

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

Jan 29, 2022 • 57min
#122 - Richard Vorodi Interview (Metroid Prime Hunters, Game Design, Lore, Nintendo, Darksiders III etc.)
Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!
Richard Vorodi currently works as a designer at Gunfire Games and was lead designer on Darksiders III , he previously worked at Nintendo for 15 years, specifically at NST on games such as Metroid Prime Hunters, Wave Race and Project Hammer before its cancellation.
#sponsored #metroidprimehunters #metroid
TIMESTAMPS
00:00 - Intro
01:01 - Crafting His CV To Be A Designer For Nintendo
02:15 - Approach To Creating Metroid Prime Hunters
03:36 - Creating The Lore For MPH
04:52 - Creating The Hunters Backstories Was The Hardest/Sylux/Bible For Metroid
06:09 - Sylux Was Tanabe’s Favourite Hunter
07:04 - Coming Up With The Hunters Colours
08:22 - Coming Up With The Hunters Names & Lore Names
11:26 - Why Weavel Is Richard’s Favourite Hunter
12:20 - Richard Has No Problem With A Remake Of MPH/Growth Of FPS
13:43 - Most Of The Feedback On Games Are Negative/Praise For MPH
15:51 - Keeping High Morale When The Industry Is So Negative
19:05 - Why NST Used Pre Rendered Cut Scenes In MPH/Pre Rendered Vs In Engine Cutscenes
20:53 - Metroid Dread/Games Are Too Long Nowadays
22:10 - Most People Don’t Finish Games
22:58 - Manscaped Sponsored Segment
24:02 - Space Combat Wasn’t Seriously Considered In MPH/Ships In The Game
24:53 - Eastern Game Design Vs Western Game Design
28:51 - Incorporating Metroid Philosophy Into Darksiders III/Building A World
32:50 - Production Cycle On MPH Vs Darksiders III
34:12 - Crafting Environments Thinking Its Original And Then Finding Out It Isn’t
35:43 - Presentation Is Everything
35:43 - Working With Andrew “Android” Jones On MPH/Art
40:28 - Taking Ideas From One Hunter And Putting It On Another
41:13 - Balancing Ideas
42:36 - Have As Many Ideas As Possible But Know When To Keep Them To Yourselves
43:44 - Retro Studios Gave NST A Template But They Still Created Everything From Scratch
44:01 - An NST Artist Worked With Retro Studios On Metroid Prime And Was Key On MPH
45:47 - Nothing Was Left Out Of The Game For MPH/ Richard Would Of Liked More Content If They Had More Time
48:19 - Modern Engines Save Time/Tools Were Written At Time It Was Needed For MPH
52:13 - Balancing Family/Game Design & Tech
54:18 - Being Bored Is The Worst Thing
55:22 - Where To Follow Richard Vorodi/Gunfire Games

Jan 22, 2022 • 1h 5min
#121 - Zoid Interview (Metroid Prime, Cameras, Scripting, Sequence Breaking , Programming etc.)
Zoid is a retired game developer who worked in the industry for over 32 years on games such as World Of Warcraft, Dota 2, Portal, Quake and Metroid Prime. He was Senior Engineer on Metroid Prime 1 & 2 and worked closely with the late great Mark Haigh-Hutchinson
Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!
