

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

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

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

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

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

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

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

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

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

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

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


