
Advertise on podcast: Kiwi Talkz
Rating
5from
This podcast has
101 episodes
Language
EnglishPublisher
Kiwi TalkzExplicit
Yes
Date created
2019/06/21
Latest episode
2022/06/25
Average duration
61 min.
Release period
11 days
Description
The host Kiwi speaks to a number of guests from the entertainment and gaming space.
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#138 - Paul Tozour Interview (Metroid Prime 2 & 3, Boss Design, A.I., Leadership, Four Swords etc.)
2022/06/25
Paul Tozour is a former engineer and video game developer with over 25 years of experience. He is most well known for his work on Metroid Prime 2 & 3. He is currently in the process of finishing his book The Four Swords: A Parable of Leadership, Video Games, and Dead Dragons which is due for release at the end of 2022.
SOCIAL MEDIA
TWITTER - @fourswordsbook
TIMESTAMPS
00:00 - Intro
00:50 - What His Role Was At Retro Studios
02:30 - Challenges Between Retro & Nintendo/Dark Samus Fight In Prime 3
06:16 - Working With Tanabe/Western Vs Eastern Design
09:02 - Adapting To Nintendos Design Philosophies
10:55 - Project X And How It Fell Apart
17:17 - Michael Kelbaugh’s Influence On Retros Culture/How Paul Got Into Leadership
21:00 - No Evidence To Show Crunch Is Productive/Cultural Norms
24:58 - Leadership Is Building Culture Intentionally
25:55 - Paul’s Crunch Stories/Underlying Problems Of Leadership
28:44 - Game Studio Values/Fear Of Conflict
31:35 - Leadership Is Leaving Your Ego On The Table
32:20 - Activision’s Scandal A Symptom Of A Deeper Problem
33:20 - Day Courses For Studios/Devs Having 100% Ownership Of Studios/Unions
35:50 - Andy O’Neills Saying/Mark Heigh- Hutchinson
37:15 - Michael Kelbaugh’s Leadership
38:25 - Different Disciplines
41:40 - Pauls Book THE FOUR SWORDS And How It Came About
47:34 - Aven Colony/Helios Boss In Prime 3
50:15 - Pauls Frustration With A.I. In Gaming
53:31 - A.I. Gaming Evolution Is Very Slow/Flowchart Of Boss A.I. While Working On Prime 2
57:01 - Idol State Of Dark Samus Battle In Prime 2
59:40 - Tanabe Didnt Like The Original Design Of The Pirate Homeward
1:01:44 - In Nintendo Meetings You Never Reference Another Game In Design Pitches
1:03:30 - The Game Is The Design Document With Nintendo
1:06:20 - Massive Design Documents Never Get Read
1:07:29 - Retro Devs Were Halo Fans And So It Influenced Prime 3/East & West Design Meet In Metroid Prime Trilogy
1:08:50 - You Gain New Perspectives From Working With Nintendo
1:10:30 - Wrap Up/FOUR Swords Book Promotion
1:11:45 - Where To Follow Paul Tozour
#137 - Eric Kozlowsky Interview (Tropical Freeze, Retro Studios, Art, Metroid Dread, Graphics, Layoffs etc.)
2022/05/28
Eric Kozlowsky is an artist who has worked at multiple game studios and is most well known for his short but important tenure at Retro Studios on Donkey Kong Country Tropical Freeze. He is currently Art Director at Fuzzybot.
