Kiwi Talkz

Kiwi
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Apr 9, 2022 • 59min

#132 - Andrew Hulshult Interview (DOOM Eternal, IDKFA, Mixing, Bobby Prince, Ear Fatigue etc.)

Andrew Hulshult is a video game composer and sound designer who composed music on the DOOM Eternal DLC The Ancient Gods, he is also well known for DOOM remix project IDKFA as well as his work on franchises such as Quake and Duke Nukem   #doometernal #anicentgods #idkfa   SOCIAL MEDIA YOUTUBE -  @Andrew Hulshult  TWITTER -  @Andrew Hulshult  WEBSITE - https://www.hulshult.com/   TIMESTAMPS 00:00 - Intro 00:50 - Not Copying Mick Gordon But Respecting DOOM’s Music 03:10 - Chad Mossholders Guidance  08:28 - Process Of Making Blood Swamps 10:45 - Difference Between Ambience, Light Combat And Heavy Combat 12:30 - Creating Various Versions Of Blood Swamps 14:30 - Andrew Didn’t Contact Mick Gordon To Get His Blessing Because Of The Fragile Situation 15:46 - Making Allies To Get More Work Opportunities 16:35 - Don’t Burn Bridges/Fragile Egos 19:30 - IDKFA - Dark Halls Track 21:40 - IDKFA Project/Bobby Prince 23:44 - Getting Better With Strings/Sinister Track 25:45 - Not Liking Your Own Music After Hearing It So Much 26:59 - Listening To Old Mixes 29:00 - Andrew’s Mixing Process 29:45 - Ear Fatigue/Time Management 33:30 - Ancient Gods DLC OST/Why He Hasn’t Advocated For One 34:45 - Andrew Would Love To Work On Another DOOM Game/Outings 37:18 - Andrew Has Had Moments Where He Thinks He’s Awesome/Staying Grounded 39:20 - Helping The Community/North Texas Foodbank/Capitalism  41:42 - DOOM & Quake Were Dream Projects/Projects Andrew Wants To Work On 44:00 - Creating Ambience/Renowned Music For DOOM 45:45 - Submitting Demos 46:20 - Andrew’s Ancient Gods DLC Demo 48:10 - David Levy Is His Brother In Arms/Honesty 50:08 - Callbacks To Bobby Prince’s Music 51:40 - 2021 Was A Hard Year For Andrew/Phone Call With Bobby Prince 54:40 - How Andrew Manages Multiple Projects At The Same Time 57:20 - Andrew’s Cat 57:45 - Where To Follow Andrew Hulshult 
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Apr 2, 2022 • 57min

#131 - Stephen Hunter Interview (The Hobbit, Acting, Peter Jackson, Coaching, Voice Acting, Video Games etc.)

Stephen Hunter is an actor, radio host, voice over artist, and acting coach. He is most well known for playing Bombur in The Hobbit.   SOCIAL MEDIA YOUTUBE -  @Stephen Hunter  TWITTER - @StephenJHunter1 WEBSITE - https://www.stephen-hunter.com/   #thehobbit #peterjackson #actingcoach   TIMESTAMPS 00:00 - Intro 01:07 - Stephen’s Bombur Shirt/Stephen’s Office Of Memorabilia  02:50 - Stephen Doesn’t Get The Luxury Of Choosing Roles/Sydney Floods 04:29 - How Stephen Got A Role In The Hobbit 10:17 - Colour Audition Rounds Of Hobbit 10:48 - Having No Dialogue As Bomber/Physical Acting 13:02 - Being Intimidated By The Scale Of The Hobbit At First 15:00 - Committing To The Role By Eating 16:25 - Shooting The Bag End Scenes/Different Stages They Had Sets 19:03 - Barrel Riding Scene 20:42 - The Bomber Costume 24:05 - Peter Jackson’s Direction 26:24 - Goblin Cave Story/Practical Jokes 28:20 - Running From Beorn Scene 31:30 - Biggest Mistakes Actors Make 34:00 - Hollywood Creates Delusions In Actors/Advice For Actors 38:38 - Voice Acting Opportunities/Audio Plugins 41:16 - Video Game Voice Acting Doesnt Pay Well In Australia /Naughty Dog 43:09 - Online Voice Agencies/Audio Equipment Is Cheap/Recording Booths 45:40 - Stephen Is An Audio Engineer 47:00 - Actors Creating A Constant Income/Don’t Rely On One Industry For Survival 50:00 - Why Stephen Didn’t Move To America/American Visas 50:55 - Australian Actors Making It Big In America 51:26 - Stephen Worked With Chris Hemsworth Before He Blew Up 51:55 - Australia & NZ Film Studios  54:00 - How To Sign Up To Stephen’s Acting Coach Course
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Mar 26, 2022 • 1h 5min

#130 - David Levy Interview (DOOM Eternal, Mixing, Gen:Lock, Royalties, Passive Income, Mick Gordon etc.)

