|
Making
-Or biohazards development behind the story-
1, Stage sculpture By Naoki Katakai -Art director |
|
I think this time, my work of making the stage is based on be in realistic
until "I don't want to think realistic any more" kind of masochistic
ambition and I went my own way.
Besides, I have several points to always keep in my mind, That is: "Don't
make dead picture." This means don't make picture like people can't
feel the time -Like photograph-, make picture where people feel like it
is going to move.
Another one is "Don't make beautiful picture, produce THE FEAR."
include this "Make incentive picture." Especially producing THE
FEAR is the hard part, in the beginning of the development stage, Mikami
Director always said to me "Beautiful but I don't feel THE FEAR"
I think everyone has their own opinion but Mikami Director's way of thinking
about FEAR is way above me, ha gave me a lot of sharp points and he also
labeled me "STUBBORN".
(I don't deny it but I'm not the only one.....)
But I really appreciate Mikami director to entrust me to finish this job.
I had a lot of confidence to make pre-rendered background like normal RE series but this is a RE-make of very first RE!! So I cant make cheep job.
To only make it real is not enough. I focused on people ability to see the air flow, vibration and temperature on the picture, also use light and darkness to shadow humans and monsters to break the surface.
These are featured in the word Mikami director always uses "REAL FEELING"
This game is a horror game, so I put the strong contrast light work so
much that some background picture team staff said "Is it OK to do
this much??".
Sometime director said "This place is too dark!!" and I said "Is that so? I think this is fine." or Director said "This place is too bright!!" and I said "I think this is well-modulated :)"
Me and Mikami director had conversations like this until the ends, I really put my concentration on the light and darkness.
Therefore pre-rendered background, special effects and put all things on programming was became a very different job from other REs in the series.
This made huge amounts of work for entire staff. At times we really doubted that we can complete it on schedule. But, after we got use to it and kept good communication, we could do more than what we expected.
Our staff are excellent people!! (Good job)
These days, developer don't have to think about if you can do or not because hardware performance is high quality. But I think people are already tired of just beautiful pictures. For us, how to show, how to make people feel is getting important.
When first RE came out, I was one of the kids playing RE in front of TV,
this time I always had mixed feeling between in front of TV and developer.
Some of staff said "I wanted play this game like one of the user." I think if you are one of the people to play this game for the first time, you are a LUCKY PERSON.
|
Original Japanese text from: Capcom Japan biohazard official web-site
Published by : Capcom |
|
All text translated by doughboy.
Original Japanese text and art all rights reserved by Capcom.
English version of text rights reserved by doughboy and written permission required to re-use text.
All art rights belong to doughboy, must have written permission to use. |
|