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Kiwi Talkz

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The host Kiwi speaks to a number of guests from the entertainment and gaming space. Continue Reading >>
The host Kiwi speaks to a number of guests from the entertainment and gaming space. << Show Less
Featured Audio
#138 - Paul Tozour Interview (Metroid Prime 2 & 3, Boss Design, A.I., Leadership, Four Swords etc.) 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
Newest Audio
#138 - Paul Tozour Interview (Metroid Prime 2 & 3, Boss Design, A.I., Leadership, Four Swords etc.) 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.) 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
#137 - Eric Kozlowsky Interview (Tropical Freeze, Retro Studios, Art, Metroid Dread, Graphics, Layoffs etc.) 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 MEDIATWITTER -@vonkoz INSTAGRAM - @von_kozARTSTATION - https://www.artstation.com/vonkoz WEBSITE - https://www.landofkoz.com/  #tropicalfreeze #nintendo #retrostudios TIMESTAMPS00:00 - Intro01:00 - Deadlines/Crunch03:30 - Early Days At Retro Studios06:00 - Working On Mangroves For Tropical Freeze07:40 - Intimidation Factor/Camaraderie At Retro09:20 - Eric’s Collaboration With Ted Anderson On Donkey Kong Country Tropical Freeze12:31 - Eric’s Work On Windmill Hills14:55 - Working On Rodent Ruckus15:46 - Crunch At The End Of Tropical Freeze/Meltdown Mayhem/Destructive Terrain17:29 - Working With Tanabe19:40 - Tropical Freeze Levels Being Worked On Out Of Sync/Creating & Working With A Kit23:59 - Learning From Your Peers/Nintendo Doesn’t Let You Share RAW Files27:00 - Why Eric Left Retro Studios29:10 - Eric Is Gutted He Isn’t Working On Metroid Prime 4/Eric Wasn’t A DK Fan Until Working On Tropical Freeze30:40 - Eric’s Thoughts On Metroid Dread/Super Metroid33:40 - Pacing In Games/Artist’s Should Understand Basic Design34:40 - Layoffs In The Industry/Why Eric Moved From Studio To Studio38:18 - Fans Starting False Rumours When Eric Started At Retro/Being Adaptable39:30 - Retro Studios Staff Laughing At Stupid Rumours/Wrong Expectations Affected Tropical Freeze40:30 - Differences Between Stylised & Realistic Graphics45:00 - Eric Struggles To Stay Up With With Technology/Tunic/Having A Critical Eye46:50 - Eric Tries To Be Broader Than Just Games/Looking At The Source48:54 - Catch The Essence But Not Have Direct Influences/Link’s Awakening Rip Off Indie Game50:40 - Trying To Stay Up With Artists He Mentors/Some Artists Shouldn’t Be Directors52:40 - Keep Your Skills Sharp As An Artist/Having Tunnel Vision With Art Sometimes55:00 - Where To Follow Eric Kozlowsky55:57 - Eric’s Book Arma See acast.com/privacy for privacy and opt-out information.
#136 - Ted Anderson Interview (Donkey Kong, Mario Kart 7, Artistry, Nintendo, Texture Libraries etc.) 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
#136 - Ted Anderson Interview (Donkey Kong, Mario Kart 7, Artistry, Nintendo, Texture Libraries etc.) 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 MEDIAPixel Pushers - @ppu512Twitter - @pixel_possumTonight We Riot - https://tonightweriot.com/  #donkeykong #mariokart #retrostudios TIMESTAMPS00:00 - Intro00:45 - How Ted Ended Up At Retro Studios02:45 - Nintendo’s Philosophy On Art/Retro Helped Form His Artstyle06:00 - Stylised Art/Warhammer’s Art Helped With Artstyle Of DKCR08:15 - Dynamic With The Artists At Retro09:20 - Creating Texture Libraries For DKCR12:20 - Challenges Of Migrating Over To The Wii U Hardware15:45 - Why Concept Art Is Needed/Boundaries Of An Artist17:00 - Designing Grassland Grooves In DKCTF19:50 - Working On World 5(The Fruit World) 20:45 - Collaborating With Eric Kozlowsky22:45 - Ted Struggles With Water Levels/Specialty In Mechanical Structures24:15 - Stylised & Realistic Art Challenges26:30 - Dynamic Between Retro Studios & NOJ/DK Blow Mechanic Story28:45 - Ted Got Given All The Assets For The Entire Mario Kart Franchise While Working On MK730:15 - Many Of Retro’s Staff Didnt Want To Work On Mario Kart 7/Early 3DS Development Kits32:29 - MK7 Tracks Ted Worked On33:18 - Ted Went Above And Beyond To Make Shy Guy Bazaar Track36:10 - Ted Is A Quick Artist36:40 - How Ted Works Fast But Still Maintains Quality39:30 - How To Work Around Hardware Limitations41:10 - How To Design Machinery 45:50 - Ted Worked Off Hours On Shyguy Bazaar To Make It Special47:12 - How The Metroid Easter Eggs In Donkey Kong Came About/Crocomire Reference48:45 - Retro’s Design Team/Artists Killing Some Designers Ideas50:40 - Collaborating With Designers52:10 - Foreground & Background Design In DKCR53:50 - Making DK The Focus In Levels With Destructive Terrain56:40 - Its A Fireable Offence To Work On Personal Games Well At Nintendo1:00:00 - Publishers Should Encourage Developers To Work On Personal Projects Off Hours1:01:00 - Certification 1:03:30 - Ted Shows Off His Retro Mementos 1:04:20 - Where To Follow Ted Anderson/Pixel Pushers See acast.com/privacy for privacy and opt-out information.
