
Kiwi Talkz (Kiwi)
Explore every episode of Kiwi Talkz
Pub. Date | Title | Duration | |
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10 Feb 2024 | #162 - Ryan Kaufman Interview (Award Winning Video Game Writer/Narrative Designer) | 00:57:44 | |
Ryan Kaufman is an award-winning writer that came up working at Lucas Arts on games such as Revenge Of The Sith & Republic Commando before moving onto Telltale where he was one of the main writers. #telltalegames #thewalkingdead #starwars SOCIAL MEDIA TWITTER - @M1sterFox LINKTREE - https://linktr.ee/w.ryan.kaufman TIMESTAMPS 00:00 - Intro 00:47 - Ryan’s Dream Game To Make Would Be About Titanic 03:10 - What Should Come First Narrative Or Design 04:30 - Revisions Of A Script/Writers Room 06:00 - Constraints Of Game Of Thrones & Star Wars 06:59 - Being In Charge Of The Expanded Universe Of Star Wars For Lucas Arts 08:50 - Stigma At Lucas Arts For Star Wars Fanboys 10:10 - The Republic Commando Lay-Offs Made Ryan Leave Lucas Arts 12:08 - Not Being Too Attached To An Idea/Game Design 13:20 - The Hardest Part Of Writing/Stressing Over Writing 15:20 - Ryan Doesn’t Like To Play Narrative Based Games/Shadow Of The Colossus 16:35 - Story Vs Gameplay/What Is Story/DOOM 18:55 - Environmental Storytelling 19:50 - Ryan Finds Himself Critiquing Games/Film & Television Narratives All The Time 21:10 - The Good & Bad About Chat GPT 24:40 - Film Narratives Are Terrible These Days/Ryan Critiques Himself All The Time 26:20 - Telltale James Bond Pitch For James Bond To Be Pakistani 29:25 - The Experience Of Working At Telltale 30:50 - Telltale Game Development Had An Intense Schedule/Directing Voice Actors 35:40 - Ryan’s Strengths & Weaknesses As A Writer 38:30 - Reading A Dictionary & Thesaurus/Novel Writing Vs Game Writing 39:36 - Kiwi Reminds Ryan Of His Own Advice Regarding First Person/Third Person Writing 41:30 - Ryan Uses A Whiteboard For Story Beats/Pixar Storybeats 45:00 - Ryan Wanted To Make A Hellboy Telltale Game/Cost Of Redoing Narrative/Voice After Its Already Implemented 48:10 - Lip Syncing/Localisation Troubles With Dialogue 51:20 - Japanese Games Having Terrible English Dialogue/Translations 53:40 - Ryan Would Love To Work On A Rockstar Game 54:40 - Where To Buy Ryan’s Novel “Gawain A Year To Live 56:23 - Where To Follow Ryan | |||
06 Oct 2024 | #173 - Jason Schreier Interview (Play Nice: The Rise, Fall & Future Of Blizzard Entertainment) | 00:40:38 | |
Jason Schreier the legendary video game journalist talks to me about his new book PLAY NICE that you can purchase here https://www.hachettebookgroup.com/titles/jason-schreier/play-nice/9781538725429/ #blizzard #blizzardentertainment #bloomberg NOTE: Jason had to bail urgently which is why the podcast ended very abruptly. TIMESTAMPS 00:00 - Intro 01:23 - Researching & Preparing For Play Nice 04:01 - Movie/TV Adaptation Of Play Nice 04:50 - Blizzard Sex Parties 07:09 - Will Blizzard Ever Be On The Level They Once Were 08:40 - Why Jason Wanted To Write About Blizzard 10:02 - How Jason Decided To Finish The Book 11:30 - Crunch At Blizzard & In The Industry 14:30 - Blizzard Employees Dating & Marrying Each Other 16:30 - Blizzard Approach To Polish 20:00 - Blizzard Devs Clashing With Upper Management 21:30 - CEO’s In The West Won’t Follow Iwata’s Model 25:15 - Trauma For Devs Following Lay Offs 26:51 - Commute Times For Blizzard Devs 28:39 - Crunch/Devs Being More Open Of Work Conditions 29:57 - Jason Doesn’t Leak Info/Still Being Blacklisted From Bethesda 31:40 - Jason’s Dream Book To Write/Japanese Culture Barrier 33:50 - Japanese Game Industry 35:10 - Play Nice Is A Very Dense Book In Terms Of Stories 36:19 - Blizzard Devs Opinions Of Armin Zerza 37:09 - Game Devs Vs The Suits | |||
15 Oct 2024 | PAX AUS 2024 - Valve Panel With Josh Weier (Developer On Half-Life 2 & Portal 2) | 00:57:31 | |
Here is the panel I did with Josh Weier at PAX AUS. I spent a year planning this with Josh and PAX AUS to make this happen. #portal2 #valve #halflife2 TIMESTAMPS 00:00 - Intro 02:21 - Why Valve Games Are Very High Quality 05:25 - Steam Originally Had Some Skepticism 09:07 - Importance Of The Source Engine On Valves Games 12:04 - Advanced Physics In Half-Life 2/Gravity Gun 15:20 - The Modular Nature Of Portal & Portal 2 17:10 - Why Valve Games Have Great Pacing 20:35 - Valve's Approach To Tutorials 22:30 - Super Metroid's Influence On Portal 2 25:00 - Why Valve Games Don't Have Cutscenes 28:02 - Interweaving Design & Story 31:08 - Original Idea Of Wheatley/Rehabilitating Ideas 34:27 - Valve's Structure To The Ending Of Games 38:04 - Overcoming Despair During Game Development 41:30 - Q + A - Game Mechanics That Were Removed 42:22 - Q + A - Difficult Parts Of Development 44:26 - Q + A - Wheatley Killing You Section 46:21 - Q + A - Things That Were Cut 47:39 - Q + A - Thoughts On Speedrunners 48:30 - Q + A - Hardest Things To Implement 50:11 - Q + A - The Best Qualities Of The Valve Devs 53:04 - Q + A - Josh's Hopes For Valve In The Future 54:46 - Q + A - How Josh Stays Fit 55:44 - Deciding Who Should Get Prize Money/Outro | |||
04 Aug 2024 | #170 - Shawn Green Interview(OG ID Software Programmer & Designer) | 01:09:40 | |
Shawn Green was a former developer at ID Software, ION and Escalation Studios. He was part of the original ID Software team and worked alongside legends such as John Romero and John Carmack #doom #idsoftware #johnromero TIMESTAMPS 00:00 - Intro 00:36 - How Shawn Ended Up At ID Software/Commander Keen 05:05 - Learning The DOOM Editor 06:40 - Doing The Ports For DOOM 10:55 - Designing Levels For Ultimate DOOM 13:10 - Making E4M8 - Unto The Cruel 16:25 - How Shawn Learned To Design DOOM Levels 18:15 - Working With John Romero 21:30 - Romero & Carmack’s Differences 23:40 - ID Software Didn’t Have A Hierarchy 27:00 - John Carmack Is A Monster 28:30 - The Circumstances Of Crunch Matters/Carmack Is A Workaholic 30:30 - John Carmack Sacrificed A Lot To Be Who He Is 32:30 - Getting Into A Zone/Working On Halo: Combat Evolved 38:30 - Shawn Puts His Programming Hat On While Playing Games 39:31 - Zelda: Tears Of The Kingdom’s Amazing Physics Engine 41:15 - The QA On DOOM Ports 43:20 - The Hardest Thing About Programming 44:30 - Integration Is An Important Part Of Coding 46:30 - The Curve Balls Of Running Escalations Studios 48:35 - The Pros And Cons Of AI 53:10 - Design Differences Between Japan & The West/Layoffs 1:06:40 - Shawn’s Final Thoughts/Working For Nintendo | |||
27 Oct 2023 | #159 - Randy Linden Interview (THE MAN BEHIND DOOM SNES) | 01:19:04 | |
Randy Linden is a legendary programmer who is best known for doing what was thought to be impossible porting DOOM from the PC to the SNES, hes also responsible for porting Dragon's Lair to the Amiga and making Bleem an emulator for the Playstation. He is currently working for Limited Run Games. #doom #supernintendo #snes SOCIAL MEDIA TWITTER - @RandalLindenTIMESTAMPS00:00 - Intro00:40 - Being In The Industry For Over 40 Years01:57 - Randy’s Thoughts On Zelda: Breath Of The Wild & Super Mario Odyssey06:03 - Randy’s Standout Moment In Zelda: Breath Of The Wild07:25 - Honing In On The Programming Aspect of Zelda: Breath Of The Wild & Super Mario Odyssey09:50 - Zelda Inspired Randy To Improve On His Programming Skills/Writing A Program11:34 - Why The Rocket Launcher Is More Powerful In DOOM SNES/Reverse Engineering15:25 - Why Monster Infighting Isn’t In DOOM SNES18:08 - Why Monsters Don’t Respawn In Nightmare Mode/Monster Speed In Nightmare/SNES Violent Games21:59 - Guessing The AI For The Monsters/Tight Deadline For DOOM SNES25:14 - Being In The Zone Creatively/Crunch For DOOM SNES/Managing Time Effectively34:16 - How Randy Balances Quality Vs Quantity In Programming36:50 - Story Of Metal Gear Solid Bug For Bleem On Dreamcast42:45 - Randy’s Terrible Diet While Working44:26 - How To Get In The Zone45:30 - List Of Programming Priorities/Priority On DOOM SNES49:11 - How The Quake GBA Prototype Came About51:21 - The Hardest & Most Misunderstood Thing About Programming56:50 - Game Development Roles These Days Are More Specialized/AAA Development1:01:00 - Cost Of Games1:05:18 - Gaming Has More Value For Money Than Film/Game Studios Lay Offs1:08:35 - Its Harder For Game Studios To Be Successful Today Than It Was In The Past1:11:05 - Incremental Hardware Increases1:12:06 - Sandy Peterson Never Worked On DOOM SNES1:14:31 - E2M2 In DOOM SNES/John Coffey Level Edits That Got Rejected By ID Software/Metallic Grates1:17:45 - Where To Follow Randy Linden/Jurassic Park | |||
09 May 2023 | #151 - John Lowrie Interview (Accents, Valve, Search For The Sandwich, A.I., Team Fortress 2 etc.) | 00:56:37 | |
John Lowrie is a voice actor who is best known for voicing Sniper in Team Fortress 2 as well as many other Valve games. #valve #teamfortress2 #dota2 SOCIAL MEDIA TWITTER- https://twitter.com/johnpatricklowr YOUTUBE - @johnlowrie3070 TIMESTAMPS00:00 - Intro00:35 - Difference Between The Australian And NZ Accent01:14 - Learning Accents/Different British Accents/NZ & Australia Accents04:38 - South African Accents/NZ TV Shows/Studying An Accent05:55 - Studying Accents Well Watching A Series/German Accents07:15 - Doing An Accent Without It Sounding Comical08:46 - Differences In How Americans Speak10:20 - Accents That Are Hard To Do11:39 - History Of Writing In Then Video Game Industry/Working With Valve Writers13:27 - The Art Of Recording Vocals For Video Games15:20 - Adlibbing/Zany Nature Of Valve Writers16:55 - Being The Narrator On Total Annihilation20:35 - Film Vs Voice Acting23:15 - Composing For The Church And The Darkness/Composing For Search For The Sandwich24:30 - Time Vs Space25:00 - How Search For The Sandwich Came About29:15 - Being Invited To The Major For Dota 2 In Peru30:27 - Countries John Has Travelled To31:10 - John Wants To Do PAX Aus32:45 - Keeping Team Fortress 2 Alive33:48 - Team Fortress 3/Valve Hierarchy 34:51 - Gabe Newell/Buffer Between Devs & Questions/Fan Mail36:40 - Deadlines/Artistic World Vs Business World42:20 - Chat GPT& A.I.ba Can Be Used For Good Or Evil46:45 - Western Culture Monetises Everything/The Brain Is Not Aware Of Itself/Amazing Things Coming Out Of Pain50:15 - YouTubers Compromising/Quality Vs Quantity/ The Infinite Cage54:00 - Artistic Goals | |||
15 Jul 2023 | #154 - Steve Jude Interview (Project Management, Lego 2K Drive, Deus Ex, Tantalus etc.) | 00:42:00 | |
Steve Jude is a game developer and currently Senior Producer at Tantalus, he has worked on franchises such as Zelda, Borderlands, Lego, Star Wars and more.... #zelda #lego2kdrive #skywardsword TWITTER - @SteveJudestorm TIMESTAMPS 00:00 - Intro/Disclaimer Regarding The Legend Of Zelda:Skyward Sword HD 01:15 - Why Northlane Is Steve’s Favourite Band 03:05 - Steve Doesn’t Listen To Music While He Is Working 03:45 - What Is Required In Project Management 07:01 - Adjusting Management Styles 08:50 - How Steve Ended Up In The Video Game Industry 12:03 - Interview At Krome Studios 14:41 - Portfolio Matters More To Employers Than University Degrees 17:12 - Lego 2K Drive Is The Most Challenging Project Steve's Worked On 20:43 - Porting A PS5 Game To Switch Is Hard/Working With Visual Concepts 23:34 - Steve Is Still Relatively Young With Nearly 20 Years XP And Where He Wants To Be As A Senior Producer 24:00 - Steve Wants To Be More Of A Technical Producer Down The Line 24:40 - Adapting Deus Ex Human Revolution For The Wii U Gamepad 27:46 - Deus Ex Didn’t Have Too Many Wii U Gamepad Bugs/How Testing Works 29:50 - Steve’s Turbulent Career Path 37:30 - History Of Tantalus Media 39:37 - The Harsh Reality Of Working In The Video Game Industry 41:13 - Where To Follow Steve Jude | |||
10 Nov 2024 | Metroid Prime 2 - 20th Anniversary Interview With 2 Engineers! (Jack Mathews & Zoid Kirsch) | 01:07:15 | |
MP2 engineers Jack Mathews & Zoid Kirsch return to reminisce on the development of Metroid Prime 2 #metroidprime2 #nintendo #metroid TIMESTAMPS 00:00 - Intro 01:45 - Developing Multiplayer/Original Ideas 08:15 - Biggest Engineering Challenges In Prime 2 14:42 - Sanctuary Fortress 17:07 - Metroid Prime 2 Remastered Challenges/Prime 2 Constraints 20:15 - Devs Didnt Recognise Prime 2’s Difficulty At The Time 22:41 - Japanese Versions Were Made Easier 23:50 - Tanabe, Miyamoto & Sakamoto’s Involvement In Prime 2/Luminoth 28:06 - Rezbit 29:55 - Dark Visor 30:50 - Why Dark Visor Wouldn’t Have The Same Problems As Thermal In A Remaster 32:12 - Favourite Boss 33:10 - Favourite Item Upgrade 35:00 - Most Memorable Music Theme 37:01 - Favourite Puzzle/Caretaker Drone 39:20 - Boost Ball As An Offensive Weapon 41:34 - Q+A - Sales Of Metroid Prime 2 42:21 - Q+A - Why Prime 2 Has Samus’ Ship From Super Metroid & Metroid II 43:20 - Q+A - Ridley Being Cut From Prime 2 44:29 - Q+A - Experience Working With Android Jones 48:12 - Q+A - Scrapped Metroid 1.5 Concept Of Rogue AI Personalities 49:59 - Concept Of Memento Film Gameplay For Prime 2 51:33 - Thoughts On Metroid Prime 4 Announcement Trailer 56:13 - Gap Between Prime 3 & 4 57:42 - Problems With Prime 2’s Ammo System 1:03:13 - Final Thoughts On Prime 2 | |||
30 Jun 2023 | Zelda: Tears Of The Kingdom Review With Ex Retro Studios Developer(Eric Kozlowsky) | 01:06:23 | |
I review Zelda: Tears Of The Kingdom with former Environmental Artist from Retro Studios, Eric Kozlowsky #tearsofthekingdom #zelda #zeldatearsofthekingdom You can stay up to date with on Project Saturn here https://www.fuzzybot.com/ Eric's Twitter - @vonkozTIMESTAMPS00:00 - Intro00:33 - Eric’s Zelda Tattoo/Miyamoto Signing Zelda 1 For Eric02:30 - The Pain Of Tattoos04:30 - Creative Thinking Of TOTK/TOTK Being Overwhelming06:45 - Link To The Past Compared To TOTK07:30 - How Eric Got The Master Sword/Eric’s Thoughts On The Game11:10 - The Seamless Physics Engine/BOTW Having A Better Artstyle Than TOTK12:35 - TOTK Doesn’t Respect People’s Time/Item Duplicate Glitch18:12 - Ganon’s Final Form Should’ve Been A Pig18:37 - The Story Has Massive Plotholes/Zelda Timeline & Lore23:04 - Being Objective With Criticism/Frustration Kills Games25:21 - Voice Acting For Female Characters Are Cringe26:31 - Link Needs To Have A Voice30:20 - TOTK’s Voice Acting/Zelda’s Voice Acting Is Bad31:45 - Lead Up To Ganon In BOTW Was Better /Ganondorf Fight In TOTK33:48 - The Dungeons In TOTK35:40 - Emerging Gameplay In TOTK Is What Makes It Special36:40 - Only One Way To Solve Puzzles In The Older Zelda Games37:50 - 2D Games Should Remain Traditional And 3D Should Be Sandbox Going Forward40:12 - Art Direction On TOTK/Strain On Switch Hardware41:22 - Twilight Princess Art Direction Being Constrained By Hardware42:12 - Art Direction Vs Art Execution43:26 - Metroid Prime Remastered Has Stylised Realism In Art44:22 - Could Metroid Prime Go Open World Like TOTK46:18 - Metroid Prime 4 Will Be A Launch Title For Switch Successor47:15 - Where Does The Zelda Series Go From Here/The Crazy Stuff Fans Are Building48:00 - Eric Needs To Reserve Being Creative For Work Not Building Contraptions In TOTK48:30 - Forgetting That You Have The Ascend Ability49:10 - Feeling Smart Moments50:15 - Clunkiness Of The UI51:32 - The Biggest Highlight Moments For Eric And Kiwi54:44 - Shortcomings Of TOTK’s Music/Limitations Caused Music To Flourish During 8 & 16 Bit1:01:20 - Sum Up Of TOTK/TOTK Is Not A Relaxing Game1:02:58 - Being An Adult And Not Having The Time Like You Used To1:04:00 - Plug For Fuzzybots New Game Project Saturn | |||
31 Mar 2023 | Metroid Prime Remastered Review With Ex Retro Studios Developer(Jack Mathews) | 01:35:38 | |
I review Metroid Prime Remastered with the former Lead Technical Engineer on the Original game Jack Mathews. #metroidprimeremastered #metroidprime #gamereview NOTE: Jack had some audio issues for the first minute, which disappeared after that.TIMESTAMPS00:00 - Intro01:14 - Metroid Prime Remastered Is How You Remember It03:01 - Updates To The Audio/Gameplay Holding Up04:15 - UI Fixes05:12 - Trilogy Code Being Used For Remaster05:52 - Mirror Reflection Removal/Physically Based Rendering12:45 - Updated Artwork/Lights On The Orpheon15:38 - Animation Rig For Metroid Prime Form 1 Boss17:14 - Metroid Prime Hasn’t Been Replicated/Games Copying Metroid Primes Visors19:00 - Jack & Kiwi Joke About Pitching An FPS With The Morph Ball Mechanic20:00 - Space Pirate Morph Ball Lore/Morph Ball Makes No Sense Logically21:20 - Original Team Being Puzzled Trying To Animate The Morph Ball23:10 - Complexity Of Making The Morph Ball25:00 - Why The Original Team SHOULD Be Credited31:15 - Why The Thermal Visor In MPR Is Worse Than The Original Game37:54 - Why Your Beams Don’t Light Up Rooms In MPR44:20 - It Would’ve Been A Herculean Effort To Make The Game Run At 60FPS47:00 - MPR Was Retro Proving They Have Still Got It/Setting The Stage For Metroid Prime 451:00 - Jack Falling For The Gravity Suit Trap54:04 - Ramping Of Difficulty In The Phazon Mines Gauntlet57:50 - Jack Wanted Checkpoints59:30 - What Constitutes An HD Port, Remaster And Remake.1:04:35 - Controller Options & Issues For MPR1:09:33 - Hot Light Sticks In Phendrana Drifts1:10:10 - Particle Effects Upgrades/Magmoor Caverns Looks Amazing Now1:11:45 - Metroid Prime Biomes1:14:45 - Patches Jack Wants Added To The Game1:18:38 - Samus Character Model In The End Cutscene1:22:35 - Why Samus’ Character Model Changed In Subsequent Games1:23:40 - Jack Is Proud Of Everyone That Worked On The Game1:25:00 - The Weirdness Of Not Marketing MPR/Repeat Of History Of Retro Being Underdogs Again 1:27:57 - We Are In A Renaissance Of Metroid Series1:28:50 - Dread Vs Prime Remastered/Older 2D Metroids Have Aged1:32:30 - Jack Plugs His Wifes New Cook Book | |||
23 Jul 2024 | #169 - Jonah Lobe Interview (Character Artist On Skyrim, Fallout 3 & Fallout 4) | 01:05:13 | |
Jonah Lobe is a former artist at Bethesda and did the art for a number of characters on Elder Scrolls V: Skyrim as well as Fallout 3 and Fallout 4. He is currently working on his Fantasy Novel: Quiet Level One that you can support here. https://www.kickstarter.com/projects/quietlevelone/quiet-level-one-by-jonah-lobe #bethesda #fallout #skyrim SOCIAL MEDIA YOUTUBE - @JonahLobeDraws TWITTER - @Jonahlobe FACEBOOK - https://www.facebook.com/jonahjonahlobe INSTAGRAM - @iamjonahlobe 00:00 - Intro 01:14 - Getting Tendonitis From Working On Alduin The Dragon 08:47 - How The Balrog From LOTR Influenced The Deathclaw Horns 14:15 - What Makes Art Iconic/Why Deathclaw Is Iconic 21:00 - Critiquing Games & Movie Art/Why The Sharks In Aquaman Are Terrible 22:35 - Sandworms In Dune Are Iconic/Across The Spiderverse Is Perfect 24:30 - Deadlines On Art At Bethesda/Jonah’s Specialty/Iterations Of Art 29:04 - What Jonah Learned From Adam Adamowicz/Letting Go Of Your Ego 33:50 - Why Bethesda Has High Retention Of Its Employees 39:10 - Working With Todd Howard 45:10 - Todd Howard Is Irreplaceable 46:50 - Fallout 76 Was Wasnt Decided By Todd But By The Suits 48:40 - Jonah’s Review Of The Fallout TV Series 51:40 - Why Bethesda Games Don’t Have A Signature Artstyle 53:15 - Realism Vs Stylized Art 54:30 - Jonah’s Fantasy Novel Quiet: Level One | |||
26 Mar 2025 | #187 - Chris Detyna Interview (Composer On Terminator Resistance) | 00:57:27 | |
Chris Detyna is a video game composer who is best known for his brilliant score for Terminator Resistance. #terminator #terminatorresistance #theterminator TIMESTAMPS 00:00 - Intro 01:00 - Meeting Teyon/How Chris Got The Job Composing Terminator Resistance 04:19 - Including Electric Guitar In The Main Theme/Being Scared Of Making The Music 05:52 - Adapting The Terminator 1 Theme/T1 Theme Weird Time Signature 09:05 - Directions From Teyon’s Director On The Music 11:25 - The Gear Chris Used To Make The Soundtrack 13:52 - Kiwi Praises The OST/Teyon Were Nervous Of The Reception/Ear Fatigue 17:06 - Music & SFX Balancing 18:27 - Why The Terminator Resistance OST Isnt On Spotify 20:04 - Scoring The Kyle Reese Cutscene From T1/Transcriptions 23:00 - The Approach To Scoring The Game 25:00 - Composing The HK Combat Theme 25:49 - Only One Of Chris’ Tracks Were Cut From The Game 27:50 - Communication At Teyon Is Great/No Crunch At Teyon 29:00 - Working On Robocop: Rogue City/Autotune 32:15 - Writing Melody & Lyrics/Ideas Don’t Get Lost 36:15 - Doing The T-800 Heartbeat Theme(Infiltrator Mode) 41:00 - Chris & Kiwi Discuss Mixing Tips 45:25 - Q+A - What IP Would You Like To Compose For 48:50 - Q+A - What Does Chris Feel About The Forgettable Scores Post T2 51:31 - Q+A - What Was Chris’ Influences Growing Up 54:35 - Closing Comments | |||
18 Aug 2023 | #155 - Kevin Schmitt Interview (Rogue Squadron, Republic Commando, LucasArts, Halo, Leadership etc.) | 01:08:34 | |
Kevin Schmitt has been working in the video game industry for over 25 years and currently works for Epic Games, he previously worked at 343 on the Halo Series and Lucas Arts where we worked on many Star Wars properties such as Rogue Squadron, Republic Commando, Obi-Wan and Mysteries Of The Sith #starwars #roguesquadron #lucasarts TWITTER- @kevindschmittTIMESTAMPS00:00 - Intro00:50 - Kevin’s Time In The Industry Has Flown By03:00 - Biggest Changes In The Industry/Kevin’s Early Years07:25 - AAA Games Size08:24 - Stories Of The Design For Star Wars Rogue Squadron11:50 - Mark Haigh Hutchinson Was A Great Leader15:40 - Importance Of Good Leadership/Making Multiple Projects At Once At LucasArts20:50 - How Designs Were Originally Mapped Out At LucasArts24:10 - Metroid Prime’s HUD influenced Republic Commando’s25:30 - How You Approach Design For Different Genres/FPS’s Are Kevin’s Bread & Butter27:00 - Frustration Of Creative Constraints With Star Wars IP/Ideas Being Shot Down32:30 - LucasArts Vault With Sacred Phantom Menace Info/ Team Seeing A Rough Cut Of Phantom Menace36:00 - The Process Of Pitching Games37:20 - Kevin Shows Off LucasArts Game Design Folders/Archiving39:30 - Phantom Menace Game Idea That Didnt Pan Out41:50 - Approach To Halo Campaign Vs Multiplayer44:15 - How Kevin Became A Writer48:20 - Kevin’s Thoughts On ChatGPT51:40 - Vetting Leaders In The Game Industry/The Industry Doesn’t Allow Discussions Of Failures55:00 - Post Mortem At The End Of A Game Project58:20 - Leaders Recognising Their Own Faults/Mark Recognising His Strengths & Weaknesses1:00:15 - Being Confrontation When You Aren’t A Confrontational Person1:01:25 - A Cohesive Team Is The Most Important Factor On A Project/Communication Differences1:04:30 - Republic Commando Team Being Told Their Being Laid Off When The Project Finishes1:06:40 - Where To Follow Kevin Schmitt | |||
01 Feb 2025 | #184 - Shawn Layden Interview (Former CEO & Chairman of Playstation & SIEA) | 01:01:26 | |
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. 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 | |||
24 Nov 2023 | #160 - Garrett Young Interview(General Manager On DOOM 2016) | 00:53:14 | |
Garrett Young has been in the video game industry for over 25 years and has worked on games such as DOOM 2016, Rage Forza and James Bond: Quantum Of Solace. #doom #doom2016 #forza SOCIAL MEDIA TWITTER - @garretty TIMESTAMPS 00:00 - Intro 01:05 - Working On DOOM 2016 06:43 - Early Builds Of The Game/Garrett’s First Week On DOOM 2016 12:30 - Single Player Mode/Push Forward Combat/ 17:05 - Difficulty Story On Nightmare 21:56 - Tackling The FPS Platforming Problem In DOOM 2016 24:20 - Metroid Prime & Batman’s Influence On DOOM 2016 26:50 - Cancelled Soccer Game For Xbox/EA Sabotaged The Dreamcast 31:21 - Working On Forza 33:23 - Working On The City Tracks Vs Forza/Building Up The Team/Publishing Vs Game Studios 37:26 - Diversity In Skillset/ Knowing When To Pivot When Something Isn’t Working 39:51 - The Reality Of Crunch In The Industry/Management 48:20 - Fake Deadlines/Agile Development 51:20 - Where To Follow Garrett Young/Doing Another Podcast In The Future | |||
20 Jan 2023 | #146 - Tyvic Stallworth Interview (Last Of Us Part II, Call Of Duty:Warzone, QA, Mario, Naughty Dog) | 01:05:45 | |
Tyvic Stallworth is a game developer who has worked on games such as Last Of Us Part II and Call Of Duty: Warzone, he is currently a developer at Sucker Punch productions. You can check out his gaming channel here https://www.youtube.com/@UCQP8-hs7qhuV9PQpIjTcjng #lastofus #callofduty #naughtydog TIMESTAMPS 00:00 - Intro 00:39 - Tyvics Workout Regime/LA Traffic 03:00 - Naughty Dog Staff Traffic Commute 03:40 - Naughty Dog Documentation/Tyvis Early Days At Naughty Dog 04:10 - Moving From QA Into Design 06:20 - Moving From Last Of Us II Multiplayer Team To Single Player Team 07:24 - Tyvics First First Job As A Designer On Last On Us II/LISP 08:50 - Work In QA 10:45 - Tyvics Philosophy On Design 12:00 - Why Naughty Dog Is One Of The Best Studios 14:10 - Why Tyvic Left Naughty Dog 15:03 - Working On Call Of Duty: Warzone 16:40 - Working On Clash Mode/Nebular 5 Bomb 19:10 - Who Comes Up With Game Mode Ideas On Warzone 20:10 - Convincing Colleagues With Proof Of Concept 21:20 - Prototyping Vs Pitch Documents/Super Mario Example 23:30 - Why Mario Is Tyvics Favourite Character Of All Time 25:20 - Being Skeptical Of Super Mario Odyssey Before Release/PC Gaming 26:10 - Tyvic Will Only Watch Super Mario Film For The Culture 27:35 - Last Of Us Series/Uncharted Film/Video Game Adaptations 29:16 - A.I. Art/AI As A Tool/Hypothetical Scenario 33:50 - Traditionalists Vs Adapters 35:00 - Tyvics Approach To Time Management 39:06 - Interaction With Neil Druckmann/Hierachy Of What People Are Going Through 41:50 - If You Have A Question About Something Just Ask 42:25 - Learning Music So He Could Understand Sound Design Lingo 42:50 - Structures Of Desks In Gaming Studios/Tunnel Vision 44:30 - Emotional Roller Coaster Of Last Of Us II Multiplayer 47:50 - Factions For Last Of Us Part 1 Was Made In 4 Months 48:30 - Disconnect Between Developers And Higher Ups In A Game Studio 52:38 - Hating A Game Once Its Complete/Burnout 56:00 - Finetuning Last Of Us Part II During The End Of Development 57:40 - Finding Bugs Despite Gruesome Work Schedule 1:00:15 - Cut Off On Reap Of Return On AAA Games 1:03:45 - PS5 Has Been Out For Years Already 1:04:15 - Where To Follow Tyvic Stallworth | |||
