
Reece “Kiwi Talkz” Reilly
@kiwitalkz • 12,742 subscribers
Game Developer Interviewer -Interviewed 150+ Game Devs Known most for my Retro Studios/Valve/Bethesda/Rockstar/Naughty Dog Interviews. 18mill+ views on Youtube,
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During the development of Max Payne 3 the crunch got to a point where it was so intense that producer John Ricchio watched an animator for 40 minutes trying to animate a simple cutscene of a bartender putting a cork into a bottle and he couldn't do it and kept falling asleep at his desk. In the end John told him to go home to sleep. The messed up part is these types of crunch stories aren't even rare, I've heard countless stories like this happening at other AAA studios.
Reece “Kiwi Talkz” Reilly348,269 views • 21 days ago

Dan & Sam Houser are/were simultaneously the reason why working at Rockstar can be very hard but also why all their games are very good. They care on a level, most leaders do not. Sam Houser in particular will sit and play the games over and over and has thrown the controller on occasions where a Rockstar game isn't up to the Rockstar standard.
Reece “Kiwi Talkz” Reilly260,508 views • 20 days ago

Here's a bittersweet story about Gabe Newell. During the development of Portal 2, Gabe realised he was a victim of the George Lucas effect, where he could no longer be involved in a team developing a game because people would just agree with him because of his status so he made the decision to step back and just be the CEO. I very much worry about the day when Gabe is no longer in control of Valve/Steam
Reece “Kiwi Talkz” Reilly387,673 views • 4 months ago

The main reason why Rockstar doesn't release their games Day 1 on PC is due to lack of resources. As John Ricchio, GTA 5's producer puts it "if you are working on that that means you aren't working on something else." During the development of RDR1 they actually had a PC build running early on.
Reece “Kiwi Talkz” Reilly55,305 views • 22 days ago

The reason why Rockstar games are so good is because Rockstar iterates over and over with no end in sight. The downside of this is that devs end up working late for what feels like forever because there is no cut off point. I am guessing everybody working on GTA 6 will be iterating on the game right up until the day it drops.
Reece “Kiwi Talkz” Reilly50,894 views • 22 days ago

With Sony pulling back on exclusives for PC it's good to understand why Shawn Layden pushed for their games to be on put on PC in the first place. My theory on why they are doing this though is because 1. There games on PC weren't really moving the needle and selling that much, nor were they creating FOMO for people to buy a PlayStation to play the sequels. 2. They don't want Xbox's new hardware to be able to play their games through the loophole of Steam. 3. Nintendo is closing the gap with Switch 2 and seems to have somewhat alleviated their biggest weakness.....third party support, which makes them having exclusives even more important. 4. Releasing elsewhere disincentivizes people from buying a PlayStation so that's less sales within their ecosystem
Reece “Kiwi Talkz” Reilly164,617 views • 5 months ago

In light of Jason Schreier's comments regarding Sony being unhappy with Naughty Dog, this made me think back to my convo with Benson Russell (Designer on TLOU & Uncharted 1-4) It's more than likely that Naughty Dog struggled to create the "it factor" for Intergalactic and the internal crunch was a way to try and find it but also...... This is their most expensive project by a wide margin, and is crazy ambitious but Naughty Dog no longer has a flat structure and has a lot of bureaucracy there now due to the studio ballooning in size and is now plagued by the same issues that studios like Bethesda have. If this game doesn't knock it out of the park, I bet there will be layoffs. Naughty Dog is becoming an insanely expensive studio for Sony to run due to salary costs in L.A.
Reece “Kiwi Talkz” Reilly66,090 views • 2 months ago

Every time I see a failure of a live service game I think back to my interview with Shawn Layden where he explained why these games fail. The Highguard devs provided a mediocre product that no one wanted, in an overcrowded market. It really is that simple.
Reece “Kiwi Talkz” Reilly133,848 views • 5 months ago

Gamers don't realise how much game devs sacrifice to make a game. The amount of stories I have heard over the years about marriages ending or coming close to ending because of devs doing crazy hours particularly at the end of a project is unfortunately very common! Here is one example, towards the end of Portal 2 the lead designers wife was threatening to leave him because he was pretty much living at Valve, so he made the decision to step back and delegate to another team member. (I've met his wife, she is lovely.) Even with my interviews my wife sacrifices a lot for me to be able to do it and it's something I struggle to balance. With great success, usually comes great cost.
Reece “Kiwi Talkz” Reilly81,168 views • 4 months ago

If you want a glimpse into how dire the video game industry is, look no further than Rob Carr, who was an Audio Designer on L.A. Noire, GTA 5 and RDR2. He has been unemployed for over a year now and despite working on some of the most prestigious titles ever, can't find work simply because he is competing against 35 other people in his field with the same skillset. We are living through an extinction level event in the video game industry.
Reece “Kiwi Talkz” Reilly69,075 views • 3 months ago

Near the end of development on The Last Of Us, a Sony exec took a look at the game and didn't think the game was going to do well and gave the game a small marketing budget as a result. A number of people at Naughty Dog also thought the game would flop as well.
Reece “Kiwi Talkz” Reilly27,705 views • 1 month ago

When John Ricchio (Producer on GTA 5 & RDR1) would interview devs to work at Rockstar he would warn people that " Rockstar is run by crazy people but you get to work on the best games in the world, that is the exchange." At least devs knew what they were getting into lol.
Reece “Kiwi Talkz” Reilly11,744 views • 20 days ago

Neil Druckmann is a visceral director, however on the Last Of Us 1, he received pushback on a number of his ideas. That no longer happened to the same degree on The Last Of Us Part II because Naughty Dog had ballooned in size. In a way he became a victim of the George Lucas effect, just like Gabe Newell and Todd Howard.
Reece “Kiwi Talkz” Reilly44,250 views • 3 months ago

During the development of Donkey Kong Country Tropical Freeze, Nintendo devs flew to the U.S. to meet Retro Studios artists and handed them pantone chips for DK's fur colour. The devs thought that was weird cause once you add lighting it won't look like that anyway lol.
Reece “Kiwi Talkz” Reilly32,822 views • 2 months ago

If you want to know the difference between japanese and western publishers regarding video game development contracts, this clip sums it up. Japan is all about trust, handshakes, building a relationship and small contracts. The West is all about paranoia, distrust and creating huge legal documents with intentional loopholes to use to terminate agreements and get out of contracts😒 Jack Mathews has worked with Nintendo, Sony, Konami, Capcom, EA & Microsoft, he's a rarity in the game industry as he has seen both sides.
Reece “Kiwi Talkz” Reilly41,682 views • 3 months ago