Back To Main

 

INTERVIEW PART - TWO / FIVE

 

 

Q: Now that we've talked a bit about the game, tell us what you are personally doing in this project.

T: I am the director, and I was also in charge of the game's script. Besides that, I acted as mediator in staff arguments, which was actually the most difficult job of the project.

Q: What sort of problems did you have?

T: Mostly it was the friction that developed whenever two directors had different ideas about how something should go. Whenever this happened, I had to listen carefully to both sides. We had arguments over character designs, scene developments, and much larger things to boot. Where I worked before, if things weren't working out I could just have people switch positions with another department, but I can't afford to do that here. Whenever a problem crops up, we have to talk it over until both sides are satisfied. If I can't find fault with either side's opinion then we think of a solution that involves both.

Q: Xenosaga is your first attempt at the PlayStation 2; what was the most difficult part of development for you?

T: The biggest headache was gathering people and building up a development team. The PlayStation 2 is a remarkably high spec machine, so the knowledge programmers and graphic designers bring to the table can have major effects on the quality of the game. Programming the machine well, getting the enormous amounts of data involved through the CPU as quickly as possible, requires a large amount of skill. Really, it wasn't until the beginning of this year until I had a sizable team I was happy with.

Q: With such a large team, did you ever have any trouble keeping the direction of the game focused?

T: Not especially. Before beginning actual development, I sat down with the head of every section and worked out the game script with them. After that, it was just a matter of creating a modular environment, allowing each section to do what it does best.

Q: So the division of labor functioned well during the project.

T: Right. Usually the planner takes his script [here we're talking about the script used to drive characters around the screen for events and such] and assigns the animator the task of character movements... For example, let's say there's a scene where a character turns around while walking. Using a script to generate that will almost always result in a jerky transition, so it's usually the job of the animator to fix things like that. The planner's job is to direct the animation, timing, message displays, and camera positioning.

Q: So the process of assigning these positions requires some groping around.

T: You can divide up the work only so much... (laughs) Namco's support in this project, both in the development and office level, was extremely helpful here. I was able to use their studios for motion capturing and other things, which helped to create the film-like atmosphere of the game.

 

 

INTERVIEW PART - THREE>>>

 

Contact Us

 

© 2001. All Rights Reserved

"GameInfo™" is a Copyrighted Trademark of "Double Impact®"

Any Illegal Use of This Page's Content is Prohibited