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Kiwi Talkz

Kiwi Talkz

Kiwi

206 episodesEN

Show overview

Kiwi Talkz has been publishing since 2019, and across the 7 years since has built a catalogue of 206 episodes. That works out to roughly 230 hours of audio in total. Releases follow a fortnightly cadence.

Episodes typically run an hour to ninety minutes — most land between 58 min and 1h 13m — and the run-time is fairly consistent across the catalogue. Roughly 54% of episodes carry an explicit flag from the publisher. It is catalogued as a EN-language Leisure show.

The show is actively publishing — the most recent episode landed 4 days ago, with 9 episodes already out so far this year. The busiest year was 2020, with 47 episodes published. Published by Kiwi.

Episodes
206
Running
2019–2026 · 7y
Median length
1h 5m
Cadence
Fortnightly

From the publisher

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

Latest Episodes

View all 206 episodes

REVIEW - Super Mario Galaxy Movie With Former Nintendo Devs!!

May 9, 202656 min

#207 - Heather Cerlan Interview On Naughty Dog, Bethesda, Last Of Us, Hawthorne, Creation Engine

Apr 25, 20261h 7m

#206 - Gabriel Betancourt Interview On Naughty Dog, Last Of Us, Neil Druckmann, Lighting, Nintendo

Apr 18, 20261h 39m

#205 - Benson Russell Interview On Naughty Dog, The Last Of Us, Uncharted, Neil Druckmann, Scope..

Apr 11, 20261h 32m

Ep 204#204 - Rob Carr Interview On Rockstar Games, GTA 5, GTA 6, Audio Design, AI, Red Dead Redemption....

Rob Carr is an audio designer who is best known for his tenure at Rockstar Games on L.A. Noire, RDR1, GTA 5 and RDR2. He is currently living in Finland working on his game Nyrkkipöytä #rockstargames #gta #gta5 WEBSITE - https://audioexpat.wordpress.com/TIMESTAMPS00:00 - Intro00:30 - How Rob Went From Being A Music Teacher To Working At Rockstar Leeds07:51 - Moving From Handheld Games To Console Games/Rockstar Have Unlimited Resources08:30 - The Psychology Of Sound/Finding Sounds That Sound Like Other Sounds11:19 - There Are No Constraints On Audio With Rockstar Open World Games13:10 - In Audio Everything You Can Use Is Recordable/Rob Has A 3TB Audio Library15:17 - Tools & Workflow19:50 - Technology Evolution/AI 23:51 - Rob Has Been Unemployed For Over A Year/Problems With The Game Industry/25:50 - Learning A Coding Language27:40 - Difference Between Numbers People & Creative People30:30 - Working On Audio Bugs For Red Dead Redemption 1/Why It’s One Of Rob’s Favorite Games34:30 - Playing A Game And Not Disecting It37:30 - The Cost Of Buying Games39:10 - GTA 643:21 - Why Rob Left Rockstar45:24 - Crunch Culture/Europe Has Better Work Life Balance46:45 - Moving To Finland/Rob’s Brother Has Motor Neuron Disease51:35 - Rob Can’t Relocate For Work Anymore/Dire State Of The Game Industry53:10 - Working From Home Has Ceased Because Of Security Reasons55:20 - Why Rob Worked At The Office During Covid56:51 - Dealing With Ear Fatigue During Crunch/How Audio People Deal With Crunch1:05:30 - Q+A - Do You Physically Go On Location To Get Raw Recordings1:08:00 - Q+A -What’s Rockstar Setup To Test Audio Systems1:10:48 - Q+A - Is There A Particular Idea That Had To Be Cut1:13:52 - Robs Game - Nyrkkipöytä1:21:19 - Where To Follow Rob

Mar 28, 20261h 25m

Ep 203Fallout 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 #bethesdaTIMESTAMPS 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

