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Kiwi Talkz

Kiwi
Kiwi Talkz
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218 episodes

  • Kiwi Talkz

    #220 - Jérémy Hartvick Speaks On GTA 6, RDR2, Rockstar, Mission Design Leadership

    19/10/2026 | 1h 13 mins.
    Jérémy Hartvick is a former designer at Rockstar, best known for his work on RDR2 (he left Rockstar early 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/

    TIMESTAMPS
    00:00 - Intro
    01:03 - Having A Good Leader At Rockstar
    03:00 - Moving Into Leadership
    05:00 - Modern Day Leadership Is Different
    07:50 - Jeremy’s Goals At Rockstar & In The Industry
    09:50 - Rockstar Has The Best Engineers
    13:00 - Doing Mission Design
    14:30 - Work On Horseman Apocalypse & Honor Amongst Thieves In RDR2
    16:00 - Working On Details In RDR2/Rockstar Has No Centralised AI System
    18:50 - Pitching A Mission In A Rockstar Game
    21:15 - Internal Deadlines At Rockstar
    23:40 - Cross Collaboration Between The Different R* Studios
    25:40 - Not Being Able To Separate Work From Personal Life
    28:09 - Doing 100 Hour Weeks On RDR2
    31:20 - Having To Standout Compared To Everyone Else
    34:26 - Your Job Is Largely Safe At Rockstar
    35:28 - Why Jeremy Left Rockstar
    37:30 - GTA 6
    39:30 - How Programmers Optimize Rockstar Games
    42:20 - You Can Hire Devs For Greater Concessions Now
    43:40 - The Game Industry Needs A Restructure
    45:45 - Asia Is Now Making The Best Games
    49:20 - Hollywood Has Indoctrinated Western Devs To Make Cinematic Games
    55:40 - Jeremy’s Future Endeveurs
    57:45 - Q+A - How Much Do Designers & Writers Collaborate With Missions
    59:14 - Q+A - What Missions Were Possible From More Powerful Hardware
    1:01:30 - Todd Howard/You Can Do Everything
    1:03:47 - Switch 2/Building Games Around Hardware
    1:05:15 - GTA 6 Port Potential On Switch 2
    1:08:34 - Q+A - Were There Any Missions That Were Cut From RDR2
    1:10:20 - Eye Of Sauron/Sam Houser
    1:11:50 - Where To Follow Jeremy/Jeremy’s Consulting Website
  • Kiwi Talkz

    #219 - Matt Radford Speaks On Uncharted 4, Amy Hennig, Naughty Dog, Volumetric Rendering, 5th-Corner

    05/10/2026 | 1h 8 mins.
    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

    TIMESTAMPS
    00:00 - Intro
    00:39 - Matt Started A Hoverboard Trend At Naughty Dog
    03:30 - Culture Of Naughty Dog/Crunch
    06:42 - Naughty Dog’s Engine Is Bad/Litmus Test
    09:30 - Should Naughty Dog Devs Migrate To Unreal Engine
    11:52 - Why Matt Left Naughty Dog/Legacy Of Artists
    14:00 - Ending A Relationship Due To ND/Starting A Start Up
    16:00 - Naughty Dog Is A Cult
    17:45 - Researching Volumetric Rendering On Uncharted 4
    24:50 - Uncharted Games Have A Specific Artstyle/PS3 To PS4 Memory Increase
    26:29 - The Ray Marching Technique
    27:50 - Restrictions Of PS3/Freedom Of PS4/PS5
    29:10 - Intergalactic
    33:38 - Talent Has Moved On Which Affects Uniqueness
    35:17 - Technology Has Plateaued /Working At Epic On UE5
    37:20 - Technology Has Come At The Cost Of Game Design
    40:12 - Matt Doesnt Play On Console Anymore Due To Steam
    41:57 - GTA 6
    44:25 - Matt Wants Shorter Games
    45:14 - Young People Have Too Many Options For Entertainment
    46:33 - Matt’s Indie Game 5th-Corner
    52:30 - Running A Business When You Are Broke/Helpful Mentors
    54:12 - Game Development Is More Collaborative Than Film
    55:44 - Matt Is Hopeful & Scared For His Career
    56:45 - Q+A - Any Regrets Working At Naughty Dog
    59:06 - Resilience/Traumas Make Entrepreneurs
    1:00:06 - Q+A - What Is The Most Efficient Way Of Bulding Large Environments Solo
    1:01:46 - Q+A - Details Of Amy’s Uncharted 4
    1:05:43 - Working With Amy Hennig
    1:06:55 - Where To Follow Matt & Keep Up With 5th-Corner
  • Kiwi Talkz

    #218 - Emanuel Palalic Speaks On ID Software, DOOM 2016, Mick Gordon, Emptyvessel, DEFECT

    21/09/2026 | 1h 10 mins.
    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 #idsoftware

