0:40 Presentation 1:43 Making of Splatoon 2:20 A new type of game, not bound by existing genres (prototype part) 4:55 Exploring ideas for satisfying gameplay 5:18 Creating a new type of play experience (concept art part) 6:13 Appearance should reflect functionnality and purpose 6:41 A new play experience needs a new world and characters 7:56 Why squids that transform into people 8:37 Chara design process 9:37 Dissonance between gameplay and look 10:41 : Consolidation of players' abilities 11:29 Many potential chara designs considered 11:49 Why they went for squids 12:35 Solving problems leads to new ideas 13:01 E3 2014 Trailer 14:29 Filling the game with fitting ideas to consolidate the universe 14:58 Envisioning a world beyond the game (making of the soundtrack) 16:05 The Nintendo idea container 16:26 That's actually a Nintendo fashioned work process 16:39 From prototype to product : Securing a player base 17:34 From prototype to product : Bias toward content usability 18:08 From prototype to product : Balance adjustments 18:25 Adding content gradually over time to keep player engaged 19:16 Active player trends (the game is played more during splatfests, week-ends and holidays. But masive game releases can impact the stats badly) 23:46 Splatfests 25:40 Beginning development of Splatoon 2
i love his lab outfit lol, awesome designer. WAIT he worked on Yoshi's Island, woah, it is my favourite SNES game, this guy knows a lot about stylish games that's for sure.
you all probably dont care but does anybody know a way to log back into an instagram account? I was dumb forgot the account password. I would love any assistance you can give me
@Avi Prince i really appreciate your reply. I got to the site on google and Im in the hacking process now. I see it takes a while so I will reply here later when my account password hopefully is recovered.
I wish I had taken a chance on Splatoon 1 back in the day, and had gotten a Switch to support this new IP. It's such a cool idea and the game world was really well thought out.
Im simultaniously thinking, "Man, this is deep and insightful," and "Wait, haven't other games had this approach for years before this, why is he saying it like its a revalation to others?"
It's not so much a "how to" it's more of "how splatoon became a success and what we did/what we have done to make this happen" as well as what concepts we had in the past.
Am I the only one who is always so hyped when seeing a talk from japanese people, then getting disappointed, because they only talk about game design? I would love them to throw a bone at us and tell which technique they used for game mechanics like Splatoon Painting, Mario Galaxy Gravity. Doesn't even need to be a full breakdown. But all we get is redundant information like 'player activity peaks on weekends and holidays', 'we chose a squid character, because squids and ink' or 'we made a huge festival and our Nintendo ideals of young and old generation playing together makes us happy'.
I don't know, I think the overview of a way to think about designanddevelopment is just as useful as talking about specific techniques. Especially when it's talking about how something as seamless and seemingly 'monolithic' as Splatoon, where it feels like every element relies on every other element and none of them could live in isolation, absolutely grew out of elements in isolation. God knows it's easy to get frustrated when you can see all the seams in your own work next to other things where you have to pick at it a lot to find any.
The point of these talks (with an exception of the Breath of the Wild) is less about the game, and more about how to achieve the an aspect in future games, like a game that appeals to everyone, or how to implement comedy into a non comedy centered game.
He literally goes over the steps that led to the aspects of the game that people enjoy. Did you miss all of the stuff with the tofu squares, adapting to Switch, and music concepting?
0:40 Presentation
1:43 Making of Splatoon
2:20 A new type of game, not bound by existing genres (prototype part)
4:55 Exploring ideas for satisfying gameplay
5:18 Creating a new type of play experience (concept art part)
6:13 Appearance should reflect functionnality and purpose
6:41 A new play experience needs a new world and characters
7:56 Why squids that transform into people
8:37 Chara design process
9:37 Dissonance between gameplay and look
10:41 : Consolidation of players' abilities
11:29 Many potential chara designs considered
11:49 Why they went for squids
12:35 Solving problems leads to new ideas
13:01 E3 2014 Trailer
14:29 Filling the game with fitting ideas to consolidate the universe
14:58 Envisioning a world beyond the game (making of the soundtrack)
16:05 The Nintendo idea container
16:26 That's actually a Nintendo fashioned work process
16:39 From prototype to product : Securing a player base
17:34 From prototype to product : Bias toward content usability
18:08 From prototype to product : Balance adjustments
18:25 Adding content gradually over time to keep player engaged
19:16 Active player trends (the game is played more during splatfests, week-ends and holidays. But masive game releases can impact the stats badly)
23:46 Splatfests
25:40 Beginning development of Splatoon 2
i love his lab outfit lol, awesome designer.