Mar 14, 20261h 15m

Ep 202#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 #terminator2dnofateTIMESTAMPS00:00 - Intro00:19 - How The Name Featurecast Came About04:05 - Working With Bitmap Bureau08:57 - Learning To Make SFX While Doing It10:50 - Getting Creative Freedom On Terminator 2D No Fate14:30 - Scrapping Music And Starting From Scratch/Reviews Praising The Soundtrack15:45 - Trusting Your Gut16:00 - How Featurecast Composed For Terminator 2D No Fate18:10 - Researching The T2 Score/Recreating The Score For T2D No Fate20:58 - Easter Eggs From T1 & T2 Score/T1000 Death22:31 - Having The T2 Score On Loop To Prepare/Different Genres In The Music24:15 - Melody/Terminator Film Scores Don’t Have Melody26:50 - Blurring The Line Between Music & Sound Design28:00 - Later Terminator Movies Didnt Capture Brad Fiedels Musical Identity29:30 - Different Time Signatures/Police Station Time Signature/Future Level 331:20 - Writing & Mixing At The Same Time34:56 - Making The Soundtrack Loud For Bitmap Bureau Games36:00 - Playing The Game For Inspiration On The Music38:05 - 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 Things43:01 - Not Wanting To Be Influenced By Other Music44:25 - Going Back And Listening To Your Own Music/LEGO Breakfasts46:28 - It’s Not What You Know But Who You Know48:12 - No Longer DJing In Clubs/Patreon/Mashups51:49 - Q+A - What Drives Composition For Licensed Material53:22 - Dealing With Imposter Syndrome54:00 - Playing Music For The Devs The First Time57:14 - Q+A - What Is Your Favourite Moment From Terminator 259:08 - Q+A - What Are Your 3 Favourite VST Instruments1:00:42 - Changing VSTs For Every Project1:03:26 - Closing Comments

Mar 7, 20261h 4m

Ep 201#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, Magic8TIMESTAMPS00:00 - Intro00:35 - How Jay Went From Being An Illustrator To Becoming A Concept Artist At Retro04:50 - Interview Process At Retro/Getting Artists To Draw In Interviews07:22 - Coming In As A Concept Artist Towards The End Of DKC Returns10:20 - Retro’s Environmental Artists Were Smart11:13 - Jay’s Art Is In The DK Theme Park13:15 - Working With Designers16:10 - Doing Concept Art On Tropical Freeze18:42 - Choosing Vikings Over Aliens For The Concept19:57 - Tikis Vs Snowmads/Reusing Assets21:20 - Why The Ice World Is The Last Level22:00 - Sales On Wii U/Coming Up With The Different World Themes25:06 - CONCEPT ART REEL - Juicy Jungle World29:27 - CONCEPT ART REEL - Water World31:11 - CONCEPT ART REEL - Mangroves World/Cut Concepts32:38 - CONCEPT ART REEL - Savannah World33:18 - Showing Portfolios To Potential Employers Without Breaking NDAs33:50 - There Arent Limitations On The DK IP34:35 - Referencing Rare’s Work35:33 - Nintendo Japan Were Hands Off On Concept Art36:22 - Working On Mario Kart 7/Jay Isn’t Included In The Credits38:30 - Jay’s Outlook “My Next Piece Will Be My Best Piece”40:25 - Japan & Retro Testing Mario Kart 741:06 - Jay Reviews DK Bananza25:29 - Jay Thinks DK Bananza Is A One Off47:00 - Jay Doesnt Like K Rool’s Character Design50:39 - DK’s New Look52:22 - Why Jay Left Retro Studios53:20 - Retro Studios Is One Of The Best Studios To Work For54:00 - Retro Studios Art Team/Metroid Prime 455:35 - Nintendo Are Art Forward Not Technology Forward56:35 - Will Retro Work On Donkey Kong Again?57:35 - Will Retro Work On Metroid Prime 5/Would Jay Work On DK Again If Retro Asked59:40 - Closing Comments