SOCIAL MEDIA
TWITTER -@vonkoz
INSTAGRAM - @von_koz
ARTSTATION - https://www.artstation.com/vonkoz
WEBSITE - https://www.landofkoz.com/
#tropicalfreeze #nintendo #retrostudios
TIMESTAMPS
00:00 - Intro
01:00 - Deadlines/Crunch
03:30 - Early Days At Retro Studios
06:00 - Working On Mangroves For Tropical Freeze
07:40 - Intimidation Factor/Camaraderie At Retro
09:20 - Eric’s Collaboration With Ted Anderson On Donkey Kong Country Tropical Freeze
12:31 - Eric’s Work On Windmill Hills
14:55 - Working On Rodent Ruckus
15:46 - Crunch At The End Of Tropical Freeze/Meltdown Mayhem/Destructive Terrain
17:29 - Working With Tanabe
19:40 - Tropical Freeze Levels Being Worked On Out Of Sync/Creating & Working With A Kit
23:59 - Learning From Your Peers/Nintendo Doesn’t Let You Share RAW Files
27:00 - Why Eric Left Retro Studios
29:10 - Eric Is Gutted He Isn’t Working On Metroid Prime 4/Eric Wasn’t A DK Fan Until Working On Tropical Freeze
30:40 - Eric’s Thoughts On Metroid Dread/Super Metroid
33:40 - Pacing In Games/Artist’s Should Understand Basic Design
34:40 - Layoffs In The Industry/Why Eric Moved From Studio To Studio
38:18 - Fans Starting False Rumours When Eric Started At Retro/Being Adaptable
39:30 - Retro Studios Staff Laughing At Stupid Rumours/Wrong Expectations Affected Tropical Freeze
40:30 - Differences Between Stylised & Realistic Graphics
45:00 - Eric Struggles To Stay Up With With Technology/Tunic/Having A Critical Eye
46:50 - Eric Tries To Be Broader Than Just Games/Looking At The Source
48:54 - Catch The Essence But Not Have Direct Influences/Link’s Awakening Rip Off Indie Game
50:40 - Trying To Stay Up With Artists He Mentors/Some Artists Shouldn’t Be Directors
52:40 - Keep Your Skills Sharp As An Artist/Having Tunnel Vision With Art Sometimes
55:00 - Where To Follow Eric Kozlowsky
55:57 - Eric’s Book Arma
#136 - Ted Anderson Interview (Donkey Kong, Mario Kart 7, Artistry, Nintendo, Texture Libraries etc.)
2022/05/14
Ted Anderson is an artist who is most well known for his tenure at Retro Studios working on both Donkey Kong Country games and Mario Kart 7. He currently works for Pixel Pushers Union 512 and recently released the game Tonight We Riot.
SOCIAL MEDIA
Pixel Pushers - @ppu512
Twitter - @pixel_possum
Tonight We Riot - https://tonightweriot.com/
#donkeykong #mariokart #retrostudios
TIMESTAMPS
00:00 - Intro
00:45 - How Ted Ended Up At Retro Studios
02:45 - Nintendo’s Philosophy On Art/Retro Helped Form His Artstyle
06:00 - Stylised Art/Warhammer’s Art Helped With Artstyle Of DKCR
08:15 - Dynamic With The Artists At Retro
09:20 - Creating Texture Libraries For DKCR
12:20 - Challenges Of Migrating Over To The Wii U Hardware
15:45 - Why Concept Art Is Needed/Boundaries Of An Artist
17:00 - Designing Grassland Grooves In DKCTF
19:50 - Working On World 5(The Fruit World)
20:45 - Collaborating With Eric Kozlowsky
22:45 - Ted Struggles With Water Levels/Specialty In Mechanical Structures
24:15 - Stylised & Realistic Art Challenges
26:30 - Dynamic Between Retro Studios & NOJ/DK Blow Mechanic Story
28:45 - Ted Got Given All The Assets For The Entire Mario Kart Franchise While Working On MK7
30:15 - Many Of Retro’s Staff Didnt Want To Work On Mario Kart 7/Early 3DS Development Kits
32:29 - MK7 Tracks Ted Worked On
33:18 - Ted Went Above And Beyond To Make Shy Guy Bazaar Track
36:10 - Ted Is A Quick Artist
36:40 - How Ted Works Fast But Still Maintains Quality
39:30 - How To Work Around Hardware Limitations
41:10 - How To Design Machinery
45:50 - Ted Worked Off Hours On Shyguy Bazaar To Make It Special
47:12 - How The Metroid Easter Eggs In Donkey Kong Came About/Crocomire Reference
48:45 - Retro’s Design Team/Artists Killing Some Designers Ideas
50:40 - Collaborating With Designers
52:10 - Foreground & Background Design In DKCR
53:50 - Making DK The Focus In Levels With Destructive Terrain
56:40 - Its A Fireable Offence To Work On Personal Games Well At Nintendo
1:00:00 - Publishers Should Encourage Developers To Work On Personal Projects Off Hours
1:01:00 - Certification
1:03:30 - Ted Shows Off His Retro Mementos
1:04:20 - Where To Follow Ted Anderson/Pixel Pushers
#135 - Chet Faliszek Interview (Valve, Left 4 Dead, Portal 2, Writing, Crunch, Anacrusis etc.)
2022/05/07
Chet Faliszek who was a former writer at Valve for over 12 years. He is now Co-Founder and CEO of Stray Bombay and are currently working on Anacrusis.
