sence of wonder night

協力:国際ゲーム開発者協会日本(IGDA日本)

センス・オブ・ワンダーナイト2016

Chambara

team ok  米国〔米国〕

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
We are a team that first met at USC and united to take on the Dare to be Digital game jam at Abertay University in Scotland. Each of us has had prior experience in making games alone or with friends, but Chambara was our first project that involved all of our pooled talents. This was a competitive game jam, the prize of which was the "Ones to Watch" award at the BAFTA Game Awards. So we formed specifically for this competition.
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?
We've been working on the game for more than two years now. Chambara was initially a summer game jam prototype in 2014. When we won the BAFTA Ones to Watch Award in 2015, we made Chambara a capstone project at USC, which empowered us to expand the scope by opening up the team to the diverse skills of a multitude of new student team members and working with an eight-month development period. But all of this was between class work!
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?
As college students, local couch games were important to us, and we wanted to build something we would enjoy playing together. The game's core mechanic of color-based stealth was inspired by an episode of the American animated series Samurai Jack, where the protagonist fights a ninja in an abstract, black-and-white arena. We thought the color blending would make for a fun game mechanic, so we transformed it into 3-D and Chambara was born.
4: どの開発ツールを使いましたか?
We only had eight weeks to build the initial version of the game, so we used the Unity engine because it allowed us to start iterating immediately and frequently. We playtested constantly, and Unity benefited that workflow. Aside from that, Gallant Games' InControl plugin has been a huge blessing and helped us handle multiple player inputs on different platforms, and we'd happily endorse that tool for other developers working on similar games.
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?
Since we were still University students, this was our first time working on a major console release. Even though our game is small, the scale of production was unlike anything we had worked on before. We had also never worked on a game with such strict color limitations! The art style demanded a lot of cleverness, but it is very gratiying to see how much people like it.
6: ゲーム開発者としての今の目標は何ですか?
We want to unite people through unique and thoughtful games that only we can make. The urge to play is an instinct that transcends the human race and is a fundamental element of what it means to be. We want to provide games that fulfill and enrich this instinct with craftsmanship and awareness.
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。
It is amazing to see games from across the world and the amazing and talented people who make them. We are honored that the organizers have selected us to represent the United States at this event, and hope that the presentation that we and the other teams give ignites a sense of wonder in you and galvanizes an appreciation for the diversity of work out there. It is going to be a stirring night, and we hope to see you out there!

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