2019/3/21
石原孝士・Mark MacDonald・水口哲也が語る「Tetris® Effect」誕生秘話 in GDC San Francisco 2019
3月21日、米サンフランシスコで開催中の Game Developers Conference (GDC) 2019 (ゲーム開発者カンファレンス)にて、弊社代表兼プロデューサーの水口哲也、開発ディレクター兼コンセプトデザイナーの石原孝士、VP Business Development & Production兼プロデューサーのMark MacDonaldによる “Making Tetris Effect-ive” のトークセッションを行いました。
https://www.gdcvault.com/play/1026528/Making-Tetris-Effect
(英語)
Overview: How do you reinvent a game already regarded as perfect? How do you take an IP with dozens and dozens of iterations over 30 years and make it feel fresh again? And how do you balance old and new, what to keep and what to change, in the latest version of one of the most beloved games of all time? Join producers Tetsuya Mizuguchi and Mark MacDonald and director Takashi Ishihara as they detail their attempts to do just that with ‘Tetris Effect’, through a combination of extensive pre-production, prototyping, iteration, and user testing.
Overview: How do you reinvent a game already regarded as perfect? How do you take an IP with dozens and dozens of iterations over 30 years and make it feel fresh again? And how do you balance old and new, what to keep and what to change, in the latest version of one of the most beloved games of all time? Join producers Tetsuya Mizuguchi and Mark MacDonald and director Takashi Ishihara as they detail their attempts to do just that with ‘Tetris Effect’, through a combination of extensive pre-production, prototyping, iteration, and user testing.
GAME Watch:【GDC 2019】「テトリス エフェクト」が苦悩した「テトリス」と画面演出の猛反発