SOCIAL MEDIA
TWITTER - @chetfaliszek
ANACRUSIS WEBSITE - https://www.theanacrusis.com/
Discord - https://discord.com/invite/straybombay
#valve #left4dead #anacrusis
TIMESTAMPS
00:00 - Intro/Anacrusis Correction & What It Means
01:41 - Big Dictionary Of Slang
03:19 - Proper Pronounciation Of Faliszek
04:46 - Being Approached By Gabe To Join Valve/Gabe’s Personality
06:08 - Chet’s First Day At Valve
07:15 - Dynamic Between Chet & Erik Wolpaw
08:10 - Work On Half Life Universe
09:30 - Gabe Initially Didnt Want Chet To Do A Zombie Game
11:37 - Conception Of Left 4 Dead
13:20 - What Chet Would Change On Left 4 Dead Based On The Pandemic
15:41 - Planting Seeds For A Sequel In Left 4 Dead
17:30 - How He Ended Up Writing For Portal 2/Writing For Portal 2
20:45 - Challenge Of Writing For Left 4 Dead
22:00 - Valve’s Culture/Certification
24:46 - Valve’s Influence On Stray Bombay/Flat Hierarchy Pros & Cons
27:43 - Misperceptions/Collaboration
31:00 - Working With Sensitive People/Nothing Is Cool & Suck/Feedback
33:17 - Chet Doesn’t Get Affected By People Screaming At Him/Dealing With Tensions
35:40 - DOOM’s Impact On Chet/Improving Your Comedy/Old Man Murray
38:20 - Chet Loved Living In Cleveland
39:01 - How Being A Painter Transferred Over To Game Design
41:00 - Chet Has A Lot Of Respect For Trade Workers
42:25 - Self Imposed Crunch/You Can’t Finesse Crunch
45:02 - Retail Releases Are What Causes Crunch
45:05 - How Chet Ended Up Working On HTC VR
51:10 - Defining The Goals On Anacrusis
52:30 - What’s On The Horizon For Anacrusis
56:50 - Where To Follow Chet Faliszek/Stray Bombay
#134 - Jim Wornell Interview (Graphic Design, Ocarina Of Time, Metroid Prime, Voice Acting, Nintendo etc.)
2022/05/02
Jim Wornell was a former graphic designer at Nintendo who created the logos for franchises such as Metroid, Animal Crossing and Paper Mario. He also was a localiser, bug tester and manual editor on Ocarina Of Time.
#nintendo #ocarinaoftime #metroidprime
SOCIAL MEDIA
TWITTER - @jimbob_crachit
WEBSITE - https://www.jimwornell.net/
TIMESTAMPS
00:00 - Intro
01:07 - How Jim Ended Up Working At Nintendo & Became A Graphic Designer
04:00 - The Hardest & Easiest Graphics To Design
05:50 - Iterations Of Animal Crossing Logo/Logo Design Phase
08:00 - Working On The Metroid Prime Logo
13:00 - What Graphic Design Jim Does Now/Nintendo Has All Of Jim’s Unseen Designs
14:30 - The Hardest Parts Of Learning Graphic Design
15:30 - The Big Green Book Of Maps/Learning Design Before Youtube
17:20 - Friendly Rivalry With Other Graphic Designers
17:55 - Working On Ocarina Of Time
23:35 - Bugs Found Well Play Testing Ocarina Of Time
24:55 - Being Credited For Work Jim Didn’t Do
25:25 - Design That Was Made But Game Was Cancelled
26:54 - Jim Did The Metroid Prime Logo Entirely Solo/Other Work He Was Doing At The Time
28:07 - Time Management/Advice For Designers
29:50 - Checking Your Ego
31:44 - What Jim Asks Of Clients When They Request A Design
33:10 - Dealing With Clients Who Don’t Know What They Want
35:15 - Metroid Prime Logo Font
36:56 - Metroid Fusion/Metroid Prime 2 Logo
38:00 - Paper Mario Logo
39:04 - Never Stop Learning With Adobe Programs
39:48 - How Jim Ended Up Being The Announcer On F-Zero X
42:48 - Voice Acting Bug/Voice Acting Is A Tough Business
43:15 - Doing Different Accents/
44:35 - Connecting With The F-Zero Community
46:05 - Tips For Voice Acting
47:50 - Jim Is Learning About Mixing
49:20 - Meeting Shigeru Miyamoto
50:49 - Meeting Owen Hart 3 Weeks Before He Died/Meeting Dwayne Johnson
52:51 - Where To Follow Jim Wornell
53:25 - Who Drew Jim Wornell’s Graphic
#133 - Erik Wolpaw Interview (Half Life:Alyx, Portal 2, Portal 3, Valve, Writing, Dialogue etc.)
