During Day 3 of the Esports and Gaming Summit 2020 Online livestream, Square Enix's very own Shinji Hashimoto (Brand Manager, Final Fantasy & Kingdom Hearts), Ichiro Hazama (Series Producer, Kingdom Hearts) discussed the development of KINGDOM HEARTS Melody of Memory. We have provided a transcript of a segment of the panel where Hazama speaks on how the development team decided on the visual design of the game.
Shinji Hashimoto: So, onto the second question. It's a bit of a technicaly question actually...
Ichiro Hazama: I may struggle to answer it if it's too technical...
Hashimoto: That's okay, but if you could just answer it to the best of your ability...It's one for the hardcore fans, but what game engine did you use to develop this?
Hazama: Wow, fans are asking this?
Hashimoto: Yes, it appears so!
Hazama: I see, I see. It's "Unity". It's an engine [Director] Suzui-san's team have used in previous titles, too, so they are very familiar with the software, so we pushed forward with using Unity.
Hashimoto: Did you come across any challenges with using this software?
Hazama: Actually, practically everything was a great challege for us.
Hashimoto: Everything?
Hazama: Yes, but I think the biggest challenge we had was to do with the game image. Our original plan was to do something similar to the Theatrhythm games and take it a little further than that. But Tetsu-san (Director Tetsuya Nomura) really wanted to see something more, with the KINGDOM HEARTS in full blown beautiful 3D like in the main series. So in line with that, we refined the details further.
Acutally, Tetsu-san gets a little nauseous when he plays 3D games even from when he used to play the KINGDOM HEARTS main games. So, when we took the game to him during development, he would always get a little nauseous.
For rhythm games, having clear visibility of everything on the screen is very important, but we originally thought it was too busy looking, so we shaved of bits and pieces so that we didn't have too much going on at once. This in turn made everything look simpler and less elaborate. But then, we found we simplified things a bit too much.
The imagery in KINGDOM HEARTS is powerful, bold and vibrant, so we felt that we lost a little of that at some point, so in the end, we had to try and balance that act carefully to yield the best results. We couldn't make the game too vibrant to the extent that players would feel nauseous playing it. But it fundamentally had to be a rhythm game that was visually appealing as well as fun for players. And we couldn't lose any of that bold imagery of the KINGDOM HEARTS brand. So developing the game whilst trying to balance these different acts was, according to the team, probably the most challenging part of the development.
WATCH THE FULL INTERVIEW ON FACEBOOK (begins 2:29:00, full panel 2:21:00)
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October 26, 2020 @ 02:37 amOffline