Episodi

  • Bruce Nesmith was a former designer at Bethesda and worked at the studio from Elder Scrolls II:Daggerfall before leaving and returning part way through Elder Scrolls IV: Oblivion up until Starfield. He is now a novel writer who just launched his newest novel Glory Seeker Book One: Feast Of Ghouls

    #skyrim #bethesda #starfield

    Purchase Bruce's new book here! https://www.amazon.com/Glory-Seeker-Ghouls-LitRPG-Adventure-ebook/dp/B0D94KTJTN

    TIMESTAMPS

    00:00 - Intro

    00:45 - Lord Of The Rings Film Trilogy’s Impact On Oblivion

    03:11 - Re-learning Game Development When Rejoining Bethesda

    05:37 - Todd Picking Bruce To Be Lead Designer On Skyrim

    07:30 - Bruce’s Relationship With Todd Howard

    09:15 - Todd Howard’s Time Management Skills

    14:15 - Todd Will Be Difficult To Replace/Todd Doesn’t Let Go Of Things

    16:10 - Reality Vs Expectations/Elder Scrolls VI

    18:20 - Negative Effect Skyrim Had On Bethesda Games

    20:05 - Pressure Of Developing Elder Scrolls VI/Larian Studios

    21:45 - Developing Sequels

    24:10 - Feature Creep In Bethesda Games/Cut Systems From Starfield

    26:00 - Designers Block/Being Hard Headed

    28:45 - Self-Identity Being In Your Job/Writing Novels

    34:45 - Bethesda’s Retention Rate Created A Problem/Layoffs

    38:30 - Why Fallout 76 Initially Failed

    43:06 - Fallout TV Show

    45:30 - Travelling Inspiring Bruce’s Work/Being A Jack Of All Trades

    52:40 - Glory Seeker Book One: Feast Of Ghouls

    57:00 - Process Of Writing A Novel

    1:00:11 - Q+A - Challenging Aspects Of Starfield

    1:01:47 - Q+A - Criticism Of Starfield/Differences In Terms Of Design Between Fallout 4 & Starfield

    1:04:21 - Q+A - Features Cut From Fallout 4 & Starfield

    1:07:18 - Where To Get Glory Seeker Book One: Feast Of Ghouls

  • Shawn Green was a former developer at ID Software, ION and Escalation Studios. He was part of the original ID Software team and worked alongside legends such as John Romero and John Carmack

    #doom #idsoftware #johnromero

    TIMESTAMPS

    00:00 - Intro

    00:36 - How Shawn Ended Up At ID Software/Commander Keen

    05:05 - Learning The DOOM Editor

    06:40 - Doing The Ports For DOOM

    10:55 - Designing Levels For Ultimate DOOM

    13:10 - Making E4M8 - Unto The Cruel

    16:25 - How Shawn Learned To Design DOOM Levels

    18:15 - Working With John Romero

    21:30 - Romero & Carmack’s Differences

    23:40 - ID Software Didn’t Have A Hierarchy

    27:00 - John Carmack Is A Monster

    28:30 - The Circumstances Of Crunch Matters/Carmack Is A Workaholic

    30:30 - John Carmack Sacrificed A Lot To Be Who He Is

    32:30 - Getting Into A Zone/Working On Halo: Combat Evolved

    38:30 - Shawn Puts His Programming Hat On While Playing Games

    39:31 - Zelda: Tears Of The Kingdom’s Amazing Physics Engine

    41:15 - The QA On DOOM Ports

    43:20 - The Hardest Thing About Programming

    44:30 - Integration Is An Important Part Of Coding

    46:30 - The Curve Balls Of Running Escalations Studios

    48:35 - The Pros And Cons Of AI

    53:10 - Design Differences Between Japan & The West/Layoffs

    1:06:40 - Shawn’s Final Thoughts/Working For Nintendo

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  • Jonah Lobe is a former artist at Bethesda and did the art for a number of characters on Elder Scrolls V: Skyrim as well as Fallout 3 and Fallout 4. He is currently working on his Fantasy Novel: Quiet Level One that you can support here. https://www.kickstarter.com/projects/quietlevelone/quiet-level-one-by-jonah-lobe

    #bethesda #fallout #skyrim

    SOCIAL MEDIA

    YOUTUBE - @JonahLobeDraws

    TWITTER - @Jonahlobe

    FACEBOOK - https://www.facebook.com/jonahjonahlobe

    INSTAGRAM - @iamjonahlobe

    00:00 - Intro

    01:14 - Getting Tendonitis From Working On Alduin The Dragon

    08:47 - How The Balrog From LOTR Influenced The Deathclaw Horns

    14:15 - What Makes Art Iconic/Why Deathclaw Is Iconic

    21:00 - Critiquing Games & Movie Art/Why The Sharks In Aquaman Are Terrible

    22:35 - Sandworms In Dune Are Iconic/Across The Spiderverse Is Perfect

    24:30 - Deadlines On Art At Bethesda/Jonah’s Specialty/Iterations Of Art

    29:04 - What Jonah Learned From Adam Adamowicz/Letting Go Of Your Ego

    33:50 - Why Bethesda Has High Retention Of Its Employees

    39:10 - Working With Todd Howard

    45:10 - Todd Howard Is Irreplaceable

    46:50 - Fallout 76 Was Wasnt Decided By Todd But By The Suits

    48:40 - Jonah’s Review Of The Fallout TV Series

    51:40 - Why Bethesda Games Don’t Have A Signature Artstyle

    53:15 - Realism Vs Stylized Art

    54:30 - Jonah’s Fantasy Novel Quiet: Level One

  • Stephen Hughes is a renowned director, producer, voice actor and teacher. He is well known in Spain in the voice over industry. He helped to direct the voice actors on Metroid Dread including Nikki Garcia(The Voice Of Samus) and he voiced the character Quiet Robe.