2022/04/16
Erik Wolpaw is a writer at Valve and has worked on franchises such as Half Life and Portal. He recently worked on Half Life:Alyx and Aperture Desk Job
SOCIAL MEDIA TWITTER - @wolpaw
TIMESTAMPS
00:00 - Intro
00:25 - Being A Database Programmer Before Being A Writer
01:00 - Procrastination/Psychonauts
03:10 - Coming Up With Names Is Easy/Keeping Up Energy Is Hard/Jokes Being Cut
04:50 - Erik Doesn’t Like Writing
05:55 - Erik’s Ideology In Terms Of Writing For A Game
07:50 - Time Between Portal & Portal 2/Don’t Write Yourself Into A Corner
08:25 - Erik Wants To Work On A Portal 3/Valve’s Corporate Structure
10:01 - Portal 3 Might Not Happen/Why Valve Doesn’t Release Many Games
11:45 - Valve’s High Quality Bar/Development Cycle
12:20 - Portal 2 Almost Didn’t Happen/Portal 2 Project Cycle
15:45 - Games Are Terrible Until Near The End
17:04 - Struggling With Ideas For Portal 2 Until Wheatley Idea Came About
19:14 - Working With Stephen Merchant On Wheatley/Writing To An Actors Strengths
23:30 - People Involved In Directing An Actor In The Studio
25:00 - Working With Rhys Darby On Russell/Meeting Rhys Darby In L.A.
27:45 - The Original Writing For Half Life:Alyx Didn’t Work/Writing Half Life:Alyx
31:47 - Original Ending Of Half Life:Alyx And Tweaking It
34:15 - Connecting Half Life:Alyx Ending To Half Life 2
38:10 - Gabe’s Involvement/Erik’s Relationship With Gabe
39:45 - Writing With Jay Pinkerton
41:22 - Erik’s Easiest Character To Write Is The Institution Voice In Portal 2
42:36 - Writing Something And Thinking Its Horrible When Said Aloud
43:40 - Nate Bargatze Struggled With The Word Turret On Aperture Desk Job
44:08 - Convoluted Lines Of Portal 2
45:00 - Erik Appreciates The Work It Takes To Write Something Good/God Of War Caused Erik Stress
46:00 - Erik Is Always Stressed/Erik Hates Letting People Down
47:45 - Comedic Obsessions With Writing/Erik Wants To Improve On His Writing
49:40 - Re-Purposing Dialogue
50:10 - Erik Respects The Valve Artists/Picturing An Image Well Writing
53:00 - Jay Pinkerton Is A Good Designer/Comics
54:09 - Erik Wants To See A Sunset Overdrive 2/The Game Industry Is Quite Small
55:50 - Why Erik Left Valve & Became A Contractor Instead
56:50 - Erik’s Son Being Born During The End Of Portal 2’s Development
1:00:15 - Where To Follow Erik Wolpaw
1:02:09 - Petition To Gabe Newell To Start Portal 3
#132 - Andrew Hulshult Interview (DOOM Eternal, IDKFA, Mixing, Bobby Prince, Ear Fatigue etc.)
