Kiwi Talkz

Kiwi

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

  1. 14m ago

    #218 - Emanuel Palalic Speaks On ID Software, DOOM 2016, Mick Gordon, Emptyvessel, DEFECT

    Emanuel Palalic was a former character artist on DOOM 2016 & DOOM Eternal he has now founded the studio emptyvessel and is working on their indie game DEFECT (which looks sick). https://www.emptyvessel.io/ TWITTER/INSTAGRAM - @epalalic ARTSTATION - https://www.artstation.com/drheadpop @emptyvesselplay #doom #doometernal #idsoftware TIMESTAMPS 00:00 - Intro 00:30 - Working With Teams On Different Continents 02:20 - Founding Emptyvessel 05:30 - Emptyvessel’s High Calibre Team. 06:45 - Being Overwhelmed Setting Up emptyvessel 09:10 - Destructible Terrain In DEFECT 11:30 - Gore System In DEFECT & DOOM Eternal 15:40 - Being An Intern At ID Software On DOOM 2016 18:15 - Working With Hugo Martin 20:15 - The Culture Of ID Software 22:00 - Rebooting DOOM/DOOM 2016 25:30 - ART REEL - Icon Of Sin 27:45 - Gore Wounds 29:00 - ART REEL - Baron Of Hell 31:15 - ART REEL -Shotgunner 34:30 - Attention To Detail At ID Software 35:28 - ID Software Thought People Would Hate doom 2016 39:40 - The Pressure Of Working On DOOM 2016 & Eternal 40:34 - Mick Gordon 45:42 - The Mistakes AAA Games Make. 48:18 - There Is No Safety In AAA Anymore 50:58 - Focus Group Testing/Devs Following Trends 52:05 - Investors Are Apprehensive Towards Realistic FPS Games 55:30 - Motion Sickness With FPS Games 57:50 - DEFECT Won’t Have Third-Person 59:26 - Q+A - Was DOOM Guy Mini Face Considered In The UI 1:01:17 - DOOM 2016/Eternal Was Influenced By Metroid Prime/ID Software Loves Metroid 01:02:35 - Q+A - How Long Does It Take For Art To Be Approved 01:04:29 - Q+A - How Did The Pipeline Work With ID Tech Engine 1:08:40 - Where To Follow Emptyvessel & DEFECT

    #218 - Emanuel Palalic Speaks On ID Software, DOOM 2016, Mick Gordon, Emptyvessel, DEFECT
  2. Sep 14

    #217 - Andrew Willis Speaks On ID Software Layoffs, DOOM TDA, Gamepass, Xbox, ID Tech Engine etc..

    Andrew Willis was a producer on DOOM TDA & Revelations and planned on staying at ID Software till retirement, till the dreaded Microsoft layoffs. In this episode he covers his time at ID Software and the terrible layoffs. #doom #doomthedarkages #idsoftware TIMESTAMPS 00:00 - Intro 00:35 - Going From Manager At A Pizza Place To ID Software Producer 06:38 - Why ID Software Culture Was So Great 09:00 - Realising His IT Knowledge Was Useless At ID Software 10:45 - Being A Producer At ID Software 13:10 - ID Tech Engine 13:59 - Smash Bros/Doom Slayer In Smash Bros 15:30 - ID Software Layoffs 22:30 - Not Being Allowed Back In The Office To Get Belongings 24:07 - ID Software PR Statement Is BS/Nightmare Production On DOOM 2016 25:10 - The Firings Will Be Analysed 25:59 - Microsoft’s 14 Layers Of Management Are Lies 29:00 - Game Development Has Been Taken Over By Greedy Execs 34:30 - Nintendo Protect Their IP & The West Doesnt 35:30 - Gamepass Is Mismanaged 39:50 - How Gamepass Affected DOOM: TDA 41:10 - Happy Xmas Story At ID Software 42:50 - Working With Hugo Martin 45:00 - Developing The Dragon & Mech In DOOM TDA 47:15 - ID Software Started To Become More Hieracachal 49:40 - Q+A - Was The Buzzshield Inspired By Captain America 50:25 - Q+A - Will ID Software Switch To Unreal Engine 52:29 - Q+A - Were Things Cut From DOOM TDA DLC 54:32 - DOOM Revelations Is Bittersweet/Layoffs On The Day Before Release 58:34 - Andrew Planned To Retire There/Unionisation 1:01:37 - Q+A - How Much Does Ray Tracing Speed Up The Production 1:05:02 - Working With Alex Klingle/Finishing Move On The Soundtrack 1:06:00 - Andrew Thanks DOOM Fans/Changing The Industry

    #217 - Andrew Willis Speaks On ID Software Layoffs, DOOM TDA, Gamepass, Xbox, ID Tech Engine etc..
  3. Sep 7

    #216 - Shawn Layden On Physical Discs, PS6 Handheld, Asha Sharma, Spreadsheets etc.

