# #196 - Filip Coulianos Interview On It Takes Two, Josef Fares, FPS Cameras, Nintendo & Jump Space Page: https://stenobird.com/podcast/kiwi-talkz-5929956/196-filip-coulianos-interview-on-it-takes-two-josef-fares-fps-cameras-nintendo-jump-space Text version: https://stenobird.com/podcast/kiwi-talkz-5929956/196-filip-coulianos-interview-on-it-takes-two-josef-fares-fps-cameras-nintendo-jump-space.md Podcast: [Kiwi Talkz](https://stenobird.com/podcast/kiwi-talkz-5929956) Published: 2025-10-25T18:00:23+00:00 Episode link: https://rss.com/podcasts/kiwi-talkz/2278085 Audio file: https://content.rss.com/episodes/175970/2278085/kiwi-talkz/2025_10_19_03_38_42_f2053877-6b7a-4792-92dd-21fb2bd6bca6.mp3 Processing state: not_requested JSON: https://stenobird.com/v1/public/podcasts/kiwi-talkz-5929956/episodes/196-filip-coulianos-interview-on-it-takes-two-josef-fares-fps-cameras-nintendo-jump-space Duration seconds: 4169 ## Resource In this engaging conversation, Filip Coulianos, co-founder of Keepsake Games, discusses his journey in game development, the influence of Half-Life 2 on his career, and the creative processes behind his latest project, Jump Space. He shares insights on addressing motion sickness in games, the importance of marketing for indie developers, and the evolving landscape of the gaming industry. The discussion also touches on the impact of working with Josef Fares and the lessons learned from successful titles like It Takes Two. #jumpspace #ittakestwo #fpsgames TIMESTAMPS 00:00 - Intro 00:42 - Half-Life 2 Is The Citizen Kane Of Video Games 01:52 - Becoming A Video Game Designer 03:34 - How Half-Life 2 Influenced Jump Space 06:00 - FPS Evolution/Animation Is Key To A Good FPS Camera 09:10 - Motion Sickness In FPS Games 14:30 - Moving Between First Person & Third Person In Jump Space 17:30 - Camera Techniques/It Takes Two Camera 19:19 - It Takes Two Devs Studied Super Mario 64 & Odyssey To Make The Game 23:20 - The Making Of It Takes Two 28:22 - Working With Josef Fares 36:30 - Why Filip Left Hazelight/Having The Idea Of Jump Space Since 2012 41:43 - Jump Space’s Popularity/Daniel Kaplan’s Importance/Marketing 48:00 - Jump Space’s Early Access Release Was Threatened By Silksong And GTA 6 51:09 - Jump Space’s Release Date 52:00 - The Cost Of Game Development/Why So Many Game Studios Close 57:38 - Where The Term AAA Came From/Some Games Will Survive The Game Studio Apocalypse 59:37 - Studios Need To Sell 10 Million Units To Break Even On $100 Million Budget 1:02:10 - Sweden Game Industry/Filip Was Determined To Succeed In The Game Industry 1:05:15 - Will Jump Space Be Relased On Switch 2/PS5? 1:08:17 - Where To Follow Keepsake Games & Jump Space ## Actions - request_transcript: `POST https://stenobird.com/v1/public/podcasts/kiwi-talkz-5929956/episodes/196-filip-coulianos-interview-on-it-takes-two-josef-fares-fps-cameras-nintendo-jump-space/transcription-requests` — Idempotently request low-priority transcript generation for this episode. - read_markdown: `GET https://stenobird.com/podcast/kiwi-talkz-5929956/196-filip-coulianos-interview-on-it-takes-two-josef-fares-fps-cameras-nintendo-jump-space.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.