# #185 - Jeremy Bryant Interview (Animator On Skyrim, Fallout 4, 76 & Starfield) Page: https://stenobird.com/podcast/kiwi-talkz-5929956/185-jeremy-bryant-interview-animator-on-skyrim-fallout-4-76-starfield Text version: https://stenobird.com/podcast/kiwi-talkz-5929956/185-jeremy-bryant-interview-animator-on-skyrim-fallout-4-76-starfield.md Podcast: [Kiwi Talkz](https://stenobird.com/podcast/kiwi-talkz-5929956) Published: 2025-02-11T21:10:20+00:00 Episode link: https://rss.com/podcasts/kiwi-talkz/1892518 Audio file: https://content.rss.com/episodes/175970/1892518/kiwi-talkz/2025_02_11_21_06_36_851c2842-c9e6-4d04-8292-652bba122714.mp3 Processing state: not_requested JSON: https://stenobird.com/v1/public/podcasts/kiwi-talkz-5929956/episodes/185-jeremy-bryant-interview-animator-on-skyrim-fallout-4-76-starfield Duration seconds: 4186 ## Resource Jeremy Bryant was an animator at Bethesda for over 15 years from Skyrim to Starfield. This is his first interview! #starfield #fallout #skyrim TIMESTAMPS 00:00 - Intro 00:26 - Jeremy Commuted To Work By Plane 04:07 - Working With Dennis On The Werewolf 06:26 - How The Animation Tools Evolved From Skyrim To Starfield 08:43 - Mocap Use On Skyrim/Jeremy Used His Own Mocap On Skyrim DLC 10:35 - Animating Hands/Hardest Things Animating 11:54 - Jeremy Was Known As The Gun Reloader Animator Guy 14:06 - Non-Combat Animations 15:20 - Non Humans Were Key Framed Not Mocapped/Only 7 Animators On Skyrim 16:55 - Bethesda’s Management System In The Old Days Doesn’t Scale Well 18:50 - Bethesda Expanded Too Fast For The Culture To Remain The Same/Team Sizes 20:15 - Starfields Roadmap Required A Massive Team 21:45 - Rockstar’s Level Of Polish/Downsides Of Large Teams 24:00 - Animating Procedural Generated Content 25:00 - Jeremy’s Thoughts On Todd Howard 28:50 - Jeremy Changed From A Full Time Employee To A Contractor Part Way Through Starfield 30:00 - Pros & Cons Of Remote Work/How Covid Impacted Starfields Development 32:15 - Microsoft Acquisition 33:15 - Modding Community 35:20 - Bethesdas Feature Creep Culture 36:30 - Why Jeremy Left Bethesda 39:10 - Games Are Costing Too Much To Make/Layoffs/Dev Salaries 43:15 - Larian Studios/Growing Studios Gradually 44:45 - Q+A - Why Slo Mo Kills Were Removed From Starfield 45:45 - Q+A - How Does An Animator Go About Animating A Mythical Creature 47:00 - Game Jams At Bethesda/Originally There Was A Mad Max Motorcycle In Fallout 4 50:00 - Many Vehicles Made For Starfield That May Still Be Added/Vampire Lord In Skyrim 51:30 - Pros & Cons Of Bethesda Migrating To Unreal Engine 5/Creation Engine 57:52 - It’s Easier To Make Realistic Graphics… ## Actions - request_transcript: `POST https://stenobird.com/v1/public/podcasts/kiwi-talkz-5929956/episodes/185-jeremy-bryant-interview-animator-on-skyrim-fallout-4-76-starfield/transcription-requests` — Idempotently request low-priority transcript generation for this episode. - read_markdown: `GET https://stenobird.com/podcast/kiwi-talkz-5929956/185-jeremy-bryant-interview-animator-on-skyrim-fallout-4-76-starfield.md` — Read the agent-friendly Markdown representation of this episode resource. A page view does not enqueue transcription. Agents should invoke `request_transcript` explicitly when they need this episode processed. ## Transcript Full transcripts are not published on public pages unless there is a clear rights basis.