Feb 28, 20261h 1m

Ep 200#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 - @DeadhausGameTIMESTAMPS00:00 - Intro00:00 - Whats Changed In 3 Years Regarding Deadhaus Sonata05:02 - Deterministic Systems/Quantum Theory12:00 - Why Taking A Break Benefited The Project/Celestial Clock14:50 - Weather Physics/Zelda: BOTW/History20:20 - The Game Will Live Forever/Stop Killing Games25:20 - The Different Engines Used For Deadhaus Sonata/Unreal Engine 527:40 - Why Unreal 5 Games Are Badly Optimised/The Industry Is In Dire Straits34:20 - GTA 6’s Impact On The Industry/AAA Games Are Too Big In Size37:29 - Denis’s Thoughts On Resident Evil/Pitching A Game To Nintendo42:00 - Western Publishers Only Care About Graphics44:00 - Embracers Demise/Why Pitching Games Now Is So Hard47:28 - Game Devs Are Terrified Of Nintendo Treehouse51:20 - How Marketing Teams Look At Games/Lack Of Innovation53:50 - Getting Investment For Games/Denis Couldnt Get Funding58:30 - U.S. Culture/Talent/ Japan’s Advantage Over The Rest Of World In Game Development1:01:50 - Darwinism/People Misunderstand AI1:12:20 -Technology Doesnt Save Time1:19:30 - Why Nintendo Will Easily Survive The Dire Times InThe Industry1:22:15 - AI In Games Can Beneift Gamers1:24:20 - Prophecy Of Tothe1:28:09 - Silicon Knights Demise Deeply Hurt Denis/Society Is Crumbling1:29:30 - Making Up With Epic & Tim After The Lawsuit1:32:10 - Working With Tanabe/Friendship With Iwata1:35:00 - Exploitation In The West/Denis Is A Japanese Developer1:38:00 - Why Miyamoto/Kojima Are One Of A Kind1:41:11 - Denis Was Crushed When Miyamoto Wasnt Impressed By Realistic Graphics1:44:10 - Denis Changed Deadhaus Sonata Art From Realistic To Stylized1:46:15 - Criticism Of Game Trailers/CGI Trailers1:48:48 - Q+A - Who Came Up With TV Change Effect In Eternal Darkness1:50:30 - Q+A - What Would A Hyperthetical Sequel To Legacy Of Kain Be1:57:53 - Q+A - Nintendo’s Approach To Marketing On Eternal Darkness2:00:02 - Eternal Darkness On NSO/Possible Remake And Sequel2:02:10 - Worldbuilding In Legacy Of Kain & Eternal Darkness/Narrative Games2:07:41 - Q+A - Adding Transitions In Eternal Darkness Because The Gamecube Loaded Too Fast2:10:00 - Consoles Are All The Same Now/AAA Is Now A Bad Moniker2:13:45 - Closing Comments

Feb 14, 20262h 16m

Ep 199#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 #cyberpunk2077SOCIAL MEDIA INSTAGRAM MACIEJ - @maciej_kaskader MADELINE - @madeline_maddie_page MICHAL - @derlickimichal WEBSITE - https://alpha7.pro/TIMESTAMPS00:00 - Intro00:50 - Mocap Performers Training Regime 03:21 - Gameplay Sessions/Behind The Scenes Of Mocap04:44 - Advantages Of Mocap Over Shooting On Location05:45 - Differences Between Mocap In Film & Video Games07:50 - Motion Capture Changes From Witcher I To Witcher IV11:21 - Becoming Geralt In The Witcher14:35 - How The Game Industry Changed In Poland After Witcher III/CD Projekt RED18:00 - Poland Has An Advantage Over America Now In Terms Of Development Costs21:23 - Working On The Witcher IV Trailer25:09 - How They All Met/You Need To Be A Good Actor To Do Mocap31:35 - Males & Females Playing The Opposite Gender In Mocap36:55 - Explaining Motion Capture Is Hard To Do Through Words/Gollum37:50 - Most Challenging Characters To Work On42:28 - Doing Mocap Despite Being In Pain43:39 - How Alpha 7 Started49:21 - Q+A - What Equipment You Need To Do Mocap At Home52:50 - Q+A - What Is Special About Working With CD Projekt Red58:55 - Q+A - Benefits & Drawbacks Of AI In Motion Capture & Game Development1:05:45 - Where To Follow Alpha 7/Gaming Industry Advantages Over Hollywood

Dec 27, 20251h 13m

Ep 198DK Bananza Review With Former Donkey Kong Country Devs!!!

