

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

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

Oct 23, 2021 • 57min
#112 - Clark Wen Interview (Metroid Prime, Sound Design, Kenji Yamamoto, Mixing, SFX, Game Audio etc. )
Clark Wen is a sound designer who owns the sound studios Exile Sound. He has worked on game franchises such as Guitar Hero and Call Of Duty. He is most well known for being Audio Director on Metroid Prime 1 & 2.
Thanks to @SynaMax for the assistance on the mixing of this episode.
#metroidprime #metroid #metroidvania
SOCIAL MEDIA
WEBSITE - exilesound.com
TWITTER - @exile5ound
TIMESTAMPS
00:00 - Intro
01:23 - Influences On Metroid Prime’s Sound Design
05:22 - Most Of Metroid Prime’s Sound Design Was Made Via Synthesizers
06:21 - Morph Ball SFX Was Based On Magnets/Layering Sounds
08:59 - Echo Visor SFX
11:26 - Screw Attack SFX
12:15 - Clark’s Saying “Fail Often And Fail Early”/Iterations Of Refining A Sound
13:22 - Space Pirates SFX Evolution
16:47 - Metroid Prime Music Pitch Was Rock Based/Iterations Of The Prime Music
19:24 - Original Composers Retro Pitched To Nintendo/Prime Music Done In Last 3 Months Of Development
21:00 - Most Of Kenji Yamamoto’s Music Submitted Didn’t Need Revisions
22:05 - Implementation Of The Prime Music
23:40 - Implementation Of Music In Prime 2 Was Refined
24:20 - Kenji Yamamoto Made Clark Make Changes To Prime 1 On The Day Before Going Gold
26:24 - Trying To Keep The Audio Quality Intact Despite Ear Fatigue From Prime 1 Crunch
28:00 - Prime 1 Was A Passion Project For Clark
28:38 - Clark’s Experience With Shigeru Miyamoto
30:26 - Yoshi Sakamoto Was There To Ensure Lore Stayed Intact
31:02 - Nintendo Is Very Strict When It Comes To Voice Acting
32:44 - Clark Is Unsure If Jennifer Hale Is The Voice Actress For Samus/Death Scream Was Different Actress
34:20 - How Metroid Prime Influenced Clark’s Sound Design Going Forward
36:15 - Sound Designers Should Learn To Create Sounds Before Learning Implementation
38:49 - Good Websites/Channels To Learn About Sound Design
40:31 - Using Multiple Speaker Systems Well Mixing Sounds
41:27 - Clark’s Process To Mixing A Sound Effect
42:35 - Clark Likes Recording Original Sound Source Material
43:50 - Clark Takes His Recording Rig When He Goes Travelling
44:20 - Tokyo Is Clark’s Favourite City
44:54 - Meeting Kenji Yamamoto In Person
46:26 - Languages Clark Can Speak
47:09 - Clark Loves Chernobyl OST/Where Clark Would Like Prime 4 Music To Go
49:15 - Blurring The Line With Phazon Being Music & A Sound Effect
49:58 - Trying To Ensure A Sound Effect And Music Blend Well/Game Mixing
52:22 - Clark Automatically Critiques Any Game’s Audio & SFX When He Plays
53:20 - Clark Doesn’t Critique Film Audio & SFX As Much As Games/Clark Gets Inspired By Films SFX
54:22 - Clark is Playing Through Metroid Dread/Initially Critiqued Dread’s Audio
55:40 - Where To Follow Clark Wen

