My name is Tomoko Hiroki. I work at Bandai Namco Entertainment
and I'm in charge of producing Dragon Ball FighterZ.
I'm the game director,
my name is Motomura, from Arc System Works.
The topic at hand, I believe
is the story behind the making of Dragon Ball FighterZ.
The first who came up with the idea of developing this game
was Bandai Namco Entertainment.
As for the reason
that led to us wanting to create Dragon Ball FighterZ...
There was an earlier game
or a prior game, rather, called Dragon Ball Xenoverse.
The Xenoverse series has sold over 8 million copies so far,
and looks like it will reach 10 million in total.
So there is an extremely large market out there, of players who purchase and enjoy these titles.
We wanted to challenge ourselves this time
to come up with additional interesting elements
and create a full blown fighting game.
As for why Arc Systems Works then...
Well,
Bandai Namco Entertainment and Arc System Works
had actually worked together before
on Dragon Ball Z: Extreme Butoden.
While we worked on that title for the 3DS
I found myself thinking about how I'd like
for the next title to be a full on fighting game.
I was thinking about the Guilty Gear games coming out then.
Right... Right.
What was your role in the project?
I worked as a technical artist and lead modeler
so mainly on the visual side of things, essentially.
Well, the visuals are extremely important for this series in particular
and I ended up joining the project as director.
Right, so I found myself thinking
that I really did want to make a full on, hardcore fighting game.
One other thing that I also wanted
was to come up with a new manner of expression there
and to then implement it.
I think it's fair to say that
we've seen a relatively large amount of photo-realistic games recently.
I was thinking about how Dragon Ball was originally an anime title
while also thinking about how evolved graphics capabilities are now
the way that high end systems can display them.
So I was thinking about these games, like the Guilty Gear ones
and the idea suddenly popped into my head
just how incredible that technology really is.
I'm really thankful for it.
And with that technology, it was Motomura who...
Right. Well, it wasn't just me.
We made it after linking up.
And so I was set
on collaborating with Arc System Works on the next project.
And so this is the plan that we ended up coming up with.
So this next thing may just be a rumor...
I can't say anything for sure.
I heard, though, that when the request was made
for consent to start on the project
that although there weren't any problems or anything
Arc System Works was
quite busy at the time, simply put.
We really did have a lot on our plate at that time.
We shuffled things around
to see if we would be able
to take on the project after all.
And it was there that the idea of me joining came up.
That was how my candidacy began.
There was discussion within Arc as to who would be carrying the project out.
Right.
So I heard from someone higher up at Arc
that they were discussing about who should helm it
and that is where your name first came up.
I heard about it later.
It's still something of a sensitive topic, I imagine.
Oh, that's right.
Right.
This actually wasn't my first time
directing a Dragon Ball game.
Quite a while ago I also directed one
for the Game Boy Advance game called Dragon Ball Z: Supersonic Warriors.
I had already had a previous opportunity to work on a Dragon Ball title
and this latest one felt connected to that in some way.
This was something that I realized working on FighterZ.
So if you include the earlier game
you've actually been responsible for Dragon Ball games for quite some time now.
I felt like you had some pretty detailed knowledge of the series.
Oh, right.
And from then on...
Actually at that time too...
This is also just a rumor that I have heard.
The game Dragon Ball Z: Supersonic Warriors
actually had 2D pixel art
as it was on the Gameboy Advance.
Its characters were actually originally made in 3D
with those 3D models in turn being pixelated and turned into 2D ones.
I imagine that this was probably done at Arc fairly early on.
I see.
I thought that I probably had the experience too.
I had some experience working with 3D too.
Oh, that's the first that I've heard of this.
I see now.
Bandai Namco being able to come out with it,
making Dragon Ball FighterZ
into a 2.5D style
that combines the best of both 3D and 2D,
you were the first one
to lead a team towards that style.
It's true.
Dragon Ball Z: Supersonic Warriors
was a 2D game where characters would fly up into the sky
and players could freely move and rotate them.
It required mechanics allowing the players to move in a variety of different directions.
So the models were first created in 3D, then animated,
with shots of those animations then being taking from a specific angle.
Those snapshots would become the foundation for the following pixelated models.
Well, there are some pretty crazy things there.
All laid on top of each other.
Truly.
And that eventually turned into the form we have now.
And this is how we got our start with Dragon Ball FighterZ.
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