#125 - Carlos Mendieta Interview (Metroid Prime, Donkey Kong, Animation, Drawing, Comics etc.)
Carlos Mendieta is an animator in the video game industry. He is most well known for his tenure at Retro Studios where he worked on Metroid Prime 2 & 3 as well as Donkey Kong Country Returns and Tropical Freeze. He is now creating his own comic book and creating a kickstarter, visit the website to support.
WEBSITE
https://www.carlosmendieta.com/?fbclid=IwAR0GNIfo-tVcBGw3y_BchCaR-lTPTdxrVbYuigJIJJ4E3UW7nz9QDZbvnvA
#metroidprime2 #donkeykong #retrostudios
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
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