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Kiwi Talkz

Kiwi
Kiwi Talkz
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220 episodes

  • Kiwi Talkz

    #222 - Ryan Trowbridge Speaks On Uncharted, Neil Druckmann, Naughty Dog, Perfect Dark Cancellation

    02/11/2026 | 1h 10 mins.
    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 #uncharted

    TIMESTAMPS -
    00:00 - Intro
    00:28 - How Seeing Gollum In LOTR Impacted Ryan As An Artist
    02:08 - Upgrading The Facial System For Uncharted 4
    07:00 - Naughty Dogs Engine
    08:53 - Moving Into A Leadership Role At Naughty Dog
    10:34 - No Producers At Naughty Dog/The Lead’s Role
    12:29 - ND Created Their Own Ticket Tracking System
    14:10 - The Devs Just Wing It Every Day At Work
    16:10 - Creating Pirates In Uncharted 1/Prototyping Quickly
    17:15 - Working With Neil Druckmann/Neil Taking Over On Uncharted 4
    22:05 - Early Production On Uncharted 4/Skin Pores
    23:30 - Everyone At ND Is An Artist
    26:20 - Drake Had 60,00 Animations In Uncharted 4
    28:13 - Attention To Detail At ND
    30:00 - ND Doesnt Makes Games On A Production Schedule
    31:00 - Uncharted 1/Gears Of War Influenced Uncharted 2
    33:15 - Pushing The Envelope On Uncharted 2/Rockstar Influences
    38:30 - Pushing The Tech On Uncharted 4
    40:15 - Crunch On Uncharted 4
    43:31 - Becoming A Wizard At Python
    46:37 - Interview At Naughty Dog/Building Characters With More Detail
    50:16 - Working With Amy Hennig/Automation Flaps
    52:30 - Automated Lip Syncing
    53:14 - Working On Perfect Dark Before It Was Cancelled
    56:00 - What Ryan Looks For When He Interviews Devs For Roles
    58:26 - Working On Perfect Dark Before It Was Cancelled Part 2
    1:03:14 - Q+A - How Do You Set The Bar For Character Quality
    1:04:57 - Q+A - Where Was Inspiration Taken For The Fighting Style Of Drake
    1:07:40 - Where To Follow Ryan Trowbridge/Artstation
    1:08:51 - People Lying In Interviews At ND/NDAs
  • Kiwi Talkz

    Metroid Prime 4 Review With Ex Retro Studios Developer (Jack Mathews)

    26/10/2026 | 1h 22 mins.
    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=mhFallback

    TIMESTAMPS
    00:00 - Intro
    01:25 - Metroid Prime 4 Overview
    04:00 - Nintendo & Retro’s Collaborations On Metroid Prime Trilogy
    06:38 - Mark Pacini Knew How To Deal With Tanabe
    08:04 - Working With Risa Tabata
    11:05 - Tanabe Is The Reason Prime 4 Is The Game It Is
    12:01 - Memory Fruit/Certification Whiplash
    13:45 - Jack Breaks Down The Intro Of The Game
    18:30 - Sol Valley/Shrines
    20:00 - Federation Marines
    21:00 - Federation Faces In Prime 3
    22:00 - Retro Studios Artists
    23:14 - Why Tanabe Is Obsessed With The Federation
    24:30 - The NPCs Weren’t Necessary/Prime 3 NPCs
    26:15 - Ice Belt/Grievers Climbing Through The Walls
    28:30 - Missiles Alerting Grievers In The Mines
    31:18 - Jack Thinks Samus Should Never Talk
    33:30 - Sylux’s Origins Was Terrible
    35:00 - Metroid’s Presence Was Pointless
    37:15 - Retro Getting Handed Bandai Namco’s Version Of Prime 4
    39:45 - Why Sol Valley Didnt Work From A Production Standpoint
    45:40 - Original Idea For Samus’ Ship In Prime 3
    48:15 - Missing Visors, Speedbooster & Screw Attack
    49:15 - The Vi-O-La
    51:30 - Jack Played Prime 4 Mostly In Handheld
    53:35 - Free Aim Issues On The Bosses/Mouse-Mode
    56:30 - Prime 4 Is A Technical Marvel
    59:45 - Retro Wont Make Metroid Prime 5 or Prime 2 Remastered
    1:01:44 - Retro Is Done With Metroid
    1:03:22 - Item Upgrades Are Uninspired
    1:05:30 - Prime 4 Wasn’t Innovative
    1:07:45 - Mark Pacini Is One Of The Best Systems Designers Ever
    1:09:29 - Metroid Prime Trilogy Worked Cause Of Coordination
    1:11:30 - AAA Development Is So Large You Can’t Pivot Anymore
    1:12:28 - Prime 4’s Design Is Linear Corridors
    1:14:42 - Green Crystal Hunt
    1:15:30 - Chrono Tower Had Nothing
    1:17:35 - Jack & Kiwi Rank The Prime Games Best To Worst
    1:19:50 - There Are Only 4 Enemies in The Game
    1:21:23 - Jack’s Wife’s Cook Book
  • 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
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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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