Kiwi Talkz Podcast Por Kiwi arte de portada

Kiwi Talkz

Kiwi Talkz

De: Kiwi
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Podcast with various Video Game developers as well as other people involved in entertainment such as TV/Film

Copyright 2019 All rights reserved.
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Episodios
  • #206 - Gabriel Betancourt Interview On Naughty Dog, Last Of Us, Neil Druckmann, Lighting, Nintendo
    Apr 18 2026

    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

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    1 h y 40 m
  • #205 - Benson Russell Interview On Naughty Dog, The Last Of Us, Uncharted, Neil Druckmann, Scope..
    Apr 11 2026

    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

    Más Menos
    1 h y 33 m
  • #204 - Rob Carr Interview On Rockstar Games, GTA 5, GTA 6, Audio Design, AI, Red Dead Redemption....
    Mar 28 2026

    Rob Carr is an audio designer who is best known for his tenure at Rockstar Games on L.A. Noire, RDR1, GTA 5 and RDR2. He is currently living in Finland working on his game Nyrkkipöytä

    #rockstargames #gta #gta5

    WEBSITE - https://audioexpat.wordpress.com/

    TIMESTAMPS

    00:00 - Intro

    00:30 - How Rob Went From Being A Music Teacher To Working At Rockstar Leeds

    07:51 - Moving From Handheld Games To Console Games/Rockstar Have Unlimited Resources

    08:30 - The Psychology Of Sound/Finding Sounds That Sound Like Other Sounds

    11:19 - There Are No Constraints On Audio With Rockstar Open World Games

    13:10 - In Audio Everything You Can Use Is Recordable/Rob Has A 3TB Audio Library

    15:17 - Tools & Workflow

    19:50 - Technology Evolution/AI

    23:51 - Rob Has Been Unemployed For Over A Year/Problems With The Game Industry/

    25:50 - Learning A Coding Language

    27:40 - Difference Between Numbers People & Creative People

    30:30 - Working On Audio Bugs For Red Dead Redemption 1/Why It’s One Of Rob’s Favorite Games

    34:30 - Playing A Game And Not Disecting It

    37:30 - The Cost Of Buying Games

    39:10 - GTA 6

    43:21 - Why Rob Left Rockstar

    45:24 - Crunch Culture/Europe Has Better Work Life Balance

    46:45 - Moving To Finland/Rob’s Brother Has Motor Neuron Disease

    51:35 - Rob Can’t Relocate For Work Anymore/Dire State Of The Game Industry

    53:10 - Working From Home Has Ceased Because Of Security Reasons

    55:20 - Why Rob Worked At The Office During Covid

    56:51 - Dealing With Ear Fatigue During Crunch/How Audio People Deal With Crunch

    1:05:30 - Q+A - Do You Physically Go On Location To Get Raw Recordings

    1:08:00 - Q+A -What’s Rockstar Setup To Test Audio Systems

    1:10:48 - Q+A - Is There A Particular Idea That Had To Be Cut

    1:13:52 - Robs Game - Nyrkkipöytä

    1:21:19 - Where To Follow Rob

    Más Menos
    1 h y 25 m
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