And sure enough, it turned out that many members on the development team had had similar experiences as well. I personally loved to play those kinds of games as a kid, and I even had a friend who created a Dragon Ball-reminiscent comic that included himself and his name within. Y'know, pretending to fire a Kamehameha, powering up to transform, that kind of thing. To help the development team understand what we were going for, I tried to get them to remember playing make-believe during their childhoods. The term "avatar" was far less common in games back then, so explaining what we wanted for a Dragon Ball-style avatar was a bit difficult. Hirano: Since Xenoverse began with a concept that was still rare at the time, it was tricky coordinating with the company developing the game so that both sides had an accurate understanding of what we were trying to achieve. Next, could you tell us what challenges you faced while developing these games?
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