
In terms of sheer volume this entry is much bigger than the first game yet you were able to release on time which I’m sure wasn’t easy. So while I don’t think we need to dwell on it too much, in the interest of giving a full count of the development process it’s something we can’t avoid touching on. Although I’m confident that none of this will be felt by the players and I’m completely satisfied with the final product. This unusual development cycle faced us with an entirely different set of problems and looking back on the project as a whole it was at times, arduous. This meant everything from deciding new roles for characters to finding ways to slot locations into the world map. Ideally we’d start again from scratch but of course we were under time constraints so instead we had to figure out how to repurpose the designs in our newly reimagined game.


We had to decide what to do with the designs and maps that had been created up to that point. To ensure we created the game both we and the fans wanted it was completely necessary, but it did of course create a problem. It was at that point that I took on my current role, overseeing the entirety of the game including the art direction. We really had to go back to the drawing board and think once more about what a Dark Souls game should be. Due to a number of factors we were actually forced to re-think the entire game midway into development. Tanimura: Yes, this game actually went through quite a troubled development process. On top of that it was the first direct sequel in the series. This was your first role as director and you had some difficult shoes to fill in those of Mr Miyazaki, who was really the cornerstone of both the previous entry Dark Souls and its spiritual prequel Demon’s Souls. The interview features the director Yu Tanimura as well as artists Daisuke Satake, Masanao Katayama, Hiroaki Tomari, Kota Tonaki and Shin Ou.įirstly, I’d like to ask director Tanimura to give an overview of the Dark Souls 2 design process. An ongoing translation of the Dark Souls 2 design works interview, I’ll continue to update it as I go.