21 Feb 2024 | Donkey Kong Country Tropical Freeze 10th Anniversary Interview With Former Retro Studios Devs | 01:08:05 | |
Happy 10th anniversary to DKC: Tropical Freeze!! Let's celebrate former artists on the game Eric Kozlowsky and Ted Anderson to go on a deep dive of working on it. TWITTER LINKS Eric Kozlowsky - @VoNKoZ Ted Anderson - @Pixel_Possum #donkeykong #donkeykongtropicalfreeze #retrostudios TIMESTAMPS 00:00 - Intro 00:50 - DKC: Tropical Freeze Early Days/Wii U Hardware 04:55 - Artists Experimented Very Early On/Mangroves Were The First Levels Worked On 07:15 - Office Structure Of Retro Studios 08:50 - Artists Collaborating With Animators 10:00 - Playtesting/Brilliant Design Of The Levels/Meltdown Mayhem 12:40 - Ted & Erics Collaboration On The Steamship 14:05 - ARTWORK REEL - World 3 Boss Behind The Scenes Art 16:15 - ARTWORK REEL - World 2 Boss Behind The Scenes Art 17:20 - ARTWORK REEL - Updating DKCR Art 19:45 - ARTWORK REEL - Creating A Texture Map 22:20 - ARTWORK REEL - Difficulty Of The Fruit In World 5 23:15 - ARTWORK REEL - Ensuring Colours Don’t Blend In With Donkey Kong 24:20 - ARTWORK REEL - Foreground To Background 25:10 - ARTWORK REEL - Rocket Barrel/Barrel Cannons 26:30 - Will They Use Tropical Freeze Art For The DK Movie? 27:10 - ARTWORK REEL - Fruity Factory Level 28:30 - ARTWORK REEL - Wireframes/Nintendo Ninjas 29:48 - ARTWORK REEL - Steamship Level Of Detail 31:20 - Alternate Universe - Working On Metroid Prime 4/Metroid Dread 33:25 - Limitations Fosters Creativity 34:30 - Tropical Freeze’s Crunch Period 37:00 - Oversight From Nintendo Of Japan/DK Fur Tech 39:30 - How To Deal With Frustration Of Having To Redo Art Due To NOJ 41:30 - Sign Off For Easter eggs 42:21 - Backlash Of The Tropical Freeze Trailer/Tropical Freeze Was Made Due To DKCR Sales 45:20 - The Legacy Of DKC: Tropical Freeze 46:50 - Where Donkey Kong Goes From Here/DK Spinoff Film 49:00 - Q + A - Working With Vince Joly & Ryan Harris 50:20 - Q + A - Stuff That Was Discussed But Never Made It Into DKC:TF 52:50 - Q + A - How Did The Snowmads Idea Come Up/Ted Voicing The Penguins 55:36 - Q + A - Would A David Wise Track Or Level Layout Inspire The Artwork 59:58 - Favourite Level In DKC: Tropical Freeze 1:03:28 - Plugs For Ted & Eric’s Games | |||
13 Oct 2023 | PAX AUS 2023 - Mick Gordon Interview Panel | 00:58:41 | |
Here is the recorded panel I did at PAX 2023 with the one and only Mick Gordon. All video footage is owned by PAX Australia. FUN FACT: After the panel finished, 200+ people converged on Mick to ask him questions and get him to sign things. As a result he remained at the venue for 3 hours and he missed our dinner reservations #mickgordon #doom #killerinstinct PAX AUS TWITCH - https://www.twitch.tv/pax2 PAX AUS YOUTUBE - @PAXAustraliaOfficial BLACK DOG INSTITUTE - https://www.blackdoginstitute.org.au/TIMESTAMPS00:00 - Early Intro00:30 - Generozity Game/Raising Money For Mental Health01:40 - Introductions04:43 - Evolution Of Video Game Music/Mick’s Introduction To Video Games Music & Melody17:35 - Creating Tracks With Vocals For Killer Instinct20:45 - The Writing & Creative Process Of Killer Instinct And How It Differed From The Original29:18 - Main Menu Themes/Creating Opening To Hell Remix For DOOM Eternals Main Menu Theme33:48 - Sampling Original Themes35:38 - AI And How It Will Affect Musicians And The Creative Process40:56 - Advice For Up & Coming Composers/Stem Separators 46:14 - Mick’s Favourite Game Score Over The Last Few Years48:05 - Q+A - Mick’s Musical Influences49:48 - Q+A - How To Improve Your Weaknesses As A Musician50:53 - Q+A - Creating The Partisan For Wolfenstein Old Blood52:19 - Q+A - Practice Routines54:20 - Q+A - How Mick’s Musical Style Has Changed And The Difference Between Band Music and Video Game Music56:26 - Q+A - Where The Thunder Chants From PAX 2013 Are In Killer Instinct | |||
09 Apr 2024 | #166 - Jonathan Gwyn Interview (Senior Environment Artist On Grand Theft Auto V) | 01:01:06 | |
Jonathan Gwyn is a veteran artist in the video game industry having been in the industry for over 25+ years. He has worked on prestigious franchises such as Grand Theft Auto, The Matrix, Resistance etc. #rockstargames #gta #gtav TIMESTAMPS 00:00 - Intro 01:01 - Jon’s Favourite Art To Work On Is Environment Art 03:00 - Stylised Environmental Art 04:20 - Restrictions Working On The Matrix Games 06:40 - Referencing The Matrix Movies While Working On The Games 09:10 - Jon Loves Movies/Seeing Reloaded & Revolutions Material Before The Movies Release 10:40 - The Wachowskis Were Video Games Guys/Path Of Neo/Animatrix 11:20 - Jon Likes To Draw While Watching TV & Movies 13:15 - Jon Doesn’t Like Being An Art Director & Prefers Working Alongside Artists 15:00 - Ego’s Getting In The Way With Some Artists Due To Age/Jon Doesn’t Want To Be A Lead Again 16:40 - Why Jon Has Moved Across So Many Gaming Studios 19:10 - How Jon Got The Job At Rockstar 20:10 - GTA Is Made In Scotland/Artists Pipeline For GTA V/Red Dead Redemption 2 22:00 - Rockstar Has A Toxic Work Environment 24:30 - The High Pressure Of Working At Rockstar/Rockstar Crunch 25:20 - People Love His Boring Environmental Work Just Because Its GTA 26:00 - The Art Lead’s Job For GTA V Would’ve Been Hell 27:35 - Concept Room At Rockstar 28:15 - Meeting Sam Houser/Houser Brothers 29:15 - Video Game Celebrities/Ego’s Within The Video Game Industry 32:13 - Brutal Commute In L.A. & San Diego 35:35 - Working From Home 36:40 - Being Extroverted/Mistakes Extroverts Make At Game Studios 38:30 - ARTWORK REEL - GTA V Environments 50:15 - ARTWORK REEL - The Matrix Games Environments 1:00:10 - Where To Follow Jonathan Gwyn | |||
05 Mar 2024 | #164 - David Crislip Interview (Former Localizer At Capcom) | 00:49:28 | |
David Crislip has had quite the life! The man studied Japanese at Ohio University before moving to Japan to become an English Teacher there before ending up at Capcom Japan where he did localization for over 10+ years. #capcom #residentevil #streetfighter SOCIAL MEDIA TWITTER - @DavidCrislip INSTAGRAM - @davidcrislip TIMESTAMPS 00:00 - Intro 01:20 - What Prompted David Wanted To Learn Japanese 02:50 - How Long It Takes To Be Fluent In Japanese/Being An English Teacher In Japan 05:20 - Early Days Of Localisation Capcom Japan 06:20 - Why Direct Translation Doesn’t Work 08:16 - Japanese Is A Very Dense Language 09:00 - How Localisation Has Changed From The Old Days 11:20 - Playing Games In Different Dubs 12:30 - Ghost Of Tsushima Is An Example Of A Western Game That Got Japanese Correct 13:20 - Lip Flapping In The Old Days Vs Now/David Is Glad He Doesn’t Have To Localise AAA Games These Days 14:10 - Immigration Officers Geeking Out Over David Working At Capcom 16:42 - David’s Favourite Capcom Games 19:45 - Resident Evil 4 Remake 20:30 - Capcom Were Aware Well Making Resident Evil 4 That It Would Be Special 22:20 - Capcom’s Renaissance Is Very Gratifying 24:00 - David’s Favourite Capcom Game To Work On 25:45 - Capcom Have Westernised Games With Japanese Flavour 26:15 - How David Ended Up Voicing Winston Payne/Recording Lines 28:10 - Difference Between Translating Text Vs Dialog 29:40 - The Misunderstanding Gamers Have Of Localisation 31:00 - How Long It Took David To Adapt To Japanese Culture 35:10 - Its Very Difficult To Get A Job At Capcom/Applying For Jobs In Japan 36:40 - Japanese Are Aware Of Western Culture/Language Shapes Your Behaviour 38:15 - David Doesn’t Translate In His Head Whether Its Japanese Or English 39:15 - Why Lay Offs Don’t Happen Often In Japan 42:00 - Japanese & Western Games Are Both On Equal Footing Now 43:00 - Consoles David Plays/David Shows Off His Game Collection 44:15 - David’s Favourite Game Of All Time/David Plays Games Most Days 46:09 - David’s Advice For Getting Into The Video Game Industry In Japan 48:07 - Where To Follow David Crislip | |||
13 Mar 2023 | #148 - Geoffrey Day Interview (Atomic Heart, Viscerafest, DOOM, AI, Leadership, Mick Gordon etc.) | 01:13:27 | |
Geoffrey Day is a video game composer that has become a youtube sensation for his DOOM/Argent Metal remixes of game music. He recently composed for Atomic Heart and Viscerafest. SOCIAL MEDIA TWITTER-@geoffplaysguit INSTAGRAM - @geoffreydaymusic YOUTUBE - @GeoffPlaysGuitar Patreon - https://www.patreon.com/geoffplaysguitar #atomicheart #viscerafest #doometernal TIMESTAMPS 00:00 - Intro 00:45 - Geoffrey Initially Thought Mundfish Contacting Him Was Spam 02:37 - Geoffrey Gets Spam Collaboration Emails Everyday 04:10 - Pitch From Mundfish For Atomic Heart 06:04 - Geoff Was A Given A List Of Russian Songs To Pick To Remix/Composition Of Russian Songs 07:45 - Evolution Of Zyvozdnoe Leto Track 10:51 - Deadline To Submit Songs 13:19 - Who Did The Mixing On The Game 14:13 - Geoff’s Interaction With Mick Gordon 15:10 - People Mistaking Geoff’s Music As Mick Gordon’s/Admiration For Mick Gordon 17:40 - Overlap Of Composing For Viscerafest/Burnout 20:07 - Imposter Syndrome/Negative Comments 23:20 - How Geoff’s Work As A Software Engineer And People Manager Transferred To His Music Career 26:34 - Lockdowns Are The Reason Geoff Ended Up On His Current Path/How Geoff Started Doing DOOM Game Covers 30:41 - Dangers Of AI Music Technology 33:00 - Kiwi’s Thoughts On AI/Geoff Used Moises To Get Stems To Compose On Atomic Heart 34:10 - Cleaning Up The Stems From Moises Before Sampling 35:25 - Seeing The Flaws In The Stems The Original Russian Songs/Modernising Vocals 36:10 - Mixing References While Composing/Fan Remastering Arlekino/Metal Vs Pop Vocals 37:50 - Geoff’s Patreon Perks 39:09 - How Geoff Decides What To Do DOOM Remixes Of 41:35 - How The Super Metroid Ridley DOOM Remix Came About/Skyrim DOOM Mod 43:30 - Working With A Team On Covers 44:00 - Viscerafest & Atomic Heat Caused Geoff To Spend Less Time On His Youtube Channel 46:04 - Geoff Loves Working With Technology & A Team 47:20 - Geoffs Schedule 48:45 - Always Being In A Creative State 50:14 - How Geoff Deals With Ear Fatigue & Writers Block 51:45 - Suffering From Insomnia 52:45 - Geoff Would Like To Have Routine/Missing Working In A Office 55:42 - Needing More Time 57:45 - Not Being Able To Relax/Being A Workaholic 59:45 - Why Geoff Doesn’t Publicly Stream Games 1:01:28 - How Geoff Destresses/Getting Out Of The House 1:03:48 - Time Management 1:04:10 - Where Argent Metal Can Still Evolve 1:07:00 - Mick Gordon Requested For Geoffrey Day To Cover Crazy Bus Song 1:08:30 - Vol 2 Soundtrack/Atomic Heart OST Speculation 1:11:10 - Closing Comments/Geoff’s Youtube Channel Plateauing 1:12:20 - Where To Follow Geoffrey Day | |||
12 Jan 2025 | #182 - Dennis Mejillones Interview (Character Artist On Skyrim, Fallout 4, 76 & Starfield) | 01:00:34 | |
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 | |||
18 Apr 2023 | #150 - Denis Dyack Interview (Eternal Darkness, Twin Snakes, Deadhaus Sonata, A.I., Narrative, Martial Arts etc.) | 01:10:00 | |
Denis Dyack was the director on games Eternal Darkness: Sanitys Requiem, Metal Gear Solid: Twin Snakes and Legacy Of Kain: Blood Omen. He is currently working on the free to play game Deadhaus Sonata #eternaldarkness #metalgearsolid #legacyofkain WEBSITE - https://deadhaussonata.com/TIMESTAMPS00:00 - Intro01:12 - Doing Taekwondo & Wrestling Before Video Games05:00 - How His Martial Arts Background Influenced Game Design09:20 - Having A Bushido Mentality In Game Design/Mark Cerny Advice & Help13:05 - Eternal Darkness Not Selling Well/Being Ahead Of Its Time16:41 - Denis Is Keen For A Eternal Darkness Remaster17:45 - You Can’t Predict Where The Industry Is Going To Go19:50 - Eternal Darkness Originated From Influences Of Resident Evil22:40 - Analysing Film For Ideas/Origin Of Camera System For Eternal Darkness25:40 - Difference Between Japanese & Western Development31:40 - Eternal Darkness Nearly Being Cancelled33:22 - Why There Are Limitations On Enemies In Eternal Darkness/Testing Schedule34:40 - Satoru Iwata Told Nintendo To Buy Silicon Knights/Relationship With Iwata36:33 - Denis Met Yamauchi (Photo Is Shown)/ How Metal Gear Solid: Twin Snakes Came About40:15 - Approaching The Design On Twin Snakes/First Person Mode43:15 - Mario & Yoshi Easter Egg In Twin Snakes45:00 - Eternal Darkness Was Denis’ Most Stressful Project/Rewriting The Story Due To 91147:38 - Martial Arts & Wrestling Helped Denis Have The Perseverance To Finish Eternal Darkness50:45 - Creating Narrative In Games/AI Being Used In Narrative/Deadhaus Sonata Story55:15 - Why Denis Likes The Free To Play Model/What Denis Hated On Legacy Of Kain58:20 - Utilising AI & Cloud For Narrative/Criticism For Free To Play Narrative Model1:00:56 - Social Effects Of Technology/Chat GPT Won’t Magically Solve Narrative In Games1:04:11 - Deadhaus Sonata Is Still A Few Years Away/Miyamoto Famous Quote1:05:10 - Where To Follow What’s Happening With Deadhaus Sonata1:05:54 - The Word “Sonata” References The Gameplay In Deadhaus | |||
01 Mar 2025 | DOOM Eternal - 5th Anniversary Interview With Animator Chris Cantero | 00:48:26 | |
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 | |||
23 Mar 2024 | #165 - Chandler Murch Interview (IT Infrastructure At Valve) | 01:05:17 | |
Chandler Murch worked at Valve for over 8 years in IT infrastructure; and oversaw a lot of esports Valve events specifically for Dota 2, he also did some work in the Dental AI space. #valve #steam #dota2 TIMESTAMPS 00:00 - Intro/Being Associated With F.R.I.E.N.D.S 01:30 - How Chandler Ended Up At Valve 04:10 - What His First Job At Valve Was/Customer Service 06:59 - Valve’s IT Infrastructure When Chandler First Started 08:55 - How Chandler Improved Valve’s IT Infrastructure/Network Speeds 14:15 - Hitting Milestones With The Content Delivery Network/Capacity Planning 17:00 - Taking Into Account Internet Infrastructure Improvements Globally 19:09 - Organising E-Sports Events/DOTA 2 23:10 - Mitigating Problems With Live E-Sports Events/Audio & Player Problems 26:40 - Testing Live Setups With Players 29:20 - How Chandler Got Into Gaming & Steam 31:30 - Chandler’s Favourite Valve Games 32:45 - Chandler’s Involvement On Portal 2/How Valve Does Credits In Games 35:15 - Chandler’s Work On Left 4 Dead 2/Portal 2 Bugs 38:54 - Valve Games Have To Reach A Certain Milestone Before QA Testing 39:45 - A Valve Employee Did Wheatleys Voice Before Stephen Merchant 40:30 - Chandler Never Got The Passion For Game Design 41:35 - Chandler’s Interactions With Gabe Newell 46:45 - Steam Avoided Fragmentation Unlike TV/FIlm Streaming Platforms 49:35 - Misunderstanding That Valve Doesn’t Make Games Now 52:40 - The Cost Of Running Valve Servers/Valve’s Value 55:45 - What Chandler Did After Valve/Dentistry AI 1:00:37 - Dental Work Is Very Costly In The West/Dentistry AI Is Only Available In USA/Canada 1:04:00 - Where To Follow Chandler Murch | |||
29 Oct 2024 | PAX AUS 2024 - Interview With Sonia Coronado (Music Designer at Playstation) | 00:58:12 | |
Here is the panel I did with Sonia Coronado at PAX AUS. Due to NDA's, we had to cover generic things involving her role for Playstation. All content is courtesy of PAX Australia, also thanks to the amazing crowd! Make sure you keep up to date with @PAXAustraliaOfficial #playstation #godofwarragnarok #ghostoftsushima TIMESTAMPS 00:00 - Intro 01:49 - How Sonia Got Into The Video Game Industry 03:19 - What Does A Music Designer Do 05:56 - How Sonia Approaches Mixing 100+ Stems 06:55 - Blending Music & Sound Design/Composers Involvement 10:09 - What Is Playstation Studios Creative Arts 13:32 - How The Interactive Systems Work 15:27 - Scenes Sonia Enjoys The Most/Implementation 17:50 - Making Sure Music Doesnt Hit The Same Frequencies As Sound Effects 18:57 - Dealing With Work Being Chucked Out 20:10 - Ear Fatigue 22:18 - How Covid Changed Creative Arts Work Situation 26:13 - Sonia’s Favourite Game She Worked On 27:05 - Where Sonia Wants To Go With Her Career 28:20 - Evolution Of The Interactive Systems 30:36 - Writers Block 32:17 - Q+A Game To Win Prizes/ 33:25 - Q+A - Do Sony’s First Parties Pay For Creative Arts To Work With 34:00 - Q+A - Adapting To Working With Studios In Different Timezones 35:00 - Q+A - Game Designers Working With The Audio Team? 37:22 - Q+A - Procedurally Generated Music 37:50 - Q+A - Non Sony Game Music Sonia Likes 38:30 - Q+A - Working With Other Music Designers Outside Sony 40:20 - Q+A - Avoiding Mud & Clutter 42:00 - Q+A - Favourite Film Scores 42:20 - Q+A - 3D Audio 43:20 - Q+A -Sneaking In Musical Cues 44:20 - Q+A - DAW That Is Used 45:00 - Q+A - Advice For Upcoming Music Designers 45:45 - Q+A - Being Brought On Too Late With Music 47:40 - Q+A - Most Valuable Skills Required For Music 48:55 - Q+A - Using Different Speaker Systems For Mixing 49:57 - Q+A - Involvement In On Streaming Platforms For Soundtracks 51:11 - Q+A - What Instruments Sonia Plays 52:20 - Q+A - Being A Female In Game Development 53:22 - Q+A - Making Something Melodic 54:46 - Prizes For Questions/Outro | |||
15 Sep 2023 | #157 - Jeffrey Kung Interview (Lucas Arts, Psychology, Level Design, Republic Commando, DOOM etc.) | 01:04:38 | |
Jeffrey Kung is a game developer with over 27 years experience. He is best known for his tenure at Lucas Arts working on games such as Mysteries Of The Sith, Rogue Squadron and Republic Commando. He studied Psychology before dropping it to pursue game development. #starwars #lucasarts #republiccommando SOCIAL MEDIA WEBSITE - https://www.jeffreykung.com/ INSTAGRAM - @pinecone.jeffTIMESTAMPS00:00 - Intro00:33 - Why Jeffrey Stopped Studying Psychology To Make Video Games04:30 - Early Days In Video Games/Lucas Arts06:15 - Level Design Test At Lucas Arts/Level Design On Mysteries Of The Sith09:00 - Designing Search For Nonnah In Rogue Squadron11:40 - Rogue Squadron Crunch/Bonding With His Team13:30 - Incorporating Psychology Into Leadership/1 On 1 With His Team16:30 - How To Stop Bickering In A Meeting18:30 - Being A Star Wars Fan/Multiplayer Level In Mysteries Of The Sith20:50 - The Fundamentals Of Level Design22:35 - Live Ops Games Are Great For Level Design/Tuning A Game24:20 - Where To Still Play Jeffrey’s DOOM Levels/Designing DOOM Levels/Breaking A Level32:30 - Terrible Crunch Story/EA’s Crunch Drama Helped The Industry/Why Crunch Is Bad36:30 - Why Mobile Development Doesn’t Have As Intense Crunch38:40 - Industry Is Starting To Learn About Crunch/Productivity Loss40:50 - Experience Of Developing Republic Commando/Visor Wipe44:48 - Fine Tuning The System Design In Republic Commando/Xbox Controller & Halo Influences47:10 - Switch Port Of Republic Commando Is Bad/Joy-Cons Are Terrible For FPS48:50 - Being Laid Off After Republic Commando/Constant Lay Offs51:26 - Working Remotely Vs Working In The Office/Perks Of Discord56:18 - How Jeffrey Learned To Be Extroverted/Teaching Game Design At College59:20 - Imposter Syndrome/Kevin Schmitt1:01:20 - Where To Follow Jeffrey Kung/Carnivores Plants | |||
26 Nov 2024 | #179 - Kenny Young Interview (Composer On Astro Bot) | 01:08:43 | |
Kenny Young is the composer on the Astro Bot series including the recently acclaimed new Astro Bot game. He has also worked on games such as Tethered, Little Big Planet, Tearaway and more.... #astrobot #littlebigplanet #ps5 KENNY YOUNG SOCIAL MEDIA TWITTER - @kcmyoung FACEBOOK - https://www.facebook.com/KennyYoungMusic/ BLUESKY - @kcmyoung Follow me KIWI TALKZ 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 Join this channel to get access to perks: https://www.youtube.com/channel/UC9jtZN92eGHA9Hxh-jYGqBw/join TIMESTAMPS 00:00 - Intro 01:42 - Astro Bot Is A Culmination Of All His Work To Date 04:20 - Blending Different Genres Seamlessly/Catchy Melodies 07:40 - How Long To Make Melodic Tracks/Nic Doucet’s Advice 11:05 - Relationship With Nic Doucet/Astro Bot Originally Had Licensed Music 15:26 - Using The Vocoder & Talkbox In Astro Bot 20:01 - Getting Access To The Stems For GOW, Uncharted & Horizon Themes 22:14 - Working On The Remix Themes Of GOW/Uncharted & Horizon Themes 30:00 - Using AI For Extracting Stems/AI Technology/Melodyne 36:04 - Using The Nyckelharpa For Bot Of War & Tethered OST 39:20 - How Many Times Kenny Had To Iterate On Themes 42:46 - Leaving Sony To Do Freelancing 46:46 - Making Disco Schmisco In LBP2 53:01 - Q + A - What Are You Looking For From Game Devs In The Creative Process 57:30 - Q + A - What Was The Main Inspiration With Astro Bot 1:00:42 - Q + A - How The Gardens Theme Was Made In LBP 1 1:06:30 - Outro/Astro Bot | |||
19 May 2023 | #152 - Kursad Karatas Interview (Rogue Squadron, Star Wars, Art, Game Engines, A.I., Factor 5 etc.) | 00:57:02 | |
Kursad Karatas is an artist who is best known for his tenure at Factor 5 working on Rogue Leader and Rebel Strike. #starwars #roguesquadron #lucasarts00:00 - Intro00:30 - How Kursad Became An Artist/Ending Up At Factor 5/Star Wars04:30 - Reference Art For Rogue Squadron Games07:30 - Using Stills From The Movies For Direct References(Both, Death Star)09:25 - Building Models From Scratch/What Kursad Worked On10:34 - Kursad Didnt Get To Play Rogue Leader Till Its Release/Most Devs Not Having Dev Kits15:30 - Doing Proper Character Models For Rebel Strike(Pictures Shown)17:00 - Kursad Prefers During Organic Material18:40 -Prequel Influence On The Games/ Kursad’s Drawing Of Liam Neeson19:15 - Differences Between Rogue Leader & Rebel Strike20:25 - Time It Took To Do One Level22:02 - Interacting With Designers & Programmers/Yavin Level24:30 - Hitting 60FPS26:00 - Factor 5 Understands Gameplay29:00 - Game Engines/Unreal/Rogue Squadron Could Be Made Much Easier Today32:00 - Kursad Would Love To Work On A Remake Or Remaster Of The Rogue Squadron Games33:00 - Rendering Engines/Technology Advancement34:00 - Judging Artwork Based On Its Times/Polygons Per Level36:40 - Kursad Taught Himself Programming/Math Should Be Taught In Schools Via Video Games38:00 - A.I. Technology/Midjourney41:00 - Jobs Being In Danger Due To A.I./Human Vs A.I. Art45:00 - Overpopulation Of Games/Humans In The Loop49:00 - Why Kiwi Doesn’t Do Youtube FullTime/Kursad’s Concerns For Podcasting52:00 - Free Will In The Future54:37 - A.I. To Make Star Wars56:00 - Advocating For A Remaster For Rogue Squadron Games | |||
29 Sep 2024 | #172 - Dredge Developer Interview With Joel Mason | 00:47:33 | |
Joel Mason was a developer on the indie game Dredge and works for @blacksaltgames #dredge #gaming SOCIAL MEDIA FACEBOOK - https://www.facebook.com/blacksaltgames/ INSTAGRAM - @blacksaltgames YOUTUBE - @blacksaltgames TWITTER - @blacksaltgames TWITTER JOEL MASON - @bsg_joel TIMESTAMPS 00:00 - Intro 00:37 - How The Concept Of Dredge Came About 03:10 - The Artstyle Of Dredge 04:56 - Most Difficult Things To Implement 07:47 - Joel Has Never Played Zelda: Wind Waker/Keeping Scope In Check 08:50 - Comparisons To Resident Evil 4 With The Inventory/Influences 10:45 - How The Panic Eye/Sanity Meter Came About/Time 13:30 - Why Multiplayer Wasn’t Implemented/Overcoming Hardware Limitations 15:32 - How They Came Up With The Biomes/Cut Jungle Level 18:55 - Feature Creep 20:52 - Being Nervous About The Reception After Release 22:19 - Dredge Film Adaptation 25:47 - Evolution Of The Fishing Mechanic 28:31 - The Endings Of Dredge**MINOR SPOILERS** 31:30 - Evolution Of The Story 32:50 - The Leviathan 35:44 - Development Of The Iron Rig DLC 39:05 - Next Stages Of Dredge/Team Size 41:50 - Being Out Of Your Depth/Team Effort 43:30 - Joel Is Tired Of Working On Dredge 44:45 - Expectations On Their Next Game 46:54 - Where To Follow Joel & Dredge Social Media | |||
19 Dec 2023 | #161 - Peer Schneider Interview(Co-founder Of IGN) | 01:09:16 | |
Peer Schneider is one of the co-founders of IGN and is currently IGN's EVP and Chief Content Officer. #ign #gaming #games SOCIAL MEDIA TWITTER - @peerign INSTAGRAM - @peerign TIMESTAMPS 00:00 - Intro 01:20 - How Peer Fits In Gaming Time With His Busy Schedule 04:50 - IGN’s Current Work Model/Remote & Office Work 07:40 - Interview Process At IGN/Bad Interviewees 10:05 - How IGN Knows When To Change Strategy With Its Content 13:40 - The Different Youtube Channels/Youtube Algorithm 18:40 - Optimising Content/SEO 19:30 - Peer’s Views On Chat GPT & AI 23:40 - Other Publications Ripping Off IGN’s Content 26:20 - Mortal Kombat Guide Content That Was Ripped Off/ Contacting The Perpetrators 28:00 - Crediting Sources 29:00 - Being Blacklisted By Gaming Publishers/THQ Scandal 34:10 - Political Nature Of Gaming Journalism/Being Trustworthy 36:30 - Moving To America From Germany/Living In Japan 39:00 - Places In America Peer Hasn’t Been To 40:10 - Travelling For Work And Maintaining Energy/Gaming Behaviour Tour/Presentations 42:10 - Flight Times/Peer Hasn’t Been To New Zealand & Australia Yet 43:10 - Why There Won’t Be A Fourth Hardware Competitor 45:20 - Fortnite Itself Is A Platform 46:10 - IGN’s Approaches To Leaks 48:27 - The Legend Of Zelda Live Film Discussion/Video Game Movie Adaptations 51:40 - Metroid Prime 4, Wii U & Switch 2 Discussion 56:40 - The Biggest Misunderstanding People Have With IGN/ Publishers Do Not Pay IGN For Good Reviews 1:02:09 - How IGN’s Top Lists Are Made/Peer Doesn’t Like Ninja Gaiden/IGN Doesn’t Have A Hive Mind 1:03:58 - The Obsession With The Metacritic Score 1:05:12 - Starfield’s Review Score 1:06:56 - Reviewers Having Enough Time To Review A Game 1:07:50 - Kiwi’s PAX West 2024 Pitch With Retro Studios Devs/Outro | |||
