My first ever original title, and one that paid homage to one of my favorite film directors, Dario Argento.
During development, people around me said that a game where the protagonist runs away from the enemy simply would not work. In order to display the texture and atmosphere of each room, for a SNES title at the time, we created graphically rich background environments.
A sequel to CLOCK TOWER. I was not too interested in working on a sequel, but being able to work on a new console, and being able to use 3D polygons, the symbol of 'hi-tech' at the time, I eventually agreed.
Soon after we started development, an article introducing BioHazard (Resident Evil for our Western fans) was published. Because it was also a horror title, and because the graphics were so good, our slogan quickly became "Outshine BioHazard!"
This was the first title where I had two assistant directors working with me. Due to their effort, we were able to prepare quite a fleshed-out scenario for this title. When reflecting on developing this title, I recall the two assistant directors and myself went to Nikko Edo-Mura and the Fukagawa region, both deeply connected to the Edo period, for interviews.Results for this title were far from a success, mainly because I was inexperienced in project coordination.More disappointing, there were parts left rough around the edges that we could have brushed up. After this title, I began to be more sensitive toward project coordination.
Mikagura Shojo Tanteidan
If the CLOCK TOWER series game design was based on the search for a system that best approaches the horror genre, this title's game design was based on the search for a system that best approaches the mystery genre.
Coming up with a game design based on the theme or genre being addressed, rather than based purely on systems seems to fit my method of creation.
Zoku-Mikagura Shojo Tanteidan
The sequel to Mikagura Shojo Tanteidan. The original followed the school of Ranpo Edogawa - slightly flavored with pretentiousness - but this title made an effort at creating a Seishi Yokomizo-esque full-blown mystery piece.
It is no exaggeration to say that this title's raison d'etre is the chapter "Shinkiro no Ichizoku" (the Mirage Clan). It could be said that all of the episodes from the original lead to this chapter as well. As such, it makes me very happy to know that this chapter is popular among fans.
After resting for close to 6 months, Mr. Shinji Mikami (the original creator of BioHazard a.k.a Resident Evil) got in touch with me to make this title. I recall receiving a call from Mr. Mikami when I got home, and being very nervous speaking with him. In that phone call, nothing was set in stone and he wanted to sit down and talk.
I thought since I had made CLOCK TOWER, Mr. Mikami would ask me to help with a Resident Evil sequel as an apprentice designer.
Steel Battalion Line of Contact
My first attempt at a network-based game. During this project, I had to come and go between Tokyo and Osaka.
Steel Battalion didn't seem a bad fit to adapt into an online combat game. However, the networking requirements became a hurdle for players. Infrastructure wise, it was about 5 years early for me to release this game.
I had a tough time with the scenario.
Due to the schedule, I had artists work on the character design while I wrote the scenario. I had my assistant place a good number of design orders for bit parts, but the designs for these minor characters were better than I had imagined, so I decided to change the characters' personalities and their roles based on the designs. (Besides the organization they belong to, most of the minor characters underwent changes.)
SMASH AND BASH
Do you have days where you just want to hit somebody?
As responsible members of society, we can't actually hit people, so why not blow off steam with this game!
We were given the opportunity to develop this title in the 3 months white space we had after the English version of Infinite Space was complete. I had wanted to create a game where the player simply punches the enemy, but was worried that for a console game, this concept would be too simple. In this sense, the chance to create this game was great news.
Dolly the Dolphin
Nude Maker's first native application "Dolly the Dolphin" is now available on Android and iOS!
Dolly the Dolphin and Jenny the Jellyfish are best friends.
They are out in the sea to see how far they can swim.
Help Dolly and Jenny reach their furthest record by using jump and double jump to avoid obstacles in the sea!