IbizaPocholo
NeoGAFs Kent Brockman
https://www.gamereactor.es/articulos/553093/Fumito+Ueda+hacerse+indie+la+competencia+y+tres+humanos/
★ Last time we met you were still setting up your new team. How has the studio evolved since then? What is the structure of the company or the size of the team? In other words, how are you working on GenDesign right now?
In fact, since the last time we saw each other, there has not been a change that can be said to be considerable in our study. At that time we didn't give a presentation about what our company was like, but at a structural level I can tell you that we have a team of about ten people and that we continue to develop the same work. We have people dedicated to artistic creation and others to prototyping.
★ We know you can't tell us much about that new project you're working on, but almost a year ago, in January 2018, you shared what the fans interpreted as a couple of clues about the artistic direction that the new game would take. Can you say anything more about the new vision you have for that game?
Today I can not explain clearly or give details about the new work, the new videogame we are making. However, regarding its artistic style, it will be something similar to what we have been doing until now, although it will have some unique elements. And as for the genre of the game, or rather the world that appears in the game, we hope it will be something that will surprise players and fans of our games. We're working very hard right now to get there.
★ Has there been any change in how you approach game design in recent years? Do you have a different approach now to the design and narrative of the new project, or are you going to follow the same design philosophy [by subtraction] that you've taken all these years?
Until now every time we've created a new game - for example in the case of The Last Guardian - we've always tried to get a new game experience, but during the process and with the end result, there are always elements in common that remind us of other previous games.
★ Last time we met you were still setting up your new team. How has the studio evolved since then? What is the structure of the company or the size of the team? In other words, how are you working on GenDesign right now?
In fact, since the last time we saw each other, there has not been a change that can be said to be considerable in our study. At that time we didn't give a presentation about what our company was like, but at a structural level I can tell you that we have a team of about ten people and that we continue to develop the same work. We have people dedicated to artistic creation and others to prototyping.
★ We know you can't tell us much about that new project you're working on, but almost a year ago, in January 2018, you shared what the fans interpreted as a couple of clues about the artistic direction that the new game would take. Can you say anything more about the new vision you have for that game?
Today I can not explain clearly or give details about the new work, the new videogame we are making. However, regarding its artistic style, it will be something similar to what we have been doing until now, although it will have some unique elements. And as for the genre of the game, or rather the world that appears in the game, we hope it will be something that will surprise players and fans of our games. We're working very hard right now to get there.
★ Has there been any change in how you approach game design in recent years? Do you have a different approach now to the design and narrative of the new project, or are you going to follow the same design philosophy [by subtraction] that you've taken all these years?
Until now every time we've created a new game - for example in the case of The Last Guardian - we've always tried to get a new game experience, but during the process and with the end result, there are always elements in common that remind us of other previous games.
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