#121 - Zoid Interview (Metroid Prime, Cameras, Scripting, Sequence Breaking , Programming etc.)

EPISODE · Jan 22, 2022 · 1H 5M

#121 - Zoid Interview (Metroid Prime, Cameras, Scripting, Sequence Breaking , Programming etc.)

from Kiwi Talkz

Zoid is a retired game developer who worked in the industry for over 32 years on games such as World Of Warcraft, Dota 2, Portal, Quake and Metroid Prime. He was Senior Engineer on Metroid Prime 1 & 2 and worked closely with the late great Mark Haigh-Hutchinson Get 20% OFF @manscaped + Free Shipping with promo code KIWITALKZ at MANSCAPED.com! #sponsored #metroidprime #metroid SOCIAL MEDIA TWITTER - @ZoidCTF   TIMESTAMPS 00:00 - Intro 00:52 - Miyamoto Referring To Zoid As Zoid-O-San 01:53 - Game Problems Miyamoto Pointed Out On Space Pirate Frigate/Scale 03:45 - Bluerooms To Scripting To Artwork 05:19 - Morphball Cameras/Camera System 08:42 - Doors/Loading Rooms and Triggers 10:54 - Retro Studios Licensed An Open Source Compression Software To Gain More Memory 13:29 - Spindle Camera In Prime 2/Dark World Transitions 14:57 - Elevators/Physics Transition Of Samus 17:16 - Horizontal Doors Were Removed In Prime 2 Due To The Screw Attack 18:06 - Screw Attack Camera 19:06 - Metroid Prime Has One Of The Most Complicated Third Person Cameras Ever 19:44 - Most Bosses In Prime 2 Were Done By The Designers Themselves/Scripting System 21:35 - Cinematic Camera System Having 1 Frame Glitches  22:45 - E3 Response To Metroid Prime 24:06 - Tutorial Section Of Prime 1(Worked) 25:13 - Parasite Queen/Strafing 26:06 - Translating Design Ideas To Work/Damage Hue 29:05 - Spider Ball Guardian Scripting System 29:41 - Elder Chozo Room In Chozo Ruins Took A Month To Script 33:30 - Infinite Ball Jumping Wasn’t Considered Because Of Rooms Without Ceilings 34:50 - Master Layers/Why Zoid Put In Locks To Prevent Sequence Breaking 36:09 - Speedrunners/Sequence Breakers 36:58 - Enemies Respawingb 37:58 - Metroid Prime Would Still Have To Be Made The Same Way TodayMemory Allocation 40:40 - Manscaped Sponsored Segment/Memory Allocation Part 2 42:39 - Falling Off Cliffs In Prime 2 44:10 - Being A Professional Street Fighter II Player In The 90s 45:04 - Super Metroid/Zoid Put Super Metroid Into Metroid Prime But Nintendo Declined It 46:50 - Metroid Game Code Was In Japanese 48:00 - Working With Tanabe On The Incinerator Drone & Phazon Mines 49:10 - Network Programming For Multiplayer For Portal 2/Dota 2 50:44 - Zoid Speedrunning Metroid Prime Before Going Gold 51:37 - Zoid Worked 100 Hour Weeks For Months On Prime 1 52:10 - Donkey Kong Tropical Freeze’s Camera System/Zoid Misses RUDE Camera System 54:17 - Zoid Suspects Retro Have Rewritten The Renderer For The RUDE Engine 54:56 - Zoid’s Early Days 57:13 - Why Zoid Retired/The Best Part Of Game Development 59:33 - How Zoid Dealt With Adjusting To Not Working 1:01:27 - Where To Follow Zoid 1:01:59- Zoid Hates NFTs  1:04:06 - Retro Studios Calibre Of Talent Will Never Be Replicated

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#121 - Zoid Interview (Metroid Prime, Cameras, Scripting, Sequence Breaking , Programming etc.)

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