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I got together some of the old Retro Studios crew including Kynan Pearson (Metroid Prime 2,3 & DKCR), Jay Epperson (DKCR & Tropical Freeze), Eric Kozlowsky (DKC Tropical Freeze) and Brad Taylor (DKC Tropical Freeze), the latter has never appeared on the show before. Hope you enjoy this, cause we had a blast recording it. #supermariogalaxy #supermario #mariogalaxyTIMESTAMPS00:00 - Intro00:25 - Overrall Thoughts08:30 - Fox/Starfox Movie09:53 - Smash Bros Movie12:00 - Super Mario World Vinettes13:12 - Lack Of Story/Nintendo Are Still Learning How To Make Movies14:53 - Nintendo Fans Are Aging Out16:00 - The Movie Shouldve Been Super Mario World Instead Of Super Mario Galaxy18:03 - No Licensed Music19:46 - Should Mario Have A Deeper Story?24:04 - Film Critics Don’t Respect Gaming/Video Game Films25:01 - Peach Is OP/Super Mario Bros 227:15 - Where Do They Go From Here30:21 - Rumored Star Fox Game/Fox Appearance33:38 - Kiwi’s Opinion On The Film/Hollwood Actors Being Mario Fans36:25 - Being An Artist And Picking Apart Art In The Movie39:43 - The Film Should Be Watched At 0.7 Watch Speed40:30 - Nintendo Are Hands On With Legacy Characters43:10 - Bowser Jr44:30 - Koopalings/3rd Mario movie/Cappy45:30 - Super Mario Odyssey/Original Idea For SMO’s Artstyle48:00 - The Soundtrack/Starfox49:23 - Nintendo Cross Promotion52:40 - DKC Tropical Freeze Original Name53:53 - Final Thoughts/Plugs For Nothing LOL54:57 - The Dire State Of The Game Industry
Heather Cerlan a former artist at Naughty and Bethesda, in this interview she shares her journey from a passionate artist to a studio founder, discussing her experiences at Naughty Dog and Bethesda, her insights on game development, and her ambitious new project Hawthorne. Discover lessons on persistence, navigating industry challenges, and the future of game art and design. HAWTHORNE INFO https://playhawthorn.com/ #thelastofus #starfield #unchartedTIMESTAMPS00:00 - Intro00:55 - Being In A Rockband02:30 - Heather Kept Pestering Naughty Dog Till They Hired Her06:17 - Having Imposter Syndrome At Naughty Dog/Naughty Dog Didnt Have Producers08:30 - Bethesda Are About Quantity/Naughty Dog Is About Quality10:36 - Heather’s Role At Bethesda/Starfield13:45 - Pros & Cons Of Creation Engine15:05 - There Was Pressure Internally For Bethesda To Migrate To Unreal Engine16:59 - Uncharted Lost Legacy Production Issues/Intense Crunch22:44 - Working On The Shiva Temple24:28 - Heather’s View On Her Work Getting Remastered/Originals Vs Remasters29:28 - Working With Neil Druckmann/Lesbian Stories33:04 - Heather Had Concerns On LGBTQ Themes In Last Of Us Part II38:00 - Naughty Dog Were Split On Joel’s Death In TLOU Part II38:48 - The Reason Heather Left Naughty Dog40:04 - Work On Hawthorne/NEAR Studios43:41 - Bruce Nesmith46:00 - Hawthorne Is Skyrim Meets Stardew Valley/Raising Money/Bad Publisher Terms48:15 - How Naughty Dog & Bethesdas Culture Has Influenced Hawthorne51:16 - Q + A - Differences Between Naughty Dog & Bethesda54:54 - Todd Howard Is A Neil Druckmann Fanboy56:42 - Heather Feels Very Lucky/The Decision To Start Her Own Company59:18 - Overcoming Fear With Hawthorne1:05:22 - Where To Follow Heather & Keep Up With Hawthorne