I am joined by Kynan Pearson (Senior Designer on DKC Returns) and Ted Anderson (Environmental Artist on DKC Returns & Tropical Freeze) to review DKC Bananza#donkeykongbananza #donkeykong #donkeykongcountry TED ANDERSONS UPCOMING GAMES https://store.steampowered.com/app/3565460/Tahitian_Driftin/ https://store.steampowered.com/app/3968340/Foolish_Earthlings/ TED ANDERSONS GAME STUDIO PROMOTION IN AUSTIN TEXAS INFO IS HERE https://www.oddwoodbrewing.com/TIMESTAMPS00:00 - Intro00:39 - 2D Sections In DK Bananza02:45 - Voxel Tech Limiting DK Bananza/Destructible Terrain06:15 - Animal Transformations/Nintendo’s Design Philosophy Evolution17:29 - DK Bananza Is A Beautiful Mess/Honouring Rare’s Contributions22:00 - DK Bananza Music/David Wise’s Absence Is Felt26:15 - Nostalgia In Nintendo Games27:10 - Favourite Layer Debate spoilers 30:20 - Void Kong31:53 - The Final Boss/Ending ***SPOILERS***37:50 - Nintendo Universe Merging40:51 - Mario & DK Crossover 42:50 - DK Bananza Was Built On The Foundation Of Odyssey43:49 - DK Bananza Control Scheme51:20 - Voxel Terrain/Camera Issues53:33 - Art Direction Of The Final Boss55:30 - Void Kong Boss Fight/Ending Build Up58:07 - Pauline Singing Mechanics01:00:28 - Donkey Kong Film01:02:03 - Closing Comments/Pixel Arcades

Dec 20, 20251h 3m

Ep 197REVIEW - Hollow Knight: Silksong (With Demon Souls Dev)

Joe Houston who worked on Demon Souls Remake joins me to review the GTA of indie games Hollow Knight:Silksong!! I did an interview with him a number of years ago, which you can find here. https://youtu.be/skAWid5zYfg #silksong #hollowknight #hollowknightsilksongTIMESTAMPS00:00 - Intro00:40 - Silksong Overview01:30 - Silksong’s Difficulty/The Purpose Of Difficulty In Games07:10 - Runbacks10:54 - Bosses Of Silksong13:40 - Progression Doesnt Help With The Difficulty16:20 - Top Moments In The Game/Story19:50 - Best Areas In Silksong22:45 - Demon Souls & Dishonored Shaping Joe’s Views On Silksong26:37 - Why Demon Souls Remake Didnt Have An Easy Mode/Silksong Nerfs29:10 - Team Cherry Sticking To It’s Vision/Serving Core Players31:30 - Silksong Is Too Long/Length In Games35:12 - Replayability37:45 - Bosses That You Die on The Most39:37 - Will Silksong Win GOTY/GOTY Nominees44:05 - Specificity Of Silksong45:09 - Tastes In Games Change As You Get Older 48:18 - Distribution Model Of Games50:00 - Team Cherry’s Intentions/Devs Get Bored While Developing Games52:00 - Playtesters On Games56:00 - Team Cherry Won’t Make An Easy Mode/Achievements Provide Data To Devs 58:30 - WHATS MORE IMPORTANT TO DEVS - PLAY TIME OR SALES?1:00:20 - Vertical Slices/Why A Games Quality Can Be All Over The Place1:02:40 - Closing Comments/Silksong DLC

Nov 8, 20251h 5m

Ep 196#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 #fpsgamesTIMESTAMPS00:00 - Intro00:42 - Half-Life 2 Is The Citizen Kane Of Video Games01:52 - Becoming A Video Game Designer03:34 - How Half-Life 2 Influenced Jump Space06:00 - FPS Evolution/Animation Is Key To A Good FPS Camera09:10 - Motion Sickness In FPS Games14:30 - Moving Between First Person & Third Person In Jump Space17:30 - Camera Techniques/It Takes Two Camera19:19 - It Takes Two Devs Studied Super Mario 64 & Odyssey To Make The Game23:20 - The Making Of It Takes Two28:22 - Working With Josef Fares36:30 - Why Filip Left Hazelight/Having The Idea Of Jump Space Since 201241:43 - Jump Space’s Popularity/Daniel Kaplan’s Importance/Marketing48:00 - Jump Space’s Early Access Release Was Threatened By Silksong And GTA 651:09 - Jump Space’s Release Date52:00 - The Cost Of Game Development/Why So Many Game Studios Close57:38 - Where The Term AAA Came From/Some Games Will Survive The Game Studio Apocalypse59:37 - Studios Need To Sell 10 Million Units To Break Even On $100 Million Budget1:02:10 - Sweden Game Industry/Filip Was Determined To Succeed In The Game Industry1:05:15 - Will Jump Space Be Relased On Switch 2/PS5?1:08:17 - Where To Follow Keepsake Games & Jump Space

