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

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Published on ● Video Link: https://www.youtube.com/watch?v=6SREFi9Auos



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Duration: 1:05:19
11,243 views
465


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 on Camera and handled most of the scripting system.

#retrostudios #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
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 Respawing
37:58 - Metroid Prime Would Still Have To Be Made The Same Way Today/Memory 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 Caliber Of Talent Will Never Be Replicated




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Tags:
metroid prime
metroid prime development
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metroid prime 2
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game scripting
game engineering
camera design for games
camera design
loading screens
metroid development
retro studios behind the scenes
retro studios
retro studios history
metroid prime engineering
game dev
crunch
game development
samus aran
metroid dread
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shigeru miyamoto
first person metroid
metroid prime 4



Other Statistics

Metroid Prime Statistics For KIWI TALKZ

At present, KIWI TALKZ has 306,860 views spread across 26 videos for Metroid Prime, with his channel currently having around 12 hours worth of content for Metroid Prime. This makes up 5.84% of the content that KIWI TALKZ has uploaded to YouTube.