Kiwi Talkz Kiwi
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- Loisirs
Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film
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#168 - Stephen Hughes Interview (The Voice Of Quiet Robe)
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 -
#167 - Omar Fernandes Interview(Lighting Artist On Grand Theft Auto V)
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 -
#166 - Jonathan Gwyn Interview (Senior Environment Artist On Grand Theft Auto V)
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 -
#165 - Chandler Murch Interview (IT Infrastructure At Valve)
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 -
#164 - David Crislip Interview (Former Localizer At Capcom)
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 -
Donkey Kong Country Tropical Freeze 10th Anniversary Interview With Former Retro Studios Devs
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