03 Nov 2024 | Metroid Prime 2 - 20th Anniversary Interview With Kynan Pearson (Designer On Prime 2) | 01:13:19 | |
MP2 Designer Kynan Pearson returns to talk about all his work on Metroid Prime 2 to celebrate the 20th anniversary of Prime 2. You can check out his previous interview here https://youtu.be/y6YKebkPZNM you can follow Kynan on Twitter - @KynanPearson #metroid #nintendo #metroidprime TIMESTAMPS 00:00 - Intro 00:50 - How Metroid Prime 2 Ended Up With Its Zelda Esque Design 03:00 - Every Nintendo Game Is It’s Own Thing/Link To The Past Discussions 04:00 - Designing Prime 2’s Biomes/Dark World Was Originally Silhouetted 05:50 - How The Designers Decided What To Put In A Room/Morph Ball Puzzles 09:50 - Boost Balling Off Spider Ball Tracks 12:30 - Reserving Pickups For Player Testing Outcome 13:30 - Design Is About Perception 17:00 - Coming Up With Prime 2’s Unique Upgrades/ 21:50 - Working On The Boss Rooms 23:50 - Deciding How Big To Make A Boss Room 27:16 - Limitations Fosters Creativity 29:30 - SPD & Retro’s Collaboration On The Prime Games 32:57 - VR Will Never Be Mainstream Due To Motion Sickness 34:30 - How Speed Booster Would Work In First Person 35:54 - How They Figured Out How To Do Screw Attack/Metroid Is For Hardcore Gamers 38:00 - What QOL Changes Should Be In Metroid Prime 2 Remastered 40:50 - Kynan Doesn’t Like Prime 2’s Key Hunt 42:30 - Kynan’s Favourite Boss 43:35 - Kynan’s Favourite Item Upgrade 44:32 - Kynans Favourite Area/Biome 46:30 - Kynan’s Favourite Puzzle 48:02 - Kynan’s Favourite Room 49:16 - Q + A - Biggest Missed Opportunity In Prime 2 53:16 - Q + A - Why The Dark Luminoth Was Cut 55: 03- Q + A - Most Difficult Puzzle 1:00:37 - Wall Jump Design 1:01:07 - Q + A - What Would Be Included If Prime 2 Was Made Today 1:03:55 - Prime 2’s Amazing Team/ Jack Mathews Funny Story 1:08:43 - Final Thoughts | |||
08 Jun 2024 | #168 - Stephen Hughes Interview (The Voice Of Quiet Robe) | 01:12:44 | |
Stephen Hughes is a renowned director, producer, voice actor and teacher. He is well known in Spain in the voice over industry. He helped to direct the voice actors on Metroid Dread including Nikki Garcia(The Voice Of Samus) and he voiced the character Quiet Robe. #metroid #metroiddread #nintendo TIMESTAMPS 00:00 - Intro 01:00 - How Stephen Ended Up In Madrid, Spain 05:05 - Ongoing Consulting Work For American Companies 06:19 - Spain Is The Best Country In The World For Dubbing/Dubbing For The Arabic World 10:15 - So Many Studios In Spain/How Mercurysteam Found Stephen 11:50 - Early Work With MercurySteam/Acting For Animation 15:25 - Voice Acting For Videogames Compared To Animation 17:30 - Language Of The Chozo/Nikki Garcia Did Voice Of Samus In 1 Take 18:30 - Stephen Helps Direct The Voices Sometimes At MercurySteam/Enric Alvarez Is Well Versed In English 19:50 - Game Directors Are Like Film Directors 21:55 - Previous Work Stephen Has Done For Mercurysteam 22:49 - How MercurySteam Made The Chozo Language/Nikki Has A Great Sense Of Language 25:31 - How To Speak In Made Up Languages And Make Them Sound Good 26:50 - Confidence Comes A Lot Easier To Americans Than Other Cultures 28:24 - How Stephen Did The Voice Of Quiet Robe/Being Careful With The Voice You Create 30:30 - Vitamin A + E Repairs Vocal Chords 31:55 - Foods & Drinks To Avoid Before A Vocal Session/Anchovies Are Great For Your Voice 37:45 - The Problems Of AI On Voice Artists 41:00 - Being A Jack Of All Trades/Advertising/Jobs Already Taken By AI 48:43 - AI Is Replacing Jobs For Young People/Being Adaptable 51:10 - Voice Actors Won’t Be A Sole Career 54:40 - Stephens Early Days In Voice Acting 57:08 - Why Pro Voice Actors Sometimes Give Bad Performances 58:00 - Translations/Translating Spanish/Dubbing 1:08:00 - Where To Keep Up Stephen | |||
07 Dec 2024 | #180 - Nate Purkeypile Interview (Artist On Skyrim, Fallout 3/4 & 76) | 01:05:49 | |
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 | |||
01 Sep 2023 | #156 - Paul Topolos Interview(Star Wars, Lucas Arts, Lucas Film, Art, Rogue Leader, 9/11, American Flag etc.) | 01:01:48 | |
Paul Topolos is currently an artist at Pixar and worked on over 18+ Films but before this he worked in the video game industry on various games for Lucas Arts & Factor 5 most notably the Star Wars Rogue Squadron games and Episode 1 Racer #starwars #roguesquadron #lucasfilmTIMESTAMPS00:00 - Intro00:50 - Difference Between Lucas Arts & Lucas Film3:00 - Working On Episode 1 & Episode 25:00 - Making Art Looking Like Star Wars/Artwork On The Prequels07:30 - Working On Episode 1 Racer While Phantom Menace Was Being Developed09:30 - Being Blown Away By The Artistry On Phantom Menace/Story Of Phantom Menace13:10 - Paul Is A Fanatic Of The Original Star Wars Trilogy14:00 - Visual Effects Of The Original Star Wars/2001 Space Odyssey16:00 - Limitations Of N6419:35 - Pushing The Pixels On Rogue Leader23:35 - Visuals Are Very Important25:30 - Factor 5 Was Programmer Heavy/Learning From Rogue Squadron On Rogue Leader28:00 - Crunch/Working 2 Full Time Jobs At Lucas Film & Factor 531:26 - What Paul Loved About Working On Rogue Leader32:30 - Maintaining Energy Well Working 2 Full Time Jobs/Ian McCaig/Deadlines38:00 - Paul Had A Meltdown On His 2nd Day Of Work On Phantom Menace39:28 - Pauls Superpower Is Making Something Look Real In Photoshop40:30 - 9/11 Affecting Rogue Leaders Final Days Of Development42:45 - America’s Infatuation With The American Flag/Foreigners Confused By 9/11/Aftermath Of 9/1148:20 - Work On Grim Fandango/ Grim Fandango Got Paul His Job At Pixar55:40 - Working At Pixar56:20 - Unspoken Rules Of Interacting With George Lucas/Geeking Out Over Celebrities1:00:11 - Paul Doesn’t Have Social Media | |||
03 Jan 2025 | #181 - Will Shen Interview(Designer On Skyrim, Fallout 4, 76 & Starfield) | 01:06:44 | |
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 | |||
11 Feb 2025 | #185 - Jeremy Bryant Interview (Animator On Skyrim, Fallout 4, 76 & Starfield) | 01:09:46 | |
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 | |||
30 Apr 2024 | #167 - Omar Fernandes Interview(Lighting Artist On Grand Theft Auto V) | 00:52:16 | |
Omar's story is amazing, he got an architecture degree before moving into video game art and film/tv vfx. He has worked on films such as Star Wars: Rogue One and Avengers: Infinity War and Endgame, he also worked as a lighting artist on GTA V. #gtav #rockstargames #starwars TIMESTAMPS 00:00 - Intro 01:01 - How A Degree In Architecture Helped Omar With VFX 04:51 - How Omar Ended Up At Rockstar Games/China 07:15 - Omar Had Never Played GTA Before Joining Rockstar/Learning What GTA Was 09:15 - Doing Cutscenes On GTA V 10:00 - Only 2 Artists Did Lighting On Cutscenes/The Shock Of Working On GTA V 12:05 - Crunch On GTA V/ Difference Between Games & Film 15:00 - Challenges Of Lighting/Omar’s Approach To Lighting 17:15 - Working On Star Wars: Rogue One 19:16 - ARTWORK REEL - Star Wars: Rogue One 21:25 - ARTWORK REEL - GTA V 32:07 - ARTWORK REEL - Rings Of Power 38:46 - ARTWORK REEL - Avengers: Infinity War 43:00 - ARTWORK REEL - LEGO 45:26 - ARTWORK REEL - Batman Vs Superman 46:09 - ARTWORK REEL - The Division 2: Warlords Of New York 48:27 - ARTWORK REEL - Aquaman 50:38 - Where To Follow Omar Fernandes | |||
17 Nov 2024 | Metroid Prime 2 - 20th Anniversary Interview With Bryan Walker (Producer On Prime 2) | 01:01:52 | |
MP2 Designer Kynan Pearson returns to talk about all his work on Metroid Prime 2 to celebrate the 20th anniversary of Prime 2. You can check out our previous interview here https://youtu.be/4sWfE2x-ClM #metroid #nintendo #metroidprime Join this channel to get access to perks: https://www.youtube.com/channel/UC9jtZN92eGHA9Hxh-jYGqBw/join TIMESTAMPS 00:00 - EA Preparing Bryan To Work With Japanese Producers 01:49 - Challenges Of Working With Nintendo Japanese Producers 06:12 - Streamlining The Production Of Metroid Prime 2 09:35 - Managing Differences Between Japanese & American Culture 11:15 - Nintendo Is Obsessed With Microsoft Excel 12:30 - After Mario Kart 7 Nintendo Were Giddy With Retro Studios Processes 13:45 - “Always Give Developers Options” 15:08 - Bryan Was Hands Off With Prime 2’s Development 16:52 - Nintendo Doesnt Care About Marketing/Reggie Fils-Aime 20:18 - Metroid Prime 2 Sales/Metroid Prime 2 Remastered 22:38 - Favourite Boss 23:50 - Tanabe’s Influence On Bosses 26:00 - What Aspect Of Development Is The Most Costly 28:57 - Cost Of Game Development 33:10 - Metroid Games Are ONLY Made To Diversify Its Games LineUp 35:29 - Favourite Area 37:40 - Favourite Item Upgrade 39:10 - Favourite Music Track/Importance Of Music & Sound Design 41:54 - Celebrity Game Developers 44:22 - AAA Games These Days Are An International Endeavor 47:12 - Q+A - What Inspired The Darker Direction Of Prime 2 48:43 - Nintendo Thinks Of Games In Isolation 50:04 - Q+A - Nintendo’s Guard Rails 51:00 - Sakamoto’s Involvement 52:30 - Q+A - Lore Details That Bryan Thought Were Cool/Galactic Federation 53:43 - Bryan’s Thoughts On Metroid Prime 4 Trailer 55:43 - Metroid Fans Often Knocked On Retro Studios Doors Asking About Metroid Dread 57:09 - Retro Studios Is Kept In A Bubble/Metroid Series Sales 59:08 - Final Thoughts | |||
18 Aug 2024 | #171 - Bruce Nesmith Interview (Designer On Skyrim, Fallout 3, Fallout 4 & Starfield) | 01:08:24 | |
Bruce Nesmith was a former designer at Bethesda and worked at the studio from Elder Scrolls II:Daggerfall before leaving and returning part way through Elder Scrolls IV: Oblivion up until Starfield. He is now a novel writer who just launched his newest novel Glory Seeker Book One: Feast Of Ghouls #skyrim #bethesda #starfield Purchase Bruce's new book here! https://www.amazon.com/Glory-Seeker-Ghouls-LitRPG-Adventure-ebook/dp/B0D94KTJTN TIMESTAMPS 00:00 - Intro 00:45 - Lord Of The Rings Film Trilogy’s Impact On Oblivion 03:11 - Re-learning Game Development When Rejoining Bethesda 05:37 - Todd Picking Bruce To Be Lead Designer On Skyrim 07:30 - Bruce’s Relationship With Todd Howard 09:15 - Todd Howard’s Time Management Skills 14:15 - Todd Will Be Difficult To Replace/Todd Doesn’t Let Go Of Things 16:10 - Reality Vs Expectations/Elder Scrolls VI 18:20 - Negative Effect Skyrim Had On Bethesda Games 20:05 - Pressure Of Developing Elder Scrolls VI/Larian Studios 21:45 - Developing Sequels 24:10 - Feature Creep In Bethesda Games/Cut Systems From Starfield 26:00 - Designers Block/Being Hard Headed 28:45 - Self-Identity Being In Your Job/Writing Novels 34:45 - Bethesda’s Retention Rate Created A Problem/Layoffs 38:30 - Why Fallout 76 Initially Failed 43:06 - Fallout TV Show 45:30 - Travelling Inspiring Bruce’s Work/Being A Jack Of All Trades 52:40 - Glory Seeker Book One: Feast Of Ghouls 57:00 - Process Of Writing A Novel 1:00:11 - Q+A - Challenging Aspects Of Starfield 1:01:47 - Q+A - Criticism Of Starfield/Differences In Terms Of Design Between Fallout 4 & Starfield 1:04:21 - Q+A - Features Cut From Fallout 4 & Starfield 1:07:18 - Where To Get Glory Seeker Book One: Feast Of Ghouls | |||
26 Nov 2021 | #116 - Jack Mathews Interview (Metroid Prime Trilogy, Prototypes, Business, Armature Studios etc.) | 01:11:30 | |
Jack Mathews is a game designer who is most well known for being technical lead engineer on the Metroid Prime Trilogy. We went onto found Armature Studios and work on games like Recore and Batman Arkham Origins: Black Gate. He now works with his wife on her cooking blog Love & Lemons.
SOCIAL MEDIA TWITTER - @jack_mathews FOOD WEBSITE - www.loveandlemons.com
TIMESTAMPS 00:00 - Intro 01:25 - How Metroid Prime Trilogy Consistently Kept 60FPS 05:05 - Jack Tried To Kill Skytown/How Skytown Was Created 08:55 - Jack Stopped MP3 From Having Water In It 10:22 - Jack Killed Off A Dark Water Effect That Tanabe Had For Prime 2 11:52 - Original Concept For Dark Aether 16:49 - Dark Sanctuary Fortress Was The Only Area That Wasn’t Based On Original Dark Aether Concept 18:12 - Tilt Of Camera During Platforming/Original Concept For Platforming In First Person 21:10 - Original Concept For The Thermal Visor 22:13 - Scan Visor In Prime 2 23:16 - Michael Kelbaugh Hated Jack’s Original Dark Visor Idea 24:01 - Echo Visor Inspired By Ben Affleck’s Daredevil Movie 24:44 - Biggest Difficulty Of Visors Was Keeping 60FPS/Scan Visor In MP3/How To Create Bloom Lighting 27:03 - How Nova Beam Worked Technically 29:18 - Visor Effects Weren’t Difficult To Implement 29:44 - Difference Between Specular And Diffuse Lighting/How Samus Reflections Were Implemented 32:34 - How Fog Was Created For Splinter Hive Area 33:24 - Nintendo Never Wanted Metroid Prime To Be A TPS/Shigeru Miyamoto Realising How Important Metroid Is In The West 35:10 - Creating The Morph Ball Camera/Mark Haigh Hutchinson Needs More Praise 36:12 - How The R.U.D.E Engine Was Created/Early Days Of Retro Studios 41:30 - Moments Jack Realised That Metroid Prime Was Something Special 45:20 - Jack Left Retro Studios Because Of Metroid Fatigue & Technical Limitations With Wii Hardware 49:35 - Retro Studios Overhaul During MP2 Reinvigorated The Team/MP3 Was When Retro Got More Autonomy 52:04 - Problems When First Forming Armature Studios 54:22 - Nintendo’s Approach To Game Design/Problems With Western Game Design 56:30 - Financing Of Game Prototypes/Business In The West Vs Japan 1:03:20 - A Lot Of People Can Design A Game But Cant Build A Game/Time Is Needed To Polish 1:05:10 - Bluepoint Games Are Great At Remasters/Remastering Games 1:06:56 - Jack’s Wifes Cook Books/Jack Does Miss Being In The Game Industry 1:09:04 - Where To Follow Jack Mathews/Love & Lemons 1:09:40 - Jack Puts Rumours To Rest That He Doesn’t Like Metroid Prime 2 | |||
02 May 2021 | #91 - Inon Zur Interview (Fallout, Dragon Age:Origins, LOTR, Royalties, Bethesda, Film, Mixing etc.) | 00:49:49 | |
Inon Zur is a video game composer who is most known for composing a majority of the Fallout series as well franchises like Dragon Age, Prince Of Persia, Lord Of The Rings and more... SOCIAL MEDIA Website - www.inonzur.com Twitter - @Inon Zur Youtube - @Inon Zur Instagram - @inonzurofficial #fallout #dragonageorigins #princeofpersia
TIMESTAMPS 00:00 - Intro 00:41 - What Inon Zur’s Name Means In Hebrew 01:25 - How Inon Kept The Fallout Franchise Music Cohesive 03:40 - The Fallout Theme Songs Are Always Written First 04:38 - Direction Inon Will Be Given From Bethesda/Development Process 06:20 - Inon Started Writing Fallout Music From Early Development 07:17 - Adjustments In Music As Visuals Change 08:25 - Inon Can Compose Fast & Maintain Quality Because Training In Film/Television 09:35 - Why Video Game Scores Are Different To Television/Film 11:07 - Inon Is Open To Returning To Film/Television 11:51 - Microsoft Acquiring Bethesda Has Not Changed How Bethesdas Operations 12:34 - Inon Has A Great Relationship With Bethesda 13:03 - Inon Does Chase Some Projects/Working With Different Studios 14:12 - How Inon Got Job To Work On Dragon Age: Origins/Title Theme Process 15:59 - When Inon Will Work With Orchestra Vs Synthesisers 17:35 - Creating A Language For Dragon Age: Origins Title Theme 20:29 - Writer’s Block/Getting Inspiration 21:36 - Revisiting Music That You Feel Are Terrible 22:59 - Lord Of The Rings: War Of North/Warner Bros’ Originally Wanted To Use Film Score 26:17 - Inon Avoided Referencing Howard Shore’s LOTR Score But Was Inspired By It 28:03 - Inon Likes To Engage In New Musical Ideas 30:02 - Tapping Into His Israel Upbringing For Ideas For Prince Of Persia 31:05 - Researching Musical Genres/Japanese Music 32:16 - Inon Would Like To Work On James Bond/Jazz Music 33:28 - Ambient Music/Minimalism 35:38 - Royalties/Royalty System & How It Works 39:00 - Forgetting About Royalties And Then Happiness From Receiving A Payment 41:03 - Working On Multiple Scores At Once 42:18 - How Inon Composes 44:04 - Different Mixes Of Music In The Game/Music Cues 45:02 - Audio Director Implements Musical Score/Implementation Process 47:33 - Implementing Music For Looping | |||
22 Aug 2020 | #55 - Hatch Interview (Investing, American Shares, Kiwisaver, Kiwi Wealth, Claiming Tax, Security Law etc.) | 00:53:11 | |
Kristen Lunman is the co-founder of Hatch which is a digital investment platform that allows to easily invest into the American share market with major companies such as Tesla, Amazon, Facebook, Netflix and more.
SOCIAL MEDIA Website - http://hatchinvest.nz Facebook - https://www.facebook.com/hatchinvestnz/ Instagram - @hatch_invest Twitter - @HatchInvest LinkedIn - https://www.linkedin.com/company/hatch-invest/
TIMESTAMPS
00:35 - Kristen Is Not A Finance Person 01:15 - Background Of Hatch 02:20 - Some People Don’t Invest Due To Complex Jargon 02:40 - How Hatch Was Founded And What It Is 05:43 - What The Process Was To Invest In America Before Hatch 06:40 - How Many Customers Hatch Has/Staff Numbers 08:38 - A lot Of Kiwis Dont Understand How To Invest In Shares/Kiwisaver/ 11:15 - Facebook Investor Group/Hatch 10 Day Course 12:45 - Getting Familiar With Funds 14:00 - Different Companies You Can Invest In For The Long Haul 15:25 - American Tax Is Sorted Out By Hatch/How To Claim Tax Through Hatch Shares 17:35 - Top 20 Traded Shares In Hatch Currently/Best Time To Invest Is Today 20:01 - People Accessing Kiwisaver To Pay Debt/Boxes To Tick Before Investing 21:02 - Difference Between Sharesies And Hatch 23:57 - Security Of Hatch & Partners Hatch Work With 26:00 - Security Law 26:31 - Shares Are Held In Your Name/Investing In Shares For Companies That They Know 28:31 - Kristen Was Anti Tesla Then Invested In Tesla/Elon Musk 30:20 - Hatch Will Open Up More To More Countries As Time Goes On 31:19 - Lower Cost Funds 32:32 - Roadshows/Webinars 33:25 - A Lot Of Investors Dont Have Facebook/Noisy People On Facebook 34:26 - Wellington/Cardio In Wellington 35:27 - Hatch Are Hiring More People 36:14 - How To Convince Non Investors To Invest 39:02 - Dont Be Influenced By The Greedy Traders 39:50 - Hatch Speaks To Government About Security 41:01 - Starting A Business Nowadays Is Easy/NZ Fosters Entrepreneurs 43:19 - Similarities Between Canada & NZ In Terms Of Business/NZ Ruggedness 44:41 - Wellington/Feeling Blessed In NZ 46:40 - When Will Air Travel Return/Cricket 47:35 - Housing Is Colder In NZ Than Canada 48:26 - Where To Follow Hatch’s Social Media 49:20 - Responding To Customers Questions Online/Being Connected To Your Customers. 51:45 - Where To Do 10 Day Hatch Course | |||
18 Oct 2022 | #141 - Yannis Brown Interview (Legacy Of Goku II, DBZ, Translating, Sound Design, Handheld Chips etc. ) | 00:57:25 | |
Yannis Brown is a composer, sound designer and programmer. He is best known for composing DBZ: Legacy Of Goku II and Buu's Fury. WEBSITE - http://www.yannisbrown.com/ TIMESTAMPS 00:00 - Intro/SAE 01:30 - How Yannis Got Into Music/Sound Design 04:10 - Learning How To Compose For Handheld Chip Set 05:20 - How Yannis Got The Job To Compose For Legacy Of Goku II 07:17 - Bruce Faulconer/OST Took A Month To Make/Ear Translations 09:00 - Devs Picked The Music To Use For LOGII 09:34 - Yannis Loved Working On The DBZ Theme Song 09:55 - Emulating Guitar Samples 10:55 - When To Keep DBZ Music The Same And When To Deviate/Music Tracking 13:03 - Translating Pieces 16:20 - Memory Management Of Music For LOGII 17:40 - Fans Remixing His Music 19:19 - Perfect Cell/Track Breakdown/LOGII Was A Sidegig 21:10 - How Yannis Got Into Sound Design 23:10 - Blurring Music & Sound Design 24:40 - Working On Star Wars Imperial Academy 25:59 - Process Of Composing 28:20 - Cutting Corners But Still Saving Quality 29:40 - Yannis Is Both Spontaneous & Analytical With Composing & Sound Design 30:00 - Royalties 31:30 - Yannis Always Has Work 32:20 - Yannis Is Unsure If He Could Work On AAA Projects/Imposter Syndrome 34:10 - Imposter Syndrome 35:30 - Yannis Forgets Writing Music For Certain Games 36:20 - Yannis’ Does Try To Keep His Work In A Vault 37:39 - Evolution Of Composing For Handhelds Compared To Mobile Games 39:40 - Restrictions Allowed More Creativity Back In The Day 41:40 - Yannis Listens To Reference Material Before Starting A Project 42:20 - Yannis Would Love To Compose For Zelda 43:10 - Enjoying Other Games Without Being Analytical About It 44:10 - Multiple Mixes/Implementation 47:10 - Writers Block 48:10 - Ear Fatigue 49:43 - Atlas Reactor Story 50:38 - Working With A Co-Composer/Gauntlet ROM 52:15 - Composers That Inspire Yannis 53:00 - Networking At Gaming Events 54:10 - Transporting Music When Moving Countries 56:12 - Where To Follow Yannis Brown | |||
29 May 2021 | #94 - Prof. Jan Lindsay Interview (Volcanology, White Island Tragedy, Auckland Volcanic Field, Taupo, Rotorua, Ring Of Fire etc.) | 00:55:21 | |
Prof. Jan Lindsay is a volcanologist and a professor at the University Of Auckland and her expertise is the in research of volcanic hazards VOLCANOLOGY RESEARCH PAPER - https://www.sciencedirect.com/science/article/pii/S03770273210011 16 AUCKLAND UNI PROFILE - https://unidirectory.auckland.ac.nz/profile/j-lindsay TWITTER - @GeoJanUoA
Timestamps 00:00 - Intro 00:54 - What A Volcanologist Does 05:12 - Working In The Field/Past Activity Of A Volcano 07:24 - Volcano’s Have Small Activity Before A Big Eruption 08:28 - If Taupo Were To Erupt It Would Be A Small Eruption In Our Lifetime/Super Eruption 11:20 - You’d Have A Warning Before A Super Eruption 11:51 - Warning Of Taupo Erupted 13:25 - Speaking With The Government & Civil Defence About An Eruption 14:41 - Auckland’s Volcanic Field 17:07 - Evacuating Auckland If An Eruption Happens/Immediate Effects 21:09 - Uncertainty Of Knowing When Eruptions Being Over 23:13 - The Probability Of An Auckland Eruption Is Extremely Low 25:27 - Earthquakes Triggering A Volcano 27:43 - Why Mudpools Randomly Appear In Rotorua 30:46 - White Island Tragedy Eruption 34:10 - Debriefing Since The White Island Tragedy/Investigation 37:05 - Reasons GNS Want To Revisit White Island 37:46 - Tongariro Crossing Eruption/Why It Wont Be Like White Island 39:52 - Jan Lindsay Remembering Mt Ruapehu’s Eruption 40:50 - Mt Taranaki’s Inevitable Eruption/Taranaki’s Effect On Auckland 44:08 - Ash Entering The Stratosphere 45:13 - Parts Of Zealandia Rising To The Surface From A Volcanic Eruption 48:25 - Ring Of Fire And How It Works 51:48 - Where To Find Prof’ Jan Lindsay’s Work 52:50 - Volcano Films Are Not Realistic/Walking On Lava In Goma | |||
08 Sep 2020 | #58 - Andre Rowell Interview (M2 Magazine, Writing, Stories, Travelling, Antarctica, Cook Islands etc.) | 01:07:58 | |
Andre Rowell has been managing Editor at M2 Magazine for over 14 years and has done of different articles and podcasts for the publication during his tenure there. SOCIAL MEDIA Website Men - https://m2magazine.co.nz Website Women - https://www.m2woman.co.nz Facebook - https://www.facebook.com/m2magazinenz/ Twitter - @M2magazineNZ
TIMESTAMPS
00:51 - How Andre Got Job At M2 Magazine 02:55 - How To Write An Article/Short Opinion Piece 04:55 - Sharing Ideas 05:39 - How Reece Got Into Podcasting 07:16 - Reece Has Learned A Lot From Podcasts 08:00 - Being A Product Of Your Environment 09:09 - General Public Being Influenced By Media 11:58 - Media Being Monetised By The Audience/Validating A View Poiont 13:12 - Researching Before Writing An Opinion Piece/M2 Magazine Is Pro Business 14:09 - Negativity Becomes A Self Fulfilling Prophecy 14:56 - NZ Doing Well On The World Stage/Questioning The Government 16:45 - Negativity From Social Media 17:31 - Size Of Andre’s Team/Discussions Within The Team 18:40 - Is Printing Money Bad? 20:12 - How A Decision Is Made As To Who Is Featured In M2 Magazine 21:47 - NZ Are Underdogs 22:50 - Tall Poppy Syndrome/Praise To Someone Doesn’t Diminish Your Potential 24:50 - Failure Is Important/Andre & Reece Critique There Podcasts 26:29 - What Happens At The M2 Summit 29:59 - Andre’s Favourite Interview & Article Piece 31:30 - Celebrities Are Normal People 33:52 - Monks Dealing With Politics 34:53 - Andre’s Time In Antarctica 39:00 - M2 Summit Brings Different Walks Of Life Together 40:39 - Feeling Dumb Compared To Intellectuals 42:42 - Flying To Mars 43:18 - Spontaneity Vs Analytical 44:41 - Passion Project To Help The Cook Islands 50:45 - Fishing Industry In The Cook Islands 53:25 - Cook Islands Being Affected By Covid-19/Diversifying An Economy 56:14 - Governments Think Short Term As Opposed To Long Term 57:54 - Andre Goes To The Cook Island A Few Times A Year 59:30 - Supporting Local Economies 1:00:56 - Countries Will Change Post Covid-19/ Cause And Effect 1:02:26 - Opportunity For Business To Do What Government Doesn’t 1:03:21 - Reece Thinks Andre Is Very Genuine 1:04:00 - Where To Follow M2 Magazine 1:05:20 - Physical Vs Digital Magazines | |||
15 Jan 2020 | #31 - David Bennett Interview (National, Hamilton, Tauranga, Public Transport, Tainui, Waikato Medical School etc.) | 01:01:55 | |
David Bennett is an MP for the National Party and has represented Hamilton East since 2005 and at this time is pushing for the Hamilton to Tauranga Expressway extension.
