달력

5

« 2024/5 »

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
2020. 4. 9. 08:53

Video Game Artist Salary for 2020 Life/Game2020. 4. 9. 08:53

Video Game Artist Salary for 2020

 

Video Game Artist Salary for 2020

Find game schools near you Does video game art pay better than finger painting? Or is it just slightly less messy? Table of Contents Game Artist salary: Overview Game Artist salary: Factors Game Artist salary: Details Other factors that affect Artist salar

www.gameindustrycareerguide.com

:
Posted by fx0275
2018. 10. 3. 18:04

RPGタイム! ~ライトの伝説~ (TGS2018) Life/Game2018. 10. 3. 18:04


http://deskworks.jp/


https://www.famitsu.com/news/201810/02165047.html


2018年9月20日(木)から9月23日(日)まで、千葉・幕張メッセにて開催された東京ゲームショウ2018(20日・21日はビジネスデイ)。インディーゲームコーナーに出展され、多くのアワードに輝き、ゲームファンやメディアから高い期待を集めた『RPGタイム! ~ライトの伝説~』(以下、『RPGタイム!』)。開発者のDESKWORKSの藤井トム氏へ、TGSでの受賞と今後の展開などについていまだから話せる開発秘話と最新情報を直撃した!

 2018年9月20日(木)から9月23日(日)まで、千葉・幕張メッセにて開催された東京ゲームショウ2018(20日・21日はビジネスデイ)。インディーゲームコーナーに出展され、多くのアワードに輝き、ゲームファンやメディアから高い期待を集めたiOS、Android、Steam用のRPG『RPGタイム! ~ライトの伝説~』(以下、『RPGタイム!』)をご存じでしょうか。


:
Posted by fx0275

The game industry is not exactly known for valuing workers. Big studios are rife with soul-destroying crunch and end-of-project layoffs. French studio Motion Twin, developer of the Castlevania-inspired roguelike Dead Cells, is trying something different: Workers own and manage the company. There is no boss.

Motion Twin describes itself as an “anarcho-syndical workers cooperative.” What this means in practical terms is that all of its 11 workers are, in theory, equal. Same pay, same say.

“We actually just use a super basic formula: if a project finds success, people are basically paid more in bonuses, and everyone is paid the absolute same way,” said longtime Motion Twin game designer Sébastien Bénard in an email. “The devs and the artists are paid the same amount of money, and people like me who have been here for 17 years are paid the same amount as people who were recruited last year.”

It seems to be working. Motion Twin has been in business for nearly two decades, and the studio’s most recent game Dead Cells has sold more than 700,000 units on PC alone before even leaving early access.

Motion Twin’s pay and ownership system, Bénard said, constitutes “a direct challenge, not just to the exploitative practices you see at a lot of other companies, but also to tired old world corporate structures in general.” Games are team projects, after all, and Bénard believes that it’s “almost impossible” for anybody to definitively declare that their particular contribution of blood, sweat, and tears had more of an impact than anybody else’s. Bénard would not disclose the exact salary everybody at Motion Twin brings home, but said it’s “roughly the same as in other game companies” before bonuses.

Photo: Motion Twin

Decision-making is also a team-based process, albeit one that doesn’t always require everybody to sit down at the table and argue their case. Small-scale decisions happen in Slack or around the coffee machine without too much brouhaha, Bénard said, but important strategic shifts and decisions that will impact everybody result in full team meetings. If a consensus doesn’t emerge, they take a vote. Sometimes that means people don’t get their way, and that, said Bénard, is “the tricky part.”

In other studios, most developers don’t get to leave their mark outside their designated cog in the machine, but at Motion Twin, everyone is used to having equal say. When things don’t go their way, this presents a new set of challenges. Bénard said the biggest one is “to accept that sometimes, you’ll be right and your proposals will be chosen, and sometimes, your well-intentioned super revolutionary idea will be thrown away by the team. That’s the way it works, and everyone has to accept that the resulting decisions were made by people who understood your point of view, but decided to scrap it anyway.”

That’s not to say Motion Twin doesn’t deal with other challenging elements of video game development as well. Crunch, for example, still exists at the studio, but Bénard said that everybody tries to avoid it most of the time because it leaves people broken and exhausted, and doing little to no work after the crunch. In all cases, Motion Twin relies on a strict time-tracking system so that if developers work late one day, they can leave early on another. “But that should always be an exceptional situation,” said Bénard. “Years of experience told us it’s much more important to have people working together, at the same time, in the same place, than people working at home, or late at night alone in the office.”

