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Submitted by Donnieboi 771d ago | interview

Making a Game the Nintendo Way - Luigi's Mansion: Dark Moon

Nintendo is famous for its game design craft. Satoru Iwata and Shigeru Miyamoto have both spoken about how the company simply won't let a concept leave the studio until it's ready -- in some cases abandoning half-done games, or just letting them simmer until they start to heat up.

How, though, does that process actually work? Is there a way to institute a similar process at your studio? It can't be as haphazard as all that, can it?

In this interview, conducted just before the release of Luigi's Mansion: Dark Moon, two developers from Vancouver's Next Level Games, which handled the game's development, and two from Nintendo HQ in Kyoto -- who joined the conversation via video link -- discuss how the creative process worked during the development of the 3DS title. (3DS, Culture, Dev, Industry, Luigi's Mansion: Dark Moon, Next Level Games, Nintendo)

Iltapalanyymi  +   771d ago
Making a Game rehash the Nintendo Way - Luigi's Mansion: Dark Moon

fixed that title for ya.
3-4-5  +   771d ago
How? The last game came out 10 years ago.

You've never played a sequel or a game within the same universe ?

nice try.
Dubaman  +   771d ago
*Rehash

At least follow your own rules for title capitalisation, lest you come across as foolish. The sting from your snappy addition is lost otherwise :(

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