Gabriel Betancourt is a former lighting artist at Treyarch and of course Naughty Dog. We cover his career at Naughty Dog and various other topics on the game industry. #thelastofus #lastofus #lastofuspart2 WEBSITE - https://gabereel.com/ CALORIE GAME - https://www.caloriequest.app/TIMESTAMPS00:00 - Intro/Gabriel Watches Kiwi Talkz & Lists His Favourite Guests01:44 - It’s Hard To Find Info On Lighting Artists/Early Days As A Lighting Artist03:00 - Naughty Dog Has A Designer First, Speciality Second Philosophy06:25 - Naughty Dog Devs Had Huge Arguments During The Last Of Us09:17 - Game Development Requires The Risk Of Offending People13:00 - Delivering Negative News In A Positive Way14:54 - Game Devs Being Passionate & Emotional18:45 - Naughty Dog Changed As The Studio Got Bigger/AAA Team Sizes Are Too Big24:43 - The Brilliance Of Nintendo/Making Your Game Fun27:35 - 60 People Worked On World Of Warcraft/Small Teams Make The Best Games29:38 - Graphics & Gameplay Were Even During The Seventh Generation31:00 - Art Is Used To Cover Up Gameplay Issues32:34 - Everyone At Naughty Dog During The Last Of Us Was A Monster In Skill33:00 - How Gabriel Joined Naughty Dog/New IP’s Increasingly Are Risky36:20 - Bruce Straley & Neil Druckmann Risked Their Careers For The Last Of Us37:45 - Uncharted 2 Put Naughty Dog On The Map38:42 - Last Of Us Happened Because Bruce & Neil Were Influenced By Robert McKee Conference43:44 - Why Gabriel Left Naughty Dog46:49 - Last Of Us Part 2 Pre-production Ran Like Clockwork49:58 - Gabriel Was Surprised By The Last Of Us Part 2 Controversy/Gabriel’s Suggestion Was Shot Down By Neil52:19 - Neil Druckmann’s Specialty/Problems With The Last Of Us Part 255:00 - Dubar’s Number/Bureaucracy01:01:40 - Changes At Naughty Dog That Impacted Last Of Us Part 21:06:30 - Specialists Left Naughty Dog Which Created Gaps In Skills Needed In The Teams1:07:50 - A Game Will Be Good If The Director Has A Vision1:09:54 - Gabriel Was Initially Skeptical Of The Last Of Us1:11:39 - On Gabriels First Day Neil & Bruce Had A Special Presentation About The Last Of Us1:16:35 - Q+A - How Did The Lighting Change Between Uncharted & The Last Of Us1:30:22 - Q+A - Is Baked Lighting Better Than Path Traced Lighting 1:35:00 - Lighting On GTA 6 Trailers1:36:03 - Closing Comments/Where To Follow Gabriel
Benson Russell was a former designer at Naughty Dog on The Uncharted Trilogy and The Last Of Us.He has now started his own consulting firm to help game developers navigate a lot of the pitfalls in game development. #uncharted #thelastofus #naughtydog WEBSITE FOR CONSULTING https://www.unhandledexceptions.io/ TIMESTAMPS00:00 - Intro00:32 - The Most Important Aspect Of Design/Player Fantasy02:50 - Why Games Take So Long To Make/North Star You Need For Development05:45 - Why Naughty Dog Games Are So Well Made/Story Is Their North Star08:18 - Games Shouldn’t Take So Long To Develop/Wandering13:30 - Scope Neglect/The Doomsday Clock16:00 - Why Intergalactic Crunch Happened/Naughty Dog Treats Internal Deadlines Like External Deadlines18:23 - Bureauacracy/How Games Differ From Other Creative Outlets23:13 - Naughty Dog’s Work Structure26:20 - Planning/Core Mechanics27:00 - Flexible Working Hours At Naughty Dog/Crunch At Naughty Dog29:00 - Why Benson Left Naughty Dog32:45 - Benson Was P!ssed Off With Naughty Dog Deleting His Work On Last Of Us Part 146:01 - Working With Evans Wells & Neil Druckmann47:00 - Clashing With Neil Druckmann50:14 - Working With Amy Hennig51:20 - Uncharted 2’s Introduction/Creating Introductions In Games56:00 - Focus Testing At Naughty Dog/Companies Interpret Data Wrong1:02:30 Q+A - How Much Naughty Dog Looks At The Competition When Designing Games1:06:10 - AAA Studios Pivoting When They Are Too Deep/Games Should Be Cheaper1:10:00 - Cost Of Game Development On The West Coast/China’s Meteoric Rise1:16:04 - Uncharted 2 Was Influenced By Resident Evil 51:16:48 - Q+A - What Is Naughty Dog’s Hiring & Training Process1:24:00 - Why Naughty Dog Started Losing Talent1:26:00 - Is Game Development A Young Person’s Game/Knowledge Isnt Being Passed Down1:31:00 - Closing Comments
