The hunt begins
Which comes first: the design of a monster, or the mechanics of the encounter? The answer, it turns out, depends on who proposed it. “We have both designers and planners,” Tsujimoto tells us. “Planners work more on the behaviours and the systems, so if a planner proposes a monster design then it probably starts with what it’ll do, and then the designers will work on how it looks, and vice versa. So we approach it from every angle.” Game flow is also an important consideration: the game may benefit from a specific monster at a certain stage, and the team will find something to fit that slot. And sometimes the pitch is much simpler, as with signature beast Glavenus: “Let’s do a dinosaur monster with a really big tail like a sword!” Tsujimoto grins.