![]() To offer a show of support, Asterizm director Shoji Nakamura, a key player in bringing La-Mulana to WiiWare, manned the overhead projector.Īmaya has gradually become more of a public presence, even as he maintains his modest, even self-deprecatory habit of downplaying his rare accomplishments. The talk paved the way for last year’s Tokyo fan event “Behind the Scenes of Cave Story,” moderated by freelance game writer Hayato Ikeya. He knows how disappointing it can be to have to sit through a lecture that is not engaging, so he was looking out for me and wanted to help my GDC talk go over well.” When “The Story of Cave Story” was delivered in one of the Moscone Center’s largest auditoriums, it thoroughly incorporated the constructive criticism. Nao convinced me that instead of making the audience stare at a blank screen that I should make use of images and game footage. “Initially I was planning on speaking the whole time, kind of in the style of a university lecture. “We discussed the presentation in depth and made many revisions together,” Amaya explains. Remaining true to his word, his verdict was “boring.” La-Mulana publisher Asterizm brought Cave Story for DSiWare to Japan Nao, having attended many lectures on the subject, promised to be candid in his response. When the game designer was invited to speak at GDC, his first draft was presented to his friend for feedback. His classmate Nao he credits with teaching him the fundamentals of coding that allowed him to create without any assistance the seal-keychain-darts game Azarashi.Īmaya has maintained his friendship with Nao to the present, which informs his most ambitious projects at Studio Pixel. Upon graduating, he enrolled in a computer training course in Osaka, which became his first experience meeting aspiring game designers. ![]() He recalls playing the cooperative Famicom shooter TwinBee at a friend’s house years ago, the sensations so vibrant that even today the subtle sounds and smells of the moment return to him.Īt school Amaya spent time between classes drawing sprite art on graph paper intended for math assignments. Like many indie game designers, Daisuke “Pixel” Amaya treasures his early memories of gaming. As Amaya focuses his efforts on developing the iOS action game Rockfish in Kyoto, the latest release represents both a nostalgic look back and a teaser for things to come. Following its release on Nintendo’s digital services WiiWare and DSiWare, Amaya entered into an agreement that would produce a Nintendo 3DS remake, published by NIS America.įor the new iPhone port of casual game Azarashi, the early Pixel publication has been redesigned using contemporary software tools like PxTone Collage. The vividly drawn characters and fluid gameplay of Cave Story, not to mention its catchy melodies, attracted a dedicated following.Īmaya’s solo efforts at Studio Pixel attained mainstream recognition last year when Cave Story was the subject of a Game Developers Conference lecture in March. Over the course of five years, Daisuke Amaya created an ambitious PC adventure game in his spare time. Tatsuma Murase (Q-Games), Daisuke Amaya (Studio Pixel) and Rowan Parker (Q-Games) playing 2-player TwinBee at Kyoto’s Cafe la Siesta
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