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Scalebound و پرونده کاریش
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Well, what's been the most difficult aspect of developing Scalebound? What challenges have you faced, from a design and mechanics standpoint?
We're still overcoming those challenges today, as we speak.
I guess what I can say, that aside, is that... looking back on my career, which is where this conversation has taken me... Shinji Mikami taught me so many lessons. He really pounded into me my approach to game development, and to game design. He also gave me the opportunity to direct
Resident Evil 2, and it took a while (over a year) to get it even to a point where we could say, "Oh, this isn't good enough," and we scrapped it.
But he didn't give up on me. He gave me a chance: another opportunity. So I learned a lot of lessons there. Moving forward, when the PlayStation 2 was coming, he gave me another chance, and as a direct result I was able to make
Devil May Cry. After that, the next challenge -- the opportunity -- that he gave me was to work in a much smaller, tighter team environment where I had to learn to wear multiple hats. That was
Viewtiful Joe, and I learned many more lessons from that.
So I don't really feel like I created my own path in games. He gave me all these opportunities to work in different kinds of environments, and from those experiences I've learned so many lessons. He's really my mentor, in that sense, and if it weren't for him taking chances on me and believing in me, I wouldn't be here today. So I have a lot of appreciation and gratitude towards him.
Gamasutra - Sympathy for the dragon drives Kamiya's development of Scalebound