>>57090798"- Map design often began before the story progression was finalized.
As a result, we had to make do with unrealistic structures and camera settings.
(What to show, where to go, and whether or not there were events often changed during the game.)"
"- Sometimes buildings and other structures were taller than in the tentative design, and the overall appearance changed considerably from the tentative design. Also, elaborate backgrounds were sometimes added, and the camera settings were often redone.
(Hau'oli City, roads, etc.)
->An example of an elaborate background is when signs are added to the map after the camera is attached, making the signs visible."
"・The camera was very difficult to control because of the many specifications that changed the way it looked depending on the situation, and the amount of material was also large (Moonland/Scroll Stop/Movement Support Camera, etc.)
-> This was caused by the lack of sharing of specifications when specifications for Moonland, etc., which have a moving camera, were created.
-> Issues with characters clipping into the path of traffic/trainers, etc.
-> When specifications are changed top-down, more consideration needs to be given to the extent of the impact."
What to do next (specific improvement proposals)
"- Have the locations for the concept game design, scenario progression, and event progression confirmed in advance.
Also, clarify what you most want to show for each important scene,
and together with the event and map design leaders, confirm how to realize this
before creating resources."
- Appoint someone who is aware of the volume of the level design throughout the game, or who is in a position to oversee it. However, in order to do that, the gameplay on the field and the progression of the storyline need to be pretty much decided.