TOKYO GAME SHOW 2015
Business Day 2015.9.17[Thu]-18[Fri] Public Day 2015.9.19[Sat]-20[Sun] @ Makuhari Messe

TOKYO GAME SHOW 2015

Business Day 2015.9.17[Thu]-18[Fri] Public Day 2015.9.19[Sat]-20[Sun] @ Makuhari Messe

sense of wonder night

Cooperation by:International Game Developers Association Japan Chapter(IDGA Japan)

SENSE OF WONDER NIGHT 2015

PICOLECITTA

TECO

|2014 Best Presentation Award

1How did you get involved with video game development?

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.

2How long did it take you to design the game you entered in SOWN?
Not until it was completed, but rather from the starting point to the point
at which you presented it.

As of the time of the presentation, it was about one year.

3How did you come up with the idea for the game?

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.

4What development tools did you use?

I did the development in C++ using Visual Studio.

5What are the big differences between games you designed in the past and
the game you presented?

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.

6Have you officially released or launched sales of the game you submitted?
How did it turn out? Please tell us about subsequent events.

It’s scheduled for release in 2015.
I've launched a website and released a trailer for the game.http://picoparkgame.com/

7What are your goals as a game developer right now?

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.

8What advice would you give to developers who are thinking about
entering a game in SOWN?

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.

Word from SOWN Presenters

Kyoto
by Eddie Lee|2013 Best Arts Award

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!

Miegakure
by Marc ten Bosch|2014 Best Experimental Game Award

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
by Mario von Rickenbach|2013 Best Experimental Game Awards

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.

8BitMMO
by Robby Zinchak|2014 Best Technological Game Award

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.

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