#sponsored #metroidprime #metroid
SOCIAL MEDIA
TWITTER - @ZoidCTF
TIMESTAMPS
00:00 - Intro
00:52 - Miyamoto Referring To Zoid As Zoid-O-San
01:53 - Game Problems Miyamoto Pointed Out On Space Pirate Frigate/Scale
03:45 - Bluerooms To Scripting To Artwork
05:19 - Morphball Cameras/Camera System
08:42 - Doors/Loading Rooms and Triggers
10:54 - Retro Studios Licensed An Open Source Compression Software To Gain More Memory
13:29 - Spindle Camera In Prime 2/Dark World Transitions
14:57 - Elevators/Physics Transition Of Samus
17:16 - Horizontal Doors Were Removed In Prime 2 Due To The Screw Attack
18:06 - Screw Attack Camera
19:06 - Metroid Prime Has One Of The Most Complicated Third Person Cameras Ever
19:44 - Most Bosses In Prime 2 Were Done By The Designers Themselves/Scripting System
21:35 - Cinematic Camera System Having 1 Frame Glitches
22:45 - E3 Response To Metroid Prime
24:06 - Tutorial Section Of Prime 1(Worked)
25:13 - Parasite Queen/Strafing
26:06 - Translating Design Ideas To Work/Damage Hue
29:05 - Spider Ball Guardian Scripting System
29:41 - Elder Chozo Room In Chozo Ruins Took A Month To Script
33:30 - Infinite Ball Jumping Wasn’t Considered Because Of Rooms Without Ceilings
34:50 - Master Layers/Why Zoid Put In Locks To Prevent Sequence Breaking
36:09 - Speedrunners/Sequence Breakers
36:58 - Enemies Respawingb
37:58 - Metroid Prime Would Still Have To Be Made The Same Way TodayMemory Allocation
40:40 - Manscaped Sponsored Segment/Memory Allocation Part 2
42:39 - Falling Off Cliffs In Prime 2
44:10 - Being A Professional Street Fighter II Player In The 90s
45:04 - Super Metroid/Zoid Put Super Metroid Into Metroid Prime But Nintendo Declined It
46:50 - Metroid Game Code Was In Japanese
48:00 - Working With Tanabe On The Incinerator Drone & Phazon Mines
49:10 - Network Programming For Multiplayer For Portal 2/Dota 2
50:44 - Zoid Speedrunning Metroid Prime Before Going Gold
51:37 - Zoid Worked 100 Hour Weeks For Months On Prime 1
52:10 - Donkey Kong Tropical Freeze’s Camera System/Zoid Misses RUDE Camera System
54:17 - Zoid Suspects Retro Have Rewritten The Renderer For The RUDE Engine
54:56 - Zoid’s Early Days
57:13 - Why Zoid Retired/The Best Part Of Game Development
59:33 - How Zoid Dealt With Adjusting To Not Working
1:01:27 - Where To Follow Zoid
1:01:59- Zoid Hates NFTs
1:04:06 - Retro Studios Calibre Of Talent Will Never Be Replicated

Jan 15, 2022 • 1h 2min
#120 - DBZ Faulconer Remix Interview (DBZ Music Samples, Saiyan Saga, Vegeta, Raditz, Editing, Bruce Faulconer etc.)
The DBZ Faulconer Remix team are focused on creating a brand new score for the Saiyan/Namek Sagas of Dragonball Z in the style of the iconic Faulconer Productions score.
MANSCAPED MUSIC COMPOSED BY JOE HOLASKA AND NICK VERSCHOOR
RADITZ THEME COMPOSED BY RAKEEM DELWIN
SOCIAL MEDIA
FAULCONER RE-MIX YOUTUBE CHANNEL - https://www.youtube.com/channel/UC3lWNQMkrBjWUJvCx_EBxqw
MARCELO'S DBZ MUSIC CHANNEL https://www.youtube.com/channel/UCvS6TLdme39o2snemCYe8wA
RAKEEM'S FAULCONER DBZ REMAKES CHANNEL https://www.youtube.com/channel/UCtGNPl_KPKSKFrt0-BVTdSw
FACEBOOK PAGE https://www.facebook.com/DBZRemix/
#sponsored #brucefaulconer #dragonballz
Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!
