エピソード
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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