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Kiwi Talkz

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Kiwi Talkz
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205 episodes

  • Kiwi Talkz

    #207 - Heather Cerlan Interview On Naughty Dog, Bethesda, Last Of Us, Hawthorne, Creation Engine

    25/04/2026 | 1h 7 mins.
    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
  • Kiwi Talkz

    #206 - Gabriel Betancourt Interview On Naughty Dog, Last Of Us, Neil Druckmann, Lighting, Nintendo

    18/04/2026 | 1h 39 mins.
    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
  • Kiwi Talkz

    #205 - Benson Russell Interview On Naughty Dog, The Last Of Us, Uncharted, Neil Druckmann, Scope..

    11/04/2026 | 1h 32 mins.
    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
  • Kiwi Talkz

    #204 - Rob Carr Interview On Rockstar Games, GTA 5, GTA 6, Audio Design, AI, Red Dead Redemption....

    28/03/2026 | 1h 25 mins.
    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
  • Kiwi Talkz

    Fallout Season 2 Review With Former Fallout Devs (Jonah Lobe, Bruce Nesmith etc.)

    14/03/2026 | 1h 15 mins.
    I got some of the old devs who worked on Fallout to help review Season 2 of the Fallout series. Bruce Nesmith got the time wrong so didnt join until the last 20 minutes.

    #fallout #falloutnewvegas #bethesda

    TIMESTAMPS
    00:00 - Fallout Is The Best Video Game Adaptation Of All Time
    02:21 - Fallout S2 Thoughts Overrall
    05:40 - Macauley Caulkins Acting
    06:48 - Walton Goggins/The Ghoul
    07:44 - Ella Purnell’s Accent As Lucy
    08:40 - The Deathclaws
    17:05 - The Prydwens/Factions
    18:06 - Brotherhood Of Steel Tone Was Wrong
    18:50 - Trust The Audience More/Have More Talking Instead Of Actions Scenes
    20:21 - S2 Is A Setup For S3/The Roaches Were Scarier Than The Deathclaws
    21:07 - Release Strategy
    21:56 - Super Mutants/Ron Perlman
    26:15 - Super Mutants In Fallout 4/Todd Howard’s Direction
    26:50 - Deprioritize Brotherhood Of Steel In Fallout 5
    28:10 - Bethesda’s Views On Fallout New Vegas
    31:45 - Where Will S3 Go?/The Toddification Might Cause A Degrade
    33:00 - Thaddeus/Keep The Show Low Key & Not Focused On Spectacle
    35:55 - Casuals Buying The Games As A Result Of The Show
    36:37 - Fallout 3 Remaster Will Release After S3/Remasters
    37:50 - Bethesda Games Won’t Be Remade
    38:57 - Deathclaw Differences Between Fallout 3 & 4
    40:10 - Favourite Scenes
    46:18 - Devs Give The Show A Score Out Of 10
    47:00 - Making The Show Go On Indefinitely
    48:13 - Bruce Nesmith Joins & Gives His Review
    50:25 - Bruce’s Hopes For S3
    50:45 - Will The Show Influence Fallout 5
    51:56 - Bethesda Will Give Fallout 5 To Someone Else/Todd Howard
    55:45 - Todd Howard’s Retirement 59:22 - Story Threads In S3 Will Be Less
    1:01:20 - Hank’s Story/Will The Ghoul’s Story End In S3
    1:03:30 - Practical Effects 1:04:59 - Actors Everyone Would Like In A Cameo
    1:10:09 - Final Thoughts

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About Kiwi Talkz

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