David Levy is a film, television and video game composer who is most well known for partly composing the soundtrack to the DOOM Eternal DLC - The Ancient Gods #doometernal #ancientones #immora   SOCIAL MEDIA YOUTUBE -  @David Levy  TWITTER - @davidlevymusic INSTAGRAM - @davidlevymusic   TIMESTAMPS 00:00 - Intro 00:57 - How David Ended Up Scoring For Ancient Gods DLC 02:00 - David Was Told Not To Copy Mick 02:58 - Atlantica Was The First Track David Worked On/Intensity Levels 05:25 - Ambience To Combat To Heavy Combat 06:28 - Mick Gordons Mixing 07:54 - Modulators/Plugin Units David Used For Ancient Gods 09:15 - How David Composed For Ancient Gods DLC 10:45 - Trial Of Malligog/Music David Worked On 12:45 - Working With Andrew Hulshult 14:00 - Davids Work History/Difference Between Scoring Games & Film/Immora 17:45 - Avoiding Overnighters & Burnout 18:45 - Satanist Immora Story/Metal Choir Samples 21:39 - David’s Cat In His Videos  23:30 - Project Simulation 24:20 - Doing One Project At A Time/Energy Levels 26:11 - How David Structures His Day 27:05 - Ear Fatigue On DOOM/David’s Mixing 30:45 - You Can’t Have An Ego As A Game Composer 32:46 - Setting Expectations Before A Project Starts 35:36 - Don’t Copy Any Other Artist 36:15 - David Would Love To Work On DOOM Again 37:15 - David Was Super Stressed Out Working On DOOM 39:40 - How David Ended Up Working On Gen:Lock/Burnout 44:55 - Pushing Yourself When You Are About To Give Up 46:15 - Gen:Lock Was A 6 Month Sprint/DOOM Was A Short Sprint 47:40 - David Considered Giving Up His Career As A Composer After Moving To Austin 49:40 - How David Established His Portfolio 54:40 - How David Pushed Through Moments Of Being Disheartened In His Early Years 55:25 - Advice From Austin Wintory/Gotta Keep Going 57:25 - Royalties 59:30 - Getting Passive Income From Sample Packs 1:02:50 - Where To Follow David Levy
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Mar 19, 2022 • 58min

#129 - Joe Houston Interview (Bluepoint Games, SOTC, Titanfall, Uncharted, Localisation, Coding etc.)

Joe Houston is a programmer/engineer who is most well known for his tenure at Bluepoint Games working on games such as Shadow Of The Colossus, Titanfall, Uncharted, Demon Souls etc. #bluepointgames #shadowofthecolossus #uncharted   SOCIAL MEDIA TWITTER - @pandamittens   TIMESTAMPS 00:00 - Intro 00:00 - Joe Hasn’t Been To Houston Despite His Surname 01:20 - Bluepoint Games Like Hard Problems 03:13 - Memory Stomp Bug On Titanfall  04:50 - Code Drops On Titanfall/Co-Development With Respawn Titanfall 06:40 - Optimisation Problems With Titanfall 09:10 - Bluepoint Games Reputation, Professionalism & Transparency  11:40 - Bluepoint Engine 12:20 - Extracting Data From Older Games/Process Of Making Remakes 14:14 - Joe’s Skillset/Workflow & Bug Tracking For SOTC 17:25 - Parity Issues Were A Problem On SOTC/Japanese Source Code 20:40 - Japanese Source  Code Issues That Ended Up Accumulating Over Time 22:17 - Joe Knows Basic Japanese/Localization 23:30 - Maintaining Culture In Localisation/Arabic Compared To English 27:00 - The Problems With The Original SOTC/Dishonored Being Compared To Thief 30:40 - Modernising Uncharted 1 For PS4 34:40 - Getting Uncharted Collection To Maintain 60FPS 36:40 - Working On Uncharted Games Simultaneously/Bluepoints QA 37:45 - Uncharted 2 Was The Starting Point For Development Of The Collection/Keeping Bugs 40:20 - Remakes & Remasters Vs Original IP 42:17 - Playing Uncharted 3 To Prepare For Development On The Remake 43:25 - Joe Never Played SOTC Until He Started Developing The Remake/Studying SOTC 45:33 - How Japanese Coders Operate/Birds In SOTC 47:00 - Working With Andy O’Neil 49:03 - Bluepoint Games Motto”Working Smarter,Not Harder”/Avoiding Crunch 51:07 - Bluepoint Is A Great Studio For Engineers 51:58 - Pros & Cons Of Bluepoint Games 53:45 - Breaking Into The Game Industry/Artistry/Flexing His Other Skillset/Working At Discord 56:49 - Where To Follow Joe Houston
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Mar 12, 2022 • 59min