TIMESTAMPS
00:00 - Intro
01:12 - How The DBZ Faulconer Remix Project Came About
03:36 - When To Use Faulconer Edit And When To Create New Music
05:19 - How Long It Takes To Make Music
06:55 - Writing 5 Raditz Themes
07:50 - Working Out What Samples Work And What Don’t
09:00 - How Rakeem Made The Raditz Themes
11:08 - Raditz Face Off Theme & How It Was Made
13:40 - Recreating A Mr Shu Track From Scratch For An Episode
15:37 - Nick Having Trouble With A Raditz Theme
16:20 - Collaboration Over Who Composes Each Theme
18:15 - Faulconer Productions Music Samples Soundbank
20:04 - Finding The Original Samples Took Years
20:50 - Most Difficult Sample To Find/Soundfonts Can’t Replicate The DBZ Music Samples
23:40 - Working Through The Hardware/Getting The Hardware To Work
26:07 - Joe Plays Z Guitar Sample
28:26 - Liquid Stack(Dong) Sample/Joe Plays It For Heroic Trunks & Frieza Synth
30:01 - Rakeem Plays Blade Runner/Frieza Synth Sample
30:54 - Rakeen Plays Dream Scape - Running Water/Namek Sample
31:49 - Rakeem Plays High Glissz - Dende Sample
33:34 - Destruction Theme Raditz Version & How It Was Made
34:03 - Manscaped Sponsored Segment
35:04 - Guitars/Guitar Synths Being Used In The Score
37:50 - Samples Having Weird Names
39:40 - Doing Different Iterations Of Main Characters Themes
41:00 - Possibly New Ginyu Force Themes Iterations
41:52 - How The Team Will Use Vegeta’s Themes/New Vegeta Theme
43:40 - Raditz Themes Were Hard To Write
44:58 - Discussions On Nappas Theme
47:20 - King Kai
49:17 - Some Sequences Will Be Easy To Edit
50:10 - Team Will Take Small Breaks To Avoid Burnout
50:59 - How The Musicians All Help Each Other Out
52:04 - How Many Instruments Were Used In Vegeta’s Hells Bells
53:44 - Isolating Instruments/LALAL.AI/Mixing
58:29 - Where To Follow DBZ Faulconer Remix Team/Where To Listen
1:00:15 - Raditz Theme Plays

Jan 8, 2022 • 48min
#119 - Emily McGregor Interview (Zelda:Twilight Princess, 3D Modeling, Environments, Australia etc.)
Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!
Emily McGregor is an experienced artist in the video game industry and has worked for a number of Australian video game studios. She has worked on notable franchises such as the Legend Of Zelda: Twilight Princess HD and Age Of Empires III
SOCIAL MEDIA
INSTAGRAM -@elorhan
Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com!
#sponsored #twilightprincess #ageofempiresIII
TIMESTAMPS
00:00 - Intro
00:55 - Difficulties Of Being An Artist In The Video Game Industry/Ongoing Learning
02:21 - Picking Apart Artwork While Playing Video Games
03:30 - Balancing Detail
04:49 - Breaking Down Image Before Modelling
05:15 - Artists Are Usually Specialised In One Area
06:25 - Team Size For Twilight Princess HD
07:00 - How Twilight Princess HD Pitch Came About/Approximating Budget For Development
10:11 - Frustration Of Not Being Allowed To Update Character Models For TPHD
11:30 - Updating Older Games Causes A Domino Effect Of Programming Problems/Updates Of TPHD
13:33 - The Dynamic Between Programmers & Artists
15:00 - The Evolution Of Tech On Environments/Illusion Tricks Of Older Tech/Water Effects
16:25 - Unreal Engine Vs Zelda Engine/Tantalus Engineers Working With Nintendo Engineers
17:57 - Knowledge Gained From Doing Ports For Different Studios/Phone Games To Tantalus
19:15 - Being A Junior Artist At Tantalus
20:23 - Brief/Planning Before Doing Artwork
21:25 - Emily Prefers Environment Art Over Character Art/Always Getting Inspiration For Sketches
23:36 - Australian Outback/Holidaying An Excuse To Take In Details For Art
24:30 - Life Drawing To Keep Your Skills Up
26:30 - Manscaped Sponsored Segment
27:44 - Feet Are Difficult To Draw/The Animation Process
31:49 - Age Of Empires III Was Emily’s Favourite Project/Revamping & Pitch Of Age Of Empires III
33:35 - Development Of Age Of Empires III/Newer Techniques That Were Applied Due To It Being A Revamp
35:15 - Trying To Stay Up With The Times Despite Technology Constantly Changing
36:30 - Different Studio Cultures/Melbourne Game Studios
37:30 - Why More Film & Gaming Studios Are Relocating To Australia
38:40 - Recruiting Staff Due To Australian Border Closures Has Been Hard/Online Work For Studios
41:00 - Most Rookie Artists Are Bad At Time Management/Employees Needing To Be Multiskilled
43:47 - Emily Wants To Improve People Skills & Travel More
45:40 - Its Common For Artists To Stay At One Gaming Studio
46:16 - Where To Follow Emily McGregor

Jan 1, 2022 • 1h 6min
#118 - Lawrence Schwedler Interview (Metroid Prime Hunters, Digipen, Sound Design, Music Design, Zelda:Breath Of The Wild etc.)
Lawrence Schwedler is a program director for the music and sound design program at Digipen. He previously spent a considerable amount of years working at NST on games such as Metroid Prime Hunters, Pokemon Puzzle League and Mario Vs Donkey Kong.
Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! #ad
Lawrence Schwedler Lectures
https://youtu.be/vnh-yPyhLCU
https://youtu.be/8dxv4nZy0L0
https://youtu.be/J15Rkl0lPjY
TIMESTAMPS
00:00 - Manscaped Sponsor Segment/Intro
02:30 - How Lawrence Ended Up Working For Nintendo
06:50 - Music Lawrence Submitted For NST Job Application/MIDI Data
10:50 - Limitations Of The Nintendo DS/ComposingThe Music For Metroid Prime Hunters
15:40 - Lawrence Got Little Direction From Nintendo On MPH Music/Metroid Prime’s Influence On MPH Music
19:50 - The One MPH Piece That Nintendo Told Him To Correct
21:00 - Work Structure At NST/Music For First Hunt
23:20 - Kenji Yamamoto’s Guidance Of Music For MPH
26:26 - Differences Between Audio In Film & Games/Soundscapes
28:25 - Blurring The Line Between Sound Design & Music
30:10 - Music & Sound Design Of Zelda: Breath Of The Wild/Non Linear Implementation
32:10 - Time Spent On Sound Design/Revisions On Mario Vs Donkey Kong
33:43 - Being A Good Composer Is No Longer Good Enough/Audiokinetic Wwise
37:02 - Requirements To Get Into Digipen BA In Arts Of Music & Sound Design
40:20 - Sound Design Starts With Music/Learning A Vast Amount Of Skills
47:42 - Lawrence Feels An Obligation To Teach Students Skills That Won’t Become Obsolete
53:45 - Being Real With Students On How Competitive The Audio Space Is
56:38 - Music Design/Laying The Foundation For Students To Find A Job
1:00:30 - Imposter Syndrome/Working For Nintendo Was Some Of The Most Stressful Times For Lawrence
1:03:45 - Lawrence Has A Twitch Lecture On Zelda: Breath Of The Wild

Dec 11, 2021 • 56min
#117 - Curtis Schweitzer Interview (Halo Infinite, 343 Industries, Composing, Starbound, Film etc.)
Curtis Schweitzer is a video game composer that recently scored a majority of the soundtrack for Halo Infinite, he came into prominence for his phenomenal score to Starbound.
#haloinfinite #343industries #starbound
SOCIAL MEDIA
WEBSITE - curtisschweitzer.com
YOUTUBE - @Curtis Schweitzer
TWITTER - @cschweitzer
FACEBOOK - @cschweitzermusic
TIMESTAMPS
00:00 - Intro
00:39 - Curtis’ Reaction When He Was Picked To Compose For Halo Infinite
02:02 - Preparation For Scoring Halo Infinite
03:25 - 2019 Trailer Demo Curtis Did Was Way Off The Mark/Responding To Feedback
04:20 - Halo Infinite Music Required Heaps Of Revisions/
05:50 - Curtis’ Most Used Instruments/Music Background
06:49 - Music Supervision On Halo Infinite/Gareth Coker
09:10 - Zeta Halo Music/Doing What You Are Told
10:45 - Zeta Halo Theme Was Split Into Two Different Tracks
12:24 - Some Halo Music Wasn’t Scored To Gameplay Footage
14:01 - 2019 E3 Trailer
15:04 - How Long It Takes For Curtis To Get Feedback On A Music Piece
16:04 - Keeping Track Of All The Different Feedback Notes
19:24 - Writing 2mins Of Music A Day/Giving Yourself Space To Allow Music To Sink In
21:06 - Self Imposed Deadlines/Be Kind To Your New Ideas
23:05 - Curtis Regrets Some Of The Halo Infinite Pieces He Submitted
23:52 - What Got Curtis The Job Scoring For Halo Infinite
25:08 - Halo Infinite Is Epic & Hopeful
26:10 - Alex Bhore(This Will Destroy You) Scored The Multiplayer
27:33 - Pros & Cons Of Composing For Cinematics & Gameplay
29:32 - Pieces Where Curtis Had To Do A Huge Amount Of Rewriters(move music)
30:41 - Curtis’ Layout In Logic
32:10 - Halo Infinite Is The First Game Curtis Worked With An Orchestra/Film Deadlines
33:48 - Technology Makes Working On A Film Easier
34:46 - Curtis Is Influenced By A Lot Of Film Composers
35:57 - Curtis Originally Wanted To Be A Film Composer/Starbound Music
39:24 - Curtis Is Still Working On A Game Since Starbound
40:11 - Not Knowing What Your Next Project Is/Royalty Free Tracks
41:33 - Keeping Game Secrets Is Easy/Changes Of Development
42:35 - Projects Curtis Would Love To Do/How AAA & Indie Music Works
44:46 - Gareth Coker
46:19 - Curtis Often Doubted His Skills While Working On Halo Infinite/Music Education
48:50 - Curtis Writes With Melody In Mind/Commercial Music/Remixing Halo Melodies
50:45 - Writing Original Pieces Harder than Remixing Pieces/Monk Chant
53:15 - Where To Follow Curtis Schweitzer/Music Live Sessions

Nov 26, 2021 • 1h 12min
#116 - Jack Mathews Interview (Metroid Prime Trilogy, Prototypes, Business, Armature Studios etc.)
