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You're now plugged in to the Delphi Podcast. Hello everyone and welcome to another episode of the Delphi Podcast. I am delighted today to be joined by one of the co founders and the creative lead of Godzilla Games, who have just dropped, you know, off the grid the big triple a battle royale that I, won't stop banging on about. Neil, it's a pleasure to have you here. Yeah.
Thanks for having me, man.
Perhaps for those that might not be familiar with some of your work, you could kick us off with a bit of a background on you and kind of an introduction, the projects that
you've worked on historically. Okay. I mean, I come from, I come from the world of film, not not video games. And I have I've directed a few science fiction films. And before directing films, I was in visual effects as an animator. So I kind of I have a I have a background in computer graphics, which has always made me interested in gaming. So I went from visual effects to directing commercials and music videos, and then my goal was always films. And from there to, to feature films. So the I was gonna direct a live action version of Halo, which collapsed. And out of the burning wreckage of tha
Awesome. Yeah. I I must admit that one of the initial points of intrigue and excitement for me was learning of your involvement. So maybe you could tell me a little bit about, yeah, what was that journey, like, into gunzilla like, right, to kinda make that transition? And seems like there had always been some desire to do something around games and a passion for it. But, yeah, what like, what was what was that journey into it like? Well, I I you know, like I like I said, I mean, I'd
I'd always had this fascination with with computer graphics, and I think I come at this project or this this industry from a very different perspective than most people would. Because for me, the the most interesting part of it is I mean, other other elements have become interesting as I've learned more about it, but the initial way in for me was an obsession with real time graphics, really. That's that's really my primary thing. And, you know, before before unreal was as, sort of dominant as it is now, I had done a bunch of projects in Unity. I hadn't made games in Unity, but I'd made short f
That's awesome. And, yeah, I guess, like, quite a big decision, right, to finally pull the trigger on, you know, committing a ton of time and and energy to something like this. Like, yeah, I guess I'm curious out of, like I assume there are many things that kind of had the potential to materialize, over the years. You know, you mentioned that, you know, Halo Halo movie or whatever. What was it about, like, Vlad in particular and Godzilla and the setup and the idea that made you feel like this was the right thing to pull the trigger on? Well,
I mean, Vlad is a Vlad is a total character. It's it's hard to not like Vlad. I mean, he he strikes me as like a a, he's like a quintessential sort of founder, right, of, this idea of an entrepreneur who who has founded something, who's very passionate about it, and, can kind of get get people around him to be passionate about that vision, which is you know, in the in the world of film, that's normally what directors are doing. In the in the world of the more entrepreneurial sort of, landscape of founding actual companies, There's something similar to it, but it's it's like a it's like a visio
I love that. Yeah. That's definitely one of the things that excites me about this. Some of the stuff you guys are showing me at the offices, like, the kind of edginess and the very, like, non PC,
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