    #metroid #metroiddread #nintendo

    TIMESTAMPS 00:00 - Intro

    01:00 - How Stephen Ended Up In Madrid, Spain

    05:05 - Ongoing Consulting Work For American Companies

    06:19 - Spain Is The Best Country In The World For Dubbing/Dubbing For The Arabic World

    10:15 - So Many Studios In Spain/How Mercurysteam Found Stephen

    11:50 - Early Work With MercurySteam/Acting For Animation

    15:25 - Voice Acting For Videogames Compared To Animation

    17:30 - Language Of The Chozo/Nikki Garcia Did Voice Of Samus In 1 Take

    18:30 - Stephen Helps Direct The Voices Sometimes At MercurySteam/Enric Alvarez Is Well Versed In English

    19:50 - Game Directors Are Like Film Directors

    21:55 - Previous Work Stephen Has Done For Mercurysteam

    22:49 - How MercurySteam Made The Chozo Language/Nikki Has A Great Sense Of Language

    25:31 - How To Speak In Made Up Languages And Make Them Sound Good

    26:50 - Confidence Comes A Lot Easier To Americans Than Other Cultures

    28:24 - How Stephen Did The Voice Of Quiet Robe/Being Careful With The Voice You Create

    30:30 - Vitamin A + E Repairs Vocal Chords

    31:55 - Foods & Drinks To Avoid Before A Vocal Session/Anchovies Are Great For Your Voice

    37:45 - The Problems Of AI On Voice Artists

    41:00 - Being A Jack Of All Trades/Advertising/Jobs Already Taken By AI

    48:43 - AI Is Replacing Jobs For Young People/Being Adaptable

    51:10 - Voice Actors Won’t Be A Sole Career

    54:40 - Stephens Early Days In Voice Acting

    57:08 - Why Pro Voice Actors Sometimes Give Bad Performances

    58:00 - Translations/Translating Spanish/Dubbing

    1:08:00 - Where To Keep Up Stephen

  • Omar's story is amazing, he got an architecture degree before moving into video game art and film/tv vfx. He has worked on films such as Star Wars: Rogue One and Avengers: Infinity War and Endgame, he also worked as a lighting artist on GTA V.

    #gtav #rockstargames #starwars

    TIMESTAMPS

    00:00 - Intro

    01:01 - How A Degree In Architecture Helped Omar With VFX

    04:51 - How Omar Ended Up At Rockstar Games/China

    07:15 - Omar Had Never Played GTA Before Joining Rockstar/Learning What GTA Was

    09:15 - Doing Cutscenes On GTA V

    10:00 - Only 2 Artists Did Lighting On Cutscenes/The Shock Of Working On GTA V

    12:05 - Crunch On GTA V/ Difference Between Games & Film

    15:00 - Challenges Of Lighting/Omar’s Approach To Lighting

    17:15 - Working On Star Wars: Rogue One

    19:16 - ARTWORK REEL - Star Wars: Rogue One

    21:25 - ARTWORK REEL - GTA V

    32:07 - ARTWORK REEL - Rings Of Power

    38:46 - ARTWORK REEL - Avengers: Infinity War

    43:00 - ARTWORK REEL - LEGO

    45:26 - ARTWORK REEL - Batman Vs Superman

    46:09 - ARTWORK REEL - The Division 2: Warlords Of New York

    48:27 - ARTWORK REEL - Aquaman

    50:38 - Where To Follow Omar Fernandes

  • Jonathan Gwyn is a veteran artist in the video game industry having been in the industry for over 25+ years. He has worked on prestigious franchises such as Grand Theft Auto, The Matrix, Resistance etc.

    #rockstargames #gta #gtav

    TIMESTAMPS

    00:00 - Intro

    01:01 - Jon’s Favourite Art To Work On Is Environment Art

    03:00 - Stylised Environmental Art

    04:20 - Restrictions Working On The Matrix Games

    06:40 - Referencing The Matrix Movies While Working On The Games

    09:10 - Jon Loves Movies/Seeing Reloaded & Revolutions Material Before The Movies Release

    10:40 - The Wachowskis Were Video Games Guys/Path Of Neo/Animatrix

    11:20 - Jon Likes To Draw While Watching TV & Movies

    13:15 - Jon Doesn’t Like Being An Art Director & Prefers Working Alongside Artists

    15:00 - Ego’s Getting In The Way With Some Artists Due To Age/Jon Doesn’t Want To Be A Lead Again

