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  • Nintendo Switch 2 Direct Review With Ex Retro Studios Dev Eric Kozlowsky
    2025/04/08

    Former Retro Studios Dev Eric Kozlowsky (Donkey Kong Country: Tropical Freeze) and I review the direct and go way off on another tangent lol. You can watch my life reaction to the Switch 2 direct(with former retro studios devs in the chat) here https://www.youtube.com/live/ocm4oRD-aik

    Get all the info on Eric and Fuzzybot's game Lynked

    here http://playlynked.com/

    www.landofkoz.com

    www.fuzzybot.com

    Bluesky Eric - @vonkoz.bsky.social

    #nintendoswitch2 #switch2 #nintendo

    TIMESTAMPS

    00:00 - Intro

    00:55 - Eric’s & Kiwi’s Overall Thoughts On The Switch 2 Direct

    04:30 - Discussion On Mario Kart World, Price & Bundle

    08:50 - Trumps Tariffs

    10:51 - Price Of Video Games

    12:05 - Switch 2 Edition Prices/GTA VI

    16:29 - Metroid Prime 4

    18:54 - Nintendo Makes Bad Trailers

    20:48 - Nintendo Does Weird Stuff

    21:32 - DS Online/Remastering 3DS Games

    22:28 - Twilight Princess With Wii U Tech Demo Graphics

    23:05 - Difference Between Remasters & Remakes/Wind Waker & Twilight Princess

    24:40 - What Will Happen With Metroid Prime 2 & 3 Now

    27:35 - Metroid Prime Hunters/Multiplayer

    28:30 - Smash Bros Is Years Away

    29:45 - Star Fox 99/Animal Crossing Sales/Nintendo Budgets

    32:10 - Tears Of The Kingdom/The Future Of Zelda/Zelda II Remake

    34:15 - Donkey Kong Bonanza/David Wise

    40:30 - Koji Kondo/Shigeru Miyamoto/The Old Guard Retiring

    42:28 - Third Party Games On Switch 2/Handheld Market

    46:04 - Hollow Knight:Sliksong/Drag X Drive

    48:10 - Eric Home’s In On Art Straight Away

    49:45 - Linked: Banner Of The Spark’s Development

    54:26 - Steven Spielberg/Mouse & Keyboard

    56:00 - Accessibility Options In Game Development

    57:00 - Kiwi & Eric Won’t Buy A Switch 2 At Launch

    58:12 - Cost Of Switch 2 In NZ/Zelda Film Trilogy Being Shot In NZ

    1:01:00 - Chris Mason Working On The Last Of Us/Mario Movie

    1:02:29 - Will The Zelda Movie Be Original?/Shooting The Trilogy All At The Same Time

    1:04:00 - Pop Songs In The Mario Movie/Bluelight Samurai/Zelda Trailer

    1:06:40 - Closing Comments

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    1 時間 8 分
  • #187 - Chris Detyna Interview (Composer On Terminator Resistance)
    2025/03/26

    Chris Detyna is a video game composer who is best known for his brilliant score for Terminator Resistance.

    #terminator #terminatorresistance #theterminator

    TIMESTAMPS

    00:00 - Intro

    01:00 - Meeting Teyon/How Chris Got The Job Composing Terminator Resistance

    04:19 - Including Electric Guitar In The Main Theme/Being Scared Of Making The Music

    05:52 - Adapting The Terminator 1 Theme/T1 Theme Weird Time Signature

    09:05 - Directions From Teyon’s Director On The Music

    11:25 - The Gear Chris Used To Make The Soundtrack

    13:52 - Kiwi Praises The OST/Teyon Were Nervous Of The Reception/Ear Fatigue

    17:06 - Music & SFX Balancing

    18:27 - Why The Terminator Resistance OST Isnt On Spotify

    20:04 - Scoring The Kyle Reese Cutscene From T1/Transcriptions

    23:00 - The Approach To Scoring The Game

    25:00 - Composing The HK Combat Theme

    25:49 - Only One Of Chris’ Tracks Were Cut From The Game

    27:50 - Communication At Teyon Is Great/No Crunch At Teyon

    29:00 - Working On Robocop: Rogue City/Autotune

    32:15 - Writing Melody & Lyrics/Ideas Don’t Get Lost

    36:15 - Doing The T-800 Heartbeat Theme(Infiltrator Mode)

    41:00 - Chris & Kiwi Discuss Mixing Tips

    45:25 - Q+A - What IP Would You Like To Compose For

    48:50 - Q+A - What Does Chris Feel About The Forgettable Scores Post T2

    51:31 - Q+A - What Was Chris’ Influences Growing Up

    54:35 - Closing Comments

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    57 分
  • DOOM Eternal - 5th Anniversary Interview With Animator Chris Cantero
    2025/03/01