Rob Carr is an audio designer who is best known for his tenure at Rockstar Games on L.A. Noire, RDR1, GTA 5 and RDR2. He is currently living in Finland working on his game Nyrkkipöytä #rockstargames #gta #gta5 WEBSITE - https://audioexpat.wordpress.com/TIMESTAMPS00:00 - Intro00:30 - How Rob Went From Being A Music Teacher To Working At Rockstar Leeds07:51 - Moving From Handheld Games To Console Games/Rockstar Have Unlimited Resources08:30 - The Psychology Of Sound/Finding Sounds That Sound Like Other Sounds11:19 - There Are No Constraints On Audio With Rockstar Open World Games13:10 - In Audio Everything You Can Use Is Recordable/Rob Has A 3TB Audio Library15:17 - Tools & Workflow19:50 - Technology Evolution/AI 23:51 - Rob Has Been Unemployed For Over A Year/Problems With The Game Industry/25:50 - Learning A Coding Language27:40 - Difference Between Numbers People & Creative People30:30 - Working On Audio Bugs For Red Dead Redemption 1/Why It’s One Of Rob’s Favorite Games34:30 - Playing A Game And Not Disecting It37:30 - The Cost Of Buying Games39:10 - GTA 643:21 - Why Rob Left Rockstar45:24 - Crunch Culture/Europe Has Better Work Life Balance46:45 - Moving To Finland/Rob’s Brother Has Motor Neuron Disease51:35 - Rob Can’t Relocate For Work Anymore/Dire State Of The Game Industry53:10 - Working From Home Has Ceased Because Of Security Reasons55:20 - Why Rob Worked At The Office During Covid56:51 - Dealing With Ear Fatigue During Crunch/How Audio People Deal With Crunch1:05:30 - Q+A - Do You Physically Go On Location To Get Raw Recordings1:08:00 - Q+A -What’s Rockstar Setup To Test Audio Systems1:10:48 - Q+A - Is There A Particular Idea That Had To Be Cut1:13:52 - Robs Game - Nyrkkipöytä1:21:19 - Where To Follow Rob
I got some of the old devs who worked on Fallout to help review Season 2 of the Fallout series. Bruce Nesmith got the time wrong so didnt join until the last 20 minutes. #fallout #falloutnewvegas #bethesdaTIMESTAMPS 00:00 - Fallout Is The Best Video Game Adaptation Of All Time 02:21 - Fallout S2 Thoughts Overrall 05:40 - Macauley Caulkins Acting 06:48 - Walton Goggins/The Ghoul 07:44 - Ella Purnell’s Accent As Lucy 08:40 - The Deathclaws 17:05 - The Prydwens/Factions 18:06 - Brotherhood Of Steel Tone Was Wrong 18:50 - Trust The Audience More/Have More Talking Instead Of Actions Scenes 20:21 - S2 Is A Setup For S3/The Roaches Were Scarier Than The Deathclaws 21:07 - Release Strategy 21:56 - Super Mutants/Ron Perlman 26:15 - Super Mutants In Fallout 4/Todd Howard’s Direction 26:50 - Deprioritize Brotherhood Of Steel In Fallout 5 28:10 - Bethesda’s Views On Fallout New Vegas 31:45 - Where Will S3 Go?/The Toddification Might Cause A Degrade 33:00 - Thaddeus/Keep The Show Low Key & Not Focused On Spectacle 35:55 - Casuals Buying The Games As A Result Of The Show 36:37 - Fallout 3 Remaster Will Release After S3/Remasters 37:50 - Bethesda Games Won’t Be Remade 38:57 - Deathclaw Differences Between Fallout 3 & 4 40:10 - Favourite Scenes 46:18 - Devs Give The Show A Score Out Of 10 47:00 - Making The Show Go On Indefinitely 48:13 - Bruce Nesmith Joins & Gives His Review 50:25 - Bruce’s Hopes For S3 50:45 - Will The Show Influence Fallout 5 51:56 - Bethesda Will Give Fallout 5 To Someone Else/Todd Howard 55:45 - Todd Howard’s Retirement 59:22 - Story Threads In S3 Will Be Less 1:01:20 - Hank’s Story/Will The Ghoul’s Story End In S3 1:03:30 - Practical Effects 1:04:59 - Actors Everyone Would Like In A Cameo 1:10:09 - Final Thoughts
