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Kiwi Talkz

Podcast Kiwi Talkz
Kiwi
Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film

Available Episodes

5 of 179
  • #180 - Nate Purkeypile Interview (Artist On Skyrim, Fallout 3/4 & 76)
    Nate Purkeypile is a former world artist and art lead at Bethesda who worked there for over 14 years. He has now released his indie game The Axis Unseen that you can purchase here! https://store.steampowered.com/app/1807810/The_Axis_Unseen/ SOCIAL MEDIA FOR NATE WEBSITE - https://www.justpurkeygames.com/home BLUESKY - @npurkeypile.bsky.social TWITTER - @NPurkeypile YOUTUBE - @justpurkeygames #skyrim #fallout #bethesdaTIMESTAMPS00:00 - Intro00:53 - Working At Retro Studios On Metroid Prime 302:25 - Why Nate Left Retro Studios04:40 - Moving To Bethesda/Fallout 3’s Brown Colour Palette06:15 - Fallout 4’s Vibrant Colour Palette/Fallout TV Show09:24 - Nate Handed In Resignation To Bethesda On April Fools Day10:46 - Bethesda’s Inefficient Management Style13:23 - Unrealistic Expectations Of Elder Scrolls VI15:21 - Game Developers Who Don’t Play Games17:02 - Nate’s Relationship With Todd Howard18:06 - How Nate Mastered Quantity & Quality19:46 - Morons, Crunch & Insane Commutes22:30 - Remote Work/Forcing People Back Into The Office23:32 - Shadow Of The Colossus Influence On The Axis Unseen24:57 - The Scope Of The Axis Unseen26:50 - Timeline Of Axis Unseen27:53 - Useless Meetings At Bethesda30:45 - Being A Lead On Fallout 7632:05 - Todd Howard Obssesses Over UI/Convincing Todd Of Things33:59 - UI In The Axis Unseen34:20 - Working With Different Gaming Engines36:00 - Bethesda Should Migrate To Unreal Engine 540:20 - Nate Programmed The Edge Trimming For Fallout 341:30 - Working Within Constraints/Layoffs44:10 - Q+A - Favourite Project To Work On45:08 -Q +A - How Far Along In Development Would Elder Scrolls VI Be?47:01 - Q+A - Game Development Differences Between Nintendo & Bethesda50:38 - Fallout 3 Switch Port With Metroid Content52:34 - Console Ports Of The Axis Unseen/Certification/Logos57:09 - Vacations Aren’t Vacations With Bethesda1:00:10 - How Pay Works At Bethesda1:01:47 - Nate’s Blood Pressure Was Bad Due To Bethesda1:03:00 - Final Thoughts
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  • #179 - Kenny Young Interview (Composer On Astro Bot)
    Kenny Young is the composer on the Astro Bot series including the recently acclaimed new Astro Bot game. He has also worked on games such as Tethered, Little Big Planet, Tearaway and more.... #astrobot #littlebigplanet #ps5 KENNY YOUNG SOCIAL MEDIA TWITTER - @kcmyoung FACEBOOK - https://www.facebook.com/KennyYoungMusic/ BLUESKY - @kcmyoung Follow me KIWI TALKZ on Social Media TWITTER -https://twitter.com/kiwitalkz Instagram - https://www.instagram.com/kiwi_talkz/?hl=en Discord - discord.gg/yWRCM2aDRT FACEBOOK - https://www.facebook.com/KiwiTalkz TikTok - https://www.tiktok.com/@kiwitalkz Join this channel to get access to perks: https://www.youtube.com/channel/UC9jtZN92eGHA9Hxh-jYGqBw/joinTIMESTAMPS00:00 - Intro01:42 - Astro Bot Is A Culmination Of All His Work To Date04:20 - Blending Different Genres Seamlessly/Catchy Melodies07:40 - How Long To Make Melodic Tracks/Nic Doucet’s Advice11:05 - Relationship With Nic Doucet/Astro Bot Originally Had Licensed Music15:26 - Using The Vocoder & Talkbox In Astro Bot20:01 - Getting Access To The Stems For GOW, Uncharted & Horizon Themes22:14 - Working On The Remix Themes Of GOW/Uncharted & Horizon Themes30:00 - Using AI For Extracting Stems/AI Technology/Melodyne36:04 - Using The Nyckelharpa For Bot Of War & Tethered OST39:20 - How Many Times Kenny Had To Iterate On Themes42:46 - Leaving Sony To Do Freelancing 46:46 - Making Disco Schmisco In LBP253:01 - Q + A - What Are You Looking For From Game Devs In The Creative Process57:30 - Q + A - What Was The Main Inspiration With Astro Bot1:00:42 - Q + A - How The Gardens Theme Was Made In LBP 11:06:30 - Outro/Astro Bot
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  • Metroid Prime 2 - 20th Anniversary Interview With Bryan Walker (Producer On Prime 2)
