orniletter said:
The make-up of the team was a little special this time, with only a few in-house designers. When it came to things that could be done with sheer manpower like working on high-resolution textures and so forth, a lot of external designers worked with us. In other parts like the refining were basically done by Takizawa-san, Arimoto san and one more person, and we moved forward with those three being the main designers. Three designers? Considering the deadline, even though it was a remake, correcting each bit of data by hand would be impossible. Yeah. Actually, designers in-house that could work on this were limited since it needed to be people who were familiar with the data and direction of the original designs. We knew we weren’t able to rely on a workflow that employed a lot of people. So this time we used a special method. We devised a way to convert Nintendo GameCube data for the Wii U and to make visuals look better, while hardly laying our hands on the 3D modeling data. ------------------- They used WW HD as their first game to get comfortable with developing in HD, only a few designers were involved AND they created their GameCube-> WiiU tool in the process. This wasn´t a waste of their time. And ALBW´s "copy and paste" ? lol |
3 designers doesn't mean is the only people involved in the project. And if three were capable to do that, then a full team can be able to do something better and in a reasonable time.
And yes. ALBW feels like a copy paste from ALTTP even if it's my favorite handheld Zelda.
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