Oct 16, 2021 • 1h 11min
#111 - Robin Beanland Interview (Sea Of Thieves, Killer Instinct, Rare, Composing, Mick Gordon etc.)
Robin Beanland has been a mainline composer at Rare since the early 90s and has worked on franchises such as Killer Instinct, Jet Force Gemini and Conker's Bad Fur Day. He won awards for his recent work on Sea Of Thieves.
SOCIAL MEDIA
TWITTER - @TheRealBeano
#seaofthieves #killerinstinct #rare
TIMESTAMPS
00:00 - Intro
00:58 - How Much Of Sea Of Thieves Was Recorded During The Pandemic
01:16 - Transition Period Of Working From Home On Sea Of Thieves Vs Kinect Sports
03:30 - Finding Unorthodox Instruments Used For Sea Of Thieves
05:19 - Learning How To Use & Record The Hurdy Gurdy For Sea Of Thieves
08:47 - Sea Of Thieves Main Theme/Cow Ribs
10:52 - We Shall Sail Together Theme
13:38 - Robin Composes With Melody In Mind
14:45 - Composing Killer Instinct/The Early Rare Days
16:25 - David Wise Was A Master Of HEX/Robin Avoiding HEX
17:50 - DKC Funky Kong Theme Was Originally Written For Killer Instinct
19:40 - How Short Robin Had To Keep Killer Instinct Themes/Keeping Music Under 4MB
20:30 - Combo’s Theme/Compression System
21:49 - Killer Instinct Killer Cuts Album Was Written After The Original Music Was Composed
22:15 - Sabrewulfs Theme Originally
23:45 - Cinder’s Theme Had To Be Shortened/Avoiding Feedback
25:30 - Discussions Over Shortening Music With Developers/Sample Rate Was 32Khz
27:19 - 90’s Music Influenced Diversity Of Killer Instinct Soundtrack
29:55 - Robin Would Be Open To Scoring Another Fighting Game
31:00 - Robin Gave Mick Gordon DAT Tapes From Killer Instinct
31:48 - Why The Culture Of Rare Has Stayed The Same From The Nintendo To Microsoft Era/In-house Composing
37:45 - Its A Long Process For Robin To Find A Musical Palette
39:39 - Being In The Musical Zone/Exploring
41:19 - Deadlines/Arts Never Finished/
42:22 - The First Listen Of The Day Is The Most Important/Taking Breaks
43:46 - Cycling Caused Robin To Be Addicted Lollies & Chocolate
45:01 - Robin Thinks Of Melodies Well Cycling
46:30 - Loony Tunes Inspired Conker’s Bad Fur Day Music
48:15 - Being Inspired By The Rare Developers/Instruments Robin Plays
49:05 - The Accessibility Of Playing Music/Not Many Effects Used On Sea Of Thieves/Waterphone
51:45 - Taking An Instrument And Playing It In A Way Its Not Meant To Be Played/Spitfire
54:05 - Just Create & Don’t Worry About Having All The Gadgets
56:25 - Implementation Of The Music In Sea Of Thieves
1:00:36 - Robin Doesn’t Get Offended When His Music Gets Rejected
1:01:20 - A Tune From Conker’s Bad Fur Day Ended Up In Jet Force Gemini/Cutting Room Floor Tunes
1:02:50 - Robin Is Influenced By Miles Davis Philosophy
1:04:04 - Robin Thinks Mick Gordon’s Sound Is Incredible/Loves His Sabrewulf Theme
1:05:23 - Where To Follow Robin Beanland
1:06:15 - Meeting Shigeru Miyamoto & Phil Spencer
1:07:11 - The Gaming Industry Is More Grounded Than Music & Film
1:09:30 - Bike Rides/Find Something You Enjoy

Oct 9, 2021 • 58min
#110 - Ra Vincent Interview (Set Design, Hollywood, The Hobbit, Marvel, Sculpting, Labour Guilds etc.)
Ra Vincent is a New Zealand sculptor/artist/set designer and has worked on films such as Lord Of The Rings, The Hobbit, Thor Ragnarok and Jojo Rabbit. He is in the process of building Silverlight Studios a gargantuan film facility in Wanaka, NZ for upcoming film workers in the insustry.
SOCIAL MEDIA
TWITTER - @ra_vincent
WANAKA SILVERLIGHT STUDIO - https://www.epa.govt.nz/fast-track-consenting/referred-projects/silverlight-studios-wanaka/
#hobbit #jojorabbit #thorragnarok
TIMESTAMPS
00:00 - Intro
01:10 - How Ra Has Managed To Stay Mellow Despite The Franticness Of Hollywood
03:40 - Avoiding Burnout
05:12 - Labour Union Strike In America
06:20 - No Film Union In NZ/New Zealand Film Industry Vs American Film Industry
08:45 - How NZ Film Industry Changed Over The Last Two Decades
09:55 - Difference Between Guilds In America/How Ra’s Diversified Skillset Helped Him
11:45 - The Purpose Of The Wanaka Silverlight Studios
14:14 - Uniqueness Of New Zealand’s Landscape
15:16 - Why The Hobbit Wasn’t Shot On Location As Much As Lord Of The Rings
17:14 - LED Immersive Lighting Environment Technology
18:41 - Advantages Of Shooting On Locations/Using LEDILE Technology With Location Shooting
20:40 - LED Technology Utilised With Set Design
22:21 - Why Green/Blue Screen May Still Be Needed/Hollywood Doesn’t Have Foresight
25:47 - Every Country Has A Different Film System Of Operation
27:33 - Working With Dan Hennah/Lord Of The Rings And The Hobbit Were Shot Completely Differently
29:14 - Creatives Buidling Sets Up Until The Eleventh Hour/
30:34 - Managing Creative People In The Film Industry
32:33 - Encouraging Creative People
34:43 - Working With Taika Waititi/Working With Like Minded People
37:18 - How Marvel Operates/Thor Ragnarok/Every Marvel Film Since Has Been Inspired By Thor Ragnarok
39:58 - The Eccentrics Of L.A.
40:38 - Ra Is Keen To Get Mentor People
43:05 - Upkeep Of Hobbiton/Making It A Tourist Attraction
45:20 - Sculpting/Longest Part Of The Process
47:20 - Timelines Of Sculpting Being Wrong/Gandalf Sculpture
48:50 - Working Out A Budget/Managing Pressure Of A Big Budget
50:20 - Ra Loves The Exploration Aspect Of Planning Design
51:20 - Big Bosses/Pandemic Messing With Ra’s Work
53:22 - MIQ System In NZ Is Causing NZ To Lose A Lot Of Film Productions
54:15 - Ra Is Coming Back To NZ To Pitch For Some L.A. Work There
54:50 - NZ Government Is Really Slow
55:30 - Silverlight Studio Will Only Take 2 Years To Build
56:54 - Studio Space Shortage In NZ

