Kiwi Talkz

Kiwi
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Jun 30, 2023 • 1h 6min

Zelda: Tears Of The Kingdom Review With Ex Retro Studios Developer(Eric Kozlowsky)

I review Zelda: Tears Of The Kingdom with former Environmental Artist from Retro Studios, Eric Kozlowsky #tearsofthekingdom #zelda #zeldatearsofthekingdom You can stay up to date with on Project Saturn here https://www.fuzzybot.com/ Eric's Twitter - @vonkozTIMESTAMPS00:00 - Intro00:33 - Eric’s Zelda Tattoo/Miyamoto Signing Zelda 1 For Eric02:30 - The Pain Of Tattoos04:30 - Creative Thinking Of TOTK/TOTK Being Overwhelming06:45 - Link To The Past Compared To TOTK07:30 - How Eric Got The Master Sword/Eric’s Thoughts On The Game11:10 - The Seamless Physics Engine/BOTW Having A Better Artstyle Than TOTK12:35 - TOTK Doesn’t Respect People’s Time/Item Duplicate Glitch18:12 - Ganon’s Final Form Should’ve Been A Pig18:37 - The Story Has Massive Plotholes/Zelda Timeline & Lore23:04 - Being Objective With Criticism/Frustration Kills Games25:21 - Voice Acting For Female Characters Are Cringe26:31 - Link Needs To Have A Voice30:20 - TOTK’s Voice Acting/Zelda’s Voice Acting Is Bad31:45 - Lead Up To Ganon In BOTW Was Better /Ganondorf Fight In TOTK33:48 - The Dungeons In TOTK35:40 - Emerging Gameplay In TOTK Is What Makes It Special36:40 - Only One Way To Solve Puzzles In The Older Zelda Games37:50 - 2D Games Should Remain Traditional And 3D Should Be Sandbox Going Forward40:12 - Art Direction On TOTK/Strain On Switch Hardware41:22 - Twilight Princess Art Direction Being Constrained By Hardware42:12 - Art Direction Vs Art Execution43:26 - Metroid Prime Remastered Has Stylised Realism In Art44:22 - Could Metroid Prime Go Open World Like TOTK46:18 - Metroid Prime 4 Will Be A Launch Title For Switch Successor47:15 - Where Does The Zelda Series Go From Here/The Crazy Stuff Fans Are Building48:00 - Eric Needs To Reserve Being Creative For Work Not Building Contraptions In TOTK48:30 - Forgetting That You Have The Ascend Ability49:10 - Feeling Smart Moments50:15 - Clunkiness Of The UI51:32 - The Biggest Highlight Moments For Eric And Kiwi54:44 - Shortcomings Of TOTK’s Music/Limitations Caused Music To Flourish During 8 & 16 Bit1:01:20 - Sum Up Of TOTK/TOTK Is Not A Relaxing Game1:02:58 - Being An Adult And Not Having The Time Like You Used To1:04:00 - Plug For Fuzzybots New Game Project Saturn
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May 19, 2023 • 57min

#152 - Kursad Karatas Interview (Rogue Squadron, Star Wars, Art, Game Engines, A.I., Factor 5 etc.)

Kursad Karatas is an artist who is best known for his tenure at Factor 5 working on Rogue Leader and Rebel Strike. #starwars #roguesquadron #lucasarts00:00 - Intro00:30 - How Kursad Became An Artist/Ending Up At Factor 5/Star Wars04:30 - Reference Art For Rogue Squadron Games07:30 - Using Stills From The Movies For Direct References(Both, Death Star)09:25 - Building Models From Scratch/What Kursad Worked On10:34 - Kursad Didnt Get To Play Rogue Leader Till Its Release/Most Devs Not Having Dev Kits15:30 - Doing Proper Character Models For Rebel Strike(Pictures Shown)17:00 - Kursad Prefers During Organic Material18:40 -Prequel Influence On The Games/ Kursad’s Drawing Of Liam Neeson19:15 - Differences Between Rogue Leader & Rebel Strike20:25 - Time It Took To Do One Level22:02 - Interacting With Designers & Programmers/Yavin Level24:30 - Hitting 60FPS26:00 - Factor 5 Understands Gameplay29:00 - Game Engines/Unreal/Rogue Squadron Could Be Made Much Easier Today32:00 - Kursad Would Love To Work On A Remake Or Remaster Of The Rogue Squadron Games33:00 - Rendering Engines/Technology Advancement34:00 - Judging Artwork Based On Its Times/Polygons Per Level36:40 - Kursad Taught Himself Programming/Math Should Be Taught In Schools Via Video Games38:00 - A.I. Technology/Midjourney41:00 - Jobs Being In Danger Due To A.I./Human Vs A.I. Art45:00 - Overpopulation Of Games/Humans In The Loop49:00 - Why Kiwi Doesn’t Do Youtube FullTime/Kursad’s Concerns For Podcasting52:00 - Free Will In The Future54:37 - A.I. To Make Star Wars56:00 - Advocating For A Remaster For Rogue Squadron Games
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May 9, 2023 • 57min