#128 - Ben Kasparek Interview (DBZ, Editing, Bruce Faulconer, 9/11, Pikkon Theme Cell Saga etc.)

Ben Kasparek was the music editor on the English Dub of Dragonball Z for the Android, Cell and Buu Sagas of DBZ and worked closely with the composers of the show Mike Smith, Scott Morgan and Julius Dobos   #dbz #dragonballz #brucefaulconer   TIMESTAMPS 00:00 - Intro 00:42 - How Ben Got Into DBZ/Getting Job At Faulconer Productions 04:08 - Ben Originally Wanted A Job At Funimation But Couldn’t Find The Office 04:49 - Watching Mike Work/What Episode Ben Started First When Editing 06:30 - Editing An Episode Took One Week/Editing Process 08:07 - DBZ Music Library/Mistake With Vegetas Theme 10:13 - Ben Favoured Hyperbolic Time Chamber Theme In Editing 11:25 - Limiting Of Pikkons Theme 12:56 - Ben Inspired Scott To Write The Arpeggiated Part Of Pikkons Theme 14:56 - The Genius Of Mike Smith,Scott Morgan & Julius Dobos 15:59 - Japanese DBZ Music/Gohan Vs Cell Kamehameha Episodes Had No Changes In Editing 18:19 - 16 Rips Off Cells Tail/Gohan & Icarus/Perfect Cell Runs 19:25 - Such A Massive Library Existed By Buu Saga So Cell Saga Music Was Hardly Used 20:32 - Having A Bigger Catalog Made It Easy To Edit 22:33 - How The Best Of DBZ Vol 1 Soundtrack Came About 25:12 - Ben Would Give The Musicians Requests And They Nailed It Every Time 26:32 - Ben Was Late To Work On The Day Of 9/11 28:21 - Gohan Goes To School Episode Had To Be Edited In 24 Hours 29:32 - Hardcore DBZ Fan In Ben’s Class/New Generation Of DBZ Fans 31:04 - Groove Of Work 32:05 - Bruce Faulconer’s Involvement In DBZ 34:24 - Cakemix Studio/Internets Effect On Bruce’s Studio 35:34 - Ben Not Knowing Gohan SSJ Is Goku’s SSJ Backwards 36:24 - Tying Gohan’s Music To Piccolo During The End Of Cell Saga 37:32 - Character Moments 38:30 - Going From Fighting Music To Silly Music Being Jarring/ 41:45 - Ambient Pieces Being Easy To Edit/Transitions 43:45 - The Final Atonement Episode 46:15 - Emotional Scenes 48:15 - Mike, Scott And Julius’s Different Styles Of Composing 51:10 - SSJ3 Theme 52:46 - Julius’s Work On Editing On Outside DBZ 55:00 - Bittersweet Feeling Of DBZ Ending
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Mar 5, 2022 • 58min

#127 - DoctorM64 Interview (AM2R, Skippy The Bot, Game Design, Programming, Composing etc.)