2022/04/09
Andrew Hulshult is a video game composer and sound designer who composed music on the DOOM Eternal DLC The Ancient Gods, he is also well known for DOOM remix project IDKFA as well as his work on franchises such as Quake and Duke Nukem
#doometernal #anicentgods #idkfa
SOCIAL MEDIA
YOUTUBE - @Andrew Hulshult
TWITTER - @Andrew Hulshult
WEBSITE - https://www.hulshult.com/
TIMESTAMPS
00:00 - Intro
00:50 - Not Copying Mick Gordon But Respecting DOOM’s Music
03:10 - Chad Mossholders Guidance
08:28 - Process Of Making Blood Swamps
10:45 - Difference Between Ambience, Light Combat And Heavy Combat
12:30 - Creating Various Versions Of Blood Swamps
14:30 - Andrew Didn’t Contact Mick Gordon To Get His Blessing Because Of The Fragile Situation
15:46 - Making Allies To Get More Work Opportunities
16:35 - Don’t Burn Bridges/Fragile Egos
19:30 - IDKFA - Dark Halls Track
21:40 - IDKFA Project/Bobby Prince
23:44 - Getting Better With Strings/Sinister Track
25:45 - Not Liking Your Own Music After Hearing It So Much
26:59 - Listening To Old Mixes
29:00 - Andrew’s Mixing Process
29:45 - Ear Fatigue/Time Management
33:30 - Ancient Gods DLC OST/Why He Hasn’t Advocated For One
34:45 - Andrew Would Love To Work On Another DOOM Game/Outings
37:18 - Andrew Has Had Moments Where He Thinks He’s Awesome/Staying Grounded
39:20 - Helping The Community/North Texas Foodbank/Capitalism
41:42 - DOOM & Quake Were Dream Projects/Projects Andrew Wants To Work On
44:00 - Creating Ambience/Renowned Music For DOOM
45:45 - Submitting Demos
46:20 - Andrew’s Ancient Gods DLC Demo
48:10 - David Levy Is His Brother In Arms/Honesty
50:08 - Callbacks To Bobby Prince’s Music
51:40 - 2021 Was A Hard Year For Andrew/Phone Call With Bobby Prince
54:40 - How Andrew Manages Multiple Projects At The Same Time
57:20 - Andrew’s Cat
57:45 - Where To Follow Andrew Hulshult
#131 - Stephen Hunter Interview (The Hobbit, Acting, Peter Jackson, Coaching, Voice Acting, Video Games etc.)
2022/04/02
Stephen Hunter is an actor, radio host, voice over artist, and acting coach. He is most well known for playing Bombur in The Hobbit.
SOCIAL MEDIA
YOUTUBE - @Stephen Hunter
TWITTER - @StephenJHunter1
WEBSITE - https://www.stephen-hunter.com/
#thehobbit #peterjackson #actingcoach
TIMESTAMPS
00:00 - Intro
01:07 - Stephen’s Bombur Shirt/Stephen’s Office Of Memorabilia
02:50 - Stephen Doesn’t Get The Luxury Of Choosing Roles/Sydney Floods
04:29 - How Stephen Got A Role In The Hobbit
10:17 - Colour Audition Rounds Of Hobbit
10:48 - Having No Dialogue As Bomber/Physical Acting
13:02 - Being Intimidated By The Scale Of The Hobbit At First
15:00 - Committing To The Role By Eating
16:25 - Shooting The Bag End Scenes/Different Stages They Had Sets
19:03 - Barrel Riding Scene
20:42 - The Bomber Costume
24:05 - Peter Jackson’s Direction
26:24 - Goblin Cave Story/Practical Jokes
28:20 - Running From Beorn Scene
31:30 - Biggest Mistakes Actors Make
34:00 - Hollywood Creates Delusions In Actors/Advice For Actors
38:38 - Voice Acting Opportunities/Audio Plugins
41:16 - Video Game Voice Acting Doesnt Pay Well In Australia /Naughty Dog
43:09 - Online Voice Agencies/Audio Equipment Is Cheap/Recording Booths
45:40 - Stephen Is An Audio Engineer
47:00 - Actors Creating A Constant Income/Don’t Rely On One Industry For Survival
50:00 - Why Stephen Didn’t Move To America/American Visas
50:55 - Australian Actors Making It Big In America
51:26 - Stephen Worked With Chris Hemsworth Before He Blew Up
51:55 - Australia & NZ Film Studios
54:00 - How To Sign Up To Stephen’s Acting Coach Course
#130 - David Levy Interview (DOOM Eternal, Mixing, Gen:Lock, Royalties, Passive Income, Mick Gordon etc.)
