I felt this was thread-worthy as the topic of DS2's design comes up frequently on GAF.
Here's his page: http://peterbarnard1984.tumblr.com/post/113163062955/dark-souls-2-design-works-translation
Firstly, I’d like to ask director Tanimura to give an overview of the Dark Souls 2 design process. This was your first role as director and you had some difficult shoes to fill in those of Mr Miyazaki, who was really the cornerstone of both the previous entry Dark Souls and its spiritual prequel Demon’s Souls. On top of that it was the first direct sequel in the series. Was it as difficult as it sounds?
In terms of sheer volume this entry is much bigger than the first game yet you were able to release on time which I’m sure wasn’t easy. In the midst of this difficult development cycle what kind of direction did you give to the artists on the game?
When changing the role of a character you also have to make changes to their appearance…
When I interviewed Mr Miyazaki about the first Dark Souls he mentioned a number of changes that occurred during development, for example the character Pricilla originally being designed as heroine but ending up as the boss of The Painted World and the original design for the Fire Link Shrine being partially filled with water. But you’re saying that this game had even more?
As the first direct sequel in the series there were a number of items and some equipment from the first game that also appeared in this one. Did you have to modify them at all to bring them in line with the rest of the game’s visuals?
Could I ask Mr Tanimura to explain his style of instruction in a little more detail?
Now I’d like to have the artists for this project introduce themselves so we can go into more detail of specific areas. If you could explain what you worked on and perhaps give us your impression of the game.
So really from the very early stages then?
There are a lot of characters in this game aren’t there.
Next a veteran from the previous game, Mr Katayama.
This game is much larger than the prequel, did you encounter any difficulties because of this?
The mirror knight was also the boss of the first playable build wasn’t he?
Mr Tanimura, what was your overall design theme with dark souls 2?
Since a lot of time has passed since the prequel, how did you try to reflect this in the game?
That's everything so far. Essential reading for Souls fans.
PART 2 Lower down
Here's his page: http://peterbarnard1984.tumblr.com/post/113163062955/dark-souls-2-design-works-translation
Firstly, I’d like to ask director Tanimura to give an overview of the Dark Souls 2 design process. This was your first role as director and you had some difficult shoes to fill in those of Mr Miyazaki, who was really the cornerstone of both the previous entry Dark Souls and its spiritual prequel Demon’s Souls. On top of that it was the first direct sequel in the series. Was it as difficult as it sounds?
Tanimura: Yes, this game actually went through quite a troubled development process. Due to a number of factors we were actually forced to re-think the entire game midway into development. We really had to go back to the drawing board and think once more about what a Dark Souls game should be. It was at that point that I took on my current role, overseeing the entirety of the game including the art direction. To ensure we created the game both we and the fans wanted it was completely necessary, but it did of course create a problem. We had to decide what to do with the designs and maps that had been created up to that point. Ideally we’d start again from scratch but of course we were under time constraints so instead we had to figure out how to repurpose the designs in our newly reimagined game. This meant everything from deciding new roles for characters to finding ways to slot locations into the world map. This unusual development cycle faced us with an entirely different set of problems and looking back on the project as a whole it was at times, arduous. Although I’m confident that none of this will be felt by the players and I’m completely satisfied with the final product. So while I don’t think we need to dwell on it too much, in the interest of giving a full count of the development process it’s something we can’t avoid touching on.
In terms of sheer volume this entry is much bigger than the first game yet you were able to release on time which I’m sure wasn’t easy. In the midst of this difficult development cycle what kind of direction did you give to the artists on the game?
Tanimura: Well there were really two patterns and the process differed for each one. There were the partially completed designs which needed to be modified to fit into the reworked game and the new designs created after the revision. In this case my preferred method is to start with a base idea or concept and then develop it from there although this project had many more of the former than the latter. It is worth noting however that this doesn’t apply to the dlc as it was created completely from scratch and we didn’t begin work on it until we had completed the entirety of the main game. In both situations I took care not to be too controlling, even when I myself had a personal preference. I like to take time to talk with the designers and artists and evolve the idea that way. In my experience this method tends to provide better results in the end, in fact it’s used in a lot of From Software’s games so I saw no reason not to use it with Dark Souls 2 as well.
However rearranging the partially completed designs was extremely difficult. For example the character Lucatiel of Mirrah. Her name during development was Don Quixote and the Bell Keeper dwarf her Sancho Panza. They were originally designed as a slightly untrustworthy female knight and her bumbling, middle aged squire much like their namesakes. But while I’m a fan of the source material inserting these two overtly comical characters into such a dark foreboding world just wouldn’t fit at all. So eventually we changed their roles to that of the cursed knight and the Bell Keeper. I simply asked the designers if they could modify them a little for their new roles.
When changing the role of a character you also have to make changes to their appearance…
Tanimura: There are some designs that don’t but yes, many require some degree of modification. There were also those designs that we just couldn’t salvage and had to do away with all together. It really depends on the circumstances.
