Kiwi Talkz

Kiwi

Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film

  1. Fallout Season 2 Review With Former Fallout Devs (Jonah Lobe, Bruce Nesmith etc.)

    14 MAR

    Fallout Season 2 Review With Former Fallout Devs (Jonah Lobe, Bruce Nesmith etc.)

    I got some of the old devs who worked on Fallout to help review Season 2 of the Fallout series. Bruce Nesmith got the time wrong so didnt join until the last 20 minutes. #fallout #falloutnewvegas #bethesda TIMESTAMPS 00:00 - Fallout Is The Best Video Game Adaptation Of All Time 02:21 - Fallout S2 Thoughts Overrall 05:40 - Macauley Caulkins Acting 06:48 - Walton Goggins/The Ghoul 07:44 - Ella Purnell’s Accent As Lucy 08:40 - The Deathclaws 17:05 - The Prydwens/Factions 18:06 - Brotherhood Of Steel Tone Was Wrong 18:50 - Trust The Audience More/Have More Talking Instead Of Actions Scenes 20:21 - S2 Is A Setup For S3/The Roaches Were Scarier Than The Deathclaws 21:07 - Release Strategy 21:56 - Super Mutants/Ron Perlman 26:15 - Super Mutants In Fallout 4/Todd Howard’s Direction 26:50 - Deprioritize Brotherhood Of Steel In Fallout 5 28:10 - Bethesda’s Views On Fallout New Vegas 31:45 - Where Will S3 Go?/The Toddification Might Cause A Degrade 33:00 - Thaddeus/Keep The Show Low Key & Not Focused On Spectacle 35:55 - Casuals Buying The Games As A Result Of The Show 36:37 - Fallout 3 Remaster Will Release After S3/Remasters 37:50 - Bethesda Games Won’t Be Remade 38:57 - Deathclaw Differences Between Fallout 3 & 4 40:10 - Favourite Scenes 46:18 - Devs Give The Show A Score Out Of 10 47:00 - Making The Show Go On Indefinitely 48:13 - Bruce Nesmith Joins & Gives His Review 50:25 - Bruce’s Hopes For S3 50:45 - Will The Show Influence Fallout 5 51:56 - Bethesda Will Give Fallout 5 To Someone Else/Todd Howard 55:45 - Todd Howard’s Retirement 59:22 - Story Threads In S3 Will Be Less 1:01:20 - Hank’s Story/Will The Ghoul’s Story End In S3 1:03:30 - Practical Effects 1:04:59 - Actors Everyone Would Like In A Cameo 1:10:09 - Final Thoughts

    1h 15m
  2. #202 - Featurecast Interview On Terminator 2D No Fate, Composing, Brad Fiedel, Sound Design....

    7 MAR

    #202 - Featurecast Interview On Terminator 2D No Fate, Composing, Brad Fiedel, Sound Design....

    Featurecast is a DJ turned video game composer, he is most associated with @BitmapBureau and his most recent work was his stellar work on Terminator 2D No Fate. #terminator #terminator2 #terminator2dnofate TIMESTAMPS 00:00 - Intro 00:19 - How The Name Featurecast Came About 04:05 - Working With Bitmap Bureau 08:57 - Learning To Make SFX While Doing It 10:50 - Getting Creative Freedom On Terminator 2D No Fate 14:30 - Scrapping Music And Starting From Scratch/Reviews Praising The Soundtrack 15:45 - Trusting Your Gut 16:00 - How Featurecast Composed For Terminator 2D No Fate 18:10 - Researching The T2 Score/Recreating The Score For T2D No Fate 20:58 - Easter Eggs From T1 & T2 Score/T1000 Death 22:31 - Having The T2 Score On Loop To Prepare/Different Genres In The Music 24:15 - Melody/Terminator Film Scores Don’t Have Melody 26:50 - Blurring The Line Between Music & Sound Design 28:00 - Later Terminator Movies Didnt Capture Brad Fiedels Musical Identity 29:30 - Different Time Signatures/Police Station Time Signature/Future Level 3 31:20 - Writing & Mixing At The Same Time 34:56 - Making The Soundtrack Loud For Bitmap Bureau Games 36:00 - Playing The Game For Inspiration On The Music 38:05 - Music In The Escape From Hospital Level/Bitmap’s Custom Engine 40:10 - Recording The T1000 SFX/Creating SFX/Finding Your Own Way Of Doing Things 43:01 - Not Wanting To Be Influenced By Other Music 44:25 - Going Back And Listening To Your Own Music/LEGO Breakfasts 46:28 - It’s Not What You Know But Who You Know 48:12 - No Longer DJing In Clubs/Patreon/Mashups 51:49 - Q+A - What Drives Composition For Licensed Material 53:22 - Dealing With Imposter Syndrome 54:00 - Playing Music For The Devs The First Time 57:14 - Q+A - What Is Your Favourite Moment From Terminator 2 59:08 - Q+A - What Are Your 3 Favourite VST Instruments 1:00:42 - Changing VSTs For Every Project 1:03:26 - Closing Comments