As with other studios, the threat of burnout looms heavy at Motion Twin too, but it’s exacerbated by the burden of responsibility that everybody carries. “Because everyone is responsible for many things at Motion Twin, your brain usually keeps ‘working at Motion Twin’ when you come back home everyday,” said Bénard.

“We spend lots of time reading articles, talking to players on Discord or Reddit, watching live streams, etc,” he said. “But you need to rest and cannot afford to be always focused on Dead Cells 24/7, and everyone in the Motion Twin faces burnout at least once because of our system.”

The solution? Bénard says that lately the studio has gotten good about just telling people who seem to be on the verge of burnout to go home. The company puts an emphasis on employees being happy and driven, and burnout risks stripping away both those crucial qualities forever. “It’s obviously better to lose a few work hours than a colleague,” said Bénard. “There’s absolutely no discussion about that.”

Image: Motion Twin

There’s a caveat to all of this, though: Motion Twin is a relatively small studio. It’s ballooned up before, but under all the specific constraints of Motion Twin’s structure, the balloon went pop.

“Years ago, we did grow a lot, but this wasn’t a great experience,” Bénard said. “We lost much of what made Motion Twin a nice company to work in, and during the process, many people lost this important motivation and focus that worked for us. I think it requires quite a clever structure to go beyond 15 people with a similar equitable design, because you’ll need innovative systems to keep everyone involved.”

Bénard isn’t sure that’s such a bad thing, though. “Passionate workers can do much more in a few work hours than any dev forced to work on weekends or late at night,” he said. “We were able to achieve much more being eight people than when we were 20+, so we plan to stay below the 15-person limit.”

He hopes, though, that if nothing else, Motion Twin’s mentality toward work in the gaming industry becomes the norm, rather than an exception, in the coming years.

“We will probably ‘joke’ about game industry work conditions in a few years,” he said, “because it’s just obviously ridiculous and inefficient. People are simply not disposable resources.”



:
Posted by fx0275
2018. 7. 6. 05:24

The Last Night -oddtales (Pixel art game) Life/Game2018. 7. 6. 05:24


http://oddtales.net/





:
Posted by fx0275




Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells


January 25, 2018 | By Thomas Vasseur
Comments
    4 comments
More: Console/PCIndieArtProductionVideoDeep Dive



The Gamasutra Deep Dives are an ongoing series that aim to shed light on how specific design, art, or technical features within a video game come to be, in order to show how seemingly simple, fundamental design decisions aren't really that simple at all.

Check out earlier installments, including creating drama through a multitude of simple tasks in Bomber Crew, or maintaining player tension levels in Nex Machinaand achieving seamless branching in Watch Dogs 2’s Invasion of Privacy missions.

Who: Thomas Vasseur, artist at Motion Twin

Hello friends, 

“Big dreams yet limited means” could be the motto of pretty much all indie teams out there. It certainly was mine when I began work on our first steam game, Dead Cells, here at Motion Twin. 

My name is Thomas Vasseur and for one year, I was the only artist on Dead Cells, designing and animating every aspect of the game. I was in charge of the Art Direction, characters, monsters, animations, special effects (FX) and most of the background of Dead Cells all on my lonesome… Until, fortunately, my evil twin Gwenael Massé came to help, factually doubling the number of artists on Dead Cells

However, since being understaffed is a common reality in our sector, I think you might be interested in learning how I managed to stay sane during my time alone in the trenches. Assuming I’m still alive and all of this is not just an illusion. 

What: A 3D workflow to design qualitative animations and new models - fast 

I began by drawing a very basic 2D pixelart model sheet, which I use as a base creating the character and its skeleton in 3D (with 3DS Max), then I export it in filmbox format. The 3D modeling is very basic and would probably make the eyes of any credible 3D artist bleed.

But when the ingame height of the character will only be 50 pixels, well, spending lots and lots of time and energy on the 3D model seems quite cost inefficient. 

A little homebrew program, developed for this very specific task, then renders the mesh in a very small size and without antialiasing, giving us that pixelated look.

Now, it’s time to make the model move. Dead Cells’ animations are designed, like 2D animations, on key frames. Once, and only once, the animation is convincing and correctly timed with the least amount of frames possible, I add interpolation frames before or after the key frames. Never in-between. Therefore, our attacking animations are essentially pose-to-pose animations, and we utilize VFX to give a sense of movement, impact and strength.

