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Kingdom Hearts III Ultimania interview with Kingdom Hearts III programmer, Tamotsu Goto


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, Tamotsu Goto.

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: KH Re:CoM, KH BbS, KH BbS FM, KH 3D, KH 2.8, Brave Fencer Musashi, Brave Fencer Musashi 2: Blade Master

Q: What kind of work were you responsible for?
A: In addition to coordinating the programmers, with my work being centered around establishing (setting up) the conditions for development, as well as maintenance and automation, I acted as support for the developers (lit. "development members"). In the case of programming an actual game, it's necessary to draw out the performance of a console that runs that game, but when establishing development conditions, the goal becomes drawing out the performance of the developers. To that end, more emphasis was placed on increasing the efficiency of development.

Q: What part/piece did you give your opinion on as a programmer?
A: These days, game platforms (consoles) allow for diverse expressions, so orders from the planning staff and designers tend to focus on direction (like in a stage play) and appearance. It increasingly happens that with just that alone, a game can't fully be created (lit. "come into existence"), so in such times, passionate feedback from veteran programmers flies around.

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: Creating a "game package" (note: this is written in katakana and is explained as "a consolidation of all game programs into one") was tough. Including the international versions, there were three for the PS4 and two for the Xbox One, bringing the total to five (JP and international versions); each had three different [development] versions, and it was a struggle to finish updating everything every night.

Q: Please tell us something about the development (process) that you won't forget.
A: Compared to KH 3D from last time, this was a challenge, being on the latest, high-performance machine, so initial development had a bit of a fumbling start. Among the programmers, there was a generational gap in ability, and even now the weekly "study meetings" we had together is a good memory (for me).

BONUS! "A secret about this game only you know"
The Flantastic Seven (in JP: "Seven Puddings") were a favorite of Tai Yasue's (the co-director), but the programmers had planned to cut them from the game. But, at the last moment, a savior appeared, and in the end Yasue-san's tenacity bore fruit.

Source: http://www.twitlonger.com/show/n_1sqqq93 

Edited by DChiuch

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