SOCIAL MEDIA WEBSITE - https://davidbennett.national.org.nz/ FACEBOOK - https://www.facebook.com/DavidBennettMPforHamiltonEast/ INSTAGRAM - @davidbennettmp TWITTER - @David Bennett MP
TIMESTAMPS
00:45 - How David Bennett Got Into Politics 03:41 - What A Politician Can Realistically Achieve In Parliament 05:50 - What Caucus Does 07:01 - Differences Between John Key And Don Brash/Caucus Discussions 09:03 - Why The Waikato Expressway Needs Extension/Hamilton’s Growth 11:10 - Tauranga’s Growth Is Hamilton’s Loss 12:34 - Lack Of Government Investment In Tauranga 14:17 - Tauranga’s Advantage Over Hamilton 16:07 - David Projects Tauranga’s Population To Overtake Hamilton 16:33 - Tainui’s Inland Port 17:40 - Problem With The Hamilton To Auckland Train 19:22 - David Thinks High Speed Rail Won’t Happen Under Labour 20:16 - Problems With Building Rail In NZ 21:57 - Auckland’s Rail Network Should Extend Into The Waikato 23:07 - Labour’s Farce With The Hamilton To Auckland Train 24:06 - Waikato Expressway 25:50 - Labour’s 12 Billion Investment In Infrastructure Problems 27:26 - The Waikato Expressway Extension To Tauranga Timeframe 29:32 - David Thinks Their Is No Way Jamie Strange Gets Money For Rapid Rail 30:08 - 6 Billion Dollars Spent On Wellington’s Infrastructure 30:30 - David Speaking On Why Rail Will Fail 32:05 - Tunnelling Through The Kaimai Ranges 33:57 - Labour’s Train Is Terrible For The Climate 34:53 - Pokeno 35:24 - Reasons For Roads Over Rail/Productivity Aspect Of Rail 37:13 - Reece And David Discuss Time Duration By Car/Train To Auckland 40:22 - David’s Conditions To Use A Train 42:03 - Rail To Auckland Airport/Trams 44:17 - David’s Ideas To Grow Hamilton/Flaws With Peacocke 46:25 - Flaws Of Having Little Towns In Hamilton To Auckland Corridor 49:00 - Minister/Labour/Institutions Sabotaging Waikato Med School Proposition 52:00 - Otago University’s Med Students 53:29 - Waikato Hospital Problems 54:13 - Hamilton And Tauranga Working Together 56:04 - Boundaries Of Hamilton Being Extended 59:32 - Te Awa Lakes 1:01:23 - How To Contact David | |||
23 Jan 2020 | #32 - Gemma Major Interview (Seed Waikato, Philanthropy, Church, Drugs, Youth, Cambodia, Brisbane etc.) | 01:10:26 | |
Gemma Major is the founder of Seed Waikato a charity to help young people prosper in the Waikato. SOCIAL MEDIA Website - seedwaikato.co.nz Facebook - Seed Waikato Twitter - @SeedWaikato Instagram - @seedwaikato
TIMESTAMPS
00:34 - Why Gemma Founded Seed Waikato 01:43 - Hamilton Is A Youthful City/Working With Youth 03:48 - Building A Charity/NZ Has Most Charities Per Capita In The World 06:59 - Funding/Reaching Out To Businesses/Volunteers 09:03 - Being Led By Aspirations Of The Community 09:50 - Training Leaders/Stepping Out Of Your Comfort Zone 11:52 - Key Aspects Of Leadership 12:23 - Being Scared To Ask Questions 14:22 - Gemma’s Schedule/Allocating Tasks To Her Team 15:14 - Gemma Lacking Focus 16:33 - Future Seed Waikato Endeavours/Reaching More Young People 18:08 - How Reece Found Out About Seed Waikato 19:28 - How Seed Waikato Helped Reece’s Challenge Of Moving To Hamilton 20:37 - How Often Seed Waikato Events Happen 21:07 - Jamie Strange 21:50 - Different Speaking Styles/Pastors 23:31 - Church Inspiring The Model Of Seed Waikato 24:15 - Non Religious People Are Misinformed About Modern Day Churches 25:49 - Church Community/Volunteering Aspect 26:52 - What Does A Committee Do/Reece’s Question For Helen Clarke 28:00 - Gemma’s Role On The Hamilton CBD Association Committee 29:06 - Gemma’s Perception Of Hamilton CBD From Working With Association 30:40 - Philanthropy 32:32 - Giving People The Means To Help Themselves 33:10 - Kids Going To School Hungry And Fixing The Issue 36:04 - Understanding Is The First Step To Solving The Issue 37:00 - Drugs/Mental Illness/Drinking Culture In NZ 38:48 - Why Reece Doesn’t Drink And Do Drugs 40:01 - Addictive Personality/Why Gemma Got Into Drugs 41:48 - Being Relatable/Experiences Are Vital 43:27 - People Funding Things When They Have No Experience In The Area They Are Funding 45:06 - Working With Families 47:05 - Changing The Mindset/Reece’s Get Annoyed With Some Of His Auckland Friends Mindsets 48:25 - Grocery Stores Dumping Perfectly Good At The End Of The Night/Go Eco 49:35 - Reece’s Experience In India 50:34 - Kiwi’s Not Appreciating What They Have 51:33 - Gemma’s Experience In Cambodia 55:36 - The Hamilton Sucks Perception 56:27 - Hamilton Nightlife Economy/Brisbane 58:15 - Housing/Auckland 1:00:54 - Gemma Loves Hamilton 1:02:16 - Why Gemma Moved To Hamilton From Brisbane 1:04:07 - Going Back To Your Original Home After Moving 1:05:36 - Reece Contemplated Moving To Brisbane 1:06:36 - Australia’s Fire Crisis 1:07:13 - Hamilton Is Getting More Vibrant 1:07:37 - David Bennett/Politicians 1:09:30 - How To Get Involved With Seed Waikato | |||
14 Aug 2021 | #103 - Elik Álvarez Interview (TMNT 2003, Yu-Gi-Oh, David Attenborough, 4Kids Entertainment, Composing etc.) | 00:58:11 | |
Elik Alvarez is a composer who got his start in the industry composing for 4Kids Entertainment on series like TMNT, Yu Gi-Oh, Kirby, F-Zero and more. He has composed for a number of David Attenborough documentaries and has been composing for films as of late. #tmnt #yugioh #davidattenborough SOCIAL MEDIA WEBSITE - www.elikalvarez.com FACEBOOK - Elik Alvarez INSTAGRAM - @elikalvarezcomposer TWITTER - @elikalvarez
TIMESTAMPS 00:00 - Intro 00:51 - Working At 4Kids Entertainment 02:44 - Composing For Cartoons Is Like Bootcamp 06:07 - The Process Of Scoring At 4Kids Entertainment 08:39 - Writing Music Using Themes Others Have Written for TMNT 2003 10:00 - Gratification Of Being A Composer/Never Getting Bored 11:09 - Elik Got Allocated A Lot Of Action Cues For TMNT 2003 12:26 - Elik Having To Research Various Genres For Composing TMNT/Collaboration 15:00 - Elik Isn’t An Audio Engineer/Mixes While He Composes/Deadlines 19:07 - Elik Didn’t Take Music References From Japanese Score Of Yu-Gi-Oh 20:09 - Temp Tracks/Referencing Other Composers 22:07 - Applying Degree In Business Administration To Music 23:34 - Freelancing/Negotiating Contracts/PR Agents 25:25 - Soundtrack Releases Of 4Kids Entertainment Shows Could Be On The Horizon 28:58 - Collaboration With Freddy Sheinfield & Joel Douek 31:22 - Friendship With Freddy & Joel/Competitiveness 33:53 - Elik Wants To Meet David Attenborough 35:31 - Composing For Documentaries 39:05 - Direction From Project Director 41:00 - Chasing Projects 43:41 - Royalties Are How Composers Survive Between Projects 45:06 - Kingdom Of Plants Gave Elik Credibility/You Need Validation To Get Work In California 48:00 - You Have To Be Competitive In California 50:00 - Elik Isnt A Networking & Party Guy 51:30 - Elik Hates Composing For Commercials/Concert Music 53:22 - Action Cues In Yu-Gi-Oh Would Make it Easy To Do Superhero Film 55:22 - Where To Follow Elik Alvarez/What Elik Is Working On | |||
30 Jun 2020 | #48 - Robin Rhymes Interview (Battle Rap, Covid-19, Black Lives Matter, Dallas, Donald Trump, New Zealand etc.) | 01:14:05 | |
Robin Rhymes is a battle rapper based out of Dallas, Texas. She was meant to compete at FTH 5 in NZ in late March against Scrypt before Covid-19 hit. SOCIAL MEDIA Instagram - @robinrhymes Twitter - @Robin_Rhymes Faceboook - Robin Rhymes TIMESTAMPS 01:10 - How Robin Is Coping With Covid-19 02:12 - Robin Unsure What Kiwis Eat/Indian Food/Netflix 04:09 - Black Lives Matter Protests & Riots 07:41 - Lockdown Causing People To Go Insane/Marches/Education With Money 10:05 - New Zealands Covid-19 Response 11:03 - Robin Doesnt Know Dallas Population 12:57 - How Robin Got Into Battle Rap 15:21 - How Robin Constructs Her Punchlines/Structuring Her Rounds 18:38 - Prepping For A Battle/Memory/Offensive Punchlines 21:15 - Robin Was Meant To Come To NZ/How The Opportunity Came About 22:35 - Robin Hasnt Battled A Guy 22:42 - Robins Thoughts On Dizaster 24:39 - Robin Wants To Battle DNA 26:04 - Charlie Clips Would Make Robin Bring Her A Game/Charlie Clips 27:45 - Female Battle Rap 29:44 - Switching Into Killer Mode 31:07 - Robin Prefers To Battle Early In The Night 32:45 - Robin Thinking A Punchline Is Going To Hit And It Doesnt Hit 35:00 - NZ Battlers Robin Paid Attention Too 35:19 - Talented Steven 36:00 - Robin Thinks NZ Crowds Really Support The Battlers 37:00 - Female Battle Rappers In America Don't Show Love After A Battle/Ladi Flames 39:09 - Robin Wants To Write For Television 41:12 - Robin Doesn't Get Stopped On The Street 43:00 - Robin Might Relocate To Atlanta At Some Point/NZ Doesnt Have Seafood 44:15 - Aucklands House Price Vs Dallas House Price 46:49 - HOA(Home Owners Association) 48:32 - Tiger King 49:15 - Media Sensationalising America 50:00 - Donald Trump 52:40 - Auckland Black Lives Matter Protest/Dallas Snipers 53:50 - Americas Love For Guns/Texas Gun Laws/Robin Doesn92t Have A Gun 56:00 - Indians In Dallas & NZ 56:40 - Butter Chicken Isnt An Indian Dish 57:50 - Hot Wings/Spicy Food/Ghost Pepper 59:35 - Robin Gets Annoyed With Her Coworkers/Robin Working Remotely 1:01:22 - Kiwis Would Hook Robin Up She Moved To NZ 1:01:56 - NZ Has Texas BBQ Food 1:02:04 - Raw Thawt 1:03:02 - Reece Teaches Robin To Pronounce Maori 1:04:00 - Big Polynesian Population In Auckland/2pac Pronounced Wrong By White People 1:05:00 - Different American Accents 1:06:10 - Robin Adjusting To NZ Battle Rap Terms 1:07:30 - Disaster Vs Skolar Battle 1:08:35 - Trying To Learn Battle Rap Terms 1:09:50 - James Cameron 1:10:16 - Americans Underground Bunkers In Queenstown In NZ 1:11:17 - Daylyt/Battle Rap Without The Crowd | |||
26 Apr 2021 | #90 - Sam Dillard Interview (Metroid, Zelda, ,Chrono Trigger, Martial Arts, Animation, Texas etc.) | 01:06:55 | |
Sam Dillard is the founder of Samos Studios and is known for turning video game soundtracks into cinematic scores he gained huge attention for his Metroid Cinematica project as well as his Zelda and Chrono Trigger Cinematica projects. SOCIAL MEDIA WEBSITE - https://samo-studios.com TWITTER - @SamoStudios YOUTUBE - @SamoStudios FACEBOOK - SamosStudios
#samostudios #metroidcinematica #zeldacinematica
TIMESTAMPS 00:00 - Intro 00:39 - Sam Being Buff 01:06 - Martial Arts 01:49 - How Sam Got Into Martial Arts 03:38 - Sam Is More Interested In Health & Self Defence/Martial Arts History 07:10 - Sam Critiques Martial Arts Films 08:55 - Applying Disciplines From Martial Arts To Music/Feeling 11:10 - Sam Created His Own Sample Library 13:19 - Sam Thought Obsessing Over Sample Realism Was Normal 17:25 - How Metroid Cinematica Came Together 21:34 - Making Metroid Cinematica A Cohesive Package/Plot Outline 25:25 - Chrono Trigger/ Chrono Cinematica 29:42 - Zelda Cinematica 36:46 - 3D Animation/Beyond The Glass Animation 39:13 - Being A Perfectionist/Time It Takes To Make One Song 41:19 - Sam Doesn’t Have Much Of A Social Life/Trial & Error For Work Ethic 43:40 - Sam Originally Learned Game Development 47:24 - Indie Games Blew Up Just As He Moved Away From Game Development 48:04 - Game Remixes Have A Built In Audience 49:12 - Building On Each Music Project 50:34 - How Sam Was Affected By Covid-19/Texas 53:25 - Benefits Of Zoom/Martial Arts Through Zoom 55:37 - Post Covid/Remote Working 58:20 - Why Sam Loves Texas 1:00:27 - Sam Does Take Holidays/Nice Things To Do In Texas 1:02:52 - Where To Follow Sam Dillard/Samos Studios 1:04:25 - Sam Plays Zelda On His Keyboard/Shows Off Keyboard | |||
07 May 2022 | #135 - Chet Faliszek Interview (Valve, Left 4 Dead, Portal 2, Writing, Crunch, Anacrusis etc.) | 00:57:51 | |
Chet Faliszek who was a former writer at Valve for over 12 years. He is now Co-Founder and CEO of Stray Bombay and are currently working on Anacrusis.
SOCIAL MEDIA TWITTER - @chetfaliszek ANACRUSIS WEBSITE - https://www.theanacrusis.com/ Discord - https://discord.com/invite/straybombay
#valve #left4dead #anacrusis
TIMESTAMPS 00:00 - Intro/Anacrusis Correction & What It Means 01:41 - Big Dictionary Of Slang 03:19 - Proper Pronounciation Of Faliszek 04:46 - Being Approached By Gabe To Join Valve/Gabe’s Personality 06:08 - Chet’s First Day At Valve 07:15 - Dynamic Between Chet & Erik Wolpaw 08:10 - Work On Half Life Universe 09:30 - Gabe Initially Didnt Want Chet To Do A Zombie Game 11:37 - Conception Of Left 4 Dead 13:20 - What Chet Would Change On Left 4 Dead Based On The Pandemic 15:41 - Planting Seeds For A Sequel In Left 4 Dead 17:30 - How He Ended Up Writing For Portal 2/Writing For Portal 2 20:45 - Challenge Of Writing For Left 4 Dead 22:00 - Valve’s Culture/Certification 24:46 - Valve’s Influence On Stray Bombay/Flat Hierarchy Pros & Cons 27:43 - Misperceptions/Collaboration 31:00 - Working With Sensitive People/Nothing Is Cool & Suck/Feedback 33:17 - Chet Doesn’t Get Affected By People Screaming At Him/Dealing With Tensions 35:40 - DOOM’s Impact On Chet/Improving Your Comedy/Old Man Murray 38:20 - Chet Loved Living In Cleveland 39:01 - How Being A Painter Transferred Over To Game Design 41:00 - Chet Has A Lot Of Respect For Trade Workers 42:25 - Self Imposed Crunch/You Can’t Finesse Crunch 45:02 - Retail Releases Are What Causes Crunch 45:05 - How Chet Ended Up Working On HTC VR 51:10 - Defining The Goals On Anacrusis 52:30 - What’s On The Horizon For Anacrusis 56:50 - Where To Follow Chet Faliszek/Stray Bombay | |||
19 Mar 2022 | #129 - Joe Houston Interview (Bluepoint Games, SOTC, Titanfall, Uncharted, Localisation, Coding etc.) | 00:57:55 | |
Joe Houston is a programmer/engineer who is most well known for his tenure at Bluepoint Games working on games such as Shadow Of The Colossus, Titanfall, Uncharted, Demon Souls etc. #bluepointgames #shadowofthecolossus #uncharted
SOCIAL MEDIA TWITTER - @pandamittens
TIMESTAMPS 00:00 - Intro 00:00 - Joe Hasn’t Been To Houston Despite His Surname 01:20 - Bluepoint Games Like Hard Problems 03:13 - Memory Stomp Bug On Titanfall 04:50 - Code Drops On Titanfall/Co-Development With Respawn Titanfall 06:40 - Optimisation Problems With Titanfall 09:10 - Bluepoint Games Reputation, Professionalism & Transparency 11:40 - Bluepoint Engine 12:20 - Extracting Data From Older Games/Process Of Making Remakes 14:14 - Joe’s Skillset/Workflow & Bug Tracking For SOTC 17:25 - Parity Issues Were A Problem On SOTC/Japanese Source Code 20:40 - Japanese Source Code Issues That Ended Up Accumulating Over Time 22:17 - Joe Knows Basic Japanese/Localization 23:30 - Maintaining Culture In Localisation/Arabic Compared To English 27:00 - The Problems With The Original SOTC/Dishonored Being Compared To Thief 30:40 - Modernising Uncharted 1 For PS4 34:40 - Getting Uncharted Collection To Maintain 60FPS 36:40 - Working On Uncharted Games Simultaneously/Bluepoints QA 37:45 - Uncharted 2 Was The Starting Point For Development Of The Collection/Keeping Bugs 40:20 - Remakes & Remasters Vs Original IP 42:17 - Playing Uncharted 3 To Prepare For Development On The Remake 43:25 - Joe Never Played SOTC Until He Started Developing The Remake/Studying SOTC 45:33 - How Japanese Coders Operate/Birds In SOTC 47:00 - Working With Andy O’Neil 49:03 - Bluepoint Games Motto”Working Smarter,Not Harder”/Avoiding Crunch 51:07 - Bluepoint Is A Great Studio For Engineers 51:58 - Pros & Cons Of Bluepoint Games 53:45 - Breaking Into The Game Industry/Artistry/Flexing His Other Skillset/Working At Discord 56:49 - Where To Follow Joe Houston | |||
29 Jan 2022 | #122 - Richard Vorodi Interview (Metroid Prime Hunters, Game Design, Lore, Nintendo, Darksiders III etc.) | 00:57:26 | |
Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! Richard Vorodi currently works as a designer at Gunfire Games and was lead designer on Darksiders III , he previously worked at Nintendo for 15 years, specifically at NST on games such as Metroid Prime Hunters, Wave Race and Project Hammer before its cancellation.
#sponsored #metroidprimehunters #metroid
TIMESTAMPS 00:00 - Intro 01:01 - Crafting His CV To Be A Designer For Nintendo 02:15 - Approach To Creating Metroid Prime Hunters 03:36 - Creating The Lore For MPH 04:52 - Creating The Hunters Backstories Was The Hardest/Sylux/Bible For Metroid 06:09 - Sylux Was Tanabe’s Favourite Hunter 07:04 - Coming Up With The Hunters Colours 08:22 - Coming Up With The Hunters Names & Lore Names 11:26 - Why Weavel Is Richard’s Favourite Hunter 12:20 - Richard Has No Problem With A Remake Of MPH/Growth Of FPS 13:43 - Most Of The Feedback On Games Are Negative/Praise For MPH 15:51 - Keeping High Morale When The Industry Is So Negative 19:05 - Why NST Used Pre Rendered Cut Scenes In MPH/Pre Rendered Vs In Engine Cutscenes 20:53 - Metroid Dread/Games Are Too Long Nowadays 22:10 - Most People Don’t Finish Games 22:58 - Manscaped Sponsored Segment 24:02 - Space Combat Wasn’t Seriously Considered In MPH/Ships In The Game 24:53 - Eastern Game Design Vs Western Game Design 28:51 - Incorporating Metroid Philosophy Into Darksiders III/Building A World 32:50 - Production Cycle On MPH Vs Darksiders III 34:12 - Crafting Environments Thinking Its Original And Then Finding Out It Isn’t 35:43 - Presentation Is Everything 35:43 - Working With Andrew “Android” Jones On MPH/Art 40:28 - Taking Ideas From One Hunter And Putting It On Another 41:13 - Balancing Ideas 42:36 - Have As Many Ideas As Possible But Know When To Keep Them To Yourselves 43:44 - Retro Studios Gave NST A Template But They Still Created Everything From Scratch 44:01 - An NST Artist Worked With Retro Studios On Metroid Prime And Was Key On MPH 45:47 - Nothing Was Left Out Of The Game For MPH/ Richard Would Of Liked More Content If They Had More Time 48:19 - Modern Engines Save Time/Tools Were Written At Time It Was Needed For MPH 52:13 - Balancing Family/Game Design & Tech 54:18 - Being Bored Is The Worst Thing 55:22 - Where To Follow Richard Vorodi/Gunfire Games | |||
11 Apr 2021 | #88 - Ken Lampl Interview (Film Scores, 2067, John Williams, Mixing, Pokemon, Australia, ANU, School Of Music etc.) | 01:04:40 | |
Ken Lampl is a long time film composer who was trained under John Williams and recently got international attention for his score for Australian film 2067. He has composed for over 90 films as well as other forms of media such as television and commercials. He is currently a lecturer at the Australia National University School Of Music. SOCIAL MEDIA WEBSITE - www.kenlampl.com Twitter - @KennethLampl Youtube - @KenLampl
#schoolofmusic #2067 #filmscores
TIMESTAMPS 00:00 - Intro 00:26 - Ken Lampl Being Underrated 01:17 - Doing Music Scores For Terrible Films 05:07 - Australia Workforce Is Used For Filming Hollywood Productions Not Composers 06:02 - Australian Film Makers/Seth Lardi 08:38 - How Ken Got Music Job For 2067 11:05 - Australian National University/School Of Music Programme 14:46 - Balancing University Teaching With Film Scoring/Scoring Music Quickly 17:40 - Australian Films Aren’t As Rushed As American Films 19:30 - How Ken Records Choral Music/Choir Work 20:50 - 2067 Choir Was Synthesised/ Sample Libraries 22:01 - Ken Learned How To Get The Best Out Of What You Have 23:12 - Midi Guitaring/Software Plugins 24:12 - Film Scores Combining Orchestra & Sample Libraries/Alan Myerson/Hans Zimmer 26:20 - Ken Lampl Feels He Has The Skillset To Do A Blockbuster 28:02 - 2067 Is Kens Breakout Project 29:30 - How Hans Zimmer Got Discovered 31:06 - It Took 40 Films Before John Williams Got Discovered/George Lucas Originally Didn’t Want A Score For Star Wars 32:25 - Early Space Movies/Ken Being Influenced By John Williams/Star Wars 34:10 - How Ken Got To Study Under John Williams 36:18 - John Williams Speaks About Music In Psychological & Philosophical Terms 38:28 - John Williams Is Far Greater Than People Think He Is 42:09 - Doing Music For Pokemon Films 46:33 - Collaborating With Mick Gordon 48:10 - Mixing Different Genres/Mix With The Masters 51:25 - Ken Teaches Mixing At School Of Music 53:33 - Never Stop Learning/How Ken Up Skills 56:08 - Differences Between Australia & America/Tall Poppy Syndrome 1:00:11 - Ken Has More Opportunities In Australia 1:01:30 - Ken Loves Australia 1:03:25 - Where To Follow Ken Lampl | |||
14 Jul 2020 | #49 - King Cass Interview (ADHD, Psychosis, Suicide Awareness, Drugs, Youth, Hip-Hop, Tattoos etc.) | 01:01:42 | |
King Cass is a hip-hop artist from Christchurch, he leads the King Case, Anti P and Suicide Awareness movements and is well known for his battle with ADHD and with Psychosis.
