Jérémy Hartvick is.a former designer at Rockstar, best known for his work on RDR2 and GTA 6 (he left Rockstar in 2020). In this episode, Jérémy shares insights from his experience at Rockstar, discussing leadership, mission design, technical challenges, and the future of game development.
CONSULTING WEBSITE - https://jeremyhartvick.com/ (https://jeremyhartvick.com/)
TIMESTAMPS
00:00 - Intro
01:03 - Having A Good Leader At Rockstar
03:00 - Moving Into Leadership
05:00 - Modern Day Leadership Is Different
07:50 - Jeremy’s Goals At Rockstar & In The Industry
09:50 - Rockstar Has The Best Engineers
13:00 - Doing Mission Design
14:30 - Work On Horseman Apocalypse & Honor Amongst Thieves In RDR2
16:00 - Working On Details In RDR2/Rockstar Has No Centralised AI System
18:50 - Pet Tiger Mission In GTA 6/Pitching A Mission In A Rockstar Game
21:15 - Internal Deadlines At Rockstar
23:40 - Cross Collaboration Between The Different R* Studios
25:40 - Not Being Able To Separate Work From Personal Life
28:09 - Doing 100 Hour Weeks On RDR2
31:20 - Having To Standout Compared To Everyone Else
34:26 - Your Job Is Largely Safe At Rockstar
35:28 - Why Jeremy Left Rockstar
37:30 - GTA 6
39:30 - How Programmers Optimize Rockstar Games
42:20 - You Can Hire Devs For Greater Concessions Now
43:40 - The Game Industry Needs A Restructure
45:45 - Asia Is Now Making The Best Games
49:20 - Hollywood Has Indoctrinated Western Devs To Make Cinematic Games
55:40 - Jeremy’s Future Endeveurs
57:45 - Q+A - How Much Do Designers & Writers Collaborate With Missions
59:14 - Q+A - What Missions Were Possible From More Powerful Hardware
1:01:30 - Todd Howard/You Can Do Everything
1:03:47 - Switch 2/Building Games Around Hardware
1:05:15 - GTA 6 On Switch 2
1:08:34 - Q+A - Were There Any Missions That Were Cut From RDR2
1:10:20 - Eye Of Sauron/Sam Houser
1:11:50 - Where To Follow Jeremy/Jeremy’s Consulting Website
5 Oct 2026
#219 - Matt Radford Speaks On Uncharted 4, Amy Hennig, Naughty Dog, Volumetric Rendering, 5th-Corner
Matt Radford was a VFX Artist on TLOU and Uncharted 4, he began research into volumetric rendering during the development of Uncharted 4 and that led to it being used in TLOU Part 2. He has now founded his own studio 5th-Corner which is also the name of his studio's upcoming game.
#uncharted #uncharted4 #unrealengine
WEBSITE - https://www.5th-corner.com/ (https://www.5th-corner.com/)
X - @mradfo21 (https://studio.youtube.com/channel/UCuckd5MFJamOGFbm_aLIG_w)
TIMESTAMPS
00:00 - Intro
00:39 - Matt Started A Hoverboard Trend At Naughty Dog
03:30 - Culture Of Naughty Dog/Crunch
06:42 - Naughty Dog’s Engine Is Bad/Litmus Test
09:30 - Should Naughty Dog Devs Migrate To Unreal Engine
11:52 - Why Matt Left Naughty Dog/Legacy Of Artists
14:00 - Ending A Relationship Due To ND/Starting A Start Up
16:00 - Naughty Dog Is A Cult
17:45 - Researching Volumetric Rendering On Uncharted 4
24:50 - Uncharted Games Have A Specific Artstyle/PS3 To PS4 Memory Increase
26:29 - The Ray Marching Technique
27:50 - Restrictions Of PS3/Freedom Of PS4/PS5
29:10 - Intergalactic
33:38 - Talent Has Moved On Which Affects Uniqueness
35:17 - Technology Has Plateaued /Working At Epic On UE5
37:20 - Technology Has Come At The Cost Of Game Design
40:12 - Matt Doesnt Play On Console Anymore Due To Steam
41:57 - GTA 6
44:25 - Matt Wants Shorter Games
45:14 - Young People Have Too Many Options For Entertainment
46:33 - Matt’s Indie Game 5th-Corner
52:30 - Running A Business When You Are Broke/Helpful Mentors
54:12 - Game Development Is More Collaborative Than Film
55:44 - Matt Is Hopeful & Scared For His Career
56:45 - Q+A - Any Regrets Working At Naughty Dog
59:06 - Resilience/Traumas Make Entrepreneurs
1:00:06 - Q+A - What Is The Most Efficient Way Of Bulding Large Environments Solo
1:01:46 - Q+A - Details Of Amy’s Uncharted 4
1:05:43 - Working With Amy Hennig
1:06:55 - Where To Follow Matt & Keep Up With 5th-Corner
21 Sept 2026
#218 - Emanuel Palalic Speaks On ID Software, DOOM 2016, Mick Gordon, Emptyvessel, DEFECT
Emanuel Palalic was a former character artist on DOOM 2016 & DOOM Eternal he has now founded the studio emptyvessel and is working on their indie game DEFECT (which looks sick).
https://www.emptyvessel.io/ (https://www.emptyvessel.io/)
TWITTER/INSTAGRAM - @epalalic
ARTSTATION - https://www.artstation.com/drheadpop (https://www.artstation.com/drheadpop) (https://studio.youtube.com/channel/UChY3EdNFeXYjekxD4KpMpLQ)
@emptyvesselplay (https://studio.youtube.com/channel/UChY3EdNFeXYjekxD4KpMpLQ)
#doom #doometernal #idsoftware
TIMESTAMPS
00:00 - Intro
00:30 - Working With Teams On Different Continents
02:20 - Founding Emptyvessel
05:30 - Emptyvessel’s High Calibre Team.
06:45 - Being Overwhelmed Setting Up emptyvessel
09:10 - Destructible Terrain In DEFECT
11:30 - Gore System In DEFECT & DOOM Eternal
15:40 - Being An Intern At ID Software On DOOM 2016
18:15 - Working With Hugo Martin
20:15 - The Culture Of ID Software
22:00 - Rebooting DOOM/DOOM 2016
25:30 - ART REEL - Icon Of Sin
27:45 - Gore Wounds
29:00 - ART REEL - Baron Of Hell
31:15 - ART REEL -Shotgunner
34:30 - Attention To Detail At ID Software
35:28 - ID Software Thought People Would Hate doom 2016
39:40 - The Pressure Of Working On DOOM 2016 & Eternal
40:34 - Mick Gordon
45:42 - The Mistakes AAA Games Make.
48:18 - There Is No Safety In AAA Anymore
50:58 - Focus Group Testing/Devs Following Trends
52:05 - Investors Are Apprehensive Towards Realistic FPS Games
55:30 - Motion Sickness With FPS Games
57:50 - DEFECT Won’t Have Third-Person
59:26 - Q+A - Was DOOM Guy Mini Face Considered In The UI
1:01:17 - DOOM 2016/Eternal Was Influenced By Metroid Prime/ID Software Loves Metroid
01:02:35 - Q+A - How Long Does It Take For Art To Be Approved
01:04:29 - Q+A - How Did The Pipeline Work With ID Tech Engine
1:08:40 - Where To Follow Emptyvessel & DEFECT
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