

In the aforementioned ‘Glasses’ game, I did ask my friends to do the illustrations or music. Compared to professionals of art, music or programming, I’m only at half their level, so ultimately, there isn’t a job that I’m in demand for. I don’t think I’ve made a prominent contribution to anything in the gaming industry. Have any other creators reached out asking you to contribute to their projects? Is there anyone in particular you would like to get the chance to collaborate with? You were given the story concept credit in 2011’s NightSky.

When making Cave Story, there were a large number of things to do, and I had no idea where to start, but when working with someone else to create, the goals for each day were clear so there were almost no delays in the work.Įven I was surprised that in this comparatively short time frame we were able finish a game like this. Also, by leaving the creation to another person, I was able to suddenly view the stages without having been directly involved. When working alone, I would worry over a bug for a day and would often get dejected about not making any progress, but when we started working as a pair, it was nice to see that while I progressed with the simple and minute, stages were steadily coming to life. With the group work this time around, our process worked out so that while I focused on the characters or functions necessary to the game, the level designer Kawanaka constructed the stage designs and event scenes. Also, for Cave Story, I asked my friends to debug or give me some ideas so actually, I haven’t really created a game completely on my own. Was this your first time bringing someone else onboard to help develop one of your games? How did working with another person change the creative process?īack when I was a student, I had created a simple game with my friends called “Glasses”. I understand that Kero Blaster was made by you in collaboration with one other programmer. I had already announced the world view and story for Gero Blaster with a trailer, so I didn’t want customers to get confused.Īlso, “gero” means vomit in Japan, so my kid didn’t like it. What are some things that have been altered under the new title?Īfter reworking it, it became a different game. Kero Blaster was originally announced as a different game called Gero Blaster, but partway through development it was delayed and the name was changed. With people, you have to research things like fashion, lifestyle, and time periods, but with animals, they’re easy to manipulate, and you don’t need to draw fingers, so that’s a relief…Īre there any animals you would like to feature in a game that you haven’t gotten around to yet? I’ve been drawing pictures of animals for a long time. What do you like about animal characters? There have been squid, rabbits, and now a frog.

Many of your games star or prominently feature animals. We planned PINK HOUR after the level designer Kawanaka commented that ‘I really want female players to try Kero Blaster, so if we put a cute character out in front, it should catch their eyes. We really just wanted to make and sell a game, so we didn’t have a desire to make a brochure.Īnd so the real motive was the idea that since we’d made a game, we should use the game as publicity. Since we were to participate in PAX this year, we tried to think of something to do for publicity like creating a brochure or novelty goods, but I guess you could say we either couldn’t think of anything or we hadn’t really thought it through enough. To be frank, the aim was publicity for Kero Blaster. Why did you decide to present this chapter separately? One chapter of Kero Blaster called “PINK HOUR” is already available for fans to play for free. He’s been keeping busy since then, and Siliconera recently had the chance to ask him about the development of his new game, Kero Blaster. Daisuke Amaya was one of the first indie developers to make waves when he released the seminal Cave Story.
