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SENSE OF WONDER NIGHT 2017 - presentation

Presentation

  • Friday, September 22, 2017 17: 30 ~ 19: 30

Venue

  • Hall 11, e-Sports Special Stage, Makuhari Messe

Admittance

  • Please show your Business Day Pass at the entrance.
    * Seats will be available with first come first serve basis on the day.
    * Friday, September 22nd (Friday) from 17:30 to 19:30 will be broadcasting a video of the state of the presentation.

Presentation Video

Winners List

  • Best Arts Award

    Old Man's Journey

  • Best Game Design Award

    CONGA MASTER

  • Best Presentation Award

    EARTH DEFENSE SATELLITE

  • Audience Award

    ACE OF SEAFOOD

  • Best Experimental Game Award

    Strange Telephone

  • Best Technological Game Award

    ACE OF SEAFOOD

Presenter Message

  • Blink

  • nextReality Games

  • USA
  • USA

  • website

1. ゲーム制作に携わることになった経緯はどうだったのでしょうか?/What's your background in making games?

Before starting Blink, we had almost no background in making games. Blink was our first real project.

2. SOWNにエントリーしたゲームの制作(完成までではなく、ゼロから発表の時点まで)にどれくらい時間がかかりましたか?/How much time did you spend working on the game?

We worked on Blink for 3 and ½ years before we finally released it in March 2017. I was working on Blink in my free time for most of my time in college.

3. どうやってゲームのアイディアを思いついたのですか?/How did you come up with the concept?

It’s a really boring story. Way back in 10th grade I was taking a written final exam for gym class (I’m not sure why there was a written final in gym). We had three hours to finish the exam while sitting isolated on the basketball court. But I finished in about 30 minutes and had the rest of the time to lay on the hardwood floor in complete boredom.But I found a way to entertain myself. If I stared at the bright ceiling lights and closed my eyes, I realized you could still see the shape of the light in negative colors. I’m sure you’ve stared at the sun before(though I don’t recommend it) and could still see an afterimage if you closed your eyes. Since I had nothing better to do, I began creating shapes in my eye by repeatedly exposing my eye to the ceiling lights. Then I realized there is a whole lot of stuff you can still see when your eyes are closed like background pattern and little “squiggles” that seem alive. It was like a faint world that existed inside my head because of some glitch in our brains. Soon after, I realized you could base a game mechanic after this phenomenon.

4. どの開発ツールを使いましたか?/What development tools did you use?

We used Adobe Flash Professional and Photoshop. Blink was originally supposed to be a small online Flash game we would finish in 2 months, but we kept on adding to it for years until it was a complete commercial game. I wouldn’t recommend Flash because it can be slow compared to Unity, but it works just fine for 2D games. Blink runs in a standalone launcher so it won’t be affected by web browsers dropping Flash plugin support.

5. 以前作ったゲームとプレゼンした作品の大きな違いはなんでしょうか?/What were the significant changes between the presented games and games you developed before?

My previous games before Blink were much much smaller in comparison. They took a few minutes to beat, while Blink takes a few hours.

6. ゲーム開発者としての今の目標は何ですか?/What is your goal as a game developer?

Our goal is to create games that push the medium forward, or at least let players experience something completely new, be it a crazy new game mechanic or a hand drawn world. Deep down though, we just want to make games that we are proud of.

7. SOWNでのプレゼンテーションにあたり、ファイナリストに選ばれたことや抱負など、来場予定のオーディエンスに向けたメッセージをお願いします。/Please write a message to future SOWN attendees regarding your expectation and feeling about being selected to be a finalist.

We’re really proud that we were selected! I’ve never been anywhere in Asia before, and being selected for SOWN is the best possible excuse to finally visit Japan! I’m really excited!

  • EARTH DEFENSE SATELLITE

  • NikaidoRenji

  • website

JAPAN

JAPAN

On Earth, while enemy fleets are approaching, there are no weapons for space battle... and then, we realize that we still have a hope... that is our Moon! This is a totally new kind of shooting game, where you can control Earth to swing the Moon and smash enemy battleships with it. The biggest player character and the heaviest weapon ever before in videogame history! The trajectory of the Moon changes depending on location of Earth because of its gravity. It is a game where you fight with the enemy ships by controlling Earth to change the Moon’s trajectory.