    The legendary Shawn Layden returns to provide wisdom on things surrounding the video game industry. As was the case last time, I tried to ask him a lot of stuff he hasn't been asked before. Enjoy!! TIMESTAMPS 00:00 - Intro/Shawn Layden Made Kiwi Smarter 01:49 - Differences Between Working At Sony’s Offices In Japan,UK & US 05:45 - How The Japanese Felt When Sony HQ Moved From Tokyo To California 07:00 - Salaries In The US Are Hurting Game Development There/Outsourcing 10:20 - Nothing Will Beat GTA/Strauss Zelnick 11:45 - Shawn’s Role As A Chairman 13:30 - Shawn Knowing His Limitations As A Boss 15:01 - Games Aren’t Built By Gamers Anymore 15:45 - Publishers Are Becoming Risk Averse/Chasing AAA 18:00 - Why AAA Games Are Financed Over AA 19:15 - Institutional Knowledge/The Power Of Brand 23:00 - Sony Getting Rid Of Physical Discs 24:05 - Sony Can Take Japan Back From Nintendo 25:13 - Sony Can’t Support Two Consoles At Once 27:00 - Nintendo & Sony Are Becoming Direct Competitors Again 28:30 - Sony Putting Games On PC 31:30 - Shawn’s Views On Meetings 32:00 - Unproductive Meetings 36:00 - Employees Whose Jobs Are To Arrange Meetings 37:30 - Shawn Kills Rumor That He Spoke To Asha 38:50 - Shawn Speaks On Asha/Microsoft’s Goals 40:30 - Live Services Titles Successes Are By Accident 43:20 - Data Driving Decisions 44:50 - Spreadsheet Decision Shawn Made/Edutainment 48:10 - Success Is Seductive/Hire The Right Talent 49:30 - Avoiding YES MEN When You Are The Boss 52:00 - Shawn Is Happy He Never Has To Do A Budget/Plan & Peformance Appraisal Again 53:25 - Q+A - Was A Cell Based GPU Considered For PS3 54:16 - Q+A - How Do We Correct The Over Reliance On AAA 57:15 - Astro Bot/Sony Needs To Do More AA Games 1:01:15 - Why GTA 6 Is An Event/Diluting A Brand 1:02:20 - Q+A - Will The Japanese End Up Pulling Ahead Of Everyone Else 1:04:15 - GTA 6/Games Need To Be Shorter 1:05:30 - Girls Make Games Scholarship Fund

    #216 - Shawn Layden  On Physical Discs, PS6 Handheld, Asha Sharma, Spreadsheets etc.
  4. Aug 24

    #215 - Rico Flores On Uncharted 4, Naughty Dog's Engine, Crunch, Animation, Bruce Straley, DEFECT..

    Rico Flores is an animator who is best known for his tenure on Uncharted 3 & 4, he is currently at emptyvessel working on their game DEFECT #uncharted4 #uncharted #uncharted3 TWITTER - @r1c00 WEBSITE - https://www.emptyvessel.io/ TIMESTAMPS 00:00 - Intro 00:34 - Animating Doors Is Tedious/Naughty Dog Has A Door System 03:12 - Being Chucked In The Deep End On Uncharted 3/How Rico Got Hired 08:10 - Rico Had No Idea How Prestigious Naughty Dog Was When He Got Hired 08:47 - Being Interviewed At Naughty Dog 09:58 - Working On Uncharted 4 12:15 - Assets On Uncharted 4 Werent Carried Over From Uncharted 3/Mocap 14:00 - The Benefits Of Mocap 17:13 - You Could Shoot Mocap As Much As You Wanted At Naughty Dog 20:00 - Naughty Dog’s Flat Structure 22:50 - Intergalactic 25:10 - Crunch On Uncharted 4 28:43 - Staying Healthy While Doing Crunch 31:11 - Commuting Time In L.A. 33:05 - Why Rico Left Naughty Dog/Naughty Dog Pay 36:46 - Culture Of Bioware/Incorporating ND Culture Into Bioware 38:10 - Emptyvessel/Meeting Emanuel Palilic/AAA Isn’t Safe For Devs Now 42:20 - Destructible Terrain In DEFECT/Optimisation 44:45 - Single Player Will Be In DEFECT As Well 46:43 - Mick Gordon 47:43 - Q+A - How Naughty Dog Pull Off Animations Ahead Of It’s Time 50:15 - Naughty Dog’s Engine 52:10 - Q+A - Biggest Challenge In Animating Nathan Drake 54:00 - Working With Programmers 57:12 - Q+A - What Challenge Kept You Up At Night 59:59 - Institutional Knowledge/Microsoft Layoffs 1:01:26 - Working With Bruce Straley 1:02:50 - Where To Follow Rico Flores/Follow DEFECT

