Interview:Ocarina of Time Development - Parts They Want You To See Part 2: Difference between revisions

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The Legend of Zelda: Ocarina of Time news, direct from the production area! The Zelda team chosen by Shigeru Miyamoto
The Legend of Zelda: Ocarina of Time news, direct from the production area! The Zelda team chosen by Shigeru Miyamoto
created Zelda 64 with surprising stubbornness! One part of that stubbornness was to do a stubborn interview. We'll pass
created Zelda 64 with surprising stubbornness! One part of that stubbornness was to do a stubborn interview. We'll pass
on a small part of that interview from the top of Hobonichi's nearby tree. <br><br>
on a small part of that interview from the top of Hobonichi's nearby tree. <br/><br/>


<hr>
<hr>
<br>
<br/>
<b>(1-13) The Parts They Want You to See in This Zelda (Part 2)</b><br><br>
<b>(1-13) The Parts They Want You to See in This Zelda (Part 2)</b><br/><br/>


<b><u>We Want You to Experience a Cinematic Atmosphere</u></b><br><br>
<b><u>We Want You to Experience a Cinematic Atmosphere</u></b><br/><br/>


<b>Naoki Mori (Cinema Scene Director):</b> At the beginning, Miyamoto told us “I want to project an atmosphere”. I remember thinking that
<b>Naoki Mori (Cinema Scene Director):</b> At the beginning, Miyamoto told us “I want to project an atmosphere”. I remember thinking that
I wanted that idea to be our foundation. For example, for the sunset we had to figure out how to return the sun to the top of the
I wanted that idea to be our foundation. For example, for the sunset we had to figure out how to return the sun to the top of the
sky. We were always thinking about how to best project the atmosphere. Everyone planned to have that in mind.<br><br><br><br>
sky. We were always thinking about how to best project the atmosphere. Everyone planned to have that in mind.<br/><br/><br/><br/>


<b><u>We Want You to Experience the Atmosphere of a Field</u></b><br><br>
<b><u>We Want You to Experience the Atmosphere of a Field</u></b><br/><br/>


<b>Makoto Miyanaga (Field Design):</b> We didn’t get that tone, that feel, because we decided on it in the beginning. It came to us as we
<b>Makoto Miyanaga (Field Design):</b> We didn’t get that tone, that feel, because we decided on it in the beginning. It came to us as we
worked on it. While we were doing storyboards, we drew and coloured detailed sketches of the field as if it were real.<br><br>
worked on it. While we were doing storyboards, we drew and coloured detailed sketches of the field as if it were real.<br/><br/>


I myself had the atmosphere in mind. When I joined the development team, the sky’s complete transformation from morning to
I myself had the atmosphere in mind. When I joined the development team, the sky’s complete transformation from morning to
afternoon, evening, and night was already finished. More and more, I found myself thinking “why can’t we do things like air and
afternoon, evening, and night was already finished. More and more, I found myself thinking “why can’t we do things like air and
atmosphere and wind and smell and temperature?” and ended up pouring all my energy into achieving that.<br><br>
atmosphere and wind and smell and temperature?” and ended up pouring all my energy into achieving that.<br/><br/>


At least in that regard, I couldn’t let Ocarina of Time’s atmosphere be outdone by any other game. I made it with the thought
At least in that regard, I couldn’t let Ocarina of Time’s atmosphere be outdone by any other game. I made it with the thought
“from now on, we won’t fail to our competitors.” I’m kind of vain.<br><br>
“from now on, we won’t fail to our competitors.” I’m kind of vain.<br/><br/>


The N64 hardware is able to produce fog. If you use too much of it, it will become cliched, but by tuning the amount subtly we got
The N64 hardware is able to produce fog. If you use too much of it, it will become cliched, but by tuning the amount subtly we got
Line 33: Line 33:
working until the results were satisfactory and not usually having time to touch it up further. Even so, a short time later I’d
working until the results were satisfactory and not usually having time to touch it up further. Even so, a short time later I’d
usually find myself thinking “This is a little dark, isn’t it?” and even though things were already finished I went back and tuned
usually find myself thinking “This is a little dark, isn’t it?” and even though things were already finished I went back and tuned
it a little better.<br><br><br><br>
it a little better.<br/><br/><br/><br/>


<b><u>Ganon is Totally Metal</u></b><br><br>
<b><u>Ganon is Totally Metal</u></b><br/><br/>


<b>Chie Takizawa (Character Design):</b> We created Ganondorf’s clothing in the style of an 80’s Visual Kei band. He looks like a
<b>Chie Takizawa (Character Design):</b> We created Ganondorf’s clothing in the style of an 80’s Visual Kei band. He looks like a
metal-head. *laughs* Ganondorf is recognizable as a person of the desert. Osawa-san suggested that this time we use red and black
metal-head. *laughs* Ganondorf is recognizable as a person of the desert. Osawa-san suggested that this time we use red and black
and gold to create his colour scheme, so I kept that in mind.<br><br>
and gold to create his colour scheme, so I kept that in mind.<br/><br/>