SOCIAL MEDIA Website - kingcass.co.nz Facebook - King Cass Instagram - @kingcassnz
TIMESTAMPS TIMESTAMPS
00:25 - Bumpy Flight Into Auckland/Flying 01:00 - Wellington Flights 01:40 - Being Diagnosed With ADHD 03:12 - Side Effects Of ADHD Medication 04:02 - Talking To People With ADHD/Adult Review Of ADHD 05:33 - Tall Poppy Syndrome Within Hip-Hop/Humble Pie 06:50 - Haters/Goals 07:30 - Believing In Yourself 08:48 - Being In A Meth Induced Psychosis/How Cass Got Into Drugs 11:09 - Friends Misleading Cass/Cass Peak 12:28 - Other People With Psychosis Relating To King Cass 13:30 - King Cass Saving His Mums Life/Song Writing 14:43 - Politics/Echo Chambers 16:30 - Killing The Ego/Youth Work 18:08 - Staying Positive 20:50 - Being Self Aware Of Depression 22:02 - King Cass Is An Introvert 22:45 - Coping During Lockdown 24:55 - Media 25:37 - Seeing A Therapist/Passion Purpose And Potential 27:51 - Mental Health Linked To Family/Youth Retreats 29:42 - Broaden Your Horizon 32:15 - Starting Your Own Movement 33:41 - How King Cass Learned Songwriting/ Christianity 35:05 - Battle Rap/Walk The Talk/Seven Sharp/Sponsors 37:46 - How King Cass Writes Songs 38:38 - Favourite Show Was At Masterton/Connections 39:06 - Who King Cass Wants To Collaborate With/Influences 40:00 - King Cass Doesn’t Like Christchurch 41:05 - King Cass Likes Taranaki & Wellington 41:33 - How King Cass Met Dilz 43:30 - King Cass Promotes His Album & New Material 43:56 - How King Cass Decides What To Perform/Vocal Training 45:16 - King Cass Will Perform For Another 20 Years 45:46 - Long Term Plans 46:44 - Not Being Tempted To Relapse In Hip Hop Circles 48:25 - Performing A Set/Nationwide Tour 50:45 - Getting Burned Out/Hope 51:00 - Tattoos/Why King Cass Got So Many Tattoos 52:47 - Meaning Behind Facial Tattoo 54:06 - King Cass Has Multiple Tattooists/King Cass Will Get His Whole Body Tattooed 55:01 - Where It Hurts The Most To Get A Tattoo 55:40 - King Cass Wants To Be A Canvas 56:30 - People Being Written Off For His Tattoos/Way Finding 58:19 - Where To Follow King Cass 59:06 - What The King Cass Movement Is 59:20 - King Cass Spits A Verse | |||
05 Mar 2020 | #38 - Prof. Iain White Interview (Environmental Planning, Auckland, Hazards, Housing, Insurance, Mt Taranaki Erupting etc.) | 01:18:45 | |
Professor Iain White is a lecturer at the University Of Waikato who specializes in Environmental Planning SOCIAL MEDIA Twitter - @Iain White
TIMESTAMPS
00:19 - Prof. Iain White Being Busy 00:57 - What Is Environmental Planning And How It Works 04:10 - NZ Suffers From Poor Planning Years Ago 05:12 - Spacial Planning/Problems With Auckland 06:13 - How Data Is Collected For “Most Liveable Cities” Survey 08:41 - Speaking To Local & Central Government 09:15 - How To Get Funding To Collect Evidence/Map Of NZ Flooding Model 12:15 - Science Not Influencing Policies 13:24 - Mt Taranaki Is Due To Erupt Soon 14:15 - Problems Of Wellington/Relocating Some Government Work Out Of Wellington 15:56 - NZ Has A Weird Economy/Housing 17:15 - Fallout Of Mt Taranaki’s Eruption/Risk Maps 19:45 - Cascading Impacts/Loss Of Business Confidence 21:28 - Pros And Cons Of Christchurch Earthquake 22:10 - Problem With Hauraki Plains/Vulnerable Land 25:15 - What Insurance Actually Is/NZ Most Hazardous Country In The World 28:42 - Why Iain Moved From The UK to NZ 31:00- The Halo Effect Of Auckland/Problems With Auckland 33:36 - Iain Settled In Hamilton Because Of Ease Of Commuting 34:17 - People Moving To Hamilton Are Helping The City Economically 34:39 - People Moving To Tauranga Are Hindering Growth/Hamiltons CBD Problems 36:29 - Government Doesn’t Plan 50 Years Into The Future For Infrastructure 38:22 - NZ’s Global Debt Is Tiny Compared To Other Countries 39:00 - Why We Have A Housing Crisis 41:32 - Mediating The Housing Crisis/Land Value 45:02 - Types Of House Development 45:52 - We Have Enough Homes But They Aren’t In The Right Place 46:35 - Providing People The Ability To Work In Auckland But Not Live There 48:15 - Roads Decrease Land Value/Rail Increases Land Value 49:56 - Concentration Of Work Industries Can Be Detrimental Sometimes 51:05 - Hamilton Needs To Become A Logistics Hub 51:50 - Attracting Industry Is A Dated Concept Should Attract People Instead 54:30 - Waikato Region/Amalgamation 55:45 - Auckland Are Great At Getting Central Government Money But Waikato Isn’t 57:53 - National Infrastructure Plan 59:04 - Safe Cycle Network/Hamilton Will Start Getting More Congestion Soon 1:00:50 - Align A Budget To What You Want A City To Be 1:01:30 - Political People Don’t Want To Take Risks 1:03:07 - Youth Not Voting/Louise Hutt/Visionary Mayor 1:05:22 - Iain Isn’t Interested In Getting into Politics 1:06:22 - Problems Of Committee’s 1:08:10 - University Of Waikato Has Areas That Are World Class/Bruce Clarkson 1:10:13 - Fake News/Facebook Largest Disinformation Platform In History 1:12:45 - Industries Funded By Dark Money/Alternative Facts 1:14:20 - Students Questioning Him/Collaborating/Data Rich Information Poor 1:16:24 - Lectures Outside Of Work Hours 1:16:58 - Professor Michael Mann Lecture Event | |||
05 Nov 2021 | #113 - Steven Davis Interview (Stuntmen, Previs, The Hobbit, Choreography, Fitness, Hitz International etc.) | 01:05:51 | |
Steven Davis is a stuntman and stunt choreographer who has been involved in many films such as The Hobbit Trilogy, Ghost In A Shell, Warrior and more..... SOCIAL MEDIA HITZ INTERNATIONAL - https://www.hitzinternational.com STUNT GUILD OF NZ - https://stuntguildnz.com
#thehobbit #stunts #choreography
TIMESTAMPS 00:00 - Intro 00:42 - Safety Is Very Important As A Stuntman/Alec Baldwin Shooting Failure 02:32 - Learning How To Fall/Skills Involved To Be A Stuntman 04:03 - How To Fall/Padding A Set 06:44 - Injuries Are Part Of The Job 08:53 - Most Common Bones That Get Broken From Stunts 09:59 - Doing Stunt Choreography/Pre-Visualisation 13:04 - Choreographing To Lessen Cuts/Editor Can Screw Up Action Cuts 16:00 - Pre Visualisation Outline For Warrior 19:28 - Restraint For Fight Choreography/The Camera Is A Character 21:50 - Critiquing Bad Fight Choreography When Watching Films 23:14 - Steven Loves Avengers:Endgame/Big Blockbuster Films Done Right 24:35 - Working On Films Knowing That They Would Be Bad/Mediocre Scripts Elevated By Actors 28:06 - Working On The Hobbit Was Bad/Actual Stunts Being Replaced By VFX 29:04 - How Gollum/Bilbo Scene Was Originally Choreographed 32:22 - Steven Choreographed Lee Pace’s(Thranduil) Fight Scenes In The Hobbit 33:37 - Steven’s Stunt Scenes Being Cut From The Hobbit/What Scenes Steven Choreographed 36:25 - Showreels/Most Of Stevens Work Comes Via Recommendations 37:08 - Stuntmen Are Technically Cast & Crew 37:54 - Don’t Post Any Behind The Scenes Of The Work Ever 40:45 - Film Stunts Are A Magic Trick 43:10 - Actors That Have Asked To Been Rough With Them/Steven Likes Getting Body Shots 44:13 - Steven Smashed His Face On The Hobbit/Try To Avoid Hurting Actors 46:05 - Steven’s Fitness Regime & Diet 48:04 - Being Vegetarian/Some Countries Its Hard To Be Vegetarian 50:08 - Being Shredded For The 2014 Industrial Athletic Hawkes Bay Open 52:16 - Stripping Body Fat For Film/Film Makes You Look Bigger 54:04 - Hitz International/Difficulties Of Stunt Work In NZ 58:40 - Working On Cowboy Bebop 59:32 - 2020 Was Pretty Slow For Stunt Work/Hitz Has Provided Steven Plenty Of Work 1:01:04 - NZ Pays Stuntpeople Low Wages/Stuntpeople In NZ Are Struggling 1:03:33 - Where To Follow Steven Davis/Cowboy Bebop/Interceptor/Netflix | |||
12 Mar 2022 | #128 - Ben Kasparek Interview (DBZ, Editing, Bruce Faulconer, 9/11, Pikkon Theme Cell Saga etc.) | 00:58:38 | |
Ben Kasparek was the music editor on the English Dub of Dragonball Z for the Android, Cell and Buu Sagas of DBZ and worked closely with the composers of the show Mike Smith, Scott Morgan and Julius Dobos
#dbz #dragonballz #brucefaulconer
TIMESTAMPS 00:00 - Intro 00:42 - How Ben Got Into DBZ/Getting Job At Faulconer Productions 04:08 - Ben Originally Wanted A Job At Funimation But Couldn’t Find The Office 04:49 - Watching Mike Work/What Episode Ben Started First When Editing 06:30 - Editing An Episode Took One Week/Editing Process 08:07 - DBZ Music Library/Mistake With Vegetas Theme 10:13 - Ben Favoured Hyperbolic Time Chamber Theme In Editing 11:25 - Limiting Of Pikkons Theme 12:56 - Ben Inspired Scott To Write The Arpeggiated Part Of Pikkons Theme 14:56 - The Genius Of Mike Smith,Scott Morgan & Julius Dobos 15:59 - Japanese DBZ Music/Gohan Vs Cell Kamehameha Episodes Had No Changes In Editing 18:19 - 16 Rips Off Cells Tail/Gohan & Icarus/Perfect Cell Runs 19:25 - Such A Massive Library Existed By Buu Saga So Cell Saga Music Was Hardly Used 20:32 - Having A Bigger Catalog Made It Easy To Edit 22:33 - How The Best Of DBZ Vol 1 Soundtrack Came About 25:12 - Ben Would Give The Musicians Requests And They Nailed It Every Time 26:32 - Ben Was Late To Work On The Day Of 9/11 28:21 - Gohan Goes To School Episode Had To Be Edited In 24 Hours 29:32 - Hardcore DBZ Fan In Ben’s Class/New Generation Of DBZ Fans 31:04 - Groove Of Work 32:05 - Bruce Faulconer’s Involvement In DBZ 34:24 - Cakemix Studio/Internets Effect On Bruce’s Studio 35:34 - Ben Not Knowing Gohan SSJ Is Goku’s SSJ Backwards 36:24 - Tying Gohan’s Music To Piccolo During The End Of Cell Saga 37:32 - Character Moments 38:30 - Going From Fighting Music To Silly Music Being Jarring/ 41:45 - Ambient Pieces Being Easy To Edit/Transitions 43:45 - The Final Atonement Episode 46:15 - Emotional Scenes 48:15 - Mike, Scott And Julius’s Different Styles Of Composing 51:10 - SSJ3 Theme 52:46 - Julius’s Work On Editing On Outside DBZ 55:00 - Bittersweet Feeling Of DBZ Ending | |||
28 Nov 2020 | #70 - ZAP Interview (Hip-Hop, Battle Rap, Religion, Racism, Cannabis, Chloe Swarbrick etc.) | 01:10:25 | |
ZAP is a hip-hop artist hailing from Tauranga who is a master of rapping double time. Rap Beat Produced by Dr.Hayden
SOCIAL MEDIA Facebook - Zap Instagram - @zap_nz
TIMESTAMPS 00:00 - Intro 00:46 - Zap Asks Reece Questions 01:50 - How Zap Got Into Hip-Hop 03:22 - American Culture/Gang Culture 05:17 - Who ZAP Is Inspired By/Scribe 06:21 - How ZAP Writes 07:18 - How ZAP Wrote Pieces/J.Dot & Hooligang 08:32 - Bad Mixing 09:20 - Who ZAP Would Love To Collaborate With/David Dallas 10:05 - Assholes In Hip-Hop 11:42 - Martial Arts 12:00 - One Main Source Income With Side Hustles/Unmotivated People 13:15 - People Not Understanding How Long It Takes To Write One Song 14:07 - People With Fake Lifestyles/Social Media 16:00 - How the ZAP Name Came About 17:07 - Being A Good Or Bad Judge Of Character 19:07 - Multicultralism Of Auckland 20:00 - ZAP Is A Fan Of Kiwi Talkz 20:32 - ZAP Interacting With Different Walks Of Life 21:51 - Pasifika & Maori The Main Demographic Of Hip-Hop 22:48 - Which Ethnic Group Has The Most Weirdos 23:52 - Reece’s Views On Religion 26:22 - Being Accepted As A White Hip-Hop Artist 27:42 - Reece’s Top Artists/Kendrick Lamar 28:29 - New School Hip-Hop 29:40 - What Impresses Reece/Club & Gangsta Songs 30:57 - Bone Thugs & Twista 31:40 - How ZAP Constructs His Bars 33:06- How Reece Writes/Chronicles Of Cancer/Sexy Doctor 35:52 - Songs Of Substance 35:30 - Battle Rap 37:52 - Skolar Vs Diz/Humiliation In Battle Rap 38:45 - Dlar 40:15 - Difference Between Studio & Zoom With Kiwi Talkz 41:20 - Reece Doesn’t Want To Just Do Hip-Hop Episodes 41:50 - Tyson Tyler 43:08 - Lockdown 44:20 - Wellington 45:05 - Feeling Old Clubbing/Clubs In Hamilton 46:23 - Living In Auckland/Immigrants In Auckland 47:22 - Traffic In Mumbai/Reece Tells A Story About India 48:40 - Meth/Why People Drink/ZAPs Drinking 50:40 - Chloe Swarbrick 51:21 - Reece’s Views On The Cannabis Reform 52:35 - Pesticides On Cannabis/Cannabis Legislation 53:38 - Frog In The Boiling Water Analogy 54:45 - ZAP Thinks Reece Eats Frogs 55:37 - Battling Chloe Swarbrick 55:25 - People Turning On Jacinda Ardern/ Reddit NZ Being Left Leaning 57:30 - Conspiracy Theories 58:45 - The Future For ZAP/Mai FM 59:33 - White People Being Disadvantaged In Hip-Hop In NZ/White Privilege 1:01:53 - Hip Hop Summit 1:02:25 - Where To Follow ZAP 1:03:28 - ZAP Praises Reece/Fake Personalities 1:04:23 - How Reece Gets On The Same Level As His Guests 1:05:44 - What Podcasts Reece Listens Too 1:06:21 - Reece’s Communicating 1:08:10 - ZAP Spits A Verse | |||
18 Apr 2021 | #89 - Shai Navot Interview (Housing, Public Transport, UBI, Crime, Health, Media, Poverty etc.) | 00:52:02 | |
Shai Navot is the interim leader of NZ political party The Opportunities Party (TOP). SOCIAL MEDIA WEBSITE - www.top.org.nz FACEBOOK - facebook.com/topnz TWITTER - @top_nz INSTAGRAM - @top.nz YOUTUBE - @The Opportunities Party
#nzpolitics #politics #housing
TIMESTAMPS 00:00 - Intro 00:52 - Shai’s Views On Governments New Housing Policy/Problems With The Policy 04:13 - Rent Caps/Supply Issues 05:36 - No Silver Bullet To Solve Housing 06:24 - Distortion Of The Tax System/Infrastructure Funding 08:33 - Allocating Resources To The Right Place/Infrastructure Commission 11:10 - Northern Express Should Be The Standard For Public Transport 12:10 - New Zealand Is Decades Behind Due To Governance Short Term Thinking 13:38 - NZ Didn’t Build Up Instead Build Out 15:52 - Examples Of Mistakes In Infrastructure 17:45 - NZTA & Kiwirail 18:45 - Media Are Gatekeepers Of Democracy 20:01 - Media Weren’t Giving TOP A Voice 21:51 - Polls/Wasted Vote Argument 24:01 - Labour & National Are Similar 24:25 - Reason TOP Was Excluded From 2020 Election Debates 24:54 - 2020 Election Debates Were Stupid 27:19 - Media Prefer Celebrity Leaders/Next Leader Of TOP/Marketing Strategy 29:59 - What UBI Is, How It Works And Who It Benefits 33:58 - UBI Trial Showed Lowered Rates Of Depression 34:38 - How UBI Would Be Funded/Effects Of UBI 37:10 - Why Wealthy People Would Receive UBI 38:49 - Minimum Wage Wouldn’t Be Abolished From UBI 40:11 - Crime Is Caused Is Interlinked With Housing & Poverty 41:03 - Reece Tells Story Of Customer Walking Out Of Grocery Store With Groceries And Not Paying 43:10 - Theft Is Usually A Result Of Societal Problems 44:59 - Reoffending Statistics And What Causes It 46:44 - Nutritional Food Being Out Of Reach For Some People/Junk Food Tax And What It Would Fund 49:07 - Removing GST From Fruits And Vegetables 50:28 - Lack Of Competition In NZ Is A Problem 50:34 - TOP Social Media | |||
05 Mar 2021 | #83 - ToxicxEternity Interview (Video Game Covers, Guitaring, Mixing, Transcribing, Metroid etc.) | 00:56:47 | |
ToxicxEternity is one of Youtube's most prolific Video Game Cover Guitarists. He has done metal covers for many games including Mario, Mega Man, Final Fantasy and more. You can support him via his Patreon page where you can pick which cover he does next. Patreon https://www.patreon.com/toxicxeternity SOCIAL MEDIA Youtube - @ToxicxEternity Twitter - @ToxicxEternity Facebook - ToxicxEternity Instagram - @ToxicxEternity
#videogamecovers #videogames #metal
TIMESTAMPS
00:00 - Intro 00:38 - How Reece Came Across ToxicxEternity 01:30 - How Toxic Got Into Doing Video Game Covers 04:00 - Managing Time To Complete Covers Weekly/Early Days 05:29 - Recording Takes The Longest Part To Finish/Recording Process 06:30 - Toxic Is A Perfectionist 07:04 - The Cover That Was The Hardest To Get Right 08:16 - How Toxic Decides When And When Not To Stick Close The Original Music 10:40 - How Toxic Made Metroid & Mario Mashup 11:40 - Doom & Animal Crossing Mashup 12:30 - Ratio Between Communities Song Requests & Toxic’s Choice 14:05 - Requests Through Patreon/Patreon 15:40 - Toxic Never Intended To Make A Living Off Video Game Covers 17:54 - How Toxic Learned To Mix Well/URN Academy/Nail To Mix 22:39 - When Toxic Decides To Guitar Shred And Not To Shred/Tallon Overworld 24:15 - Ultimate Bowser Cover 25:10 - Not Shredding All The Time Is Critical For When Performing LIVE 26:42 - Performing LIVE 27:40 - How Collaborations For Covers Come About 29:06 - Collaborators Working Out Of Different Studios 30:43 - Transcribing Music On The Spot Via Twitch 32:59 - How Toxic Is Allowed To Have Covers On Spotify While Avoiding Copyright Problems 35:26 - Toxic Open To Scoring Music For Video Games 37:30 - People Making False Promises To Toxic In His Early Career 38:33 - Covid Hasn’t Affected Toxic To Much 40:30 - Toxic’s Travel/Tour Plans 41:55 - Where Toxics Fan Demographics Are Based 43:00 - Toxic Really Wants To Perform On Stage 43:24 - Touring With FamilyJules & Insane In The Rain 44:45 - Games Toxic Still Wants To Do Covers For 46:30 - Covers That Get Requested For The Most 47:30 - Having Wrong Expectations With Youtube Views 50:37 - Filming And Recording Are Done Separately 52:40 - Metroid Prime/Metroid Prime 4 54:36 - Toxic Doesn’t Often Take Breaks 54:59 - Where To Follow ToxicxEternity On Social Media & Patreon | |||
09 Apr 2022 | #132 - Andrew Hulshult Interview (DOOM Eternal, IDKFA, Mixing, Bobby Prince, Ear Fatigue etc.) | 00:59:10 | |
Andrew Hulshult is a video game composer and sound designer who composed music on the DOOM Eternal DLC The Ancient Gods, he is also well known for DOOM remix project IDKFA as well as his work on franchises such as Quake and Duke Nukem
#doometernal #anicentgods #idkfa
SOCIAL MEDIA YOUTUBE - @Andrew Hulshult TWITTER - @Andrew Hulshult WEBSITE - https://www.hulshult.com/
TIMESTAMPS 00:00 - Intro 00:50 - Not Copying Mick Gordon But Respecting DOOM’s Music 03:10 - Chad Mossholders Guidance 08:28 - Process Of Making Blood Swamps 10:45 - Difference Between Ambience, Light Combat And Heavy Combat 12:30 - Creating Various Versions Of Blood Swamps 14:30 - Andrew Didn’t Contact Mick Gordon To Get His Blessing Because Of The Fragile Situation 15:46 - Making Allies To Get More Work Opportunities 16:35 - Don’t Burn Bridges/Fragile Egos 19:30 - IDKFA - Dark Halls Track 21:40 - IDKFA Project/Bobby Prince 23:44 - Getting Better With Strings/Sinister Track 25:45 - Not Liking Your Own Music After Hearing It So Much 26:59 - Listening To Old Mixes 29:00 - Andrew’s Mixing Process 29:45 - Ear Fatigue/Time Management 33:30 - Ancient Gods DLC OST/Why He Hasn’t Advocated For One 34:45 - Andrew Would Love To Work On Another DOOM Game/Outings 37:18 - Andrew Has Had Moments Where He Thinks He’s Awesome/Staying Grounded 39:20 - Helping The Community/North Texas Foodbank/Capitalism 41:42 - DOOM & Quake Were Dream Projects/Projects Andrew Wants To Work On 44:00 - Creating Ambience/Renowned Music For DOOM 45:45 - Submitting Demos 46:20 - Andrew’s Ancient Gods DLC Demo 48:10 - David Levy Is His Brother In Arms/Honesty 50:08 - Callbacks To Bobby Prince’s Music 51:40 - 2021 Was A Hard Year For Andrew/Phone Call With Bobby Prince 54:40 - How Andrew Manages Multiple Projects At The Same Time 57:20 - Andrew’s Cat 57:45 - Where To Follow Andrew Hulshult | |||
30 Jan 2020 | #33 - Frances Cook Interview (Journalism, Media Law, Money, Cooking The Books, Podcasting, Auckland, Fake News, Social Media etc.) | 00:54:13 | |
Frances Cook is a journalist and podcaster at the NZ Herald. She hosts the weekly podcast Cooking The Books which deals with finance and recently released her first book TALES FROM A FINANCIAL HOT MESS SOCIAL MEDIA Facebook - Frances Cook - Journalist Instagram - @francescooknz Twitter - @FrancesCook
TIMESTAMPS
00:28 - How Frances Got Into Journalism 01:28 - Frances Worked For Free When She First Started In Journalism 02:15 - Media Law 05:08 - Reporting In Radio 05:43 - First Major Story Frances Covered 07:08 - Some Stories Cause Psychological Trauma For Journalists 08:15 - Journalists Have A Camaraderie With Each Other/Public Private Partnership 10:41 - Social Media 12:29 - Fake News/Deep Fakes 16:18 - Cooking The Books Podcast 17:31 - Kiwis Still Don’t Know What Podcasts Are 18:19 - Being Independent In Life Requires Money 20:07 - Investing In Shares 21:20 - Life Necessities Increase When You Earn More Money 23:20 - Frances’ Experience Living In Auckland 25:33 - Most Journalists Have To Live In Auckland 26:34 - Media Personalities Aren’t As Wealthy As People Think 27:39 - Problems With Auckland/Rail Network 29:01 - Frances Feels More Stressed In Auckland 30:09 - Frances’ Book - Tales From A Financial Hot Mess 32:07 - How Frances Structured The Book 33:44 - New Zealand’s Rail Network 37:20 - Wellington/Doing Work On A Train 39:27 - Frances Has Full Control Of Cooking The Books 40:57 - Frances’ Interview Process 42:52 - France Doesn’t Know How To Video Edit 45:01 - Video Version Of Cooking The Books Is Behind A Paywall 46:00 - Where To Follow Frances Or Buy Her Book 47:11 - Twitter 47:33 - LinkedIn/Reece’s Marketing Technique For LinkedIn 48:09 - Frances Does All Her Marketing 49:00 - Frances Is Thankful To Her Bosses For Giving Her So Much Freedom 49:47 - Frances Tries To Help New Journalists/Grace Period 51:08 - Reece & Frances Reflect On Their Podcasts 52:12 - As You Move Up The Ranks In Journalism You Get More Freedom 52:58 - Creative People Are Hard On Themselves 53:20 - Where To Listen To Cooking The Books | |||
28 Dec 2020 | #75 - Fraser Grut Interview (10,000 Dreams, Celebrities, Depression, Freelancing, Motivation etc.) | 01:02:41 | |
Fraser Grut is on an ambitious mission to film 10,000 peoples dreams and isn't due to finish this task until 2044. SOCIAL MEDIA Instagram - frasergrut
TIMESTAMPS
00:00 - Intro/Technical Difficulties 00:54 - How 10,000 Dreams Project Started 02:25 - Fraser Has Wanted To Quit Multiple Times 04:30 - Family & Friends Forced Fraser To Keep Going 06:32 - What Fraser Does Behind The Scenes/Fraser Loves Talking To People About Dreams 07:50 - How Fraser Got Celebrities To Do It 08:44 - Guessing Emails/How Many Emails Fraser Sends A Day 12:05 - Time Of Day Fraser Sends Emails/App So You Know When People Have Checked It 13:56 - Kaley Cuoco Blocked Fraser 14:30 - Domino Effect Of Getting Celebrities 15:33 - Wording Emails Correctly/Being Turned Down Multiple Times 16:50 - How Reece Gets Guests On Kiwi Talkz 17:51 - How Reece Got The Composers Of Dragonball Z On His Podcast 20:02 - The Guests Reece Would Like To Get On Kiwi Talkz The Most 21:05 - Fraser Uses An Email Template/Name Drop 22:25 - Reece & Frasers Email Screw Ups 24:11 - Fraser Screwed Up With Jack Goodhue 25:26 - Being A Perfectionist Filming Dreams 27:51 - Doing 10,000 Dreams Took A Toll On His Relationship 29:00 - Having Deadlines Can Be A Good Thing 32:07 - How Fraser Gets Out Of A Negative State Of Mind 35:04 - Fraser Tells Story About Mark Cuban 37:19 - Dreams Randomly Appearing In His Email Inbox 38:32 - Having To Complete The Mission Of 10,000 Dreams 39:56 - Being Young And Playing The Long Game 40:56 - Doing 1 Year Was Harder Than Doing 4 Years/Making The Impossible Possible 42:29 - Fraser Got Hate For His Camera Style/Reaction To The Project 44:00 - People Giving Up On Podcasts/Advantage That Fraser Has 47:43 - People Who Dont Have A Dream 49:14 - Fraser Runs A Freelancing Film Company 50:09 - A Lot Of People Reach Out To Fraser Now/Bigger It Gets The Lesser The Chase 51:50 - Fraser Only Wants To Film One Person A Day So It Takes Longer/Being An Historian 53:44 - Covid Can Be An OpportunityAdapting To Zoom 55:42 - Took Fraser A Long Time To Realise Its About The Dream Not About The Filming/Wiggles Story 1:00:34 - Taking NZ For Granted 1:01:31 - Where To Follow 10,000 Dreams/Fraser Grut | |||
19 May 2020 | #44 - Bhig Bhozy/True Interview (Hip-Hop, Battle Rap, Uglyside, Covid-19, Conspiracies, 5G, Internet Infrastructure etc.) | 01:20:40 | |
Bhig Bhozy is a hip-hop artist primarily based in Christchurch and in the Waikato area, he is also a well known battle rapper in NZ and is one of the members of Uglyside who are well known for the song 'Out The Window' Social Media Instagram - @winniethefuuu Soundcloud - https://soundcloud.com/the-real-true Facebook - https://www.facebook.com/uglyside/
Out The Window Song https://www.youtube.com/watch?v=0HbWBtoosg0
TIMESTAMPS
00:22 - Bhozy Loves Lockdown 00:52 - Bhozy Talks Music/Trueluminati/Bhozy’s Interaction With A Fan 02:40 - Bhozy Being Good At Both Hip-Hop & Battle Rap 03:45 - How Uglyside Was Formed 04:30 - Out The Window/Formation Of Uglyside Name 05:58 - Uglyside Of Life/Negatives To Positives 06:49 - Bhozy Keeps It Real In His Music 07:44 - Bhozy Sends Songs To Oblique & Ego 08:09 - Bhozy Makes Beats But Cant Rap Over Them 08:38 - Out The Window Film Shoot 10:18 - Bhozy Living In Different Cities And Towns 11:21 - Christchurch/South Island Vs North Island 12:24 - Auckland 13:35 - Tokoroa/Polynesians Living In Tokoroa 14:23 - Nationwide Tour/NZ Not Supporting NZ Music 15:20 - Dilz 16:09 - Bhozy’s Initial Reaction To Covid-19 16:50 - Not Opening The Border 17:30 - Bhozy & Reece Not Understanding People Getting Fast Food At 3AM 18:35 - Driving During Lockdown 19:03 - Lockdown Screwed Up Bhozy’s Job 19:38 - Trying To Workout During Lockdown 20:38 - Second Wave Of Covid-19 22:06 - People Who Adapt Will Survive 22:28 - Features Of Bhozy’s Upcoming Album 23:12 - Traser’s Freestyle/Bhozy & Traser Like Talking Shit 24:38 - Conspiracy Theories/5G Coronavirus Theory/Flat Earth Theory 26:44 - Shortland Street 27:22 - Not Approaching Celebrities 27:49 - Opening Up For Obie Trice & Tech N9ne 29:07 - Trying To Adjust From Performing At Big Crowds To Small Crowds 29:25 - Out The Window Opening The Doors 30:22 - Why Name Changed From True To Bhig Bhozy 31:11 - South Island Winters Vs North Island Winters 32:00 - Bhozy’s Memory/Battle With Hegz 34:10 - Skolar/The OG’s 35:00 - 1Outs Is The Number 1 League/Battles In Wellington 35:47 - Skolar Vs Dizaster 36:39 - Dlar & Suda Coming On The Show/Social Gatherings 37:27 - Bilz 38:12 - Battle Rappers Are Friendly/DMG/Bhozy Doesn’t Like Being The Mainevent 39:45 - B Team Have Elevated The Scene 40:52 - Jibz Vs PFAK/PFAK 41:56 - JP80 Vs VIV 42:29 - Freestyling On The Fly/Battle Rap And Rapping On Beat Are Different 43:22 - Punchlines That Hit 44:13 - Bhozy’s Writing Process/Writers Block 47:34 - Bhozy’s Favourite Battle Was With Skolar 48:20 - Stormforce/Xceed Burning Bridges 50:11 - Creating An Album Where Every Track Is Different/Album Process 51:30 - Beats Fitting The Style 53:21 - Cringing At Your Old Work 54:02 - Tyson Tyler 55:47 - Poetik 56:47 - Bhozy’s Experience In Colorado/American Work Ethic 57:21 - Taking NZ For Granted 58:44 - Bhozy Wants To Go To Europe/White People Not Having Communities 1:00:24 - Why Reece Didn’t Do Kiwi Talkz During Lockdown/Digital Age 1:01:11 - Socially Awkward People 1:02:07 - Elon Musk 1:03:05 - Befriending Rich People/Bhozy Thought He Won Lotto 1:03:53 - Lockdown Turning People Into Assholes & Racists 1:04:22 - Covid-19 Is A Massive Fail 1:05:36 - 5G Conspiracy Theorists Are Idiots/Reece Explains How Cell Frequency Ranges Work 1:06:58 - Bhozy Worked With Internet Fibre 1:07 | |||
14 Sep 2022 | #140 - Mike Morasky Interview(Valve, Half Life:Alyx, LOTR, NZ, Gabe Newell, Composing etc.) | 01:02:29 | |
Mike Morasky is a composer at Valve who worked on franchises such as Left 4 Dead, Portal, Half Life, Team Fortress and more. Before his time at Valve he was VFX supervisor on the LOTR film trilogy and has also composed music for short films.
#valve #lotr #halflife SOCIAL MEDIA TWITTER- @MikeMorasky
TIMESTAMPS
00:00 - Intro 01:00 - Transferring VFX & Programming Skills To Composing Music 04:05 - How Mike Structures Music/LOTR VFX Structures 07:45 - Physical & Mental Interaction 08:45 - Challenge Of Composing For Half-Life:Alyx 10:45 - Half-Life:Alyx Was The Hardest Project Mike Ever Worked On 12:40 - Mike Found It Hard Adapting To Valve’s Work Structure 15:37 - Valve Does Have A Hierarchal Structure Its Just Not Traditional 17:35 - Mike’s Views On Deadlines & Structure/Film Music Structure 21:50 - How Mike Structured The Music For Half-Life:Alyx 23:00 -Mike Didn’t Know Music Was His Calling Well Working On LOTR/Working On LOTR 25:20 - What Made Mike Change From VFX To Composing Music 28:00 - How Mike Ended Up Working At Valve 30:40 - How Mike’s Interview Process Went To Get Hired At Valve 35:45 - Working With Peter Jackson & Wachowski Brothers 37:22 - Working With Gabe Newell 42:15 - Meetings In Regards To Setting Up A Valve Office In NZ/Other Offices 44:44 - Journalists/Being Careful What You Say 46:15 - Why Mike Didn’t Get NZ Residency/Attending The LOTR Film Premiere In Wellington 47:15 - Mike Clears Up What His Role Was On LOTR 48:30 - Fear Of Failure/The Gravity Of Working On LOTR 50:45 - Dealing With Imposter Syndrome 54:45 - Finding A New Musical Palette With Every Valve Franchise 57:20 - Mike Has Synesthesia 59:39 - Mike Wants To Do Portal 3 But Doesn’t Want To Do Team Fortress 3 1:00:30 - Where To Follow Mike Morasky | |||
28 Jan 2021 | #79 - Dean Hall Interview (DayZ, Rocketwerkz, Game Design, Icarus, Military, Social Media etc.) | 00:54:41 | |
Dean Hall is a video game designer who came into prominence for his game DayZ. He has founder video game company Rocketwerkz and are releasing Icarus there first AAA game in 2021.
