#189 - Jeremy Huxley Interview (Senior Environmental Artist At Naughty Dog)
Jeremy Huxley is a former environmental artist at Naughty Dog who worked there for 11 years on the Uncharted & Last Of Us franchises. #uncharted #lastofus #lastofuspart2 TIMESTAMPS00:00 - Intro00:31 - Coming To Naughty Dog Partway Through Uncharted 302:30 - Art Test/Learning From The Veterans05:20 - Team Being Split Off After Uncharted 3/Working On Uncharted 4/PBR09:00 - The Jump For Art From PS3 To PS410:20 - Naughty Dog’s Reference Material For Uncharted 412:40 - Uncharted 4’s Jungle Environments13:50 - Ray Tracing Vs Baked Lighting17:40 - Jeremy’s Thoughts On AI For Artists22:10 - Reusing Art Assets From Uncharted For Last Of Us23:20 - Transitioning From Uncharted To Last Of Us Seamlessly (Snow Sections)25:30 - Pressure Of Working On Naughty Dog27:30 - Friendly Rivalry Between Devs At Naughty Dog29:30 - What References Were Used For Snow In Last Of Us Part II30:30 - Working On Last Of Us Remaster/Respecting The Original Artists34:00 - Importance Of Remasters & Remakes/Neil Druckmann36:40 - Jeremy Would Love To Work On Zelda/The Game Industry Is In Trouble Due To Realistic Graphics40:10 - Jeremy Praises From Software/Jeremy Is Playing Older Games42:30 - As A Dev Jeremy Analyses Games/Final Fantasy VII Remake45:30 - Q+A - How Artists Work With Designers51:00 - Q+A - Favourite Environment To Work On52:39 - Q+A - Would You Like To Work On A Stylized Game Over Realistic54:32 - Jeremy Critiques Zelda: TOTK’s Art56:25 - Where To Follow JeremySOCIAL MEDIA ARTSTATION - https://www.artstation.com/jeremyh BLUESKY - @jeremyhuxley.bsky.social
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Nintendo Switch 2 Direct Review With Ex Retro Studios Dev Eric Kozlowsky
Former Retro Studios Dev Eric Kozlowsky (Donkey Kong Country: Tropical Freeze) and I review the direct and go way off on another tangent lol. You can watch my life reaction to the Switch 2 direct(with former retro studios devs in the chat) here https://www.youtube.com/live/ocm4oRD-aik Get all the info on Eric and Fuzzybot's game Lynked here http://playlynked.com/ www.landofkoz.com www.fuzzybot.com Bluesky Eric - @vonkoz.bsky.social #nintendoswitch2 #switch2 #nintendoTIMESTAMPS00:00 - Intro00:55 - Eric’s & Kiwi’s Overall Thoughts On The Switch 2 Direct04:30 - Discussion On Mario Kart World, Price & Bundle08:50 - Trumps Tariffs10:51 - Price Of Video Games12:05 - Switch 2 Edition Prices/GTA VI16:29 - Metroid Prime 4 18:54 - Nintendo Makes Bad Trailers20:48 - Nintendo Does Weird Stuff21:32 - DS Online/Remastering 3DS Games22:28 - Twilight Princess With Wii U Tech Demo Graphics23:05 - Difference Between Remasters & Remakes/Wind Waker & Twilight Princess24:40 - What Will Happen With Metroid Prime 2 & 3 Now27:35 - Metroid Prime Hunters/Multiplayer28:30 - Smash Bros Is Years Away29:45 - Star Fox 99/Animal Crossing Sales/Nintendo Budgets32:10 - Tears Of The Kingdom/The Future Of Zelda/Zelda II Remake34:15 - Donkey Kong Bonanza/David Wise40:30 - Koji Kondo/Shigeru Miyamoto/The Old Guard Retiring42:28 - Third Party Games On Switch 2/Handheld Market46:04 - Hollow Knight:Sliksong/Drag X Drive48:10 - Eric Home’s In On Art Straight Away49:45 - Linked: Banner Of The Spark’s Development54:26 - Steven Spielberg/Mouse & Keyboard56:00 - Accessibility Options In Game Development57:00 - Kiwi & Eric Won’t Buy A Switch 2 At Launch58:12 - Cost Of Switch 2 In NZ/Zelda Film Trilogy Being Shot In NZ1:01:00 - Chris Mason Working On The Last Of Us/Mario Movie1:02:29 - Will The Zelda Movie Be Original?/Shooting The Trilogy All At The Same Time1:04:00 - Pop Songs In The Mario Movie/Bluelight Samurai/Zelda Trailer1:06:40 - Closing Comments
