Kiwi Talkz

Kiwi
Kiwi Talkz

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

  1. Nintendo Switch 2 Direct Review With Ex Retro Studios Dev Eric Kozlowsky

    APR 8

    Nintendo Switch 2 Direct Review With Ex Retro Studios Dev Eric Kozlowsky

    Former Retro Studios Dev Eric Kozlowsky (Donkey Kong Country: Tropical Freeze) and I review the direct and go way off on another tangent lol. You can watch my life reaction to the Switch 2 direct(with former retro studios devs in the chat) here https://www.youtube.com/live/ocm4oRD-aik Get all the info on Eric and Fuzzybot's game Lynked here http://playlynked.com/ www.landofkoz.com www.fuzzybot.com Bluesky Eric - @vonkoz.bsky.social #nintendoswitch2 #switch2 #nintendo TIMESTAMPS 00:00 - Intro 00:55 - Eric’s & Kiwi’s Overall Thoughts On The Switch 2 Direct 04:30 - Discussion On Mario Kart World, Price & Bundle 08:50 - Trumps Tariffs 10:51 - Price Of Video Games 12:05 - Switch 2 Edition Prices/GTA VI 16:29 - Metroid Prime 4 18:54 - Nintendo Makes Bad Trailers 20:48 - Nintendo Does Weird Stuff 21:32 - DS Online/Remastering 3DS Games 22:28 - Twilight Princess With Wii U Tech Demo Graphics 23:05 - Difference Between Remasters & Remakes/Wind Waker & Twilight Princess 24:40 - What Will Happen With Metroid Prime 2 & 3 Now 27:35 - Metroid Prime Hunters/Multiplayer 28:30 - Smash Bros Is Years Away 29:45 - Star Fox 99/Animal Crossing Sales/Nintendo Budgets 32:10 - Tears Of The Kingdom/The Future Of Zelda/Zelda II Remake 34:15 - Donkey Kong Bonanza/David Wise 40:30 - Koji Kondo/Shigeru Miyamoto/The Old Guard Retiring 42:28 - Third Party Games On Switch 2/Handheld Market 46:04 - Hollow Knight:Sliksong/Drag X Drive 48:10 - Eric Home’s In On Art Straight Away 49:45 - Linked: Banner Of The Spark’s Development 54:26 - Steven Spielberg/Mouse & Keyboard 56:00 - Accessibility Options In Game Development 57:00 - Kiwi & Eric Won’t Buy A Switch 2 At Launch 58:12 - Cost Of Switch 2 In NZ/Zelda Film Trilogy Being Shot In NZ 1:01:00 - Chris Mason Working On The Last Of Us/Mario Movie 1:02:29 - Will The Zelda Movie Be Original?/Shooting The Trilogy All At The Same Time 1:04:00 - Pop Songs In The Mario Movie/Bluelight Samurai/Zelda Trailer 1:06:40 - Closing Comments

    1h 8m
  2. DOOM Eternal - 5th Anniversary Interview With Animator Chris Cantero

    MAR 1

    DOOM Eternal - 5th Anniversary Interview With Animator Chris Cantero

    HAPPY ANNIVERSARY TO DOOM ETERNAL!! To celebrate I spoke to former DOOM Eternal animator Chris Cantero, he left a few years to make his own indie game High Fructose, you can find here https://store.steampowered.com/app/2506550/High_Fructose/ #doom #doometernal #idsoftware SOCIAL MEDIA TWITTER - @canterochris BLUESKY - @canterochris.bsky.social TIMESTAMPS 00:00 - Intro 00:28 - Glory Kills 03:48 - Mocap/Principals Of Animation 05:55 - The Hardest Part Of Animating Glory Kills 07:30 - Making The Marauder Hard/QAing At The End Of The Project 08:52 - Working With Hugo Martin/Jiu-Jitsu 12:04 - Working On The ID Tech Engine 14:48 - Animating Maligog/Chris Loves The Lord Of The Rings Films 17:30 - Chris’ Thoughts On DOOM The Dark Ages Trailers 19:15 - Doing Pre Production On DOOM The Dark Ages 21:10 - Animal Crossing/DOOM Eternal Meme 22:00 - Favourite Areas 22:56 - Favourite Bosses 24:11 - Speedrunning 25:55 - Favourite Music Track/Mick Gordon/Using The OST For The Gym 27:15 - Self-Imposed Crunch 27:45 - Banana Story/Getting In Trouble From HR 29:15 - Marty Stratton Story/Commander Keen Story/Meeting The OG ID Software Crew 31:40 - Q+A - What Is Some Cut Content From The Game 33:47 - Q+A - Was Slower Gameplay Than DOOM 2016 Ever Considered 34:20 - Motion Sickness/Camera Work 36:00 - Chris’ New Game High Fructose 40:57 - Marketing High Fructose 42:15 - Hugo Martin Is Amazing At Marketing 43:00 - ID Software Teams Are Siloed/Marty & Hugo Are Very Approachable 45:20 - Multiplayer Being Cut From DOOM The Dark Ages 46:15 - DOOM Benefits From Not Being Grounded In Realism 47:20 - Where To Follow Chris Cantero