DoctorM64 is the man behind the Metroid 2 fan remake AM2R. He spent over 8 years developing it in his spare time. His efforts werent in vain as now he is a programmer at Moon Studios and recently worked on Ori:Will Of The Wisps. #am2r #metroid #metroid2 SOCIAL MEDIA TWITTER - @DoctorM64, @PROJECTAM2R YOUTUBE -  @Milton Guasti  Join the Kiwi Talkz Discord server to make guest submissions and submit questions to guests! https://discord.com/invite/gJ6VgGq2   TIMESTAMPS 00:00 - Intro 00:28 - How The Name DoctorM64 Came About 01:50 - Times DoctorM64 Considered Giving Up On AM2R 04:00 - What Was Developed From The Get Go/What Changed Throughout Development 07:03 - Skippy The Bot Section In AM2R 10:39 - Skippy The Bot Flash Game 15:14 - Musical Approach For AM2R 17:01 - Refining The Music/Working With Composers 20:22 - Trying To Lessen The Repetitiveness Of The Metroid Encounters 23:20 - A.I. Programming Of The Metroids 25:31 - Challenge Of Overhauling Zeta, Omega & Metroid Queen 29:26 - Random Crashes In Game Maker And Losing Development Progress 30:57 - Water Distortion Filter Effect 33:02 - How The Power Generator Area Came About/Static Electricity Filter Effect 37:10 - Designing The Escape Sequence 41:39 - Input From The Speedrunning Community During Design 43:45 - Working In A Team As A Programmer Prepared Him To Manage The AM2R Team 46:48 - Approach To The Lore Of Metroid 49:40 - Problems With The EMMIs In Metroid Dread 52:02 - DoctorM64 Marvelled At The Agility Of Samus In Metroid Dread 53:19 - DoctorM64 Can’t Help But Critique Metroidvania Games 54:19 - Development Eventually Gets Stale So You Need Others To Look At Design With Fresh Eyes 56:15 - Where To Follow DoctorM64
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Feb 26, 2022 • 1h 3min

#126 - Josh Weier Interview (Portal 2, Valve, Game Design, Gabe Newell, Play Testing, Management, Crunch, Certification etc.)

Josh Weier was a game developer at Valve for over 14 years and worked on franchises such as Portal and Half Life. He was the project lead designer on Portal 2. Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! #sponsored #valve #portal2   SOCIAL MEDIA TWITTER - @weier_josh Zero Page: http://zero.page Zero Page Twitter: @zeropage_game   TIMESTAMPS 00:00 - Intro 00:53 - Memories Of Valve 02:01 - Orange Box/How Josh Ended Up As Project Lead On Portal 2 05:20 - Portal 2 Storyboards/Design Approach With Portal 2 06:45 - Elevator Doors Are Actually Portals 07:40 - Playtesting/Design Of Game Mechanics 11:00 - Design & Storytelling Working Together/Changing Environments 13:00 - Story Constantly Changed Through Development 14:15 - The Moon Segment Was Added Very Late In Development 15:45 - Catapults/Bridges/Linear & Non Linear Aspects Of The Design 19:23 - Walking On Walls & Bullet Time Were Cut Game Mechanics 21:30 - The Gel Was Hard To Implement/Digipen 23:05-  Difficulties Of Programming For PS3/Smoothing Out Portal Transitions 26:20 - Manscaped Sponsored Segment 27:23 - Momentum Physics/Where People Would Quit On The Original Portal 29:04 - Gabe Newell/Gabe Wanted GLaDOS To Have A Face/Gabe’s Struggles 31:05 - Underground Area Was The Hardest Area To Work On 32:55 - Portal 3/Portal For Xbox Was The Genesis Of Developing Portal 2  37:20 - Portal 2’s Intro Is Inspired By Super Metroid’s Intro 39:20 - Original Idea For GLaDOS In Portal 2/Announcer 41:40 - Trying To Sell The Part When Wheatley Turns Bad 43:20 - Dealing With The Weight Of Expectations/Valve Doesn’t Have A Template Of Developing 45:20 - Game Designing Is Stressful/Complications Of Crunch 46:50 - Portal 2 Almost Ruined Josh’s Marriage/Game Developments Effect On Family Life 48:30 - Josh’s Management Style/Communication 50:52 - Josh Cant Switch His Brain Off  53:09 - Crunch Process For Portal 2 54:35 - Certification Problems For PS3 & Xbox/How Much Time Certification Adds To Development 58:24 - Politics Of Certification 58:59 - Zero Page Game 1:00:13 - Where To Follow Josh Weier
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Feb 19, 2022 • 1h 4min

#125 - Carlos Mendieta Interview (Metroid Prime 2 & 3, Donkey Kong Country Tropical Freeze, Animation, Drawing, Comics etc.)