SOCIAL MEDIA Twitter - @rocket2guns Instagram - @thedeanhall Website - rocketwerkz.com Twitch - @rocket2guns
TIMESTAMPS
00:00 - Intro 00:34 - How Serving In The Military Influenced Dean’s Video Game Design/Military Training 01:55 - How Day Z Idea Came About 03:01 - When Dean Realised Day Z Would Become Big 04:47 - Online Hate/Criticism That Hurts 06:45 - Social Media Is A Necessity 08:07 - Pros & Cons Of Social Media 08:41 - What Dean Focuses On First On A Gaming Project 09:48 - How Long Icarus Has Been In Development/Release Date 12:11 - Why Cyberpunk Is A Success/Mistakes CDPR Made 14:05 - Difference Between NZ & Singapore Military/Trying To Psych You Out 17:40 - Kiwis Good & Bad Qualities 20:59 - NZ On Air Should Fund Kiwi Gamers & Youtubers 22:54 - Competing For WETA Staff/Cashbacks For Films 25:26 - Dean Isnt Good At Playing The Political Game 26:20 - Tencent’s Involvement In Rocketwerkz 27:48 - Dean Approaches Gaming Differently Now Compared To Day Z 29:15 - How Covid & Lockdown Affected Rocketwerkz & Development Of Icarus 32:10 - Rocketwerkz Developed A Plan When Covid First Appeared 33:50 - Cybersecurity Is Important 34:40 - Dean Thinks NZ Was Lucky In Handling Covid/Capitalising On Luck 37:34 - NZ Accountants & Lawyers are Terrible Advisers Of Risk 39:03 - Kiwis Don’t Know How To Deal With Failure 42:05 - Being A Product Of Your Environment 43:12 - Kiwis Need To Be More Pragmatic 44:20 - Dean Does Introspection 45:33 - Icarus Is influenced By Skyrim And Ark 46:49 - Game Design Is About What You Dont Put In 49:27 - Game Design Is A Team Effort 51:07 - Where To Follow Dean 52:30 - Dean Wont Release Icarus Until Its Complete/ | |||
08 May 2021 | #92 - Claire Chitham Interview (Acting, Falling Inn Love, Shortland Street, Crohn's Disease, Health etc.) | 00:56:43 | |
Claire Chitham is a well known NZ Actor who has been in well known NZ Shows such as Shortland Street and Outrageous Fortune and in films like Netflix's 2019 Film Falling Inn Love. She has recently released a book called Good For You which details her battle with Crohn's disease and contains tips on health. SOCIAL MEDIA Facebook - @Claire Chitham Twitter - @clairechitham Instagram - @clairechitham
#shortlandstreet #outrageousfortune #fallinginnlove
TIMESTAMPS 00:00 - Intro 00:48 - How Falling Inn Love Film Got Off The Ground/Auditioning For Falling Inn Love 02:00 - Working On Falling Inn Love 03:43 - Working With Christina Milian 05:07 - Recognising The Difference Between The Australian And NZ Accents 06:01 - Differences Between Acting In Television And Film 09:18 - Not Knowing A Characters Arc/How Television Funding Works In NZ Vs America 13:59 - How Shortland Street Is Filmed 17:20 - Memorising Lines 20:41 - Getting Sore Facial Muscles/Claire Tells Shortland Street Fiji Story 22:01 - Jacinda’s Facial Muscles 22:55 - Outrageous Fortune House Being Demolished 24:33 - Working With John Rhys Davies On Fresh Eggs 30:00 - Gut Inflammation/Claire’s Battle With Crohn’s Disease 32:19 - Ignoring Pain & People Ignoring Health 34:20 - Inflammation Is Number 1 Cause Of Disease In The Body/Claire Loves Learning About The Body Now 35:54 - Claire Speaks On Good For You Book 36:28 - Tips On Cutting Back On Bad Food 37:51 - Food Diary/Food Alternatives 40:55 - Turmeric/How To Cook Turmeric To Get The Most Out Of Its Anti-Inflammatory Properties 42:29 - Pros And Cons Of Spices/Talking About Poo/Eastern Diets 43:53 - The Food We Consume Doesn’t Match Our Lifestyle 44:36 - Everybody’s Gut Bacteria Is Different/Food Produce 46:28 - Meal Preparation/How Claire Monitors Food While On Set 48:28 - Avoiding Sugar/Stevia 50:25 - We Are Not A Tube That Food Just Passes Through 52:10 - Claire Looking So Young/Smiling 52:51 - Projects Claire Is Working On Currently 54:30 - Small Things Can Turn Into Big Diseases | |||
14 May 2022 | #136 - Ted Anderson Interview (Donkey Kong, Mario Kart 7, Artistry, Nintendo, Texture Libraries etc.) | 01:06:49 | |
Ted Anderson is an artist who is most well known for his tenure at Retro Studios working on both Donkey Kong Country games and Mario Kart 7. He currently works for Pixel Pushers Union 512 and recently released the game Tonight We Riot. SOCIAL MEDIA Pixel Pushers - @ppu512 Twitter - @pixel_possum Tonight We Riot - https://tonightweriot.com/
#donkeykong #mariokart #retrostudios
TIMESTAMPS 00:00 - Intro 00:45 - How Ted Ended Up At Retro Studios 02:45 - Nintendo’s Philosophy On Art/Retro Helped Form His Artstyle 06:00 - Stylised Art/Warhammer’s Art Helped With Artstyle Of DKCR 08:15 - Dynamic With The Artists At Retro 09:20 - Creating Texture Libraries For DKCR 12:20 - Challenges Of Migrating Over To The Wii U Hardware 15:45 - Why Concept Art Is Needed/Boundaries Of An Artist 17:00 - Designing Grassland Grooves In DKCTF 19:50 - Working On World 5(The Fruit World) 20:45 - Collaborating With Eric Kozlowsky 22:45 - Ted Struggles With Water Levels/Specialty In Mechanical Structures 24:15 - Stylised & Realistic Art Challenges 26:30 - Dynamic Between Retro Studios & NOJ/DK Blow Mechanic Story 28:45 - Ted Got Given All The Assets For The Entire Mario Kart Franchise While Working On MK7 30:15 - Many Of Retro’s Staff Didnt Want To Work On Mario Kart 7/Early 3DS Development Kits 32:29 - MK7 Tracks Ted Worked On 33:18 - Ted Went Above And Beyond To Make Shy Guy Bazaar Track 36:10 - Ted Is A Quick Artist 36:40 - How Ted Works Fast But Still Maintains Quality 39:30 - How To Work Around Hardware Limitations 41:10 - How To Design Machinery 45:50 - Ted Worked Off Hours On Shyguy Bazaar To Make It Special 47:12 - How The Metroid Easter Eggs In Donkey Kong Came About/Crocomire Reference 48:45 - Retro’s Design Team/Artists Killing Some Designers Ideas 50:40 - Collaborating With Designers 52:10 - Foreground & Background Design In DKCR 53:50 - Making DK The Focus In Levels With Destructive Terrain 56:40 - Its A Fireable Offence To Work On Personal Games Well At Nintendo 1:00:00 - Publishers Should Encourage Developers To Work On Personal Projects Off Hours 1:01:00 - Certification 1:03:30 - Ted Shows Off His Retro Mementos 1:04:20 - Where To Follow Ted Anderson/Pixel Pushers | |||
10 Oct 2020 | #63 - Sara Wiseman Interview (Acting, Peter Jackson, Love Scenes, Meditation, Sydney, Scripts etc.) | 00:57:54 | |
Sara Wiseman is a well known actress who has been numerous Australian and New Zealand films and television. SOCIAL MEDIA Instagram - @sarawiseman__
TIMESTAMPS 00:40 - Working During Covid-19 01:32 - Auditioning Process 02:43 - Trying To Prevent The Nerves Overwhelming Herself During Auditions 03:26 - Sarah Impressed By Reece’s Research/Mercy Peak 04:59 - The Evolution Of Filming For Television 05:49 - Hyper Realness Of HD/Hobbits 48FPS 07:00 - Sara’s TV/1080p Vs 4K 07:46 - Sara’s Early Days As A Stuntwoman 09:43 - Meeting Kate Winslet/Working On Heavenly Creatures/Crews Work Very Hard 11:04 - Working With Peter Jackson 12:40 - Heavenly Creatures Laid The Foundation For LOTR 13:29 - Upcoming Work For Sara 14:37 - One Lane Bridge/Permanently Shooting In Queenstown 16:31 - Sydney Vs Auckland 17:20 - When Sara Is Going Back To Sydney 17:59 - Voice Over Work 20:26 - Being Paid Well For Voice Over Work 21:11 - Agent Finding All Lines Work 21:35 - Chasing A Role 22:40 - Initially Trying To Find Work In Sydney 23:35 - Craig & Sara Auditioning For A Place To Call Home At Different Times 24:20 - People On A Place To Call Home Not Knowing Craig & Sara Were Married 24:50 - Working With Husband Craig Hall 25:35 - Memorising Scripts/Shortland Street Actors 27:00 - Time On Shortland Street 27:19 - Working Well Under Pressure 27:12 - Vaparshna/Meditation 30:27 - Shooting Love/Sex Scenes/Preparing For These Scenes 34:10 - Duration Of Sex Scenes 35:19 - Getting Along With Your Partner In Those Intimate Scenes 36:08 - Sara Loves Greats Writing And Great Teams/Joy Comes From Creating On The Day 37:28 - Sara Does Teaching/Sara Unsure If She Would Want To Directing 38:21 - Watching Herself On Screen 39:10 - Improvising Vs Following The Script 41:31 - Shifting Between Accents/Sara Naturally Puts On Australian Accent When In Australia 43:02 - Researching For A Character 44:10 - Disconnecting With Carolyn 44:54 - Sara Having Anonymity/Offshore Celebrities Being Worshipped By Kiwis 46:03 - Sara Would Be Famous For An Amazing Paycheck 46:33 - How Sara Got Home Before Lockdown/Surviving Lockdown 48:55 - Introverts & Extrovert/Zoom Parties 50:22 - Sara Is A Morning And Evening Person 50:57 - Sara Had Her Own Driver For A Place To Call Home 52:00 - Arts Still Needs Funding 53:54 - Social Media Is A Double Edged Sword 55:03 - The Social Dilemma/Growing Up With No Social Media 56:50 - Where To Follow Sara On Instagram | |||
25 Mar 2021 | #86 - Suzy Cato Interview (Children's Television, Parenting, Dancing With The Stars, Kids Books etc) | 01:01:41 | |
Suzy Cato is New Zealand's most well known Children's Television Presenter who came into prominence with shows like You & Me, Suzy's World and 3pm. SOCIAL MEDIA WEBSITE - suzy.co.nz Instagram - @suzy_cato Twitter - @suzy_cato Facebook - Suzy Cato Tiktok - @suzy_cato Youtube - @TreehutTV
#youandme #kidstv #suzy'sworld TIMESTAMPS
00:00 - Intro 00:40 - Had To Record It’s Our Time Song Every Episode/Recording Episodes 02:00 - Suzy Did Most Episodes In One Take/Structure Of Every Episode Of You And Me 03:57 - Pauses During Questions 04:49 - How Suzy Got The You And Me Job 08:30 - How Suzy Prepared For Being In Front Of The Camera 10:20 - How Suzy’s World Came About 12:13 - Suzy Was Heavily Involved In Behind The Scenes For Suzy’s World 13:10 - Suzy Learned Roles Well Doing The Job/Can Do Attitude For Childrens Programmes 15:10 - Avoiding Being Typecast/Writing For Women Magazine 16:21 - Other Projects Suzy Did 19:07 - How Dancing With The Stars Happened/Dance Training 20:50 - Work Post Lockdown/Doing Home Film Work 23:23 - Suzy Says Yes To Things Then Learns It After/Suzy’s Research For Dancing With The Stars 24:33 - Memorising Dance Moves/Working Within Limitations 25:59 - Suzy Isn’t Competitive/Sense Of Family In Dancing With The Stars 28:02 - How Suzy Protects Her Children In The Age Of Technology & Social Media 30:30 - Suzy’s World Website Often Created Problems For Parents & Kids 31:12 - Educate And Communicate With Your Kids 32:52 - Netsafe/Protecting Kids From Explicit Content 34:54 - Cyber Bullying/Talk With Your Kids 36:33 - Be On The Same Social Media Platforms As Your Kids/Connect Four 38:19 - Feeling Old/Kids Keep Yon On Trends 39:26 - Suzy Has To Be On Social Media For Work Reasons/Analytics/Youtube 40:17 - Lockdown Bedtime Stories 42:05 - YouTube Analytics/Social Media Demographics 43:16 - Suzy Cato Doing Her Own Marketing 44:10 - Taking Time Out To Spend With Kids/Balancing Work & Kids 46:11 - Aucklands Traffic/Downsides Of Working From Home 49:43 - Suzy Has Had A Home Office For A Long Time 50:49 - Suzy’s World Production & Home Sets 51:53 - Suzy’s Books & Future Projects 53:41 - Writing Songs That Leads To Books/Suzy’s Book Stories 57:28 - Suzy Has A Vault Of Ideas 1:00:00 - Where To Follow Suzy Cato
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15 Jan 2022 | #120 - DBZ Faulconer Remix Interview (DBZ Music Samples, Saiyan Saga, Vegeta, Raditz, Editing, Bruce Faulconer etc.) | 01:01:45 | |
The DBZ Faulconer Remix team are focused on creating a brand new score for the Saiyan/Namek Sagas of Dragonball Z in the style of the iconic Faulconer Productions score. MANSCAPED MUSIC COMPOSED BY JOE HOLASKA AND NICK VERSCHOOR RADITZ THEME COMPOSED BY RAKEEM DELWIN SOCIAL MEDIA FAULCONER RE-MIX YOUTUBE CHANNEL - https://www.youtube.com/channel/UC3lWNQMkrBjWUJvCx_EBxqw MARCELO'S DBZ MUSIC CHANNEL https://www.youtube.com/channel/UCvS6TLdme39o2snemCYe8wA RAKEEM'S FAULCONER DBZ REMAKES CHANNEL https://www.youtube.com/channel/UCtGNPl_KPKSKFrt0-BVTdSw FACEBOOK PAGE https://www.facebook.com/DBZRemix/
#sponsored #brucefaulconer #dragonballz Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!
TIMESTAMPS 00:00 - Intro 01:12 - How The DBZ Faulconer Remix Project Came About 03:36 - When To Use Faulconer Edit And When To Create New Music 05:19 - How Long It Takes To Make Music 06:55 - Writing 5 Raditz Themes 07:50 - Working Out What Samples Work And What Don’t 09:00 - How Rakeem Made The Raditz Themes 11:08 - Raditz Face Off Theme & How It Was Made 13:40 - Recreating A Mr Shu Track From Scratch For An Episode 15:37 - Nick Having Trouble With A Raditz Theme 16:20 - Collaboration Over Who Composes Each Theme 18:15 - Faulconer Productions Music Samples Soundbank 20:04 - Finding The Original Samples Took Years 20:50 - Most Difficult Sample To Find/Soundfonts Can’t Replicate The DBZ Music Samples 23:40 - Working Through The Hardware/Getting The Hardware To Work 26:07 - Joe Plays Z Guitar Sample 28:26 - Liquid Stack(Dong) Sample/Joe Plays It For Heroic Trunks & Frieza Synth 30:01 - Rakeem Plays Blade Runner/Frieza Synth Sample 30:54 - Rakeen Plays Dream Scape - Running Water/Namek Sample 31:49 - Rakeem Plays High Glissz - Dende Sample 33:34 - Destruction Theme Raditz Version & How It Was Made 34:03 - Manscaped Sponsored Segment 35:04 - Guitars/Guitar Synths Being Used In The Score 37:50 - Samples Having Weird Names 39:40 - Doing Different Iterations Of Main Characters Themes 41:00 - Possibly New Ginyu Force Themes Iterations 41:52 - How The Team Will Use Vegeta’s Themes/New Vegeta Theme 43:40 - Raditz Themes Were Hard To Write 44:58 - Discussions On Nappas Theme 47:20 - King Kai 49:17 - Some Sequences Will Be Easy To Edit 50:10 - Team Will Take Small Breaks To Avoid Burnout 50:59 - How The Musicians All Help Each Other Out 52:04 - How Many Instruments Were Used In Vegeta’s Hells Bells 53:44 - Isolating Instruments/LALAL.AI/Mixing 58:29 - Where To Follow DBZ Faulconer Remix Team/Where To Listen 1:00:15 - Raditz Theme Plays | |||
03 Jul 2021 | #97 - Louise Wallace Interview (Real Housewives Of Auckland, The Weakest Link, Celebrity Treasure Island, Theatre, Acting etc.) | 00:55:51 | |
Louise Wallace is an actress, tv presenter and director. She is most well known for being in The Real Housewives Of Auckland and being the cold emotionless host of The Weakest Link. #realhousewives #weakestlink #treasureisland
SOCIAL MEDIA Instagram - @louisewallacenz Facebook - Louise Wallace Website - tadpoleproductions.co.nz
TIMESTAMPS 00:00 - Intro 00:45 - Real Housewives Of Auckland Shooting Duration 01:27 - Setup Of Shooting Real Housewives Of Auckland 02:41 - Real Housewives Is Planned In Advance/Reality TV Is Unethical 04:08 - Louise Has Thick Skin/Young People Don’t Have Resiliance 05:13 - Louise Isn’t That Engaged With Social Media/Louise Blocks Trolls 06:16 - Social Influencers Are Bullshit 06:52 - Louise Was Involved In Casting Real Housewives/Louise Originally Didn’t Want To Be On It 07:59 - Producers Of Real Housewives Were Trying To Catch Louise Out 09:16 - Starting Controversy At The Beginning Due To The Show Being Boring 10:01 - Season 2 Was Never On The Cards 10:24 - The Boat Incident Had No Affect On A Potential Season 2 11:33 - Louise’s Family Largely Not Involved/Julia’s Family Being Affected From Real Housewives 13:12 - Louise Is On Good Terms With The Cast 13:55 - How Louise Ended Up In Journalism/TV Presenting 15:01 - News Readers Follow Teleprompters/Presenting Gigs 16:01 - The Weakest Link 18:00 - How Louise Got Weakest Link Gig 18:38 - Shows Being Affected By Where They Were Placed On TV 19:10 - Weakest Link Protocol Was Very Strict 19:30 - Shooting Weakest Link/Celebrity Shows 20:52 - Louise Said Everything Off The Cuff 21:23 - Experience On Celebrity Treasure Island 23:42 - Directing Celebrity Treasure Island 25:35 - Louise Loves Doing Theatre/Tadpole Productions 27:13 - Theatre Requires A Lot Of Work/Tadpole Doesn’t Get Funding 28:14 - Making Mistakes During A Show 30:15 - Learning Lines 31:02 - How Tadpole Productions Was Setup/Actors Having To Chase Work 32:25 - Covid Affecting Tadpole Productions/Doing Theatre Outside Of Auckland/Campervan 35:09 - Drama School In London/How Drama School Breaks You Down 38:28 - Most Actors Louise Knows Are Down To Earth/Snobby Actors Never Make It 39:40 - Louise Doesn’t Audition People For Theatre, She Goes Off There Work Ethic 40:46 - How Louise Stays Relaxed 42:00 - Louise Wants To See Her Son In UK But Cant Due To Covid/Living With Covid 43:30 - Travelling 44:14 - Audition Process For Real Housewives 46:00 - Anne Helped Louise Get Through Real Housewives 47:12 - Master Interviews After The Day Of Shooting/Speaking In Present Tense 48:05 - Louise Thinks The Show Wasn’t Edited To Change Things/ 48:38 - The Apprentice New Zealand Is Tame/Contestants On Apprentice Will Be Careful Due To Work Prospects 50:08 - Most People Enter Those Reality Shows For Fame 50:42 - Louise Thinks If Season 2 Of Real Housewives Happened It Would Of Blown Up 51:17 - Being Noticed In California 51:54 - Louise Doesn’t Care About Fame & Being Noticed 54:36 - Dont Take Yourself To Seriously | |||
04 Aug 2020 | #53 - Tyson Tyler Interview (Hip-Hop, Brisbane, Podcasting, Social Media, Fame, Education etc.) | 01:25:56 | |
Tyson Tyler is a veteran NZ/Aus Hip-Hop artist and considered one of the greats during its peak in the 2000s
SOCIAL MEDIA Instagram - @tysontylergram Twitter - @TysonTyler Youtube - Tyson Tyler Spotify - Tyson Tyler
TIMESTAMPS
00:47 - Vibe In Brisbane/Gold Coast 01:55 - Why Tyson Moved From South Auckland To Brisbane 03:35 - So Many Kiwis/Polynesians In Brisbane 04:50 - Collab With Mareko 05:40 - Convincing His Boys From South Auckland To Move To Brisbane/Making Money From Music 06:51 - Everything Changed For Tyson When He Became A Father 07:45 - Creative Arts Is A Hard Industry 08:39 - Tyson Is Always Writing 09:30 - Tysons Process Of Writing 11:25 - Collab Process 13:00 - Battle Rap/Tyson Battling/ 14:59 - Line Em Up Tournament/Sobr/Vega 17:59 - Podcasting/Tysons Podcast Time 2 Kill 20:33 - Knowledge You Can Get From Podcasting/Audio Books 22:19 - Education Needs To Evolve/Parenting In The Age Of Phones & Social Media 24:00 - Social Media Is Data Surveillance 25:50 - Music Contracts/Loyalty/Lawyers 30:37 - Advice Tyson Got In His Early Career 32:00 - Cyphanetiks Advice To Tyson 34:07 - Rappers In NZ Nowadays/Dial Up Internet/History Of Hip-Hop 37:23 - Why Tyson Changed His Name 38:52 - Dealing With Fame 41:51 - Tom Francis Stories 48:28 - Carlos Hicks 51:00 - Reece Is Contemplating Moving To Brisbane/Girls With Covid-19 In Brisbane 53:01 - Tysons Thoughts On Covid-19 53:52 - Winston Peters 54:19 - Jacinda Ardern/People Not Responding To Reece’s Requests 56:45 - Tyson Was Anxious Of Doing Gigs And Music Videos 57:21 - King Cass/Reece Talks About Different Podcasts 58:52 - The Art Of Running Podcasts/Tyson Gives Props To Kiwi Talkz 1:01:22 - Kodak Cameras 1:02:37 - Tysons Plan When He Came Back To Australia 1:03:35 - Drill Scene/Newer Rappers Are Not Distinctive 1:05:10 - Tysons Dream Collab/Drake 1:06:50 - Bone Thugs/Dirty Sesh 1:09:26 - Tyson Tylers Top 5 Emcees 1:11:00 - Reece & Tyson Talk Favourite Nas Song 1:11:59 - DJ Premier/Timbaland 1:13:33 - Yorell 1:15:22 - Tyson Tylers Top 5 NZ Emcees/Kiwi Rappers Are Better Than Aussies 1:17:56 - NZ Accent/Kiwi Rappers Having American Twang 1:20:08 - Cultures In Modern Day/People Not Knowing Fijians Are Fijians 1:23:50 - Tyson Tries To Convince Reece To Move To Brisbane 1:24:32 - Where To Follow Tyson Tyler | |||
09 Aug 2020 | #54 - Real Deal Interview (Battle Rap, KOTD, Covid-19, Pittsburgh, Social Media, America etc.) | 01:22:59 | |
Real Deal Is The Current KOTD(King Of The Dot) Battle Rap Champion, he recently competed in NZ's Online Battle Rap Tournament Line Em Up.
SOCIAL MEDIA - REAL DEAL Twitter - @Real_DealRaps Instagram - @realdealpgh Website - realdealraps.com Facebook - Trevor Weller
SOCIAL MEDIA - TREVOR WELLER - (REAL DEALS SON FOR VOICE IMPRESSIONS) Instagram - @thetrevorweller Twitter- @thetrevorweller Youtube Video - https://www.youtube.com/watch?v=TbRxgnpLQlI&feature=youtu.be Facebook - https://www.facebook.com/TrevorWellerJr/
TIMESTAMPS
00:25 - Real Deal’s Beard 01:31 - Florida/Covid-19 In Pensylvania 03:10 - Limitations In Pittsburgh/Real Deal Has Questions In Regards To Covid-19 04:11 - Covid-19 In Melbourne/Following Protocol 06:13 - Real Deal Is Keeping Busy During Lockdown 06:59 - Restrictions Of Being KOTD Champion 07:46 - Real Deals Newest Album 08:17 - Different Approaches To Battle Rap & Writing Songs 09:38 - Real Deal’s Writing Process 10:58 - America Is Very Diverse/Pittsburgh Is Ignorant 12:03 - Once Were Warriors 12:43 - Battling In Different Countries/Real Deal’s Writing For Scotland Battle 13:58 - Where Real Does His Research 15:56 - Kiwis Understanding American Culture 17:54 - People Not Understanding Your Punchlines/Safe Bars 19:51 - Real Deal’s Tricks To Counter A Punchline That Doesn’t Pop 21:51 - Real Deal Still Gets Nervous Before A Battle/Memorising Rhymes/Prepping On The Night 24:36 - Real Deal Wanted Something Tangible/Behind The Scenes Of KOTD Championship Battle 26:05 - Defending The Title/Pat Stay 27:09 - Real Deals Father 28:32 - American Work Ethic 29:44 - Pittsburgh Work Ethic/What Pittsburgh Is Known For/Cities In America Are Very Different 31:33 - What Americans Know About NZ 32:22 - Real Deal Hates People Asking Him About Trump/Real Deal’s Scotland Story 35:45 - Trumps Run For Office Was Hilarious 37:12 - Getting Into Arguments On Social Media/Real Deal Rates Eminem Over KRS-One 41:53 - Arguments On Social Media Affects Your Mental Health 44:05 - Poor Analogies 45:28 - Real Deal Wants To Do Stand Up Comedy/Acting 48:23 - Battle Rappers That Don’t Make Music/Expanding His Brain 50:02 - Real Deal Loves Pittsburgh/Real Deal Schools Reece On Pittsburgh 52:29 - How Real Deal Ended Up Competing In Line Em Up 53:47 - Real Deal Wants More Opportunities For NZ Battle Rappers/Reece Explains Base Of Hip-Hop In NZ 55:18 - Australian Hip-Hop/World Domination 56:50 - Organik Approaching NZ Battle Rappers Would Need To Be Justified 59:03 - Oxymirron Battles Numbers 59:32 - Opportunities For NZ Battle Rappers/Battle Scenes Coming And Going 1:01:58 - Battle Rap Likes Drama/Real Deal Hates The Drama 1:04:25 - Real Deal Couldn’t Get Battles Because He Was To Good/Politics Behind The Scenes 1:08:35 - Battlers Real Deal Wants To Battle 1:10:19 - Real Deal Wants To Battle Overseas More 1:11:23 - KOTD Contractual Obligation/Perks Of Being Champ 1:14:07 - Organiks Point Of View/ 1:16:00 - Disaster Competing Overseas/Different Leagues Hand Business Different 1:17:53 - Real Deal’s Son Does Impressions 1:20:00 - Real Deals Son ’Trevor Weller’ Social Media To Follow 1:20:50 - Real Deal’s Social Media To Follow | |||
09 Jan 2020 | #30 - Dilz Interview (Hip-Hop, Tom Francis, Sydney, Australia, Scribe, Hopsin, Social Media etc.) | 01:07:25 | |
Dilz is a well known hip hop artist in NZ and Australia. He got national media coverage for his legal battle with New Zealander of the year runner up Tom Francis over a music dispute. Dilz has worked with prolific artists such as J Williams and Scribe. SOCIAL MEDIA Instagram - dilzmusic Facebook - Dilz Snapchat - Dilz
TIMESTAMPS
00:29 - How Dilz Got Into Hip-Hop 01:00 - How Dilz Got His Style 02:20 - Balancing Underground With Mainstream 03:30 - Dilz Doing Conscious Rap 04:22 - Sydney/ Sydney Fires 05:37 - Difference Between Australia And NZ 07:04 - Tom Francis Story 09:22 - Tom Francis Court Case/Going Public With The Story 10:23 - Tom Francis Has Lost Respect In Hip-Hop/Fake Persona 11:03 - Seeing Through A Rappers Lies/Tom Fucking People Over 13:45 - Tom Francis Career Is Over/Dilz Isn’t Doing A Publicity Stunt 14:40 - Tom Francis Paying For Snoop Dogg Feature 15:23 - Performing With Scribe & Sid Diamond 16:33 - Scribe 17:40 - Kiwi Talkz Would Be A Good Platform For Scribe/Media Exposure 19:54 - How Dillz Connected With J Williams 22:13 - J Williams On Magic Mike Tour 22:52 - Palmerston North 23:33 - Upper North Island Gigs 24:39 - Battle Rap/Reluctancy To Battle/Freestyling 26:04 - How Dilz Brain Works 26:51 - How Long It Takes Dilz To Write A Song 27:24 - Collaborating With Artists Who Aren’t Motivated 28:11 - Wait On You Story/ Love Drunk 29:28 - David Dallas/Eminem Rapture Tour 2014 31:00 - Touring Overseas/National Tour//Zerofux 33:35 - Dillz Has Decided To Stay In NZ For Now 34:00 - Australia Has Better Housing, Money & Public Transport 35:45 - Public Transport In Australia Is Accessible/Earning More Money In Aus 37:13 - Why Dilz Chose Sydney Over Melbourne 38:23 - Metamorphosis 39:06 - Shooting A Music Video Of Yourself 39:44 - Shooting Music Videos Off A Phone/Dilz Photo Crew 41:05 - Photoshoots 43:17 - Ryan Lovins/Dilz Working With PHD 44:48 - Hopsin 46:03 - Ill Mind Of Hopsin 5/Hopsin’s Extremes 47:32 - Balancing Work, Music & Family 50:30 - Sleep/Commuting/Having More Time 52:14 - Dilz Gives Props To Kiwi Talkz 53:05 - Reece Breaks Down His Process On Kiwi Talkz 54:44 - Throwing In The Towel/How Reece Chooses His Guest And Preps 57:09 - Dilz Apologises For Not Having His Verse Fully Prepped 57:24 - How To Contact Dilz 57:56 - People Watching But Not Subscribing/Social Media Algorithm 59:55 - Setting Money Aside For Marketing/Youtube Analytics/Buying Views & Likes 1:04:59 - Twitter 1:05:46 - Dilz Spits A Verse | |||
28 May 2022 | #137 - Eric Kozlowsky Interview (Tropical Freeze, Retro Studios, Art, Metroid Dread, Graphics, Layoffs etc.) | 00:57:22 | |
Eric Kozlowsky is an artist who has worked at multiple game studios and is most well known for his short but important tenure at Retro Studios on Donkey Kong Country Tropical Freeze. He is currently Art Director at Fuzzybot.
SOCIAL MEDIA TWITTER -@vonkoz INSTAGRAM - @von_koz ARTSTATION - https://www.artstation.com/vonkoz WEBSITE - https://www.landofkoz.com/
#tropicalfreeze #nintendo #retrostudios
TIMESTAMPS 00:00 - Intro 01:00 - Deadlines/Crunch 03:30 - Early Days At Retro Studios 06:00 - Working On Mangroves For Tropical Freeze 07:40 - Intimidation Factor/Camaraderie At Retro 09:20 - Eric’s Collaboration With Ted Anderson On Donkey Kong Country Tropical Freeze 12:31 - Eric’s Work On Windmill Hills 14:55 - Working On Rodent Ruckus 15:46 - Crunch At The End Of Tropical Freeze/Meltdown Mayhem/Destructive Terrain 17:29 - Working With Tanabe 19:40 - Tropical Freeze Levels Being Worked On Out Of Sync/Creating & Working With A Kit 23:59 - Learning From Your Peers/Nintendo Doesn’t Let You Share RAW Files 27:00 - Why Eric Left Retro Studios 29:10 - Eric Is Gutted He Isn’t Working On Metroid Prime 4/Eric Wasn’t A DK Fan Until Working On Tropical Freeze 30:40 - Eric’s Thoughts On Metroid Dread/Super Metroid 33:40 - Pacing In Games/Artist’s Should Understand Basic Design 34:40 - Layoffs In The Industry/Why Eric Moved From Studio To Studio 38:18 - Fans Starting False Rumours When Eric Started At Retro/Being Adaptable 39:30 - Retro Studios Staff Laughing At Stupid Rumours/Wrong Expectations Affected Tropical Freeze 40:30 - Differences Between Stylised & Realistic Graphics 45:00 - Eric Struggles To Stay Up With With Technology/Tunic/Having A Critical Eye 46:50 - Eric Tries To Be Broader Than Just Games/Looking At The Source 48:54 - Catch The Essence But Not Have Direct Influences/Link’s Awakening Rip Off Indie Game 50:40 - Trying To Stay Up With Artists He Mentors/Some Artists Shouldn’t Be Directors 52:40 - Keep Your Skills Sharp As An Artist/Having Tunnel Vision With Art Sometimes 55:00 - Where To Follow Eric Kozlowsky 55:57 - Eric’s Book Arma | |||
03 Oct 2020 | #62 - Craig Hall Interview (Acting, Auditions, Anthony Hopkins, World's Fastest Indian, Ad-libbing, Accents, Scripts etc.) | 01:04:34 | |
Craig Hall is a well known NZ actor who has been a plethora of TV Shows (A Place To Call Home, Outrageous Fortune etc.) and Films (World's Fastest Indian, King Kong.)