At this point, most of the work is done. We export each frame of the animation we made with the 3D skeleton to a .png, along with its normal map, allowing us to render the volume using a basic toon shader. 

Exporting the whole as a sequence of frames also allows us to slip in a blend mode or two for an added wow effect. 

Of course, these damn gameplay programmers can never get anything right the first time… They are always changing their minds. Which they actually should, really. In this case, my process for handling retakes is fairly simple demanding very little time. If the timings are the issue, moving the keyframes in the timeline will do the trick. Changing the pose isn’t really a problem either.

Let’s say this weapon is way overpowered, and we choose to slow down the attack animation to nerf it a bit.

Just moving the key frames and adjusting the pose to the new timing allows me to make my gameplay programmer happy (and me too, because I don’t have to throw my work - and eventually myself - out the window). 

Actually, both of these retakes combined took me less time than uploading these GIFs, but that may also be because I’m a very inefficient Gif maker. 

This 3D workflow also offers two other major advantages compared to a more traditional 2D process. Firstly, if I want to add some elements to an old model, for instance, a piece of armor, it’s easy as pie. I just have to attach the asset to the 3D model. 

But the real benefit of 3D modeling is the ability to reuse old assets, designed for previous sprites, when creating new characters (in our case, mostly monsters).  

This is probably the single most useful little trick in our workflow, sparing me hundred of hours of work, so I’ve got that going for me, which is nice. 

Why?

We all love hand drawn pixel art animation. But I, Thomas, was all alone (sorry, I couldn’t resist) and as my “career” background will convince you, I did not have the skills nor previous experience to hand draw everything AND be quick enough doing it to be able to release the game before the next decade showed up. 

I joined the videogame industry in 2008, working for several years on casual and F2P games, which were never published, for small french companies, who don’t exist anymore. I only began drawing pixel art in 2013 when I was hired by Motion Twin, where I worked on five games: Brutal Teenage CrisisGreen WitchFAFI 360Uppercup Football and Monster Hotel. I would be very surprised if any of these names rang a bell. 

To sum up the context, when we began the development of the first iteration of Dead Cells in 2015, it was my very first project of this scale, I can shamelessly confess I wasn’t (and am still not to this day) an expert animator and I was still pretty much a newcomer to pixel art. Looking back, this last part may actually have had a lot of positive impact on the final rendering of Dead Cells, as I never felt tied to conventions and traditions of  the “old-school pixelart” style. 

To make up for the lack of bandwidth and still deliver on the quality the team demanded, we had to find a process, a pipeline, or anything really, that could give us great looking pixel art, without having to hand draw each and every retake. The trick was to come up with a good looking game without committing an unreasonable amount of time and energy to the process, or sacrificing my first born to Satan. 

From an artistic perspective, the list of requirements was the following:

  • Lots of varied backgrounds with beautiful lightning and sceneries. 
  • Impactful animations to give the combat a nervous, beat’em-all-ish feel.
  • Loads of gross monsters.
  • An abundance of weapons with specific gameplay. 

The 3D Dead Cells workflow I have described above actually has its roots in another project. In 2015, Matthieu Capdegelle (one of the Dead Cells devs), Yoan Laulan (also working on Dead Cells as Sound Designer)  and I partnered to enter the Ludum Dare 32. We came up with a game called ScarKrow, a 72-hour-prototype-of-a-game, and maybe the first sign that we wanted to make a fast-paced, violent, platformer. However, using Flash, It took me ages to draw half-decent 2D animations and, in the end, the results didn’t really live up to our expectations. 

Although, at the time, we saw some potential in the concept, and Motion Twin has always been a company where experimentation is encouraged, even if nothing comes out of it. After the Ludum, we spend a good 3 weeks working on ScarKrow and at this time I already knew I couldn’t keep up with the pace with a traditional workflow. 

Drawing inspiration (excuse the pun) from King of FightersBlazblue and, later, the last Guilty Gear, we decided to make the most of 3D animation. This method gave us several advantages: 

  • No need to redraw each frame
  • Possibility to reuse the same animation on various models 
  • Automatic generation of the interpolation frames to get smooth animations
  • Quick and easy retakes to match the gameplay

With this method, we were able to hit 30Fps for the animations, which doesn’t cure cancer, but may help a bit with the flu (as everyone knows), and it saved us heaps of time. The prototype is freely available here, if you want to see how it looks for yourself.  