Featurecast is a DJ turned video game composer, he is most associated with @BitmapBureau and his most recent work was his stellar work on Terminator 2D No Fate. #terminator #terminator2 #terminator2dnofateTIMESTAMPS00:00 - Intro00:19 - How The Name Featurecast Came About04:05 - Working With Bitmap Bureau08:57 - Learning To Make SFX While Doing It10:50 - Getting Creative Freedom On Terminator 2D No Fate14:30 - Scrapping Music And Starting From Scratch/Reviews Praising The Soundtrack15:45 - Trusting Your Gut16:00 - How Featurecast Composed For Terminator 2D No Fate18:10 - Researching The T2 Score/Recreating The Score For T2D No Fate20:58 - Easter Eggs From T1 & T2 Score/T1000 Death22:31 - Having The T2 Score On Loop To Prepare/Different Genres In The Music24:15 - Melody/Terminator Film Scores Don’t Have Melody26:50 - Blurring The Line Between Music & Sound Design28:00 - Later Terminator Movies Didnt Capture Brad Fiedels Musical Identity29:30 - Different Time Signatures/Police Station Time Signature/Future Level 331:20 - Writing & Mixing At The Same Time34:56 - Making The Soundtrack Loud For Bitmap Bureau Games36:00 - Playing The Game For Inspiration On The Music38:05 - Music In The Escape From Hospital Level/Bitmap’s Custom Engine 40:10 - Recording The T1000 SFX/Creating SFX/Finding Your Own Way Of Doing Things43:01 - Not Wanting To Be Influenced By Other Music44:25 - Going Back And Listening To Your Own Music/LEGO Breakfasts46:28 - It’s Not What You Know But Who You Know48:12 - No Longer DJing In Clubs/Patreon/Mashups51:49 - Q+A - What Drives Composition For Licensed Material53:22 - Dealing With Imposter Syndrome54:00 - Playing Music For The Devs The First Time57:14 - Q+A - What Is Your Favourite Moment From Terminator 259:08 - Q+A - What Are Your 3 Favourite VST Instruments1:00:42 - Changing VSTs For Every Project1:03:26 - Closing Comments
Jay Epperson is a concept artist who is probably most famous for his concept art on Donkey Kong Country Returns and especially on Tropical Freeze. #nintendo #donkeykong #donkeykongcountry Thanks to the Patreon Producers for making this happen Stipe, Borkey, Magic8TIMESTAMPS00:00 - Intro00:35 - How Jay Went From Being An Illustrator To Becoming A Concept Artist At Retro04:50 - Interview Process At Retro/Getting Artists To Draw In Interviews07:22 - Coming In As A Concept Artist Towards The End Of DKC Returns10:20 - Retro’s Environmental Artists Were Smart11:13 - Jay’s Art Is In The DK Theme Park13:15 - Working With Designers16:10 - Doing Concept Art On Tropical Freeze18:42 - Choosing Vikings Over Aliens For The Concept19:57 - Tikis Vs Snowmads/Reusing Assets21:20 - Why The Ice World Is The Last Level22:00 - Sales On Wii U/Coming Up With The Different World Themes25:06 - CONCEPT ART REEL - Juicy Jungle World29:27 - CONCEPT ART REEL - Water World31:11 - CONCEPT ART REEL - Mangroves World/Cut Concepts32:38 - CONCEPT ART REEL - Savannah World33:18 - Showing Portfolios To Potential Employers Without Breaking NDAs33:50 - There Arent Limitations On The DK IP34:35 - Referencing Rare’s Work35:33 - Nintendo Japan Were Hands Off On Concept Art36:22 - Working On Mario Kart 7/Jay Isn’t Included In The Credits38:30 - Jay’s Outlook “My Next Piece Will Be My Best Piece”40:25 - Japan & Retro Testing Mario Kart 741:06 - Jay Reviews DK Bananza25:29 - Jay Thinks DK Bananza Is A One Off47:00 - Jay Doesnt Like K Rool’s Character Design50:39 - DK’s New Look52:22 - Why Jay Left Retro Studios53:20 - Retro Studios Is One Of The Best Studios To Work For54:00 - Retro Studios Art Team/Metroid Prime 455:35 - Nintendo Are Art Forward Not Technology Forward56:35 - Will Retro Work On Donkey Kong Again?57:35 - Will Retro Work On Metroid Prime 5/Would Jay Work On DK Again If Retro Asked59:40 - Closing Comments
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