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|Session Name:||Come Rain or Shine: Rain Postmortem (English translation)|
|Company Name(s):||Sony Computer Entertainment/Japan Studio|
|Track / Format:||Production|
|Overview:||Rain is an action game based on a unique concept: an invisible player character. Though the development team was entirely Japanese, we created a world that resonated with people across the globe, and our game was honored with countless awards and nominations from the Best of E3, the D.I.C.E. Awards and others. In particular, the elegant art style and sound design left a strong impression on players, and we believe we truly succeeded in captivating them. On the other hand, we feel there are many points worth addressing with regards to storytelling and narrative style that could benefit future titles. In this session, we intend to run through every aspect of rain's production. We will cover everything from the initial planning phases, the selection of the Unity engine and the art production style, to the issues we faced with narrative and game design, as well as the results of our promotional activities. In short, we want to use this postmortem to give you an honest look into what did and didn't go well with rain.|