#155 - Kevin Schmitt Interview (Rogue Squadron, Republic Commando, LucasArts, Halo, Leadership etc.)
1 Stunde 8 Minuten
Podcast
Podcaster
Beschreibung
vor 2 Jahren
Kevin Schmitt has been working in the video game industry for over
25 years and currently works for Epic Games, he previously worked
at 343 on the Halo Series and Lucas Arts where we worked on many
Star Wars properties such as Rogue Squadron, Republic Commando,
Obi-Wan and Mysteries Of The Sith #starwars #roguesquadron
#lucasarts TWITTER- @kevindschmittTIMESTAMPS00:00 - Intro00:50 -
Kevin’s Time In The Industry Has Flown By03:00 - Biggest Changes In
The Industry/Kevin’s Early Years07:25 - AAA Games Size08:24 -
Stories Of The Design For Star Wars Rogue Squadron11:50 - Mark
Haigh Hutchinson Was A Great Leader15:40 - Importance Of Good
Leadership/Making Multiple Projects At Once At LucasArts20:50 - How
Designs Were Originally Mapped Out At LucasArts24:10 - Metroid
Prime’s HUD influenced Republic Commando’s25:30 - How You Approach
Design For Different Genres/FPS’s Are Kevin’s Bread &
Butter27:00 - Frustration Of Creative Constraints With Star Wars
IP/Ideas Being Shot Down32:30 - LucasArts Vault With Sacred Phantom
Menace Info/ Team Seeing A Rough Cut Of Phantom Menace36:00 - The
Process Of Pitching Games37:20 - Kevin Shows Off LucasArts Game
Design Folders/Archiving39:30 - Phantom Menace Game Idea That Didnt
Pan Out41:50 - Approach To Halo Campaign Vs Multiplayer44:15 - How
Kevin Became A Writer48:20 - Kevin’s Thoughts On ChatGPT51:40 -
Vetting Leaders In The Game Industry/The Industry Doesn’t Allow
Discussions Of Failures55:00 - Post Mortem At The End Of A Game
Project58:20 - Leaders Recognising Their Own Faults/Mark
Recognising His Strengths & Weaknesses1:00:15 - Being
Confrontation When You Aren’t A Confrontational Person1:01:25 - A
Cohesive Team Is The Most Important Factor On A
Project/Communication Differences1:04:30 - Republic Commando Team
Being Told Their Being Laid Off When The Project Finishes1:06:40 -
Where To Follow Kevin Schmitt
25 years and currently works for Epic Games, he previously worked
at 343 on the Halo Series and Lucas Arts where we worked on many
Star Wars properties such as Rogue Squadron, Republic Commando,
Obi-Wan and Mysteries Of The Sith #starwars #roguesquadron
#lucasarts TWITTER- @kevindschmittTIMESTAMPS00:00 - Intro00:50 -
Kevin’s Time In The Industry Has Flown By03:00 - Biggest Changes In
The Industry/Kevin’s Early Years07:25 - AAA Games Size08:24 -
Stories Of The Design For Star Wars Rogue Squadron11:50 - Mark
Haigh Hutchinson Was A Great Leader15:40 - Importance Of Good
Leadership/Making Multiple Projects At Once At LucasArts20:50 - How
Designs Were Originally Mapped Out At LucasArts24:10 - Metroid
Prime’s HUD influenced Republic Commando’s25:30 - How You Approach
Design For Different Genres/FPS’s Are Kevin’s Bread &
Butter27:00 - Frustration Of Creative Constraints With Star Wars
IP/Ideas Being Shot Down32:30 - LucasArts Vault With Sacred Phantom
Menace Info/ Team Seeing A Rough Cut Of Phantom Menace36:00 - The
Process Of Pitching Games37:20 - Kevin Shows Off LucasArts Game
Design Folders/Archiving39:30 - Phantom Menace Game Idea That Didnt
Pan Out41:50 - Approach To Halo Campaign Vs Multiplayer44:15 - How
Kevin Became A Writer48:20 - Kevin’s Thoughts On ChatGPT51:40 -
Vetting Leaders In The Game Industry/The Industry Doesn’t Allow
Discussions Of Failures55:00 - Post Mortem At The End Of A Game
Project58:20 - Leaders Recognising Their Own Faults/Mark
Recognising His Strengths & Weaknesses1:00:15 - Being
Confrontation When You Aren’t A Confrontational Person1:01:25 - A
Cohesive Team Is The Most Important Factor On A
Project/Communication Differences1:04:30 - Republic Commando Team
Being Told Their Being Laid Off When The Project Finishes1:06:40 -
Where To Follow Kevin Schmitt
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