This interview is part of our Road to the IGF series. The IGF (Independent Games Festival) aims to encourage innovation in game development and to recognize independent game developers advancing the medium. Every year, Game Developer sits down with the finalists for the IGF ahead of GDC to explore the themes, design decisions, and tools behind each entry.
RPG Time: The Legend of Wrightcontains a world of hand-crafted games inside a child's notebook, capturing the feeling of creating games in your sketchbook as a kid.
Tom Fuji, developer of the Excellence in Visual Art-nominated game, sat down with Game Developer to talk about what drew them to explore this child-like art style, how they captured the feel of a child's video game creations, and their own memories of making games when they were younger.
Who are you, and what was your role in developing RPG Time: The Legend of Wright ?
My name is Tom Fujii. My main responsibilities included drafting, planning, scenario writing, direction, 3D modeling, UI, and scripting.
What's your background in making games?
I worked in a Japanese game development company as a level designer and director, and I have experience mostly in developing RPG and action games. I've been working for about fifteen years making games.
How did you come up with the concept for RPG Time: The Legend of Wright ?
The concept for RPG Time: The Legend of Wright came to me while I was in school learning game development. There was an assignment to create any game, and I decided to create an RPG. I wanted to add something new and different to it, and the idea of playing an RPG inside a notebook you carry around came to me.
What development tools were used to build your game?
The game
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