Fear and experience of 'Silent Hill' leading to baseball
Topic: Obama Cairo's game development story
Lecturer: Obama Machine / Broke Game Studio CEO
Presentation: Career
Lecture time: 2022.11.17 (Thu) 15:00 ~ 15:50
Lecture Summary: In this session, we introduce the development cases of the game supervised by Obama Cairo and talk about how to reflect their experiences in the development process in the development of the new 'Sleepyhead'. .
■ Silent Hill from the turbulent period, from there
INAMI, who started his game career, has moved several companies to develop Silent Hill, Siren, and Gravity Rush.
Representative Cairo has experienced changes in the times at every important moment, and his career has changed. The design work he learned was a time of digital change, but it was still the dominant view. However, the game industry has applied for a great success, and has held a job briefing at many universities, including his university. That led him to join INAMI and began his career in the industry.
INAMI was operated in Kansas, including Kobe and Osaka, which are founded areas. Here, he focused on arcades and popular consoles Nintendo platform games, and Tokyo was focused on a relatively minor console.
But the time he joined was the time of the 32-bit era. The PlayStation and Seton were released in late 1994. In particular, Sony, which has entered the game hardware industry, had a lot of doubts, but the strategy of bold price strategy and distribution innovation was eaten.
INAMI Tokyo Studio decided to stop the 16-bit game project, which was being developed by all employees, and decided to reorganize 32-bit. The title was also released, which had a big impact on the game industry, which was Cap com's biohazard. Biohazard's success was an opportunity for several companies to try to challenge the horror adventure, and INAMI was no different.
Called with senior director, he asked what he would play in the Hyper Olympics in Atlanta and the new horror game. The senior played a sports game, and he led the new team as the director of the horror game. The horror project is Silent Hill, which is greatly loved by fans.
■ Differentiation and dark fear The team envisioned the original work of Silent Hill. The first thing to think about was differentiation. It was obviously anticipated without market analysis that there would be a similar release of games that were influenced by Biohazard, which was very popular in the market.
The fear of Panchito director came from his experience. His childhood, who ran a small store, had to go down the dark stairs from his room on the second floor. The horror I felt at that time is engraved as an unbearable level.
Based on this experience, the development team set the first concept into a dark horror. This fear is a fear rooted in human instincts. In other words, regardless of nationality or culture, anyone can feel it. There is also a competitive edge in the global market. In addition, dynamic cameras and lighting elements to realize the fear of darkness are not in the biohazard, so it is also good for differentiation.
In accordance with this concept, a point lighting system has been produced that is not found in the basic function of the PlayStation. The possibility of differentiation and function was also seen, but it was too heavy to put it in the PlayStation device at the time.
In addition to the development of technical areas, creation was made in the worldview. The genre of horror itself is a genre that is likely to be in overseas markets, including the United States. In other words, like the concept, it was necessary to establish a worldview in the world.
However, Cairo Director was not very preferred and no knowledge in the better splatter movie in the United States. At that time, it is the original corner of the Stephen King, which many people rented when they were part-time at a video rental store. Remembering the time, he began to investigate Stephen King, Dean Run and Robert Common, and began to have a deep understanding of the modern horror genre.
They provide unrealistic and absurd events and dramas made by monsters in the real worldview. Cairo thought he wanted to create a unique world, especially after seeing Stephen King's mist.
In particular, Mist enabled the introduction of a variation of point lighting systems that were difficult to implement due to the technical limitations of the PlayStation. The set of fog, dark darkness, extremely limited to view and did not have to implement a distant landscape. It was possible to focus only on the nearest landscape, so it was possible to realize the distance within the performance limit.
■ At the heart of the fear of anxiety and the unity, the core of Silent Hill In a variety of horror styles, action elements are unconditionally needed for the success, and the typical elements such as splatters and SFS were excluded while suited to action. Eventually, he found the direction of the game from what he knew well, and naturally accumulated, and reflected on the elements that attracted himself, such as UFO, Nostradamus' prophecy, and psychic photography.
