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Kiwi Talkz

Kiwi
Kiwi Talkz
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216 episodes

  • 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
  • Kiwi Talkz

    #215 - Rico Flores On Uncharted 4, Naughty Dog's Engine, Crunch, Animation, Bruce Straley, DEFECT..

    24/08/2026 | 1h 5 mins.
    Rico Flores is an animator who is best known for his tenure on Uncharted 3 & 4, he is currently at emptyvessel working on their game DEFECT

    #uncharted4 #uncharted #uncharted3
    TWITTER - @r1c00
    WEBSITE - https://www.emptyvessel.io/

    TIMESTAMPS
    00:00 - Intro
    00:34 - Animating Doors Is Tedious/Naughty Dog Has A Door System
    03:12 - Being Chucked In The Deep End On Uncharted 3/How Rico Got Hired
    08:10 - Rico Had No Idea How Prestigious Naughty Dog Was When He Got Hired
    08:47 - Being Interviewed At Naughty Dog
    09:58 - Working On Uncharted 4
    12:15 - Assets On Uncharted 4 Werent Carried Over From Uncharted 3/Mocap
    14:00 - The Benefits Of Mocap
    17:13 - You Could Shoot Mocap As Much As You Wanted At Naughty Dog
    20:00 - Naughty Dog’s Flat Structure
    22:50 - Intergalactic
    25:10 - Crunch On Uncharted 4
    28:43 - Staying Healthy While Doing Crunch
    31:11 - Commuting Time In L.A.
    33:05 - Why Rico Left Naughty Dog/Naughty Dog Pay
    36:46 - Culture Of Bioware/Incorporating ND Culture Into Bioware
    38:10 - Emptyvessel/Meeting Emanuel Palilic/AAA Isn’t Safe For Devs Now
    42:20 - Destructible Terrain In DEFECT/Optimisation
    44:45 - Single Player Will Be In DEFECT As Well
    46:43 - Mick Gordon
    47:43 - Q+A - How Naughty Dog Pull Off Animations Ahead Of It’s Time
    50:15 - Naughty Dog’s Engine
    52:10 - Q+A - Biggest Challenge In Animating Nathan Drake
    54:00 - Working With Programmers
    57:12 - Q+A - What Challenge Kept You Up At Night
    59:59 - Institutional Knowledge/Microsoft Layoffs
    1:01:26 - Working With Bruce Straley
    1:02:50 - Where To Follow Rico Flores/Follow DEFECT
  • Kiwi Talkz

    #214 - Kris Roberts On Midnight Club 5, RDR1, GTA 6, Rockstar, RAGE Engine, Houser Brothers etc.

    17/08/2026 | 1h 8 mins.
    Kris Roberts was a former designer on Midnight Club 3, Los Angeles and Red Dead Redemption, in this episode he talks about his work at R*.
    WEBSITE - https://www.robertsmania.com/ T
    WITCH - https://www.twitch.tv/robertsmania
    YOUTUBE - @Robertsmania
    TWITTER - @Robertsmania
    #rockstargames #midnightclub #reddeadredemption

    TIMESTAMPS
    00:00 - Intro
    00:30 - How Kris Got Into Cars
    01:58 - Working On Midnight Club Series/Angel Studios Early Days
    05:57 - Midnight Club 2/Working In Gamesb
    07:40 - The Key To Good Vehicle Simulations & Tuning
    10:05 - Kris Takes Shots At Need For Speed
    11:00 - iRacing Simulation/Realistic Simulations
    12:30 - VR Driving Simulation
    14:15 - GTA’s Vehicle Tuning
    16:06 - Kris Is Not Interested In GTA 6
    16:30 - The ARTS Engine Became The RAGE Engine
    18:40 - How The RAGE Engine Evolved By RDR1
    20:52 - RAGE Engine Summit
    22:45 - Why Midnight Club 5 Was Cancelled
    27:00 - Red Dead Revolver
    29:00 - Initial Skepticism Over Developing Red Dead Redemption
    30:15 - Being The Lead For RDR1 Multiplayer
    33:15 - Kris Was Stressed Being A Leader
    38:00 - Crunch On RDR1
    42:15 - Dan & Sam Houser
    45:45 - RDR1 Multiplayer Never Got Relief Unlike The Main Team
    47:43 - Rockstar Wives Fallout/Jury Duty
    48:40 - RDR1 Multiplayer Being Broken At Launch
    52:20 - Why Kris Left Rockstar/Completion Bonus/Layoffs
    59:10 - Kris Only Does Contracting Now/Working With Sony Online
    1:03:21 - Q+A - Was RDR1 Multiplayer Always Planned As A Sandbox
    1:03:50 - Q+A - How Fun Was It To Debug Customisation Options In MC3
    1:05:40 - Q+A - Was Undead Zombies Considered For RDR1 In Free Roam
    1:06:38 - Where To Follow Kris/Doing A 2nd Podcast About Valve
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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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Kiwi Talkz: Podcasts in Family
  • Podcast Kiwi English
    Kiwi English
    Education, Language Learning