Source: Gamer
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The Time He Spent At Capcom Walking Side By Side With Gyakuten Saiban
Interviewer: Could you tells us what you worked on until now?
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Interviewer: How did you become involved with the Gyakuten Saiban series?
Iwamoto: I always loved drawing, so I wanted to do 2D illustration work. But I was assigned to the division in Capcom that worked on Biohazard (Resident Evil), so most of the work was 3D. But I said I really wanted to do 2D work, so I think my bosses also didn’t know what to do with me (laugh). And the time, Mr. Takumi (the director of Gyakuten Saiban) had just finished one big project and rumors went that he was about to make a completely new, small-scale title on the Game Boy Advance. And because I had said I had been so selfish to say I wanted to do 2D work, they agreed and put me in the team. Looking back, I was really lucky.
Interviewer: Could you tell us what you worked on for Gyakuten Saiban?
Iwamoto: I was the sub-designer for Gyakuten Saiban, and designed minor characters outside of the main cast, like the judge, Karuma Gō (Manfred von Karma) and others. I was also the sub-graphic artist on everything on the graphical side of the game, from creating sprites for the characters to timing the animations of the characters. I became the main character designer for Gyakuten Saiban 2 (Ace Attorney 2 – Justice for All) and Gyakuten Saiban 3 (Ace Attorney 3 – Trials & Tribulations), so I oversaw all the character designs. I had someone else do the pixel art for me, but I did the final checks. I also did the final checks on the animations. The main cast of Gyakuten Saiban was done by the main designer of the first game, and I took over for Gyakuten Saiban 2. I couldn’t just copy the designs of my senior, as that’d be just like lifeless copies, so I did my best to understand the characters. For example, whenever you draw Naruhodo (Phoenix Wright), there are of course details you can’t miss in terms of his appearance, but what is even more important is that he’s overflowing with “baseless self-confidence.” I’d draw him over and over until I could look at him and sense that he was really self-confident for no reason. With the other characters too, I wouldn’t be just content with just drawing them until they looked like the original designs, and I can’t really explain it good in words, but I’d work on them with a clear image in my mind of how they needed to look.
His Favorite, Prosecutor Godot! How To Create Memorable Characters.
Interviewer: What was difficult about working for the first time as a character designer?
Iwamoto: I hadn’t gone to a technical school to learn about games, but I went to an art college. I studied graphics design, so I didn’t really know that was applied to games. But while I was inexperienced, I of course loved making designs of people or drawing things like comics, and because I had drawn that much, I did think I was good at drawing people, but I had no idea what it meant to create a “character.” So one day, I had drawn some sketched and showed it to Mr. Takumi: “It’s my idea for the protagonist. What do you think about it?”, and he snapped back: “He’s supposed to be the protagonist,” which surprised me. I don’t remember it precisely, but I think I showed him a doodle that didn’t appear like a protagonist at all. It was what made me think about designing for games, so I think it wasn’t that I had it difficult, but that I made work hard for all the other people in the team.
Interviewer: How are characters actually made?
Iwamoto: First the director would finish the plot, with all the necessary characters, or at least the approximate number of characters and their gender decided. Then he’d have very broad ideas for these characters, or character types for them, but in general, I could just go my own way. If it took a while for him to OK the design, he’d give me some advice, but usually, I’d just make a lot of rough sketches and show him whichever seemed right to me. Sometimes we’d make minor adjustments before it was accepted, but sometimes it was good in one go.
Interviewer: Who are you especially fond of?
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Interviewer: Are there characters that have been rejected?
Iwamoto: I make them according to the scenario, so in general, there are no characters that have not been used at all. But, there is a scene where Karuma Gō talks about his grandchild, and Mei (Franziska von Karma) is his daughter, so we know that Mei has either an older brother or sister. I once draw a sketch of “Mei’s older brother” just for fun. Among the rough sketches of Gyakuten Saiban 3’s Godot, there is one I myself see as the brother of Mei. I once told this to the director, but he just ignored it (laugh).
Recording Voices On Cardboard – Looking Back At Development
Interviewe: Could you tell us about when the game was first released?
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Interviewer: The voices added a nice touch tot the game.
Iwamoto: The director really has a good feel for rhythm, for the rhythm of game, or when to stop music and then use the “Objection!” voice. I think he really made good use of the idea of adding voices.
Interviewer: How was it drawing the characters once again for Gyakuten Saiban 123 Naruhodō Selection (Phoenix Wright Ace Attorney Trilogy)?
Iwamoto: It was important to recreate the art of back then, so I really tried to draw every character in a specific way. Gyakuten Saiban had pixel art, so there were parts where the users themselves would have to fill in the gaps with their own imagination, but you don’t have that with the illustrations themselves. I sometimes feel my own painful inexperience when I see the promotion illustrations from back then, thinking it was good we had pixel art. So now I can draw something new, I try to make the best illustration I can, like how the pixel art would look like including the user’s imagination.
Interviewer: I heard the staff members said things like: “Mitsurugi looks just too awesome!” and “Mayoi (Maya) is so cute!”.
Iwamoto: I needed to get back to the state of my young, inexperienced self, so I really paid attention to that. I really had a lot of trouble figuring out how to get back in that state. I had never drawn a cute girl like Hami-chan (Pearl) back then, so she was really difficult. And Mayoi isn’t just cute, she’s has the energy to pull Naruhodo along, and “cuteness” only comes in later. But when this was first released, I was bad at everything except for older guys, so I hope the users will notice I’m not the same as back then (laugh).
Interviewer: What do you think about Gyakuten Saiban 123 Naruhodō Selection, now it has higher resolution and even includes stereoscopic 3D?
Iwamoto: It’s over ten years old, so I have to admit I’m a bit embarrassed to see my own inexperience left just like that. But it isn’t just one game, but three games, so I hope people will notice my growth throughout the games. And the resolution is higher now, so I hope users will play it on the 3DS LL (3DS XL), with a bigger screen. But yeah, it’s a bit embarrassing. Perhaps I can look back and think: “That was a good time” after twenty years (laugh).
Interviewer: By the way, the Gyakuten Saiban series has been made into a theater play and a film and more. Have you seen any of that?
Iwamoto: All of them really recreate the games in detail. It was a small-scale game, and we didn’t even feature at the Tokyo Game Show. Looking back at that, I really can’t stay calm when I realize it’s become a play and a film and more. They really understand the characters, so they have become really good works. I’d be happy if they would go even further with these developments, and I see it as a reward for when we worked hard on the games.
Interviewer: What is Gyakuten Saiban to you?
Iwamoto: To me, me getting involved with Gyakuten Saiban has been a very fortunate happening, and I am very fond of it as a work I owe so much too. It has grown much bigger than I had ever expected, so I hope I’ll someday make something that could surpass Gyakuten Saiban. The series is a rival I hope to someday overtake and surpass.
Interviewer: One final message for the fans, if you please.
Iwamoto: It has all three games in one, so I think it’s very accessible for people who have never played it before. And to the fans who have played the games before, but will buy this again, and I hope you can see how I and the other staff members have worked hard and grown throughout the games. It’s a game that isn’t just the same visually all over, so I hope that people who love the games, but also people who don’t know precisely what Gyakuten Saiban is, will play the game.
Interviewer: Thank you very much.
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