Hello, Sato of Team JYK here.
Only a bit left to finish our project plan.
Only a bit left in Inafune-Juku too.
I don’t know if it was long time or short time, but I know I’m scared of time passing by.
Our project plan is coming together.
The fun days are almost over, but there is no time to cherish the good memories, not yet. We should bring out everything we got. We WILL bring out everything we got!
“Make them think it’s fun, before they can think about logic”, I really felt consent about this.
When I am writing scenarios, I often feel “This story seems weird”.
When I write scenarios I often think about “What is new? What topic haven’t been written by others?”, but what I really should be thinking is “What is fun and interesting?”.
I think a game can be good or bad depends on whether the creator can analyze what is fun or interesting. I should start analyzing.
There is only a hand full of lessons left in Inafune-Juku. Doesn’t matter what result it will be, I will do my best!
We got the chance to do a presentation to Inafune-sensei himself.
The first sentence we got from Inafune-sensei was “you won’t get yelled at, don’t worry.”
I was sooo scared. I can say that for sure.
What Inafune-sensei meant was…
We did our assignment, and that was about a half step. That is why we won’t be yelled at.
However it lacked interest of the concept.
We haven’t established a firm concept yet. The one we have right now felt like it can change later.
We didn’t analyze our own plan enough.
Also we received a comment from Ono-sensei that we lacked ‘hook’.
What we need is to idea that will be affecting people.
A good concept will expand itself, but not changing the course of itself.
We appreciate the chances we have right now, and I have to thank my teammates also, for their supports.
“There is slippage happening to the concept”, that is the comment we got from last lesson.
So, we made our core concept “to draw” connecting more directly to the game system.
The result was good!
However we still have many things to do.
We need to put restriction to players’ action. If that’s too much the players will feel stressful. If there is too little restriction the players will feel boring.
We have to keep a very good balance between these two.
On a different subject, I just realized how important it is to keep good communication between your fellow teammates.
We can’t have team meeting everyday, but we need it to make good games.
We need to decide on things on the days we decided to have meetings.
“Always push forward, and never ever leave things for the next day”.
Therefore we use Skype once or twice a week to have meetings.
What a wonderful world we live in.
Yasuda here, and this is my 3rd blog entry.
Normally we talk a lot about comcept here in Inafune-Juku, but today we talked about presentation.
Long story short,
“Presentation is not about telling people about what you think. Presentation is about expressing your idea”.
Inafune-sensei, gave us some techniques.
The most important technique we learned today was,
“Think in other people’s perspective”.
Now, when I think about it, this idea is fundamental in every situation from daily life to job interviews. This idea has to exist in everything if the matter involves more than two people.
For my better future, I will try even harder to think things in other people’s perspective. I will try to be like Inafune-sensei, who can understand what others are thinking and push the right button when the time is right.
The slippage of concept.
Our team’s concept is to let the players enjoy drawing, but we got a response today that there is a slippage happening in our concept.
Currently we are thinking of just adding the drawing aspect into our game idea. Basically we are just adding 2 ideas together. In other words one of the idea didn’t even have to be “drawing” anymore.
What we really have to come up is, a game idea need the element of drawing to make it better.
We are totally thinking everything the other way around. How can this idea become a good game?
What is “to express”?
We talked about that today. We need presentation in many occasions, but somehow there are times the ideas can’t be understood by your audiences.
The reason behind that is simply the presenter is trying too hard to tell people what is in his mind.
We can’t just speak our minds to someone. We need to express our idea to people. We have to find the connection between the presenter and the listeners. We have to find the common idea between us (the presenters) and the people we want to present to.
Inafune-Juku has only a few more lessons left. I will cherish my time and try to learn as much as possible from Inafune-sensei.
The secrets of “To express” Inafune-sensei’s style!
Today we learned how to express, from Inafune-sensei.
“To express ≠ to give”
“To express” is not to just to “give” information to people. It should feel more like “to connect”. So, how do we connect? Inafune-sensei gave us the following tips.