SOCIAL MEDIA Instagram - @craigalanhall
TIMESTAMPS
00:55 - How Covid Has Affected Craig’s Work 01:55 - Working Between Australia & New Zealand 02:57 - Craig & Sara Wiseman Working On The Same Projects 04:21 - A Place To Call Home Time Period 05:05 - Differences Between Television & Film 07:40 - Waiting For The Next Project 09:06 - Being Prepared For An Audition 10:30 - Not Hearing Back After An Audition 11:59 - Chasing A Role 13:28 - How Craig Got Role In Worlds Fastest Indian/King Kong 18:19 - Work On World’s Fastest Indian 19:19 - Working With Anthony Hopkins 22:38 - Ad Libbing Vs Following The Script 24:10 - Thinking A Time He Was Amazing Then Sees His Performance And Thinks Its Terrible 25:50 - Over Analysing Performance 27:30 - Following The Script On A Place To Call Home/Throwing Off Other Actors 29:25 - Working With Taika Waititi 30:36 - Working With Peter Jackson On Lord Of The Rings & King Kong 33:40 - Constantly Screwing Up The Same Scene 34:36 - Not Being In Avatar/James Cameron Being An Advocate For NZ 35:50 - NZ Crews Vs American Crews 36:25 - Not Much Difference Between NZ & Australian Crews 37:33 - Learning The Australian Accent 39:36 - Taking The Piss Out Of The Australian Accent 40:50 - Accent Randomly Coming Out 42:29 - Learning Accents Under Time Constraints 44:19 - Accents/Key Accents Actors Should Learn 47:07 - Film Companies Pay For Actors Living Expenses Well On Project 49:34 - Low Budget Productions You May Need To Find Your Own Accomodation 50:57 - Networking And Being Linked Up With Friends During Certain Projects 51:57 - Learning Lines Well Driving 52:43 - Memorising Scripts 55:12 - Memorising Script Under Strict Time Conditions 59:06 - Motion Capture & Green Screen 1:01:51 - Reece Explains Virtual Sets 01:03:15 - Where To Follow Craig Hall | |||
26 Oct 2022 | #142 - Matt T. Wood Interview (Half Life 2, Portal 2, CS:GO, Valve, Little Kitty Big City etc.) | 00:58:46 | |
Matt T. Wood is a video game developer who is best known for his tenure working at Valve on some of its most prestigious franchises, he is currently working on his own indie open-world title Little Kitty Big City. #csgo #halflife #portal2 SOCIAL MEDIA TWITTER - @matttwood
Timestamps 00:00 - Intro/Matt Being A Common Name 02:10 - Matt Doesnt Like Cellphones 04:40 - Choreography/Scripted Scenes In Half Life 2 07:30 - Crafting Out The Scripted Sequences 08:50 - Episode 2 Scenes/Most Challenging Scenes To Choreograph 13:30 - Privilege Of Working On Half Life 2/Working At Valve 15:00 - Interactions With Gabe Newell 16:00 - Working On Portal 2 Co-Op 19:20 - Co-Op Team Never Referred To The Campaign Well Designing It 21:17 - Mapping Out Designs On The Whiteboard 24:00 - Balancing The Difficulty Of A Puzzle/Puzzles In Portal 2 Co-Op 28:45 - How Counter Strike:Go Came About 31:40 - Evolution Of First Person Shooters/FPS Influences On CS:GO 37:30 - Borrowing Game Ideas Subconsciously 41:40 - How Little Kitty Big City Game Idea Came About 46:30 - Little Kitty Big City Will Be Open World 48:20.- Open World Influences 49:28 - Zelda: Breath Of The Wild Is Influencing Little Kitty Big City 50:35 - How Matt Finds Time To Play Games Despite Not Having Time 53:15 - Matt Is Overly Motivated And A Workaholic 54:40 - Matt Cant Shut His Brain Off And Always Having Ideas/Sleeping 57:20 - Where To Follow Matt & Little Kitty Big City | |||
23 Nov 2020 | #69 - Graeme Norgate Interview (Goldeneye, Killer Instinct, Timesplitters, Film, Rare, Mick Gordon etc.) | 01:06:21 | |
Graeme Norgate was a former composer at video game company Rare. He is most well known for composing for a majority of Rare games such as Goldeneye, Killer Instinct & Blast Corps. He is also the main composer of Timesplitters. SOCIAL MEDIA Facebook - Graeme Norgate TIMESTAMPS
00:00 - Intro 00:15 - Graeme Norgate’s Setup 01:11 - Evolution Of How Graemes Composing 03:20 - How Graeme Ended Up At Rare 07:00 - How Composers At Rare Were Picked To Compose Games 10:25 - Graemes Way Of Working At Rare 12:29 - Goldeneye’s Music/Bond Theme 13:37 - Egyptian Temple Theme 14:56 - How Graeme Composers 16:02 - Goldeneye Pipe Sound 18:43 - Composing For Killer Instinct 25:45 - Mick Gordons Killer Instinct Soundtrack 26:52 - Relationship With Robin Beanland 28:06 - Good Camaraderie With All The Other Rare Composers/Robin Helping Graeme 30:32 - Composing Timesplitters/Perfect Dark 35:26 - Audio Director At Crytek/What Is An Audio Director 38:39 - Graeme Is Currently Working On Mobile Games 40:56 - Graeme Doesn’t Work To A Routine & Doesn’t Know His Method Of Composing 43:44 - Writers Block 45:28 - Rare Staff Not Knowing How Well They Were Regarded 47:50 - Graeme Wasn’t Approached For Killer Instinct (2013)/ 49:25 - Music Becoming Dated 50:16 - Mick Gordon 51:22 - Travelling To Research Music Not Possible In The Olden Days 52:55 - Graeme Doesn’t Want To Work On Film 55:35 - Game Music Is Diverse/Game Music Has Faster Turnaround 58:03 - TV & Film Industry Is Cut Throat/Differences Between Game & TV Music 1:00:15 - Gaming Is Only Increasing/Older Generation Don’t Understand Gaming 1:01:41 - Grant Kirkhope/Its Who You Know Not What You Know 1:05:03 - Where To Follow Graeme Norgate | |||
24 Feb 2021 | #82 - Fit Nit Interview (Fitness, Nutrition, Muscle Mass, India, Mental Health, Immigration etc.) | 00:48:22 | |
Fit With Nit aka Nita is New Zealand's biggest Indian Fitness Influencer. When she first moved to NZ she suffered from depression due to the culture shock but went onto become a fitness instructor and a big social media sensation
SOCIAL MEDIA Instagram - @FitWithNit Facebook - Fit With Nit
TIMESTAMPS
00:00 - Intro 00:42 - Why Nita Migrated To New Zealand 02:17 - Difficulties Of Adjusting To New Zealand Culture/Depression 05:06 - Being Unable To Adjust Back To Indian Culture After Living In NZ 05:54 - How Nita Got Into Fitness & Became A Personal Trainer 11:43 - Nita’s Family Didn’t Know What A Fitness Instructor Was 13:00 - Mistakes People Make When They Get Into Fitness/Nutrition 15:35 - Muscle Mass Is Important 17:15 - Making Meals Plan Around Lifestyle 18:35 - Nita’s Fitness Regime/Structure 20:50 - Duration Of Nita’s Workouts/Rest Cycle 22:22 - Nita Likes Training By Herself 23:16 - Nita Goes To Other Gyms Where She Doesn’t Get Recognised 24:12 - Nita’s Meal Plan 26:36 - Nita’s Supplements & Water Intake 28:31 - Same Approach To Lose & Gain Weight With Approach To Calories 30:03 - Nita’s Guilty Pleasure Is Coffee 31:14 - What You Eat Affects Your Mental Health/Gut Problems 33:45 - Nita’s Diet Changed Dramatically After Moving To NZ/Diet In India 35:30 - How Nita Got Big On Social Media 36:30 - Indian Community In NZ Know Who Nita Is 37:34 - Meeting Jacinda Ardern 38:10 - Differences Between NZ & Indian Culture 39:10 - Advice For New Immigrants 40:40 - How Nita Motivates Herself When She Is Feeling Down 42:27 - Nita Feels Kiwis Need To Be More Open With Feelings 44:46 - Nita Loves Travelling/Queenstown 45:46 - Nita Will Launch A Youtube Page Soon 46:25 - Where To Follow Nita/Fit With Nit 47:04 - Nita Isn’t To Familiar With Herbal Medicine | |||
01 Dec 2020 | #71 - Jed Brophy Interview (Acting, LOTR, The Hobbit, iFit, Fitness, Prosthetics, Housing, District 9 etc.) | 01:07:41 | |
Jed Brophy is a great Kiwi actor who is most well known for working on a majority of Peter Jacksons films, most prominently multiple orcs in Lord Of The Rings and the Dwarf Nori in The Hobbit Trilogy. SOCIAL MEDIA Website - https://www.jedbrophy.nz Twitter - @BrophyJed Instagram - @jedibrophy
TIMESTAMPS
00:00 - Intro 00:24 - How Jed Got The Jedi Name 00:57 - Jed Is Open To Being In Star Wars 01:36 - Agent In America/How The American System Works 02:46 - Jed Doesn’t Like L.A./Jed Believes NZ Is Amazing 04:10 - Jed’s Mental Health Takes A Downturn From Big Cities 05:09 - Jed Contemplated Living In Vancouver 05:35 - How Jed Became Peter Jackson’s Go To Actor/Peter Jackson’s Direction 08:10 - Playing Orc’s In LOTR 08:40 - Prosthetic Work/Jed Tells LOTR Prosthetic Work Story 11:27 - Different Voices For The Orcs/Fangorn Forest Story 13:40 - Shooting Differences Between LOTR & The Hobbit/Green Screen 15:41 - Sketches & Miniatures To Help Actors/Rohan Set/VFX 17:06 - Jed Interviewed Peter Jackson About Post Production 18:23 - Motion Capture 19:18 - Steven Spielberg Directing Tin Tin Via Satellite 20:08 - NZ Needs To Invest More In Technology/Film Industry Works Together In NZ 21:20 - Avatar 2/James Cameron/James & Peter Are Geniuses 22:13 - Jed’s Work On District 9 24:15 - Adlibbing On The Hobbit/Martin Freeman Loved Adlibbing 25:44 - Effort To Make Cast & Crew Bond During LOTR & The Hobbit 27:09 - iFit Job/Graham McTavish/New Zealands Beauty 29:25 - NZ Becoming Polluted/Underfunded Infrastructure 31:20 - NZ Should Fine People For Littering/Educating People 32:30 - Kiwis Not Appreciating New Zealand 33:01 - Film Crews On LOTR Made Conscious Effort To Protect Environment 33:58 - Jed’s Favourite Place To Visit In NZ 34:47 - Jed’s Fitness/Jed Lost Roles For Being To Fit/Competition 37:17 - Voice Acting Work/Mimicking Getting Jed Into Trouble 39:47 - Jed Doesn’t Rate Himself/What Jed Did During Lockdown 41:08 - Stand Up Comedy 42:00 - Positive Effects Of Covid-19/This Generation Suffering 43:30 - Problems Within NZ/Problems With Solving Housing 47:00 - Educating With Film 48:31 - Shooting Films Now On A Phone 49:44 - Staying Up Technology/Younger People Knowing Tech 50:39 - NZ Doesn’t Have A Mobile Film Festival/Film Commission Behind The Times 53:10 - Making The Film Commission Understand Shooting On Mobile Phones/Mobile Phone Films 57:19 - Warner Bros Interfered With The Hobbit 1:00:05 - Horse Gallop Scenes In LOTR 1:01:00 - LOTR Is Synonymous With NZ/Tourism From LOTR 1:02:30 - NZ’s Landscapes 1:03:44 - Martin Freeman Was Annoyed By NZ’s Beauty 1:04:19 - The Beauty Of NZ Is Unparalleled/Glenorchy 1:05:05 - NZ Offers Amazing Beauty In Close Proximity 1:06:41 - Where To Follow Jed Brophy On Social Media | |||
19 Sep 2021 | #107 - Associate Prof. Jan Elridge Interview (Astrophysics, The Sun, Mars, Gamma Ray Bursts, Satellites, Black Holes etc. ) | 01:01:13 | |
Associate Professor Jan Elridge is an astrophysicist at the University Of Auckland her main research is on the life and death of stars. SOCIAL MEDIA TWITTER - @astro_jje *DISCLAIMER* Apologies for Jan's audio, not much I could do about it as it wasn't the greatest on her end. #astrophysics #blackholes #gammarays
TIMESTAMPS 00:00 - Intro 00:42 - Studying Astrophysics And Still Barely Knowing Anything About It 01:11 - Studying The Stars/Gravitational Waves 03:27 - One Thing Causing An Entire Programme Model To Be Off 04:30 - Supernovae/Black Hole Dimensions 06:00 - How BPASS Programme Works 08:06 - How Long It Takes To Make A Model 10:45 - Films Portrayals Of Space/Black Holes 13:32 - Jan Is A Fan Of Sci-Fi/Dr WHO/Astronomer Debates 16:25 - Structures Of Stars 19:25 - The Sun 20:04 - What Would Happen If The Sun Disappeared 21:30 - How To Survive On Earth If The Sun Disappeared 22:51 - Gamma Ray Bursts/How They Were Discovered 27:48 - The Area A Gamma Ray Explosion Would Cause 31:10 - Shooting Stars Aren’t Shooting Stars/History 33:26 - Why Shooting Stars Haven’t Been Corrected To Be Shooting Meteorites 35:13 - Astronomy Leads To Philosophical & Ethical Questions 37:04 - Where Do We Come From 38:03 - The Flaws In Elon Musk’s MARS Mission 41:34 - Space Is Hostile/It Would Be Better To Go To The Moon First 42:50 - Films That Are Accurate In Dictating MARS 44:30 - The Chance Of Satellites Being Destroyed From A Chain Reaction 46:37 - Bringing Space Junk Down To Earth To Burn Up In The Atmosphere 48:38 - Beaming Light From Space Satellites To Earth/Why We Use Cables 50:54 - A Difference Between Theorists And Observers 53:44 - Professional Amateur Astronomers/Theorists& Observers Collaborating 57:10 - How To Rebuttal A Flat Earth Theorist 59:43 - Where To Follow Jan Elridge | |||
18 Nov 2022 | #144 - Jack Mathews Interview - Metroid Prime 20th Anniversary (Crunch, A.I., Fetch Quests, Bosses, Speed Booster, Reflections, First Person ) | 01:16:07 | |
To celebrate the 20th anniversary of Metroid Prime, Lead Technical Engineer on the Metroid Prime Trilogy, Jack Mathews returns to the show talk all about the behind the scenes development of the game. #metroidprime #metroid #nintendo
You can watch our previous podcast here
TIMESTAMPS 00:00 - Intro 00:47 - How Often Super Metroid Was Referred To During Development 02:20 - A.I Systems/Beetle In Chozo Ruins 05:45 - Chozo Ruins Was The First Area Worked On 06:44 - Mirror Plate In Chozo Ruins 07:45 - Finding Ways To Show Samus’ Reflection In First Person 09:00 - Reflections Causing Frame Rate Issues 10:40 - Third Person Vs First Person Optimisation 11:20 - Why Speed Booster/Shinespark Isnt In The Prime Games/Motion Sickness 16:20 - Limitations On The Space Jump & Screw Attack 19:34 - Andy O’Neil’s Contributions 24:00 - Crunch On Prime 1/Retro Studios Old Studio 27:25 - Whata Burger Story/Debugging During Crunch 29:38 - Bug In The Pause Screen Story 30:00 - Elevator Glitch Story 36:30 - Wanting The Metroids To Be More Dangerous In The Prime Games 39:11 - Writing And Story Of Prime Games/Video Game Writing Problems 43:00 - Environmental Story Telling Of Prime 1 & Super Metroid 44:20 - Why The Fetch Quests Were Implemented 46:00 - Prime 1’s Pacing 47:20 - Why Kraid Was Cut/Omega Pirate Scripting 50:30 - Parasite Queen 52:00 - Flaaghra 54:10 - Thardus/Meta-Ridley 55:20 - Metroid Prime Battle 56:20 - Bosses Of Prime 2/Development Problems Of Prime 2 57:20 - Difficulty Vs Stressfulness To The Player/Prime 2 Examples 1:01:00 - Difficulty Of Light Bubbles In Prime 2 1:02:00 - Prime 4 Will Not Be Metroids Breath Of The Wild Moment 1:05:00 - Fans Having Unrealistic Expectations 1:07:00 - Jack Misses Working For Nintendo/Prime 4 Wishes 1:08:26 - Metroid Prime HD Rumors/Game Rumors 1:10:50 - Kiwi Thanks Jack & Devs As Metroid Prime Helped Him Cope With His Mother’s Death 1:12:00 - Jack & Kiwi Reflect On Feeling Old & Prime 1 1:13:20 - QOL Improvements Jack Would Want For Prime 1 HD 1:14:50 - Elevator Between Phendrana Drifts & Tallon IV Overworld Wasnt Considered 1:15:40 - During Development The Devs Were Constantly Worried Prime 1 Would Be Too Short | |||
10 Feb 2021 | #80 - Jack Wall Interview (Call Of Duty, Mass Effect, Orchestra, John Williams, Film, Royalties etc.) | 00:55:27 | |
Jack Wall is a video game/film/television composer he is mostly known for composing for a majority of the games in the Call Of Duty, Mass Effect and Myst franchises. SOCIAL MEDIA WEBSITE - www.jackwall.net TWITTER - @jackwallmusic INSTAGRAM - @jackwallmusic FACEBOOK - https://www.facebook.com/jackwallmusic/
TIMESTAMPS
00:00 - Intro 00:36- Jack Walls Music Evolution/Process Of Writing 03:42 - How Jack Comes Up With An Idea 05:55 - Jack Walls Process Of Composing Mass Effect 1 & 2 07:19 - Implementation Of Music ME1 Different From Jack’s Intention 09:10 - The Reason Jack Didn’t Return To Score Mass Effect 3 10:29 - Scoring Various Call Of Duty Games 12:33 - Working Under Deadlines 13:33 - Jack Doesn’t Get Writers Block 14:55 - Why Jack Prefers Live Orchestra Vs Synthetic Orchestra 17:00 - Game Publishing Covering Live Orchestra 18:05 - Jack Has A Team To Help Write Orchestra Notations 19:45 - Why Jack Left Civil Engineering To Do Music Full Time 22:20 - How Jack Got Work In The Music Industry 27:27 - Jack Didn’t Play Many Games Before Composing For Video Games/Myst 29:08 - Jack Wouldn’t Want To Compose In The Older Days 30:40 - Jack Doesn’t Have A Favourite OST That He’s Worked On 31:20 - Jack Doesn’t Aspire To Work On Any Particular Franchise 32:54 - Lost Planet 3 33:50 - John Williams/Meeting John Williams 36:12 - Jack Loves Having Anonymity/Being Respected By His Peers 38:00 - Jack’s Career Has Always Been Steady/ 38:47 - Getting Burned Out/Composing In Portugal Due To Covid 40:00 - How Jack Prevents Himself From Getting Burned Out/Travelling 41:29 - Getting Royalties/Jack’s Music In The Olympics 44:22 - Freedom To Compose/Being Hired For Collaboration 47:50 - Jack Wants To Be Challenged With Music/Not Having A Signature Sound 50:20 - Its Hard To Be Hired For Composing For Film/Jack Prefers Scoring Games 52:06 - Difference Between Composing For Television & Film Vs Video Games 54:04 - Where To Follow Jack Wall On Social Media
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02 Apr 2022 | #131 - Stephen Hunter Interview (The Hobbit, Acting, Peter Jackson, Coaching, Voice Acting, Video Games etc.) | 00:56:30 | |
Stephen Hunter is an actor, radio host, voice over artist, and acting coach. He is most well known for playing Bombur in The Hobbit.
SOCIAL MEDIA YOUTUBE - @Stephen Hunter TWITTER - @StephenJHunter1 WEBSITE - https://www.stephen-hunter.com/
#thehobbit #peterjackson #actingcoach
TIMESTAMPS 00:00 - Intro 01:07 - Stephen’s Bombur Shirt/Stephen’s Office Of Memorabilia 02:50 - Stephen Doesn’t Get The Luxury Of Choosing Roles/Sydney Floods 04:29 - How Stephen Got A Role In The Hobbit 10:17 - Colour Audition Rounds Of Hobbit 10:48 - Having No Dialogue As Bomber/Physical Acting 13:02 - Being Intimidated By The Scale Of The Hobbit At First 15:00 - Committing To The Role By Eating 16:25 - Shooting The Bag End Scenes/Different Stages They Had Sets 19:03 - Barrel Riding Scene 20:42 - The Bomber Costume 24:05 - Peter Jackson’s Direction 26:24 - Goblin Cave Story/Practical Jokes 28:20 - Running From Beorn Scene 31:30 - Biggest Mistakes Actors Make 34:00 - Hollywood Creates Delusions In Actors/Advice For Actors 38:38 - Voice Acting Opportunities/Audio Plugins 41:16 - Video Game Voice Acting Doesnt Pay Well In Australia /Naughty Dog 43:09 - Online Voice Agencies/Audio Equipment Is Cheap/Recording Booths 45:40 - Stephen Is An Audio Engineer 47:00 - Actors Creating A Constant Income/Don’t Rely On One Industry For Survival 50:00 - Why Stephen Didn’t Move To America/American Visas 50:55 - Australian Actors Making It Big In America 51:26 - Stephen Worked With Chris Hemsworth Before He Blew Up 51:55 - Australia & NZ Film Studios 54:00 - How To Sign Up To Stephen’s Acting Coach Course | |||
08 Dec 2020 | #72 - Bill Geradts Interview (Armageddon Expo, Celebrity Guests, Business, Venues etc.) | 00:56:40 | |
The Armageddon Expo is NZ's biggest Multi-Genre Entertainment/Comic Book Convention and has been running for over 20 years. Bill Geradts is the founder of the expo. SOCIAL MEDIA WEBSITE - https://www.armageddonexpo.com/ FACEBOOK - https://www.facebook.com/Armageddonexpo TWITTER - @Armageddonexpo INSTAGRAM - @Armageddonexpo
TIMESTAMPS
00:00 - Intro 00:25 - How Armageddon Expo Was Created 01:50 - Bill Is Surprised By How Big Armageddon Became/Contemplating Retirement 04:34 - Why There Aren’t More Conventions/Armageddon Isn’t A Corporate Company 07:29 - Regional Shows Vs Auckland Shows/Negative Comments 09:07 - How Bill Decides Guest List 10:20 - How Covid Changed How Armageddon Was Planned/Positives From Covid 13:45 - Things To Consider For Guests At Armageddon 2021 14:44 - Accomodation For Celebrities Guests 15:33 - Corporate Companies Prevented Proper Showings This Year 16:34 - Cons Of Singular Events/Armageddons Expo Advantage Of Diversity 20:01 - Armageddon Foot Traffic Annually 20:55 - How Long It Takes To Organise Auckland Armageddon Expo 22:20 - Bill’s Daily Schedule/Holidays 24:02 - Bill Is Inspired By Other Conventions Overseas/Comic Con 25:25 - Bill Cuts Off Trolls On Social Media/Fans Don’t Appreciate Jeopardising Business 27:02 - Dunedin Armageddon Expo Didn’t Make Money/Bad Press In Dunedin 28:34 - Armageddon Expo Wouldn’t Have Survived Without Wage Subsidy 29:35 - Armageddon Barely Breaks Even 30:29 - Balancing Business Vs Accomodating Fans 30:58 - Guests Bill Hasn’t Managed To Get Yet For The Expo 31:36 - Getting NZ Based Guests Is Difficult/Peter Jackson/Agents Are Difficult 33:40 - Cost Of Bringing Guests Over 35:07 - Certain Agents Are Difficult 36:51 - NZ Is Not Unique For Actors 37:28 - Armageddon Expo Is Limited By Small Venues In NZ 39:35 - Bill Could Get More Celebrities If Venues Were Bigger/Exploring VR 41:20 - Corporates Entirely Revolve Around America 42:04 - On Investors Buying Armageddon 42:40 - 2020 Has Been A Stressful Year For Bill 44:01 - No One Else Could Start A Convention Like Armageddon 44:56 - Armageddon Expo Usually Runs Very Well/Last Minute Problems 46:49 - Sponsors 47:53 - Bill Delegates A Lot Of Work 49:53 - How Bill Stays Up With Whats Going On 53:50 - Blocking Out Negativity/2021 55:08 - Where To Follow Armageddon Expo On Social Media | |||
16 Oct 2020 | #64 - Grant Kirkhope Interview (Banjo Kazooie, Goldeneye, Donkey Kong, Nintendo, Rare, Film, L.A., Super Mario Movie etc.) | 01:00:27 | |
Grant Kirkhope is widely regarded as one of the greatest video game composers of all time for his work on such games as Banjo Kazooie, Donkey Kong 64, Goldeneye & Perfect Dark. He recently became the first western composer to work with Nintendo on Super Smash Bros Ultimate & Mario + Rabbids SOCIAL MEDIA Twitter - @grantkirkhope Instagram - @grantkirkhopecomposer Facebook - GrantKirkhopeComposer LinkedIn - https://www.linkedin.com/in/grantkirk... Goldeneye OST https://www.youtube.com/watch?v=1oL7V... Perfect Dark OST https://www.youtube.com/watch?v=X3jID... Banjo Kazooie OST https://www.youtube.com/watch?v=dQNAV... Donkey Kong 64 OST https://www.youtube.com/watch?v=n9hUx... Kingdoms Of Amalur Reckoning https://www.youtube.com/watch?v=68VE8... Mario + Rabbids OST https://www.youtube.com/watch?v=OOGgI...
TIMESTAMPS 00:00 - Intro About Technical Issues 01:05 - Crazy Times/American Elections 01:32 - Green Card/How Long Grant Has Been In America 02:17 - Indie Films Grant Has Been Working 03:10 - Agents/Struggles Of Breaking Into The Film Industry 04:55 - Game Composers Looked Down Upon Compared To Film Composers 05:33 - Only Way To Get Film Composing Roles Is Through The Director/Fierce Competition For Film Composers 07:00 - Younger Directors Have Played Video Games So More Of A Chance Of Them Knowing Grant 08:26 - Films Not Having Memorable Tunes These Days/Games Now Having Music Cinematic Sequences 10:24 - Grant’s Process Of Composing 11:52 - Grant’s Work On Goldeneye 007/How He Composed For Goldeneye 007 14:41 - Grant Only Got Small Notes About Levels He Was Composing For 15:10 - Grant Got A Few Visuals For Banjo, Donkey Kong & Perfect Dark/Approach To Composing For Them 17:07 - Spiral Mountain/ Treasure Trove Cove/Mumbo’s Mountain 18:50 - Grant Didn’t Get Told Much To Rewrite Tunes At Rare 20:22 - Working With Nintendo For Smash Bros Banjo Arrangement/Banjo Kazooie Smash Bros Trailer 23:50 - Grant Is The First Western Composer To Work On Mario & Smash Bros 24:35 - Grant Has Better Communication With Nintendo Now 24:43 - Reece Thinks Grant Could Compose For Metroid Based On Perfect Dark OST 25:22 - To Be Employable You Have To Diversify As A Musician 26:09 - Working For A Company Vs Freelancing/Living In L.A. 28:05 - Grant Is Good With Money 28:55 - Grant Works Well Under Pressure/Grant Doesn’t Get Writers Block 31:05 - Grant Doesn’t Toss Away Work/Learning To Do What Your Told By Your Boss On Rewriting Tunes 33:30 - Employment Laws In UK Vs America 34:25 - Grants Friends Losing Jobs For Arguing With A Creative Director/Creative People Are Sensitive 35:45 - Genres Grant Is Not Good At Composing/How He Researches New Genres 37:10 - Instruments Grant Can Play/Working With Midi & Live Orchestras 40:05 - Donkey Kong 64 Rap 44:17 - Competitiveness With Dav | |||
05 Feb 2022 | #123 - Gavin Price Interview (Playtonic Games, Rare, QA Testing, Yooka Laylee, Management etc.) | 00:58:12 | |
Gavin Price was previously employed at Rare for over 15 years and started off as Quality Assurance Tester before moving into game development. He has now cofounded Playtonic Games and overseen the Yooka Laylee games. #rare #yookalaylee #donkeykong
TIMESTAMPS
00:00 - Intro 01:07 - Staying At Rare For So Long 01:51 - Doing Quality Assurance And What It Entailed At Rare 04:00 - How Gavin Ended Up Working For Rare 05:45 - Common Bugs Found In Game Testing 07:30 - Mickey’s Racing Was Bug Free 08:13 - Seriousness Of Testing & Shipping A Game/Crystal Caverns Bug 09:44 - Process In Development When Testing Starts 10:29 - Game Release Schedule At Rare In Early Days 12:13 - Competitiveness Of Rare 12:48 - How Rare Changed When Microsoft Bought It 14:10 - Gavin Was A Little Overwhelmed When Moving From QA To Development 16:13 - The Stampers Game Process Vs Microsofts Game Game Process 18:50 - Why Gavin Founded Playtonic Games/Rare Redundancies 22:11 - Pitching Playtonic To His Colleagues 23:54 - Kickstarter Campaign Catching Gavin Offguard/Early Days Of Playtonic 27:45 - Developing Yooka Laylee With The Hype Surrounding It 29:01 - Hindsight Of Yooka Laylee/Naevity Of Business 31:45 - Performance Was The Challenge Of Yooka Laylee 33:08 - Camera & Bosses Were The Hardest Parts To Develop For With Yooka Laylee 34:34 - Difficulty Spikes & Developing For That 36:24 - In The Early Days Playtonic Didn’t Have Enough Time To Research Before Starting Development 37:46 - Mario Odyssey/Accessibility/Quick Resume Modes 41:27 - Challenges Of Developing An Exclusive Game Vs Multi Platform 42:50 - Game Growth/Competition/Quality Bar 44:05 - Digital Games/New Game Business Models 45:05 - Distribution/Being Ahead Of The Curve 47:26 - Staying Up With Technology/Responsibility Of Employees Livelihoods 49:08 - Unpopularity Of Certain Management Decisions/Hierarchy System Of Playtonic 51:45 - Methods Of Avoiding Crunch 53:03 - Playtonic Wants To Make A Lot More Genres Of Games/Improving On Rare’s Legacy 54:40 - Yooka Laylee In Smash Bros Needs To Be Earned 55:55 - Where To Follow Playtonic Games/Future Endeavours For Playtonic | |||
19 Jun 2020 | #46 - Greg Johnston Interview (Manta5, Business, Startups, Entrepreneurs, Travelling, Vegetarian, Peter Beck etc. ) | 00:58:15 | |
Greg Johnston is the former CEO of startup company that launched the innovative tech MANTA5 SOCIAL MEDIA Website - https://nz.manta5.com Facebook - https://www.facebook.com/Manta5NZ/ Instagram - @manta5.nz Twitter - @Manta5_NZ
TIMESTAMPS
00:40 - How Manta 5 Company Was Founded 02:13 - How Greg Ended Up At Manta 5 03:15 - The Original Manta 5 Concept And How It Evolved 04:20 - All Technology Was Created From Scratch 04:49 - Hardest Part Of Designing Manta 5 05:20 - Testing Out The Manta 5/Cutting Through Waves 07:20 - Creating A Community Around Manta 5 08:22 - Keeping The Manta 5 Secret/Getting 350 Million Views/Promotion 09:52 - Investors For Manta 5 11:04 - Entrepaneur’s Having Self Doubt 13:21 - Resigning During Covid-19/Reasons For Resigning 15:22 - Lockdown Forced Greg To Unwind & Slow Down 16:20 - Travelling To Promote Manta 5/America 17:50 - Greg Feels Very Privileged 18:54 - Getting Opportunities/Peter Beck 20:42 - Start Ups In NZ Not Getting Enough Support & Funding 22:45 - Investing In Property Over Business/Ease Of Starting A Business In NZ 24:26 - Silicon Valley Of NZ 26:58 - Staying Grounded After Massive Success 27:49 - What Greg Learned From Guy Howard-Willis 29:23 - Greg Meeting Shaq & Other Celebrities 31:20 - Consumer Electronics Show(CES) 32:38 - Being Motivated & Inspired By Intelligent People 34:07 - Greg Wants To Help Other Entrepreneurs 36:48 - India 40:24 - Mexico 41:30 - Taiwan/Reece Doesn’t Like Flying 42:22 - Jetlag From Travelling 43:03 - Why Greg Became A Vegetarian 43:45 - Reece’s Change In Diet 44:50 - Meat In NZs DNA/Meat Alternatives 46:16 - Food Intolerance/Inflammation In The Gut 48:40 - Alternatives For Food Nutrition/Greg’s Diet 50:59 - Hakarimata Trail 51:37 - Greg’s Vegetarian Restaurant Recommendations 53:07 - Drones 54:22 - Eminem Concert 55:38 - Where To Follow Manta 5 56:33 - Manta 5 Will Release Entry Level Projects At A Later Date | |||
19 Mar 2021 | #85 - Synamax Interview (Metroid Prime Samples, Sound Design, Kenji Yamamoto, Retro Studios etc.) | 01:05:58 | |
Synamax is a composer who is best known for obtaining the drums and music sample for the Metroid Prime Trilogy and has used his Youtube channel to recreate tracks from the trilogy, other Metroid games as well as breakdown the specific samples.