When I interviewed Mr Miyazaki about the first Dark Souls he mentioned a number of changes that occurred during development, for example the character Pricilla originally being designed as heroine but ending up as the boss of The Painted World and the original design for the Fire Link Shrine being partially filled with water. But you’re saying that this game had even more?
Satake: This isn’t unique to Dark Souls. From Software’s titles often go thorough such amendments, although i’d call it more of a reconfiguration than an outright change. If some aspect isn’t coming together we’ll take it apart and think about how we can make it work. This can really give the artists a chance to flex their creative muscle. To put it another way it’s like were conducting a jazz session, but one to try and produce a superior experience. If an artist comes to us with an idea then we might suggest some something else before throwing it back. At times the studio almost feels like a live music session.
People not used to this way of working may think it wasteful but every single change is made to benefit the final product in some way, so in my opinion this back and forth really is essential. The one downside is that these changes can affect other areas of the project meaning that in some cases larger changes are necessary. I think it must have been very hard for the director to maintain this working method on a project of this size and scale. Imagine how difficult it would be to simultaneously conduct 4 or 5 orchestras!
Tanimura: Yes, this wasn’t the easiest project but everyone was extremely forthcoming with help. In fact when approached with changes I’d often ask them to take it even further, so I’m sorry for all the extra work I created. Personally I was able to approach and overcome a great deal of challenging problems and found the whole project to be a valuable learning experience.
As the first direct sequel in the series there were a number of items and some equipment from the first game that also appeared in this one. Did you have to modify them at all to bring them in line with the rest of the game’s visuals?
Tanimura: The increase in graphic fidelity allowed us to achieve a number of things that weren’t possible before and I wanted the artists to embrace that. For example the character use on the cover, the faraam knight, since he was featured in much of the early promotional material I had the artists think about about every little detail, right down to the way the skirt and other fabric would move.
Satake: During the early stages of development I spoke at length with one of the 3d artists about things such as realistic cloth that we hadn’t been able to create before and the new possibilities and realms of expression that this new technology afforded us.
Could I ask Mr Tanimura to explain his style of instruction in a little more detail?
Tanimura: When I first give instruction I give the outline concept and the general direction I want it taken. Depending on the situation I may take a fairly direct approach, clearly explaining the place, function and role I want it to fill, at least it’s my intention to be clear and direct. However I have been known to give intentionally ambiguous explanations, even when I myself have a clear image of what I want. I want to see how the artist will improve upon the original concept.
That’s not just in the art. I use this technique in a number of places throughout the development. For example animation. If I say ‘This character is a woman’ The animation will naturally start to look a certain way. The design is instantly confined within set boundaries and the final result will suffer because of it. To put it bluntly, it can become stereotypical. We are no longer thinking about enhancing the experience of the player, but rather simply following instructions and fulfilling the design brief. I want to utilise my staff’s creativity, in fact You could say that I want them to go through some hardship and deliberation before producing their design. Even though this method can take time it’s more likely to produce better, more unexpected results.
Satake: Like the Jazz session I talked about earlier, We actually had a situation like this before. In the original game the butchers in the depths carrying the giant meat cleavers and wearing torn sacks over their faces. When making them Mr Miyazaki never told us that they were women. On hearing that even we were surprised so I’m sure the players were similarly shocked. Rather than the artists producing those surprising twists it is in fact more down to the directors instruction.
Now I’d like to have the artists for this project introduce themselves so we can go into more detail of specific areas. If you could explain what you worked on and perhaps give us your impression of the game.
Satake: I mostly worked on enemy and equipment designs and I was also involved in map concepts and creation. The Castle Drangleic from my initial concept is a little different from the final one that appeared in the game but I talked with the director about the architecture and design and made some suggestions.
So really from the very early stages then?
Satake: Yes, right from the time we started forming the initial image we wanted to build the game around. I also worked a little on the characters.
There are a lot of characters in this game aren’t there.
Satake: Several of the characters were actually shaped primarily by suggestions from the artists like the previously mentioned Lucantiel. She began as one type of character and by the end of development had transformed into something else entirely. I couldn’t possibly have imagined that’s how she would end up.
Tomari: On the previous game map and character artists weren’t separated but on this project i was in charge of the maps. I was involved right from the very earliest concept stage. A lot changed as the project progressed and there were things that appeared differently in the final game but looking though the pages of this book you’ll see a number of these concept pieces. I was involved in all of them.
Tonaki: I was involved from the enemy concept design stage and I also worked on the DLC after the main project was finished. As well as that I also worked on several of the bosses and some equipment. This was the first time I’d been involved for the entire duration of a project so it’s quite a special game for me. I was also responsible for supervising the miniature weapons in the collectors edition, that was an interesting departure from CG.
Ou: I wasn’t involved in the project until the latter half. It was my job to aid my Tonaki and the other leads.
Stake: you worked on both maps and characters didn’t you.
Ou: Yes, maps characters and icons I worked on them all. I was delighted to be able to work in so many different areas and I learned a huge amount. I played the previous game before entering the company and was blown away by the attention to detail in the designs.
