D NO SHOKUTAKU: DIRECTOR’S CUT
Publisher Panasonic Acclaim
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.