Hello, I'm Murakami J, producer and art director.
How long has it been since I posted a production note to users?
For the first time in years...well, a decade? It's been so long that I can't even remember.
This is because I was able to safely start the Eiyuden project with your support. Personally, it's been a long time since I've worked directly on a production site.
This project, as you know, has four leaders who would normally work as a producer or director and lead the overall game production.
In addition, all of them have former experience in the field and are skilled at their craft.
Even though they are old, these dependable colleagues are working on site, each with their own role to play this time. So I am able to focus on one thing in peace.
I haven't had this kind of feeling for over a decade.
An environment that is not affected by external factors...
This situation that allows me to focus on being creative...
An atmosphere with like-minded, dependable friends...
Hmmm...how wonderful it is.
Again, I can't thank you all enough.
Well, that was a long preface.
Here's an update.
It has already been three months since then we received your enthusiastic support at the Kickstarter event.
In terms of production, we have been talking with external partners for future phase of this project while reinforcing our internal production system.
On the art side, we are working on the specifications of the battles and city scenes shown at the Kickstarter to make them much close to the actual game, bringing to their final form.
Recently, we are considering a new way to present "one-on-one battle".
The system for the one-on-one battle is still in the planning stage, but Murayama said, he want the "one-on-one battle" to be focused on presentations, so as an art director I'll be suggesting the team something that might become a hint for building an interesting system while dreaming about what I want to do in terms of visual effects and character actions that are different from normal battles.
One of my priorities is probably the pixel art, which will be the most demanding part of this project's art aspect.
I'm giving a lecture to my staff about this, and we're preparing for mass production.
This game will have a ton of characters (and Kickstarter stretch goals added some more), and I'm not going to be able to do it all by myself...
Mass production is our top priority.
I've talked about this in interviews before, but the size of the pixel art in Eiyuden is much larger than that of the past.
This is due to the difference in the resolution of game screens between now and then, but it is quite a challenge.
Since the area of pixels per frame is large, my hand gets strained from time to time.
It is not impossible to make a "pseudo pixel art style" by relying on modern convenient technology, but as a result of experimenting with various techniques, it does not bring out the original good taste of pixel art.
I'm very particular about this, and I spend a lot of time and effort on it, carefully drawing by hand.
Currently, we are working on the pixel patterns for the basic animation of the six characters that we already showed as prototypes.
The production itself is going well, but sometimes I feel like saying the following when I'm on a tedious task of pixelating, and that is...
"I wish I could run from all this..."
Especially when I've been making the similar type of art of the same character forever.
Sometimes I feel like shouting "What is this, some kind of torture?!"
So...
My mind went on a bit of an escape.
To get a change of pace, I jumped the gun, and dabbled with this character.
The character in question is…
This guy.
I call this, "The Epic Fall of Yuphelius VI!"
What do you think?
I'm feeling better after making this. And just like that, pixel art creation is back in business.
I found our sketch artist drawing a rough draft of something the other day, and...
“Yooo!”
"Give it to me!
And just like that, I decided to keep it in the game.
I know I'm basically signing a death warrant by doing this, but I always tell my staff to avoid creating format of the character patterns, visualize the individual differences and make it visible between each character.
So, just like my instruction, I think this art clearly reflects my unique hopes for this Shi'arc.
Our younger staff members seem to be growing up quickly, and I'm looking forward to their future.
So, anyway... I thought it's about time you all wanted to see a different pixelated character, so I thought I'd share this one with you guys.
But if Murayama says "ehhh" three times, we may not use it, though lol.
I'm giving away this full-size Shi'arc pixel art for all of you who support
Eiyuden.
It doesn't move, though, because he's completely knocked out.
I'd be happy if you could promote Eiyuden by posting it in various places.
"...And send it to the internet!"
The world is becoming more and more affected by the COVID crisis, but our production team is working hard, staying positive and cheerful.
This is all thanks to the support from all of you. Thank you all.
The game release is still some time away, but we hope to give you a sneak peak of some game materials like this, as a way of saying "thank you".
So, uh... Is this how the "production note" part should be like, or...?
I feel like I'm rambling on for too long.
So I think I'll leave it there (where?) for now.
See you soon.
to all of you who are looking forward to the Eiyuden Chronicles,
with love,
(I know I'm way too early but)
Happy Holidays!
MURAKAMI J