#135 - Chet Faliszek Interview (Valve, Left 4 Dead, Portal 2, Writing, Crunch, Anacrusis etc.) 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
#135 - Chet Faliszek Interview (Valve, Left 4 Dead, Portal 2, Writing, Crunch, Anacrusis etc.) 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 MEDIATWITTER - @chetfaliszekANACRUSIS WEBSITE - https://www.theanacrusis.com/ Discord - https://discord.com/invite/straybombay  #valve #left4dead #anacrusis TIMESTAMPS00:00 - Intro/Anacrusis Correction & What It Means01:41 - Big Dictionary Of Slang03:19 - Proper Pronounciation Of Faliszek04:46 - Being Approached By Gabe To Join Valve/Gabe’s Personality06:08 - Chet’s First Day At Valve07:15 - Dynamic Between Chet & Erik Wolpaw08:10 - Work On Half Life Universe09:30 - Gabe Initially Didnt Want Chet To Do A Zombie Game11:37 - Conception Of Left 4 Dead13:20 - What Chet Would Change On Left 4 Dead Based On The Pandemic15:41 - Planting Seeds For A Sequel In Left 4 Dead17:30 - How He Ended Up Writing For Portal 2/Writing For Portal 220:45 - Challenge Of Writing For Left 4 Dead22:00 - Valve’s Culture/Certification24:46 - Valve’s Influence On Stray Bombay/Flat Hierarchy Pros & Cons27:43 - Misperceptions/Collaboration31:00 - Working With Sensitive People/Nothing Is Cool & Suck/Feedback33:17 - Chet Doesn’t Get Affected By People Screaming At Him/Dealing With Tensions35:40 - DOOM’s Impact On Chet/Improving Your Comedy/Old Man Murray38:20 - Chet Loved Living In Cleveland39:01 - How Being A Painter Transferred Over To Game Design41:00 - Chet Has A Lot Of Respect For Trade Workers42:25 - Self Imposed Crunch/You Can’t Finesse Crunch 45:02 - Retail Releases Are What Causes Crunch45:05 - How Chet Ended Up Working On HTC VR51:10 - Defining The Goals On Anacrusis52:30 - What’s On The Horizon For Anacrusis56:50 - Where To Follow Chet Faliszek/Stray Bombay See acast.com/privacy for privacy and opt-out information.
#134 - Jim Wornell Interview (Graphic Design, Ocarina Of Time, Metroid Prime, Voice Acting, Nintendo etc.) 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
#134 - Jim Wornell Interview (Graphic Design, Ocarina Of Time, Metroid Prime, Voice Acting, Nintendo etc.) 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 #metroidprimeSOCIAL MEDIATWITTER - @jimbob_crachitWEBSITE - https://www.jimwornell.net/ TIMESTAMPS00:00 - Intro01:07 - How Jim Ended Up Working At Nintendo & Became A Graphic Designer04:00 - The Hardest & Easiest Graphics To Design05:50 - Iterations Of Animal Crossing Logo/Logo Design Phase08:00 - Working On The Metroid Prime Logo13:00 - What Graphic Design Jim Does Now/Nintendo Has All Of Jim’s Unseen Designs14:30 - The Hardest Parts Of Learning Graphic Design15:30 - The Big Green Book Of Maps/Learning Design Before Youtube17:20 - Friendly Rivalry With Other Graphic Designers17:55 - Working On Ocarina Of Time23:35 - Bugs Found Well Play Testing Ocarina Of Time24:55 - Being Credited For Work Jim Didn’t Do25:25 - Design That Was Made But Game Was Cancelled26:54 - Jim Did The Metroid Prime Logo Entirely Solo/Other Work He Was Doing At The Time28:07 - Time Management/Advice For Designers29:50 - Checking Your Ego31:44 - What Jim Asks Of Clients When They Request A Design33:10 - Dealing With Clients Who Don’t Know What They Want35:15 - Metroid Prime Logo Font36:56 - Metroid Fusion/Metroid Prime 2 Logo38:00 - Paper Mario Logo39:04 - Never Stop Learning With Adobe Programs39:48 - How Jim Ended Up Being The Announcer On F-Zero X 42:48 - Voice Acting Bug/Voice Acting Is A Tough Business43:15 - Doing Different Accents/44:35 - Connecting With The F-Zero Community46:05 - Tips For Voice Acting47:50 - Jim Is Learning About Mixing49:20 - Meeting Shigeru Miyamoto50:49 - Meeting Owen Hart 3 Weeks Before He Died/Meeting Dwayne Johnson52:51 - Where To Follow Jim Wornell53:25 - Who Drew Jim Wornell’s Graphic See acast.com/privacy for privacy and opt-out information.
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