<b>Yoshiki Haruhana (Character Design):</b> Zelda’s apron is quite an elaborate piece of clothing. *laughs* I was the one who filled in
<b>Yoshiki Haruhana (Character Design):</b> Zelda’s apron is quite an elaborate piece of clothing. *laughs* I was the one who filled in
the designs on it, like the Triforce and the bird spreading its wings. I redrew it so many times that, of all the female characters,
the designs on it, like the Triforce and the bird spreading its wings. I redrew it so many times that, of all the female characters,
I’ve now come to hate Zelda the most. *laughs*<br><br>
I’ve now come to hate Zelda the most. *laughs*<br/><br/>


<b>Satoru Takizawa (Character Design):</b> Creating the characters was really difficult. I was never sure how much I should tamper with
<b>Satoru Takizawa (Character Design):</b> Creating the characters was really difficult. I was never sure how much I should tamper with
the initial character designs and draw out the process. Even though I didn’t want to tamper with it anymore, I kept at it. After
the initial character designs and draw out the process. Even though I didn’t want to tamper with it anymore, I kept at it. After
all, it’s difficult to make attractive characters. Creating villains is much better. There’s always a little bit of good inside
all, it’s difficult to make attractive characters. Creating villains is much better. There’s always a little bit of good inside
them, which makes it interesting.<br><br>
them, which makes it interesting.<br/><br/>


“(1-13) The Parts They Want You to See in This Zelda (Part 2)” has ended. The interview continues from here, so please check back
“(1-13) The Parts They Want You to See in This Zelda (Part 2)” has ended. The interview continues from here, so please check back

Revision as of 19:17, February 8, 2015

This interview does not yet have standard formatting or is otherwise incomplete. It should follow the format established in other interviews.

The original interview can be found in its entirety at <a href="http://www.1101.com/nintendo/nin1/nin1-13.htm" target="new">1101</a>. Translation thanks to <a href="http://www.glitterberri.com/ocarina-of-time/1101-interviews/parts-they-want-you-to-see-part-2" target="new">Glitterberri</a>

The Legend of Zelda: Ocarina of Time news, direct from the production area! The Zelda team chosen by Shigeru Miyamoto created Zelda 64 with surprising stubbornness! One part of that stubbornness was to do a stubborn interview. We'll pass on a small part of that interview from the top of Hobonichi's nearby tree.



(1-13) The Parts They Want You to See in This Zelda (Part 2)

We Want You to Experience a Cinematic Atmosphere

Naoki Mori (Cinema Scene Director): At the beginning, Miyamoto told us “I want to project an atmosphere”. I remember thinking that I wanted that idea to be our foundation. For example, for the sunset we had to figure out how to return the sun to the top of the sky. We were always thinking about how to best project the atmosphere. Everyone planned to have that in mind.



We Want You to Experience the Atmosphere of a Field

Makoto Miyanaga (Field Design): We didn’t get that tone, that feel, because we decided on it in the beginning. It came to us as we worked on it. While we were doing storyboards, we drew and coloured detailed sketches of the field as if it were real.

I myself had the atmosphere in mind. When I joined the development team, the sky’s complete transformation from morning to afternoon, evening, and night was already finished. More and more, I found myself thinking “why can’t we do things like air and atmosphere and wind and smell and temperature?” and ended up pouring all my energy into achieving that.

At least in that regard, I couldn’t let Ocarina of Time’s atmosphere be outdone by any other game. I made it with the thought “from now on, we won’t fail to our competitors.” I’m kind of vain.

The N64 hardware is able to produce fog. If you use too much of it, it will become cliched, but by tuning the amount subtly we got an “Ah, this.. this is morning” effect and gradually decided the thickness of the fog. We made the decisions for each part, working until the results were satisfactory and not usually having time to touch it up further. Even so, a short time later I’d usually find myself thinking “This is a little dark, isn’t it?” and even though things were already finished I went back and tuned it a little better.



Ganon is Totally Metal

Chie Takizawa (Character Design): We created Ganondorf’s clothing in the style of an 80’s Visual Kei band. He looks like a metal-head. *laughs* Ganondorf is recognizable as a person of the desert. Osawa-san suggested that this time we use red and black and gold to create his colour scheme, so I kept that in mind.

Yoshiki Haruhana (Character Design): Zelda’s apron is quite an elaborate piece of clothing. *laughs* I was the one who filled in the designs on it, like the Triforce and the bird spreading its wings. I redrew it so many times that, of all the female characters, I’ve now come to hate Zelda the most. *laughs*

Satoru Takizawa (Character Design): Creating the characters was really difficult. I was never sure how much I should tamper with the initial character designs and draw out the process. Even though I didn’t want to tamper with it anymore, I kept at it. After all, it’s difficult to make attractive characters. Creating villains is much better. There’s always a little bit of good inside them, which makes it interesting.

“(1-13) The Parts They Want You to See in This Zelda (Part 2)” has ended. The interview continues from here, so please check back for updates!