Oct 25, 20251h 9m

Ep 195#195 - Joshua Jay Interview On Fallout 4, 76, Starfield, Gears Of War, Todd Howard & Creation Engine

Joshua Jay was a former world artist at Bethesda who worked on Fallout 4, 76 & Starfield, prior to that he was a world artist on the Gears Of War trilogy. Josh built a living saloon set in the style of Fallout 76 here! Check it out https://www.youtube.com/watch?v=C7gBi3_lyag&t=167s #fallout #starfield #gearsofwar JOSHUAS ARTWORK CAN BE FOUND HERE https://www.joshuajayart.com/ https://www.artstation.com/joshua_jay_artTIMESTAMPS00:00 - Intro00:38 - Lord Of The Rings/Kurt Kuhlmann04:18 - Building A Fallout 76 Saloon13:43 - Todd Howard/Early Work On Fallout 417:51 - Fallout 4’s Colour Palette19:00 - Josh’s Work On Fallout 4’s World Art21:38 - Josh’s Gears Of War 3 Art Was Inspired By Fallout 322:30 - Epic Games Base Their Games On Licensing/Bethesda Vs Epic Culture25:10 - Unreal Engine Vs Creation Engine28:20 - Problems Developing Fallout 7633:25 - Why Fallout 76 Wasnt Delayed/Starfield Was Delayed Due To F07635:18 - Josh & Kiwi Butcher Shigeru Miyamoto’s Quote37:00 - Game Development Costs/Fallout 538:45 - What Josh Wants To See In Fallout 540:15 - Fallout TV Show Being 5 Seasons/TV Shows With Filler42:50 - Video Games With Filler/Alien Isolation45:15 - Video Games Should Be Shorter/Elder Scrolls VI/Rockstar Games48:30 - Josh Got Burned Out On Gears Of War/Josh Avoided Starfield For As Long As Possible52:40 - Working On Starfield53:30 - Q+A - How Bethesda Seamlessly Transition From Different Biomes In Their Games58:09 - Q+A - Were There Talks For Smaller Galaxies In Starfield In Pre-Production59:25 - Game Devs Not Having Time To Play Games/Josh Doesnt Play Many Games These Days1:01:42 - Josh Loves Shadow Of Mordor & War1:02:10 - Q+A - How Was Josh’s Day Organised In A Pie Chart At Epic & Bethesda1:04:45 - Pros & Cons Of Big & Small Studios/Star Wars Games1:07:32 - Josh Loves & Hates The Industry/Story Of Soldiers In Afghanistan1:11:24 - Josh Tells A Touching Story Of A Fallout Fan Who Died1:16:41 - Outro

Oct 4, 20251h 18m

Ep 194#194 - GOG Interview On Game Preservation, DRM, Japanese Laws, Stop Killing Games.......

