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Martin Sauter (Shin'en) gives some insight to all their games since Nanostray

http://www.fadeone.de/work.php

He gives some nice little tidbits in a paragraph for each on how development went and such, I'm looking over it right now and there's some nice insight, (edit: Not all are very detailed as Garfield's Nightmare for instance is more of a simple description) here's couple to start of with:

Nano Assault NEO:

Due to the close relationship with Nintendo, Shin'en was able to get an early devkit for the WiiU. The plan was to make a game for the console launch. The biggest challenge for this project was the limited development time, as the team needed to port the engine, explore the new capabilities of the hardware, plus add features to make the game an overall better experience. It was smart to use the existing Nano Assault IP, as the game itself was well received by the press, so we could build on mechanics and assets that worked. Additionally we took the opportunity to enhance the game in every aspect, based on input from critics and fans. Visually it was a challenge to use the new CPU and GPU power to push the look to an even crisper and vibrant microscopic world.

Jett Rocket II: The Wrath of Taikai

Jett Rocket - The Wrath of Taikai is the successor to the WiiWare game released in 2010. Originally, we wanted to make a small surfing game, but found out that this did not meet our expections and standardds of an eShop game. While the first title was a 3D action adventure, the second title mixes 2D and 3D platforming and is closer to the classic approach of this genre. The focus was on a varied gameplay experience and much content to meet the high standards of the Nintendo eShop. Artistically, I tried to stay with the shiny and colorful look of the franchise, but make sure that everything still can run fluid on the limited 3DS CPU and GPU unit. This project wasn't an easy job, as all models and environments needed to meet special gameplay specifications first and sometimes it was hard to find a solution without using too much processing power. In the end, the game turned out nice, but the new knowhow will help too make the next platformer even more appealing and better to play.
 

Phazon

Member
Nintendo just throw money at these guys. They are obviously really passionate.

Passionate and hardware pushing, sure. But I find most of their games a bit too generic or not distinctive enough to really shine out in their genres.
 

Exile20

Member
Passionate and hardware pushing, sure. But I find most of their games a bit too generic or not distinctive enough to really shine out in their genres.

I agree completely, so well maybe with the money they could get a new art designer.
 

OnPoint

Member
I feel like these guys, with the proper art design team and maybe director, could put something really, really special together.

I forgot about Jett 2, I should pick that up.
 

NEO0MJ

Member
Passionate and hardware pushing, sure. But I find most of their games a bit too generic or not distinctive enough to really shine out in their genres.

Nintendo can always develop a game with them and send a team in to mentor them, similar to what they did with NLG.
 
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