Jack Mathews is a game designer who is most well known for being technical lead engineer on the Metroid Prime Trilogy. We went onto found Armature Studios and work on games like Recore and Batman Arkham Origins: Black Gate. He now works with his wife on her cooking blog Love & Lemons.
SOCIAL MEDIA
TWITTER - @jack_mathews
FOOD WEBSITE - www.loveandlemons.com
TIMESTAMPS
00:00 - Intro
01:25 - How Metroid Prime Trilogy Consistently Kept 60FPS
05:05 - Jack Tried To Kill Skytown/How Skytown Was Created
08:55 - Jack Stopped MP3 From Having Water In It
10:22 - Jack Killed Off A Dark Water Effect That Tanabe Had For Prime 2
11:52 - Original Concept For Dark Aether
16:49 - Dark Sanctuary Fortress Was The Only Area That Wasn’t Based On Original Dark Aether Concept
18:12 - Tilt Of Camera During Platforming/Original Concept For Platforming In First Person
21:10 - Original Concept For The Thermal Visor
22:13 - Scan Visor In Prime 2
23:16 - Michael Kelbaugh Hated Jack’s Original Dark Visor Idea
24:01 - Echo Visor Inspired By Ben Affleck’s Daredevil Movie
24:44 - Biggest Difficulty Of Visors Was Keeping 60FPS/Scan Visor In MP3/How To Create Bloom Lighting
27:03 - How Nova Beam Worked Technically
29:18 - Visor Effects Weren’t Difficult To Implement
29:44 - Difference Between Specular And Diffuse Lighting/How Samus Reflections Were Implemented
32:34 - How Fog Was Created For Splinter Hive Area
33:24 - Nintendo Never Wanted Metroid Prime To Be A TPS/Shigeru Miyamoto Realising How Important Metroid Is In The West
35:10 - Creating The Morph Ball Camera/Mark Haigh Hutchinson Needs More Praise
36:12 - How The R.U.D.E Engine Was Created/Early Days Of Retro Studios
41:30 - Moments Jack Realised That Metroid Prime Was Something Special
45:20 - Jack Left Retro Studios Because Of Metroid Fatigue & Technical Limitations With Wii Hardware
49:35 - Retro Studios Overhaul During MP2 Reinvigorated The Team/MP3 Was When Retro Got More Autonomy
52:04 - Problems When First Forming Armature Studios
54:22 - Nintendo’s Approach To Game Design/Problems With Western Game Design
56:30 - Financing Of Game Prototypes/Business In The West Vs Japan
1:03:20 - A Lot Of People Can Design A Game But Cant Build A Game/Time Is Needed To Polish
1:05:10 - Bluepoint Games Are Great At Remasters/Remastering Games
1:06:56 - Jack’s Wifes Cook Books/Jack Does Miss Being In The Game Industry
1:09:04 - Where To Follow Jack Mathews/Love & Lemons
1:09:40 - Jack Puts Rumours To Rest That He Doesn’t Like Metroid Prime 2

Nov 19, 2021 • 60min
#115 - Richard Jacques Interview (GOTG, MCU, 007 Bloodstone, Composing, SEGA, Mass Effect etc)
Richard Jacques is a video game composer who has composed for games such as Mass Effect, 007 Bloodstone, Sonic and the recent Guardians Of The Galaxy game.
