
Advertise on podcast: Kiwi Talkz
Rating
4.7from
This podcast has
217 episodes
Language
EnglishPublisher
KiwiExplicit
Yes
Date created
2024/04/24
Latest episode
2026/10/05
Average duration
72 min.
Release period
13 days
Description
Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film
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#219 - Matt Radford Speaks On Uncharted 4, Amy Hennig, Naughty Dog, Volumetric Rendering, 5th-Corner
2026/10/05
Matt Radford was a VFX Artist on TLOU and Uncharted 4, he began research into volumetric rendering during the development of Uncharted 4 and that led to it being used in TLOU Part 2. He has now founded his own studio 5th-Corner which is also the name of his studio's upcoming game.
#uncharted #uncharted4 #unrealengine
WEBSITE - https://www.5th-corner.com/
X - @mradfo21
TIMESTAMPS
00:00 - Intro
00:39 - Matt Started A Hoverboard Trend At Naughty Dog
03:30 - Culture Of Naughty Dog/Crunch
06:42 - Naughty Dog’s Engine Is Bad/Litmus Test
09:30 - Should Naughty Dog Devs Migrate To Unreal Engine
11:52 - Why Matt Left Naughty Dog/Legacy Of Artists
14:00 - Ending A Relationship Due To ND/Starting A Start Up
16:00 - Naughty Dog Is A Cult
17:45 - Researching Volumetric Rendering On Uncharted 4
24:50 - Uncharted Games Have A Specific Artstyle/PS3 To PS4 Memory Increase
26:29 - The Ray Marching Technique
27:50 - Restrictions Of PS3/Freedom Of PS4/PS5
29:10 - Intergalactic
33:38 - Talent Has Moved On Which Affects Uniqueness
35:17 - Technology Has Plateaued /Working At Epic On UE5
37:20 - Technology Has Come At The Cost Of Game Design
40:12 - Matt Doesnt Play On Console Anymore Due To Steam
41:57 - GTA 6
44:25 - Matt Wants Shorter Games
45:14 - Young People Have Too Many Options For Entertainment
46:33 - Matt’s Indie Game 5th-Corner
52:30 - Running A Business When You Are Broke/Helpful Mentors
54:12 - Game Development Is More Collaborative Than Film
55:44 - Matt Is Hopeful & Scared For His Career
56:45 - Q+A - Any Regrets Working At Naughty Dog
59:06 - Resilience/Traumas Make Entrepreneurs
1:00:06 - Q+A - What Is The Most Efficient Way Of Bulding Large Environments Solo
1:01:46 - Q+A - Details Of Amy’s Uncharted 4
1:05:43 - Working With Amy Hennig
1:06:55 - Where To Follow Matt & Keep Up With 5th-Corner
#218 - Emanuel Palalic Speaks On ID Software, DOOM 2016, Mick Gordon, Emptyvessel, DEFECT
2026/09/21
Emanuel Palalic was a former character artist on DOOM 2016 & DOOM Eternal he has now founded the studio emptyvessel and is working on their indie game DEFECT (which looks sick).
https://www.emptyvessel.io/
TWITTER/INSTAGRAM - @epalalic
ARTSTATION - https://www.artstation.com/drheadpop
@emptyvesselplay
#doom #doometernal #idsoftware
TIMESTAMPS
00:00 - Intro
00:30 - Working With Teams On Different Continents
02:20 - Founding Emptyvessel
05:30 - Emptyvessel’s High Calibre Team.
06:45 - Being Overwhelmed Setting Up emptyvessel
09:10 - Destructible Terrain In DEFECT
11:30 - Gore System In DEFECT & DOOM Eternal
15:40 - Being An Intern At ID Software On DOOM 2016
18:15 - Working With Hugo Martin
20:15 - The Culture Of ID Software
22:00 - Rebooting DOOM/DOOM 2016
25:30 - ART REEL - Icon Of Sin
27:45 - Gore Wounds
29:00 - ART REEL - Baron Of Hell
31:15 - ART REEL -Shotgunner
34:30 - Attention To Detail At ID Software
35:28 - ID Software Thought People Would Hate doom 2016
39:40 - The Pressure Of Working On DOOM 2016 & Eternal
40:34 - Mick Gordon
45:42 - The Mistakes AAA Games Make.
