Kiwi Talkz

Kiwi
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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
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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
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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
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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
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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
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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
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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
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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 
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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
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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

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