    16:40 - Why Jon Has Moved Across So Many Gaming Studios

    19:10 - How Jon Got The Job At Rockstar

    20:10 - GTA Is Made In Scotland/Artists Pipeline For GTA V/Red Dead Redemption 2

    22:00 - Rockstar Has A Toxic Work Environment

    24:30 - The High Pressure Of Working At Rockstar/Rockstar Crunch

    25:20 - People Love His Boring Environmental Work Just Because Its GTA

    26:00 - The Art Lead’s Job For GTA V Would’ve Been Hell

    27:35 - Concept Room At Rockstar

    28:15 - Meeting Sam Houser/Houser Brothers

    29:15 - Video Game Celebrities/Ego’s Within The Video Game Industry

    32:13 - Brutal Commute In L.A. & San Diego

    35:35 - Working From Home

    36:40 - Being Extroverted/Mistakes Extroverts Make At Game Studios

    38:30 - ARTWORK REEL - GTA V Environments

    50:15 - ARTWORK REEL - The Matrix Games Environments

    1:00:10 - Where To Follow Jonathan Gwyn

  • Chandler Murch worked at Valve for over 8 years in IT infrastructure; and oversaw a lot of esports Valve events specifically for Dota 2, he also did some work in the Dental AI space.

    #valve #steam #dota2

    TIMESTAMPS

    00:00 - Intro/Being Associated With F.R.I.E.N.D.S

    01:30 - How Chandler Ended Up At Valve

    04:10 - What His First Job At Valve Was/Customer Service

    06:59 - Valve’s IT Infrastructure When Chandler First Started

    08:55 - How Chandler Improved Valve’s IT Infrastructure/Network Speeds

    14:15 - Hitting Milestones With The Content Delivery Network/Capacity Planning

    17:00 - Taking Into Account Internet Infrastructure Improvements Globally

    19:09 - Organising E-Sports Events/DOTA 2

    23:10 - Mitigating Problems With Live E-Sports Events/Audio & Player Problems

    26:40 - Testing Live Setups With Players

    29:20 - How Chandler Got Into Gaming & Steam

    31:30 - Chandler’s Favourite Valve Games

    32:45 - Chandler’s Involvement On Portal 2/How Valve Does Credits In Games

    35:15 - Chandler’s Work On Left 4 Dead 2/Portal 2 Bugs

    38:54 - Valve Games Have To Reach A Certain Milestone Before QA Testing

    39:45 - A Valve Employee Did Wheatleys Voice Before Stephen Merchant

    40:30 - Chandler Never Got The Passion For Game Design

    41:35 - Chandler’s Interactions With Gabe Newell

    46:45 - Steam Avoided Fragmentation Unlike TV/FIlm Streaming Platforms

    49:35 - Misunderstanding That Valve Doesn’t Make Games Now

    52:40 - The Cost Of Running Valve Servers/Valve’s Value

    55:45 - What Chandler Did After Valve/Dentistry AI

    1:00:37 - Dental Work Is Very Costly In The West/Dentistry AI Is Only Available In USA/Canada

    1:04:00 - Where To Follow Chandler Murch

  • David Crislip has had quite the life! The man studied Japanese at Ohio University before moving to Japan to become an English Teacher there before ending up at Capcom Japan where he did localization for over 10+ years.

    #capcom #residentevil #streetfighter

    SOCIAL MEDIA

    TWITTER - @DavidCrislip

    INSTAGRAM - @davidcrislip

    TIMESTAMPS

    00:00 - Intro

    01:20 - What Prompted David Wanted To Learn Japanese

    02:50 - How Long It Takes To Be Fluent In Japanese/Being An English Teacher In Japan

    05:20 - Early Days Of Localisation Capcom Japan

    06:20 - Why Direct Translation Doesn’t Work

    08:16 - Japanese Is A Very Dense Language

    09:00 - How Localisation Has Changed From The Old Days

    11:20 - Playing Games In Different Dubs

    12:30 - Ghost Of Tsushima Is An Example Of A Western Game That Got Japanese Correct

    13:20 - Lip Flapping In The Old Days Vs Now/David Is Glad He Doesn’t Have To Localise AAA Games These Days

    14:10 - Immigration Officers Geeking Out Over David Working At Capcom

    16:42 - David’s Favourite Capcom Games

    19:45 - Resident Evil 4 Remake

    20:30 - Capcom Were Aware Well Making Resident Evil 4 That It Would Be Special

    22:20 - Capcom’s Renaissance Is Very Gratifying

    24:00 - David’s Favourite Capcom Game To Work On

    25:45 - Capcom Have Westernised Games With Japanese Flavour

    26:15 - How David Ended Up Voicing Winston Payne/Recording Lines

    28:10 - Difference Between Translating Text Vs Dialog

    29:40 - The Misunderstanding Gamers Have Of Localisation

    31:00 - How Long It Took David To Adapt To Japanese Culture

    35:10 - Its Very Difficult To Get A Job At Capcom/Applying For Jobs In Japan

    36:40 - Japanese Are Aware Of Western Culture/Language Shapes Your Behaviour 

    38:15 - David Doesn’t Translate In His Head Whether Its Japanese Or English

    39:15 - Why Lay Offs Don’t Happen Often In Japan

    42:00 - Japanese & Western Games Are Both On Equal Footing Now

    43:00 - Consoles David Plays/David Shows Off His Game Collection

    44:15 - David’s Favourite Game Of All Time/David Plays Games Most Days

    46:09 - David’s Advice For Getting Into The Video Game Industry In Japan

    48:07 - Where To Follow David Crislip

  • Happy 10th anniversary to DKC: Tropical Freeze!! Let's celebrate former artists on the game Eric Kozlowsky and Ted Anderson to go on a deep dive of working on it.

