
Free Daily Podcast Summary
by Kiwi
Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film
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In this episode Ryan Trowbridge shares his journey in game development, focusing on facial animation technology, leadership at Naughty Dog, and pushing creative boundaries in AAA titles. #naughtydog #uncharted4 #unchartedTIMESTAMPS - 00:00 - Intro00:28 - How Seeing Gollum In LOTR Impacted Ryan As An Artist02:08 - Upgrading The Facial System For Uncharted 407:00 - Naughty Dogs Engine08:53 - Moving Into A Leadership Role At Naughty Dog10:34 - No Producers At Naughty Dog/The Lead’s Role12:29 - ND Created Their Own Ticket Tracking System14:10 - The Devs Just Wing It Every Day At Work16:10 - Creating Pirates In Uncharted 1/Prototyping Quickly17:15 - Working With Neil Druckmann/Neil Taking Over On Uncharted 422:05 - Early Production On Uncharted 4/Skin Pores23:30 - Everyone At ND Is An Artist26:20 - Drake Had 60,00 Animations In Uncharted 428:13 - Attention To Detail At ND30:00 - ND Doesnt Makes Games On A Production Schedule31:00 - Uncharted 1/Gears Of War Influenced Uncharted 233:15 - Pushing The Envelope On Uncharted 2/Rockstar Influences38:30 - Pushing The Tech On Uncharted 440:15 - Crunch On Uncharted 443:31 - Becoming A Wizard At Python46:37 - Interview At Naughty Dog/Building Characters With More Detail50:16 - Working With Amy Hennig/Automation Flaps52:30 - Automated Lip Syncing53:14 - Working On Perfect Dark Before It Was Cancelled56:00 - What Ryan Looks For When He Interviews Devs For Roles58:26 - Working On Perfect Dark Before It Was Cancelled Part 21:03:14 - Q+A - How Do You Set The Bar For Character Quality1:04:57 - Q+A - Where Was Inspiration Taken For The Fighting Style Of Drake1:07:40 - Where To Follow Ryan Trowbridge/Artstation1:08:51 - People Lying In Interviews At ND/NDAs
It took a long while to get here! Finally after much delay here is the review of Metroid Prime 4 with my good friend Jack Mathews (Lead Technical Engineer On Metroid Prime Trilogy) In this episode, Jack Mathews and I analyze the development, design, and production challenges of Metroid Prime 4. #metroidprime4 #metroid #nintendo iF YOU WANT TO BUY JACKS WIFES COOK BOOK YOU CAN GET IT HERE https://www.amazon.com/dp/0593853148?lv=shuf&channelId=500&plpRedirect=mhFallbackTIMESTAMPS00:00 - Intro01:25 - Metroid Prime 4 Overview04:00 - Nintendo & Retro’s Collaborations On Metroid Prime Trilogy06:38 - Mark Pacini Knew How To Deal With Tanabe08:04 - Working With Risa Tabata11:05 - Tanabe Is The Reason Prime 4 Is The Game It Is12:01 - Memory Fruit/Certification Whiplash13:45 - Jack Breaks Down The Intro Of The Game18:30 - Sol Valley/Shrines20:00 - Federation Marines21:00 - Federation Faces In Prime 322:00 - Retro Studios Artists23:14 - Why Tanabe Is Obsessed With The Federation24:30 - The NPCs Weren’t Necessary/Prime 3 NPCs26:15 - Ice Belt/Grievers Climbing Through The Walls28:30 - Missiles Alerting Grievers In The Mines31:18 - Jack Thinks Samus Should Never Talk33:30 - Sylux’s Origins Was Terrible35:00 - Metroid’s Presence Was Pointless37:15 - Retro Getting Handed Bandai Namco’s Version Of Prime 439:45 - Why Sol Valley Didnt Work From A Production Standpoint45:40 - Original Idea For Samus’ Ship In Prime 348:15 - Missing Visors, Speedbooster & Screw Attack49:15 - The Vi-O-La51:30 - Jack Played Prime 4 Mostly In Handheld53:35 - Free Aim Issues On The Bosses/Mouse-Mode56:30 - Prime 4 Is A Technical Marvel59:45 - Retro Wont Make Metroid Prime 5 or Prime 2 Remastered1:01:44 - Retro Is Done With Metroid1:03:22 - Item Upgrades Are Uninspired1:05:30 - Prime 4 Wasn’t Innovative1:07:45 - Mark Pacini Is One Of The Best Systems Designers Ever1:09:29 - Metroid Prime Trilogy Worked Cause Of Coordination1:11:30 - AAA Development Is So Large You Can’t Pivot Anymore1:12:28 - Prime 4’s Design Is Linear Corridors1:14:42 - Green Crystal Hunt1:15:30 - Chrono Tower Had Nothing1:17:35 - Jack & Kiwi Rank The Prime Games Best To Worst1:19:50 - There Are Only 4 Enemies in The Game1:21:23 - Jack’s Wife’s Cook Book
