For Shin’en Multimedia, Working Around Limits is a Base Philosophy


Nano-Assault-Neo2

Nano-Assault-Neo2

 

As amazing as Nano Assault Neo is, it is a rather short game. Priced well at $10 on the Wii U eShop. Turns out though, that the game doubled for Shin’en the Developers, as an intentional trial and error experience that they plan to build greater things from.

White: Was Nano Assault Neo built ‘from the ground up’ for Wii U?

Shin’en: The game was especially designed as a Wii U launch title. It was also a perfect project to make our technology compatible to the Wii U.

White: How did the ‘Necessity is the mother of invention’ way of thinking, brought about by the company’s 8 bit roots influence Nano Assault Neo?

Shin’en: Most artists in the past century did their best work while they had to overcome many technical and intellectual constraints. This was also true for game developers in the 70’s, 80’s and 90’s when there were so many limits that you had to find creative solutions to critical sections of your game. Working around these limits injected a lot of creative energy into your game.

We still believe in this special spirit. For us it is very motivating to find new ways to overcome hurdles for our games. Interestingly the biggest problems are not really technical ones but how to produce games that feel perfect but with only a fraction of budget, staff and time compared to grand 1st Party games.”

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