#151 - John Lowrie Interview (Accents, Valve, Search For The Sandwich, A.I., Team Fortress 2 etc.)

John Lowrie is a voice actor who is best known for voicing Sniper in Team Fortress 2 as well as many other Valve games. #valve #teamfortress2 #dota2 SOCIAL MEDIA TWITTER- https://twitter.com/johnpatricklowr YOUTUBE - @johnlowrie3070 TIMESTAMPS00:00 - Intro00:35 - Difference Between The Australian And NZ Accent01:14 - Learning Accents/Different British Accents/NZ & Australia Accents04:38 - South African Accents/NZ TV Shows/Studying An Accent05:55 - Studying Accents Well Watching A Series/German Accents07:15 - Doing An Accent Without It Sounding Comical08:46 - Differences In How Americans Speak10:20 - Accents That Are Hard To Do11:39 - History Of Writing In Then Video Game Industry/Working With Valve Writers13:27 - The Art Of Recording Vocals For Video Games15:20 - Adlibbing/Zany Nature Of Valve Writers16:55 - Being The Narrator On Total Annihilation20:35 - Film Vs Voice Acting23:15 - Composing For The Church And The Darkness/Composing For Search For The Sandwich24:30 - Time Vs Space25:00 - How Search For The Sandwich Came About29:15 - Being Invited To The Major For Dota 2 In Peru30:27 - Countries John Has Travelled To31:10 - John Wants To Do PAX Aus32:45 - Keeping Team Fortress 2 Alive33:48 - Team Fortress 3/Valve Hierarchy 34:51 - Gabe Newell/Buffer Between Devs & Questions/Fan Mail36:40 - Deadlines/Artistic World Vs Business World42:20 - Chat GPT& A.I.ba Can Be Used For Good Or Evil46:45 - Western Culture Monetises Everything/The Brain Is Not Aware Of Itself/Amazing Things Coming Out Of Pain50:15 - YouTubers Compromising/Quality Vs Quantity/ The Infinite Cage54:00 - Artistic Goals
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Apr 18, 2023 • 1h 10min

#150 - Denis Dyack Interview (Eternal Darkness, Twin Snakes, Deadhaus Sonata, A.I., Narrative, Martial Arts etc.)

Denis Dyack was the director on games Eternal Darkness: Sanitys Requiem, Metal Gear Solid: Twin Snakes and Legacy Of Kain: Blood Omen. He is currently working on the free to play game Deadhaus Sonata #eternaldarkness #metalgearsolid #legacyofkain WEBSITE - https://deadhaussonata.com/TIMESTAMPS00:00 - Intro01:12 - Doing Taekwondo & Wrestling Before Video Games05:00 - How His Martial Arts Background Influenced Game Design09:20 - Having A Bushido Mentality In Game Design/Mark Cerny Advice & Help13:05 - Eternal Darkness Not Selling Well/Being Ahead Of Its Time16:41 - Denis Is Keen For A Eternal Darkness Remaster17:45 - You Can’t Predict Where The Industry Is Going To Go19:50 - Eternal Darkness Originated From Influences Of Resident Evil22:40 - Analysing Film For Ideas/Origin Of Camera System For Eternal Darkness25:40 - Difference Between Japanese & Western Development31:40 - Eternal Darkness Nearly Being Cancelled33:22 - Why There Are Limitations On Enemies In Eternal Darkness/Testing Schedule34:40 - Satoru Iwata Told Nintendo To Buy Silicon Knights/Relationship With Iwata36:33 - Denis Met Yamauchi (Photo Is Shown)/ How Metal Gear Solid: Twin Snakes Came About40:15 - Approaching The Design On Twin Snakes/First Person Mode43:15 - Mario & Yoshi Easter Egg In Twin Snakes45:00 - Eternal Darkness Was Denis’ Most Stressful Project/Rewriting The Story Due To 91147:38 - Martial Arts & Wrestling Helped Denis Have The Perseverance To Finish Eternal Darkness50:45 - Creating Narrative In Games/AI Being Used In Narrative/Deadhaus Sonata Story55:15 - Why Denis Likes The Free To Play Model/What Denis Hated On Legacy Of Kain58:20 - Utilising AI & Cloud For Narrative/Criticism For Free To Play Narrative Model1:00:56 - Social Effects Of Technology/Chat GPT Won’t Magically Solve Narrative In Games1:04:11 - Deadhaus Sonata Is Still A Few Years Away/Miyamoto Famous Quote1:05:10 - Where To Follow What’s Happening With Deadhaus Sonata1:05:54 - The Word “Sonata” References The Gameplay In Deadhaus
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Mar 31, 2023 • 1h 36min