2022/03/26
David Levy is a film, television and video game composer who is most well known for partly composing the soundtrack to the DOOM Eternal DLC - The Ancient Gods
#doometernal #ancientones #immora
SOCIAL MEDIA
YOUTUBE - @David Levy
TWITTER - @davidlevymusic
INSTAGRAM - @davidlevymusic
TIMESTAMPS
00:00 - Intro
00:57 - How David Ended Up Scoring For Ancient Gods DLC
02:00 - David Was Told Not To Copy Mick
02:58 - Atlantica Was The First Track David Worked On/Intensity Levels
05:25 - Ambience To Combat To Heavy Combat
06:28 - Mick Gordons Mixing
07:54 - Modulators/Plugin Units David Used For Ancient Gods
09:15 - How David Composed For Ancient Gods DLC
10:45 - Trial Of Malligog/Music David Worked On
12:45 - Working With Andrew Hulshult
14:00 - Davids Work History/Difference Between Scoring Games & Film/Immora
17:45 - Avoiding Overnighters & Burnout
18:45 - Satanist Immora Story/Metal Choir Samples
21:39 - David’s Cat In His Videos
23:30 - Project Simulation
24:20 - Doing One Project At A Time/Energy Levels
26:11 - How David Structures His Day
27:05 - Ear Fatigue On DOOM/David’s Mixing
30:45 - You Can’t Have An Ego As A Game Composer
32:46 - Setting Expectations Before A Project Starts
35:36 - Don’t Copy Any Other Artist
36:15 - David Would Love To Work On DOOM Again
37:15 - David Was Super Stressed Out Working On DOOM
39:40 - How David Ended Up Working On Gen:Lock/Burnout
44:55 - Pushing Yourself When You Are About To Give Up
46:15 - Gen:Lock Was A 6 Month Sprint/DOOM Was A Short Sprint
47:40 - David Considered Giving Up His Career As A Composer After Moving To Austin
49:40 - How David Established His Portfolio
54:40 - How David Pushed Through Moments Of Being Disheartened In His Early Years
55:25 - Advice From Austin Wintory/Gotta Keep Going
57:25 - Royalties
59:30 - Getting Passive Income From Sample Packs
1:02:50 - Where To Follow David Levy
#129 - Joe Houston Interview (Bluepoint Games, SOTC, Titanfall, Uncharted, Localisation, Coding etc.)
2022/03/19
Joe Houston is a programmer/engineer who is most well known for his tenure at Bluepoint Games working on games such as Shadow Of The Colossus, Titanfall, Uncharted, Demon Souls etc.
#bluepointgames #shadowofthecolossus #uncharted
SOCIAL MEDIA
TWITTER - @pandamittens
TIMESTAMPS
00:00 - Intro
00:00 - Joe Hasn’t Been To Houston Despite His Surname
01:20 - Bluepoint Games Like Hard Problems
03:13 - Memory Stomp Bug On Titanfall
04:50 - Code Drops On Titanfall/Co-Development With Respawn Titanfall
06:40 - Optimisation Problems With Titanfall
09:10 - Bluepoint Games Reputation, Professionalism & Transparency
11:40 - Bluepoint Engine
12:20 - Extracting Data From Older Games/Process Of Making Remakes
14:14 - Joe’s Skillset/Workflow & Bug Tracking For SOTC
17:25 - Parity Issues Were A Problem On SOTC/Japanese Source Code
20:40 - Japanese Source Code Issues That Ended Up Accumulating Over Time
22:17 - Joe Knows Basic Japanese/Localization
23:30 - Maintaining Culture In Localisation/Arabic Compared To English
27:00 - The Problems With The Original SOTC/Dishonored Being Compared To Thief
30:40 - Modernising Uncharted 1 For PS4
34:40 - Getting Uncharted Collection To Maintain 60FPS
36:40 - Working On Uncharted Games Simultaneously/Bluepoints QA
37:45 - Uncharted 2 Was The Starting Point For Development Of The Collection/Keeping Bugs
40:20 - Remakes & Remasters Vs Original IP
42:17 - Playing Uncharted 3 To Prepare For Development On The Remake
43:25 - Joe Never Played SOTC Until He Started Developing The Remake/Studying SOTC
45:33 - How Japanese Coders Operate/Birds In SOTC
47:00 - Working With Andy O’Neil
49:03 - Bluepoint Games Motto”Working Smarter,Not Harder”/Avoiding Crunch
51:07 - Bluepoint Is A Great Studio For Engineers
51:58 - Pros & Cons Of Bluepoint Games
53:45 - Breaking Into The Game Industry/Artistry/Flexing His Other Skillset/Working At Discord
56:49 - Where To Follow Joe Houston
#128 - Ben Kasparek Interview (DBZ, Editing, Bruce Faulconer, 9/11, Pikkon Theme Cell Saga etc.)