    #215 - Rico Flores On Uncharted 4, Naughty Dog's Engine, Crunch, Animation, Bruce Straley, DEFECT..
  5. Aug 17

    #214 - Kris Roberts On Midnight Club 5, RDR1, GTA 6, Rockstar, RAGE Engine, Houser Brothers etc.

    Kris Roberts was a former designer on Midnight Club 3, Los Angeles and Red Dead Redemption, in this episode he talks about his work at R*. WEBSITE - https://www.robertsmania.com/ T WITCH - https://www.twitch.tv/robertsmania YOUTUBE - @Robertsmania TWITTER - @Robertsmania #rockstargames #midnightclub #reddeadredemption TIMESTAMPS 00:00 - Intro 00:30 - How Kris Got Into Cars 01:58 - Working On Midnight Club Series/Angel Studios Early Days 05:57 - Midnight Club 2/Working In Gamesb 07:40 - The Key To Good Vehicle Simulations & Tuning 10:05 - Kris Takes Shots At Need For Speed 11:00 - iRacing Simulation/Realistic Simulations 12:30 - VR Driving Simulation 14:15 - GTA’s Vehicle Tuning 16:06 - Kris Is Not Interested In GTA 6 16:30 - The ARTS Engine Became The RAGE Engine 18:40 - How The RAGE Engine Evolved By RDR1 20:52 - RAGE Engine Summit 22:45 - Why Midnight Club 5 Was Cancelled 27:00 - Red Dead Revolver 29:00 - Initial Skepticism Over Developing Red Dead Redemption 30:15 - Being The Lead For RDR1 Multiplayer 33:15 - Kris Was Stressed Being A Leader 38:00 - Crunch On RDR1 42:15 - Dan & Sam Houser 45:45 - RDR1 Multiplayer Never Got Relief Unlike The Main Team 47:43 - Rockstar Wives Fallout/Jury Duty 48:40 - RDR1 Multiplayer Being Broken At Launch 52:20 - Why Kris Left Rockstar/Completion Bonus/Layoffs 59:10 - Kris Only Does Contracting Now/Working With Sony Online 1:03:21 - Q+A - Was RDR1 Multiplayer Always Planned As A Sandbox 1:03:50 - Q+A - How Fun Was It To Debug Customisation Options In MC3 1:05:40 - Q+A - Was Undead Zombies Considered For RDR1 In Free Roam 1:06:38 - Where To Follow Kris/Doing A 2nd Podcast About Valve

    #214 - Kris Roberts On Midnight Club 5, RDR1, GTA 6, Rockstar, RAGE Engine, Houser Brothers etc.
  6. Jul 25

    #213 - Unleash The Avatar - India's First AAA Game | Developer Interview With Varun Mayya