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

I review Metroid Prime Remastered with the former Lead Technical Engineer on the Original game Jack Mathews. #metroidprimeremastered #metroidprime #gamereview NOTE: Jack had some audio issues for the first minute, which disappeared after that.TIMESTAMPS00:00 - Intro01:14 - Metroid Prime Remastered Is How You Remember It03:01 - Updates To The Audio/Gameplay Holding Up04:15 - UI Fixes05:12 - Trilogy Code Being Used For Remaster05:52 - Mirror Reflection Removal/Physically Based Rendering12:45 - Updated Artwork/Lights On The Orpheon15:38 - Animation Rig For Metroid Prime Form 1 Boss17:14 - Metroid Prime Hasn’t Been Replicated/Games Copying Metroid Primes Visors19:00 - Jack & Kiwi Joke About Pitching An FPS With The Morph Ball Mechanic20:00 - Space Pirate Morph Ball Lore/Morph Ball Makes No Sense Logically21:20 - Original Team Being Puzzled Trying To Animate The Morph Ball23:10 - Complexity Of Making The Morph Ball25:00 - Why The Original Team SHOULD Be Credited31:15 - Why The Thermal Visor In MPR Is Worse Than The Original Game37:54 - Why Your Beams Don’t Light Up Rooms In MPR44:20 - It Would’ve Been A Herculean Effort To Make The Game Run At 60FPS47:00 - MPR Was Retro Proving They Have Still Got It/Setting The Stage For Metroid Prime 451:00 - Jack Falling For The Gravity Suit Trap54:04 - Ramping Of Difficulty In The Phazon Mines Gauntlet57:50 - Jack Wanted Checkpoints59:30 - What Constitutes An HD Port, Remaster And Remake.1:04:35 - Controller Options & Issues For MPR1:09:33 - Hot Light Sticks In Phendrana Drifts1:10:10 - Particle Effects Upgrades/Magmoor Caverns Looks Amazing Now1:11:45 - Metroid Prime Biomes1:14:45 - Patches Jack Wants Added To The Game1:18:38 - Samus Character Model In The End Cutscene1:22:35 - Why Samus’ Character Model Changed In Subsequent Games1:23:40 - Jack Is Proud Of Everyone That Worked On The Game1:25:00 - The Weirdness Of Not Marketing MPR/Repeat Of History Of Retro Being Underdogs Again 1:27:57 - We Are In A Renaissance Of Metroid Series1:28:50 - Dread Vs Prime Remastered/Older 2D Metroids Have Aged1:32:30 - Jack Plugs His Wifes New Cook Book
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Mar 13, 2023 • 1h 13min

#148 - Geoffrey Day Interview (Atomic Heart, Viscerafest, DOOM, AI, Leadership, Mick Gordon etc.)