    1h 5m
  3. #201 - Jay Epperson Interview On Retro Studios, Donkey Kong Country Tropical Freeze, Mario Kart 7, Concept Art.....

    28 FEB

    #201 - Jay Epperson Interview On Retro Studios, Donkey Kong Country Tropical Freeze, Mario Kart 7, Concept Art.....

    Jay Epperson is a concept artist who is probably most famous for his concept art on Donkey Kong Country Returns and especially on Tropical Freeze. #nintendo #donkeykong #donkeykongcountry Thanks to the Patreon Producers for making this happen Stipe, Borkey, Magic8 TIMESTAMPS 00:00 - Intro 00:35 - How Jay Went From Being An Illustrator To Becoming A Concept Artist At Retro 04:50 - Interview Process At Retro/Getting Artists To Draw In Interviews 07:22 - Coming In As A Concept Artist Towards The End Of DKC Returns 10:20 - Retro’s Environmental Artists Were Smart 11:13 - Jay’s Art Is In The DK Theme Park 13:15 - Working With Designers 16:10 - Doing Concept Art On Tropical Freeze 18:42 - Choosing Vikings Over Aliens For The Concept 19:57 - Tikis Vs Snowmads/Reusing Assets 21:20 - Why The Ice World Is The Last Level 22:00 - Sales On Wii U/Coming Up With The Different World Themes 25:06 - CONCEPT ART REEL - Juicy Jungle World 29:27 - CONCEPT ART REEL - Water World 31:11 - CONCEPT ART REEL - Mangroves World/Cut Concepts 32:38 - CONCEPT ART REEL - Savannah World 33:18 - Showing Portfolios To Potential Employers Without Breaking NDAs 33:50 - There Arent Limitations On The DK IP 34:35 - Referencing Rare’s Work 35:33 - Nintendo Japan Were Hands Off On Concept Art 36:22 - Working On Mario Kart 7/Jay Isn’t Included In The Credits 38:30 - Jay’s Outlook “My Next Piece Will Be My Best Piece” 40:25 - Japan & Retro Testing Mario Kart 7 41:06 - Jay Reviews DK Bananza 25:29 - Jay Thinks DK Bananza Is A One Off 47:00 - Jay Doesnt Like K Rool’s Character Design 50:39 - DK’s New Look 52:22 - Why Jay Left Retro Studios 53:20 - Retro Studios Is One Of The Best Studios To Work For 54:00 - Retro Studios Art Team/Metroid Prime 4 55:35 - Nintendo Are Art Forward Not Technology Forward 56:35 - Will Retro Work On Donkey Kong Again? 57:35 - Will Retro Work On Metroid Prime 5/Would Jay Work On DK Again If Retro Asked 59:40 - Closing Comments

    1h 2m
  4. #200 - Denis Dyack Interview On Nintendo, Eternal Darkness, Deadhaus Sonata, AI, Epic Lawsuit......