    TWITTER LINKS

    Eric Kozlowsky - @VoNKoZ

    Ted Anderson - @Pixel_Possum

    #donkeykong #donkeykongtropicalfreeze #retrostudios

    TIMESTAMPS

    00:00 - Intro

    00:50 - DKC: Tropical Freeze Early Days/Wii U Hardware

    04:55 - Artists Experimented Very Early On/Mangroves Were The First Levels Worked On

    07:15 - Office Structure Of Retro Studios

    08:50 - Artists Collaborating With Animators

    10:00 - Playtesting/Brilliant Design Of The Levels/Meltdown Mayhem

    12:40 - Ted & Erics Collaboration On The Steamship

    14:05 - ARTWORK REEL - World 3 Boss Behind The Scenes Art

    16:15 - ARTWORK REEL - World 2 Boss Behind The Scenes Art

    17:20 - ARTWORK REEL - Updating DKCR Art

    19:45 - ARTWORK REEL - Creating A Texture Map

    22:20 - ARTWORK REEL - Difficulty Of The Fruit In World 5

    23:15 - ARTWORK REEL - Ensuring Colours Don’t Blend In With Donkey Kong

    24:20 - ARTWORK REEL - Foreground To Background

    25:10 - ARTWORK REEL - Rocket Barrel/Barrel Cannons

    26:30 - Will They Use Tropical Freeze Art For The DK Movie?

    27:10 - ARTWORK REEL - Fruity Factory Level

    28:30 - ARTWORK REEL - Wireframes/Nintendo Ninjas

    29:48 - ARTWORK REEL - Steamship Level Of Detail

    31:20 - Alternate Universe - Working On Metroid Prime 4/Metroid Dread

    33:25 - Limitations Fosters Creativity

    34:30 - Tropical Freeze’s Crunch Period

    37:00 - Oversight From Nintendo Of Japan/DK Fur Tech

    39:30 - How To Deal With Frustration Of Having To Redo Art Due To NOJ

    41:30 - Sign Off For Easter eggs

    42:21 - Backlash Of The Tropical Freeze Trailer/Tropical Freeze Was Made Due To DKCR Sales

    45:20 - The Legacy Of DKC: Tropical Freeze

    46:50 - Where Donkey Kong Goes From Here/DK Spinoff Film

    49:00 - Q + A - Working With Vince Joly & Ryan Harris

    50:20 - Q + A - Stuff That Was Discussed But Never Made It Into DKC:TF

    52:50 - Q + A - How Did The Snowmads Idea Come Up/Ted Voicing The Penguins

    55:36 - Q + A - Would A David Wise Track Or Level Layout Inspire The Artwork

    59:58 - Favourite Level In DKC: Tropical Freeze

    1:03:28 - Plugs For Ted & Eric’s Games

  • Ryan Kaufman is an award-winning writer that came up working at Lucas Arts on games such as Revenge Of The Sith & Republic Commando before moving onto Telltale where he was one of the main writers.

    #telltalegames #thewalkingdead #starwars

    SOCIAL MEDIA

    TWITTER - @M1sterFox

    LINKTREE - https://linktr.ee/w.ryan.kaufman

    TIMESTAMPS

    00:00 - Intro

    00:47 - Ryan’s Dream Game To Make Would Be About Titanic

    03:10 - What Should Come First Narrative Or Design

    04:30 - Revisions Of A Script/Writers Room

    06:00 - Constraints Of Game Of Thrones & Star Wars

    06:59 - Being In Charge Of The Expanded Universe Of Star Wars For Lucas Arts

    08:50 - Stigma At Lucas Arts For Star Wars Fanboys

    10:10 - The Republic Commando Lay-Offs Made Ryan Leave Lucas Arts

    12:08 - Not Being Too Attached To An Idea/Game Design

    13:20 - The Hardest Part Of Writing/Stressing Over Writing

    15:20 - Ryan Doesn’t Like To Play Narrative Based Games/Shadow Of The Colossus

    16:35 - Story Vs Gameplay/What Is Story/DOOM

    18:55 - Environmental Storytelling

    19:50 - Ryan Finds Himself Critiquing Games/Film & Television Narratives All The Time

    21:10 - The Good & Bad About Chat GPT

    24:40 - Film Narratives Are Terrible These Days/Ryan Critiques Himself All The Time

    26:20 - Telltale James Bond Pitch For James Bond To Be Pakistani

    29:25 - The Experience Of Working At Telltale

    30:50 - Telltale Game Development Had An Intense Schedule/Directing Voice Actors

    35:40 - Ryan’s Strengths & Weaknesses As A Writer

    38:30 - Reading A Dictionary & Thesaurus/Novel Writing Vs Game Writing

    39:36 - Kiwi Reminds Ryan Of His Own Advice Regarding First Person/Third Person Writing

