D NO SHOKUTAKU: DI­REC­TOR’S CUT

EDGE - - COLLECTED WORKS -

Devel­oper Warp

Pub­lisher Pana­sonic Ac­claim

For­mat 3DO

Re­lease 1995

When I joined Warp, the orig­i­nal ver­sion of D had just come out. Due to an is­sue with man­u­fac­tur­ing of the PlayS­ta­tion ver­sion, the game’s di­rec­tor, Kenji Eno, who sadly died in 2013, de­cided to put out a Di­rec­tor’s Cut ver­sion of the game. Eno wanted this ver­sion to in­clude an ex­ten­sive num­ber of cutscenes that weren’t in the orig­i­nal ver­sion, and I was tasked with creat­ing the footage. My bosses fig­ured that this would be an ap­pro­pri­ately sized project to start me on.

It was less than one month’s work. In fact, I’m not even sure if my name made it into the game’s cred­its. The game was made us­ing Light­wave on the Amiga, a com­puter that I’d bought while I was at col­lege, and had taught my­self to use with an English lan­guage dic­tio­nary. As such I’d be­come some­thing of an ex­pert, al­though that wasn’t nec­es­sar­ily why I was hired for the job. In fact, af­ter this game the en­tire stu­dio moved away from Light­wave to use Sil­i­con Graph­ics in­stead. Rather, I think they had re­sponded to the qual­ity of the an­i­ma­tion I had sent in when I ap­plied for the job. If I re­mem­ber rightly, I told them that if they liked what I’d sub­mit­ted they were free to use it in one of their games. Any­way, it was such a short amount of time spent work­ing on that game – just one cut and a brief se­quence – that it’s dif­fi­cult to re­mem­ber. I was new in the job and just got my head down.

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