May it be interesting, exciting,
Nostalgic or scary…
Through various digital devices, we want to share that element what makes the analog world fun with our customers.
This is our driving force behind everyone at ArtePiazza.
When I like a shape of a cloud, or notice a glass ashtray in an ordinary café reflecting mysterious light, I casually sketch them. If I didn't have a sketchbook with me, I would use the blank space in a magazine or the backside of a paper napkin.
Those scribbles then start to expand into grand images. A cloud becomes a dense beard of a wizard, and a glass ashtray turns into a decoration for the throne of a fairy's castle. Infinite heavens, dark worlds where monsters and goblins wander and mysterious people players encounter in our adventures and stories: all begin from sketches of something that moved or touched us as we go about our daily lives.
A stone looked very heavy, but was actually made of plastic.Appeared to be very real, but ended up being fake and was surprisingly light…
Have you ever had such an experience?
Unconsciously, we observe characteristics of objects and make assumptions about that object. Our behavior that follows is based on that assumption. Based on the size of the stone, we guess its weight.If that estimate is off, you experience a situation like the beginning of this paragraph.
For the visual design phase of game production, this is key. Why do heavy things look heavy? By returning to the origin and dealing with the nature of the material, we are able to better organize information. The result: an expression with more strength and clarity.
Where is your hometown?
When we create an unknown world, we treat that place as a precious home for someone. At the same time, this place becomes 'your other hometown', for you, the adventurer. You want to protect the town against an evil spirit - it's the place you want to return to as you finish your journey. This type of emotion is what makes your adventure more special and memorable.
Computer graphics exist in a digital world. In the world of digital games, colors and shapes are mere collections of numerical values. Transforming the inorganic numerical world into an irreplaceable home by using interesting ideas and techniques, accompanied by effort and pain.
This is the ultimate feeling of accomplishment for a game designer.
Shintaro Majima
(CEO, art director/producer ArtePiazza Co. Ltd.)
'The analog voice within the digital' is the theme of ArtePiazza.
Come to think of it, my impression of Majima is that he is truly the analog type. He brings a sketchbook and a pen to meetings instead of a PDA or laptop.
He would start sketching on the spot as I relay him the image I have in mind. We then discuss our own impressions as we look at the sketches.
As the images start to appear on the game screens, sure enough, they are as they appeared in the sketches.
Where computer graphics are often understood as a standardized image, images produced by Majima are my favorite: his unique and analog touches are impressive.
Representative:
Yuji Horii
(game designer)
(2004: Contribution to ArtePiazza Company Brochure)