
Show overview
Kiwi Talkz has been publishing since 2019, and across the 7 years since has built a catalogue of 217 episodes. That works out to roughly 240 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 51% 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 3 days ago, with 20 episodes already out so far this year. The busiest year was 2020, with 47 episodes published. Published by Kiwi.
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 217 episodes#219 - Matt Radford Speaks On Uncharted 4, Amy Hennig, Naughty Dog, Volumetric Rendering, 5th-Corner
#218 - Emanuel Palalic Speaks On ID Software, DOOM 2016, Mick Gordon, Emptyvessel, DEFECT
#217 - Andrew Willis Speaks On ID Software Layoffs, DOOM TDA, Gamepass, Xbox, ID Tech Engine etc..
#216 - Shawn Layden On Physical Discs, PS6 Handheld, Asha Sharma, Spreadsheets etc.
#215 - Rico Flores On Uncharted 4, Naughty Dog's Engine, Crunch, Animation, Bruce Straley, DEFECT..
#214 - Kris Roberts On Midnight Club 5, RDR1, GTA 6, Rockstar, RAGE Engine, Houser Brothers etc.
#213 - Unleash The Avatar - India's First AAA Game | Developer Interview With Varun Mayya
#212 - John Ricchio On GTA 5, GTA 6, Rockstar, RDR1, Leadership, AI, Crunch, Cut Content etc.
#211 - Andrew Kim On Naughty Dog, Uncharted, Marvel, Film, Concept Art, Sony Santa Monica
#210 - Quentin Cobb Interview On Uncharted 4, The Last Of Us, Naughty Dog, Ironroot Games
#209 -Jake Kazdal Interview On Nintendo, Eiji Aonuma, Zelda, SEGA, Hirokazu Tanaka, Awaysis
REVIEW - Super Mario Galaxy Movie With Former Nintendo Devs!!
#207 - Heather Cerlan Interview On Naughty Dog, Bethesda, Last Of Us, Hawthorne, Creation Engine
#206 - Gabriel Betancourt Interview On Naughty Dog, Last Of Us, Neil Druckmann, Lighting, Nintendo
#205 - Benson Russell Interview On Naughty Dog, The Last Of Us, Uncharted, Neil Druckmann, Scope..

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

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

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

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

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