DOOM Eternal - 5th Anniversary Interview With Animator Chris Cantero
HAPPY ANNIVERSARY TO DOOM ETERNAL!! To celebrate I spoke to former DOOM Eternal animator Chris Cantero, he left a few years to make his own indie game High Fructose, you can find here https://store.steampowered.com/app/2506550/High_Fructose/ #doom #doometernal #idsoftware SOCIAL MEDIA TWITTER - @canterochris BLUESKY - @canterochris.bsky.socialTIMESTAMPS00:00 - Intro00:28 - Glory Kills03:48 - Mocap/Principals Of Animation05:55 - The Hardest Part Of Animating Glory Kills07:30 - Making The Marauder Hard/QAing At The End Of The Project08:52 - Working With Hugo Martin/Jiu-Jitsu12:04 - Working On The ID Tech Engine14:48 - Animating Maligog/Chris Loves The Lord Of The Rings Films17:30 - Chris’ Thoughts On DOOM The Dark Ages Trailers19:15 - Doing Pre Production On DOOM The Dark Ages21:10 - Animal Crossing/DOOM Eternal Meme22:00 - Favourite Areas22:56 - Favourite Bosses24:11 - Speedrunning25:55 - Favourite Music Track/Mick Gordon/Using The OST For The Gym27:15 - Self-Imposed Crunch27:45 - Banana Story/Getting In Trouble From HR29:15 - Marty Stratton Story/Commander Keen Story/Meeting The OG ID Software Crew31:40 - Q+A - What Is Some Cut Content From The Game33:47 - Q+A - Was Slower Gameplay Than DOOM 2016 Ever Considered34:20 - Motion Sickness/Camera Work36:00 - Chris’ New Game High Fructose 40:57 - Marketing High Fructose42:15 - Hugo Martin Is Amazing At Marketing43:00 - ID Software Teams Are Siloed/Marty & Hugo Are Very Approachable45:20 - Multiplayer Being Cut From DOOM The Dark Ages46:15 - DOOM Benefits From Not Being Grounded In Realism47:20 - Where To Follow Chris Cantero
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#185 - Jeremy Bryant Interview (Animator On Skyrim, Fallout 4, 76 & Starfield)
Jeremy Bryant was an animator at Bethesda for over 15 years from Skyrim to Starfield. This is his first interview! #starfield #fallout #skyrimTIMESTAMPS 00:00 - Intro 00:26 - Jeremy Commuted To Work By Plane 04:07 - Working With Dennis On The Werewolf 06:26 - How The Animation Tools Evolved From Skyrim To Starfield 08:43 - Mocap Use On Skyrim/Jeremy Used His Own Mocap On Skyrim DLC 10:35 - Animating Hands/Hardest Things Animating 11:54 - Jeremy Was Known As The Gun Reloader Animator Guy 14:06 - Non-Combat Animations 15:20 - Non Humans Were Key Framed Not Mocapped/Only 7 Animators On Skyrim 16:55 - Bethesda’s Management System In The Old Days Doesn’t Scale Well 18:50 - Bethesda Expanded Too Fast For The Culture To Remain The Same/Team Sizes 20:15 - Starfields Roadmap Required A Massive Team 21:45 - Rockstar’s Level Of Polish/Downsides Of Large Teams 24:00 - Animating Procedural Generated Content 25:00 - Jeremy’s Thoughts On Todd Howard 28:50 - Jeremy Changed From A Full Time Employee To A Contractor Part Way Through Starfield 30:00 - Pros & Cons Of Remote Work/How Covid Impacted Starfields Development 32:15 - Microsoft Acquisition 33:15 - Modding Community 35:20 - Bethesdas Feature Creep Culture 36:30 - Why Jeremy Left Bethesda 39:10 - Games Are Costing Too Much To Make/Layoffs/Dev Salaries 43:15 - Larian Studios/Growing Studios Gradually 44:45 - Q+A - Why Slo Mo Kills Were Removed From Starfield 45:45 - Q+A - How Does An Animator Go About Animating A Mythical Creature 47:00 - Game Jams At Bethesda/Originally There Was A Mad Max Motorcycle In Fallout 4 50:00 - Many Vehicles Made For Starfield That May Still Be Added/Vampire Lord In Skyrim 51:30 - Pros & Cons Of Bethesda Migrating To Unreal Engine 5/Creation Engine 57:52 - It’s Easier To Make Realistic Graphics Than Stylized Graphics 1:00:25 - Elder Scrolls VI/Gameplay Is More Important Than Anything Else 1:02:10 - Bethesda’s Culture Is Great/Game Devs Who Have Never Shipped A Game Due To Layoffs 1:04:30 - Jeremy Asks Kiwi For His Thoughts On Xbox Multiplatform Strategy/Gamepass & Game He Played Most In 2024 1:08:30 - Closing Comments/LinkedIn Is Facebook 2.0
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#184 - Shawn Layden Interview (Former CEO & Chairman of Playstation & SIEA)