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#187 - Chris Detyna Interview (Composer On Terminator Resistance)
Chris Detyna is a video game composer who is best known for his brilliant score for Terminator Resistance. #terminator #terminatorresistance #theterminatorTIMESTAMPS00:00 - Intro01:00 - Meeting Teyon/How Chris Got The Job Composing Terminator Resistance04:19 - Including Electric Guitar In The Main Theme/Being Scared Of Making The Music05:52 - Adapting The Terminator 1 Theme/T1 Theme Weird Time Signature09:05 - Directions From Teyon’s Director On The Music11:25 - The Gear Chris Used To Make The Soundtrack13:52 - Kiwi Praises The OST/Teyon Were Nervous Of The Reception/Ear Fatigue17:06 - Music & SFX Balancing18:27 - Why The Terminator Resistance OST Isnt On Spotify20:04 - Scoring The Kyle Reese Cutscene From T1/Transcriptions23:00 - The Approach To Scoring The Game 25:00 - Composing The HK Combat Theme25:49 - Only One Of Chris’ Tracks Were Cut From The Game27:50 - Communication At Teyon Is Great/No Crunch At Teyon29:00 - Working On Robocop: Rogue City/Autotune32:15 - Writing Melody & Lyrics/Ideas Don’t Get Lost36:15 - Doing The T-800 Heartbeat Theme(Infiltrator Mode)41:00 - Chris & Kiwi Discuss Mixing Tips45:25 - Q+A - What IP Would You Like To Compose For48:50 - Q+A - What Does Chris Feel About The Forgettable Scores Post T251:31 - Q+A - What Was Chris’ Influences Growing Up54:35 - Closing Comments
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DOOM Eternal - 5th Anniversary Interview With Animator Chris Cantero
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.socialTIMESTAMPS00:00 - Intro00:28 - Glory Kills03:48 - Mocap/Principals Of Animation05:55 - The Hardest Part Of Animating Glory Kills07:30 - Making The Marauder Hard/QAing At The End Of The Project08:52 - Working With Hugo Martin/Jiu-Jitsu12:04 - Working On The ID Tech Engine14:48 - Animating Maligog/Chris Loves The Lord Of The Rings Films17:30 - Chris’ Thoughts On DOOM The Dark Ages Trailers19:15 - Doing Pre Production On DOOM The Dark Ages21:10 - Animal Crossing/DOOM Eternal Meme22:00 - Favourite Areas22:56 - Favourite Bosses24:11 - Speedrunning25:55 - Favourite Music Track/Mick Gordon/Using The OST For The Gym27:15 - Self-Imposed Crunch27:45 - Banana Story/Getting In Trouble From HR29:15 - Marty Stratton Story/Commander Keen Story/Meeting The OG ID Software Crew31:40 - Q+A - What Is Some Cut Content From The Game33:47 - Q+A - Was Slower Gameplay Than DOOM 2016 Ever Considered34:20 - Motion Sickness/Camera Work36:00 - Chris’ New Game High Fructose 40:57 - Marketing High Fructose42:15 - Hugo Martin Is Amazing At Marketing43:00 - ID Software Teams Are Siloed/Marty & Hugo Are Very Approachable45:20 - Multiplayer Being Cut From DOOM The Dark Ages46:15 - DOOM Benefits From Not Being Grounded In Realism47:20 - Where To Follow Chris Cantero
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#185 - Jeremy Bryant Interview (Animator On Skyrim, Fallout 4, 76 & Starfield)
Jeremy Bryant was an animator at Bethesda for over 15 years from Skyrim to Starfield. This is his first interview! #starfield #fallout #skyrimTIMESTAMPS 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