Carlos Mendieta is an animator in the video game industry. He is most well known for his tenure at Retro Studios where he worked on Metroid Prime 2 & 3 as well as Donkey Kong Country Returns and Tropical Freeze. He is now creating his own comic book and creating a kickstarter, visit the website to support.   WEBSITE https://www.carlosmendieta.com/?fbclid=IwAR0GNIfo-tVcBGw3y_BchCaR-lTPTdxrVbYuigJIJJ4E3UW7nz9QDZbvnvA   #metroidprime2 #donkeykong #retrostudios   TIMESTAMPS 00:00 - Intro 01:10 - Differences Between Animating And Drawing/Team Collaboration 02:44 - Getting All The Animators To Establish The Same Style For A Game 04:01 - Animators Comraderie/Animators Work Structure On Metroid Prime 2/3  06:05 - Metroid Prime 2 Animators Were Never Under Huge Pressure/Prime 2 Cutscenes 07:01 - Carlos First Bit Of Work Was The Space Pirates 07:50 - Carlos Loved The Original Metroid Prime 08:32 - Complexity Of Prime 3 Cutscenes Compared To Prime 2 09:47 - How The Structure Of The Cutscenes Were For Prime 2 And Prime 3 11:00 - Cutscenes Storyboards 12:24 - Carlos Was Told Prime 3 Wouldn’t Have As Many Cutscenes As Prime 2 Initially/Sammy Hall 13:37 - Adjusting Animation Style From Metroid To Donkey Kong 14:45 - Donkey Kong Playing DS Animation 15:30 - SD To HD Doesn’t Change Animating Much/New Skeletons Were Created Between DKCR & DKCTF 16:37 - Donkey Kongs Fur Was Handled By Engineers Not Animators 17:09 - Animating The Bosses Of Both Donkey Kong Games/Owl Boss 18:15 - Cutscenes For Donkey Kong Vs Metroid Prime/Facial Animation 20:46 - Duration Of Making One Cutscene In Donkey Kong 21:45 - Having A Plan Before Animating Is Critical 22:42 - Compressing Animation/Framerate 24:01 - Acting Out To Get Animation References Right/Keyframe MP 26:30 - Carlos Animated Himself For The Walrus Butt Hit Reaction In Tropical Freeze 27:30 - Samus Was Animated As A Badass Where As Donkey Kong Animation Was Exaggerated 28:38 - Carlos Animated The Samus Thumbs Up In Prime 3 And It Was A Big Cutscene To Animate 30:46 - Retro Studios Animation Team Continued To Get Better/Carlos Went To Artschool With A Lot Of Retro Animators 31:40 - How Carlos Ended Up At Retro Studios/Being Excited To Work On Metroid 33:37 - Working On Metroid Prime 2 & 3 Wasn’t Stressful Due To The Team 34:58 - Crunch For Prime 2 Was 3 Months And Was Only Cutscenes/Polish At The End Of Prime 2 Development 36:25 - Metroid Prime Franchise Is The Only Franchise Where Cutscenes Were Done At The End 37:30 - Story Was Changed Part Way Through Prime 3 Which Made A Ghor Cutscene Change 38:30 - How A Small Tweak  Can Dramatically Change Production 39:30 - Nintendo Cares About Quality 40:30 - Nintendo Gets QA Testers On A Game From Early Development 42:23 - Carlos Loved Working At Retro Studios/ 43:54 - Most Of The Metroid Prime 2/3 Animation Team Is Still At Retro 44:40 - Why Carlos Left Retro Studios & Moved To New Orleans 44:45 - New Orleans Inspires Carlos 47:07 - Carlos Is Kickstarting A Comic 47:43 - Carlos Shows Off Artwork For His Comic/Idea Of The Comic 48:52 - It Takes 8-12 Hours To Do One Drawing 49:38 - Carlos’ Thinks Metroid Dreads Cutscenes Are Awesome 50:35 - Carlos’ Loves The Animation Of Cupped/ 52:00 - Carlos Theorises How They Animated Cuphead 52:45 - Environments On Metroid & DK Were Handkeyed 53:50 - Destructive Terrain Of Tropical Freeze/Frantic Fields Trees Were Animated 3 Times 55:20 - Carlos Favourite Cutscenes He Worked On 56:15 - Timelessness Of Retros Games 57:10 - Carlos Didn’t Lea
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Feb 12, 2022 • 54min

#124 - Legendary Wes Interview (Smash Bros Melee, Playstyles, Online Hate, Deadly Alliance, Trash Talking etc.)

