In the second game, I was involved in creating the underground caves, and in the third game, creating the versus mode. I also shared the workload with Kando-san and Hiramuki-san on the level design. I was mainly involved in the UI, the design and placement of in-game objects, and treasures. Hi, I'm Taku Matoba, one of the planning directors. My involvement in Pikmin 3 was roughly the same as in Pikmin 4. In the second game, I was involved in the level design of underground caves. In the first game, I programmed the controller's rumble feature. Actually, I've been involved in the series for a long time. I was responsible for overseeing the overall level design, creature specifications, and the story, including cutscenes and script. Hello, I'm Yutaka Hiramuki, one of the planning directors for this game. So, I was like the head chef of a restaurant, overseeing lots of different processes. To be more specific, I was in charge of the general game design and level design, the base programming of the game system, and deciding on the game's direction. I was the chief director and programming director for this title. I joined the development of Pikmin 4, continuing on from Pikmin, Pikmin 2, and Pikmin 3. First, can you tell us about your roles on this title? Now, we would like to talk to the members of the Pikmin 4 development team. This article has been translated from the original Japanese content.Ĭhapter 1: 'Pikmin 1 people' versus 'Pikmin 2 people'Ĭhapter 2: Training up players in the art of Dandori Some of the images and videos shown in text were created during development.
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