EARTH DEFENSE SATELLITE

Presenter Message(Japanese)

Presenter Message

  • EARTH DEFENSE SATELLITE

  • NikaidoRenji

  • JAPAN
  • JAPAN

  • website

1. ゲーム制作に携わることになった経緯はどうだったのでしょうか?/What's your background in making games?

子供の頃に親戚からもらったファミコンがあまりに衝撃的でした。小学生の次点でゲームクリエイターになるとずっと決めていました。

2. SOWNにエントリーしたゲームの制作(完成までではなく、ゼロから発表の時点まで)にどれくらい時間がかかりましたか?/How much time did you spend working on the game?

休み休み作っていたので9ヶ月ほどかかっています。集中してやれば1~2ヶ月で作れたのだと思います。

3. どうやってゲームのアイディアを思いついたのですか?/How did you come up with the concept?

まったく関係ない作業をやっている最中、ふと月がぐるぐる回りながら隕石を撃墜していく場面が脳裏によぎりました。その瞬間にどういうゲームにするか9割くらい確定していました。

4. どの開発ツールを使いましたか?/What development tools did you use?

GameMaker:Studio

5. 以前作ったゲームとプレゼンした作品の大きな違いはなんでしょうか?/What were the significant changes between the presented games and games you developed before?

設定のユニークさ、というのはかなり大きい気がしました。設定を人に話すだけで食いつきが大きい。ゲームのルールや駆け引きは実際に遊んでやりこまないと理解できませんが、その以前の段階でのヒキというのはやはり重要かな、と。

6. ゲーム開発者としての今の目標は何ですか?/What is your goal as a game developer?

ゲーム沢山つくりたいですね。

7. SOWNでのプレゼンテーションにあたり、ファイナリストに選ばれたことや抱負など、来場予定のオーディエンスに向けたメッセージをお願いします。/Please write a message to future SOWN attendees regarding your expectation and feeling about being selected to be a finalist.

ファイナリストに選ばれたことにかなり驚いています。プログラミングも絵もかなりつたなく、クオリティが高いとも言えないゲームですが、それでも選ばれたのはアイデアの良さだったのだろうと分析しており、技術力がない人にもワンチャンあるかもと夢を与えられたらいいなと思います。

JAPAN

JAPAN

“ACE OF SEAFOOD” is a third-person shooting game, where you can form a party of allies consisting of sea creatures like fish, crabs, etc., fight with various kinds of creatures while exploring the underwater world, and expand your strength. You can choose your player character from numerous choices, such as fish, a crab, a squid, a shark, a seal, or even a destroyer. The underwater world uses an open world level design, so you can explore the world freely. There are so many creatures in the vast ocean and you can have them as allies once you win a battle with them?the more you win, the stronger your troops get. Wander through the underwater world filled with mysteries! We are planning to update the graphics and support network co-op play in 2017. We are also scheduled to release this game for the PlayStation 4 and Nintendo Switch.

ACE OF SEAFOOD

Presenter Message(Japanese)

Presenter Message

  • ACE OF SEAFOOD

  • Nussoft

  • JAPAN
  • JAPAN

  • website

1. ゲーム制作に携わることになった経緯はどうだったのでしょうか?/What's your background in making games?

大学在学中に卒業制作としてゲームを作りはじめました。それからゲーム会社に就職し5年半ほど働き、昨年末、本作のコンシューマ機展開を機に独立しました。

2. SOWNにエントリーしたゲームの制作(完成までではなく、ゼロから発表の時点まで)にどれくらい時間がかかりましたか?/How much time did you spend working on the game?

制作開始は2012年中ごろ、その年の年末には体験版などの発表はしています。それから働く傍ら余暇の時間に細々と手を加え続け、昨年末のWiiU版からフルタイムで制作しています。

3. どうやってゲームのアイディアを思いついたのですか?/How did you come up with the concept?

SFアニメ・ゲーム、水族館の魚の群れ、ドキュメンタリー番組での生き物の戦い、玄界灘でのシュノーケリング、これらが脳内で化学反応を起こし、思いつきました。

4. どの開発ツールを使いましたか?/What development tools did you use?