    41:30 - Ryan Uses A Whiteboard For Story Beats/Pixar Storybeats

    45:00 - Ryan Wanted To Make A Hellboy Telltale Game/Cost Of Redoing Narrative/Voice After Its Already Implemented

    48:10 - Lip Syncing/Localisation Troubles With Dialogue

    51:20 - Japanese Games Having Terrible English Dialogue/Translations

    53:40 - Ryan Would Love To Work On A Rockstar Game

    54:40 - Where To Buy Ryan’s Novel “Gawain A Year To Live

    56:23 - Where To Follow Ryan

  • Peer Schneider is one of the co-founders of IGN and is currently IGN's EVP and Chief Content Officer. #ign #gaming #games

    SOCIAL MEDIA

    TWITTER - @peerign

    INSTAGRAM - @peerign

    TIMESTAMPS

    00:00 - Intro

    01:20 - How Peer Fits In Gaming Time With His Busy Schedule

    04:50 - IGN’s Current Work Model/Remote & Office Work

    07:40 - Interview Process At IGN/Bad Interviewees

    10:05 - How IGN Knows When To Change Strategy With Its Content

    13:40 - The Different Youtube Channels/Youtube Algorithm

    18:40 - Optimising Content/SEO

    19:30 - Peer’s Views On Chat GPT & AI

    23:40 - Other Publications Ripping Off IGN’s Content

    26:20 - Mortal Kombat Guide Content That Was Ripped Off/ Contacting The Perpetrators

    28:00 - Crediting Sources

    29:00 - Being Blacklisted By Gaming Publishers/THQ Scandal

    34:10 - Political Nature Of Gaming Journalism/Being Trustworthy

    36:30 - Moving To America From Germany/Living In Japan

    39:00 - Places In America Peer Hasn’t Been To

    40:10 - Travelling For Work And Maintaining Energy/Gaming Behaviour Tour/Presentations

    42:10 - Flight Times/Peer Hasn’t Been To New Zealand & Australia Yet

    43:10 - Why There Won’t Be A Fourth Hardware Competitor

    45:20 - Fortnite Itself Is A Platform

    46:10 - IGN’s Approaches To Leaks

    48:27 - The Legend Of Zelda Live Film Discussion/Video Game Movie Adaptations

    51:40 - Metroid Prime 4, Wii U & Switch 2 Discussion

    56:40 - The Biggest Misunderstanding People Have With IGN/ Publishers Do Not Pay IGN For Good Reviews

    1:02:09 - How IGN’s Top Lists Are Made/Peer Doesn’t Like Ninja Gaiden/IGN Doesn’t Have A Hive Mind

    1:03:58 - The Obsession With The Metacritic Score

    1:05:12 - Starfield’s Review Score

    1:06:56 - Reviewers Having Enough Time To Review A Game

    1:07:50 - Kiwi’s PAX West 2024 Pitch With Retro Studios Devs/Outro

  • Garrett Young has been in the video game industry for over 25 years and has worked on games such as DOOM 2016, Rage Forza and James Bond: Quantum Of Solace.

    #doom #doom2016 #forza

    SOCIAL MEDIA

    TWITTER - @garretty

    TIMESTAMPS

    00:00 - Intro

    01:05 - Working On DOOM 2016

    06:43 - Early Builds Of The Game/Garrett’s First Week On DOOM 2016

    12:30 - Single Player Mode/Push Forward Combat/

    17:05 - Difficulty Story On Nightmare

    21:56 - Tackling The FPS Platforming Problem In DOOM 2016

    24:20 - Metroid Prime & Batman’s Influence On DOOM 2016

    26:50 - Cancelled Soccer Game For Xbox/EA Sabotaged The Dreamcast

    31:21 - Working On Forza

    33:23 - Working On The City Tracks Vs Forza/Building Up The Team/Publishing Vs Game Studios

    37:26 - Diversity In Skillset/ Knowing When To Pivot When Something Isn’t Working

