Cooperation by：International Game Developers Association Japan Chapter(IDGA Japan)
|2014 Best Presentation Award
When I was a high school student, I wanted to have a job that I found enjoyable. The thing that popped into my head was video games.
That flowed into my time as a college student, when I began creating video games.
Before I knew it, I was designing games both as a job and as a hobby.
As of the time of the presentation, it was about one year.
From the time I was a child, I frequently played video games with my friends and family. In that setting, the question that was always in the back of my mind was whether there was a game that more people could enjoy playing together.
In addition, I really hated it when somebody would get in a bad mood while playing a competitive game. The feeling that it was more fun to cooperate than compete was at the foundation.
One day while I was thinking about that, I looked at the multitap of a home-use game console and realized that a large number of people would be able to play if a lot of USB controllers were connected and the idea took shape right there.
I did the development in C++ using Visual Studio.
Compared to games I designed when I was a student, the big difference is the ability to visualize people enjoying the game.
Because this game is multiplayer, I always held a concrete image in my head of the types of conversation that would be sparked, and how people would get excited, in certain situations.
It’s scheduled for release in 2015.
I've launched a website and released a trailer for the game.http://picoparkgame.com/
I want to rent an entire movie theater so even more people can enjoy playing the game.
I would be glad if we could set a Guinness Book record.
I would also like to decrease the number of people who think that they’re not good at video games, or that video games are difficult.
There really are a lot of wonderful and surprising games at SOWN.
Having my game played in that setting, giving a presentation in front of hundreds of people, and having the game evaluated gave me a lot of confidence.
If you are considering submitting something, please do so!
The reviewers are all people with experience and a rich track record. Having your game selected for presentation is certain to give you confidence.
The game "Kyoto" was a homage to the beautiful city that I've lived in. When I first moved there, I was so in awe of the beauty and majesty of the city that I wanted to pay homage to it in the only way I knew how -- which was to make a interactive game experience out of it!
I had the idea for a hyper-dimensional game in college, maybe around 2005? When you program a 3D game, every object’s position is represented using three numbers (usually called x, y and z), but that concept easily generalizes.
Mirage was first of all an experiment with the goal to create an interesting character. From that starting point I started developing the world and the visual style around it.
Ultima Online was the first MMO I played when I grew up. It was very impressive to see so many players all across the world play the same game! I wanted to be able to build the world together with my friends. I began building early builds of a game that allowed multiple people to build in the world together. It was very basic, but even early on it was fun to build together.