 - Peter’s First Orchestral Recording

    28:28 - The Process Of Recording The Music During Psychonauts 2

    30:16 - Recording Remotely/Audiomovers

    33:36 - Necessity Is The Mother Of Invention/Benefits Of Recording With Smaller Orchestras

    34:47 - Voice Acting For Lucas Arts/Yoda 

    37:01 - Peter Prefers Composing To His Days Doing Multiple Tasks At Lucas Arts

    37:47 - Being Summond To Answer For Doing A Metal Version Of Imperial March

    38:58 - Having To Make Music In Style Of John Williams/Music For Star Wars Games

    40:39 - Lucas Arts Was A Crash Course To Prepare Peter For Where He Is Now

    42:05 - Scary Time Of Being A Freelancer/Why Peter Left Lucas Arts

    43:55 - Skills Peter Wants To Improve On

    45:20 - Work Life Balance

    46:16 - Where To Follow Peter McConnell

    49 min
  • #107 - Associate Prof. Jan Elridge Interview (Astrophysics, The Sun, Mars, Gamma Ray Bursts, Satellites, Black Holes etc. )

    Associate Professor Jan Elridge is an astrophysicist at the University Of Auckland her main research is on the life and death of stars.

    SOCIAL MEDIA

    TWITTER - @astro_jje

    *DISCLAIMER* Apologies for Jan's audio, not much I could do about it as it wasn't the greatest on her end.

    #astrophysics #blackholes #gammarays

     

    TIMESTAMPS

    00:00 - Intro

    00:42 - Studying Astrophysics And Still Barely Knowing Anything About It

    01:11 - Studying The Stars/Gravitational Waves

    03:27 - One Thing Causing An Entire Programme Model To Be Off

    04:30 - Supernovae/Black Hole Dimensions

    06:00 - How BPASS Programme Works

    08:06 - How Long It Takes To Make A Model

    10:45 - Films Portrayals Of Space/Black Holes

    13:32 - Jan Is A Fan Of Sci-Fi/Dr WHO/Astronomer Debates

    16:25 - Structures Of Stars

    19:25 - The Sun

    20:04 - What Would Happen If The Sun Disappeared

    21:30 - How To Survive On Earth If The Sun Disappeared

    22:51 - Gamma Ray Bursts/How They Were Discovered

    27:48 - The Area A Gamma Ray Explosion Would Cause

    31:10 - Shooting Stars Aren’t Shooting Stars/History

    33:26 - Why Shooting Stars Haven’t Been Corrected To Be Shooting Meteorites

    35:13 - Astronomy Leads To Philosophical & Ethical Questions

    37:04 - Where Do We Come From

    38:03 - The Flaws In Elon Musk’s MARS Mission

    41:34 - Space Is Hostile/It Would Be Better To Go To The Moon First

    42:50 - Films That Are Accurate In Dictating MARS 

    44:30 - The Chance Of Satellites Being Destroyed From A Chain Reaction

    46:37 - Bringing Space Junk Down To Earth To Burn Up In The Atmosphere

    48:38 - Beaming Light From Space Satellites To Earth/Why We Use Cables

    50:54 - A Difference Between Theorists And Observers

    53:44 - Professional Amateur Astronomers/Theorists& Observers Collaborating

    57:10 - How To Rebuttal A Flat Earth Theorist

    59:43 - Where To Follow Jan Elridge

    1 hr 2 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