    39:51 - The Reality Of Crunch In The Industry/Management

    48:20 - Fake Deadlines/Agile Development

    51:20 - Where To Follow Garrett Young/Doing Another Podcast In The Future

  • Randy Linden is a legendary programmer who is best known for doing what was thought to be impossible porting DOOM from the PC to the SNES, hes also responsible for porting Dragon's Lair to the Amiga and making Bleem an emulator for the Playstation. He is currently working for Limited Run Games. #doom #supernintendo #snes SOCIAL MEDIA TWITTER - @RandalLindenTIMESTAMPS00:00 - Intro00:40 - Being In The Industry For Over 40 Years01:57 - Randy’s Thoughts On Zelda: Breath Of The Wild & Super Mario Odyssey06:03 - Randy’s Standout Moment In Zelda: Breath Of The Wild07:25 - Honing In On The Programming Aspect of Zelda: Breath Of The Wild & Super Mario Odyssey09:50 - Zelda Inspired Randy To Improve On His Programming Skills/Writing A Program11:34 - Why The Rocket Launcher Is More Powerful In DOOM SNES/Reverse Engineering15:25 - Why Monster Infighting Isn’t In DOOM SNES18:08 - Why Monsters Don’t Respawn In Nightmare Mode/Monster Speed In Nightmare/SNES Violent Games21:59 - Guessing The AI For The Monsters/Tight Deadline For DOOM SNES25:14 - Being In The Zone Creatively/Crunch For DOOM SNES/Managing Time Effectively34:16 - How Randy Balances Quality Vs Quantity In Programming36:50 - Story Of Metal Gear Solid Bug For Bleem On Dreamcast42:45 - Randy’s Terrible Diet While Working44:26 - How To Get In The Zone45:30 - List Of Programming Priorities/Priority On DOOM SNES49:11 - How The Quake GBA Prototype Came About51:21 - The Hardest & Most Misunderstood Thing About Programming56:50 - Game Development Roles These Days Are More Specialized/AAA Development1:01:00 - Cost Of Games1:05:18 - Gaming Has More Value For Money Than Film/Game Studios Lay Offs1:08:35 - Its Harder For Game Studios To Be Successful Today Than It Was In The Past1:11:05 - Incremental Hardware Increases1:12:06 - Sandy Peterson Never Worked On DOOM SNES1:14:31 - E2M2 In DOOM SNES/John Coffey Level Edits That Got Rejected By ID Software/Metallic Grates1:17:45 - Where To Follow Randy Linden/Jurassic Park

  • Here is the recorded panel I did at PAX 2023 with the one and only Mick Gordon. All video footage is owned by PAX Australia. FUN FACT: After the panel finished, 200+ people converged on Mick to ask him questions and get him to sign things. As a result he remained at the venue for 3 hours and he missed our dinner reservations #mickgordon #doom #killerinstinct PAX AUS TWITCH - https://www.twitch.tv/pax2 PAX AUS YOUTUBE - @PAXAustraliaOfficial BLACK DOG INSTITUTE - https://www.blackdoginstitute.org.au/TIMESTAMPS00:00 - Early Intro00:30 - Generozity Game/Raising Money For Mental Health01:40 - Introductions04:43 - Evolution Of Video Game Music/Mick’s Introduction To Video Games Music & Melody17:35 - Creating Tracks With Vocals For Killer Instinct20:45 - The Writing & Creative Process Of Killer Instinct And How It Differed From The Original29:18 - Main Menu Themes/Creating Opening To Hell Remix For DOOM Eternals Main Menu Theme33:48 - Sampling Original Themes35:38 - AI And How It Will Affect Musicians And The Creative Process40:56 - Advice For Up & Coming Composers/Stem Separators 46:14 - Mick’s Favourite Game Score Over The Last Few Years48:05 - Q+A - Mick’s Musical Influences49:48 - Q+A - How To Improve Your Weaknesses As A Musician50:53 - Q+A - Creating The Partisan For Wolfenstein Old Blood52:19 - Q+A - Practice Routines54:20 - Q+A - How Mick’s Musical Style Has Changed And The Difference Between Band Music and Video Game Music56:26 - Q+A - Where The Thunder Chants From PAX 2013 Are In Killer Instinct

  • Jeffrey Kung is a game developer with over 27 years experience. He is best known for his tenure at Lucas Arts working on games such as Mysteries Of The Sith, Rogue Squadron and Republic Commando. He studied Psychology before dropping it to pursue game development. #starwars #lucasarts #republiccommando SOCIAL MEDIA WEBSITE - https://www.jeffreykung.com/ INSTAGRAM - @pinecone.jeffTIMESTAMPS00:00 - Intro00:33 - Why Jeffrey Stopped Studying Psychology To Make Video Games04:30 - Early Days In Video Games/Lucas Arts06:15 - Level Design Test At Lucas Arts/Level Design On Mysteries Of The Sith09:00 - Designing Search For Nonnah In Rogue Squadron11:40 - Rogue Squadron Crunch/Bonding With His Team13:30 - Incorporating Psychology Into Leadership/1 On 1 With His Team16:30 - How To Stop Bickering In A Meeting18:30 - Being A Star Wars Fan/Multiplayer Level In Mysteries Of The Sith20:50 - The Fundamentals Of Level Design22:35 - Live Ops Games Are Great For Level Design/Tuning A Game24:20 - Where To Still Play Jeffrey’s DOOM Levels/Designing DOOM Levels/Breaking A Level32:30 - Terrible Crunch Story/EA’s Crunch Drama Helped The Industry/Why Crunch Is Bad36:30 - Why Mobile Development Doesn’t Have As Intense Crunch38:40 - Industry Is Starting To Learn About Crunch/Productivity Loss40:50 - Experience Of Developing Republic Commando/Visor Wipe44:48 - Fine Tuning The System Design In Republic Commando/Xbox Controller & Halo Influences47:10 - Switch Port Of Republic Commando Is Bad/Joy-Cons Are Terrible For FPS48:50 - Being Laid Off After Republic Commando/Constant Lay Offs51:26 - Working Remotely Vs Working In The Office/Perks Of Discord56:18 - How Jeffrey Learned To Be Extroverted/Teaching Game Design At College59:20 - Imposter Syndrome/Kevin Schmitt1:01:20 - Where To Follow Jeffrey Kung/Carnivores Plants