    Varun Mayya is an entrepreneur, content creator, author and now he is venturing into game development and working on India's most ambitious game ever. Unleash The Avatar #unleashtheavatar #indiangaming See the latest trailer gameplay footage here. https://www.youtube.com/watch?v=Y_zBp21BWI0 WEBSITE - https://www.unleashtheavatargame.com/ TIMESTAMPS 00:00 - Intro 01:28 - Varun Loves The Mechanics Of Dota & Rocket League 03:56 - How Varun Started Making Video Games 05:15 - Journey To Making Unleash The Avatar/Multiplayer Games 06:00 - Soulslikes/Black Myth Wukong/Sekiro 07:39 - Games Are Sustainable/Gamers Demands 11:19 - Unreal Engine/Photogrammetry Of India For Unleash The Avatar 12:48 - Scanning An Entire Indian Town For Assets In Unreal Engine 15:00 - 1st Trailer For Unleash The Avatar Was To Hire Talent 16:15 - Varun’s Smart Plan To Hire The Best Engineers 19:12 - Aftermath Of 2nd Trailer 21:30 - Developing The Game Start Up Style/Revelation From The 2nd Trailer 23:02 - Bollywood Influence On The Game/Anatomy Of The Story 28:10 - Varun Is Closely Involved With The Entire Project 29:43 - Target Audience For Unleash The Avatar 32:10 - Using A Metronome For The Bosses 33:20 - Aura Farming/Taunts In The Game/Difficulty Settings 36:22 - Black Myth Wukong Inspirations & Differences 41:39 - Black Myth Wukong’s Marketing 43:16 - Bold Marketing Strategy For Unleash The Avatar 50:14 - Why India Hasn’t Produced AAA Games/Entrepreneurs 54:55 - Risk & Reward/Varun’s Views On Business 57:00 - Stigma From Parents Regarding Gaming & Content Creation In India 59:00 - Success & Failures Drives Everything Forward 1:00:10 - Economics Of AAA Games In India Vs U.S. 1:06:40 - Unleash The Avatar Was Largely Made Inhouse/Rockstar India 1:08:31 - Why India Will Become A Haven For Game Development 1:13:30 - Assassin’s Creed Setting In India 1:15:30 - Indian Lore & Culture In Unleash The Avatar 1:18:39 - Where To Keep Up To Date With Unleash The Avatar

    #213 - Unleash The Avatar - India's First AAA Game | Developer Interview With Varun Mayya
  7. Jul 11

    #212 - John Ricchio On GTA 5, GTA 6, Rockstar, RDR1, Leadership, AI, Crunch, Cut Content etc.

    John Ricchio was a former producer at Rockstar on games such as GTA 5, RDR1 & Max Payne 3. In this interview he covers his time training people on QA, being a producer and a leader to teams at Rockstar, working on GTA, RDR, MP and more.. #gta #gta5 #rockstargames TIMESTAMPS 00:00 - Intro 01:27 - The Importance Of QA/Training QA People 04:30 - QA People At Rockstar/Advancing Your Career From QA 08:19 - Will AI Be Used To Save Time For QA 12:21 - Unicorn Dev Specialists/T Shaped Game Developers 14:30 - Managing Over 200 People On RDR & GTA 5/Producing Challenges 21:45 - Relinquishing Control/R* San Diego Changed Processes For GTA 5 24:40 - Cut Content From GTA 5 Due To Resources 26:10 - Working Through Constraints/Picking Your Battles 27:10 - Having Your Work Cut From R* Games 28:37 - Will GTA 5 Cut Content Be In GTA 6 29:21 - Cancelled Game Content Ended Up In GTA IV/Tech Changes 30:02 - New Ideas Usually Transcend Cut Content 30:57 - RDR Undead Nightmare/Hot Coffee Mini Game 32:05 - Rockstar’s Approach To DLC 33:17 - Managing R* Devs During High Times Of Stress/Crunch 41:20 - R*Can Get Away With Anything/Unionisation 42:15 - R” Are Good Because Of Iteration But It’s At The Cost Of Crunch 43:26 - Why John Left Rockstar/Crunch 46:45 - Leaders Initiate Crunch Either For Results Or Out Of Fear 52:40 - John Speaks About GTA 6 57:40 - The Future Of The Industry 1:00:11 - Q+A - Will R* Devs Lose More Creative Freedom As The Studio Gets Bigger 1:03:43 - Hanging Out With Dan & Sam Houser 1:05:10 - Following GTA 5’s Model For GTA 6 1:06:03 - GTA 5’s Launch 1:07:02 - Q+A - How Much Did The 360/PS3 Limit The Scope Of GTA 5 1:09:30 - Why R* Release On Console First Before PC 1:12:30 - John Is Currently Unemployed/Where To Follow John

    #212 - John Ricchio On GTA 5, GTA 6, Rockstar, RDR1, Leadership, AI, Crunch, Cut Content etc.
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Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film

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