    14 FEB

    #200 - Denis Dyack Interview On Nintendo, Eternal Darkness, Deadhaus Sonata, AI, Epic Lawsuit......

    Denis Dyack is a legend in the industry and one of the few devs who has been exposed to both the Japanese and Western way of designing games. He is the man behind Legacy Of Kain and Eternal Darkness. I spoke with him in 2023 and he returns to promote his new game Deadhaus Sonata #nintendo #legacyofkain #epicgames My first interview with him is here https://youtu.be/Txt85DT68rQ WEBSITE - https://deadhaussonata.com/ TWITTER - @DDyack TWITTER - @DeadhausGame TIMESTAMPS 00:00 - Intro 00:00 - Whats Changed In 3 Years Regarding Deadhaus Sonata 05:02 - Deterministic Systems/Quantum Theory 12:00 - Why Taking A Break Benefited The Project/Celestial Clock 14:50 - Weather Physics/Zelda: BOTW/History 20:20 - The Game Will Live Forever/Stop Killing Games 25:20 - The Different Engines Used For Deadhaus Sonata/Unreal Engine 5 27:40 - Why Unreal 5 Games Are Badly Optimised/The Industry Is In Dire Straits 34:20 - GTA 6’s Impact On The Industry/AAA Games Are Too Big In Size 37:29 - Denis’s Thoughts On Resident Evil/Pitching A Game To Nintendo 42:00 - Western Publishers Only Care About Graphics 44:00 - Embracers Demise/Why Pitching Games Now Is So Hard 47:28 - Game Devs Are Terrified Of Nintendo Treehouse 51:20 - How Marketing Teams Look At Games/Lack Of Innovation 53:50 - Getting Investment For Games/Denis Couldnt Get Funding 58:30 - U.S. Culture/Talent/ Japan’s Advantage Over The Rest Of World In Game Development 1:01:50 - Darwinism/People Misunderstand AI 1:12:20 -Technology Doesnt Save Time 1:19:30 - Why Nintendo Will Easily Survive The Dire Times InThe Industry 1:22:15 - AI In Games Can Beneift Gamers 1:24:20 - Prophecy Of Tothe 1:28:09 - Silicon Knights Demise Deeply Hurt Denis/Society Is Crumbling 1:29:30 - Making Up With Epic & Tim After The Lawsuit 1:32:10 - Working With Tanabe/Friendship With Iwata 1:35:00 - Exploitation In The West/Denis Is A Japanese Developer 1:38:00 - Why Miyamoto/Kojima Are One Of A Kind 1:41:11 - Denis Was Crushed When Miyamoto Wasnt Impressed By Realistic Graphics 1:44:10 - Denis Changed Deadhaus Sonata Art From Realistic To Stylized 1:46:15 - Criticism Of Game Trailers/CGI Trailers 1:48:48 - Q+A - Who Came Up With TV Change Effect In Eternal Darkness 1:50:30 - Q+A - What Would A Hyperthetical Sequel To Legacy Of Kain Be 1:57:53 - Q+A - Nintendo’s Approach To Marketing On Eternal Darkness 2:00:02 - Eternal Darkness On NSO/Possible Remake And Sequel 2:02:10 - Worldbuilding In Legacy Of Kain & Eternal Darkness/Narrative Games 2:07:41 - Q+A - Adding Transitions In Eternal Darkness Because The Gamecube Loaded Too Fast 2:10:00 - Consoles Are All The Same Now/AAA Is Now A Bad Moniker 2:13:45 - Closing Comments

    2h 16m
  5. #199 - Alpha 7 Interview On Witcher IV, Witcher III, Motion Capture, CD Projekt Red, Poland and more....

    27/12/2025

    #199 - Alpha 7 Interview On Witcher IV, Witcher III, Motion Capture, CD Projekt Red, Poland and more....