  • Paul Topolos is currently an artist at Pixar and worked on over 18+ Films but before this he worked in the video game industry on various games for Lucas Arts & Factor 5 most notably the Star Wars Rogue Squadron games and Episode 1 Racer #starwars #roguesquadron #lucasfilmTIMESTAMPS00:00 - Intro00:50 - Difference Between Lucas Arts & Lucas Film3:00 - Working On Episode 1 & Episode 25:00 - Making Art Looking Like Star Wars/Artwork On The Prequels07:30 - Working On Episode 1 Racer While Phantom Menace Was Being Developed09:30 - Being Blown Away By The Artistry On Phantom Menace/Story Of Phantom Menace13:10 - Paul Is A Fanatic Of The Original Star Wars Trilogy14:00 - Visual Effects Of The Original Star Wars/2001 Space Odyssey16:00 - Limitations Of N6419:35 - Pushing The Pixels On Rogue Leader23:35 - Visuals Are Very Important25:30 - Factor 5 Was Programmer Heavy/Learning From Rogue Squadron On Rogue Leader28:00 - Crunch/Working 2 Full Time Jobs At Lucas Film & Factor 531:26 - What Paul Loved About Working On Rogue Leader32:30 - Maintaining Energy Well Working 2 Full Time Jobs/Ian McCaig/Deadlines38:00 - Paul Had A Meltdown On His 2nd Day Of Work On Phantom Menace39:28 - Pauls Superpower Is Making Something Look Real In Photoshop40:30 - 9/11 Affecting Rogue Leaders Final Days Of Development42:45 - America’s Infatuation With The American Flag/Foreigners Confused By 9/11/Aftermath Of 9/1148:20 - Work On Grim Fandango/ Grim Fandango Got Paul His Job At Pixar55:40 - Working At Pixar56:20 - Unspoken Rules Of Interacting With George Lucas/Geeking Out Over Celebrities1:00:11 - Paul Doesn’t Have Social Media

  • Kevin Schmitt has been working in the video game industry for over 25 years and currently works for Epic Games, he previously worked at 343 on the Halo Series and Lucas Arts where we worked on many Star Wars properties such as Rogue Squadron, Republic Commando, Obi-Wan and Mysteries Of The Sith #starwars #roguesquadron #lucasarts TWITTER- @kevindschmittTIMESTAMPS00:00 - Intro00:50 - Kevin’s Time In The Industry Has Flown By03:00 - Biggest Changes In The Industry/Kevin’s Early Years07:25 - AAA Games Size08:24 - Stories Of The Design For Star Wars Rogue Squadron11:50 - Mark Haigh Hutchinson Was A Great Leader15:40 - Importance Of Good Leadership/Making Multiple Projects At Once At LucasArts20:50 - How Designs Were Originally Mapped Out At LucasArts24:10 - Metroid Prime’s HUD influenced Republic Commando’s25:30 - How You Approach Design For Different Genres/FPS’s Are Kevin’s Bread & Butter27:00 - Frustration Of Creative Constraints With Star Wars IP/Ideas Being Shot Down32:30 - LucasArts Vault With Sacred Phantom Menace Info/ Team Seeing A Rough Cut Of Phantom Menace36:00 - The Process Of Pitching Games37:20 - Kevin Shows Off LucasArts Game Design Folders/Archiving39:30 - Phantom Menace Game Idea That Didnt Pan Out41:50 - Approach To Halo Campaign Vs Multiplayer44:15 - How Kevin Became A Writer48:20 - Kevin’s Thoughts On ChatGPT51:40 - Vetting Leaders In The Game Industry/The Industry Doesn’t Allow Discussions Of Failures55:00 - Post Mortem At The End Of A Game Project58:20 - Leaders Recognising Their Own Faults/Mark Recognising His Strengths & Weaknesses1:00:15 - Being Confrontation When You Aren’t A Confrontational Person1:01:25 - A Cohesive Team Is The Most Important Factor On A Project/Communication Differences1:04:30 - Republic Commando Team Being Told Their Being Laid Off When The Project Finishes1:06:40 - Where To Follow Kevin Schmitt

  • Steve Jude is a game developer and currently Senior Producer at Tantalus, he has worked on franchises such as Zelda, Borderlands, Lego, Star Wars and more.... #zelda #lego2kdrive #skywardsword TWITTER - @SteveJudestorm TIMESTAMPS 00:00 - Intro/Disclaimer Regarding The Legend Of Zelda:Skyward Sword HD 01:15 - Why Northlane Is Steve’s Favourite Band 03:05 - Steve Doesn’t Listen To Music While He Is Working 03:45 - What Is Required In Project Management 07:01 - Adjusting Management Styles 08:50 - How Steve Ended Up In The Video Game Industry 12:03 - Interview At Krome Studios 14:41 - Portfolio Matters More To Employers Than University Degrees 17:12 - Lego 2K Drive Is The Most Challenging Project Steve's Worked On 20:43 - Porting A PS5 Game To Switch Is Hard/Working With Visual Concepts 23:34 - Steve Is Still Relatively Young With Nearly 20 Years XP And Where He Wants To Be As A Senior Producer 24:00 - Steve Wants To Be More Of A Technical Producer Down The Line 24:40 - Adapting Deus Ex Human Revolution For The Wii U Gamepad 27:46 - Deus Ex Didn’t Have Too Many Wii U Gamepad Bugs/How Testing Works 29:50 - Steve’s Turbulent Career Path 37:30 - History Of Tantalus Media 39:37 - The Harsh Reality Of Working In The Video Game Industry 41:13 - Where To Follow Steve Jude

