informa
2 MIN READ
News

How Vanillaware's games embrace change, from pitch to release

'Depending on the team, there are times when the entire game changes.' Vanillaware's George Kamitani reflects on creating visually stunning 2D games like Dragon's Crown and Odin Sphere.
"As long as it becomes a more appealing game, it's ok that the original concept changes. That's probably the real thrill of being a director."

- George Kamitani reflects on his role at Vanillaware in an interview with Glixel.

Vanillaware's George Kamitani is well known for his work creating beautiful two-dimensional games, even today when three-dimensional titles are more often the norm. 

In a recent interview with Glixel, Kamitani shared stories from his time developing everything from 1997’s Princess Crown to the more recently released beat 'em up Dragon's Crown

Kamitani’s tales alone are an entertaining read, but the full interview also contains several useful lessons for game developers on how important flexibility can be when designing and pitching games.

In one case, Kamitani said his team decided to channel their love for StarCraft into creating their own RTS game, only to later come face to face with the challenges of creating something of that genre for the Japanese market.

Another story explained that he had originally intended for Princess Crown to be an action game, but made the quick decision to change it to an RPG while pitching the game face-to-face with a major player at Sega. 

Throughout the entire interview, Kamitani’s experiences highlight just how necessary flexibility can be for game developers.

“As the game director, I determine the game mechanics, character, and background design as part of the overall game concept,” explained Kamitani. “Then, various members of the team [iron] out the details. Nobody helps me with the game scenario so I have to struggle through that alone.”

“Depending on the team, there are times when the entire game changes. For example, in Dragon's Crown, the initial idea was that there would only be underground mazes like in the game Wizardry but the background art team kept creating these beautiful outdoor scenes. I couldn't reject them so we ended up changing the original concept of the game.”

Latest Jobs

Sucker Punch Productions

Hybrid (Bellevue, WA, USA)
11.30.23
Senior Programmer

The Pyramid Watch

Remote
11.22.23
Game Designer (RTS/MOBA)

Sucker Punch Productions

Hybrid (Bellevue, WA, USA)
11.30.23
Senior Technical Combat Designer

Digital Extremes

Remote
11.13.23
Lead AI Programmer
More Jobs   

CONNECT WITH US

Explore the
Advertise with
Follow us

Game Developer Job Board

Game Developer

@gamedevdotcom

Explore the

Game Developer Job Board

Browse open positions across the game industry or recruit new talent for your studio

Browse
Advertise with

Game Developer

Engage game professionals and drive sales using an array of Game Developer media solutions to meet your objectives.

Learn More
Follow us

@gamedevdotcom

Follow us @gamedevdotcom to stay up-to-date with the latest news & insider information about events & more