With Dead Cells, we had a couple of issues to fix before we could reuse the same workflow. Firstly, with ScarKrow, I had to draw all the shadows by hand on all the frames, a costly process we avoided by designing a lightning system with that in mind. And Dead Cells, as opposed to ScarKrow, was a pixel art game so we also had to build a tool to “pixelate” the characters. We knew we would have those needs beforehand because we allowed ourselves to experiment in the past, so this is a practice I highly recommend. 

Result

In retrospect, the most important advantage of this workflow has to be the ease of doing retakes. The satisfying and nervous combat at the core of Dead Cells is the foundation the rest of the mechanics are built on. In the previous projects I worked on, where I was doing traditional hand drawn animation, we could not do retakes on animation once we had finished them. It was simply too costly, we didn’t have the time. As a result the final gameplay took a big hit. And directly adjusting the speed of the animation in the code wasn’t taking up the slack

In Dead Cells, when we implement a new weapon, we can adjust the timing of the animations dozens of times in minutes. And we can take into account the feedback from the community without looking too much at the time we will have to spend to accommodate a fair suggestion. 

Of course, a 3D model workflow didn’t come without its own specific issues. We had to find a way to render a 3D model in low res pixel art. We solved that using cell shading on our models rendered in low resolution, without any anti-aliasing, but we still haven’t found any solution for flickering pixels for instance. Well, we could clean that by hand… but the point of this workflow is to go fast... and we prefer spending our time on concept designs! The disappointing level of details is and always will be an issue in my eyes, but we decided to favor the animations over that and we take full responsibility for the choice. Movement is love, movement is life.

Well, I really hope this modest description of our workflow on the animation side of Dead Cells will help you in one way or another for your next project. Although, the main take here is perhaps not the details of how we work, but in the impact a well thought out workflow can have on the success of your project.

Even if our production and workflow choices have been mostly dictated by the lack of bandwidth, I now realize, with hindsight, that reflecting on how to optimize your cost/quality ratio is essential when beginning a new project, no matter the size of the team. 


:
Posted by fx0275

Reverse-engineered Diablosource code released on GitHub


https://www.gamasutra.com/view/news/320229/Reverseengineered_Diablo_source_code_released_on_GitHub.php


https://github.com/galaxyhaxz/devilution



Video: Diablo: A classic game postmortem



https://www.gamasutra.com/view/news/272477/Video_Diablo_A_classic_game_postmortem.php





Technical Artist Bootcamp: The VFX of Diablo



:
Posted by fx0275
2018. 5. 7. 14:57

2018 Global Games Market Life/Game2018. 5. 7. 14:57

https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/



Today, Newzoo released the latest quarterly update of its Global Games Market Report service. We forecast that 2.3 billion gamers across the globe will spend $137.9 billion on games in 2018. This represents an increase of +13.3% from the year before, or $16.2 billion. Digital game revenues will take 91% of the global market with $125.3 billion.   

Mobile gaming will continue to be the largest segment following 10 years of double-digit growth since the first iPhone was launched in 2007. In total, mobile revenues will grow +25.5% year on year to reach $70.3 billion. This means that for the first time, more than half of all game revenues will come from the mobile segment. Smartphones will account for 80% of this, or $56.4 billion, with the remaining 20% coming from tablets. Console gaming is the second-largest segment generating $34.6 billion in 2018, while PC games will bring in $32.9 billion.

Newzoo_Global_Games_Market_2018



Global_Games_Market_2012-2021_per_Segment


Newzoo_Global_Games_Market_per_Region_2018




:
Posted by fx0275
2017. 11. 15. 00:15

Text Emoticon Life/Game2017. 11. 15. 00:15




⎝⎝⎛°͜ʖ°⎞⎠⎠⎝⎝⎛°͜ʖ°⎞⎠⎠⎝⎝⎛°͜ʖ°⎞⎠⎠⎝⎝⎛°͜ʖ°⎞⎠⎠⎝⎝⎛°͜ʖ°⎞⎠⎠

 (ง •̀_•́)ง

༼ʘ̅͜ʘ̅༽'☂

ʕ•ܫ•ʔ

ʕ ·ᴥ· ʔ ☆ ʕ•ο•ʔ ★ ʕ•̫͡•ʔ

ʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ-̫͡-ʕ•̫͡•ʔ*̫͡*ʔ-̫͡-ʔ

 

