#125 - Carlos Mendieta Interview (Metroid Prime 2 & 3, Donkey Kong Country Tropical Freeze, Animation, Drawing, Comics etc.)

#125 - Carlos Mendieta Interview (Metroid Prime 2 & 3, Donkey Kong Country Tropical Freeze, Animation, Drawing, Comics etc.)

1 Stunde 3 Minuten

Beschreibung

vor 3 Jahren

Carlos Mendieta is an animator in the video game industry. He is
most well known for his tenure at Retro Studios where he worked
on Metroid Prime 2 & 3 as well as Donkey Kong Country Returns
and Tropical Freeze. He is now creating his own comic book and
creating a kickstarter, visit the website to support.


 


WEBSITE
https://www.carlosmendieta.com/?fbclid=IwAR0GNIfo-tVcBGw3y_BchCaR-lTPTdxrVbYuigJIJJ4E3UW7nz9QDZbvnvA


 


#metroidprime2 #donkeykong #retrostudios


 


TIMESTAMPS


00:00 - Intro


01:10 - Differences Between Animating And Drawing/Team
Collaboration


02:44 - Getting All The Animators To Establish The Same Style For
A Game


04:01 - Animators Comraderie/Animators Work Structure On Metroid
Prime 2/3 


06:05 - Metroid Prime 2 Animators Were Never Under Huge
Pressure/Prime 2 Cutscenes


07:01 - Carlos First Bit Of Work Was The Space Pirates


07:50 - Carlos Loved The Original Metroid Prime


08:32 - Complexity Of Prime 3 Cutscenes Compared To Prime 2


09:47 - How The Structure Of The Cutscenes Were For Prime 2 And
Prime 3


11:00 - Cutscenes Storyboards


12:24 - Carlos Was Told Prime 3 Wouldn’t Have As Many Cutscenes
As Prime 2 Initially/Sammy Hall


13:37 - Adjusting Animation Style From Metroid To Donkey Kong


14:45 - Donkey Kong Playing DS Animation


15:30 - SD To HD Doesn’t Change Animating Much/New Skeletons Were
Created Between DKCR & DKCTF


16:37 - Donkey Kongs Fur Was Handled By Engineers Not Animators


17:09 - Animating The Bosses Of Both Donkey Kong Games/Owl Boss


18:15 - Cutscenes For Donkey Kong Vs Metroid Prime/Facial
Animation


20:46 - Duration Of Making One Cutscene In Donkey Kong


21:45 - Having A Plan Before Animating Is Critical


22:42 - Compressing Animation/Framerate


24:01 - Acting Out To Get Animation References Right/Keyframe MP


26:30 - Carlos Animated Himself For The Walrus Butt Hit Reaction
In Tropical Freeze


27:30 - Samus Was Animated As A Badass Where As Donkey Kong
Animation Was Exaggerated


28:38 - Carlos Animated The Samus Thumbs Up In Prime 3 And It Was
A Big Cutscene To Animate


30:46 - Retro Studios Animation Team Continued To Get
Better/Carlos Went To Artschool With A Lot Of Retro Animators


31:40 - How Carlos Ended Up At Retro Studios/Being Excited To
Work On Metroid


33:37 - Working On Metroid Prime 2 & 3 Wasn’t Stressful Due
To The Team


34:58 - Crunch For Prime 2 Was 3 Months And Was Only
Cutscenes/Polish At The End Of Prime 2 Development


36:25 - Metroid Prime Franchise Is The Only Franchise Where
Cutscenes Were Done At The End


37:30 - Story Was Changed Part Way Through Prime 3 Which Made A
Ghor Cutscene Change


38:30 - How A Small Tweak  Can Dramatically Change
Production


39:30 - Nintendo Cares About Quality


40:30 - Nintendo Gets QA Testers On A Game From Early Development


42:23 - Carlos Loved Working At Retro Studios/


43:54 - Most Of The Metroid Prime 2/3 Animation Team Is Still At
Retro


44:40 - Why Carlos Left Retro Studios & Moved To New Orleans


44:45 - New Orleans Inspires Carlos


47:07 - Carlos Is Kickstarting A Comic


47:43 - Carlos Shows Off Artwork For His Comic/Idea Of The Comic


48:52 - It Takes 8-12 Hours To Do One Drawing


49:38 - Carlos’ Thinks Metroid Dreads Cutscenes Are Awesome


50:35 - Carlos’ Loves The Animation Of Cupped/


52:00 - Carlos Theorises How They Animated Cuphead


52:45 - Environments On Metroid & DK Were Handkeyed


53:50 - Destructive Terrain Of Tropical Freeze/Frantic Fields
Trees Were Animated 3 Times


55:20 - Carlos Favourite Cutscenes He Worked On


56:15 - Timelessness Of Retros Games


57:10 - Carlos Didn’t Lea

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