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Kiwi Talkz

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Rating
★★★★★
5
from
7 reviews
This podcast has
101 episodes
Language
English
Publisher
Kiwi Talkz
Explicit
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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