(´◉◞౪◟◉)

⊙▃⊙

(▰˘◡˘▰)

(✧◡✧)

ლ(╹‿╹ლ)

ઈ(◉ω◉)ઊ

◤◉◡◉◥

 

かわいいですよね?(◖◡◗)❤

ʕ•̫͡•ʔ❤ʕ•̫͡•ʔ


щ(゚Д゚щ) < "Y U NO SAVE DIS COMMENT‽" )

ლ(゚Д゚ლ)

ლ(ಠ益ಠლ)

☉⏝⚆

█▄▄ ███ █▄▄ █▄█▄█ █▄█ ▀█▀

┌( ಠ_ಠ)┘

(╯°□°)╯︵ ┻━┻

┻━┻ ︵╯(°□°╯)

┻━┻ ︵ヽ(`Д´)ノ︵ ┻━┻

¯\ (ツ) /¯

┳━┳ ╯(°-°╯)

ʕノ•ᴥ•ʔノ ︵ ┻━┻

ಠ_ಠ

/:€

{ಠಠ}_,,|,

(/) (°,,°) (/) WOOPwoopwowopwoopwoopwoop!

﴾͡๏̯͡๏﴿ O'RLY?

๏[-ิิ_•ิ]๏

ಥ_ಥ

٩(•̮̮̃•̃)۶

٩(-̮̮̃-̃)۶

٩(●̮̮̃•̃)۶

٩(-̮̮̃•̃)۶

٩๏̯͡๏۶

٩(͡๏̯͡๏)۶

٩◔̯◔۶

๏̯͡๏﴿

⊙▃⊙

ಠ~ಠ

ಠoಠ

ਉ_ਉ

ଘ_ଘ

✖_✖

๏_๏

॓_॔

〴⋋_⋌〵

☉_☉

(///_ಥ)

๏̯͡๏

◔̯◔

טּ_טּ

{´◕ ◡ ◕`}

◪_◪

◮_◮

◔_◔

ಠ▃ಠ

●_●

(✌゚∀゚)☞

☝☞✌

ತಎತ

◉_◉

מּ_מּ

לּ_לּ

(゚ヮ゚)

ಠ益ಠ

{◕ ◡ ◕}

(͡๏̯͡๏)

‹•.•›

⊛ठ̯⊛

〴⋋_⋌〵

‷̗ↂ凸ↂ‴̖

(ு८ு_ .:)

ヽ(`Д´)ノ

(ಠ_ృ)

סּ_סּ

טּ_טּ

๏[-ิิ_•ิ]๏

בּ_בּ

תּ_תּ

۞_۞

๏_๏

ఠ_ఠ

ಸ_ಸ

ↁ_ↁ

⇎_⇎

흫_흫

句_句

໖_໖

இ_இ

Ծ_Ծ

(◕︵◕)

〠_〠

☹_☹

〓D

(• ε •)

(●´ω`●)

◖|◔◡◉|◗

(˚இ˚)

(。◕‿◕。)

༺‿༻

ಠ , ಥ

ª{•̃̾_•̃̾}ª

◃┆◉◡◉┆▷

☼.☼

(☼◡☼)

१✌◡✌५

(◜௰◝)

१|˚-˚|५

โ๏௰๏ใ ื

◜㍕◝

˚▱˚

(づ。◕‿‿◕。)づ

ರ_ರ

\˚ㄥ˚\

《〠_〠》

⊂•⊃_⊂•⊃

•✞_✞•

۹⌤_⌤۹

╭✬⌢✬╮

◖♪_♪|◗

♀ح♀ヾ

(० ्०)

!⑈ˆ~ˆ!⑈

•(⌚_⌚)•

(▰˘◡˘▰)

۹ↁﮌↁ

ح˚ᆺ˚ว

ಠ.ಠ

( ´☣///_ゝ///☣`)

(◑◡◑)

˚⌇˚

❐‿❑

(。◕‿◕。)

ಸ , ໖

ح˚௰˚づ

◉︵◉

╚(•⌂•)╝

(◕ ^ ◕)

乂◜◬◝乂

q(❂‿❂)p

(•‿•)

<【☯】‿【☯】>

¿ⓧ_ⓧﮌ

(-'๏_๏'-)

