TAILIEUCHUNG - Better Game Characters by Design- P5

Better Game Characters by Design- P5: The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new technology. To satisfy this demand and establish a new level of professional reference for the game developer, we created the Morgan Kaufmann Series in Interactive 3D Technology | CHAPTER THREE CULTURE Q Indeed laughs . Tsurumi ViewtifulJoe 1 was well received in the . but I haven t heard much about the second in the Japan laughs . Q What did Naughty Dog respect about Japanese games Was it character design game design or both Hasegawa I think that was different for each game. Q What about the first Crash Bandicoot When they were making the first game what kind of things were they trying to learn from Japanese games Tsurumi They put great importance on the opinions of the Japanese team when they were at the development stage and when they developed the game Naughty Dog and Mark Cerny were researching the enjoyment of a game for its particular console and how to make such games on their learned a lot while they were doing this. So what they respected about Japanese games was their game design. Hasegawa For example the settings for a game s learning curve or how you teach a player how to control a character and what it can do in a game. Tsurumi Actually since the first Crash Bandicoot still had some shortcomings we made the second one perfect. Q Were there any reflections of suggestions you received from producers in different countries regarding character design Tsurumi With the first game we didn t have that kind of system system for making such character designs was refined as we worked on the we were working on the first game the graphics of the first PlayStation were a little cheap so we endeavored to have players supplement the image of the character other than what appeared on the screen. For example for promotional uses we made a Crash Bandicoot costume and when we illustrated the packaging we added some Japanese elements to the character design. So it s possible that there may have been some difference between the Crash Bandicoot character in the game and the one we presented to the Japanese public. But when the second game was in development Naughty Dog adopted elements of character design .

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