Geoffrey Day is a video game composer that has become a youtube sensation for his DOOM/Argent Metal remixes of game music. He recently composed for Atomic Heart and Viscerafest. SOCIAL MEDIA TWITTER-@geoffplaysguit INSTAGRAM - @geoffreydaymusic YOUTUBE - @GeoffPlaysGuitar Patreon - https://www.patreon.com/geoffplaysguitar #atomicheart #viscerafest #doometernalTIMESTAMPS00:00 - Intro00:45 - Geoffrey Initially Thought Mundfish Contacting Him Was Spam02:37 - Geoffrey Gets Spam Collaboration Emails Everyday04:10 - Pitch From Mundfish For Atomic Heart06:04 - Geoff Was A Given A List Of Russian Songs To Pick To Remix/Composition Of Russian Songs07:45 - Evolution Of Zyvozdnoe Leto Track10:51 - Deadline To Submit Songs13:19 - Who Did The Mixing On The Game14:13 - Geoff’s Interaction With Mick Gordon15:10 - People Mistaking Geoff’s Music As Mick Gordon’s/Admiration For Mick Gordon17:40 - Overlap Of Composing For Viscerafest/Burnout20:07 - Imposter Syndrome/Negative Comments23:20 - How Geoff’s Work As A Software Engineer And People Manager Transferred To His Music Career26:34 - Lockdowns Are The Reason Geoff Ended Up On His Current Path/How Geoff Started Doing DOOM Game Covers30:41 - Dangers Of AI Music Technology33:00 - Kiwi’s Thoughts On AI/Geoff Used Moises To Get Stems To Compose On Atomic Heart34:10 - Cleaning Up The Stems From Moises Before Sampling35:25 - Seeing The Flaws In The Stems The Original Russian Songs/Modernising Vocals36:10 - Mixing References While Composing/Fan Remastering Arlekino/Metal Vs Pop Vocals37:50 - Geoff’s Patreon Perks39:09 - How Geoff Decides What To Do DOOM Remixes Of41:35 - How The Super Metroid Ridley DOOM Remix Came About/Skyrim DOOM Mod43:30 - Working With A Team On Covers44:00 - Viscerafest & Atomic Heat Caused Geoff To Spend Less Time On His Youtube Channel46:04 - Geoff Loves Working With Technology & A Team47:20 - Geoffs Schedule48:45 - Always Being In A Creative State50:14 - How Geoff Deals With Ear Fatigue & Writers Block51:45 - Suffering From Insomnia52:45 - Geoff Would Like To Have Routine/Missing Working In A Office55:42 - Needing More Time57:45 - Not Being Able To Relax/Being A Workaholic59:45 - Why Geoff Doesn’t Publicly Stream Games1:01:28 - How Geoff Destresses/Getting Out Of The House1:03:48 - Time Management1:04:10 - Where Argent Metal Can Still Evolve1:07:00 - Mick Gordon Requested For Geoffrey Day To Cover Crazy Bus Song1:08:30 - Vol 2 Soundtrack/Atomic Heart OST Speculation1:11:10 - Closing Comments/Geoff’s Youtube Channel Plateauing1:12:20 - Where To Follow Geoffrey Day
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Jan 20, 2023 • 1h 6min

#146 - Tyvic Stallworth Interview (Last Of Us Part II, Call Of Duty:Warzone, QA, Mario, Naughty Dog)

Tyvic Stallworth is a game developer who has worked on games such as Last Of Us Part II and Call Of Duty: Warzone, he is currently a developer at Sucker Punch productions.You can check out his gaming channel here https://www.youtube.com/@UCQP8-hs7qhuV9PQpIjTcjng#lastofus #callofduty #naughtydogTIMESTAMPS00:00 - Intro00:39 - Tyvics Workout Regime/LA Traffic03:00 - Naughty Dog Staff Traffic Commute03:40 - Naughty Dog Documentation/Tyvis Early Days At Naughty Dog04:10 - Moving From QA Into Design06:20 - Moving From Last Of Us II Multiplayer Team To Single Player Team07:24 - Tyvics First First Job As A Designer On Last On Us II/LISP08:50 - Work In QA10:45 - Tyvics Philosophy On Design12:00 - Why Naughty Dog Is One Of The Best Studios14:10 - Why Tyvic Left Naughty Dog15:03 - Working On Call Of Duty: Warzone16:40 - Working On Clash Mode/Nebular 5 Bomb19:10 - Who Comes Up With Game Mode Ideas On Warzone20:10 - Convincing Colleagues With Proof Of Concept21:20 - Prototyping Vs Pitch Documents/Super Mario Example23:30 - Why Mario Is Tyvics Favourite Character Of All Time25:20 - Being Skeptical Of Super Mario Odyssey Before Release/PC Gaming26:10 - Tyvic Will Only Watch Super Mario Film For The Culture27:35 - Last Of Us Series/Uncharted Film/Video Game Adaptations29:16 - A.I. Art/AI As A Tool/Hypothetical Scenario33:50 - Traditionalists Vs Adapters35:00 - Tyvics Approach To Time Management39:06 - Interaction With Neil Druckmann/Hierachy Of What People Are Going Through41:50 - If You Have A Question About Something Just Ask42:25 - Learning Music So He Could Understand Sound Design Lingo42:50 - Structures Of Desks In Gaming Studios/Tunnel Vision44:30 - Emotional Roller Coaster Of Last Of Us II Multiplayer47:50 - Factions For Last Of Us Part 1 Was Made In 4 Months48:30 - Disconnect Between Developers And Higher Ups In A Game Studio52:38 - Hating A Game Once Its Complete/Burnout56:00 - Finetuning Last Of Us Part II During The End Of Development57:40 - Finding Bugs Despite Gruesome Work Schedule1:00:15 - Cut Off On Reap Of Return On AAA Games1:03:45 - PS5 Has Been Out For Years Already1:04:15 - Where To Follow Tyvic Stallworth
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Dec 12, 2022 • 60min