    HAPPY ANNIVERSARY TO DOOM ETERNAL!! To celebrate I spoke to former DOOM Eternal animator Chris Cantero, he left a few years to make his own indie game High Fructose, you can find here https://store.steampowered.com/app/2506550/High_Fructose/

    #doom #doometernal #idsoftware

    SOCIAL MEDIA

    TWITTER - @canterochris

    BLUESKY - @canterochris.bsky.social

    TIMESTAMPS

    00:00 - Intro

    00:28 - Glory Kills

    03:48 - Mocap/Principals Of Animation

    05:55 - The Hardest Part Of Animating Glory Kills

    07:30 - Making The Marauder Hard/QAing At The End Of The Project

    08:52 - Working With Hugo Martin/Jiu-Jitsu

    12:04 - Working On The ID Tech Engine

    14:48 - Animating Maligog/Chris Loves The Lord Of The Rings Films

    17:30 - Chris’ Thoughts On DOOM The Dark Ages Trailers

    19:15 - Doing Pre Production On DOOM The Dark Ages

    21:10 - Animal Crossing/DOOM Eternal Meme

    22:00 - Favourite Areas

    22:56 - Favourite Bosses

    24:11 - Speedrunning

    25:55 - Favourite Music Track/Mick Gordon/Using The OST For The Gym

    27:15 - Self-Imposed Crunch

    27:45 - Banana Story/Getting In Trouble From HR

    29:15 - Marty Stratton Story/Commander Keen Story/Meeting The OG ID Software Crew

    31:40 - Q+A - What Is Some Cut Content From The Game

    33:47 - Q+A - Was Slower Gameplay Than DOOM 2016 Ever Considered

    34:20 - Motion Sickness/Camera Work

    36:00 - Chris’ New Game High Fructose

    40:57 - Marketing High Fructose

    42:15 - Hugo Martin Is Amazing At Marketing

    43:00 - ID Software Teams Are Siloed/Marty & Hugo Are Very Approachable

    45:20 - Multiplayer Being Cut From DOOM The Dark Ages

    46:15 - DOOM Benefits From Not Being Grounded In Realism

    47:20 - Where To Follow Chris Cantero

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    48 分
  • #185 - Jeremy Bryant Interview (Animator On Skyrim, Fallout 4, 76 & Starfield)
    2025/02/11

    Jeremy Bryant was an animator at Bethesda for over 15 years from Skyrim to Starfield. This is his first interview!

    #starfield #fallout #skyrim

    TIMESTAMPS

    00:00 - Intro

    00:26 - Jeremy Commuted To Work By Plane

    04:07 - Working With Dennis On The Werewolf

    06:26 - How The Animation Tools Evolved From Skyrim To Starfield

    08:43 - Mocap Use On Skyrim/Jeremy Used His Own Mocap On Skyrim DLC

    10:35 - Animating Hands/Hardest Things Animating

    11:54 - Jeremy Was Known As The Gun Reloader Animator Guy

    14:06 - Non-Combat Animations 15:20 - Non Humans Were Key Framed Not Mocapped/Only 7 Animators On Skyrim

    16:55 - Bethesda’s Management System In The Old Days Doesn’t Scale Well

    18:50 - Bethesda Expanded Too Fast For The Culture To Remain The Same/Team Sizes

    20:15 - Starfields Roadmap Required A Massive Team

    21:45 - Rockstar’s Level Of Polish/Downsides Of Large Teams

    24:00 - Animating Procedural Generated Content

    25:00 - Jeremy’s Thoughts On Todd Howard

    28:50 - Jeremy Changed From A Full Time Employee To A Contractor Part Way Through Starfield

    30:00 - Pros & Cons Of Remote Work/How Covid Impacted Starfields Development

    32:15 - Microsoft Acquisition

    33:15 - Modding Community 35:20 - Bethesdas Feature Creep Culture

    36:30 - Why Jeremy Left Bethesda

    39:10 - Games Are Costing Too Much To Make/Layoffs/Dev Salaries

    43:15 - Larian Studios/Growing Studios Gradually

    44:45 - Q+A - Why Slo Mo Kills Were Removed From Starfield

    45:45 - Q+A - How Does An Animator Go About Animating A Mythical Creature

    47:00 - Game Jams At Bethesda/Originally There Was A Mad Max Motorcycle In Fallout 4

    50:00 - Many Vehicles Made For Starfield That May Still Be Added/Vampire Lord In Skyrim

    51:30 - Pros & Cons Of Bethesda Migrating To Unreal Engine 5/Creation Engine

    57:52 - It’s Easier To Make Realistic Graphics Than Stylized Graphics

    1:00:25 - Elder Scrolls VI/Gameplay Is More Important Than Anything Else

    1:02:10 - Bethesda’s Culture Is Great/Game Devs Who Have Never Shipped A Game Due To Layoffs

    1:04:30 - Jeremy Asks Kiwi For His Thoughts On Xbox Multiplatform Strategy/Gamepass & Game He Played Most In 2024

    1:08:30 - Closing Comments/LinkedIn Is Facebook 2.0

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    1 時間 10 分
  • #184 - Shawn Layden Interview (Former CEO & Chairman of Playstation & SIEA)
    2025/02/01

    Shawn Layden was former CEO of Playstation worldwide studios and former chairman of Sony Interactive Entertainment America. His career in Sony is legendary as a Japanese localizer that had a meteoric rise to be one of the head honchos of the whole company.