48:18 - There Is No Safety In AAA Anymore
50:58 - Focus Group Testing/Devs Following Trends
52:05 - Investors Are Apprehensive Towards Realistic FPS Games
55:30 - Motion Sickness With FPS Games
57:50 - DEFECT Won’t Have Third-Person
59:26 - Q+A - Was DOOM Guy Mini Face Considered In The UI
1:01:17 - DOOM 2016/Eternal Was Influenced By Metroid Prime/ID Software Loves Metroid
01:02:35 - Q+A - How Long Does It Take For Art To Be Approved
01:04:29 - Q+A - How Did The Pipeline Work With ID Tech Engine
1:08:40 - Where To Follow Emptyvessel & DEFECT
#217 - Andrew Willis Speaks On ID Software Layoffs, DOOM TDA, Gamepass, Xbox, ID Tech Engine etc..
2026/09/14
Andrew Willis was a producer on DOOM TDA & Revelations and planned on staying at ID Software till retirement, till the dreaded Microsoft layoffs. In this episode he covers his time at ID Software and the terrible layoffs.
#doom #doomthedarkages #idsoftware
TIMESTAMPS
00:00 - Intro
00:35 - Going From Manager At A Pizza Place To ID Software Producer
06:38 - Why ID Software Culture Was So Great
09:00 - Realising His IT Knowledge Was Useless At ID Software
10:45 - Being A Producer At ID Software
13:10 - ID Tech Engine
13:59 - Smash Bros/Doom Slayer In Smash Bros
15:30 - ID Software Layoffs
22:30 - Not Being Allowed Back In The Office To Get Belongings
24:07 - ID Software PR Statement Is BS/Nightmare Production On DOOM 2016
25:10 - The Firings Will Be Analysed
25:59 - Microsoft’s 14 Layers Of Management Are Lies
29:00 - Game Development Has Been Taken Over By Greedy Execs
34:30 - Nintendo Protect Their IP & The West Doesnt
35:30 - Gamepass Is Mismanaged
39:50 - How Gamepass Affected DOOM: TDA
41:10 - Happy Xmas Story At ID Software
42:50 - Working With Hugo Martin
45:00 - Developing The Dragon & Mech In DOOM TDA
47:15 - ID Software Started To Become More Hieracachal
49:40 - Q+A - Was The Buzzshield Inspired By Captain America
50:25 - Q+A - Will ID Software Switch To Unreal Engine
52:29 - Q+A - Were Things Cut From DOOM TDA DLC
54:32 - DOOM Revelations Is Bittersweet/Layoffs On The Day Before Release
58:34 - Andrew Planned To Retire There/Unionisation
1:01:37 - Q+A - How Much Does Ray Tracing Speed Up The Production
1:05:02 - Working With Alex Klingle/Finishing Move On The Soundtrack
1:06:00 - Andrew Thanks DOOM Fans/Changing The Industry
#216 - Shawn Layden On Physical Discs, PS6 Handheld, Asha Sharma, Spreadsheets etc.
2026/09/07
The legendary Shawn Layden returns to provide wisdom on things surrounding the video game industry. As was the case last time, I tried to ask him a lot of stuff he hasn't been asked before. Enjoy!!
TIMESTAMPS
00:00 - Intro/Shawn Layden Made Kiwi Smarter
01:49 - Differences Between Working At Sony’s Offices In Japan,UK & US
05:45 - How The Japanese Felt When Sony HQ Moved From Tokyo To California
07:00 - Salaries In The US Are Hurting Game Development There/Outsourcing
10:20 - Nothing Will Beat GTA/Strauss Zelnick
11:45 - Shawn’s Role As A Chairman
13:30 - Shawn Knowing His Limitations As A Boss
15:01 - Games Aren’t Built By Gamers Anymore
15:45 - Publishers Are Becoming Risk Averse/Chasing AAA
18:00 - Why AAA Games Are Financed Over AA
19:15 - Institutional Knowledge/The Power Of Brand
23:00 - Sony Getting Rid Of Physical Discs
24:05 - Sony Can Take Japan Back From Nintendo
25:13 - Sony Can’t Support Two Consoles At Once
27:00 - Nintendo & Sony Are Becoming Direct Competitors Again
28:30 - Sony Putting Games On PC
31:30 - Shawn’s Views On Meetings
32:00 - Unproductive Meetings
36:00 - Employees Whose Jobs Are To Arrange Meetings
37:30 - Shawn Kills Rumor That He Spoke To Asha
38:50 - Shawn Speaks On Asha/Microsoft’s Goals
40:30 - Live Services Titles Successes Are By Accident
43:20 - Data Driving Decisions
44:50 - Spreadsheet Decision Shawn Made/Edutainment
48:10 - Success Is Seductive/Hire The Right Talent
49:30 - Avoiding YES MEN When You Are The Boss
52:00 - Shawn Is Happy He Never Has To Do A Budget/Plan & Peformance Appraisal Again
53:25 - Q+A - Was A Cell Based GPU Considered For PS3
54:16 - Q+A - How Do We Correct The Over Reliance On AAA
57:15 - Astro Bot/Sony Needs To Do More AA Games
1:01:15 - Why GTA 6 Is An Event/Diluting A Brand
1:02:20 - Q+A - Will The Japanese End Up Pulling Ahead Of Everyone Else
1:04:15 - GTA 6/Games Need To Be Shorter
1:05:30 - Girls Make Games Scholarship Fund
#215 - Rico Flores On Uncharted 4, Naughty Dog's Engine, Crunch, Animation, Bruce Straley, DEFECT..