Legendary Wes was one of the Top Tier smash bros players in the golden era of Smash Bros Melee competitions. He was particularly known for being one of the best Samus players. #sponsored #smashbros #samus SOCIAL MEDIA TWITCH -  @TheLegendarywes  YOUTUBE -  @TheLegendarywes  TWITTER - @thelegendarywes7   Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!   TIMESTAMPS 00:00 - Intro 00:27 - Why Wes Wanted To Main Samus/Metroid 02:35 - How Wes Got His Playstyle And Evolving It/Hugz 05:20 - Wes Would Spend 8 Hours A Day Playing Melee/Life Balance 07:15 - Using The Hood To Exploit Opponents/Trash Talking 10:54 - Story About Trash Talking Jayman 11:52 - Having Thick Skin/How To Get Out Of A Depressed State 13:36 - Deadly Alliance Terrorising Competitions 14:26 - Deadly Alliance Crew/How They Became An Elite Team 16:20 - Where The Team Is Situated Now/Compton 17:30 - How Wes Prepared Psychologically Before A Competition/Lollipops 20:29 - Wavedashing/Samus Is The Most Technical Character 21:57 - With Samus You Have To Change Style With Every Character/Learning From Noobs 24:14 - Manscaped Sponsored Segment 25:02 - Learning Frame Breakdowns/Hitboxes 26:31 - Mew2King/PC Chris/Armada/Zane 30:07 - Smash Bros Documentary/Wes Material That Was Cut 32:44 - Smash Bros Toxicity Is Only Online/Event Vibe 33:57 - SOS Gamers/Work In The Community During A Pandemic 37:27 - Stigma Of Girls Being Bad At Gaming/Getting Girls Into Gaming/Misogyny  40:50 - Deadly Alliance Doubled As Security For Events/Mew2King’s People Robbed Him Of His Own Money 42:40 - Deadly Alliance Isn’t As Hood As People Think 44:30 - Jumping Between Melee & Ultimate 45:52 - Wes Thinks Smash Bros Ultimate Is Better Than Melee Overall/Melee’s Dedicated Community 49:40 - Nintendo Gamecube Online/Rollback For Melee 50:03 - Balancing Work Schedule & Content Creation 51:22 - Celebrities Wes Has Been Mistaken For 52:30 - Where To Follow Legendary Wes
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Feb 5, 2022 • 58min

#123 - Gavin Price Interview (Playtonic Games, Rare, QA Testing, Yooka Laylee, Management etc.)

Gavin Price was previously employed at Rare for over 15 years and started off as Quality Assurance Tester before moving into game development. He has now cofounded Playtonic Games and overseen the Yooka Laylee games. #rare #yookalaylee #donkeykong   TIMESTAMPS   00:00 - Intro 01:07 - Staying At Rare For So Long 01:51 - Doing Quality Assurance And What It Entailed At Rare 04:00 - How Gavin Ended Up Working For Rare 05:45 - Common Bugs Found In Game Testing 07:30 - Mickey’s Racing Was Bug Free 08:13 - Seriousness Of Testing & Shipping A Game/Crystal Caverns Bug 09:44 - Process In Development When Testing Starts 10:29 - Game Release Schedule At Rare In Early Days 12:13 - Competitiveness Of Rare 12:48 - How Rare Changed When Microsoft Bought It 14:10 - Gavin Was A Little Overwhelmed When Moving From QA To Development 16:13 - The Stampers Game Process Vs Microsofts Game Game Process 18:50 - Why Gavin Founded Playtonic Games/Rare Redundancies 22:11 - Pitching Playtonic To His Colleagues 23:54 - Kickstarter Campaign Catching Gavin Offguard/Early Days Of Playtonic 27:45 - Developing Yooka Laylee With The Hype Surrounding It 29:01 - Hindsight Of Yooka Laylee/Naevity Of Business 31:45 - Performance Was The Challenge Of Yooka Laylee 33:08 - Camera & Bosses Were The Hardest Parts To Develop For With Yooka Laylee 34:34 - Difficulty Spikes & Developing For That 36:24 - In The Early Days Playtonic Didn’t Have Enough Time To Research Before Starting Development 37:46 - Mario Odyssey/Accessibility/Quick Resume Modes 41:27 - Challenges Of Developing An Exclusive Game Vs Multi Platform 42:50 - Game Growth/Competition/Quality Bar 44:05 - Digital Games/New Game Business Models 45:05 - Distribution/Being Ahead Of The Curve 47:26 - Staying Up With Technology/Responsibility Of Employees Livelihoods  49:08 - Unpopularity Of Certain Management Decisions/Hierarchy System Of Playtonic 51:45 - Methods Of Avoiding Crunch 53:03 - Playtonic Wants To Make A Lot More Genres Of Games/Improving On Rare’s Legacy 54:40 - Yooka Laylee In Smash Bros Needs To Be Earned 55:55 - Where To Follow Playtonic Games/Future Endeavours For Playtonic

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