    48 min
  3. #185 - Jeremy Bryant Interview (Animator On Skyrim, Fallout 4, 76 & Starfield)

    FEB 11

    #185 - Jeremy Bryant Interview (Animator On Skyrim, Fallout 4, 76 & Starfield)

    Jeremy Bryant was an animator at Bethesda for over 15 years from Skyrim to Starfield. This is his first interview! #starfield #fallout #skyrim TIMESTAMPS 00:00 - Intro 00:26 - Jeremy Commuted To Work By Plane 04:07 - Working With Dennis On The Werewolf 06:26 - How The Animation Tools Evolved From Skyrim To Starfield 08:43 - Mocap Use On Skyrim/Jeremy Used His Own Mocap On Skyrim DLC 10:35 - Animating Hands/Hardest Things Animating 11:54 - Jeremy Was Known As The Gun Reloader Animator Guy 14:06 - Non-Combat Animations 15:20 - Non Humans Were Key Framed Not Mocapped/Only 7 Animators On Skyrim 16:55 - Bethesda’s Management System In The Old Days Doesn’t Scale Well 18:50 - Bethesda Expanded Too Fast For The Culture To Remain The Same/Team Sizes 20:15 - Starfields Roadmap Required A Massive Team 21:45 - Rockstar’s Level Of Polish/Downsides Of Large Teams 24:00 - Animating Procedural Generated Content 25:00 - Jeremy’s Thoughts On Todd Howard 28:50 - Jeremy Changed From A Full Time Employee To A Contractor Part Way Through Starfield 30:00 - Pros & Cons Of Remote Work/How Covid Impacted Starfields Development 32:15 - Microsoft Acquisition 33:15 - Modding Community 35:20 - Bethesdas Feature Creep Culture 36:30 - Why Jeremy Left Bethesda 39:10 - Games Are Costing Too Much To Make/Layoffs/Dev Salaries 43:15 - Larian Studios/Growing Studios Gradually 44:45 - Q+A - Why Slo Mo Kills Were Removed From Starfield 45:45 - Q+A - How Does An Animator Go About Animating A Mythical Creature 47:00 - Game Jams At Bethesda/Originally There Was A Mad Max Motorcycle In Fallout 4 50:00 - Many Vehicles Made For Starfield That May Still Be Added/Vampire Lord In Skyrim 51:30 - Pros & Cons Of Bethesda Migrating To Unreal Engine 5/Creation Engine 57:52 - It’s Easier To Make Realistic Graphics Than Stylized Graphics 1:00:25 - Elder Scrolls VI/Gameplay Is More Important Than Anything Else 1:02:10 - Bethesda’s Culture Is Great/Game Devs Who Have Never Shipped A Game Due To Layoffs 1:04:30 - Jeremy Asks Kiwi For His Thoughts On Xbox Multiplatform Strategy/Gamepass & Game He Played Most In 2024 1:08:30 - Closing Comments/LinkedIn Is Facebook 2.0

    1h 10m
  4. #184 - Shawn Layden Interview (Former CEO & Chairman of Playstation & SIEA)

    FEB 1

    #184 - Shawn Layden Interview (Former CEO & Chairman of Playstation & SIEA)