2026/08/24
Rico Flores is an animator who is best known for his tenure on Uncharted 3 & 4, he is currently at emptyvessel working on their game DEFECT
#uncharted4 #uncharted #uncharted3
TWITTER - @r1c00
WEBSITE - https://www.emptyvessel.io/
TIMESTAMPS
00:00 - Intro
00:34 - Animating Doors Is Tedious/Naughty Dog Has A Door System
03:12 - Being Chucked In The Deep End On Uncharted 3/How Rico Got Hired
08:10 - Rico Had No Idea How Prestigious Naughty Dog Was When He Got Hired
08:47 - Being Interviewed At Naughty Dog
09:58 - Working On Uncharted 4
12:15 - Assets On Uncharted 4 Werent Carried Over From Uncharted 3/Mocap
14:00 - The Benefits Of Mocap
17:13 - You Could Shoot Mocap As Much As You Wanted At Naughty Dog
20:00 - Naughty Dog’s Flat Structure
22:50 - Intergalactic
25:10 - Crunch On Uncharted 4
28:43 - Staying Healthy While Doing Crunch
31:11 - Commuting Time In L.A.
33:05 - Why Rico Left Naughty Dog/Naughty Dog Pay
36:46 - Culture Of Bioware/Incorporating ND Culture Into Bioware
38:10 - Emptyvessel/Meeting Emanuel Palilic/AAA Isn’t Safe For Devs Now
42:20 - Destructible Terrain In DEFECT/Optimisation
44:45 - Single Player Will Be In DEFECT As Well
46:43 - Mick Gordon
47:43 - Q+A - How Naughty Dog Pull Off Animations Ahead Of It’s Time
50:15 - Naughty Dog’s Engine
52:10 - Q+A - Biggest Challenge In Animating Nathan Drake
54:00 - Working With Programmers
57:12 - Q+A - What Challenge Kept You Up At Night
59:59 - Institutional Knowledge/Microsoft Layoffs
1:01:26 - Working With Bruce Straley
1:02:50 - Where To Follow Rico Flores/Follow DEFECT
#214 - Kris Roberts On Midnight Club 5, RDR1, GTA 6, Rockstar, RAGE Engine, Houser Brothers etc.
2026/08/17
Kris Roberts was a former designer on Midnight Club 3, Los Angeles and Red Dead Redemption, in this episode he talks about his work at R*.
WEBSITE - https://www.robertsmania.com/ T
WITCH - https://www.twitch.tv/robertsmania
YOUTUBE - @Robertsmania
TWITTER - @Robertsmania
#rockstargames #midnightclub #reddeadredemption
TIMESTAMPS
00:00 - Intro
00:30 - How Kris Got Into Cars
01:58 - Working On Midnight Club Series/Angel Studios Early Days
05:57 - Midnight Club 2/Working In Gamesb
07:40 - The Key To Good Vehicle Simulations & Tuning
10:05 - Kris Takes Shots At Need For Speed
11:00 - iRacing Simulation/Realistic Simulations
12:30 - VR Driving Simulation
14:15 - GTA’s Vehicle Tuning
16:06 - Kris Is Not Interested In GTA 6
16:30 - The ARTS Engine Became The RAGE Engine
18:40 - How The RAGE Engine Evolved By RDR1
20:52 - RAGE Engine Summit
22:45 - Why Midnight Club 5 Was Cancelled
27:00 - Red Dead Revolver
29:00 - Initial Skepticism Over Developing Red Dead Redemption
30:15 - Being The Lead For RDR1 Multiplayer
33:15 - Kris Was Stressed Being A Leader
38:00 - Crunch On RDR1
42:15 - Dan & Sam Houser
45:45 - RDR1 Multiplayer Never Got Relief Unlike The Main Team
47:43 - Rockstar Wives Fallout/Jury Duty
48:40 - RDR1 Multiplayer Being Broken At Launch
52:20 - Why Kris Left Rockstar/Completion Bonus/Layoffs
59:10 - Kris Only Does Contracting Now/Working With Sony Online
1:03:21 - Q+A - Was RDR1 Multiplayer Always Planned As A Sandbox
1:03:50 - Q+A - How Fun Was It To Debug Customisation Options In MC3
1:05:40 - Q+A - Was Undead Zombies Considered For RDR1 In Free Roam
1:06:38 - Where To Follow Kris/Doing A 2nd Podcast About Valve
#213 - Unleash The Avatar - India's First AAA Game | Developer Interview With Varun Mayya
2026/07/25
Varun Mayya is an entrepreneur, content creator, author and now he is venturing into game development and working on India's most ambitious game ever. Unleash The Avatar
#unleashtheavatar #indiangaming
See the latest trailer gameplay footage here.