    TIMESTAMPS
    00:00 - Intro
    00:30 - Working With Teams On Different Continents
    02:20 - Founding Emptyvessel
    05:30 - Emptyvessel’s High Calibre Team.
    06:45 - Being Overwhelmed Setting Up emptyvessel
    09:10 - Destructible Terrain In DEFECT
    11:30 - Gore System In DEFECT & DOOM Eternal
    15:40 - Being An Intern At ID Software On DOOM 2016
    18:15 - Working With Hugo Martin
    20:15 - The Culture Of ID Software
    22:00 - Rebooting DOOM/DOOM 2016
    25:30 - ART REEL - Icon Of Sin
    27:45 - Gore Wounds
    29:00 - ART REEL - Baron Of Hell
    31:15 - ART REEL -Shotgunner
    34:30 - Attention To Detail At ID Software
    35:28 - ID Software Thought People Would Hate doom 2016
    39:40 - The Pressure Of Working On DOOM 2016 & Eternal
    40:34 - Mick Gordon
    45:42 - The Mistakes AAA Games Make.
    48:18 - There Is No Safety In AAA Anymore
    50:58 - Focus Group Testing/Devs Following Trends
    52:05 - Investors Are Apprehensive Towards Realistic FPS Games
    55:30 - Motion Sickness With FPS Games
    57:50 - DEFECT Won’t Have Third-Person
    59:26 - Q+A - Was DOOM Guy Mini Face Considered In The UI
    1:01:17 - DOOM 2016/Eternal Was Influenced By Metroid Prime/ID Software Loves Metroid
    01:02:35 - Q+A - How Long Does It Take For Art To Be Approved
    01:04:29 - Q+A - How Did The Pipeline Work With ID Tech Engine
    1:08:40 - Where To Follow Emptyvessel & DEFECT
  • Kiwi Talkz

    #217 - Andrew Willis Speaks On ID Software Layoffs, DOOM TDA, Gamepass, Xbox, ID Tech Engine etc..

    14/09/2026 | 1h 9 mins.
    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 #idsoftware

    TIMESTAMPS
    00:00 - Intro
    00:35 - Going From Manager At A Pizza Place To ID Software Producer
    06:38 - Why ID Software Culture Was So Great
    09:00 - Realising His IT Knowledge Was Useless At ID Software
    10:45 - Being A Producer At ID Software
    13:10 - ID Tech Engine
    13:59 - Smash Bros/Doom Slayer In Smash Bros
    15:30 - ID Software Layoffs
    22:30 - Not Being Allowed Back In The Office To Get Belongings
    24:07 - ID Software PR Statement Is BS/Nightmare Production On DOOM 2016
    25:10 - The Firings Will Be Analysed
    25:59 - Microsoft’s 14 Layers Of Management Are Lies
    29:00 - Game Development Has Been Taken Over By Greedy Execs
    34:30 - Nintendo Protect Their IP & The West Doesnt
    35:30 - Gamepass Is Mismanaged
    39:50 - How Gamepass Affected DOOM: TDA
    41:10 - Happy Xmas Story At ID Software
    42:50 - Working With Hugo Martin
    45:00 - Developing The Dragon & Mech In DOOM TDA
    47:15 - ID Software Started To Become More Hieracachal
    49:40 - Q+A - Was The Buzzshield Inspired By Captain America
    50:25 - Q+A - Will ID Software Switch To Unreal Engine
    52:29 - Q+A - Were Things Cut From DOOM TDA DLC
    54:32 - DOOM Revelations Is Bittersweet/Layoffs On The Day Before Release
    58:34 - Andrew Planned To Retire There/Unionisation
    1:01:37 - Q+A - How Much Does Ray Tracing Speed Up The Production
    1:05:02 - Working With Alex Klingle/Finishing Move On The Soundtrack
    1:06:00 - Andrew Thanks DOOM Fans/Changing The Industry
  • Kiwi Talkz

    #216 - Shawn Layden On Physical Discs, PS6 Handheld, Asha Sharma, Spreadsheets etc.

    07/09/2026 | 1h 6 mins.
    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!!
    TIMESTAMPS
    00:00 - Intro/Shawn Layden Made Kiwi Smarter
    01:49 - Differences Between Working At Sony’s Offices In Japan,UK & US
    05:45 - How The Japanese Felt When Sony HQ Moved From Tokyo To California
    07:00 - Salaries In The US Are Hurting Game Development There/Outsourcing
    10:20 - Nothing Will Beat GTA/Strauss Zelnick
    11:45 - Shawn’s Role As A Chairman
    13:30 - Shawn Knowing His Limitations As A Boss
    15:01 - Games Aren’t Built By Gamers Anymore
    15:45 - Publishers Are Becoming Risk Averse/Chasing AAA
    18:00 - Why AAA Games Are Financed Over AA
    19:15 - Institutional Knowledge/The Power Of Brand
    23:00 - Sony Getting Rid Of Physical Discs
    24:05 - Sony Can Take Japan Back From Nintendo
    25:13 - Sony Can’t Support Two Consoles At Once
    27:00 - Nintendo & Sony Are Becoming Direct Competitors Again
    28:30 - Sony Putting Games On PC
    31:30 - Shawn’s Views On Meetings
    32:00 - Unproductive Meetings
    36:00 - Employees Whose Jobs Are To Arrange Meetings
    37:30 - Shawn Kills Rumor That He Spoke To Asha
    38:50 - Shawn Speaks On Asha/Microsoft’s Goals
    40:30 - Live Services Titles Successes Are By Accident
    43:20 - Data Driving Decisions
    44:50 - Spreadsheet Decision Shawn Made/Edutainment
    48:10 - Success Is Seductive/Hire The Right Talent
    49:30 - Avoiding YES MEN When You Are The Boss
    52:00 - Shawn Is Happy He Never Has To Do A Budget/Plan & Peformance Appraisal Again
    53:25 - Q+A - Was A Cell Based GPU Considered For PS3
    54:16 - Q+A - How Do We Correct The Over Reliance On AAA
    57:15 - Astro Bot/Sony Needs To Do More AA Games
    1:01:15 - Why GTA 6 Is An Event/Diluting A Brand
    1:02:20 - Q+A - Will The Japanese End Up Pulling Ahead Of Everyone Else
    1:04:15 - GTA 6/Games Need To Be Shorter
    1:05:30 - Girls Make Games Scholarship Fund
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About Kiwi Talkz
Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film
Podcast website

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