Oct 2, 2021 • 1h 6min
#109 - Bryan Walker Interview (Metroid Prime Trilogy, Donkey Kong Country Returns, Mario Kart 7, Project Management etc.)
Bryan Walker is currently the Lead Producer at Deck Nine Games but is most well known for his tenure at Retro Studios where he was was Senior Producer on Metroid Prime 2 & 3 and Senior Director of Development on Donkey Kong Country Returns and Mario Kart 7.
#retrostudios #metroidprime #donkeykong
SOCIAL MEDIA
LinkedIn - Bryan Walker
TIMESTAMPS
00:00 - Intro
00:00 - Joining Retro Studios Right After Success Of Metroid Prime 1
03:02 - Correcting Retro Studios’ Toxic Environment
05:38 - Keys To Managing Game Developers/Management Tips
08:19 - Tanabe Is A Super Genius Of Boss Design
10:06 - Bryan Walker Can Beat The Boost Ball Guardian Outside Of Debug Mode
11:10 - Due To A Military Background Bryan Gave Input On The Galactic Federation Marines
12:13 - Bryan Praises Scott Peterson For Implementation Of Voice Acting
14:07 - It Didn’t Take Much To Convince Nintendo To Do The Metroid Prime Trilogy Package
15:05 - How Retro Studios Got The Donkey Kong IP/Miyamoto’s View On DK
20:21 - Nintendo Are Not Impressed Until They See Game Prototypes
22:00 - Western Publishers Are More Interested In Documents Than Prototypes
23:01 - Unreal/Unity Have Streamlined Development
24:00 - Mark Pacini’s Genius/Original Pitch For Metroid Prime 3 Was To Be Open World
26:06 - Bryan Feels They Fell Short With Prime 3
27:10 - Nintendo’s Slogan Is “To Delight And Surprise The Player”
28:03 - Bryan’s Experience With Satoru Iwata
29:03 - Most Gaming CEO’s Don’t Understand Whats Involved In Development
32:04 - Game Design Summed Up As “Turning Big Rocks Into Little Rocks”
33:22 - Hyper Mode In Prime 3 Took A Year To Implement
35:34 - Retro Studios Was The First Western Studio To See The Wii Remote
36:50 - Retro Studios Initially Were Really Worried About The Wii/Wii’s Success
38:28 - Iwata Was A Proponent Of The Blue Ocean Strategy/The Book - Innovators Dilemma
39:46 - Why Bryan Joined Deck Nine Games/Story Driven Games
41:45 - Writing Process Of Story Driven Games Like True Colour
43:10 - Giving Publishers The Reality Of The Cost The Implementing Certain Things
44:32 - Headcount Determines Budget/Cost Of Running An AAA Studio Per Month
46:03 - Cost Of Printing Discs, Retail and Marketing
48:30 - Digital Sales For Games
49:13 - Publishers Do Not Pay Out Bonuses Based On Metacritic Rating
49:44 - Retro’s Work On Mario Kart 7
51:12 - Mario Kart 7 Iwata Story
53:03 - Retro Did A Lot Of The Mario Kart Retro Tracks/Retro Were Huge Nintendo Fans
54:37 - Nintendo Were Inspired By Retro Studios Design Tool Kits
56:49 - Retro Studios Went To Japan Headquarters Quite A Number Of Times During Mario Kart 7
58:20 - Moment At Retro Studios That Sticks With Bryan Walker The Most
1:00:56 - Better To Have A Superstar Team Than A Team Full Of Superstars
1:03:11 - Deck Nine Games Going Forward
1:03:37 - How To Keep Up To Date With Bryan Walker

