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Direct hit the back of the popularity! Interview with Ender Lilies developer approaching world viewing and intention of level design

Early access started at STeam from June 2021, and is officially released from June to July. Ender Lilies: Quietus of the Knights (Ender Lily: Kwitas of the Nights) ) .

In this work, the girl Lily who woke up in the church is the stage of the kingdom of the kingdom that was destroyed by the rain of death, and it takes a strong enemy while exploring the world with the immortal knight, and the mystery of the destroyed kingdom I will clear it.

This time the Game * Spark Editorial Department has received the opportunity to talk to Mr. Yokoyama of Okabe of the Game Director and Mr. Yokoyama of the main game designer. How did this work from planning to development and have been released? In addition, I asked how Lily of the world view and the main character, which is the characteristic of this work, was born. Let's look closely.

- Thank you very much today. First of all, please tell me what two people were in charge of development.

Mr. Okabe has created the concept of project supervision and the game as a director of Ender Lilies. In addition to buying a scenario and a world view, it was originally a designer, so I made a design ruff or a pictureboard, and a diversifying work, and the work in charge. For the planning part, the lead game designer has designed a total game with a total of three people, Main programmer's amyl and a total of three people.

Mr. Yokoyama I was in charge of role of game rules, balance adjustment, and level design in the role of the main game designer.

--thank you. Then please tell me how to develop Ender Lilies.

Mr. Okabe's Adgrove (Binary Haze Interactive's parent company) Kobayashi has not only developed the game development so far, but also wanted to publish, and I had a talk to launch an original plan. We proposed a plan close to Ender Lilies, taking advantage of the findings that I was doing 2D titles in another project. Not only wanting to create a 2D game, but also to see the domestic market environment and felt that the indie game flow came in STEAM, Hollow Knight Salt and Sanctuary, Salt and Sanctuary I saw I can not do it for yourself looking at the place where Vania is very hit.

-STeam has a lot of good quality 2D actions. Do you usually play 2D action games for us?

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Mr. Okabe, such as Hollow Knight and Ori and the Will of the Wisps, as a game property, such as Gris, and played works with an adventure game like Little Nightmares In the past 3 to 4 years, we were playing and playing with 2D action. There was also a surprise that a game like Castle Vania has been done for a long time is STEAM.

Mr Yokoyama also likes 2D action games and used the Castle Vania series and Metroid series. As it was also a chance to create such a game, I enjoyed development and participated. I also like Rogelike and I like Dead Cells especially. Ender Lilies game actionness and feeling of operation are the most commonly referring to Dead Cells and respected.

In particular, I think that there is no stress in the Dead Cells action, smoothness of animation, attack and avoidance game potential is a top class in the current 2D action game. Since these titles are difficult to project as a leading game company, I think it was lucky to make Ender Lilies on a scale like indian.

# World that does not rain and the world view of the end of the country, and listen about Lily's pretty design

- You are playing high quality titles from home and abroad. I asked the story of Ender Lilies, but I heard that I was planning earlier, but when I actually started development, was it possible to watch the world now? Or did you make a view of the world while discussing with a team?

Mr. Okabe The world where the rain does not fall and the setting of the protagonist were originally the illustration of the composition that there is a knight that the girl was painted and a girl who was drawn by MIV 4T, and the knight is there, and the motif is As a result of incorporating it into a plan, the visual image has been fixed to some extent, and in this development, we were able to make the concept of making what you want to make.

Mr. Yokoyama's picture, the world view, the character first decided, and in the form of dropping into the rules of Metroid Vania, we first developed the world view and the atmosphere and developed them to strengthen them. Besides, MILI's music is the strength of this work, so I did not break the image and well-balanced and well-balanced level design.

- Creating a world called Achievement and made further the world in the game.

Mr. Okabe first had nothing to do with the map and gimmick, but there is a castle at the top of the map, it is raining as a landscape, and if it is raining as a landscape, water is a horrible world, and it is a horrible world Due to the easy-to-understand motif and keywords, such as Metroid Vania has been decided to change to the wind. Metroid Vania has thought that map search is not fun, and we have built a world view to realize the fun of the search. Apart from that, it emphasizes the development of development, but not only the background and asset matched to the view of the world, but also the creation criteria or not whether it can increase the ease of making and volumes.

-I was making both the world view and development. Is the rain be an important element of Ender Lilies

Mr. Okabe's rain has incorporated the contents that can be associated from the rain, such as one of the keywords that affect the entire map, and climbing the save point of the rain and the waterfall, and the water-in-law action. Rain fits the image of the image that I want to make a Sadness full of sorrow.

-Is there a point that has been aware of Rain about Level Design

Mr. Yokoyama, Yokoyama's element can increase the variation of the search, and I thought that it was thought that it was good to rain. It moves without stress in the water and designs a battle. I think that the elements of rain and water were firmly adopted on the level design surface.

- I understand that I was careful to work without stress. I thought it would be a comfortable operability.

Mr. Yokoyama's programmer's amyl was really excellent, and he did a stressless operation and the basic design.

- Did you create Ender Lilies on the actual development?

At the Prototype of Okabe, I developed myself, Yokoyama, Main Programmer's Amil, Art Director Ueda, and 3 designers of 3 months from 3 months to 4 months.

In the mass production phase, the core member increased to 10 people, but the programmer is almost one amyl, and planning has been a member of one of the members and two members, so more than half of the increasing members It was a designer.

Mr. Yokoyama, I was in charge of most specifications, level design, and data adjustment, and I managed to do little except for designers. It was smaller than I thought, and it was a small number of elite.

- Surprisingly a small number of people.

Mr. Okabe is a small number of people who were sincerely, so I was able to check the one that I made a lot of phases that I ordered and I was able to speedy with the minimum number of people.

In the mass production phase of the design, we also cooperated with external companies. Mass production of maps also went smoothly and I think I was able to advance the first concept without blurring. There was a big hit once, but after prototype, I went without a big change to the end.

After that, I think that it was good to be able to publish the game with early access, or it was good to judge whether we were right or not. Common things are to be lost during development, but since they were evaluated from the players in early access, we were able to develop while confirming that this direction is good.

- It is a question of This really interesting?

Mr. Okabe I was troubled until the end. As early access version, is it negative by issuing a game on development? I thought it was good to have seen the response of the player.

- What is the big overcuration earlier?

Mr. Okabe When launching Ender Lilies, I was planning to make a dark fantasy based on the image of the illustration, but the first proposed plan is the relationship of the scale of the budget, but the plan is not Metroid Vania, not Metroid Vania. So, visuals were also completely different from the near future ruins. There was a story that I wanted to make it a original project from President Kobayashi, who saw it, and it was recruited.

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