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 Comradery/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 Cuphead 52:00 - Carlos Theorizes 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 Favorite Cutscenes He Worked On 56:15 - Timelessness Of Retros Games 57:10 - Carlos Didn’t Leave His House For 9 Months During The Pandemic 59:04 - Animation Tools Transferred From Metroid Prime To DK. 1:00:30 - It Took Carlos A While To Learn How To Use Unreal Engine 1:01:20 - Where To Follow Carlos And Support His Comic 1:02:25 - Supply Chain Issues For His Comic
one of your best interviews ! thanks for the uplod ! it would be cool if in your next interview your share your screen showing metroid prime gameplay so you can discuss in an real example
"We worked on some unannounced stuff". Whatever he was working on in 2015/ 2016, it was cancelled a long time ago, and I hope we never find out what it was cause it creates this intriguing mystery that lets people speculate.
His comments about the culture not changing are interesting. There were rumours in 2017 that Nintendo were going to shut down retro for mismanagement and at the same time significant numbers of employees were quiting and claiming conditions were poor. Maybe it was all hearsay. We may never know
People trust the media too much. If you think Nintendo was going to let Retro burn through 100 million dollars, canceling one game after another, I got a bridge to sell you. Why did he like working there so much? I wouldn't like a place where nothing gets done and projects keep getting canceled.
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 Comradery/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 Cuphead
52:00 - Carlos Theorizes 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 Favorite Cutscenes He Worked On
56:15 - Timelessness Of Retros Games
57:10 - Carlos Didn’t Leave His House For 9 Months During The Pandemic
59:04 - Animation Tools Transferred From Metroid Prime To DK.
1:00:30 - It Took Carlos A While To Learn How To Use Unreal Engine
1:01:20 - Where To Follow Carlos And Support His Comic
1:02:25 - Supply Chain Issues For His Comic
Thanks, great interview! It's sad that a great artist like him isn't even able to afford a Switch to play Metroid Dread.
Agreed, I would love to gift him one.
one of your best interviews ! thanks for the uplod ! it would be cool if in your next interview your share your screen showing metroid prime gameplay so you can discuss in an real example
Can't run ads if I do that because of Nintendos stupid RUclips rules. I don't want to get flagged
awesome interview once more :). thanks a lot
I hope we get a HD port of the Metroid Prime Trilogy for the Switch at some point.
Great interview by both sides!
"We worked on some unannounced stuff". Whatever he was working on in 2015/ 2016, it was cancelled a long time ago, and I hope we never find out what it was cause it creates this intriguing mystery that lets people speculate.
No, it was not canceled. You all listen to the media too much.
@@michelletackett9489
Dial back the Dunning-Kruger syndrome in you, will ya 👌👌
GO, Calso!
I see Kiwi Talkz, I like
His comments about the culture not changing are interesting. There were rumours in 2017 that Nintendo were going to shut down retro for mismanagement and at the same time significant numbers of employees were quiting and claiming conditions were poor.
Maybe it was all hearsay. We may never know
Try asking more questions that start with How or What. Yes/No questions aren’t as interesting. Great stuff all around though.
People trust the media too much. If you think Nintendo was going to let Retro burn through 100 million dollars, canceling one game after another, I got a bridge to sell you. Why did he like working there so much? I wouldn't like a place where nothing gets done and projects keep getting canceled.