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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1:01:52
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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1:13:19
PAX AUS 2024 - Interview With Sonia Coronado (Music Designer at Playstation)
Here is the panel I did with Sonia Coronado at PAX AUS. Due to NDA's, we had to cover generic things involving her role for Playstation. All content is courtesy of PAX Australia, also thanks to the amazing crowd! Make sure you keep up to date with @PAXAustraliaOfficial #playstation #godofwarragnarok #ghostoftsushima TIMESTAMPS00:00 - Intro01:49 - How Sonia Got Into The Video Game Industry03:19 - What Does A Music Designer Do05:56 - How Sonia Approaches Mixing 100+ Stems06:55 - Blending Music & Sound Design/Composers Involvement10:09 - What Is Playstation Studios Creative Arts13:32 - How The Interactive Systems Work15:27 - Scenes Sonia Enjoys The Most/Implementation17:50 - Making Sure Music Doesnt Hit The Same Frequencies As Sound Effects18:57 - Dealing With Work Being Chucked Out20:10 - Ear Fatigue22:18 - How Covid Changed Creative Arts Work Situation26:13 - Sonia’s Favourite Game She Worked On27:05 - Where Sonia Wants To Go With Her Career28:20 - Evolution Of The Interactive Systems30:36 - Writers Block32:17 - Q+A Game To Win Prizes/33:25 - Q+A - Do Sony’s First Parties Pay For Creative Arts To Work With34:00 - Q+A - Adapting To Working With Studios In Different Timezones35:00 - Q+A - Game Designers Working With The Audio Team?37:22 - Q+A - Procedurally Generated Music37:50 - Q+A - Non Sony Game Music Sonia Likes38:30 - Q+A - Working With Other Music Designers Outside Sony40:20 - Q+A - Avoiding Mud & Clutter42:00 - Q+A - Favourite Film Scores42:20 - Q+A - 3D Audio43:20 - Q+A -Sneaking In Musical Cues44:20 - Q+A - DAW That Is Used45:00 - Q+A - Advice For Upcoming Music Designers45:45 - Q+A - Being Brought On Too Late With Music47:40 - Q+A - Most Valuable Skills Required For Music48:55 - Q+A - Using Different Speaker Systems For Mixing49:57 - Q+A - Involvement In On Streaming Platforms For Soundtracks51:11 - Q+A - What Instruments Sonia Plays52:20 - Q+A - Being A Female In Game Development53:22 - Q+A - Making Something Melodic54:46 - Prizes For Questions/Outro
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58:12
PAX AUS 2024 - Valve Panel With Josh Weier (Developer On Half-Life 2 & Portal 2)
Here is the panel I did with Josh Weier at PAX AUS. I spent a year planning this with Josh and PAX AUS to make this happen. #portal2 #valve #halflife2 TIMESTAMPS 00:00 - Intro 02:21 - Why Valve Games Are Very High Quality 05:25 - Steam Originally Had Some Skepticism 09:07 - Importance Of The Source Engine On Valves Games 12:04 - Advanced Physics In Half-Life 2/Gravity Gun 15:20 - The Modular Nature Of Portal & Portal 2 17:10 - Why Valve Games Have Great Pacing 20:35 - Valve's Approach To Tutorials 22:30 - Super Metroid's Influence On Portal 2 25:00 - Why Valve Games Don't Have Cutscenes 28:02 - Interweaving Design & Story 31:08 - Original Idea Of Wheatley/Rehabilitating Ideas 34:27 - Valve's Structure To The Ending Of Games 38:04 - Overcoming Despair During Game Development 41:30 - Q + A - Game Mechanics That Were Removed 42:22 - Q + A - Difficult Parts Of Development 44:26 - Q + A - Wheatley Killing You Section 46:21 - Q + A - Things That Were Cut 47:39 - Q + A - Thoughts On Speedrunners 48:30 - Q + A - Hardest Things To Implement 50:11 - Q + A - The Best Qualities Of The Valve Devs 53:04 - Q + A - Josh's Hopes For Valve In The Future 54:46 - Q + A - How Josh Stays Fit 55:44 - Deciding Who Should Get Prize Money/Outro