GOG is a digital distribution platform with a mission to preserve video games. I spoke with 3 employees Piotr(Senior PR), Marcin (Senior Business Developer) and Adam(Technical Producer). #gog #gamepreservation #pcgaming SOCIAL MEDIA WEBSITE - https://www.gog.com/en/ X - @GOGcom NOTE: Unfortunately the guys had some technical and internet issues, so we needed to use Google Meet to record this so the audio quality and even the video feed arent up to my usual standard, this is also why the layout is different to my usual format. Apologies for this, the guys are keen to do another one at some point, so if you would like that then like this post. timestamps00:00 - Intro00:50 - FFVII Is The Best Game Ever/Why Final Fantasy Isnt On GOG Yet03:29 - Japanese Publishers Are Coming Around To No DRM In Games08:50 - Why No DRM Is Important/Games Are Aging Slowly11:10 - Making GOG Viable For Publishers From A Cost Perspective16:34 - Working Around The Rights/Japanese Rights Are Very Complicated21:05 - GOG Preservation Program27:05 - GOG Has A Small Amount Of QA People/GOG’s Internal Tools31:48 - Simplying The Tools To Preserve Games32:58 - GOG’s Thoughts On AI36:01 - Working With Sony Was A Milestone/Japanese Publisher GOG Wants To Get38:20 - Offline Launchers40:20 - People Approaching GOG With Rights To Games/System Shock 243:29 - Gamers Care More About Gameplay Than Graphics Now49:57 - Q+A - What Has Enabled GOG To Give Away Free Games On Twitch/Amazon Prime52:34 - Q+A - Recreating Box Art & Manuals For Old Games55:55 - Q+A - Will GOG Collaborate With Stop Killing Games Initiative58:30 - Working With Politicians In The EU59:10 - Most Important Lesson Piotr Learned From His Late Uncle(THIS IS FUNNY ASF LOL) 1:00:46 - Closing Comments

Aug 17, 20251h 1m

Ep 193#193 - David O'Reilly Interview On GTA 6, GTA V, RDR2, Rockstar Games, Gameworld Art and AI.....

David O'Reilly is a former game developer who is best known for his work at Rockstar on GTA, RDR2 and GTA VI, yes you read that right he worked on GTA VI up until 2023 when he left the video game industry. He now has a Youtube channel where he reviews environmental art in games. David's Youtube Channel - https://www.youtube.com/@Game-World-Art #rockstargames #gta6 #rdr2TIMESTAMPS00:00 - Intro01:30 - Having Imposter Syndrome Working At Rockstar04:30 - Having A Good Manager06:05 - Doing Caves For GTA V08:29 - Doing Environmental Easter Eggs In Rockstar Games10:11 - Rockstar Devs Dont Even Know Whats In Their Games At Release12:53 - David’s Art On GTA VI/The Tech Process At Rockstar15:01 - David Will Be Going Into GTA VI As A Fan16:13 - David Hopes His Name Is In The Credits Of GTA VI17:34 - Character & Environmental Artists Dont Work Together/Trevor Motion Capture Sequence18:42 - Problems With Art In Ubisoft Games20:59 - The Houser Brothers23:11 - Why David Left Rockstar/Burnout27:00 - Telling People You Worked On GTA29:00 - David’s Youtube Channel33:00 - How David Decides What Games To Play On Youtube35:15 - Sending Devs To U.S. To Use For Reference Footage39:15 - Different Leads For Each Rockstar Game/Changes In Development Processes40:40 - Art Is Becoming More Specialized 42:30 - Benefits And Drawbacks Of AI On Art/Chat GPT47:12 - GTA 7/GTA VI Trailer49:00 - Difference Between Movie Trailers And Game Trailers51:00 - How Rockstar Make Game Trailers/Reaction Internally To Trailers53:15 - Assassins Creed/There Is More Potential For Games57:30 - Q+A - How Great Does Your Portfolio Have To Be To Get Hired At Rockstar1:00:31 - Why David Doesnt Have His Rockstar Art On Artstation1:03:20 - David Wont Return To The Games Industry1:04:46 - Q+A - What Is The Most Challenging Part Of Making Environments1:06:53 - Q+A - How Much Freedom Are You Allowed On The Games1:10:07 - Closing Comments/David’s Youtube Channel

Jul 27, 20251h 12m

Ep 192#192 - Kurt Kuhlmann Interview On Elder Scrolls Lore, TES:VI, Starfield's Design And Fallout......