https://www.youtube.com/watch?v=Y_zBp21BWI0
WEBSITE - https://www.unleashtheavatargame.com/
TIMESTAMPS
00:00 - Intro
01:28 - Varun Loves The Mechanics Of Dota & Rocket League
03:56 - How Varun Started Making Video Games
05:15 - Journey To Making Unleash The Avatar/Multiplayer Games
06:00 - Soulslikes/Black Myth Wukong/Sekiro
07:39 - Games Are Sustainable/Gamers Demands
11:19 - Unreal Engine/Photogrammetry Of India For Unleash The Avatar
12:48 - Scanning An Entire Indian Town For Assets In Unreal Engine
15:00 - 1st Trailer For Unleash The Avatar Was To Hire Talent
16:15 - Varun’s Smart Plan To Hire The Best Engineers
19:12 - Aftermath Of 2nd Trailer
21:30 - Developing The Game Start Up Style/Revelation From The 2nd Trailer
23:02 - Bollywood Influence On The Game/Anatomy Of The Story
28:10 - Varun Is Closely Involved With The Entire Project
29:43 - Target Audience For Unleash The Avatar
32:10 - Using A Metronome For The Bosses
33:20 - Aura Farming/Taunts In The Game/Difficulty Settings
36:22 - Black Myth Wukong Inspirations & Differences
41:39 - Black Myth Wukong’s Marketing
43:16 - Bold Marketing Strategy For Unleash The Avatar
50:14 - Why India Hasn’t Produced AAA Games/Entrepreneurs
54:55 - Risk & Reward/Varun’s Views On Business
57:00 - Stigma From Parents Regarding Gaming & Content Creation In India
59:00 - Success & Failures Drives Everything Forward
1:00:10 - Economics Of AAA Games In India Vs U.S.
1:06:40 - Unleash The Avatar Was Largely Made Inhouse/Rockstar India
1:08:31 - Why India Will Become A Haven For Game Development
1:13:30 - Assassin’s Creed Setting In India
1:15:30 - Indian Lore & Culture In Unleash The Avatar
1:18:39 - Where To Keep Up To Date With Unleash The Avatar
#212 - John Ricchio On GTA 5, GTA 6, Rockstar, RDR1, Leadership, AI, Crunch, Cut Content etc.
2026/07/11
John Ricchio was a former producer at Rockstar on games such as GTA 5, RDR1 & Max Payne 3. In this interview he covers his time training people on QA, being a producer and a leader to teams at Rockstar, working on GTA, RDR, MP and more..