Sep 25, 2021 • 48min
#108 - Peter McConnell Interview (Psychonauts 2, Tim Schafer, Orchestra, Star Wars, Lucas Arts etc.)
Peter McConnell is a game composer who is well known for composing games like Psychonauts, Grim Fandango, Sly Cooper and more. He worked for Lucas Arts as well during the 90s.
SOCIAL MEDIA
TWITTER - @PeterNMcConnell
#psychonauts #lucasarts #timschafer
TIMESTAMPS
00:00 - Intro
00:40 - Peter’s Fedora
01:05 - How Peter Came Up With Musical Palette For Psychonauts 1&2
09:10 - Traditional Film Scores
10:37 - Humming Themes Into Cassette Players/MP3s
20:40 - Relationship With Tim Schafer
12:25 - Whats Special About Tim Schafer
16:10 - Learning To Take Constructive Criticism
17:12 - The Customer Is Always Right/Game Design Is A Collaborative Art
19:20 - Callouses/Difference Between Guitar & Violin/Playing Banjo
22:46 - When Orchestra Became Prevalent In Game Music
24:24 - Peter’s First Orchestral Recording
28:28 - The Process Of Recording The Music During Psychonauts 2
30:16 - Recording Remotely/Audiomovers
33:36 - Necessity Is The Mother Of Invention/Benefits Of Recording With Smaller Orchestras
34:47 - Voice Acting For Lucas Arts/Yoda
37:01 - Peter Prefers Composing To His Days Doing Multiple Tasks At Lucas Arts
37:47 - Being Summond To Answer For Doing A Metal Version Of Imperial March
38:58 - Having To Make Music In Style Of John Williams/Music For Star Wars Games
40:39 - Lucas Arts Was A Crash Course To Prepare Peter For Where He Is Now
42:05 - Scary Time Of Being A Freelancer/Why Peter Left Lucas Arts
43:55 - Skills Peter Wants To Improve On
45:20 - Work Life Balance
46:16 - Where To Follow Peter McConnell

Sep 19, 2021 • 1h 1min
#107 - Associate Prof. Jan Elridge Interview (Astrophysics, The Sun, Mars, Gamma Ray Bursts, Satellites, Black Holes etc. )
Associate Professor Jan Elridge is an astrophysicist at the University Of Auckland her main research is on the life and death of stars.
SOCIAL MEDIA
TWITTER - @astro_jje
*DISCLAIMER* Apologies for Jan's audio, not much I could do about it as it wasn't the greatest on her end.
#astrophysics #blackholes #gammarays
TIMESTAMPS
00:00 - Intro
00:42 - Studying Astrophysics And Still Barely Knowing Anything About It
01:11 - Studying The Stars/Gravitational Waves
03:27 - One Thing Causing An Entire Programme Model To Be Off
04:30 - Supernovae/Black Hole Dimensions
06:00 - How BPASS Programme Works
08:06 - How Long It Takes To Make A Model
10:45 - Films Portrayals Of Space/Black Holes
13:32 - Jan Is A Fan Of Sci-Fi/Dr WHO/Astronomer Debates
16:25 - Structures Of Stars
19:25 - The Sun
20:04 - What Would Happen If The Sun Disappeared
21:30 - How To Survive On Earth If The Sun Disappeared
22:51 - Gamma Ray Bursts/How They Were Discovered
27:48 - The Area A Gamma Ray Explosion Would Cause
31:10 - Shooting Stars Aren’t Shooting Stars/History
33:26 - Why Shooting Stars Haven’t Been Corrected To Be Shooting Meteorites
35:13 - Astronomy Leads To Philosophical & Ethical Questions
37:04 - Where Do We Come From
38:03 - The Flaws In Elon Musk’s MARS Mission
41:34 - Space Is Hostile/It Would Be Better To Go To The Moon First
42:50 - Films That Are Accurate In Dictating MARS
44:30 - The Chance Of Satellites Being Destroyed From A Chain Reaction
46:37 - Bringing Space Junk Down To Earth To Burn Up In The Atmosphere
48:38 - Beaming Light From Space Satellites To Earth/Why We Use Cables
50:54 - A Difference Between Theorists And Observers
53:44 - Professional Amateur Astronomers/Theorists& Observers Collaborating
57:10 - How To Rebuttal A Flat Earth Theorist
59:43 - Where To Follow Jan Elridge