#145 - Jack Burrows Interview (Call Of Duty, Level Design, Activision, QA, Interns, Aven Colony, Metroid Prime etc. )

Jack Burrows a game level designer best known for his tenure at Treyarch as a Level Designer on Call Of Duty: Blacks Ops Cold War and Call Of Duty:Warzone Season 6. Before that he did QA on Black Ops 4 and World War II.   #callofduty #callofdutymobile #callofdutyblackops   TIMESTAMPS 00:00 - Intro 00: 40 - Jack’s First Day At Activision Was Brutal 03:10 - Relatability 04:18 - QA Is A Great Way To Gain Experience/QA In The Old Days 05:30 - QA Call Of Duty: World War II/Looking For Bugs 07:27 - Testing For Different Platforms 08:27 - How Jack Moved From QA To A Level Designer 12:30 - How Jack Approaches Level Design/Call Of Duty Level Design Multiplayer Examples 14:54 - Freedom Of Call Of Duty: Warzone Level Design 15:45 - Designing Downtown & Stadium In Call Of Duty:Warzone  17:00 - Brainstorming Prototypes For Level Designs 19:23 - Destructible Terrain In The Levels 20:53 - Collaborating With The Artists 22:40 - Level Designers & Artists Reaching A Balance 23:54 - You Cant Be A Game Designer And Be Sensitive To Criticism 25:23 - College Prepared Jack For Criticism/Jack Became Brutal Of Critiquing Others Work 27:45 - Moving Into Call Of Duty: Black Ops Cold War/Ruka Map 28:41 - Making Content For The Game That Got Cut 29:39 - Content Is Usually Cut Because It Doesnt Mesh With The Final Vision 31:08 - Developers Day Dreamed How Microsoft Buying Activision Would Change The Studio 32:00 - Call Of Duty On Nintendo Consoles/Why Call Of Duty Isnt On Switch 34:00 - Why Jack Hasnt Attempted To Get Jobs At Studios For His Favourite Games(Metroid Prime, Dead Space, Bioshock etc.) 36:31 - Youre A Cog In A Machine On AAA And Need To Be A Jack Of All Trades With Indie Development 38:48 - A.I Art Generators Cant Compete With Artists On Game Development 41:10 - Training Interns At Treyarch 44:30 - Level Design Devs Dont Crunch For The Most Part At Treyarch/Imposter Syndrome 47:05- What Kills Devs Passion For Development  Is The Sense Of Wonder 48:04 - Jack Thinks Its Bad That Game Devs Dont Play More Games, Its Imperative For The Craft 49:00 - Franchise Fatigue 50:00 - Family Life/How Jack Finds Time To Play Games 52:18 - Working On Aven Colony/Paul Tozour/Metroid Prime 58:01 - Where To Follow Jack 58:18 - Tyvic Stallworth
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Nov 18, 2022 • 1h 16min

#144 - Jack Mathews Interview - Metroid Prime 20th Anniversary (Crunch, A.I., Fetch Quests, Bosses, Speed Booster, Reflections, First Person )