#gta #gta5 #rockstargames
TIMESTAMPS
00:00 - Intro
01:27 - The Importance Of QA/Training QA People
04:30 - QA People At Rockstar/Advancing Your Career From QA
08:19 - Will AI Be Used To Save Time For QA
12:21 - Unicorn Dev Specialists/T Shaped Game Developers
14:30 - Managing Over 200 People On RDR & GTA 5/Producing Challenges
21:45 - Relinquishing Control/R* San Diego Changed Processes For GTA 5
24:40 - Cut Content From GTA 5 Due To Resources
26:10 - Working Through Constraints/Picking Your Battles
27:10 - Having Your Work Cut From R* Games
28:37 - Will GTA 5 Cut Content Be In GTA 6
29:21 - Cancelled Game Content Ended Up In GTA IV/Tech Changes
30:02 - New Ideas Usually Transcend Cut Content
30:57 - RDR Undead Nightmare/Hot Coffee Mini Game
32:05 - Rockstar’s Approach To DLC
33:17 - Managing R* Devs During High Times Of Stress/Crunch
41:20 - R*Can Get Away With Anything/Unionisation
42:15 - R” Are Good Because Of Iteration But It’s At The Cost Of Crunch
43:26 - Why John Left Rockstar/Crunch
46:45 - Leaders Initiate Crunch Either For Results Or Out Of Fear
52:40 - John Speaks About GTA 6
57:40 - The Future Of The Industry
1:00:11 - Q+A - Will R* Devs Lose More Creative Freedom As The Studio Gets Bigger
1:03:43 - Hanging Out With Dan & Sam Houser
1:05:10 - Following GTA 5’s Model For GTA 6
1:06:03 - GTA 5’s Launch
1:07:02 - Q+A - How Much Did The 360/PS3 Limit The Scope Of GTA 5
1:09:30 - Why R* Release On Console First Before PC
1:12:30 - John Is Currently Unemployed/Where To Follow John
#211 - Andrew Kim On Naughty Dog, Uncharted, Marvel, Film, Concept Art, Sony Santa Monica
2026/06/20
Andrew Kim is a freelance concept artist who has worked on video games, tv and film. Hes done numerous concepts for games in the MCU and he did concept art for Uncharted 2-4
#uncharted #uncharted4 #uncharted3
ANDREWS WEBSITE IS HERE https://www.andrewkimart.com/
TIMESTAMPS
00:00 - Intro
00:34 - Differences Between Working In Video Games & Film/TV
04:41 - Getting A Job at Naughty Dog
07:20 - Working With The Designers On Concept Art For Uncharted
09:03 - The Process Was Similar Between Uncharted 2,3 & 4
10:46 - Leaving Marvel/Being A Freelancer On Uncharted 4
12:30 - Why Andrew Left Naughty Dog
15:30 - How Film Union Works
18:23 - The Challenges Of Being A Freelancer In The Film Industry
20:55 - It’s Not What You Know, It’s Who You Know
21:30 - How You Network In The Film Industry
23:10 - ART CONCEPT REEL - Uncharted 2
33:40 - Sony Santa Monica Has 6 Hour Interviews
35:30 - Naughty Dog Interview Was 20 Minutes
36:19 - Interviewing Process In The Game Industry Now
37:49 - Andrew Would Work On Uncharted 5 If Asked
39:20 - Andrew Had Limited Interactions With Amy & Bruce
40:17 - ART CONCEPT REEL - Uncharted 3
42:39 - Uncharted 3 Piece Got Andrew His Job At Marvel
44:00 - ART CONCEPT REEL - Uncharted 3
59:36 - Where To Follow Andrew
#210 - Quentin Cobb Interview On Uncharted 4, The Last Of Us, Naughty Dog, Ironroot Games
2026/06/06
Quentin Cobb is the CEO and Co-Founder of Ironroot Games, he was previously a designer at Naughty Dog on Uncharted 4 & The Last Of Us and did a 5 year stint at Zenimax before on a cancelled project he was laid off.
#uncharted4 #uncharted #thelastofus
SOCIALS
TWITTER - @QTrainCobb
INSTAGRAM @qtrain.cobb/ @I
IronrootGames https://ironrootgames.com/
TIMESTAMPS
00:00 - Intro
00:30 - Why Quentin Cobb Loves Wutang Clan
01:37 - Crunch On Uncharted 4
04:02 - Working On Lost Legacy
04:40 - Why Quentin Left Naughty Dog
06:07 - Was It Harder To Salvage Uncharted 4 Rather Than Creating A New Game
07:36 - Quentin Worked On Chapter 8 In Uncharted 4
09:00 - Puzzle Sequences Were Difficult In Uncharted 4/Bruce Straley
10:35 - Difficulty Of Making Puzzles
11:50 - Shifting Mindset From Single Player To Multiplayer
13:39 - Why The Last Of Us Was A Life Changing Experience/Working With Bruce Straley
