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Kingdom Hearts III Ultimania interview with Kingdom Hearts III programmer Kengo Naka


Kingdom Hearts III Ultimania, the official companion book for Kingdom Hearts III has released in Japan, and translations from the book's interviews are starting to appear online. In addition to all of the Kingdom Hearts III mysteries expanded on, a full interview from the book has appeared – with a programmer who worked on Kingdom Hearts III, Kengo Naka.

This interview is one of many from Kingdom Hearts III Ultimania and has been translated by @lunesacree. With a big thanks to them, you can read this interview below!


DISCLAIMER: This is only a tentative translation and should not be relied on for any concrete information. It is possible that there are mistakes. I tried hard to be as clear as I could just in case.

Previously worked on: KH1, KH1FM, KH2, KH2FM, KH 2.8, Chocobo Racing, The Last Remnant, Bloodmasque

Q: What kind of work were you responsible for?
A: I can't really say I strongly focused on any one particular field, but I was in charge of things like post-processing (for example, calculating the swing of a chain or the placement of the "skeleton" (in the 3D model rigging process) on polygon models), the system that controls the progression of cutscenes, managing enemy appearances, and processing/dealing with save data.

Q: Of your work, what did you fuss over most?
A: It's not something that players can directly feel, but to improve efficiency and be able to create a better game, the structure of loading of the texture data and management of enemy appearances was redone many times.

Q: Was it difficult (laborious) to work on the PS4 version, Xbox One version, and also the international version all at the same time?
A: As far as the sections I was responsible for, there weren't many adjustments that needed to be made between the different models (machines), but separate checks needed to be made on the execution (of movement) that were very time-consuming, which was tough. In the case of the international version, switching out the dubbing went fairly quickly, so I don't remember having any particular trouble in terms of the program (itself).

Q: Please tell us something about the development process that you won't forget.
A: After I joined the development team, out of all the programmers, I was the only one for whom the workplace was far away. All around my seat were people who had nothing to do with me, so I remember thinking "what should I do?". Additionally, during the final stages of development, the configuration of the animation data compression had to be changed, and when the editor (in charge) started it up, it took an immensely long time, so I was told that you could hear cries of anguish and roars of anger echoing from the team members. I'm sorry, but I wish that the size of the data had been smaller.

BONUS! "A secret about the game only you know"
During production, I accidentally saw a horrifying image. The framework of the character models acted up and created a scary image (like a horror movie) that we absolutely couldn't display to the public. Of course, during the debugging period we fixed this.

Source: http://www.twitlonger.com/show/n_1sqqr5t




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