1, Give examples
share a same vision with the person you talk to.
2, Ask questions
“Isn’t it?” “Don’t you think?” ask questions for them to agree on.
Even a tiny nod will give the place a sense of unity.
3, Eye contacts can lead to reaction
See if people understood you by your speech. If not change the direction of the presentation.
“How do you express or explain the project your team is working on to someone?” We are in the stage of thinking about this.
There are only 5 lessons left in Inafune-Juku. I have to put the secret to use and achieve the maximum result!
What am I doing!!
We have six lessons to go, and that means we have already passed the half point. The team’s motivation is low, because of the director is in a melancholy.
Because of I have been a softy, the team is processing everything slower than we expected. That is a fact.
Everyone has been so kind to me, and I have to answer to everyone expectation, but I am not doing so well.
I thought I understood what everyone wanted, but once I try, things don’t come out the way I hoped they would.
I think I am letting my teammates down. I will try to be more positive about everything, and bring back the motivation for everyone.
I have to think positive!
Oh boy, it is already the 11th lesson!
Time really does fly when you are focused on something.
In today’s lesson the most interesting was “how to make fun ideas”.
There are numerous ways to make ideas, but the one we were introduced to, was the most simple but hardest to do.
Come up with fifty keywords (ideas), and combine them together after!
That is all!
Just come up with 50 keywords and chose the ones you really like. Doesn’t matter if they sound chaotic, they will mean something to you at least. If some words didn’t get chosen, still keep them. They will have their own time to shine.
It was a useful lesson right?
Now, to our team’s progress. Our idea of having zombies working side by side with humans got shot down. We have to go back to the drawing board.
Team Picasso - Hirahara
This is the 11th lesson, which means we only have 1/3 to go.
Our team has been focusing our concept on the idea of “drawing”. It’s been changing constantly. We’ve doing nothing but hitting a wall and get over it. We have been doing that all until now…
We have finally done it! We now have our project plan.
In this lesson we have shared our idea of the game system, and the world
of our game. Hopefully we have something like “this is what’s fun about this game!” or “this is our sales point!” to talk about.
We don't have much left in Inafune-Juku. We can’t just listen to the lectures. We, the team need to think, and take each step slowly then make a good game project plan.
We had a lot to learn today.
1, Have more than one goal.
For example, if one of our plans gets chosen to actually make into a game, then the ones that didn’t get choose might feel “why didn’t mine get chosen? Mine is better!”. That is the result of having just one goal, in this case ‘to get chosen’. However we’ve already achieved the goal of finishing our project plan. We have already learned so much. Not achieving the big goal isn’t a problem here. Stopping to grow up as a creator by attached to one goal, is a problem.
2, Even if there is something super important, if the presenter didn’t realize and say it, it is absolutely meaningless. The presenter has to be sensitive about everything that will affect the team.
Every lesson is so rich in volume. It feels like my head can explode with knowledge!
I feel kind of worried. Our team has the slowest progress out of all teams, but Inafune-sensei said to us, “don't worry about making the project plan, Inafune-Juku is about learning how to make a concept”.
Inafune-sensei said “there are more than just one goal, mistake is also a type goal”. We can learn from mistake and achieve our real goal.
“The important thing is, what will you acquire from Inafune-Juku”.
Not just learn to make concept, but also how to work with other people as a team. I will not waste this wonderful opportunity. I will cherish what’s left in Inafune-Juku.
“Have more than one goal”
That was today’s main topic.
Inafune-sensei does not only making games, but he keeps his eyes on everything.
There are people who can polish their own knowledge or skills. Inafune-sensei can build ‘places’ for those people’s knowledge or skills to shine. How many people can do that?
I have been a team leader for two and a half months now. I think I’m starting to get what is a ‘team’.
Everyone has different personalities, skills, and motivations.
That person’s life, the surrounding he or she grew up with, the things he saw, felt, did, and didn’t. There won’t be another person with the same experiences as you do.