19:30 - Sony Executives Didn’t Believe The Last Of Us Would Succeed
20:30 - Naughty Dog Was Shocked How Well The Last Of Us Was Received
22:30 - Overcoming The Trauma Of Project Blackbird Being Cancelled
27:00 - Indie Dev Community Are Kind & Supportive
28:01 - Ironroot Games New Action-Adventure Project
29:40 - Naughty Dog Teams Were Well Connected/Small Team Sizes
32:00 - AAA Is All About Trends As Opposed To Making Games With A Heart
34:00 - Creating A Unique Game Can Be Tricky
36:30 - Advice From Bruce Straley/Pacing In Games
40:17 - Microsoft Pulled Funding For Bruce Straley’s Indie Game
41:40 - How Devs Try To Get In Front Of Layoffs/AAA Industry Isn’t Stable
43:04 - Naughty Dog Layoffs/No One Is Safe
44:00 - Last Of Us Part II/Quentin Is Glad He Didnt Work On It
45:39 - Working On Last Of Us Part 1 Was Nostalgic
46:30 - Intergalactic/Meeting His Old Naughty Dog Colleagues
48:05 - Quentin Didnt Work Much With Amy & Neil
48:58 - Q+A - Why Was India Chosen For Lost Legacy
50:17 - Is It Easier To Make A Story First Or Design Mechanics First
51:30 - Q+A - How To Get A Design Job At Naughty Dog
54:30 - A Portfolio Is More Important Than A Degree
57:19 - Q+A - What New Things Were Possible Going From PS3 To PS4 For Uncharted
58:55 - Diminishing Returns With The Next Hardware
1:00:30 - Padding In Open World Games
1:03:05 - Where To Follow Ironroot Games & Quentin
#209 -Jake Kazdal Interview On Nintendo, Eiji Aonuma, Zelda, SEGA, Hirokazu Tanaka, Awaysis
2026/05/23
Jake Kazdal is a japanese game developer who has worked on games such as Galak-Z and Skulls Of The Shogun, he has worked for Nintendo, SEGA and Square Enix and is releasing his new game Awaysis very soon. This is a rare pullback of the curtain on Japanese design.
#nintendo #zelda #botw
WEBSITE - http://awaysis.jp/
https://store.steampowered.com/app/3334760/Awaysis/
TIMESTAMPS
00:00 - Intro
00:45 - Differences Between Japanese & Western Development
02:30 - Differences Between SEGA & Square Enix/Japanese Work Culture
07:00 - Nintendo Devs Are Retiring/Japanese Devs Are Nimble
09:15 - Kyoto’s Indie Scene/Hiring People At 17-Bit
10:39 - Japanese Labour Laws
11:40 - What Nintendo Devs Do Once They Retire/Retirement Age At Nintendo
11:46 - Nintendo Dev Legends Have Playtested Awaysis
14:11 - Playtesting With Awaysis
16:25 - Importance Of Iterating On Tutorials/What Is Awaysis
20:20 - Local Multiplayer Can’t Be Matched/Online Multiplayer/Covid
23:30 - Getting Hirokazu Tanaka To Compose Awaysis/Jake Is A Huge Nintendo Fan
25:40 - Pitch To Hirokazu Tanaka
26:50 - Physics System Of Awaysis
29:54 - Super Mario 64/Game Controls Are Too Tight Nowadays
33:28 - Graphics Take Precedent Over Physics
34:28 - The Physics System In Zelda: Tears Of The Kingdom
36:40 - Being Friends With Eiji Aonuma/The Glider In BOTW
38:14 - Physics Limitations In Unreal Engine
42:24 - Zelda BOTW & TOTK Are Masterpieces/Next Zelda
43:15 - Friendship With Eiji Aonuma
44:17 - Working At SEGA/Being Mentored By Tetsuya Mizuguchi
46:19 - Working With Steven Spielberg On Elemeno/Mirrors Edge
50:21 - Original Ideas In Games Are Few & Far Between
52:30 - Oversaturation Of Indie Games/Devs Leaving The Industry
55:11 - Devs Getting Laid Off Despite Success/The Dire State Of The Industry
56:15 - Stability Working At Nintendo & Valve/Struggles For Funding
01:01:00 - Gen-Z Play GAAS/Gamers Are Playing Old Games
1:03:49 - Where To Keep Up With Awaysis
REVIEW - Super Mario Galaxy Movie With Former Nintendo Devs!!
2026/05/09
I got together some of the old Retro Studios crew including Kynan Pearson (Metroid Prime 2,3 & DKCR), Jay Epperson (DKCR & Tropical Freeze), Eric Kozlowsky (DKC Tropical Freeze) and Brad Taylor (DKC Tropical Freeze), the latter has never appeared on the show before. Hope you enjoy this, cause we had a blast recording it.