ಠ╭╮ಠ

ಠ_๏

ಠ◡ಠ

ಥ◡ಥ

✌♫♪˙❤‿❤˙♫♪✌

☼.☼

♥╭╮♥

☾˙❀‿❀˙☽

☜-(ΘLΘ)-☞

⊂(◉‿◉)つ

أ‿أ

【•】_【•】

⋋ō_ō`

►_◄

♡+♡=❤²

ペ㍕˚\

(╬ ಠ益ಠ)

☁ ☝ˆ~ˆ☂

ó‿ó

¢‿¢

ôヮô

◘_◘

◙‿◙

δﺡό

☜ق❂Ⴢ❂ق☞

☮▁▂▃▄☾ ♛ ◡ ♛ ☽▄▃▂▁☮

•ﺑ•

حᇂﮌᇂ)

✄---------❤

˚•_•˚

✌.ʕʘ‿ʘʔ.✌

\ᇂ_ᇂ\

ŏﺡó

‹› ‹(•¿•)› ‹›

©¿© o


  • (๑øェø๑)
  • (๑ʘ∆ʘ๑)
  • (๑ʻัદʻั๑)
  • (๑-ิ ‸-ิ๑)
  • (๑-ิ느-ิ๑)
  • (๑꒪⍘꒪๑)
  • (m9 ^ิ౪^ิ)
  • (ɔ ˘⌣˘)˘⌣˘ c)
  • (ↂↄ̫ↂ)
  • (۶்ิ▿்ิ)۶่่
  • (೨♛‿♛೨)
  • ฅ ̂⋒ิ ˑ̫ ⋒ิ ̂ฅ
  • ฅ ̳͒•ˑ̫• ̳͒ฅ♡
  • ฅ(≚ᄌ≚)
  • ྆ ืོ८ู ืོঊ
  • ♬☻☻♫•*¨*•.¸
  • ♫꒰・◡・๑꒱
  • ♡⍢⃝♡
  • (( ༎ຶ‿༎ຶ ))
  • (((;◔ᴗ◔;)))
  • (((;ꏿöꏿ;)))
  • (((;꒪ꈊ꒪;)))
  • (((༼•̫͡•༽)))
  • (((ʘ ʘ;)))
  • ( ꒪ͧ⌓꒪ͧ)
  • ( ꒪⌓꒪)
  • ( ꒪﹃ ꒪)
  • (((◞( ・ิ౪・ิ)◟
  • (((╹д╹;)))
  • ( ꆤωꆤ )y─┛
  • (ꀀꎁꀀ)
  • (ꀂǒꀂ)
  • (ꀇȍꀇ)
  • ( ᵕ́ૢ‧̮ᵕ̀ૢ)‧̊·*
  • ⚫⚫
  • °˖✧☻໌♡☻ັ✧˖°
  • (´∀`艸)♡
  • (-◞८࿆◟࿆-)
  • (—̻̚●͜—̻̚)b
  • (○ ⚈ ◡ ⚈ ○)
  • (◍ ´꒳` ◍)b
  • (˼●̙̂ ̟ ̟̎ ̟ ̘●̂˻)
  • (≖╻≖;)
  • (≖` _̆ ′≖⑉)
  • (≖ ‿ ≖)
  • (∪´>‿<`)
  • (∩˃o˂∩)♡
  • (∩❛ڡ❛∩)
  • (´>‸⚲͜<)
  • (´ゝ౪◔`)


:
Posted by fx0275
2017. 5. 10. 11:34

アナザーエデン 時空を超える猫 Life/Game2017. 5. 10. 11:34

アナザーエデン 時空を超える猫

https://another-eden.jp/





◆スタッフ
 <シナリオ・演出>
  加藤正人(代表作:「クロノトリガー」)
 <メインテーマ>
  光田康典(代表作:「クロノトリガー」)
 <コンポーザー>
  土屋俊輔(代表作:「ルミナスアーク」シリーズ)
  マリアム・アボンナサー
 <アートディレクター>
  江草天仁(代表作:「びんちょうタン」)
 <メインプログラマー>
  阿部智司(代表作:「ルーンファクトリー」シリーズ)
 <プロデューサー兼ディレクター>
  高大輔(代表作:「ぷよぷよ!!クエスト」)



『アナデン』誕生秘話



シングルプレイ専用という新しい試み

──リリース以来、ダウンロード数、セールスランキングともに好調ですが、現在の手ごたえはいかがですか?