ゲームエンジンはUnityです。CGツールはMetasequoiaやBlenderなど。

5. 以前作ったゲームとプレゼンした作品の大きな違いはなんでしょうか?/What were the significant changes between the presented games and games you developed before?

学生時代にカニやエビが戦う対戦シューティングゲームを作ったのですが、そのコンセプトを継承しつつ、魚類の導入による三次元的な遊泳やオープンワールドなレベルなど、より水中環境を自由に楽しめるゲームになりました。

6. ゲーム開発者としての今の目標は何ですか?/What is your goal as a game developer?

さらに独自性の高いゲームの制作とそれを続けるための環境づくりです。ゲーム会社をやめてしまったので、どう生きるか模索中です。

7. SOWNでのプレゼンテーションにあたり、ファイナリストに選ばれたことや抱負など、来場予定のオーディエンスに向けたメッセージをお願いします。/Please write a message to future SOWN attendees regarding your expectation and feeling about being selected to be a finalist.

所謂バカゲーと片づけられても仕方のない見た目で同人ゲーム出身の本作が選ばれたのは大変驚いております(もちろん本人は大真面目に作っていますが)。可能性は常に開かれているということで、今後もいつSOWNに選ばれてもいいような尖ったゲームを作っていきたいと思います。

  • Old Man's Journey

  • Broken Rules

  • website

Austria

Austria

Old Man’s Journey, a soul-searching puzzle adventure, tells a story of life, loss, and hope. Entrenched in a beautifully sunkissed and handcrafted world, embark on a heartfelt journey interwoven with lighthearted and pressure-free puzzle solving. A visual narrative about life’s precious moments, broken dreams, and changed plans, uncover stories of the old man’s life told through beautiful vignettes of his memories. Interacting with the serene and whimsical environment, solve playful puzzles by shaping the landscape, and growing the hills to create the old man’s path forward. Find yourself transported to a vibrant and meditatively delightful world as you immerse yourself in inquisitive puzzles, and explore the complexities of heartache, regret, and hope through the old man’s eyes.

Old Man's Journey

Presenter Message

Presenter Message

  • Old Man's Journey

  • Broken Rules

  • Austria
  • Austria

  • website

1. ゲーム制作に携わることになった経緯はどうだったのでしょうか?/What's your background in making games?

Co-Founder of Broken Rules, established in 2009. Lead Artist and Creative Director of Old Man's Journey.

2. SOWNにエントリーしたゲームの制作(完成までではなく、ゼロから発表の時点まで)にどれくらい時間がかかりましたか?/How much time did you spend working on the game?

18 months - Full Time Development started in November 2015, the game was released in May 2017

3. どうやってゲームのアイディアを思いついたのですか?/How did you come up with the concept?

Most of our games start with the mechanics. Old Man's Journey wasn't any different. We wanted to create something for touch devices and did a few brainstorming sessions that focused on what could work on those displays. Nothing specific emerged from these sessions but some ideas lingered on. One evening our project director and lead designer Felix saw a photograph at a friends place. It showed rolling hills fading into the distance and the idea of shaping those hills with your fingertip struck him. The photograph evoked a strong feeling of wanderlust and he saw a character that walk on these silhouettes into the distance.He brought the idea to me and we decided to build an experience that we both can connect to emotionally, a game that means something to us on a personal level. Since 2009 Broken Rules has produced four games and in that same timeframe we collectively had eight children. Balancing family life and the passion for creating our own games was an important topic for all of us over the past years. It was one of the major influences when we decided to focus on a character that struggled with these issues and is driven forward by a need to finally reconcile with his family.

4. どの開発ツールを使いましたか?/What development tools did you use?

Unity as the main development tool alongside a myriad of other tools to support the development (Trello, Slack, Adobe Suite, Git, XCode, etc.)

5. 以前作ったゲームとプレゼンした作品の大きな違いはなんでしょうか?/What were the significant changes between the presented games and games you developed before?

With Old Man's Journey we set out to do something very specific: to tell a personal story in a way that lets as many players as possible connect with it on an emotional level, no matter their background. We aligned all aspects of the game to support this idea which makes Old Man's Journey the most focused game we ever created.

6. ゲーム開発者としての今の目標は何ですか?/What is your goal as a game developer?