#supermariogalaxy #supermario #mariogalaxy
TIMESTAMPS
00:00 - Intro
00:25 - Overrall Thoughts
08:30 - Fox/Starfox Movie
09:53 - Smash Bros Movie
12:00 - Super Mario World Vinettes
13:12 - Lack Of Story/Nintendo Are Still Learning How To Make Movies
14:53 - Nintendo Fans Are Aging Out
16:00 - The Movie Shouldve Been Super Mario World Instead Of Super Mario Galaxy
18:03 - No Licensed Music
19:46 - Should Mario Have A Deeper Story?
24:04 - Film Critics Don’t Respect Gaming/Video Game Films
25:01 - Peach Is OP/Super Mario Bros 2
27:15 - Where Do They Go From Here
30:21 - Rumored Star Fox Game/Fox Appearance
33:38 - Kiwi’s Opinion On The Film/Hollwood Actors Being Mario Fans
36:25 - Being An Artist And Picking Apart Art In The Movie
39:43 - The Film Should Be Watched At 0.7 Watch Speed
40:30 - Nintendo Are Hands On With Legacy Characters
43:10 - Bowser Jr
44:30 - Koopalings/3rd Mario movie/Cappy
45:30 - Super Mario Odyssey/Original Idea For SMO’s Artstyle
48:00 - The Soundtrack/Starfox
49:23 - Nintendo Cross Promotion
52:40 - DKC Tropical Freeze Original Name
53:53 - Final Thoughts/Plugs For Nothing LOL
54:57 - The Dire State Of The Game Industry
#207 - Heather Cerlan Interview On Naughty Dog, Bethesda, Last Of Us, Hawthorne, Creation Engine
2026/04/25
Heather Cerlan a former artist at Naughty and Bethesda, in this interview she shares her journey from a passionate artist to a studio founder, discussing her experiences at Naughty Dog and Bethesda, her insights on game development, and her ambitious new project Hawthorne. Discover lessons on persistence, navigating industry challenges, and the future of game art and design.
HAWTHORNE INFO
https://playhawthorn.com/
#thelastofus #starfield #uncharted
TIMESTAMPS
00:00 - Intro
00:55 - Being In A Rockband
02:30 - Heather Kept Pestering Naughty Dog Till They Hired Her
06:17 - Having Imposter Syndrome At Naughty Dog/Naughty Dog Didnt Have Producers
08:30 - Bethesda Are About Quantity/Naughty Dog Is About Quality
10:36 - Heather’s Role At Bethesda/Starfield
13:45 - Pros & Cons Of Creation Engine
15:05 - There Was Pressure Internally For Bethesda To Migrate To Unreal Engine
16:59 - Uncharted Lost Legacy Production Issues/Intense Crunch
22:44 - Working On The Shiva Temple
24:28 - Heather’s View On Her Work Getting Remastered/Originals Vs Remasters
29:28 - Working With Neil Druckmann/Lesbian Stories
33:04 - Heather Had Concerns On LGBTQ Themes In Last Of Us Part II
38:00 - Naughty Dog Were Split On Joel’s Death In TLOU Part II
38:48 - The Reason Heather Left Naughty Dog
40:04 - Work On Hawthorne/NEAR Studios
43:41 - Bruce Nesmith
46:00 - Hawthorne Is Skyrim Meets Stardew Valley/Raising Money/Bad Publisher Terms
48:15 - How Naughty Dog & Bethesdas Culture Has Influenced Hawthorne
51:16 - Q + A - Differences Between Naughty Dog & Bethesda
54:54 - Todd Howard Is A Neil Druckmann Fanboy
56:42 - Heather Feels Very Lucky/The Decision To Start Her Own Company
59:18 - Overcoming Fear With Hawthorne
1:05:22 - Where To Follow Heather & Keep Up With Hawthorne
#206 - Gabriel Betancourt Interview On Naughty Dog, Last Of Us, Neil Druckmann, Lighting, Nintendo
2026/04/18
Gabriel Betancourt is a former lighting artist at Treyarch and of course Naughty Dog. We cover his career at Naughty Dog and various other topics on the game industry.