 これまでのスマートフォンゲームになかった作品にできてうれしいと思っています。予想を遥かに超えた反響もいただけていて制作者冥利に尽きます。

──これまでのスマートフォンゲームとは異なる形で挑戦することに対して不安はなかったのですか?

 少なくとも私自身はなかったですね。2年前の制作開始から、流行っている形で作っても勝負できないと思っていたので、業界をビックリさせられるような新しいゲームを作りたいと考えていました。

──それが“シングルプレイ専用”という新しい形に?

 はい。ただ、新しい形と言っても、これってこれまで日本が作ってきた旧来のRPGのスタイルであると思うんですよ。ただ、それを新しいビジネスモデルで、スマートフォンという新しいプラットフォームで展開することがこれまでになかったというだけで。

──確かに実際にプレイしてみても昔ながらの日本のRPGっぽさを感じました。“JRPG”感を演出するためにどのような工夫をされたんですか?

 まず第一にシングルプレイ専用であることですね。もともと日本のRPGはシングルプレイだったと思うんですが、スマートフォンゲームだからマルチプレイやスタミナ制を導入しないといけないという固定概念が業界全体に深く根付いていて、まずそこに立ち向かっていかないと新しいゲームは生まれないと考えました。

IMG_2603

──ゲーム起動時のお知らせや通知がないのもスマホゲームらしからぬ部分ですよね。

 じつはそういったシステム自体は備わっているんです。ただ、お客様の声でそういう部分がいいよねという声をいただいていたり、我々開発チームもそのほうがいいと考えているため、現状この形になっています。

──従来のスマホゲームと一線を画した作りですが、制作に際して周囲の反応はいかがでしたか?

 最初のうちは、社内でも社外でも反対意見が多かったです。ただ、そこは粘り強く、強い信念を持って戦ってきました。方針は2年前からまったくぶれていません。

──やはり反対の声も多かったんですね。

 誰がどう考えても無理だと思うのは当然だと思うんですよ。でも誰もが無理と思うからこそ、いろいろチャレンジできました。

もっともこだわったのは快適な操作性

──タイトルである『アナザーエデン』にはどのような意味が込められているのでしょうか?

 タイトルの意味はゲームをプレイしていただければ「あ、そういうことか!」とわかるキーワードになっています。ゲームクリアーまで進めていただければ「なるほど」とわかっていただけると思います。

──“時空を超える猫”というサブタイトルにもなっており、パーティとともに行動している猫にも何か秘密が?

 最後まで読み進めていただければわかると思いますので、ぜひストーリーを進めていただればなと。

IMG_4455
▲パーティといっしょに行動する猫。この猫に一体どのような秘密が……?

──ちなみに、街にも猫がいますが、あちらは?

 かわいいですよね。“いま”はかわいい。

──なるほど。すごく含みを感じますが(笑)。

 かわいいです(笑)。

──(笑)。ストーリーはもちろん、バトルやキャラのセリフひとつひとつにこだわりを感じますが、もっとも開発に時間を費やした部分はどこですか?

 開発期間の最初の半年から1年のあいだは、とにかく操作性の向上に時間を費やしました。ゲーム自体がおもしろくても操作性が煩雑で面倒であれば、ゲームとして成り立たないし、楽しくプレイし続けることもできないと思うので、ベースとなる操作感を作ることに重点を置きました。

──操作面も含めて、非常に完成度が高いと感じたのですが、高さんの中で現時点での完成度は?

 クオリティは100%だと思っています。ボリュームについては0.1%じゃないでしょうか。

── 0.1%!? 99.9%もまだ残していると。

 いまの段階で何ヵ月も遊べるゲームになっているとは思っていないので、これからどんどん遊べるコンテンツを増やしていきたいです。また、ゲームの中だけでなく、外の世界にも『アナザーエデン』を普及していきたいと考えています。『アナザーエデン』はまだ生まれたばかりの赤ちゃんなので、それを育てるも育てないもこれから次第というわけです。

── 「10章や13章などのボスが強くて勝てない」という声をよく聞くのですが、このあたりの難易度の高さにもこだわりが?

 今作では“レベル上げが楽しい”という部分を重視していています。レベルを上げて強くなって、これまで勝てなかったボスに勝てる、それが楽しいと。いきなり敵が出てきてそれをなんとなく倒してっていうのはもはやゲームではないと思っているので、楽しくレベル上げしてボスに挑んでほしいですね。







:
Posted by fx0275