![]() You've spent decades writing stories for RPGs. ![]() This is a game in which you've written the story for. But Fantasian, in essence, is a console game, and I would argue that more of the console game development experience in my career came in handy when trying to to build this game, even on the mobile platform. On a more technical level, I think working in the mobile space definitely gained us the technical skills and knowledge that we need to cater towards a more mobile platform. What are some lessons from making games for a mobile game audience that you've taken into this game? Over the last 10 years or so, you spent a lot of time working on mobile games, with a lot of them modeled in a traditional JRPG style. So as of right now, at least, they're stored in a storage unit. ![]() There's a lot of clay that's being used in these dioramas, so they won't last forever, and over time they will probably decay and break. But some of the bigger dioramas can be as big as six-and-a-half-feet long, so they're stored in a storage unit right now.īut the unfortunate thing, however, is that a lot of the coloring techniques and methods. That's actually one of the biggest challenges that I'm facing now that we're close to the end of development. When game development is completed, what happens to all the dioramas? Do you just get to take all of them home? Do they just go to your studio? Or what if we add another area here?" It inspired some ideas that you wouldn't necessarily expect coming from these physical objects. I think we can make the characters walk on top of this roof. There was an added benefit-or unexpected benefit-which was when I saw the dioramas in person and you could see the scope and the detail, it actually informed some of the game design, in that it gave you new ideas. We had to be very, very thorough in terms of the story, the scenario of what we wanted to do, as well as the general level design of each diorama, so we didn't have to go back and recreate or modify anything. So there was a lot of time and resources spent in the concepting phase, if you will. It is extremely difficult to change the dioramas once you've committed to a certain design concept. So I'm curious what the design process is so that by the time you're laying this out into the game-if you have a different idea, that means you have to go to an artist and tell them to reconstruct a diorama, which seems like a big ask. You can't just go into Unreal Engine and change around the way a bridge or a building is designed. ![]() I can't show you!įrom a design perspective, when you're making these dioramas, these are physical objects. They're in the parking lot, a little storage unit in the parking lot. Have you held on to any of those? Are they in a box in an attic somewhere? ![]()
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