Sep 12, 2021 • 1h 4min
#106 - Joel Douek Interview (Film Composing, David Attenborough, UN, Philosophy, Neuroscience, Travelling, Manhatten Night etc.)
Joel Douek is a television and film composer who has a background in Neuroscience working for the UN. He has composed over 9 David Attenborough documentaries.
#davidattenborough #manhattennight #film
SOCIAL MEDIA
WEBSITE - www.joeldouek.com
WEBSITE VR www.echoer.com
TIMESTAMPS
00:00 - Intro
00:50 - How Joel Became A Film Composer/Editing For Pokemon
03:05 - Doing Revisions
05:51 - Removing Ego/Egos In Film
07:51 - Finding Efficiency Under Tight Deadlines/Music Templates On A TV Series
12:00 - Reusing Motifs
13:23 - Mistakes That Piano Players Make While Composing/Understanding Orchestration
16:25 - Joel Doesn’t Like The Idea Of Hobbies/Balancing Out Different Endeavours
19:04 - How Neuroscience Has Affected Joel’s Music
21:54 - Melody Is Secondary To Emotion/Joel’s Composing Process
23:39 - How Joel Ended Up Composing For David Attenborough
26:50 - Meeting David Attenborough
29:11 - Networking Is Bad/Building Friendships Is The Way To Look At It
32:22 - How To Get The Word Out About Your Music Portfolio
33:33 - Before Doing A Project Follow 3 Rules
35:18 - Why Joel Is Quite Philosophical/Joel’s Previous Work At The UN
37:41 - Joel Doesn’t Consider Himself An Entertainer
39:13 - How Travelling Has Influenced Joel’s Music/Have Experiences
42:38 - Travelling To Get Experiences/You Don’t Learn Anything As A Tourist
45:38 - Creators Are Fearful/Embracing Fear/Weight Of Expectations
48:45 - How Joel Deals With Anxiety/Vision Quest
50:54 - Fight Or Flight Relating To Music
52:41 - Doing The Music For Manhattan Night
56:05 - What Joel Is Looking To Musically Going Forward
59:29 - Staying Up With Technology
1:01:53 - Where To Follow Joel Douek