    MP2 Designer Kynan Pearson returns to talk about all his work on Metroid Prime 2 to celebrate the 20th anniversary of Prime 2. You can check out our previous interview here https://youtu.be/4sWfE2x-ClM #metroid #nintendo #metroidprime Join this channel to get access to perks: https://www.youtube.com/channel/UC9jtZN92eGHA9Hxh-jYGqBw/joinTIMESTAMPS00:00 - EA Preparing Bryan To Work With Japanese Producers01:49 - Challenges Of Working With Nintendo Japanese Producers06:12 - Streamlining The Production Of Metroid Prime 209:35 - Managing Differences Between Japanese & American Culture11:15 - Nintendo Is Obsessed With Microsoft Excel12:30 - After Mario Kart 7 Nintendo Were Giddy With Retro Studios Processes13:45 - “Always Give Developers Options” 15:08 - Bryan Was Hands Off With Prime 2’s Development16:52 - Nintendo Doesnt Care About Marketing/Reggie Fils-Aime20:18 - Metroid Prime 2 Sales/Metroid Prime 2 Remastered22:38 - Favourite Boss23:50 - Tanabe’s Influence On Bosses26:00 - What Aspect Of Development Is The Most Costly28:57 - Cost Of Game Development33:10 - Metroid Games Are ONLY Made To Diversify Its Games LineUp35:29 - Favourite Area37:40 - Favourite Item Upgrade39:10 - Favourite Music Track/Importance Of Music & Sound Design41:54 - Celebrity Game Developers44:22 - AAA Games These Days Are An International Endeavor47:12 - Q+A - What Inspired The Darker Direction Of Prime 2 48:43 - Nintendo Thinks Of Games In Isolation50:04 - Q+A - Nintendo’s Guard Rails51:00 - Sakamoto’s Involvement52:30 - Q+A - Lore Details That Bryan Thought Were Cool/Galactic Federation53:43 - Bryan’s Thoughts On Metroid Prime 4 Trailer55:43 - Metroid Fans Often Knocked On Retro Studios Doors Asking About Metroid Dread57:09 - Retro Studios Is Kept In A Bubble/Metroid Series Sales59:08 - Final Thoughts
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  • Metroid Prime 2 - 20th Anniversary Interview With 2 Engineers! (Jack Mathews & Zoid Kirsch)
    MP2 engineers Jack Mathews & Zoid Kirsch return to reminisce on the development of Metroid Prime 2 #metroidprime2 #nintendo #metroidTIMESTAMPS00:00 - Intro01:45 - Developing Multiplayer/Original Ideas08:15 - Biggest Engineering Challenges In Prime 214:42 - Sanctuary Fortress17:07 - Metroid Prime 2 Remastered Challenges/Prime 2 Constraints20:15 - Devs Didnt Recognise Prime 2’s Difficulty At The Time22:41 - Japanese Versions Were Made Easier23:50 - Tanabe, Miyamoto & Sakamoto’s Involvement In Prime 2/Luminoth28:06 - Rezbit29:55 - Dark Visor30:50 - Why Dark Visor Wouldn’t Have The Same Problems As Thermal In A Remaster32:12 - Favourite Boss33:10 - Favourite Item Upgrade35:00 - Most Memorable Music Theme37:01 - Favourite Puzzle/Caretaker Drone39:20 - Boost Ball As An Offensive Weapon41:34 - Q+A - Sales Of Metroid Prime 242:21 - Q+A - Why Prime 2 Has Samus’ Ship From Super Metroid & Metroid II43:20 - Q+A - Ridley Being Cut From Prime 244:29 - Q+A - Experience Working With Android Jones48:12 - Q+A - Scrapped Metroid 1.5 Concept Of Rogue AI Personalities49:59 - Concept Of Memento Film Gameplay For Prime 251:33 - Thoughts On Metroid Prime 4 Announcement Trailer56:13 - Gap Between Prime 3 & 457:42 - Problems With Prime 2’s Ammo System1:03:13 - Final Thoughts On Prime 2
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    1:07:15
  • Metroid Prime 2 - 20th Anniversary Interview With Kynan Pearson (Designer On Prime 2)
    MP2 Designer Kynan Pearson returns to talk about all his work on Metroid Prime 2 to celebrate the 20th anniversary of Prime 2. You can check out his previous interview here https://youtu.be/y6YKebkPZNM you can follow Kynan on Twitter - @KynanPearson #metroid #nintendo #metroidprimeTIMESTAMPS00:00 - Intro00:50 - How Metroid Prime 2 Ended Up With Its Zelda Esque Design03:00 - Every Nintendo Game Is It’s Own Thing/Link To The Past Discussions04:00 - Designing Prime 2’s Biomes/Dark World Was Originally Silhouetted 05:50 - How The Designers Decided What To Put In A Room/Morph Ball Puzzles09:50 - Boost Balling Off Spider Ball Tracks12:30 - Reserving Pickups For Player Testing Outcome13:30 - Design Is About Perception17:00 - Coming Up With Prime 2’s Unique Upgrades/21:50 - Working On The Boss Rooms23:50 - Deciding How Big To Make A Boss Room27:16 - Limitations Fosters Creativity 29:30 - SPD & Retro’s Collaboration On The Prime Games32:57 - VR Will Never Be Mainstream Due To Motion Sickness34:30 - How Speed Booster Would Work In First Person35:54 - How They Figured Out How To Do Screw Attack/Metroid Is For Hardcore Gamers38:00 - What QOL Changes Should Be In Metroid Prime 2 Remastered40:50 - Kynan Doesn’t Like Prime 2’s Key Hunt42:30 - Kynan’s Favourite Boss43:35 - Kynan’s Favourite Item Upgrade44:32 - Kynans Favourite Area/Biome46:30 - Kynan’s Favourite Puzzle48:02 - Kynan’s Favourite Room49:16 - Q + A - Biggest Missed Opportunity In Prime 253:16 - Q + A - Why The Dark Luminoth Was Cut55: 03- Q + A - Most Difficult Puzzle1:00:37 - Wall Jump Design1:01:07 - Q + A - What Would Be Included If Prime 2 Was Made Today1:03:55 - Prime 2’s Amazing Team/ Jack Mathews Funny Story1:08:43 - Final Thoughts
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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
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