2022/03/12
Ben Kasparek was the music editor on the English Dub of Dragonball Z for the Android, Cell and Buu Sagas of DBZ and worked closely with the composers of the show Mike Smith, Scott Morgan and Julius Dobos
#dbz #dragonballz #brucefaulconer
TIMESTAMPS
00:00 - Intro
00:42 - How Ben Got Into DBZ/Getting Job At Faulconer Productions
04:08 - Ben Originally Wanted A Job At Funimation But Couldn’t Find The Office
04:49 - Watching Mike Work/What Episode Ben Started First When Editing
06:30 - Editing An Episode Took One Week/Editing Process
08:07 - DBZ Music Library/Mistake With Vegetas Theme
10:13 - Ben Favoured Hyperbolic Time Chamber Theme In Editing
11:25 - Limiting Of Pikkons Theme
12:56 - Ben Inspired Scott To Write The Arpeggiated Part Of Pikkons Theme
14:56 - The Genius Of Mike Smith,Scott Morgan & Julius Dobos
15:59 - Japanese DBZ Music/Gohan Vs Cell Kamehameha Episodes Had No Changes In Editing
18:19 - 16 Rips Off Cells Tail/Gohan & Icarus/Perfect Cell Runs
19:25 - Such A Massive Library Existed By Buu Saga So Cell Saga Music Was Hardly Used
20:32 - Having A Bigger Catalog Made It Easy To Edit
22:33 - How The Best Of DBZ Vol 1 Soundtrack Came About
25:12 - Ben Would Give The Musicians Requests And They Nailed It Every Time
26:32 - Ben Was Late To Work On The Day Of 9/11
28:21 - Gohan Goes To School Episode Had To Be Edited In 24 Hours
29:32 - Hardcore DBZ Fan In Ben’s Class/New Generation Of DBZ Fans
31:04 - Groove Of Work
32:05 - Bruce Faulconer’s Involvement In DBZ
34:24 - Cakemix Studio/Internets Effect On Bruce’s Studio
35:34 - Ben Not Knowing Gohan SSJ Is Goku’s SSJ Backwards
36:24 - Tying Gohan’s Music To Piccolo During The End Of Cell Saga
37:32 - Character Moments
38:30 - Going From Fighting Music To Silly Music Being Jarring/
41:45 - Ambient Pieces Being Easy To Edit/Transitions
43:45 - The Final Atonement Episode
46:15 - Emotional Scenes
48:15 - Mike, Scott And Julius’s Different Styles Of Composing
51:10 - SSJ3 Theme
52:46 - Julius’s Work On Editing On Outside DBZ
55:00 - Bittersweet Feeling Of DBZ Ending
#127 - DoctorM64 Interview (AM2R, Skippy The Bot, Game Design, Programming, Composing etc.)
2022/03/05
DoctorM64 is the man behind the Metroid 2 fan remake AM2R. He spent over 8 years developing it in his spare time. His efforts werent in vain as now he is a programmer at Moon Studios and recently worked on Ori:Will Of The Wisps.
#am2r #metroid #metroid2
SOCIAL MEDIA
TWITTER - @DoctorM64, @PROJECTAM2R
YOUTUBE - @Milton Guasti
Join the Kiwi Talkz Discord server to make guest submissions and submit questions to guests! https://discord.com/invite/gJ6VgGq2
TIMESTAMPS
00:00 - Intro
00:28 - How The Name DoctorM64 Came About
01:50 - Times DoctorM64 Considered Giving Up On AM2R
04:00 - What Was Developed From The Get Go/What Changed Throughout Development
07:03 - Skippy The Bot Section In AM2R
10:39 - Skippy The Bot Flash Game
15:14 - Musical Approach For AM2R
17:01 - Refining The Music/Working With Composers
20:22 - Trying To Lessen The Repetitiveness Of The Metroid Encounters
23:20 - A.I. Programming Of The Metroids
25:31 - Challenge Of Overhauling Zeta, Omega & Metroid Queen
29:26 - Random Crashes In Game Maker And Losing Development Progress
30:57 - Water Distortion Filter Effect
33:02 - How The Power Generator Area Came About/Static Electricity Filter Effect
37:10 - Designing The Escape Sequence
41:39 - Input From The Speedrunning Community During Design
43:45 - Working In A Team As A Programmer Prepared Him To Manage The AM2R Team
46:48 - Approach To The Lore Of Metroid
49:40 - Problems With The EMMIs In Metroid Dread
52:02 - DoctorM64 Marvelled At The Agility Of Samus In Metroid Dread
53:19 - DoctorM64 Can’t Help But Critique Metroidvania Games
54:19 - Development Eventually Gets Stale So You Need Others To Look At Design With Fresh Eyes
56:15 - Where To Follow DoctorM64
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