    Shawn Layden was former CEO of Playstation worldwide studios and former chairman of Sony Interactive Entertainment America. His career in Sony is legendary as a Japanese localizer that had a meteoric rise to be one of the head honchos of the whole company. #playstation #sony #ps5 SOCIAL MEDIA TWITTER -@SHAWNLAYDEN BLUESKY - @shawnlayden.bsky.social TIMESTAMPS 00:00 - Intro 01:02 - Why Playstation Used Numbers For Each Console Iteration 03:26 - Being The Fix It Guy At Sony/What Motivates Shawn 05:45 - Building A Reputation 07:00 - Doing 18 Hour Days During The PSN Hack 09:00 - Why Sony Is So Good At Marketing 13:01 - How FOMO Is Used In Marketing 14:00 - Why Sony Now Releases 1st Party Games On PC/Initial Pushback 15:50 - Why Astro Bot Was Shawn’s 2024 GOTY 18:30 - Why The Japanese Are So Good At Game Design 21:57 - Western Games Are Too Big In Scope/Dev Costs Come From Salaries 23:05 - Why So Many Game Studios Are On The West Coast Of America/Environmental Costs 24:57 - Game Devs Commute Times Create Major Sunk Costs/Working From Home 28:30 - Shawn Pushed Realistic Graphics Well Acknowledging It’s Not Sustainable 30:52 - How Sony Prices Games & When To Drop The Price 33:40 - Concords Failure/Why Games As A Service Was Popular And No Longer Isnt 37:31 - Why The PS6 Won’t Be Discless 40:00 - Launching Handhelds Are Hard/Why The PS Vita Failed 43:00 - Sony Characters Won’t Appear In Super Smash Bros 44:20 - Why Playstation All-Stars Didn’t Sell Well 46:48 - Q+A - How Will The Market Of Fortnite/Roblox Players Change As They Get Older 49:28 - Q+A - Shawn’s Opinion On Microsoft’s Multiplatform Approach 51:22 - Nintendo Are Best Positioned To Navigate The “Diminishing Returns” Problem 54:18 - Q+A - What Games Did You Think Would Be Big Hits But Weren’t. 58:21 - You Learn More From Failures Than Successes 59:43 - Closing Comments

    1h 1m
  5. #182 - Dennis Mejillones Interview (Character Artist On Skyrim, Fallout 4, 76 & Starfield)

    JAN 12

    #182 - Dennis Mejillones Interview (Character Artist On Skyrim, Fallout 4, 76 & Starfield)

    Dennis is an exceptional character artist who is best known for his tenure at Bethesda from Skyrim to Starfield. He has now retired from the video game industry. #starfield #fallout4 #skyrim SOCIAL MEDIA ARTSTATON - https://www.artstation.com/vsions INSTAGRAM - @vsions1 TWITTER - @Vsions Y OUTUBE - @Vsions TIMESTAMPS 00:00 - Intro 00:30 - Rivalry With Jonah Lobe At Bethesda 04:10 - Werewolf Was Almost Cut From Skyrim 08:40 - Dennis Broke Work Protocol To Get Things In Bethesda Games Resulting In Burned Bridges 12:40 - Work On NPC Eyes In Fallout 4 That Todd Rejected 17:03 - Dennis’ Thoughts On Todd Howard 20:48 - Creation Engine Has Been Rewritten Multiple Times/Misunderstanding Of Bethesda Development 24:00 - Difference Between Rockstar & Bethesda Games 26:00 - Bethesda Devs Agree With Fan Criticisms 28:48 - Modding Community 29:50 - Beauacracy Has Changed Bethesda/Staff Are Underpaid 34:30 - Fun Isn’t The Focus Of Games Anymore 37:05 - Todd Is In A Tough Position With Elder Scrolls VI Cause Of Microsoft 40:10 - No One Can Ever Replace Todd 42:00 - Q+A - What Were The Teams Feelings Towards The End Of Developing Skyrim 44:57 - Q+A - Why Heavy Gore Was Cut From Starfield 47:22 - Q+A - Which Model Changes Most From Concept Art To In Game 49:20 - Robots Age More Gracefully Than Humans 50:58 - 3D Models/Full Sentry Bot Robot Malfunctioning Story 55:20 - Fallout TV Show 57:16 - Closing Comments

    1h 1m
  6. #181 - Will Shen Interview(Designer On Skyrim, Fallout 4, 76 & Starfield)

    JAN 3

    #181 - Will Shen Interview(Designer On Skyrim, Fallout 4, 76 & Starfield)