I want to create experiences that are as much playful as they are meaningful. I want to connect with players through the game and pass on something of value to me as well as the audience.

7. SOWNでのプレゼンテーションにあたり、ファイナリストに選ばれたことや抱負など、来場予定のオーディエンスに向けたメッセージをお願いします。/Please write a message to future SOWN attendees regarding your expectation and feeling about being selected to be a finalist.

It has always been one of our dreams to attend TGS and be part of SOWN. I'm exceptionally excited and proud to have the opportunity to present the game to you personally. Let's have some fun!

Spain

Spain

Come on everybody, join the Conga!The dance floor fills, the line gets longer... come on down, it's time to conga! Shake your virtual hips to the ridiculously fun arcade action of Conga Master as everyone fights to make the longest conga line possible. No rhythm required - anyone can conga!Playing Conga Master couldn't be easier: guide your dancer across the floor, dancing round people to add them to your line as you go. Longer congas let you add people faster, but watch out for pigs stinking up your line! Play solo or, even better, drag three friends onto the dance floor for some local multiplayer conga madness and see who'll become the true Conga Master!Take the conga to the next level!No rhythm? No problem! With just two buttons, you too can become a Conga Master. Just move across the dance floor and convince other dancers to join your line... the longer, the better!Six different local multiplayer modes, each with their own special flavour of fun - slice your rivals' congas to ribbons, pop pigs, fight over a lone conga dancer, race to make the longest line and more!Over 30 characters and seven conga clubs to unlock, plus single-player Endless Conga and Story modes to enjoy... the conga fun never, ever stops!

Conga Master

Presenter Message

Presenter Message

  • Conga Master

  • Undercoders

  • Spain
  • Spain

  • website

1. ゲーム制作に携わることになった経緯はどうだったのでしょうか?/What's your background in making games?

I'm co-founder of Undercoders, a small independent studio founded in 2006 in Barcelona, where I've been working as a game designer, producer and artist for the past years.

2. SOWNにエントリーしたゲームの制作(完成までではなく、ゼロから発表の時点まで)にどれくらい時間がかかりましたか?/How much time did you spend working on the game?

We spent around eight months developing Conga Master.

3. どうやってゲームのアイディアを思いついたのですか?/How did you come up with the concept?

We developed the initial prototype for the Ludum Dare Game Jam 34, in which contestants could choose between two themes: "two button game" and "growing". We decided to use both concepts. The conga theme was introduced when thinking of a fun activity of our real life, that required growing to achieve success. A simple concept, easy to start but very hard to keep up with he momentum! That principle was converted into the main mechanic of the game.

4. どの開発ツールを使いましたか?/What development tools did you use?

We developed the game using Unity as a game engine and Gimp, Aseprite and Audacity as image and audio editors.

5. 以前作ったゲームとプレゼンした作品の大きな違いはなんでしょうか?/What were the significant changes between the presented games and games you developed before?

This game was mainly focused on delivering a fun local multiplayer experience, which was something we hadn't explored in previous games. Also, this was our first game developed using a 3rd party game engine (Unity), since we used our own game engine before.

6. ゲーム開発者としての今の目標は何ですか?/What is your goal as a game developer?

My goal as a game developer is to deliver games which can result in a different and engaging experience for players, where humor and fun are the key factors.

7. SOWNでのプレゼンテーションにあたり、ファイナリストに選ばれたことや抱負など、来場予定のオーディエンスに向けたメッセージをお願いします。/Please write a message to future SOWN attendees regarding your expectation and feeling about being selected to be a finalist.

We're very excited about this opportunity. As long time video game players, we feel honored and excited to be able to present our game in such an important venue as the Tokyo Game Show.