#gotg #guardiansofthegalaxy #marvel
SOCIAL MEDIA
WEBSITE - www.richardjacques.com
TWITTER - @Richard_jacques
INSTAGRAM - @richardjacquescomposer
FACEBOOK - Richard Jacques
TIMESTAMPS
00:00 - Intro
00:50 - How Richard Came Up With GOTG’s Musical Sound
01:40 - Direction From Audio Director On GOTG/Main GOTG Theme
03:18 - Process Of Writing Main GOTG Theme
05:41 - Realising The Main GOTG Theme Was Special
06:47 - How Richard Would Incorporate Main Theme Into Other Parts Of Soundtrack
08:27 - The Credits Theme
09:50 - Licensed Music In GOTG
12:03 - Evolution Of Licensed Music & Meshing With Original Score
13:10 - Dealing With Key Changes
14:21 - Writing In Midi And Getting It 100% Right Before Orchestra Recording
15:35 - Richard Was Full Time On GOTG Since 2019
16:38 - MCU Films Didn’t Influence The GOTG Score
17:47 - Richard Is Drawn To Story/Would Love To Compose For MCU
18:40 - Having To Much Musical Equipment Can Be Distracting
20:57 - Being Content With The Plugins You Have/Chapter 11 Story
23:23 - Mixing Of GOTG Soundtrack
30:28 - Writing A Theme On A London Bus On A Piece Of Paper
32:40 - Demo Tracks For 007:Bloodstone
33:50 - Richard Doesn’t Mind Still Doing Demos Despite His Clout
35:40 - Melody Comes Naturally To Richard
37:59 - How Richard Got His Job At SEGA Europe
41:15 - Richard Was Writing Music For Screen Before Composing For Video Games
43:37 - Richard’s Demo Tracks Are Locked Away
44:35 - Richard Would Love To Do An Analog Synth Score
46:02 - How Richard Stays Inspired
48:49 - Richard Had A Lot Of Roles At SEGA
50:22 - Richard Doesn’t Incorporate Sound Design Into Music/Music Implementation
52:13 - GOTG Soundtrack/Music Implementation In GOTG
54:04 - Work On Mass Effect Helped With GOTG/Flowcharts Of Music
55:41 - Difference Between Mass Effect & GOTG
57:28 - Where Film/TV Differs From Video Games
58:44 - Where To Follow Richard Jacques

Nov 12, 2021 • 1h 3min
#114 - Kynan Pearson Interview (Metroid Prime 2, Donkey Kong, Level Design, Management etc.)
Kynan Pearson is a game developer who has worked on prestigious game franchises such as Metroid, Donkey Kong and Halo. He is currently Creative Director at Discord.
Kynan wrote a document on how to create a Metroidvania game that can be found here
Part 1- https://docs.google.com/document/d/1Q0nMArDDA79ASJgiov9IvlTNpyYcCGTingLa02wwuvo/edit
Part 2 - https://docs.google.com/document/d/1F2NlTIlRDC8WlDp_FV9F-T6B0tkWCOCEq4gTQCcaxLg/edit
SOCIAL MEDIA
TWITTER - @KynanPearson
#metroidprime #donkeykong #retrostudios
TIMESTAMPS
00:00 - Intro
00:56 - Knowing Retro Staff Before Joining/Jason Behr
02:29 - Approach To Level Design For Metroid Prime 2/Dark World
04:15 - Planning Of Metroid Prime Games
05:37 - World Layout/Planning Of Each Room In MP2
07:06 - Focusing On Each Hub/Compression Of Schedule In MP2
08:42 - Dark World Not Being Interconnected Due To Design & Time Constraints
10:20 - MP2 Multiplayer’s Influence On The Dark World
12:06 - Striking A Balance With Backtracking To Not Make It Tedious/MP2 Backtracking
14:27 - MP2 Fetch Quest
16:03 - Mark Pacini Suggested Idea Of GF Marines In Prime 2 Intro Later Into Development
17:55 - Nailing An Introduction/Intro To MP2 & MP3
19:13 - Approach To Design Of MP3/Ship Being A Big Focus
20:35 - Kynan’s Event Planning Role On Elysia, Skytown
23:00 - Elysia Was Built As A Showcase For MP3/Influences On Game Design
24:02 - Creatives Having So Many Ideas/Kynan Would Always Check Everyones Work At Retro
26:18 - Idea Of Background Impacting The Foreground In DKCR/Kynan’s Inspiration