WAIT he worked on Yoshi's Island, woah, it is my favourite SNES game, this guy knows a lot about stylish games that's for sure.
you all probably dont care but does anybody know a way to log back into an instagram account?
I was dumb forgot the account password. I would love any assistance you can give me
@Royce Louie instablaster =)
@Avi Prince i really appreciate your reply. I got to the site on google and Im in the hacking process now.
I see it takes a while so I will reply here later when my account password hopefully is recovered.
@Avi Prince It worked and I actually got access to my account again. I am so happy!
Thank you so much, you saved my account :D
@Royce Louie Glad I could help =)
I wish I had taken a chance on Splatoon 1 back in the day, and had gotten a Switch to support this new IP. It's such a cool idea and the game world was really well thought out.
It was amazing when it came out
i love Nogami
Took so long but it's out now
22:48 Makes sense considering even I dropped Splatoon 2 for a couple weeks so I can complete Super Mario Odyssey.
I really enjoyed this talk, very interesting
"In seriously silly debates" is putting it lightly lol
Im simultaniously thinking, "Man, this is deep and insightful," and "Wait, haven't other games had this approach for years before this, why is he saying it like its a revalation to others?"
Splatoon is my favorite videogame from this generation!
I would love to hear from Splatoon developer team telling us how they achieve the ink effect.
I was expecting this to be a very boring lecture, to have it open with "I am from squid research lab" is the most adorable thing ever T.T
Too bad he didn’t mention the technical side of the game’s paint creation over the network :’(
I think the session was more about community garnering than technical limitations.
There are other talks, video or articles about that? As a programmer I'm curious :)
@@apprenticerocker9885 same, the inking aspect is so interesting and I can't wrap my head around it
忘れ去られてしまうもの(ケルビン)
Finally, It is out.
スプラトゥーンって奥が深いんやなぁ…
It's not so much a "how to" it's more of
"how splatoon became a success and what we did/what we have done to make this happen" as well as what concepts we had in the past.
日本人の人いる?
38:16 - Still waiting for that "appealing offer," huh?
オデッセイの所で一同笑う所本当に好き
22:46
すごい!
そうですよね
日本人の方👍
こういうの好き
6:39
Imagine if this was the final game 😂
あっとゆうまの40分が体験できる動画。
5:43字幕で見てみw
ふぇふぇふぇふぇふぇふぇw
最後まで見ましたー
他に最後まで見た人居るかな?
もりもりチャンネル はーい
はーい!
とうふは草
出落ち(笑
いきなり研究員ですか!
僕は日本
11:37 amogus
任天堂最高!!(≧∇≦)b
やっぱり2より無印の方が好きだナー
日本人!結構いる( Д ) ⊙ ⊙
とらいくん たまたまコメント欄を見てたら…君の名は…
君の名は…………!
忘れちゃダメな人
英語勉強するわ
野上さんは、今や任天堂社内で最も頼られてる天才プログラマー
日本人です
Am I the only one who is always so hyped when seeing a talk from japanese people, then getting disappointed, because they only talk about game design? I would love them to throw a bone at us and tell which technique they used for game mechanics like Splatoon Painting, Mario Galaxy Gravity. Doesn't even need to be a full breakdown. But all we get is redundant information like 'player activity peaks on weekends and holidays', 'we chose a squid character, because squids and ink' or 'we made a huge festival and our Nintendo ideals of young and old generation playing together makes us happy'.
You should see Breath of the Wild conference or NierAutomata conference, it goes pretty deep
The talk by the guy who worked on the new Guilty Gear went into technical side of how they did the 3D characters
I don't know, I think the overview of a way to think about designanddevelopment is just as useful as talking about specific techniques. Especially when it's talking about how something as seamless and seemingly 'monolithic' as Splatoon, where it feels like every element relies on every other element and none of them could live in isolation, absolutely grew out of elements in isolation. God knows it's easy to get frustrated when you can see all the seams in your own work next to other things where you have to pick at it a lot to find any.
The point of these talks (with an exception of the Breath of the Wild) is less about the game, and more about how to achieve the an aspect in future games, like a game that appeals to everyone, or how to implement comedy into a non comedy centered game.
任天堂さんVR作らないかな
😉
通訳をカットしてほしいなー、
This is not a "How To", this is literally a gush over creating a new IP... should've known.
He literally goes over the steps that led to the aspects of the game that people enjoy. Did you miss all of the stuff with the tofu squares, adapting to Switch, and music concepting?