To celebrate the 20th anniversary of Metroid Prime, Lead Technical Engineer on the Metroid Prime Trilogy, Jack Mathews returns to the show talk all about the behind the scenes development of the game. #metroidprime #metroid #nintendo   You can watch our previous podcast here https://youtu.be/_vkczsDyZp4   TIMESTAMPS 00:00 - Intro 00:47 - How Often Super Metroid Was Referred To During Development 02:20 - A.I Systems/Beetle In Chozo Ruins 05:45 - Chozo Ruins Was The First Area Worked On 06:44 - Mirror Plate In Chozo Ruins 07:45 - Finding Ways To Show Samus’ Reflection In First Person 09:00 - Reflections Causing Frame Rate Issues 10:40 - Third Person Vs First Person Optimisation  11:20 - Why Speed Booster/Shinespark Isnt In The Prime Games/Motion Sickness 16:20 - Limitations On The Space Jump & Screw Attack 19:34 - Andy O’Neil’s Contributions 24:00 - Crunch On Prime 1/Retro Studios Old Studio 27:25 - Whata Burger Story/Debugging During Crunch 29:38 - Bug In The Pause Screen Story 30:00 - Elevator Glitch Story 36:30 - Wanting The Metroids To Be More Dangerous In The Prime Games 39:11 - Writing And Story Of Prime Games/Video Game Writing Problems 43:00 - Environmental Story Telling Of Prime 1 & Super Metroid 44:20 - Why The Fetch Quests Were Implemented 46:00 - Prime 1’s Pacing 47:20 - Why Kraid Was Cut/Omega Pirate Scripting 50:30 - Parasite Queen 52:00 - Flaaghra  54:10 - Thardus/Meta-Ridley 55:20 - Metroid Prime Battle 56:20 - Bosses Of Prime 2/Development Problems Of Prime 2 57:20 - Difficulty Vs Stressfulness To The Player/Prime 2 Examples 1:01:00 - Difficulty Of Light Bubbles In Prime 2 1:02:00 - Prime 4 Will Not Be Metroids Breath Of The Wild Moment 1:05:00 - Fans Having Unrealistic Expectations 1:07:00 - Jack Misses Working For Nintendo/Prime 4 Wishes 1:08:26 - Metroid Prime HD Rumors/Game Rumors 1:10:50 - Kiwi Thanks Jack & Devs As Metroid Prime Helped Him Cope With His Mother’s Death 1:12:00 - Jack & Kiwi Reflect On Feeling Old & Prime 1 1:13:20 - QOL Improvements Jack Would Want For Prime 1 HD 1:14:50 - Elevator Between Phendrana Drifts & Tallon IV Overworld Wasnt Considered 1:15:40 - During Development The Devs Were Constantly Worried Prime 1 Would Be Too Short
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Nov 5, 2022 • 49min

#143 - Sean Chiplock Interview (Voice Acting, Revali, Noob Saibot, Zelda, Royalties, Nintendo etc.)

Sean Chiplock is a well known voice actor who has voiced many characters for film, anime and video games.   #zelda #mortalkombat #voiceover   SOCIAL MEDIA YOUTUBE -  @sonicmega  TWITTER - @sonicmega TWITCH -  @sonicmega    TIMESTAMPS   00:00 - Intro 00:34 - Sean’s Schedule/Having No Free Time 01:42 - Bayonetta 3 Voice Actor Controversy/Difficulty Of Being A Voice Actor 03:40 - Handling Rejection As A Voice Actor 06:50 - Odd Taxi Story/Trusting Yourself And Abilities 07:50 - Forgetting About Roles He Auditioned For 09:40 - Noob Saibot Voice/Phineas Voice/How Sean Finds A Voice 13:20 - Finding What Is Different & What Is Similar/AI: The Insomnium Files/Revali Voice 16:40 - How Much Voice Actors Get Paid 18:40 - Sean Chiplock Loves Anime/Film Dubs/Narrating Training Modules 20:45 - Emceeing A Gamestop Conference 22:15 - Relationship With Nintendo After Zelda: Breath Of The Wild 24:15 - Never Advocate For A Role/Zero Story  25:34 - Zelda: Breath Of The Wild Audition/Bang Zoom! 26:40 - Sean Is Extremely Introverted/Sean Is Confident At Conventions 30:34 - Sean Would Like To Do Conventions Outside Of America 32:45 - What Sean Would Like To Work On 35:00 - Dealing With Sinuses/Being Sick As A Voice Actor 36:30 - Avoiding Foods To Prevent Mucus & Acid Reflux 38:10 - Giving Lectures On Voice Acting 39:10 - Side Incomes/Streaming 40:40 - Royalties  41:30 - Sean Wants To Be A Voice Actor Till He Dies/Things He Wants To Do Before He Dies 42:50 - What Sean Does In His Downtime 44:15 - Being Bullied Is What Led To Sean Becoming A Voice Actor 45:15 - Where To Follow Sean Chiplock 46:15 - Sean Has Never Played Zelda: Breath Of The Wild

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