    Alpha 7 is a professional mocap studio that was spun off from owner Maciej Kwiatkowski from working with CD Projekt RED( He played Geralt in the Witcher from 1 through to III.) Staff as follows Maciej Kwiatkowski, Madeline Page and Michal Derlicki #cdprojektred #witcher #cyberpunk2077 SOCIAL MEDIA INSTAGRAM MACIEJ - @maciej_kaskader MADELINE - @madeline_maddie_page MICHAL - @derlickimichal WEBSITE - https://alpha7.pro/ TIMESTAMPS 00:00 - Intro 00:50 - Mocap Performers Training Regime 03:21 - Gameplay Sessions/Behind The Scenes Of Mocap 04:44 - Advantages Of Mocap Over Shooting On Location 05:45 - Differences Between Mocap In Film & Video Games 07:50 - Motion Capture Changes From Witcher I To Witcher IV 11:21 - Becoming Geralt In The Witcher 14:35 - How The Game Industry Changed In Poland After Witcher III/CD Projekt RED 18:00 - Poland Has An Advantage Over America Now In Terms Of Development Costs 21:23 - Working On The Witcher IV Trailer 25:09 - How They All Met/You Need To Be A Good Actor To Do Mocap 31:35 - Males & Females Playing The Opposite Gender In Mocap 36:55 - Explaining Motion Capture Is Hard To Do Through Words/Gollum 37:50 - Most Challenging Characters To Work On 42:28 - Doing Mocap Despite Being In Pain 43:39 - How Alpha 7 Started 49:21 - Q+A - What Equipment You Need To Do Mocap At Home 52:50 - Q+A - What Is Special About Working With CD Projekt Red 58:55 - Q+A - Benefits & Drawbacks Of AI In Motion Capture & Game Development 1:05:45 - Where To Follow Alpha 7/Gaming Industry Advantages Over Hollywood

    1h 13m
  6. #196 - Filip Coulianos Interview On It Takes Two, Josef Fares, FPS Cameras, Nintendo & Jump Space

    25/10/2025

    #196 - Filip Coulianos Interview On It Takes Two, Josef Fares, FPS Cameras, Nintendo & Jump Space

    In this engaging conversation, Filip Coulianos, co-founder of Keepsake Games, discusses his journey in game development, the influence of Half-Life 2 on his career, and the creative processes behind his latest project, Jump Space. He shares insights on addressing motion sickness in games, the importance of marketing for indie developers, and the evolving landscape of the gaming industry. The discussion also touches on the impact of working with Josef Fares and the lessons learned from successful titles like It Takes Two. #jumpspace #ittakestwo #fpsgames TIMESTAMPS 00:00 - Intro 00:42 - Half-Life 2 Is The Citizen Kane Of Video Games 01:52 - Becoming A Video Game Designer 03:34 - How Half-Life 2 Influenced Jump Space 06:00 - FPS Evolution/Animation Is Key To A Good FPS Camera 09:10 - Motion Sickness In FPS Games 14:30 - Moving Between First Person & Third Person In Jump Space 17:30 - Camera Techniques/It Takes Two Camera 19:19 - It Takes Two Devs Studied Super Mario 64 & Odyssey To Make The Game 23:20 - The Making Of It Takes Two 28:22 - Working With Josef Fares 36:30 - Why Filip Left Hazelight/Having The Idea Of Jump Space Since 2012 41:43 - Jump Space’s Popularity/Daniel Kaplan’s Importance/Marketing 48:00 - Jump Space’s Early Access Release Was Threatened By Silksong And GTA 6 51:09 - Jump Space’s Release Date 52:00 - The Cost Of Game Development/Why So Many Game Studios Close 57:38 - Where The Term AAA Came From/Some Games Will Survive The Game Studio Apocalypse 59:37 - Studios Need To Sell 10 Million Units To Break Even On $100 Million Budget 1:02:10 - Sweden Game Industry/Filip Was Determined To Succeed In The Game Industry 1:05:15 - Will Jump Space Be Relased On Switch 2/PS5? 1:08:17 - Where To Follow Keepsake Games & Jump Space

    1h 9m

About

Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film

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