#122 - Richard Vorodi Interview (Metroid Prime Hunters, Game Design, Lore, Nintendo, Darksiders III etc.) - podcast episode cover

#122 - Richard Vorodi Interview (Metroid Prime Hunters, Game Design, Lore, Nintendo, Darksiders III etc.)

Jan 29, 202257 minEp. 122
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Episode description

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Richard Vorodi currently works as a designer at Gunfire Games and was lead designer on Darksiders III , he previously worked at Nintendo for 15 years, specifically at NST on games such as Metroid Prime Hunters, Wave Race and Project Hammer before its cancellation.

 

#sponsored #metroidprimehunters #metroid

 

TIMESTAMPS

00:00 - Intro

01:01 - Crafting His CV To Be A Designer For Nintendo

02:15 - Approach To Creating Metroid Prime Hunters

03:36 - Creating The Lore For MPH

04:52 - Creating The Hunters Backstories Was The Hardest/Sylux/Bible For Metroid

06:09 - Sylux Was Tanabe’s Favourite Hunter

07:04 - Coming Up With The Hunters Colours

08:22 - Coming Up With The Hunters Names & Lore Names

11:26 - Why Weavel Is Richard’s Favourite Hunter

12:20 - Richard Has No Problem With A Remake Of MPH/Growth Of FPS

13:43 - Most Of The Feedback On Games Are Negative/Praise For MPH

15:51 - Keeping High Morale When The Industry Is So Negative

19:05 - Why NST Used Pre Rendered Cut Scenes In MPH/Pre Rendered Vs In Engine Cutscenes

20:53 - Metroid Dread/Games Are Too Long Nowadays

22:10 - Most People Don’t Finish Games

22:58 - Manscaped Sponsored Segment

24:02 - Space Combat Wasn’t Seriously Considered In MPH/Ships In The Game

24:53 - Eastern Game Design Vs Western Game Design

28:51 - Incorporating Metroid Philosophy Into Darksiders III/Building A World

32:50 - Production Cycle On MPH Vs Darksiders III

34:12 - Crafting Environments Thinking Its Original And Then Finding Out It Isn’t

35:43 - Presentation Is Everything

35:43 - Working With Andrew “Android” Jones On MPH/Art

40:28 - Taking Ideas From One Hunter And Putting It On Another

41:13 - Balancing Ideas

42:36 - Have As Many Ideas As Possible But Know When To Keep Them To Yourselves

43:44 - Retro Studios Gave NST A Template But They Still Created Everything From Scratch

44:01 - An NST Artist Worked With Retro Studios On Metroid Prime And Was Key On MPH

45:47 - Nothing Was Left Out Of The Game For MPH/ Richard Would Of Liked More Content If They Had More Time

48:19 - Modern Engines Save Time/Tools Were Written At Time It Was Needed For MPH

52:13 - Balancing Family/Game Design & Tech

54:18 - Being Bored Is The Worst Thing

55:22 - Where To Follow Richard Vorodi/Gunfire Games

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