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