    #playstation #sony #ps5

    SOCIAL MEDIA

    TWITTER -@SHAWNLAYDEN

    BLUESKY - @shawnlayden.bsky.social

    TIMESTAMPS

    00:00 - Intro

    01:02 - Why Playstation Used Numbers For Each Console Iteration

    03:26 - Being The Fix It Guy At Sony/What Motivates Shawn

    05:45 - Building A Reputation

    07:00 - Doing 18 Hour Days During The PSN Hack

    09:00 - Why Sony Is So Good At Marketing

    13:01 - How FOMO Is Used In Marketing

    14:00 - Why Sony Now Releases 1st Party Games On PC/Initial Pushback

    15:50 - Why Astro Bot Was Shawn’s 2024 GOTY

    18:30 - Why The Japanese Are So Good At Game Design

    21:57 - Western Games Are Too Big In Scope/Dev Costs Come From Salaries

    23:05 - Why So Many Game Studios Are On The West Coast Of America/Environmental Costs

    24:57 - Game Devs Commute Times Create Major Sunk Costs/Working From Home

    28:30 - Shawn Pushed Realistic Graphics Well Acknowledging It’s Not Sustainable

    30:52 - How Sony Prices Games & When To Drop The Price

    33:40 - Concords Failure/Why Games As A Service Was Popular And No Longer Isnt

    37:31 - Why The PS6 Won’t Be Discless

    40:00 - Launching Handhelds Are Hard/Why The PS Vita Failed

    43:00 - Sony Characters Won’t Appear In Super Smash Bros

    44:20 - Why Playstation All-Stars Didn’t Sell Well

    46:48 - Q+A - How Will The Market Of Fortnite/Roblox Players Change As They Get Older

    49:28 - Q+A - Shawn’s Opinion On Microsoft’s Multiplatform Approach

    51:22 - Nintendo Are Best Positioned To Navigate The “Diminishing Returns” Problem

    54:18 - Q+A - What Games Did You Think Would Be Big Hits But Weren’t.

    58:21 - You Learn More From Failures Than Successes

    59:43 - Closing Comments

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    1 時間 1 分
  • #182 - Dennis Mejillones Interview (Character Artist On Skyrim, Fallout 4, 76 & Starfield)
    2025/01/12

    Dennis is an exceptional character artist who is best known for his tenure at Bethesda from Skyrim to Starfield. He has now retired from the video game industry.

    #starfield #fallout4 #skyrim

    SOCIAL MEDIA

    ARTSTATON - https://www.artstation.com/vsions

    INSTAGRAM - @vsions1

    TWITTER - @Vsions Y

    OUTUBE - @Vsions

    TIMESTAMPS

    00:00 - Intro

    00:30 - Rivalry With Jonah Lobe At Bethesda

    04:10 - Werewolf Was Almost Cut From Skyrim

    08:40 - Dennis Broke Work Protocol To Get Things In Bethesda Games Resulting In Burned Bridges

    12:40 - Work On NPC Eyes In Fallout 4 That Todd Rejected

    17:03 - Dennis’ Thoughts On Todd Howard

    20:48 - Creation Engine Has Been Rewritten Multiple Times/Misunderstanding Of Bethesda Development

    24:00 - Difference Between Rockstar & Bethesda Games

    26:00 - Bethesda Devs Agree With Fan Criticisms

    28:48 - Modding Community

    29:50 - Beauacracy Has Changed Bethesda/Staff Are Underpaid

    34:30 - Fun Isn’t The Focus Of Games Anymore

    37:05 - Todd Is In A Tough Position With Elder Scrolls VI Cause Of Microsoft

    40:10 - No One Can Ever Replace Todd

    42:00 - Q+A - What Were The Teams Feelings Towards The End Of Developing Skyrim

    44:57 - Q+A - Why Heavy Gore Was Cut From Starfield

    47:22 - Q+A - Which Model Changes Most From Concept Art To In Game

    49:20 - Robots Age More Gracefully Than Humans

    50:58 - 3D Models/Full Sentry Bot Robot Malfunctioning Story

    55:20 - Fallout TV Show

    57:16 - Closing Comments

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    1 時間 1 分
  • #181 - Will Shen Interview(Designer On Skyrim, Fallout 4, 76 & Starfield)
    2025/01/03

