Kiwi Talkz

Kiwi
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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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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
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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
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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
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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
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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
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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
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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
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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
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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

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