#thelastofus #lastofus #lastofuspart2
WEBSITE - https://gabereel.com/
CALORIE GAME - https://www.caloriequest.app/
TIMESTAMPS
00:00 - Intro/Gabriel Watches Kiwi Talkz & Lists His Favourite Guests
01:44 - It’s Hard To Find Info On Lighting Artists/Early Days As A Lighting Artist
03:00 - Naughty Dog Has A Designer First, Speciality Second Philosophy
06:25 - Naughty Dog Devs Had Huge Arguments During The Last Of Us
09:17 - Game Development Requires The Risk Of Offending People
13:00 - Delivering Negative News In A Positive Way
14:54 - Game Devs Being Passionate & Emotional
18:45 - Naughty Dog Changed As The Studio Got Bigger/AAA Team Sizes Are Too Big
24:43 - The Brilliance Of Nintendo/Making Your Game Fun
27:35 - 60 People Worked On World Of Warcraft/Small Teams Make The Best Games
29:38 - Graphics & Gameplay Were Even During The Seventh Generation
31:00 - Art Is Used To Cover Up Gameplay Issues
32:34 - Everyone At Naughty Dog During The Last Of Us Was A Monster In Skill
33:00 - How Gabriel Joined Naughty Dog/New IP’s Increasingly Are Risky
36:20 - Bruce Straley & Neil Druckmann Risked Their Careers For The Last Of Us
37:45 - Uncharted 2 Put Naughty Dog On The Map
38:42 - Last Of Us Happened Because Bruce & Neil Were Influenced By Robert McKee Conference
43:44 - Why Gabriel Left Naughty Dog
46:49 - Last Of Us Part 2 Pre-production Ran Like Clockwork
49:58 - Gabriel Was Surprised By The Last Of Us Part 2 Controversy/Gabriel’s Suggestion Was Shot Down By Neil
52:19 - Neil Druckmann’s Specialty/Problems With The Last Of Us Part 2
55:00 - Dubar’s Number/Bureaucracy
01:01:40 - Changes At Naughty Dog That Impacted Last Of Us Part 2
1:06:30 - Specialists Left Naughty Dog Which Created Gaps In Skills Needed In The Teams
1:07:50 - A Game Will Be Good If The Director Has A Vision
1:09:54 - Gabriel Was Initially Skeptical Of The Last Of Us
1:11:39 - On Gabriels First Day Neil & Bruce Had A Special Presentation About The Last Of Us
1:16:35 - Q+A - How Did The Lighting Change Between Uncharted & The Last Of Us
1:30:22 - Q+A - Is Baked Lighting Better Than Path Traced Lighting
1:35:00 - Lighting On GTA 6 Trailers
1:36:03 - Closing Comments/Where To Follow Gabriel
#205 - Benson Russell Interview On Naughty Dog, The Last Of Us, Uncharted, Neil Druckmann, Scope..
2026/04/11
Benson Russell was a former designer at Naughty Dog on The Uncharted Trilogy and The Last Of Us.He has now started his own consulting firm to help game developers navigate a lot of the pitfalls in game development.
#uncharted #thelastofus #naughtydog
WEBSITE FOR CONSULTING
https://www.unhandledexceptions.io/
TIMESTAMPS
00:00 - Intro
00:32 - The Most Important Aspect Of Design/Player Fantasy
02:50 - Why Games Take So Long To Make/North Star You Need For Development
05:45 - Why Naughty Dog Games Are So Well Made/Story Is Their North Star
08:18 - Games Shouldn’t Take So Long To Develop/Wandering
13:30 - Scope Neglect/The Doomsday Clock
16:00 - Why Intergalactic Crunch Happened/Naughty Dog Treats Internal Deadlines Like External Deadlines
18:23 - Bureauacracy/How Games Differ From Other Creative Outlets
23:13 - Naughty Dog’s Work Structure
26:20 - Planning/Core Mechanics
27:00 - Flexible Working Hours At Naughty Dog/Crunch At Naughty Dog
29:00 - Why Benson Left Naughty Dog
32:45 - Benson Was P!ssed Off With Naughty Dog Deleting His Work On Last Of Us Part 1
46:01 - Working With Evans Wells & Neil Druckmann
47:00 - Clashing With Neil Druckmann
50:14 - Working With Amy Hennig
51:20 - Uncharted 2’s Introduction/Creating Introductions In Games
56:00 - Focus Testing At Naughty Dog/Companies Interpret Data Wrong
1:02:30 Q+A - How Much Naughty Dog Looks At The Competition When Designing Games
1:06:10 - AAA Studios Pivoting When They Are Too Deep/Games Should Be Cheaper
1:10:00 - Cost Of Game Development On The West Coast/China’s Meteoric Rise
1:16:04 - Uncharted 2 Was Influenced By Resident Evil 5
1:16:48 - Q+A - What Is Naughty Dog’s Hiring & Training Process
1:24:00 - Why Naughty Dog Started Losing Talent
1:26:00 - Is Game Development A Young Person’s Game/Knowledge Isnt Being Passed Down
1:31:00 - Closing Comments
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