carmine (Boys and Dreams Club) Product & Gadget Design
OpenKMS_6.0p1, 8 May 2013
Authenticated to carmine.
Copyright (c) 2013 Nitroplus co., ltd. All rights reserved.
Kimi-to-Kanojo-to-Kanojo-no-Koi.
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> cat totono_linernotes_carmine.md
Congratulations.
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Congratulations to all of YOU on finishing. I'm carmine. Nice to meet you! I did various design work for this game, including the print materials, the UI (particularly Miyuki's UI), and the smartphone UI.
I also designed the console interface that Miyuki uses to reprogram the world. Remember that?
Of the members of the design team, I was the first to finish my test play, after which I spent most of my time telling everyone to hurry up and finish because there was just no way I could explain what I thought otherwise (never mind that it was my job to write the report...) I mean, you know how I feel, right? ...I went with Miyuki, by the way.
While I'm credited as a visual designer, for this game, that meant considering the impact every bit of design work would have on the story, how it would fit with the text and into the concept of the game. One could say that, through visual design, I shaped how you experience the entire game. Though maybe that's overstating it.
There was a lot to think about, like how fast the console text should appear (I tested by typing it out myself) or how the Totono world's smartphone OS should look, or what kinds of smartphone Miyuki and Aoi would prefer based on their personalities...
The Miyuki world UI, in particular, came with a ton of questions to answer. Too many to mention. But basically, I asked myself how it would look if an amateur programmer like Miyuki made a serious attempt to design a visual novel using the Nitroplus developer runtime. That's why the menus appear at (0,0) and why there are debug readouts everywhere... why it looks thrown together, in other words. And now, I'm hoping that you'll all imagine Miyuki typing furiously on her keyboard.
The design team held most of its meetings over Skype, and they were passionate, let me tell you. I could post some logs that would probably scare you... but of course, I won't. Suffice to say that before any decision was reached, the rest of the team would have to rein me in, keep my love for this game from clouding my judgement and giving me tunnel vision. Sorry about that, guys.
Let's see, what other stories do I have...
Oh, right. There was the time I was summoned to Ginza by one of my team all of a sudden, and told only that the package design we'd submitted would have to be redone from scratch. Well, I head over there, feeling like I'm on the way to my own funeral, and it turns out to be a surprise birthday party. Can you believe that? Even after the big reveal, I must have been catatonic for twenty minutes. Looking back now, I can say I appreciate the effort, but at the time, I really thought I was going to die.
And oh yes, I want to say that this really was a game about true love. I expect that everyone who played it felt something different: the joy of forming a real connection with the characters, the pain of watching them suffer, or even anger at the game's creators. Whatever you felt, I believe that is what makes YOU and ME and HER: A Love Story a unique experience for you. I hope this experience will remain in your heart, and make your future encounters with fictional characters even more interesting.
Finally... I think there should have been a "ME and HER: A Love Story" route, where Miyuki and Aoi get together and Shinichi watches proudly from a distance. Can we make one now? No? Damn!
Okay, I'm done. Really. Thank you for reading.
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carmine / Boys and Dreams Club
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