JAPAN

JAPAN

29 is a magical realist point and click adventure game that follows the personal experiences of Bo and Ao: two university graduates preparing to move out of their flat. Wander through an intimate flat, examining the everyday belongings of the Bo and Ao. Delve into their thoughts and insights, and mould your interpretation of the characters through branching, multiple-choice dialogue. Have BBQs, play video games and stay up late just talking in bed.29 acts as the first chapter to No Longer Home, which will be released episodically. Chapters following 29 will gradually shift focus to the fictionalised characters Bo and Ao meet after moving out of their flat, continuing the themes of misplacement and otherness with people stuck in-between things.The game is in an isometric view in which you rotate environments in 90 degree angles, allowing you to find more objects and explore more thoroughly. It is highly narrative based and the options that the players choose have more impact on their perception of the world and characters rather than there being a shift in the storyline/ending, much like Firewatch and Kentucky Route Zero for example. It is a point and click adventure game, but there are scenes which act like small vignette games and visual novels, adding more variety in gameplay. We are developing it so that people who are not well versed in video games can enjoy it as well. The main language is set in English, but we are also developing it in Japanese and hoping to release the Japanese version soon after we release it in English.

29

Presenter Message

Presenter Message

1. ゲーム制作に携わることになった経緯はどうだったのでしょうか?/What's your background in making games?

We've been playing games of all sorts for a fair bit and it was only after we graduated university that we went "hey, let's make a game together." We both studied illustration and Davison started making a game for their final year project, and with that knowledge we thought it might be interesting to collaborate on something. It started off as a passion project which grew into something much bigger than we expected.

2. SOWNにエントリーしたゲームの制作(完成までではなく、ゼロから発表の時点まで)にどれくらい時間がかかりましたか?/How much time did you spend working on the game?

Approximately 2 years including hiatuses.

3. どうやってゲームのアイディアを思いついたのですか?/How did you come up with the concept?

As stated above we wanted to collaborate on something after graduating university, and we came up with the idea of making something small about the flat that we loved dearly and were about to move out of. As the story expanded we thought it would be interesting to make the game semi-autobiographical to tackle issues we're dealing it such as gender identity issues, mental illness, housing crisis, visa statuses etc.

4. どの開発ツールを使いましたか?/What development tools did you use?

We use Unity to build the game and Blender for 3D modelling.

5. 以前作ったゲームとプレゼンした作品の大きな違いはなんでしょうか?/What were the significant changes between the presented games and games you developed before?

We've only ever made small vignettes of similar visual styles, but 29 is much more experimental compared to everything we've made so far. We've only ever worked as a pair but for this project we have a couple of people on board making us a team of 5.

6. ゲーム開発者としての今の目標は何ですか?/What is your goal as a game developer?

Our goal is to make game development diverse. We don't see enough minorities in the video game field on a world wide scale. Davison and I are both gender non-conforming and we would like to see more people like us being represented. We aim to make our games inclusive of all gender and race, and normalise the marginalised. We also aim to make games more accessible to people who aren't well versed in video games and let people realise that they are like any other art form. In order to achieve that goal we are heavily focusing on narrative design; building environments and characters around stories rather than putting mechanics first. For this particular game we have stripped it of puzzles and tactical thinking, allowing players to make choices at their own pace with no unforgiving consequences.

7. SOWNでのプレゼンテーションにあたり、ファイナリストに選ばれたことや抱負など、来場予定のオーディエンスに向けたメッセージをお願いします。/Please write a message to future SOWN attendees regarding your expectation and feeling about being selected to be a finalist.

We're always very excited to be nominated for anything as it's still a very foreign feeling. It's always encouraging to know that people are interested in things we are passionate about making. We're incredibly excited to have been selected as finalists, and we hope that people enjoy what we're working on.

  • Shcocooococo

  • Takahiro Miyazawa

  • website

JAPAN

JAPAN

This is a game with a new kind of human interface device—a shampoo bottle with a gyro sensor and other parts in it. The game itself is a simple shooting game where the character corresponds to the movement of the bottle—when you tilt the bottle backward and forward, the character also moves up and down respectively, and push the pump to shoot enemies. It comes with four controllers and can be played by up to 4 players, so children and parents can enjoy this together.

Shcocooococo

Presenter Message(Japanese)

Presenter Message

  • Shcocooococo

  • Takahiro Miyazawa

  • JAPAN
  • JAPAN

  • website

1. ゲーム制作に携わることになった経緯はどうだったのでしょうか?/What's your background in making games?

子供の頃からビデオゲームと図工が好きでしたので、その延長でやらせて頂いております。

2. SOWNにエントリーしたゲームの制作(完成までではなく、ゼロから発表の時点まで)にどれくらい時間がかかりましたか?/How much time did you spend working on the game?

約4カ月ほどです。

3. どうやってゲームのアイディアを思いついたのですか?/How did you come up with the concept?