    Will Shen was a designer at Bethesda for over 20+ years and his story is amazing as he started off as an intern on Fallout 3 and became lead designer on Starfield. #starfield #fallout4 #bethesdagamestudios

    SOCIAL MEDIA

    X - @WillShen101

    BLUESKY - @willshen101.bsky.social

    Join this channel to get access to perks: https://www.youtube.com/channel/UC9jtZN92eGHA9Hxh-jYGqBw/join

    TIMESTAMPS

    00:00 - Intro

    00:30 - Will’s Internship At Bethesda Was A Trial By Fire

    02:08 - Who Interviewed Will Both Times

    02:56 - Will’s Relationship With Todd Howard

    09:20 - Emil Telling Will His Quest In Skyrim Was The Worst Quest In The Game/Redoing Skyrims Design

    11:44 - The Most Important Aspect Of An Intro & Tutorial

    13:30 - Bioshock Is An Example Of A Good Intro

    14:35 - In Leadership You Don’t Have Any Control

    16:30 - Bethesda Delegates Voice Acting To An External Company

    18:09 - Learning To Let Go From Being In Control Of Voice Acting/Guidance

    20:18 - Including Multiple Accents In Starfield

    22:30 - Maori Tattoo Controversy/Ballooning Of Bethesda Staff

    30:15 - How Will Would Become More Productive With A Bureaucratic System

    32:30 - Why Will Left Bethesda

    35:03 - Elder Scrolls VI/GTA VI Discussion

    37:30 - More Money = More Problems

    40:45 - Games Are Too Long Nowadays

    49:03 - Q+A - Has Bethesda Experimented With Other Game Genres

    51:34 - Settling On The Number Of Planets In Starfield/Procedural Content System

    55:16 - Q+A - Who Has Replaced Kurt Kuhlmann As Lore Master Of The Elder Scrolls

    58:52 - Q+A - Balancing The Main Quest & Side Quests

    1:01:50 - Production Pipeline/Curveballs

    1:05:15 - Where To Follow Will Shen

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    1 時間 7 分
  • #180 - Nate Purkeypile Interview (Artist On Skyrim, Fallout 3/4 & 76)
    2024/12/07

    Nate Purkeypile is a former world artist and art lead at Bethesda who worked there for over 14 years. He has now released his indie game The Axis Unseen that you can purchase here! https://store.steampowered.com/app/1807810/The_Axis_Unseen/

    SOCIAL MEDIA FOR NATE

    WEBSITE - https://www.justpurkeygames.com/home

    BLUESKY - @npurkeypile.bsky.social

    TWITTER - @NPurkeypile

    YOUTUBE - @justpurkeygames

    #skyrim #fallout #bethesda

    TIMESTAMPS

    00:00 - Intro

    00:53 - Working At Retro Studios On Metroid Prime 3

    02:25 - Why Nate Left Retro Studios

    04:40 - Moving To Bethesda/Fallout 3’s Brown Colour Palette

    06:15 - Fallout 4’s Vibrant Colour Palette/Fallout TV Show

    09:24 - Nate Handed In Resignation To Bethesda On April Fools Day

    10:46 - Bethesda’s Inefficient Management Style

    13:23 - Unrealistic Expectations Of Elder Scrolls VI

    15:21 - Game Developers Who Don’t Play Games

    17:02 - Nate’s Relationship With Todd Howard

    18:06 - How Nate Mastered Quantity & Quality

    19:46 - Morons, Crunch & Insane Commutes

    22:30 - Remote Work/Forcing People Back Into The Office

    23:32 - Shadow Of The Colossus Influence On The Axis Unseen

    24:57 - The Scope Of The Axis Unseen

    26:50 - Timeline Of Axis Unseen

    27:53 - Useless Meetings At Bethesda

    30:45 - Being A Lead On Fallout 76

    32:05 - Todd Howard Obssesses Over UI/Convincing Todd Of Things

    33:59 - UI In The Axis Unseen

    34:20 - Working With Different Gaming Engines

    36:00 - Bethesda Should Migrate To Unreal Engine 5

    40:20 - Nate Programmed The Edge Trimming For Fallout 3

    41:30 - Working Within Constraints/Layoffs

    44:10 - Q+A - Favourite Project To Work On

    45:08 -Q +A - How Far Along In Development Would Elder Scrolls VI Be?

    47:01 - Q+A - Game Development Differences Between Nintendo & Bethesda

    50:38 - Fallout 3 Switch Port With Metroid Content

    52:34 - Console Ports Of The Axis Unseen/Certification/Logos

    57:09 - Vacations Aren’t Vacations With Bethesda

    1:00:10 - How Pay Works At Bethesda

    1:01:47 - Nate’s Blood Pressure Was Bad Due To Bethesda

    1:03:00 - Final Thoughts

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    1 時間 6 分