A team leader should understand that difference, and lead the team based on each people’s experiences.
I think I can understand myself nicely, but I didn’t quite try to understand others. What I did was I waited others to approach me first. That is not a solution. I need to understand others’ personalities, and skills. They are like puzzle pieces. I need to be very sensitive to place them in order to make the perfect picture.
This is the 2nd time I am in charge of the blog entry.
Why is it so hot here in the city? Why?
I guess the weather just won’t allow me to take off the cooling patch from my forehead… I wonder when is everyone going to start calling me “cooling patch girl” instead of my name.
Out team’s core concept is ‘message game’ and we took out the ‘cooperation’ aspect from it. Even thou everyone is working towards one goal but the direction (route) still changes, and that fun of it.
So we now have to decide what will be that goal.
Looking forward to get beaten (not literally of course) by Inafune-sensei the week after!
This is the 2nd time I write the blog for my team.
I think, team JYK’s project concept lacks ‘reasons’.
Our idea has enough energy but right now it feel like that energy is scattered all over the place.
Games should be very logical. If ‘this’ exists, then ‘that’ must coexists. We have system based on concept. We want the players to enjoy the system, that’s why we make the stages in this order and enemies appear I that order.
There should be a reason for every question asked in the game.
In a sense we (game creators) are making puzzles pieces, and those pieces are made from our experiences, senses, and creativity. It is very hard. It is hard just talking about it, and no way you can do it on you own.
I think that is why we have ears, to gain information from outside. To listen to what other people have to say. We might be able to find hints from the conversation. I think we underestimate this ‘listening’ too much. We should pay more attention to other people.
We wander further and further into the forest of ideas. There is one thing that I am certain of, and that is ‘we are lost”.
A concept exists, and there is system to go with that concept. What we need to do is to think and plan out that system. We get critiques, but we don't know how much we need to go back and fix.
I have previous experiences in game making, and I have worked with my friends to make our own games, but I don't remember project planning was this hard.
It is just so hard to visualize the ‘fun’ of ‘drawing’.
I actually hate to draw, because I was never good at it.
I just don’t see the fun in it…
This is a true challenge for my team, especially for me.
This is the 2nd entry by me, Yasuda.
Inafune-sensei came to class today. It has been 2 weeks since he, well, has been in Japan.
Today was the big presentation day, and Team SIN’s concept got the bashing of the century. Surprisingly enough we were kind of glad that it happened. Now we can clear our mind and think deeper and polish our idea.
I want to share one of Inafune-sensei’s comments from today’s lesson.
“Do not save money, Invest every cent you got to yourself.”
To expand this idea, Inafune-sensei said to us, “You might die tomorrow, if you do, you will leave behind all the money you worked so hard for…what?”
I felt my heart tremble.
Inafune-sensei’s speech had made me realized that ‘experience’, is way more valuable than being creative itself. Experience is creator’s most important resource. From this day, I will try to enjoy what I can at that exact time I thought about it, no matter what my financial situation is, or how busy I am.
We presented our project concept to Inafune-sensei today.
Straight to the conclusion, we have to rethink about our core concept, “to draw”. What it is to be drawing? What is fun about drawing?
Inafune-sensei gave us tips of “receiving hints”. Yes, hint about how to get hints. “Hints are like hurdles. When you can jump over that hurdle, then it will become an example. If you couldn’t jump over it, then it will become the answer.”
This idea gets bigger by each day.
This is Sato from team JYK.
Each team presented their project concept to Inafune-sensei today.
Every team including mine was having hard time.
“If you are bounded to the concept too much, you won’ t have progress.”
“Sometimes you have to shift your thinking, but you can never shift the concept.”
Also doing teamwork, sometimes we have to say whatever we are thinking in our mind. I have worked within a team before, and we didn’t do enough of this.
I always do, but again I had to agree with what Inafune-sensei says in the lesson.
Have to work harder.