Kurt Kuhlmann was a jack of all trades at Bethesda, he was one of the studios most proficient designers and writers, he's best known as the lore master of the Elder Scrolls #elderscrolls #starfield #falloutTIMESTAMPS00:00 - Intro01:06 - How Kurt Became The Lore Master Of The Elder Scrolls06:26 - Maintaining The Lore07:57 - Studying History At University/Why Kurt Went To Bethesda09:40 - Evolution Of Quest/Narrative Design At Bethesda10:50 - Using History To Influence Lore/Tolkien’s Influence14:50 - Changing Writing Styles For Fallout18:34 - Using Different Words And Thesaurus For Writing Elder Scrolls/Fallout20:24 - The Evolution Of Voice Acting At Bethesda24:39 - Limitations On Writing At Bethesda26:30 - How Bethesda Changed As The Team Size Grew29:35 - Kurt’s System Designer Role On Starfield32:25 - Why Starfield Took So Long To Make34:30 - The Creation Kit/Things Carried Over From Elder Scrolls/Fallout To Starfield36:15 - Problems With Fallout 7637:00 - Elder Scrolls VI Will Be Bittersweet For Kurt39:17 - Fallout TV Show40:36 - Lord Of The Rings Movies42:38 - Todd Howard/Remote Work Benefited Starfield49:30 - Q+A - What Is Kurts Ideal Sequel To Redguard?51:14 - Q+A - What Makes The Elder Scrolls Feel Grounded54:53 - Q+A - Does Kurt Prefer The Psychelic Lore Of Morrowind Over The European Style Of Oblivion57:58 - Closing Comments/TES:VII/Morrowwind RemakeFollow me on Social Media TWITTER -https://twitter.com/kiwitalkz Instagram - https://www.instagram.com/kiwi_talkz/?hl=en Discord - discord.gg/yWRCM2aDRT FACEBOOK - https://www.facebook.com/KiwiTalkz TikTok - https://www.tiktok.com/@kiwitalkz BlueSky - @kiwitalkz.bsky.social

Jul 12, 20251h 0m

Ep 191#191 - Obbe Vermeij Interview On The GTA Trilogy, GTA VI, Rockstar And His Indie Game Plentiful.....

Obbe Vermeij, a former technical director at Rockstar Games during GTA III to GTA IV, is now working on his indie game Plentiful, and the demo is out now here.#grandtheftauto #gta #rockstargamesPlentiful Demo is here - https://store.steampowered.com/app/3044790/Plentiful/SOCIAL MEDIATWITTER - @ObbeVermeijBLUESKY - ‪@obbevermeij.bsky.social‬TIMESTAMPS00:00 - Intro00:46 - GTA IV Design Document01:20 - Working With The Designers On GTA On What’s Possible & Not Possible02:15 - Gang Wars In San Andreas Was Very Difficult04:05 - GTA Series Moved Away From Gameplay First To Story First06:30 - Obbe’s Thoughts On GTA VI 2nd Trailer07:23 - GTA VI Will Be 30FPS08:39 - GTA III’s Success Caught Obbe By Surprise09:50 - The Vibe At Rockstar When GTA III Kept Selling & Selling11:34 - How 9/11 Affected GTA III13:03 - The Houser Brothers15:20 - How GTA An American Parody Game Was Made In Edinburgh16:40 - What Obbe Worked On In The GTA Trilogy18:10 - Obbe’s Role Decreased As Rockstar Got Bigger And Bigger 21:04 - GTA VI Is The Most Expensive Game Ever22:03 - GTA VII Will Be Cheaper To Make Than GTA VI Due To AI22:50 - AI’s Effects On Programmers/How AI Will Help Game Development27:17 - Leslie Benzies/Mindseye30:40 - Rockstar Were Great With Hiring Staff/Indie Games32:00 - Obbe’s Indie Game Plentiful37:02 - Prototyping To Show A Publisher/Obbe Loves Making Games38:00 - Obbe Is Making Plentiful As A Solo Dev/Music39:15 - Obbe Made A Museum App Called Guide App40:28 - Obbe Misses The Rockstar Games Days/Rockstar North Has A Great Work Culture43:28 - Q+A - What Were The Main Differences Developing GTA IV For PS3 & XBOX36044:53 - Q+A - How Much Is The Product Different From The Start Till Release46:37 - Q+A - Favourite Project & Career Highlight47:39 - The Original Intention With Vice City49:21 - Q+A - The Most Impressive Thing The Devs Pulled Off That They Thought Was Impossible53:30 - Where To Follow Obbie & Get His Game Plentiful/GTA IV Delay Story.