何かインパクトのあるコントローラーのゲームを作りたいと思っていた矢先、たまたま自宅でシャンプーボトルを見たので思いつきました。

4. どの開発ツールを使いましたか?/What development tools did you use?

C++で、普通のソースコードエディタを使用しています。

5. 以前作ったゲームとプレゼンした作品の大きな違いはなんでしょうか?/What were the significant changes between the presented games and games you developed before?

このゲーム専用のコントローラーも一緒に開発しているところです。遊べる機会は限られますが、その場でしか体験できないものになっています。

6. ゲーム開発者としての今の目標は何ですか?/What is your goal as a game developer?

このゲームで収入を得ることです。

7. SOWNでのプレゼンテーションにあたり、ファイナリストに選ばれたことや抱負など、来場予定のオーディエンスに向けたメッセージをお願いします。/Please write a message to future SOWN attendees regarding your expectation and feeling about being selected to be a finalist.

このような機会を頂きまして大変感謝しております。皆さまに喜んで頂けるような内容になるよう、努力いたします。プレゼンテーションを見て頂いたあとは、是非ブースまで足をお運び頂けますと幸いです。

  • StrangeTelephone

  • HZ3 Software

  • website

JAPAN

JAPAN

“Strange telephone” is a side-scroller adventure game depicted with pixel art graphics. The objective is to use items scattered around different worlds using combinations of six-digit number, which can generate nearly three million worlds (objects, allocation, designs, etc.) to find the key to escape from the world where you are trapped. This game offers five endings depending on the variety of circumstances and some hidden elements which are unlocked by certain endings. The same telephone number generates basically the same world, so you can share the telephone numbers with other players (using SNS, for example).

StrangeTelephone

Presenter Message(Japanese)

Presenter Message

  • StrangeTelephone

  • HZ3 Software

  • JAPAN
  • JAPAN

  • website

1. ゲーム制作に携わることになった経緯はどうだったのでしょうか?/What's your background in making games?

中学生の時に「STG-CIRCLE」というシューティングゲームを作るiアプリでゲームを作った事をきっかけに、もっと自分の創作したキャラクターを自由に動かしたいと思い、iアプリのゲーム開発を始めました。

2. SOWNにエントリーしたゲームの制作(完成までではなく、ゼロから発表の時点まで)にどれくらい時間がかかりましたか?/How much time did you spend working on the game?

約2年

3. どうやってゲームのアイディアを思いついたのですか?/How did you come up with the concept?

身近にある物を題材にしようと考え「電話」をテーマにしたゲームを作ってみたら面白いのではないかと思いました。ワールドが電話番号によって自動生成されるというアイディアは夜に存在する「怪しい電話番号」や「都市伝説」から思いつきました。

4. どの開発ツールを使いましたか?/What development tools did you use?

LÖVE2D(現在はUnityに移植中)

5. 以前作ったゲームとプレゼンした作品の大きな違いはなんでしょうか?/What were the significant changes between the presented games and games you developed before?

今まで作ってきたゲームは既に存在するテンプレートのようなゲームの形に自分の絵を乗せただけでしたが、今回プレゼンしたStrangeTelephoneは誰も作ったことがない新しい物を生み出すことを目的として作りました。

6. ゲーム開発者としての今の目標は何ですか?/What is your goal as a game developer?

プレーヤーの意見を取り入れつつ自身が作りたいゲームを作り続け、生きていくことです。

7. SOWNでのプレゼンテーションにあたり、ファイナリストに選ばれたことや抱負など、来場予定のオーディエンスに向けたメッセージをお願いします。/Please write a message to future SOWN attendees regarding your expectation and feeling about being selected to be a finalist.

この度は多くの参加者の中からファイナリストに選んでいただき、大変光栄に思います。今回のゲームは自身にとって初めての大きなタイトルで特に思い入れもあり、リリース時は不安で仕方がなかったです。そして、こういう場に立たせていただけるのは、ずっと応援してくれているプレーヤーの皆さんのお陰です。本当にありがとうございます。短い時間ではありますが、このゲームについて余すこと無くお話させていただきたいと思います。