30:58 - Idea Of Rocket Barrel Levels
33:09 - Retro Was A Well Oiled Machine During DKCR/Monday Morning Meetings At Retro
37:09 - Acting Like A Gorilla But Being Super Serious With Miyamoto
37:39 - Idea Of DKCR Silhouette Levels
39:18 - How They Placed Levels In Accordance With World Map
42:07 - Kremlings & K Rool Weren’t Considered As Retro Wanted To Incorporate A New Enemy
43:31 - Metroid Didn’t Have Influence On Halo/343 Industries
44:38 - Kynan’s Philosophy “You Have To Hate Something To Make It Better”
48:05 - No Project Is Ever Finished/Deadlines
49:25 - Working Out Balance Of When To Extend Deadlines & Polish/Release Estimates
51:20 - Adjusting To Different Studios Work Culture/Upper Management Being Key To Studio Culture
54:53 - Be Respectul & Honest With An Individual That Is Difficult To Work With
58:20 - Kynan’s Thoughts On Metroid Dread
1:00:18 - Metroid Dread Was The First Time In A Long Time Kynan Didn’t Critique A Game While Playing
1:01:12 - Where To Follow Kynan Pearson/Kynan’s “How To Design Metroidvania Games” Document

Nov 5, 2021 • 1h 6min
#113 - Steven Davis Interview (Stuntmen, Previs, The Hobbit, Choreography, Fitness, Hitz International etc.)
Steven Davis is a stuntman and stunt choreographer who has been involved in many films such as The Hobbit Trilogy, Ghost In A Shell, Warrior and more.....
SOCIAL MEDIA
HITZ INTERNATIONAL - https://www.hitzinternational.com
STUNT GUILD OF NZ - https://stuntguildnz.com
#thehobbit #stunts #choreography
TIMESTAMPS
00:00 - Intro
00:42 - Safety Is Very Important As A Stuntman/Alec Baldwin Shooting Failure
02:32 - Learning How To Fall/Skills Involved To Be A Stuntman
04:03 - How To Fall/Padding A Set
06:44 - Injuries Are Part Of The Job
08:53 - Most Common Bones That Get Broken From Stunts
09:59 - Doing Stunt Choreography/Pre-Visualisation
13:04 - Choreographing To Lessen Cuts/Editor Can Screw Up Action Cuts
16:00 - Pre Visualisation Outline For Warrior
19:28 - Restraint For Fight Choreography/The Camera Is A Character
21:50 - Critiquing Bad Fight Choreography When Watching Films
23:14 - Steven Loves Avengers:Endgame/Big Blockbuster Films Done Right
24:35 - Working On Films Knowing That They Would Be Bad/Mediocre Scripts Elevated By Actors
28:06 - Working On The Hobbit Was Bad/Actual Stunts Being Replaced By VFX
29:04 - How Gollum/Bilbo Scene Was Originally Choreographed
32:22 - Steven Choreographed Lee Pace’s(Thranduil) Fight Scenes In The Hobbit
33:37 - Steven’s Stunt Scenes Being Cut From The Hobbit/What Scenes Steven Choreographed
36:25 - Showreels/Most Of Stevens Work Comes Via Recommendations
37:08 - Stuntmen Are Technically Cast & Crew
37:54 - Don’t Post Any Behind The Scenes Of The Work Ever
40:45 - Film Stunts Are A Magic Trick
43:10 - Actors That Have Asked To Been Rough With Them/Steven Likes Getting Body Shots
44:13 - Steven Smashed His Face On The Hobbit/Try To Avoid Hurting Actors
46:05 - Steven’s Fitness Regime & Diet
48:04 - Being Vegetarian/Some Countries Its Hard To Be Vegetarian
50:08 - Being Shredded For The 2014 Industrial Athletic Hawkes Bay Open
52:16 - Stripping Body Fat For Film/Film Makes You Look Bigger
54:04 - Hitz International/Difficulties Of Stunt Work In NZ
58:40 - Working On Cowboy Bebop
59:32 - 2020 Was Pretty Slow For Stunt Work/Hitz Has Provided Steven Plenty Of Work
1:01:04 - NZ Pays Stuntpeople Low Wages/Stuntpeople In NZ Are Struggling
1:03:33 - Where To Follow Steven Davis/Cowboy Bebop/Interceptor/Netflix