Once again Inafune-sensei is out of the country and couldn’t make it to the class.
Actually Inafune-sensei came to my school the other day and gave a speech, and said the following.
“Being positive and aggressive is very important”
Inafune-sensei said he really felt this kind of attitude from students when he visited an art school in China. We need be more aggressive about everything!!
From today’s class I (we the team) have learned how hard it is to explain something new to other people.
“It sounds fun, but I just can’t picture anything visually”. Said Ono-sensei and Nakamura-sensei.
When I went back and think about the presentation, we basically read out what we had came up with. We just talked about it. In our presentation, we lacked major planning. We needed to direct the listeners’ thoughts toward our vision, but we failed to do so.
It’s already 7th lesson. We are almost at the halfway point.
There is no more time to be wasted.
This is Tsutsumi from team JYK, and this is what is like in Inafune-Juku.
13:45 arriving at Comcept.
- The class is held in one of the conference room in Comcept.
- Usually 80% of the students will be there by this time.
14;00 class starts
14:30 team meeting
15:00 Team JYK Presentation
- Directors of the team are the ones to do the presentation
- Reviews and critiques from the teachers
15:30 Team Meeting
16:00 Team SIN Presentation
- Even thou the critiques are for other teams, but there might be hints for you
16:30 Team Picasso Presentation
17:00 Team Meeting
18:00 Class Dismissed (for now)
- AKA. Question time
19:30 Class Dismissed (for real this time)
Each class is soooo thick and rich in….well everything!
Hope you liked it!
The Brainstorming continues!!
Team SIN is sooooo lost in all the ideas and thoughts.
There are many times we almost decided on one idea, but there is always someone says “are we sure we want go with this?” “Isn’t that better?” “what is fun?”. I don't know if this a good thing or a bad thing that all of us think this way.
We are the ants from “The Ant and the Grasshopper”.
Some people are getting a bit nauseous on the fact we haven’t decided on much, but I think we are just building up something nice, slowly.
Maybe it’s just me, but our team members even look more energetic than before.
I can’t even express how much I appreciate the experience I’m having here in Inafune-Juku(what’s better, it free!). It’s just amazing.
This is Kudou, the girl who hates summer in the big city.
Basically we still haven’t decided on which project plan to go with.
We have ideas coming out but none of them have that “kick” we need.
Maybe we are just thinking too much, then again there are just too many things we HAVE to think about…
There is an interesting part of Inafune-Juku, which is the question time. We get to ask questions to the employees from Comcept. We can pretty much ask whatever we want, and get answers right away. Every time we have this question session it makes me think “game industry…has interesting people”.
Have to work harder…
Inafune-sensei couldn’t make it to the class today.
Instead of Inafune-sensei, we had someone else came in as a guest speaker, the producer of “Soul Sacrifice” Ito-sensei. “Soul Sacrifice” is the newest game by Inafune-sensei, and Ito-sensei taught us what it is to be a producer.
A director is someone who is responsible for the game’s quality.
A producer is someone who is responsible for the game project.
These can be translated into…
If the game sucks, it’s director’s responsibility.
If the game doesn’t sell, it’s producer’s responsibility.
That’s east to understand.
A producer will have to know everything from the game’s system, plan, direction,
and promotion. It is a very important position.
And now, our team’s progress.
We have so many ideas, but none of them sound interesting even to us.
Today, however, we had a breakthrough! Can’t say much but it’s about zombies.
I really hope all of you can stick with me until the end my fellow teammates!
Unfortunately Inafune-sensei couldn’t make it to the class today.
We had Ito-sensei, a producer from Comcept came in to talk with us!
When the question time started I asked the following question.
“How did you become a director? What was the process to get chosen as a director for a project?”, because Ito-sensei was a director before she became producer.
What I really wanted to ask was “what aspects will the superiors look for to let people become director?” I wanted to learn the trick to become a director!