Jérémy Hartvick is.a former designer at Rockstar, best known for his work on RDR2 and GTA 6 (he left Rockstar in 2020). In this episode, Jérémy shares insights from his experience at Rockstar, discussing leadership, mission design, technical challenges, and the future of game development. CONSULTING WEBSITE - https://jeremyhartvick.com/TIMESTAMPS00:00 - Intro01:03 - Having A Good Leader At Rockstar03:00 - Moving Into Leadership05:00 - Modern Day Leadership Is Different07:50 - Jeremy’s Goals At Rockstar & In The Industry09:50 - Rockstar Has The Best Engineers13:00 - Doing Mission Design14:30 - Work On Horseman Apocalypse & Honor Amongst Thieves In RDR216:00 - Working On Details In RDR2/Rockstar Has No Centralised AI System18:50 - Pet Tiger Mission In GTA 6/Pitching A Mission In A Rockstar Game21:15 - Internal Deadlines At Rockstar23:40 - Cross Collaboration Between The Different R* Studios25:40 - Not Being Able To Separate Work From Personal Life28:09 - Doing 100 Hour Weeks On RDR231:20 - Having To Standout Compared To Everyone Else34:26 - Your Job Is Largely Safe At Rockstar35:28 - Why Jeremy Left Rockstar37:30 - GTA 639:30 - How Programmers Optimize Rockstar Games42:20 - You Can Hire Devs For Greater Concessions Now43:40 - The Game Industry Needs A Restructure45:45 - Asia Is Now Making The Best Games49:20 - Hollywood Has Indoctrinated Western Devs To Make Cinematic Games55:40 - Jeremy’s Future Endeveurs 57:45 - Q+A - How Much Do Designers & Writers Collaborate With Missions59:14 - Q+A - What Missions Were Possible From More Powerful Hardware1:01:30 - Todd Howard/You Can Do Everything1:03:47 - Switch 2/Building Games Around Hardware 1:05:15 - GTA 6 On Switch 21:08:34 - Q+A - Were There Any Missions That Were Cut From RDR21:10:20 - Eye Of Sauron/Sam Houser1:11:50 - Where To Follow Jeremy/Jeremy’s Consulting Website
Matt Radford was a VFX Artist on TLOU and Uncharted 4, he began research into volumetric rendering during the development of Uncharted 4 and that led to it being used in TLOU Part 2. He has now founded his own studio 5th-Corner which is also the name of his studio's upcoming game. #uncharted #uncharted4 #unrealengine WEBSITE - https://www.5th-corner.com/ X - @mradfo21 TIMESTAMPS00:00 - Intro00:39 - Matt Started A Hoverboard Trend At Naughty Dog03:30 - Culture Of Naughty Dog/Crunch06:42 - Naughty Dog’s Engine Is Bad/Litmus Test09:30 - Should Naughty Dog Devs Migrate To Unreal Engine11:52 - Why Matt Left Naughty Dog/Legacy Of Artists14:00 - Ending A Relationship Due To ND/Starting A Start Up16:00 - Naughty Dog Is A Cult 17:45 - Researching Volumetric Rendering On Uncharted 424:50 - Uncharted Games Have A Specific Artstyle/PS3 To PS4 Memory Increase26:29 - The Ray Marching Technique27:50 - Restrictions Of PS3/Freedom Of PS4/PS529:10 - Intergalactic33:38 - Talent Has Moved On Which Affects Uniqueness35:17 - Technology Has Plateaued /Working At Epic On UE537:20 - Technology Has Come At The Cost Of Game Design40:12 - Matt Doesnt Play On Console Anymore Due To Steam41:57 - GTA 644:25 - Matt Wants Shorter Games45:14 - Young People Have Too Many Options For Entertainment46:33 - Matt’s Indie Game 5th-Corner52:30 - Running A Business When You Are Broke/Helpful Mentors54:12 - Game Development Is More Collaborative Than Film55:44 - Matt Is Hopeful & Scared For His Career56:45 - Q+A - Any Regrets Working At Naughty Dog59:06 - Resilience/Traumas Make Entrepreneurs1:00:06 - Q+A - What Is The Most Efficient Way Of Bulding Large Environments Solo1:01:46 - Q+A - Details Of Amy’s Uncharted 41:05:43 - Working With Amy Hennig1:06:55 - Where To Follow Matt & Keep Up With 5th-Corner