Shawn Layden was former CEO of Playstation worldwide studios and former chairman of Sony Interactive Entertainment America. His career in Sony is legendary as a Japanese localizer that had a meteoric rise to be one of the head honchos of the whole company. #playstation #sony #ps5SOCIAL MEDIA TWITTER -@SHAWNLAYDEN BLUESKY - @shawnlayden.bsky.socialTIMESTAMPS00:00 - Intro01:02 - Why Playstation Used Numbers For Each Console Iteration03:26 - Being The Fix It Guy At Sony/What Motivates Shawn05:45 - Building A Reputation07:00 - Doing 18 Hour Days During The PSN Hack09:00 - Why Sony Is So Good At Marketing13:01 - How FOMO Is Used In Marketing14:00 - Why Sony Now Releases 1st Party Games On PC/Initial Pushback15:50 - Why Astro Bot Was Shawn’s 2024 GOTY18:30 - Why The Japanese Are So Good At Game Design 21:57 - Western Games Are Too Big In Scope/Dev Costs Come From Salaries23:05 - Why So Many Game Studios Are On The West Coast Of America/Environmental Costs24:57 - Game Devs Commute Times Create Major Sunk Costs/Working From Home28:30 - Shawn Pushed Realistic Graphics Well Acknowledging It’s Not Sustainable30:52 - How Sony Prices Games & When To Drop The Price33:40 - Concords Failure/Why Games As A Service Was Popular And No Longer Isnt37:31 - Why The PS6 Won’t Be Discless40:00 - Launching Handhelds Are Hard/Why The PS Vita Failed43:00 - Sony Characters Won’t Appear In Super Smash Bros44:20 - Why Playstation All-Stars Didn’t Sell Well46:48 - Q+A - How Will The Market Of Fortnite/Roblox Players Change As They Get Older49:28 - Q+A - Shawn’s Opinion On Microsoft’s Multiplatform Approach51:22 - Nintendo Are Best Positioned To Navigate The “Diminishing Returns” Problem54:18 - Q+A - What Games Did You Think Would Be Big Hits But Weren’t. 58:21 - You Learn More From Failures Than Successes59:43 - Closing Comments
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#182 - Dennis Mejillones Interview (Character Artist On Skyrim, Fallout 4, 76 & Starfield)
Dennis is an exceptional character artist who is best known for his tenure at Bethesda from Skyrim to Starfield. He has now retired from the video game industry. #starfield #fallout4 #skyrim SOCIAL MEDIA ARTSTATON - https://www.artstation.com/vsions INSTAGRAM - @vsions1 TWITTER - @Vsions YOUTUBE - @Vsions TIMESTAMPS00:00 - Intro00:30 - Rivalry With Jonah Lobe At Bethesda04:10 - Werewolf Was Almost Cut From Skyrim08:40 - Dennis Broke Work Protocol To Get Things In Bethesda Games Resulting In Burned Bridges12:40 - Work On NPC Eyes In Fallout 4 That Todd Rejected17:03 - Dennis’ Thoughts On Todd Howard20:48 - Creation Engine Has Been Rewritten Multiple Times/Misunderstanding Of Bethesda Development24:00 - Difference Between Rockstar & Bethesda Games26:00 - Bethesda Devs Agree With Fan Criticisms 28:48 - Modding Community29:50 - Beauacracy Has Changed Bethesda/Staff Are Underpaid34:30 - Fun Isn’t The Focus Of Games Anymore37:05 - Todd Is In A Tough Position With Elder Scrolls VI Cause Of Microsoft40:10 - No One Can Ever Replace Todd42:00 - Q+A - What Were The Teams Feelings Towards The End Of Developing Skyrim44:57 - Q+A - Why Heavy Gore Was Cut From Starfield47:22 - Q+A - Which Model Changes Most From Concept Art To In Game49:20 - Robots Age More Gracefully Than Humans50:58 - 3D Models/Full Sentry Bot Robot Malfunctioning Story55:20 - Fallout TV Show57:16 - Closing Comments
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#181 - Will Shen Interview(Designer On Skyrim, Fallout 4, 76 & Starfield)
Will Shen was a designer at Bethesda for over 20+ years and his story is amazing as he started off as an intern on Fallout 3 and became lead designer on Starfield. #starfield #fallout4 #bethesdagamestudios SOCIAL MEDIA X - @WillShen101 BLUESKY - @willshen101.bsky.socialJoin this channel to get access to perks: https://www.youtube.com/channel/UC9jtZN92eGHA9Hxh-jYGqBw/joinTIMESTAMPS00:00 - Intro00:30 - Will’s Internship At Bethesda Was A Trial By Fire02:08 - Who Interviewed Will Both Times02:56 - Will’s Relationship With Todd Howard09:20 - Emil Telling Will His Quest In Skyrim Was The Worst Quest In The Game/Redoing Skyrims Design11:44 - The Most Important Aspect Of An Intro & Tutorial13:30 - Bioshock Is An Example Of A Good Intro14:35 - In Leadership You Don’t Have Any Control16:30 - Bethesda Delegates Voice Acting To An External Company18:09 - Learning To Let Go From Being In Control Of Voice Acting/Guidance20:18 - Including Multiple Accents In Starfield22:30 - Maori Tattoo Controversy/Ballooning Of Bethesda Staff30:15 - How Will Would Become More Productive With A Bureaucratic System32:30 - Why Will Left Bethesda35:03 - Elder Scrolls VI/GTA VI Discussion37:30 - More Money = More Problems40:45 - Games Are Too Long Nowadays49:03 - Q+A - Has Bethesda Experimented With Other Game Genres51:34 - Settling On The Number Of Planets In Starfield/Procedural Content System55:16 - Q+A - Who Has Replaced Kurt Kuhlmann As Lore Master Of The Elder Scrolls58:52 - Q+A - Balancing The Main Quest & Side Quests1:01:50 - Production Pipeline/Curveballs1:05:15 - Where To Follow Will Shen