The answer to my question was “a chance was passing in front of me, and I grabbed it.” “Don’t be afraid of chances, go towards them when you see one.”
I shall never forget this. I will go grab one even if it doesn’t come to me!
Hello everyone, this is Wakatani From team JYK.
It’s been a while since the start of Inafune-Juku back in mid-July.
We have learned so much, but there is one sentence that has been stuck with me since the first time I heard it.
“Anyone without passion for the project should be taken out from the team”
There is absolutely no need for “slackers” in teamwork. They will be nothing but trouble.
This might sound like a very strong phrase, but not a wrong one. When working with other people there is not everyone shares the same enthusiasm as you do. Kicking out someone who doesn’t think the same way you do is easy, but that is not the best solution. What needs to be done is “talk”.
Talk about the differences in order to understand each other.
If we can understand each other better, then we may be able to share the same enthusiasm.
Just like some RPG games, in real life there are also commands you can choose to execute. There is no plus in “kick party member out” command. If I need to choose that command I need try one of the other command, “have a conversation with party member”.
Time really flies, and the deadline gets closer and closer…
We are freaking out a little bit, because we still haven’t came up with our concept yet.
“We are not expecting you to have necessary skills to do these assignments. That is why we are hosting this school to teach you what to do”.
Thank you Inafune-sensei. This made me feel a little bit less worrying.
Our team currently working on the concept of “information only known to you (a sercret) ”.
We have now, three months left in Inafune-Juku. I won’t waste my time as a Director!
Hello people, this week’s blog will be updated by Mouri.
Our team’s concept is “to draw”.
- we can brake rules, because it’s game
- we can make people laugh with drawings
- drawing can bring out the children inside od us.
We want to make a game to achieve these concepts.
We made our presentation to Inafune-sensei, and the comment that surprised us was “the project plan is too well planned”. The meaning of this comment is “there is not enough shock and awe in this plan”. What we need in concept is the combination of things that will give the impression of “ really!? You can mix them together!?!?”
I am still a total newbie in game industry. The bad thing is I am not a total amateur. I have knowledge, but sometimes (in this case) having no knowledge is better than having some. I have to empty my ‘not so full’ head and be more flexible.
By the way I liked how Ono-sensei was wearing bright orange shirt and how that stood out in a room with navy blue wall.
Please to meet everyone, Jinbo here.
Yes, we have two Jinbos in our team, but we are not related in anyway!!
Today’s lesson was the continuation from last class, planning the concept.
Because of our group has too many unique individuals, it was hard to decide on one concept! Another problem was that, all idea sounded very very interesting.
I don't know which concept idea will be chosen.
Let’s find out together in next week’s lesson!
Hello everyone, this is Honma from team SIN.
Today we had a chance to talk with one of the art directors from Comcept.
The most memorable things from that conversation was
“When you are making concept art of your game, try to explain everything about your game with that piece alone”.
For example “Super Mario Brothers”, you can tell everything about the game from the little package art on the cartridge. This doesn’t mean to make everything simple, but to breakdown the game to basic concept level and put them into visual form. At the same time, we need to ask “why” to everything we put on the paper. This isn’t easy, but this is what to be a game creator is all about.
Hello everyone this is Ozawa from Team Picasso.
Inafune-sensei couldn’t make it to the class, but we had a chance to talk to some of the employees from Comcept.
・The importance of the game package.
・How to design creatures.
・Seeing the scenario from the point of view of a film creator.
・Why there isn’t one good game based on a movie?
・Some behind the scene story of successful mangas.
Everything was just super exciting topic.
The most interesting topic was the in-game cinematic.
Gamers don't want unnecessary cinematic between game play, most of the time they can make the game experience really stressful.
We don't need the background cinematic when we playing the “Space Invaders”.
What we need is, the little scene from the “Silent Hill 2”, when the player comes down stairs and don’t see anything in front of him. That is what the whole game is about “ you don’t know where you are headed”.
This is the right way to put in cinematic.
This is what we need to think when planning for new games.