The anxiety and unstoppable of the end of the century. I feel doubtful and suspicious. It is clear that it should not be seen, but something that can't stand without confirming that identity. That was decided as a key fear of the game.
And these factors were convinced of success such as Ring, which brought the J-horror boom worldwide. Alternative cultural films that boasted the influence of the time also helped the game. In particular, there were many game creators influenced by David Lynch, who was in his heyday with the TV series Twin Pinter.
The noise industrial genre, a popular music genre, is also a factor that influenced game production. The genre, which has been drawn with a minimal loop, has a lot of constraints, which has a lot of memory and poor sound quality, and the limitations of the contemporary PlayStation have been a force to connect them into unstable fear along with rough effects.
Noise was also used for graphics beyond music. The old games used to lay several tile patterns or cross them with a 16-color limit of texture, and to implement different colors with gradation. However, Cairo Director emphasized a clunky and anxious psychology in the form of leaving a tough texture.
■ Universal fear that everyone sympathizes Director Panchito sees this challenge and success as a synergy between young teams and new talents. Each, who was only for the third year of joining, became the director of a project. In line with that, young members have become team members for the third year of joining. It was an extremely young team.
And in the meantime, the 'young talents' of the time have been prominent.
Masayoshi NATO entered the industry when he wanted to play 3D CG Art at the time of analog game. It is a type developer that has never been before. Yamaha Akira, who also participated in the development of the Silent Hill series and the development of the remake 'Silent Hill 2', also joined the team.
Ito Mahavira, who created the symbolic creature of Silent Hill, also joined the team as a new recruit in INAMI's fourth year. His portfolio, which still depicts an amazing level of creature design, was enough to shock the day, and his team joined the team with no 1. However, if it was very heterogeneous when the work and his work of others were put in one game, Cairo's efforts were needed to fuse and make the work better.
In addition, the characters with various talents and different personalities were with the same young director, and Cairo recalled that it was the power for the team to go well.
However, there was no anxiety, but the release of Metal Gear Solid from the same INAMI is a representative example. The Metal Gear Solid, which was unveiled at E3 in 1997, was a secret project in the same INAMI, so the development team of Silent Hill did not notice its existence.
The promotional video of the Metal Gear Solid presented at E3 contains a variety of gameplay, which is called 'Metal Gear Solid Shock' and gave a cultural shock to various developers. The Silent Hill Development Team is also a bit of an iron pipe, and the play by Metal Gear Solid was enough to see the anxiety inside them.
In particular, the anxiety and anxiety and anxiety of Director Panchito, who lead the team, were soon linked to the team, so they were worried themselves. However, rather than simply being anxious and stopping the development of the game, he focused on adding something new, suggesting that when the fire was turned off.
In 1998, a year after worries and anxiety. Silent Hill was announced in the E3, where the sun changed. The game led to a good response contrary to the anxiety inside the team. The new IP and original atmosphere were well received. The game released the same year was also recognized by a distinctive fear.
Silent Hill was created in the midst of a struggle, and he later produced new IPs such as transfer to SHE, siren and gravity rush. It is not an IP that has left colorful grades when I look back on myself, but I feel proud to be able to leave a memorable work of the player, such as video and sequels again.
The difference between Garbage and Vintage is the difference between Garbage. Everything is old over time. And when I look back over time, it is clichéd, and it is considered to be regarded as losing value. On the other hand, it is vintage to go further to the new side, and to make the added value.
Eventually, it makes the difference between the two beyond the times to create a universal value that everyone sympathizes.
■ 20 years later, baseball: with Slit head Twenty years have passed since Silent Hill was released, and BOE Studio, which was established directly, is preparing a new title called Baseball: Sleepyhead. Time has passed, but creative motives are not much different. Cairo's director naturally accumulates
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