Emanuel Palalic was a former character artist on DOOM 2016 & DOOM Eternal he has now founded the studio emptyvessel and is working on their indie game DEFECT (which looks sick). https://www.emptyvessel.io/ TWITTER/INSTAGRAM - @epalalic ARTSTATION - https://www.artstation.com/drheadpop @emptyvesselplay #doom #doometernal #idsoftwareTIMESTAMPS00:00 - Intro00:30 - Working With Teams On Different Continents02:20 - Founding Emptyvessel05:30 - Emptyvessel’s High Calibre Team. 06:45 - Being Overwhelmed Setting Up emptyvessel09:10 - Destructible Terrain In DEFECT11:30 - Gore System In DEFECT & DOOM Eternal15:40 - Being An Intern At ID Software On DOOM 201618:15 - Working With Hugo Martin20:15 - The Culture Of ID Software22:00 - Rebooting DOOM/DOOM 201625:30 - ART REEL - Icon Of Sin27:45 - Gore Wounds29:00 - ART REEL - Baron Of Hell31:15 - ART REEL -Shotgunner34:30 - Attention To Detail At ID Software35:28 - ID Software Thought People Would Hate doom 201639:40 - The Pressure Of Working On DOOM 2016 & Eternal40:34 - Mick Gordon45:42 - The Mistakes AAA Games Make. 48:18 - There Is No Safety In AAA Anymore50:58 - Focus Group Testing/Devs Following Trends52:05 - Investors Are Apprehensive Towards Realistic FPS Games55:30 - Motion Sickness With FPS Games57:50 - DEFECT Won’t Have Third-Person59:26 - Q+A - Was DOOM Guy Mini Face Considered In The UI1:01:17 - DOOM 2016/Eternal Was Influenced By Metroid Prime/ID Software Loves Metroid01:02:35 - Q+A - How Long Does It Take For Art To Be Approved01:04:29 - Q+A - How Did The Pipeline Work With ID Tech Engine1:08:40 - Where To Follow Emptyvessel & DEFECT
Andrew Willis was a producer on DOOM TDA & Revelations and planned on staying at ID Software till retirement, till the dreaded Microsoft layoffs. In this episode he covers his time at ID Software and the terrible layoffs. #doom #doomthedarkages #idsoftwareTIMESTAMPS00:00 - Intro00:35 - Going From Manager At A Pizza Place To ID Software Producer 06:38 - Why ID Software Culture Was So Great09:00 - Realising His IT Knowledge Was Useless At ID Software10:45 - Being A Producer At ID Software13:10 - ID Tech Engine13:59 - Smash Bros/Doom Slayer In Smash Bros15:30 - ID Software Layoffs22:30 - Not Being Allowed Back In The Office To Get Belongings24:07 - ID Software PR Statement Is BS/Nightmare Production On DOOM 201625:10 - The Firings Will Be Analysed25:59 - Microsoft’s 14 Layers Of Management Are Lies29:00 - Game Development Has Been Taken Over By Greedy Execs34:30 - Nintendo Protect Their IP & The West Doesnt35:30 - Gamepass Is Mismanaged39:50 - How Gamepass Affected DOOM: TDA41:10 - Happy Xmas Story At ID Software42:50 - Working With Hugo Martin45:00 - Developing The Dragon & Mech In DOOM TDA47:15 - ID Software Started To Become More Hieracachal 49:40 - Q+A - Was The Buzzshield Inspired By Captain America50:25 - Q+A - Will ID Software Switch To Unreal Engine52:29 - Q+A - Were Things Cut From DOOM TDA DLC54:32 - DOOM Revelations Is Bittersweet/Layoffs On The Day Before Release58:34 - Andrew Planned To Retire There/Unionisation 1:01:37 - Q+A - How Much Does Ray Tracing Speed Up The Production1:05:02 - Working With Alex Klingle/Finishing Move On The Soundtrack1:06:00 - Andrew Thanks DOOM Fans/Changing The Industry
