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R16 Interactive — transcripts.

27 videos from R16 Interactive, fully transcribed: read, search, copy or download each one free. Missing an episode? Paste its link below — the transcript appears in seconds and joins this library. Working through the whole channel? Transcribe all of it with Plus.

13 Million Gamers Settled the 'Yellow Paint' DebateWe posted one short across social media saying that yellow paint in games sucks and it's just developers holding players hands. Facebook, YouTube, and TikTok all pushed back hard… 2We Made the Most Brutal Takedown SystemIt started with a knife to the Achilles, then a second stab under the ribs and a hard shove to the ground. The body crumples, legs twisted. It was brutal. Wonderfully and… 3Hitting the First Milestone of our AA Gameour audience has seen Lord of the ranks our audience has seen fantasy our audience has played all these games they've experienced and consumed so much content that's out there so… 4We Built a Game World with Only 5 PeopleThese environments right here, they didn't take us a week to build or even a month. They took almost 2 years of iteration, art, modeling, and trial and error over and over. But… 5We Stole NASA’s Training System to Fix RPG ProgressionTake any RPG you've played. Strip away the XP, the gear, and the damage numbers. What's left? You kill something. You level up. Your stats go up, but so do the enemies. If you… 6Parkour Nearly Ruined Our Game (Until This)We never planned to add parkour to this game. In fact, I fought against it until one 5-second clip flipped everything. And that moment sent us down a 500-day spiral of… 7We Let a Pro Archer Redesign Our Game's CombatOkay, check it out. We've been building the archery system in our game T's Edge for months, and something has always felt off. Not broken, but not right either. So, we brought in… 8We Built Our Game... BackwardsThis version of our game had combat, quests, inventory, and dialogue, and I didn't want to play it. This version barely has stealth, no takedowns, and no combat loop, and yet I… 9Your Game Will Not Be Played...Last year, 19,000 games launched on Steam, but players only touched 15% of them. Meanwhile, AAA Studios burned $1.5 billion on flops. So, why do most games fail while a few… 10Dishonored Did It. So Will We. Dishonored completely changed how I think about games, what games can be. It was the first time I felt a kill echo back at me. The world got meaner. Rats swarmed everywhere. But… 11We Made Every NPC in Our Game KillableShould a player be able to kill anyone in our game? That question ended with us removing an entire population from our world. We committed to a principle early on, never take… 12Making Graphics That Are Actually GOODOur studio spent 18 months building characters we loved and then one side-by-side comparison forced us to redesign everything from the ground up. So today, we're going to find out… 1324 Developers. One Rule. What They Built Changed Everything.Okay, what makes a game feel good? It's not budget. It's not experience. It's not even talent. It's pride. We hired 24 developers, different countries, different skill levels, no… 14Playtest Highlights 003: Parkour, Combat, and Companionswe need it to be seamless it has to be fun you shouldn't have to get up there and and tediously navigate your way that said uh it's a tremendous development challenge to figure… 15The Moment Our Game's Parkour Finally ClickedAll right, check this out. This clip right here, this was the first time that we saw our main character leap through the trees. And I was like, hold up. Stop the presses, boys. We… 16The Trap of "Good Enough“This was V1 of our main character, >> >> a teenage Red Riding Hood. I was proud of her at the time, but I also had no idea what I was doing. See, 2 and 1/2 years ago, this was… 17Are Game Teasers Still Relevant? Thoughts Before Dropping Oursyeah I'm over 40 with most of my years spent absorbing pop culture at a rather embarrassing clip movies cartoons hundreds maybe thousands of hours poured into video games and when… 18Why Your Brain Misjudges Early GameplayMost studios treat early gameplay like a state secret. We made a deliberate choice to do the opposite. For over a year, we showed our game publicly, unfinished, and the reaction… 19Can 10 Devs Reach AAA With 1 GameThese are some of the most iconic games ever made and not one of them started that way. The thing they all have in common, >> >> none of them tried to make their magnum opus… 20How Only 5 Devs Unlocked AAA QualityThis grass and foliage right here, it wasn't built by a huge department of artists. It was handmade by a small team of five indie devs. This is the result of nearly two years of… 21Great Games Define Systems. Legends Push Them Further.You post a clip like this of something you made. Some people think it's awesome. Some think we're just copying a game that's 14 years old. They're not wrong. But they're not right… 22Red Dead Did It. So Will We.What if useless animations aren't useless at all? Red Dead did it. Death Stranding does it. Ghost of Tsushima might have done it best of all. This question led to more conflict… 23How We're Designing Our Video Game UniverseBuilding a rich video game world is a dream job for so many people. I remember watching videos of guys like Cory Barlo at Santa Monica Studios that that drove the whole reimagined… 24The Enemies You Spare Come BackThis was the first lethal takedown our animators sent us. Red drops down on the guy's shoulders, pulls his head up, and sticks her knife into his eye socket. Then she jams it all… 25Real vs Game Combat: It’s Not Even CloseThis clip is what led us to interview a Navy Seal and a pro archer to get answers because combat like this is a huge problem for me. And this too, the general rule in games is… 26Realism vs Fun – Our Archery System Started a WarA few videos back, we talked about how we brought on a professionally trained archer to help redesign our archery system in our game. I thought what players wanted was more… 27Our Game Wasn’t Dark Enough—We Hired 2 Horror Artists to Fix ItWhat makes a truly terrifying monster in a video game? And bigger than that, can monsters even be terrifying anymore? We thought we knew. We hired new artists. We built dozens of…
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