  • I review Zelda: Tears Of The Kingdom with former Environmental Artist from Retro Studios, Eric Kozlowsky #tearsofthekingdom #zelda #zeldatearsofthekingdom You can stay up to date with on Project Saturn here https://www.fuzzybot.com/ Eric's Twitter - @vonkozTIMESTAMPS00:00 - Intro00:33 - Eric’s Zelda Tattoo/Miyamoto Signing Zelda 1 For Eric02:30 - The Pain Of Tattoos04:30 - Creative Thinking Of TOTK/TOTK Being Overwhelming06:45 - Link To The Past Compared To TOTK07:30 - How Eric Got The Master Sword/Eric’s Thoughts On The Game11:10 - The Seamless Physics Engine/BOTW Having A Better Artstyle Than TOTK12:35 - TOTK Doesn’t Respect People’s Time/Item Duplicate Glitch18:12 - Ganon’s Final Form Should’ve Been A Pig18:37 - The Story Has Massive Plotholes/Zelda Timeline & Lore23:04 - Being Objective With Criticism/Frustration Kills Games25:21 - Voice Acting For Female Characters Are Cringe26:31 - Link Needs To Have A Voice30:20 - TOTK’s Voice Acting/Zelda’s Voice Acting Is Bad31:45 - Lead Up To Ganon In BOTW Was Better /Ganondorf Fight In TOTK33:48 - The Dungeons In TOTK35:40 - Emerging Gameplay In TOTK Is What Makes It Special36:40 - Only One Way To Solve Puzzles In The Older Zelda Games37:50 - 2D Games Should Remain Traditional And 3D Should Be Sandbox Going Forward40:12 - Art Direction On TOTK/Strain On Switch Hardware41:22 - Twilight Princess Art Direction Being Constrained By Hardware42:12 - Art Direction Vs Art Execution43:26 - Metroid Prime Remastered Has Stylised Realism In Art44:22 - Could Metroid Prime Go Open World Like TOTK46:18 - Metroid Prime 4 Will Be A Launch Title For Switch Successor47:15 - Where Does The Zelda Series Go From Here/The Crazy Stuff Fans Are Building48:00 - Eric Needs To Reserve Being Creative For Work Not Building Contraptions In TOTK48:30 - Forgetting That You Have The Ascend Ability49:10 - Feeling Smart Moments50:15 - Clunkiness Of The UI51:32 - The Biggest Highlight Moments For Eric And Kiwi54:44 - Shortcomings Of TOTK’s Music/Limitations Caused Music To Flourish During 8 & 16 Bit1:01:20 - Sum Up Of TOTK/TOTK Is Not A Relaxing Game1:02:58 - Being An Adult And Not Having The Time Like You Used To1:04:00 - Plug For Fuzzybots New Game Project Saturn

  • Kursad Karatas is an artist who is best known for his tenure at Factor 5 working on Rogue Leader and Rebel Strike. #starwars #roguesquadron #lucasarts00:00 - Intro00:30 - How Kursad Became An Artist/Ending Up At Factor 5/Star Wars04:30 - Reference Art For Rogue Squadron Games07:30 - Using Stills From The Movies For Direct References(Both, Death Star)09:25 - Building Models From Scratch/What Kursad Worked On10:34 - Kursad Didnt Get To Play Rogue Leader Till Its Release/Most Devs Not Having Dev Kits15:30 - Doing Proper Character Models For Rebel Strike(Pictures Shown)17:00 - Kursad Prefers During Organic Material18:40 -Prequel Influence On The Games/ Kursad’s Drawing Of Liam Neeson19:15 - Differences Between Rogue Leader & Rebel Strike20:25 - Time It Took To Do One Level22:02 - Interacting With Designers & Programmers/Yavin Level24:30 - Hitting 60FPS26:00 - Factor 5 Understands Gameplay29:00 - Game Engines/Unreal/Rogue Squadron Could Be Made Much Easier Today32:00 - Kursad Would Love To Work On A Remake Or Remaster Of The Rogue Squadron Games33:00 - Rendering Engines/Technology Advancement34:00 - Judging Artwork Based On Its Times/Polygons Per Level36:40 - Kursad Taught Himself Programming/Math Should Be Taught In Schools Via Video Games38:00 - A.I. Technology/Midjourney41:00 - Jobs Being In Danger Due To A.I./Human Vs A.I. Art45:00 - Overpopulation Of Games/Humans In The Loop49:00 - Why Kiwi Doesn’t Do Youtube FullTime/Kursad’s Concerns For Podcasting52:00 - Free Will In The Future54:37 - A.I. To Make Star Wars56:00 - Advocating For A Remaster For Rogue Squadron Games