Sep 6, 2021 • 1h 11min
#105 - Mike Wikan Interview (Metroid Prime Trilogy, Game Design, Crunch, Booz Allen Hamilton, Shigeru Miyamoto etc.)
Mike Wikan is a Game Designer who has worked on Duke Nukem, Donkey Kong and DOOM. He is most well known for being Lead Designer on the Metroid Prime Trilogy during his tenure at Retro Studios. He is now Creative Director at Booz Allen Hamilton
WEBSITE - https://www.boozallen.com
#metroid #metroidprime #gamedesign
TIMESTAMPS
00:00 - Intro
01:27 - How Metroid Prime Was Developed/Techniques That Were Used
07:06 - Working With Nintendo/Language Difficulties/Translators
08:11 - How Nintendo Operates
09:09 - Shigeru Miyamoto Story From Donkey Kong Country Returns
11:12 - Tanabe Was The Reason For Spider Ball & Boost Ball Guardians Difficulty
12:17 - Fixing Things In Metroid Prime Trilogy
13:14 - Nintendo Analysed Every Bit Of Text In Metroid Prime Trilogy
14:03 - Who Was Responsible For The Lore/Luminoth Language
15:56 - Sketching Background /How Mike Learned Coding, 3D Models, Design etc.
19:45 - Growing Up In The Military/Taking Military Experiences Into Metroid Prime Development
22:16 - Mike Had To Do Non Detailed Sketches Before Handing Them To Artists
24:10 - How Quadraxis Boss Was Designed/Gameplay Ramping/Game Engine Camera System
30:28 - MP2 and MP3 Didn’t Have Crunch
31:09 - The True Story Behind Metroid Prime 2’s Initial Development
32:20 - Metroid Prime 1 Crunch/Management Of Retro Studios Changed After Metroid Prime 1
34:00 - How Booz Allen Hamilton Gaming Development Works/Avoiding Crunch For Creatives
36:35 - How To Manage Creative Staff Properly
39:05 - How To Prepare For Curve Balls In Game Design/The Pillars Of Game Design
40:52 - Meta Ridley Boss Fight In MP3 Inspired By Lord Of The Rings/Original Meta Ridley Design Fight In MP1
42:26 - Mike Wikan Loves Lord Of The Rings
43:15 - Mike Is Very Introverted/How He Breaks Through It
46:35 - Being A Lifetime Learner
47:18 - The Problem With AAA Game Studios & Lack Of Leadership
49:01 - Breakdown Of Gaming Studios Profits From Game Sales
51:28 - How Nintendo Operates In Terms Of Managing Staff
52:03 - Eastern Game Design Vs Western Game Design
52:53 - Gameplay Trumps Graphics/Story Never Sells A Game
54:22 - AAA Games Designs Flaws/How Mike Guides Game Designers
57:10 - How Management Works Once You Have More Than 45 Staff
57:47 - No Excuse For Western Developers Not Adapting To Eastern Game Methodology
58:58 - Mike’s Managing Style At Boon Allen Hamilton
1:02:35 - What Games Mike Wikan Plays/Bullet Echo
1:05:31 - Mike Will Play Metroid Dread & Prime 4
1:06:40 - Where To Keep Up With What Mike Wikan Is Working On
1:07:44 - What Was Being Fine-tuned With Metroid Primes Audio/Clark Wen
1:09:45 - Mike Is Extremely Thankful To All The Metroid Prime Fans To This Day

Aug 21, 2021 • 1h 13min
#104 - Dr. Ben Peters Interview (Gene Editing, Enzymes, Vaccines, Anti Vaxxers, Gut Microbiome, CRISPR etc)
Dr. Ben Peters is a Professional Practicer at the University Of Otago and has a PHD in biochemistry, he is an avid spokesman for Gene Editing and is a political MP for the TOP party in Dunedin.
SOCIAL MEDIA
FACEBOOK - https://m.facebook.com/BenPetersTOP/
TWITTER - @benapeters
#geneediting #plasticeatingenzymes #crispr
TIMESTAMPS
00:00 - Intro
00:45 - Bringing Back The Wooly Mammoth
04:01 - What Gene Editing Is And Its Utilisations
06:26 - What Is Deemed Natural In The Gene World
09:12 - Applications Of Gene Editing/Gene Editing Plants/Enzymes
11:02 - Why Politicians Haven’t Updated Legislation On Gene Editing
12:20 - Politicians Aren’t Scientists
13:49 - Plastic Eating Enzymes And How They Work
16:50 - How Side Effects Are Prevented From Editing Enzymes
17:51 - Using Gene Editing To Make Pests Infertile
20:52 - Cane Toads/ Destabilising Pest Species
23:32 - Protocol Before Gene Editing Can Happen In Food
28:34- How The Covid Vaccines Work/Why Anti Vaxxers Exist
33:51 - How & Why The Covid Vaccine Was Fast Tracked
38:10 - Long Term Effects From Covid Vs Vaccine
40:43 - Gene Editing Can Be Used For Diseases Such As Diabetes
41:56 - Still Unknown Whether Gene Editing Can Help With Brain Diseases
43:20 - Gut Microbiome/Fecal Transplants
45:03 - Bliss Probiotics
46:01 - Diabetes And When Gene Editing Should Apply
49:26 - How To Avoid Chain Reactions From Gene Editing
51:38 - Cytokine Storms Are Unlikely To Happen From Gene Editing
52:50 - How CRISPR Changed Gene Editing
54:11 - How Much Time CRISPR Saves
56:25 - CRISPR Has Opened The Flood Gates Of Gene Editing
58:08 - Chinese Scientist Who Removed HIV From Babies From Gene Editing
59:54 - NZs Foolish Legislation Around Gene Editing
1:04:20 - Why Dr’s & Scientists Avoid Getting Into Politics/Why Ben Joined TOP
1:07:55 - Ben Will Often Self Diagnose Due To Understanding So Much About Science
1:10:14 - Where To Follow Dr. Ben Peters