Jul 3, 202556 min

Ep 190The Elder Scrolls IV: Oblivion Remastered Review With Ex Bethesda Devs (Kurt Kuhlmann, Bruce Nesmith, Nate Purkeypile & Jeremy Bryant)

I got some of the old Bethesda crew back together (Jeremy Bryant, Nate Purkeypile, Bruce Nesmith & Kurt Kuhlmann) to review the remaster and talk about the old game and Bethesda as a whole. Enjoy! #bethesda #elderscrolls #oblivionremastered Nate Purkeypiles Games! Check them out! The Axis Unseen - https://store.steampowered.com/app/1807810/The_Axis_Unseen/ Deedlee Doo Carkour! - https://store.steampowered.com/app/3582590/Deedlee_Doo_Carkour/ Bruce Nesmiths Books https://www.amazon.com/Books-Bruce-Nesmith/s?rh=n%3A283155%2Cp_27%3ABruce%2BNesmithTIMESTAMPS00:00 - Intro00:50 - The Artstyle Of TESIV:Oblivion Remastered06:34 - Unreal Engine Replacing Game Bryo Engine In Oblivion Remastered09:14 - TES VI/Fallout 3 Remaster10:35 - History Of The Levelling System In TES:IV Oblivion 16:31 - Devs Tricking Todd Howard To Get Stuff In Oblivion19:11 - Oblivion’s Influence From The LOTR Films22:40 - Copyright Lawsuits24:10 - Why You Couldn’t Sprint In The Original Game25:10 - Getting Oblivion To Run On Xbox 360 Was A Huge Endeavor 26:37 - TESVI Launch Title For The Next Xbox/Cross-Gen Games28:21 - The Overworld Map Design30:00 - The Dungeon Design/Level Designers Started With Oblivion32:15 - Radiant AI Evolution/Emerging Gameplay36:50 - Why Bethesda Games Have So Many Bugs39:00 - Why Bethesda Games Will Never Be Bug Free46:50 - Challenges Of Making An Elder Scrolls Film/TV Show52:40 - Shivering Isles/DLC58:37 - Nate Speaks About His Indie Games/Bruce Speaks About His Novels

Jun 15, 20251h 0m

Ep 189#189 - Jeremy Huxley Interview (Senior Environmental Artist At Naughty Dog)

Jeremy Huxley is a former environmental artist at Naughty Dog who worked there for 11 years on the Uncharted & Last Of Us franchises. #uncharted #lastofus #lastofuspart2 TIMESTAMPS00:00 - Intro00:31 - Coming To Naughty Dog Partway Through Uncharted 302:30 - Art Test/Learning From The Veterans05:20 - Team Being Split Off After Uncharted 3/Working On Uncharted 4/PBR09:00 - The Jump For Art From PS3 To PS410:20 - Naughty Dog’s Reference Material For Uncharted 412:40 - Uncharted 4’s Jungle Environments13:50 - Ray Tracing Vs Baked Lighting17:40 - Jeremy’s Thoughts On AI For Artists22:10 - Reusing Art Assets From Uncharted For Last Of Us23:20 - Transitioning From Uncharted To Last Of Us Seamlessly (Snow Sections)25:30 - Pressure Of Working On Naughty Dog27:30 - Friendly Rivalry Between Devs At Naughty Dog29:30 - What References Were Used For Snow In Last Of Us Part II30:30 - Working On Last Of Us Remaster/Respecting The Original Artists34:00 - Importance Of Remasters & Remakes/Neil Druckmann36:40 - Jeremy Would Love To Work On Zelda/The Game Industry Is In Trouble Due To Realistic Graphics40:10 - Jeremy Praises From Software/Jeremy Is Playing Older Games42:30 - As A Dev Jeremy Analyses Games/Final Fantasy VII Remake45:30 - Q+A - How Artists Work With Designers51:00 - Q+A - Favourite Environment To Work On52:39 - Q+A - Would You Like To Work On A Stylized Game Over Realistic54:32 - Jeremy Critiques Zelda: TOTK’s Art56:25 - Where To Follow JeremySOCIAL MEDIA ARTSTATION - https://www.artstation.com/jeremyh BLUESKY - @jeremyhuxley.bsky.social

May 11, 202559 min
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