My next most pressing task is to find an artist for the game
You have to stick around and write codecs and enemy dialogue as the game is being made. If any changes are made to the game itself, you make adjustments, think of codec text that might better fit the situation, talk things out with planners or designers whenever you run into any trouble?it takes a lot of persistence to make it right. That抯 why I kept finding myself in Osaka, over and over again.In the end though, thanks to those business trips, and to Saito-san抯 undying love for all things Metal Gear, I think we made a game that had a perfect fusion of PlatinumGames and Metal Gear.In the pre-release events we抳e been doing around Japan and North America, we抳e received a lot of feedback that this game lives up to the Metal Gear name. If you抮e a fan, you won抰 be disappointed! The game is also full of the PlatinumGames brand excitement and has a story you don抰 need to be up on the rest of the series to enjoy. For Platinum fans and action fans alike, this could be a good first step into the Metal Gear universe.
As crazy as it sounds, I actually got asked in an interview a few days ago, 揥hy does this game feel so Metal Gear??I could only respond, well, that抯 because it is Metal Gear!Now that Word Up Dog has finally launched, I抦 starting development on Rebuild 3 in earnest. It抯 not too late to add your own suggestions, especially for things like new items, techs and survivor perks.My next most pressing task is to find an artist for the game. I have several offers from friends who抎 like to do pieces of it, but am hoping to find a professional artist able to devote a full (paid) year to the game and do everything from concept sketches to UI to promo art. Rebuild 3 will be a PC downloadable + mobile + browser game with more bells & whistles than the first two. I抎 like this new game to look friendlier than Rebuil2 but not as dorky as Rebuild 1, and I抎 prefer bizarre and stylish over the ordinary. We抣l have fun with it! :
Here抯 why that抯 an interesting scale: it抯 enough people that you can extract truly high quality work form a variety of specialists. It抯 few enough that decisions can still be bold, and be taken quickly, and there抯 no politics. A year is long enough to do something substantial. But it抯 short enough to put the fear of God in you, and force you to make hard decisions, and impose the kinds of temporal constraints that ultimately lead to a much greater final product.For various reason, Fallen Frontier had grown larger then our ideal project size ?mostly because games in the console download space itself had grown larger and more elaborate. Between then and now, something happened: we became convinced that really great and deep gameplay experiences could be had on the mobile platforms, especially tablet.