Ethtronic Music Unit 茜-AKANE-
ZAKKI (雑記)
GDCについて
Hello, everyone!
(The photo is from rehearsal of Japan EXPO three years ago)
日本語はこの後にあります
日本語はこの後にあります
On March 20th, Game Developer Conference was held in San Fransisco.
My former colleagues Mr.Futatsugi and Mr.Yoshida participated in this event.
They talked about how the creators developed Panzer Dragoon series.
About 20 years ago, we worked on it together at SEGA.
In those days, game developers and composers would work in separate rooms.
I would usually gaze at concept art and storyboards or watch video clips
when I'm making music.
when I'm making music.
So I didn't know what was happening in other rooms and buildings.
That's why I was interested in this conference.
For the first time, I understood that
I wasn't aware of a lot of things related to the production of this game.
I wasn't aware of a lot of things related to the production of this game.
In the latter half of development,
I felt that the project did not have a good atmosphere.
I felt that the project did not have a good atmosphere.
It seemed to me that the team couldn't communicate well.
Each group of creators was growing
and more effort was needed to manage such large groups.
and more effort was needed to manage such large groups.
The new challenges were tougher than I had imagined.
I was worried about the results.
But when I finished recording the main theme and developers
listened to the music, they were delighted.
listened to the music, they were delighted.
I remember that time very well.
That was a very demanding project.
The entire team put their hearts into this game.
I'm proud to say that I was a part of that team
and have worked with them.
and have worked with them.
There is a good reason why so many fans love Panzer Dragoon.
3月中旬に、サンフランシスコで
Game Developper Conférenceが開催されました
二木さんと吉田さんが出席し
Panzer Dragoon開発秘話を披露しました
約20年前、私たちはSEGAでこのゲームに取り組みました
当時、ゲーム開発と音楽制作はそれぞれ別々の場所で仕事をしていました
そのため、開発室でどういう状況で制作が進められていたのか
私はあまり知ることがなく、送られてきた絵や、
動画、ストーリーを見て、ただひたすら作曲していました
ですので、今回のGDCでの二木さんの話は
とても興味深かったです
初めて知ることがたくさんありました
開発後半で、チームがあまりいい雰囲気ではないことも
多少は感じていました
新しいことに挑戦することや、大人数を率いて行う作業など
想像以上に大変なことだったことがわかりました
そのためかどうかわかりませんが
開発後半で、メインテーマの生録が終わって
すぐに開発へ持っていってチームに聞いてもらった時に
皆さんにとても喜んでもらえたのを覚えています
たとえ無謀な挑戦であっても
開発者のひたむきな思いが結集したこのゲームが
いつまでも愛される理由がちゃんとここにありました
改めてそんなプロジェクトに参加できたことを
私は誇りに思います