SOCIAL MEDIA Youtube - @SynaMax Facebook - Synamax Twitter - @Synamax Instagram - @Synamax
#metroidprime #metroid #samples
TIMESTAMPS
00:00 - Intro 00:50 - How Synamax Started The Path Of Finding Metroid Prime Trilogy Music Samples 03:38 - UNCIVILISED GROOVES Samples Are The Percussion For Metroid Prime Trilogy 04:50 - Drum Samples For Parasite Queen Track Is Played 05:35 - Very Little Editing Was Done To Original Percussion Samples For MPT 09:29 - Even Great Composers Use Samples 10:40 - Synamax Changed His Music Approach After Learning How MPT Music Crafted 13:23 - Synamax Loves Sound Design 15:14 - Synamax Reverse Engineered The MPT File Format/HEX Editing 19:34 - Writing Music In HEX Is A Massive Skill/ 22:10 - How Synamax Found The Specific Metroid Prime Music Samples 23:53 - Synamax Plays Metroid Prime Music Samples 24:40 - Agon Wastes Pad Was Slightly Modulated From Original Sample 25:35 - Working Out How A MPT Sample Is Changed Is Guess Work 27:34 - Orbit 3 Sampler Is Very Rare/Samplers Kenji Yamamoto Used 30:40 - Would Be Difficult For Synamax To Recreate The Whole MPT Soundtrack With A Day Job 33:11 - Synamax Initially Hated Being The Metroid Guy/Crowdfunding 34:01 - Worries Of Legal Ramifications With Nintendo Of Recreating MPT OST 35:00 - Approaching Retro Studios 36:19 - Tallon Overworld & Torvus Bog Use Similar Presets 39:09 - Synamax Feels Some Good Stuff On A Horizon 39:29 - Reece Relays Advice Mick Gordon Gave Him To Synamax 40:19 - Synamax’s Dream Is To Do Game Composing/Synamax’s Revelation 42:26 - Covid-19 Hasn’t Affected Synamax Work/Music Wise 44:18 - Synamax Plays Agon Wastes Theme 45:04 - Synamax Plays Frigate Orpheon Escape Bells/Shows Different Octaves Of Sample 46:51 - Synamax Plays Frigate Orpheon Melody/Torvus Bog Chords/Phendrana Pirate Labs 47:56 - Synamax Plays Phendrana Drifts Intro/Drone Ambience 49:06 - Metroid Prime Title Theme Background Melody/Ambience 50:32 - Korg MS2000/Phendrana Drifts Ice Theme 52:09 - Synwave/Whistle Sounds 54:09 - Phazon Mines Drum Track/Strings 55:46 - Synamax Found It Hard To Recreate Phazon Mines Due To The Drums/Being A Perfectionist 57:10 - Game Designers Seeing All The Flaws In There Games/Trial By Fire With New Developers 58:38 - Metroid Prime 2 Facts/Metroid Prime A Fusion Of East & West Design 1:00:46 - Metroid Is Nintendo’s Black Sheep 1:01:52 - Gamers Can Be Hyper Critical 1:02:56 - Retro Will Do Metroid Prime 4 Justice 1:03:28 - Synamax Would Love To Work On Metroid Prime 4 And Under Kenji Yamamoto 1:04:34 - Where To Find Synamax Social Media And Metroid Prime Work | |||
12 Dec 2022 | #145 - Jack Burrows Interview (Call Of Duty, Level Design, Activision, QA, Interns, Aven Colony, Metroid Prime etc. ) | 00:59:32 | |
Jack Burrows a game level designer best known for his tenure at Treyarch as a Level Designer on Call Of Duty: Blacks Ops Cold War and Call Of Duty:Warzone Season 6. Before that he did QA on Black Ops 4 and World War II.
#callofduty #callofdutymobile #callofdutyblackops
TIMESTAMPS 00:00 - Intro 00: 40 - Jack’s First Day At Activision Was Brutal 03:10 - Relatability 04:18 - QA Is A Great Way To Gain Experience/QA In The Old Days 05:30 - QA Call Of Duty: World War II/Looking For Bugs 07:27 - Testing For Different Platforms 08:27 - How Jack Moved From QA To A Level Designer 12:30 - How Jack Approaches Level Design/Call Of Duty Level Design Multiplayer Examples 14:54 - Freedom Of Call Of Duty: Warzone Level Design 15:45 - Designing Downtown & Stadium In Call Of Duty:Warzone 17:00 - Brainstorming Prototypes For Level Designs 19:23 - Destructible Terrain In The Levels 20:53 - Collaborating With The Artists 22:40 - Level Designers & Artists Reaching A Balance 23:54 - You Cant Be A Game Designer And Be Sensitive To Criticism 25:23 - College Prepared Jack For Criticism/Jack Became Brutal Of Critiquing Others Work 27:45 - Moving Into Call Of Duty: Black Ops Cold War/Ruka Map 28:41 - Making Content For The Game That Got Cut 29:39 - Content Is Usually Cut Because It Doesnt Mesh With The Final Vision 31:08 - Developers Day Dreamed How Microsoft Buying Activision Would Change The Studio 32:00 - Call Of Duty On Nintendo Consoles/Why Call Of Duty Isnt On Switch 34:00 - Why Jack Hasnt Attempted To Get Jobs At Studios For His Favourite Games(Metroid Prime, Dead Space, Bioshock etc.) 36:31 - Youre A Cog In A Machine On AAA And Need To Be A Jack Of All Trades With Indie Development 38:48 - A.I Art Generators Cant Compete With Artists On Game Development 41:10 - Training Interns At Treyarch 44:30 - Level Design Devs Dont Crunch For The Most Part At Treyarch/Imposter Syndrome 47:05- What Kills Devs Passion For Development Is The Sense Of Wonder 48:04 - Jack Thinks Its Bad That Game Devs Dont Play More Games, Its Imperative For The Craft 49:00 - Franchise Fatigue 50:00 - Family Life/How Jack Finds Time To Play Games 52:18 - Working On Aven Colony/Paul Tozour/Metroid Prime 58:01 - Where To Follow Jack 58:18 - Tyvic Stallworth | |||
25 Aug 2020 | #56 - Joel Tobeck Interview (Hollywood, Sons Of Anarchy, Lord Of The Rings, Taika Waititi, Accents, Agents etc.) | 01:09:12 | |
Joel Tobeck is a well known Kiwi Film/Television Actor who is well known for many roles in films/television (Shortland Street, Sons Of Anarchy, Lord Of The Rings, Avatar 2 etc.)
SOCIAL MEDIA Instagram - @joeltobeck
TIMESTAMPS
00:49 - Joel’s Filmography List 01:09 - How Covid-19 Affected Joel’s Work 02:22 - One Lane Bridge/Queenstown 03:34 - Travelling For Work/America/Australia 05:10 - Dialog Coach For Accents 05:39 - Sons Of Anarchy 06:50 - Critiquing Your Performance/Joel Watching His Own Work Back 08:05 - Joel Doesn’t Like The Hollywood System/NZ Film Evolution 10:40 - Joel’s Time On Lord Of The Rings 13:17 - Joel Has Always Thought NZ Was Great At Film/NZ Are Underdogs/Kiwis Are Nice 14:20 - Kiwis Are Nice/Union System In America 15:48 - Working With Taika Waititi 18:09 - Avatar 2/James Cameron 19:15 - Difference Between Blockbusters And Indie Films 20:49 - Joel Had Surreal Moments While Working On Avatar 2 22:17 - Joel Enjoys Playing A Villain/Embracing The Crazy 24:05 - Joel’s Research Process 25:23 - Emotional Scenes Are Exhausting/Channeling Dark Memories/Trusting Yourself 27:32 - Separating From The Character After Work 28:23 - Joel’s Process To Memorising Scripts 29:06 - Time Between Getting Script And Rehearsal 29:54 - American Directors Let Him Ad-lib A Lot/Joel Struggling To Ad-lib 31:08 - Ad-libbing With Taika Waititi/Honouring A Script/Umms And Aahs When Acting 33:19 - Not Knowing When Your Next Pay Cheque Is Coming Is Exciting And Terrifying 36:10 - When Joel Had No Acting Jobs He Did Construction Work/Respect For Builders 37:28 - Researching A Field For a A Role 38:07 - Celebrities Being Disconnected From The Average Joe 39:20 - Ricky Gervais’ Roasting Actors At The Golden Globes 40:24 - New Zealand Is An Amazing Place 41:17 - Getting Home Sick When Away From NZ 42:30 - Cultural Differences Between Americans And Kiwis 43:06 - Americans Not Knowing Anything About NZ 44:18 - NZ Is Growing On The International Stage/Stephen Colbert 45:20 - Film & Tourism Intertwine 46:03 - NZ Doubling For Countries And Cities 46:23 - Auckland Kumeu Studio 47:00 - Places In NZ Joel Loves To Shoot/NZ Scenery 49:19 - Countries That Joel Would Love To Shoot In 49:47 - Speaking Other Languages 50:17 - Hard Accents/Not Going Into Comical Territory With Accents 52:15 - Tips Dialog Coaches Teach With Accents 54:00 - Joel Found American Voice Overs Hard 54:45 - Voice Overs For Bunnings 55:22 - Voice Overs For Path Of Exile 56:29 - Most Roles Joel Gets Are Through His Agent/Process With Agents 58:35 - Keeping The Same Agent/Joel’s American Agent 59:57 - Ass Kissing In L.A. 1:00:41 - Living In L.A. Is Very Tough/Paranoia/Self Doubt 1:02:17 - Being Grounded/Teaching Actors 1:03:20 - Hugo Weaving 1:04:27 - Positive Experiences With Actors/Joel Encouraging An Actor On Shortland Street 1:05:18 - Encouraging Acting Students/Friendly Competitiveness With Actors 1:06:38 - Joel Tobeck’s Social Media 1:07:23 - Joel & Reece Dont Like Using Social Media/Guitar Work
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23 Oct 2021 | #112 - Clark Wen Interview (Metroid Prime, Sound Design, Kenji Yamamoto, Mixing, SFX, Game Audio etc. ) | 00:57:03 | |
Clark Wen is a sound designer who owns the sound studios Exile Sound. He has worked on game franchises such as Guitar Hero and Call Of Duty. He is most well known for being Audio Director on Metroid Prime 1 & 2. Thanks to @SynaMax for the assistance on the mixing of this episode. #metroidprime #metroid #metroidvania
SOCIAL MEDIA WEBSITE - exilesound.com TWITTER - @exile5ound
TIMESTAMPS
00:00 - Intro 01:23 - Influences On Metroid Prime’s Sound Design 05:22 - Most Of Metroid Prime’s Sound Design Was Made Via Synthesizers 06:21 - Morph Ball SFX Was Based On Magnets/Layering Sounds 08:59 - Echo Visor SFX 11:26 - Screw Attack SFX 12:15 - Clark’s Saying “Fail Often And Fail Early”/Iterations Of Refining A Sound 13:22 - Space Pirates SFX Evolution 16:47 - Metroid Prime Music Pitch Was Rock Based/Iterations Of The Prime Music 19:24 - Original Composers Retro Pitched To Nintendo/Prime Music Done In Last 3 Months Of Development 21:00 - Most Of Kenji Yamamoto’s Music Submitted Didn’t Need Revisions 22:05 - Implementation Of The Prime Music 23:40 - Implementation Of Music In Prime 2 Was Refined 24:20 - Kenji Yamamoto Made Clark Make Changes To Prime 1 On The Day Before Going Gold 26:24 - Trying To Keep The Audio Quality Intact Despite Ear Fatigue From Prime 1 Crunch 28:00 - Prime 1 Was A Passion Project For Clark 28:38 - Clark’s Experience With Shigeru Miyamoto 30:26 - Yoshi Sakamoto Was There To Ensure Lore Stayed Intact 31:02 - Nintendo Is Very Strict When It Comes To Voice Acting 32:44 - Clark Is Unsure If Jennifer Hale Is The Voice Actress For Samus/Death Scream Was Different Actress 34:20 - How Metroid Prime Influenced Clark’s Sound Design Going Forward 36:15 - Sound Designers Should Learn To Create Sounds Before Learning Implementation 38:49 - Good Websites/Channels To Learn About Sound Design 40:31 - Using Multiple Speaker Systems Well Mixing Sounds 41:27 - Clark’s Process To Mixing A Sound Effect 42:35 - Clark Likes Recording Original Sound Source Material 43:50 - Clark Takes His Recording Rig When He Goes Travelling 44:20 - Tokyo Is Clark’s Favourite City 44:54 - Meeting Kenji Yamamoto In Person 46:26 - Languages Clark Can Speak 47:09 - Clark Loves Chernobyl OST/Where Clark Would Like Prime 4 Music To Go 49:15 - Blurring The Line With Phazon Being Music & A Sound Effect 49:58 - Trying To Ensure A Sound Effect And Music Blend Well/Game Mixing 52:22 - Clark Automatically Critiques Any Game’s Audio & SFX When He Plays 53:20 - Clark Doesn’t Critique Film Audio & SFX As Much As Games/Clark Gets Inspired By Films SFX 54:22 - Clark is Playing Through Metroid Dread/Initially Critiqued Dread’s Audio 55:40 - Where To Follow Clark Wen | |||
07 Jan 2021 | #76 - Martin O'Donnell Interview (Halo, Bungie, Microsoft, District 9, Film, Royalties, Bill Gates etc.) | 01:06:51 | |
Martin O'Donnell is a video game composer who has worked on numerous game but is famous for composing the original Halo up until Halo Reach, he also was audio director and oversaw sound effects and dialogue. He is considered one of the greatest video game composers of all time for his work on Halo. SOCIAL MEDIA WEBSITE - http://www.martyodonnellmusic.com TWITTER - @MartyTheElder YOUTUBE - https://www.youtube.com/channel/UC7ivNZIEmepeJ3YhrkK7PJQ FACEBOOK - https://www.facebook.com/MartytheElder/
TIMESTAMPS 00:00 - Intro 00:30 - Marty Being In GOAT Conversations 01:06 - How Long It Took For Marty To Realise The Impact Of The Halo Soundtrack 02:53 - Entertainment Conventions 03:32 - Marty’s Method To Composing 04:38 - Working Well Under Deadlines 05:57 - Writers Block 07:30 - Marty Open To Remixing Halo Themes For Smash Bros 08:57 - Evolution Of Work Environment At Bungie 12:09 - Microsoft & Bungie Initially Fighting Over Game Development 15:07 - Bungie Fighting With Activision 16:26 - Game Developers Becoming The Men In Suits 17:45 - Martin Thinks In Hindsight Microsoft Deal Was Ideal 18:30 - Halo Was The Golden Egg & Bungie Was The Golden Goose 20:23 - Marty’s Employee Contract With Microsoft 21:42 - Marty Butted Heads In His Last Year/Was Somewhat Aware He Would Get Fired 24:03 - Marty Was Shocked & Relieved At The Same Time From Being Fired 25:33 - Working On Sound Effects & Dialogue 28:29 - Marty Never Changed Any Of The Music By The Higher Ups 32:12 - Marty Open To Scoring For TV & Film 33:19 - Marty Met Peter Jackson For Halo Film 34:06 - Background Behind The Halo Film 37:19 - Halo Film Ideas Ended Up In District 9 39:20 - District 9 Being A Great Film 40:29 - WETA Designs For District 9 41:39 - Marty’s Relationship with Bungie & Microsoft These Days 43:30 - One Individual Can Influence A Whole Company/Bill Gates/Steve Jobs 45:66 - Geniuses Still Being Flawed 46:43 - Marty’s Future Endeavours/Highwire Games 48:59 - Tolkien Estate Contacted Highwire About Golem Game 51:00 - The Pain Of Trademarks/Copyright 52:20 - Getting Royalties For Halo Soundtrack/Music Publisher Tried To Pull Marty’s Own Music 54:40 - Marty’s Early Demos/Advice To Young Composers 58:01 - Marty’s Inception Stage 59:34 - Meeting Fans Expectations/Going Viral 1:03:58 - Marty’s Wife Keeps Him Grounded 1:05:06 - Where To Follow Marty/Highwire Games 1:05:45 - Marty Wants To Come To NZ | |||
26 Mar 2022 | #130 - David Levy Interview (DOOM Eternal, Mixing, Gen:Lock, Royalties, Passive Income, Mick Gordon etc.) | 01:04:34 | |
David Levy is a film, television and video game composer who is most well known for partly composing the soundtrack to the DOOM Eternal DLC - The Ancient Gods #doometernal #ancientones #immora
SOCIAL MEDIA YOUTUBE - @David Levy TWITTER - @davidlevymusic INSTAGRAM - @davidlevymusic
TIMESTAMPS 00:00 - Intro 00:57 - How David Ended Up Scoring For Ancient Gods DLC 02:00 - David Was Told Not To Copy Mick 02:58 - Atlantica Was The First Track David Worked On/Intensity Levels 05:25 - Ambience To Combat To Heavy Combat 06:28 - Mick Gordons Mixing 07:54 - Modulators/Plugin Units David Used For Ancient Gods 09:15 - How David Composed For Ancient Gods DLC 10:45 - Trial Of Malligog/Music David Worked On 12:45 - Working With Andrew Hulshult 14:00 - Davids Work History/Difference Between Scoring Games & Film/Immora 17:45 - Avoiding Overnighters & Burnout 18:45 - Satanist Immora Story/Metal Choir Samples 21:39 - David’s Cat In His Videos 23:30 - Project Simulation 24:20 - Doing One Project At A Time/Energy Levels 26:11 - How David Structures His Day 27:05 - Ear Fatigue On DOOM/David’s Mixing 30:45 - You Can’t Have An Ego As A Game Composer 32:46 - Setting Expectations Before A Project Starts 35:36 - Don’t Copy Any Other Artist 36:15 - David Would Love To Work On DOOM Again 37:15 - David Was Super Stressed Out Working On DOOM 39:40 - How David Ended Up Working On Gen:Lock/Burnout 44:55 - Pushing Yourself When You Are About To Give Up 46:15 - Gen:Lock Was A 6 Month Sprint/DOOM Was A Short Sprint 47:40 - David Considered Giving Up His Career As A Composer After Moving To Austin 49:40 - How David Established His Portfolio 54:40 - How David Pushed Through Moments Of Being Disheartened In His Early Years 55:25 - Advice From Austin Wintory/Gotta Keep Going 57:25 - Royalties 59:30 - Getting Passive Income From Sample Packs 1:02:50 - Where To Follow David Levy | |||
21 Aug 2021 | #104 - Dr. Ben Peters Interview (Gene Editing, Enzymes, Vaccines, Anti Vaxxers, Gut Microbiome, CRISPR etc) | 01:12:47 | |
Dr. Ben Peters is a Professional Practicer at the University Of Otago and has a PHD in biochemistry, he is an avid spokesman for Gene Editing and is a political MP for the TOP party in Dunedin. SOCIAL MEDIA FACEBOOK - https://m.facebook.com/BenPetersTOP/ TWITTER - @benapeters
#geneediting #plasticeatingenzymes #crispr
TIMESTAMPS
00:00 - Intro 00:45 - Bringing Back The Wooly Mammoth 04:01 - What Gene Editing Is And Its Utilisations 06:26 - What Is Deemed Natural In The Gene World 09:12 - Applications Of Gene Editing/Gene Editing Plants/Enzymes 11:02 - Why Politicians Haven’t Updated Legislation On Gene Editing 12:20 - Politicians Aren’t Scientists 13:49 - Plastic Eating Enzymes And How They Work 16:50 - How Side Effects Are Prevented From Editing Enzymes 17:51 - Using Gene Editing To Make Pests Infertile 20:52 - Cane Toads/ Destabilising Pest Species 23:32 - Protocol Before Gene Editing Can Happen In Food 28:34- How The Covid Vaccines Work/Why Anti Vaxxers Exist 33:51 - How & Why The Covid Vaccine Was Fast Tracked 38:10 - Long Term Effects From Covid Vs Vaccine 40:43 - Gene Editing Can Be Used For Diseases Such As Diabetes 41:56 - Still Unknown Whether Gene Editing Can Help With Brain Diseases 43:20 - Gut Microbiome/Fecal Transplants 45:03 - Bliss Probiotics 46:01 - Diabetes And When Gene Editing Should Apply 49:26 - How To Avoid Chain Reactions From Gene Editing 51:38 - Cytokine Storms Are Unlikely To Happen From Gene Editing 52:50 - How CRISPR Changed Gene Editing 54:11 - How Much Time CRISPR Saves 56:25 - CRISPR Has Opened The Flood Gates Of Gene Editing 58:08 - Chinese Scientist Who Removed HIV From Babies From Gene Editing 59:54 - NZs Foolish Legislation Around Gene Editing 1:04:20 - Why Dr’s & Scientists Avoid Getting Into Politics/Why Ben Joined TOP 1:07:55 - Ben Will Often Self Diagnose Due To Understanding So Much About Science 1:10:14 - Where To Follow Dr. Ben Peters | |||
02 May 2022 | #134 - Jim Wornell Interview (Graphic Design, Ocarina Of Time, Metroid Prime, Voice Acting, Nintendo etc.) | 00:55:47 | |
Jim Wornell was a former graphic designer at Nintendo who created the logos for franchises such as Metroid, Animal Crossing and Paper Mario. He also was a localiser, bug tester and manual editor on Ocarina Of Time. #nintendo #ocarinaoftime #metroidprime SOCIAL MEDIA TWITTER - @jimbob_crachit WEBSITE - https://www.jimwornell.net/
TIMESTAMPS 00:00 - Intro 01:07 - How Jim Ended Up Working At Nintendo & Became A Graphic Designer 04:00 - The Hardest & Easiest Graphics To Design 05:50 - Iterations Of Animal Crossing Logo/Logo Design Phase 08:00 - Working On The Metroid Prime Logo 13:00 - What Graphic Design Jim Does Now/Nintendo Has All Of Jim’s Unseen Designs 14:30 - The Hardest Parts Of Learning Graphic Design 15:30 - The Big Green Book Of Maps/Learning Design Before Youtube 17:20 - Friendly Rivalry With Other Graphic Designers 17:55 - Working On Ocarina Of Time 23:35 - Bugs Found Well Play Testing Ocarina Of Time 24:55 - Being Credited For Work Jim Didn’t Do 25:25 - Design That Was Made But Game Was Cancelled 26:54 - Jim Did The Metroid Prime Logo Entirely Solo/Other Work He Was Doing At The Time 28:07 - Time Management/Advice For Designers 29:50 - Checking Your Ego 31:44 - What Jim Asks Of Clients When They Request A Design 33:10 - Dealing With Clients Who Don’t Know What They Want 35:15 - Metroid Prime Logo Font 36:56 - Metroid Fusion/Metroid Prime 2 Logo 38:00 - Paper Mario Logo 39:04 - Never Stop Learning With Adobe Programs 39:48 - How Jim Ended Up Being The Announcer On F-Zero X 42:48 - Voice Acting Bug/Voice Acting Is A Tough Business 43:15 - Doing Different Accents/ 44:35 - Connecting With The F-Zero Community 46:05 - Tips For Voice Acting 47:50 - Jim Is Learning About Mixing 49:20 - Meeting Shigeru Miyamoto 50:49 - Meeting Owen Hart 3 Weeks Before He Died/Meeting Dwayne Johnson 52:51 - Where To Follow Jim Wornell 53:25 - Who Drew Jim Wornell’s Graphic | |||
23 Jun 2020 | #47 - Carlos Hicks Interview (Black Lives Matter, Police, Covid-19, Fitness, Flat Earth Theory, Racism, Youth, Nutrition etc.) | 01:26:02 | |
Carlos Hicks is an MMA fighter and winner of the King In The Ring. He currently trains at City Kick Boxing with MMA heavyweights like Israel Adesanya and Dan Hooker. SOCIAL MEDIA Facebook - https://www.facebook.com/losflyingfijian/ Instagram - @losflyingfijian
TIMESTAMPS 01:08 - Carlos’ Initial Thoughts On Covid-19 02:28 - Spanish Flu/Second Waves 03:49 - Different Strains In America 04:55 - Wellington 06:59 - People With Big Calves 07:40 - Returning To Training 08:27 - Fail With The UK Travellers Bringing Covid-19 09:20 - Kiwis Will Rebel If Another Lockdown Happens 10:08 - Auckland/Huntly Bypass 11:00 - Driving To Auckland/Fizzsticks 12:15 - Police Radar 13:21 - Carlos’s Run Ins With Police/Racism 16:40 - Kiwis Absorbing To Much Of American Culture 18:06 - Police Need To Have More Training/Police Brutality 21:45 - Reece Being Abused On Facebook 23:51 - Carlos Does Not Care Much About The Captain Hamilton Statue 24:31 - Bad Side Of Black Lives Matter 26:15 - Anybody But Trump 27:16 - Dwayne Johnson/Reece & Carlos Impersonate The Rock 28:14 - Trump Was Entertaining During Debates 28:45 - Kiwis Dont Worship Celebrities/NZ Celebrities Don’t Get Shine 30:06 - Shortland Street 31:15 - Reece Doesn’t Want To Be A Celebrity 32:49 - Businesses Need To Adapt To Covid-19 Life 33:30 - Carlos Home Gym Setup/Carlos Training Sessions 34:49 - Hakarimata Trail Training & Stories 38:35 - Struggling To Stay Fit During Lockdown 39:17 - Speaking Mandarin/Indians You Can Understand By Body Language 40:30 - Russell Peters 42:37 - Papatoetoe Is A Little India 43:07 - Carlos Speaking At His Old School Due To A Stabbing There 44:00 - Carlos’ Wife Is His Calmness/Being Numb To Violence/Reasons For Wanting To Speak At School 48:00 - Teaching The Youth About The Real World 53:00 - Racism Prejudice And Where It Stems From/Racial Unity 57:00 - The “Make America Great Again Hat Guy” At The Black Lives Matter Protest In Auckland 1:00:29 - Stereotypes To African Americans in NZ/Kevin Posey 1:01:49 - Media Sensationalising News 1:02:37 - People Turning on Ashley Bloomfield/Mike Hosking 1:03:30 - Carlos Thinks Politicians Are All The Same/Politics 1:06:45 - Politicians Not Being Transparent/Andrew King 1:09:23 - 5G Covid-19 Conspiracy 1:10:00 - Being Fooled By Conspiracies/Flat Earth Theory 1:12:00 - Subconsciously Absorbing Negativity From Social Media 1:13:22 - Carlos Doesn’t Carry Emotion Into His Fights/Dealing With Emotions 1:16:19 - Mental Health Being Linked To Food 1:17:45 - People Being Healthier During Lockdown 1:18:30 - People Queuing At McDonalds For Hours At Level 3 1:19:45 - Successful People Wouldn’t Queue For Hours For Fast Food/McDonalds Marketing 1:21:45 - NZ Exports Its Best Food And Keeps Its Crap Food 1:22:17 - Carlos Can Rap 1:22:52 - Where To Follow Carlos Hicks 1:23:34 - Carlos Hicks Spits A Rap Verse |