Out of my designs I’d probably say I’m happiest with the Black Witch set. The Dark Souls series doesn’t have all that many female characters so I think it’s an important addition and it was also a lot of fun to work on.
Next a veteran from the previous game, Mr Katayama.
Katayama: Yes, it’s just Mr Satake and I that worked on the previous game isn’t it. I only joined from the latter half of the first Dark Souls but here I was involved right from the early concept stages. Once we entered the main stage of development I worked with Mr Satake and Mr Tonaki, mainly on the characters.
Satake: You worked a little on map design didn’t you?
Katayama: Yes, But only during the very early stages. Of my designs the one I’m most attached to is probably the green cloaked Faraam Knight which was used in the first trailer, that and the Mirror Knight. As well as that I worked on a number of bosses and a lot of the normal enemies such as the salamanders. Dividing my time between cg and real models.
This game is much larger than the prequel, did you encounter any difficulties because of this?
Satake: Yes, while working on the previous game I remember thinking a larger game would be completely unthinkable, but this project eclipsed it in both size and scale. I told myself multiple times during development that it was impossible, the fact that we completed the game at all is entirely down to the hard work put in by the artists and designers, I have the upmost respect for them.
By increasing the number of characters you also increase the amount of weapons and equipment. That must have been a lot of work.
Satake: With this project we actually relied quite heavily on out of house artists, although that did mean we spent a lot of time checking their designs. We also had the in house artists supervise creation of the 3d models rather than just working on 2d images. We made and remade things countless times during this project, but there were some designs like Mr Katayama’s mirror knight that made it unchanged into the final game. I remember the company director actually phoned up to tell us how much he liked it.
The mirror knight was also the boss of the first playable build wasn’t he?
Satake: Well he has a strong image doesn’t he. Most people who saw it seemed to praise the subtle wing design embossed on the back of the armour, but personally I always loved the way the helmet looked. You can never tell what part will resonate with people.
Mr Tanimura, what was your overall design theme with dark souls 2?
Tanimura: Since it is a sequel i was always conscious of the original games legacy and kept that stylistic core, but of course I couldn’t just leave it the same. It’s a cliche thing to say about a sequel but it can easily become like a copy where you imitate rather than move the series forward in any meaningful way, so we had to inject our own special colour into the project to set it apart. At that time the keyword i used was ‘deep curse’. I’m not simply talking about the curse of the undead which afflicts the world of Drangleic, but more about the grim fate of the undead. Those chosen to perform this seemingly impossible task. I wondered if we could draw that out, have the player bear some of that burden as they embark upon their journey. If that is the case then I’ve been successful.
There are some tragic stories such as those of Lucantiel or Blacksmith Lenigrast and his daughter Chloanne, then there are characters like Cale the Cartographer and Maughlin the Armourer which were at times quite humorous, but I almost felt bad for laughing, it’s very black humour isn’t it.
Tanimura: You laugh, or more accurately you can’t help laughing because the characters are so straight, that’s something we actually aimed for when developing them.
Tonaki: As we move to the end of the game the characters all begin to lose their memory, they remember their ultimate goal but they can’t remember why they’re working towards it. It’s quite sad.
Satake: It’s like many of the Japanese festivals. The tradition is passed down and we remember what has to be done but the original meaning behind those actions can get lost along the way.
Tanimura: Dark Souls’ Solaire of Astoria was a huge fan favourite wasn’t he. I liked the complexity of the character. On the face of it he’s a typical npc that might appear in any game, supportive and jovial to a fault, but underneath it all he’s deeply troubled. It’s only when you start to consider what type of person he really is that you discover he’s actually in an extremely dire situation. I really think that that’s tremendously clever and one of the things that draws people to the character.
Since a lot of time has passed since the prequel, how did you try to reflect this in the game?
Tanimura: Well I never actually asked the designers to think about the change in time period. It’s true that a lot of time had passed since the prequel. But as I see it old civilisations have fallen, new ones has risen up and new kings have come to power before being overthrown themselves. If there is some kind of discovery or innovation to break the status quo then this isn’t the case but in this world one never came. History simply continued to repeat itself for several hundred years. This being that case it’s natural that there hasn’t been a huge advancement in technology or any vast change is culture or customs.
Satake: The world of Lordran was one of dusk and twilight, the gods had already left it behind. The fire had weakened and the realm waited, either for a king to bring a new golden age, or a slow slide into oblivion. In the world of Dark Souls 2 there are barely any traces of the old gods left, but we took care when creating it to leave suggestions of their presence behind to hint at the worlds arcane past. People who played the previous game should be able to recognise them, or those who take there time to absorb every detail. I remember Mr Tanimura telling me many times to keep it to the merest hint.
Tantrum: I often said things like that didn’t I. Posing drawn out questions that were too complex and hard to answer. [Laughs]
That's everything so far. Essential reading for Souls fans.
PART 2 Lower down