The legendary Shawn Layden returns to provide wisdom on things surrounding the video game industry. As was the case last time, I tried to ask him a lot of stuff he hasn't been asked before. Enjoy!!TIMESTAMPS00:00 - Intro/Shawn Layden Made Kiwi Smarter01:49 - Differences Between Working At Sony’s Offices In Japan,UK & US05:45 - How The Japanese Felt When Sony HQ Moved From Tokyo To California07:00 - Salaries In The US Are Hurting Game Development There/Outsourcing10:20 - Nothing Will Beat GTA/Strauss Zelnick11:45 - Shawn’s Role As A Chairman 13:30 - Shawn Knowing His Limitations As A Boss15:01 - Games Aren’t Built By Gamers Anymore15:45 - Publishers Are Becoming Risk Averse/Chasing AAA18:00 - Why AAA Games Are Financed Over AA19:15 - Institutional Knowledge/The Power Of Brand23:00 - Sony Getting Rid Of Physical Discs24:05 - Sony Can Take Japan Back From Nintendo25:13 - Sony Can’t Support Two Consoles At Once27:00 - Nintendo & Sony Are Becoming Direct Competitors Again28:30 - Sony Putting Games On PC31:30 - Shawn’s Views On Meetings32:00 - Unproductive Meetings36:00 - Employees Whose Jobs Are To Arrange Meetings37:30 - Shawn Kills Rumor That He Spoke To Asha38:50 - Shawn Speaks On Asha/Microsoft’s Goals40:30 - Live Services Titles Successes Are By Accident43:20 - Data Driving Decisions44:50 - Spreadsheet Decision Shawn Made/Edutainment48:10 - Success Is Seductive/Hire The Right Talent49:30 - Avoiding YES MEN When You Are The Boss52:00 - Shawn Is Happy He Never Has To Do A Budget/Plan & Peformance Appraisal Again53:25 - Q+A - Was A Cell Based GPU Considered For PS354:16 - Q+A - How Do We Correct The Over Reliance On AAA57:15 - Astro Bot/Sony Needs To Do More AA Games1:01:15 - Why GTA 6 Is An Event/Diluting A Brand1:02:20 - Q+A - Will The Japanese End Up Pulling Ahead Of Everyone Else1:04:15 - GTA 6/Games Need To Be Shorter1:05:30 - Girls Make Games Scholarship Fund
Rico Flores is an animator who is best known for his tenure on Uncharted 3 & 4, he is currently at emptyvessel working on their game DEFECT#uncharted4 #uncharted #uncharted3 TWITTER - @r1c00 WEBSITE - https://www.emptyvessel.io/TIMESTAMPS00:00 - Intro00:34 - Animating Doors Is Tedious/Naughty Dog Has A Door System03:12 - Being Chucked In The Deep End On Uncharted 3/How Rico Got Hired08:10 - Rico Had No Idea How Prestigious Naughty Dog Was When He Got Hired08:47 - Being Interviewed At Naughty Dog09:58 - Working On Uncharted 412:15 - Assets On Uncharted 4 Werent Carried Over From Uncharted 3/Mocap14:00 - The Benefits Of Mocap17:13 - You Could Shoot Mocap As Much As You Wanted At Naughty Dog20:00 - Naughty Dog’s Flat Structure22:50 - Intergalactic25:10 - Crunch On Uncharted 428:43 - Staying Healthy While Doing Crunch31:11 - Commuting Time In L.A.33:05 - Why Rico Left Naughty Dog/Naughty Dog Pay36:46 - Culture Of Bioware/Incorporating ND Culture Into Bioware38:10 - Emptyvessel/Meeting Emanuel Palilic/AAA Isn’t Safe For Devs Now42:20 - Destructible Terrain In DEFECT/Optimisation44:45 - Single Player Will Be In DEFECT As Well46:43 - Mick Gordon47:43 - Q+A - How Naughty Dog Pull Off Animations Ahead Of It’s Time50:15 - Naughty Dog’s Engine52:10 - Q+A - Biggest Challenge In Animating Nathan Drake54:00 - Working With Programmers57:12 - Q+A - What Challenge Kept You Up At Night59:59 - Institutional Knowledge/Microsoft Layoffs1:01:26 - Working With Bruce Straley1:02:50 - Where To Follow Rico Flores/Follow DEFECT
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