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Game Arts (Lunar and Grandia) part of the SSB Brawl Team.
PostPosted:Tue Jan 22, 2008 2:40 pm
by Julius Seeker
It was revealed today that Lunar developer Game Arts was a part of the vast Super Smash Brothers Brawl Development Team. I think half the developers and composers in Japan were on this project.
PostPosted:Wed Jan 23, 2008 1:13 am
by Don
I believe the composer of Game Arts is most known for composing for games that would be classified as the visual novel/dating sim genre.
PostPosted:Wed Jan 23, 2008 1:27 am
by Eric
Don Wang wrote:I believe the composer of Game Arts is most known for composing for games that would be classified as the visual novel/dating sim genre.
*Fondles underage school girls with DS love stick*
*Face-palms*
PostPosted:Wed Jan 23, 2008 8:19 am
by Julius Seeker
There are 36 composers on the project (including big name ones like Michiko Naruke and Yasanori Mitsuda), and multiple development teams. I think the Lunar team would have been primarily responsible for the role playing adventure segment.
PostPosted:Wed Jan 23, 2008 10:08 am
by Zeus
I'm curious about this multiple development team thing. Seems kinda of, well, inefficient and unnecessary unless they were all working under one roof. Is that what he was given?
PostPosted:Wed Jan 23, 2008 11:05 am
by Julius Seeker
Zeus wrote:I'm curious about this multiple development team thing. Seems kinda of, well, inefficient and unnecessary unless they were all working under one roof. Is that what he was given?
Not inefficient or unnecessary at all, directors often contract outside parties to work on titles. Chrono Trigger and Ocarina of Time are excellent examples.
PostPosted:Wed Jan 23, 2008 11:43 am
by Don
If you have 36 compoosers, it seems like each person only has to be responsible for 3 tracks at the most.
PostPosted:Wed Jan 23, 2008 11:56 am
by Julius Seeker
Yeah, that's going to be the case, Nintendo has been putting a much greater emphasis on music lately; Mario Galaxy is a good example. Smash Brothers Brawl has some amazing tunes already available for user sampling on the official website. The reason is that Sakurai (the director) wanted what he calls an "elite selection of music." The game will also contain a lot of features focussing around music selection and customization.
PostPosted:Wed Jan 23, 2008 2:08 pm
by Zeus
Dutch wrote:Zeus wrote:I'm curious about this multiple development team thing. Seems kinda of, well, inefficient and unnecessary unless they were all working under one roof. Is that what he was given?
Not inefficient or unnecessary at all, directors often contract outside parties to work on titles. Chrono Trigger and Ocarina of Time are excellent examples.
I was referring to the fact that it would be silly if the team wasn't in the same building. CT was done with an all-star cast as one team, this appears to be more Gamearts helping out with it.
PostPosted:Wed Jan 23, 2008 2:56 pm
by SineSwiper
36 composers is excessive, and it means that the music will be fragmented into really good to pretty crappy.
PostPosted:Wed Jan 23, 2008 3:23 pm
by Julius Seeker
SineSwiper wrote:36 composers is excessive, and it means that the music will be fragmented into really good to pretty crappy.
I doubt they would let it in the game if it was crappy and they wanted only an elite selection of music.
PostPosted:Wed Jan 23, 2008 3:28 pm
by Julius Seeker
Zeus wrote:Dutch wrote:Zeus wrote:I'm curious about this multiple development team thing. Seems kinda of, well, inefficient and unnecessary unless they were all working under one roof. Is that what he was given?
Not inefficient or unnecessary at all, directors often contract outside parties to work on titles. Chrono Trigger and Ocarina of Time are excellent examples.
I was referring to the fact that it would be silly if the team wasn't in the same building. CT was done with an all-star cast as one team, this appears to be more Gamearts helping out with it.
Large development projects, like Brawl, are rarely developed all in one building. In fact, very often they are developed across multiple countries; I can say this for certain when speaking about EA, Ubisoft and THQ. There are applications available, such as Svn, which make developing between different locations about as easy as it would be if everyone was in the same building. It is also much more efficient than relocating entire teams just for a single project.
PostPosted:Wed Jan 23, 2008 7:25 pm
by SineSwiper
Dutch wrote:I doubt they would let it in the game if it was crappy and they wanted only an elite selection of music.
Okay, maybe not crappy, but usually my favorite selection of tracks from a OST come from one really good artist. Then again, it's all a matter of opinion at that point.