    Will Shen was a designer at Bethesda for over 20+ years and his story is amazing as he started off as an intern on Fallout 3 and became lead designer on Starfield. #starfield #fallout4 #bethesdagamestudios SOCIAL MEDIA X - @WillShen101 BLUESKY - @willshen101.bsky.social Join this channel to get access to perks: https://www.youtube.com/channel/UC9jtZN92eGHA9Hxh-jYGqBw/join TIMESTAMPS 00:00 - Intro 00:30 - Will’s Internship At Bethesda Was A Trial By Fire 02:08 - Who Interviewed Will Both Times 02:56 - Will’s Relationship With Todd Howard 09:20 - Emil Telling Will His Quest In Skyrim Was The Worst Quest In The Game/Redoing Skyrims Design 11:44 - The Most Important Aspect Of An Intro & Tutorial 13:30 - Bioshock Is An Example Of A Good Intro 14:35 - In Leadership You Don’t Have Any Control 16:30 - Bethesda Delegates Voice Acting To An External Company 18:09 - Learning To Let Go From Being In Control Of Voice Acting/Guidance 20:18 - Including Multiple Accents In Starfield 22:30 - Maori Tattoo Controversy/Ballooning Of Bethesda Staff 30:15 - How Will Would Become More Productive With A Bureaucratic System 32:30 - Why Will Left Bethesda 35:03 - Elder Scrolls VI/GTA VI Discussion 37:30 - More Money = More Problems 40:45 - Games Are Too Long Nowadays 49:03 - Q+A - Has Bethesda Experimented With Other Game Genres 51:34 - Settling On The Number Of Planets In Starfield/Procedural Content System 55:16 - Q+A - Who Has Replaced Kurt Kuhlmann As Lore Master Of The Elder Scrolls 58:52 - Q+A - Balancing The Main Quest & Side Quests 1:01:50 - Production Pipeline/Curveballs 1:05:15 - Where To Follow Will Shen

    1h 7m
  7. #180 - Nate Purkeypile Interview (Artist On Skyrim, Fallout 3/4 & 76)

    12/07/2024

    #180 - Nate Purkeypile Interview (Artist On Skyrim, Fallout 3/4 & 76)

    Nate Purkeypile is a former world artist and art lead at Bethesda who worked there for over 14 years. He has now released his indie game The Axis Unseen that you can purchase here! https://store.steampowered.com/app/1807810/The_Axis_Unseen/ SOCIAL MEDIA FOR NATE WEBSITE - https://www.justpurkeygames.com/home BLUESKY - @npurkeypile.bsky.social TWITTER - @NPurkeypile YOUTUBE - @justpurkeygames #skyrim #fallout #bethesda TIMESTAMPS 00:00 - Intro 00:53 - Working At Retro Studios On Metroid Prime 3 02:25 - Why Nate Left Retro Studios 04:40 - Moving To Bethesda/Fallout 3’s Brown Colour Palette 06:15 - Fallout 4’s Vibrant Colour Palette/Fallout TV Show 09:24 - Nate Handed In Resignation To Bethesda On April Fools Day 10:46 - Bethesda’s Inefficient Management Style 13:23 - Unrealistic Expectations Of Elder Scrolls VI 15:21 - Game Developers Who Don’t Play Games 17:02 - Nate’s Relationship With Todd Howard 18:06 - How Nate Mastered Quantity & Quality 19:46 - Morons, Crunch & Insane Commutes 22:30 - Remote Work/Forcing People Back Into The Office 23:32 - Shadow Of The Colossus Influence On The Axis Unseen 24:57 - The Scope Of The Axis Unseen 26:50 - Timeline Of Axis Unseen 27:53 - Useless Meetings At Bethesda 30:45 - Being A Lead On Fallout 76 32:05 - Todd Howard Obssesses Over UI/Convincing Todd Of Things 33:59 - UI In The Axis Unseen 34:20 - Working With Different Gaming Engines 36:00 - Bethesda Should Migrate To Unreal Engine 5 40:20 - Nate Programmed The Edge Trimming For Fallout 3 41:30 - Working Within Constraints/Layoffs 44:10 - Q+A - Favourite Project To Work On 45:08 -Q +A - How Far Along In Development Would Elder Scrolls VI Be? 47:01 - Q+A - Game Development Differences Between Nintendo & Bethesda 50:38 - Fallout 3 Switch Port With Metroid Content 52:34 - Console Ports Of The Axis Unseen/Certification/Logos 57:09 - Vacations Aren’t Vacations With Bethesda 1:00:10 - How Pay Works At Bethesda 1:01:47 - Nate’s Blood Pressure Was Bad Due To Bethesda 1:03:00 - Final Thoughts

    1h 6m

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out of 5
3 Ratings

About

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

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