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How Nintendo created Splatoon for the kid in all of us

"I think everyone kind of remembers being a kid and would be like, 'Great, I'm just going to go crazy.' I think if anyone has something like that still left in them, they'll definitely be able to enjoy this game."

Christian Nutt, Contributor

July 3, 2014

1 Min Read
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"I think everyone kind of remembers being a kid and would be like, 'Great, I'm just going to go crazy.' I think if anyone has something like that still left in them, they'll definitely be able to enjoy this game."

- Splatoon producer Hisashi Nogami In a new look at Splatoon, Nintendo's internally-developed new IP game for the Wii U, Kotaku's Stephen Totilo uncovers some interesting facts about its development process. For one, the new team shooter -- in which players splatter the level with colored ink to win -- was birthed from what sounds like an internal game jam where Nintendo employees were tasked with prototyping new game concepts. "Everyone played that prototype, and we all had a great reaction to it. Everyone thought it was fun," says Nogami. It's not a new insight, but one of the things that sets Nintendo games apart is the company's attention to play feel -- a big part of its development process. That's a big part of Splatoon, too, judging from this quote from Nogami: "We want to make sure that action of spraying the ink around feels really really good... Just that feeling of shooting some ink and having it splash on the ground and splatter everywhere and be shiny and be bubbling up, the sound of that the graphics of that -- everyone on the team is working really, really hard to make sure that feels really great when you do it." The full Kotaku article is worth a read both if you have an interest in Splatoon or hope to glean some insights into the Nintendo development process.

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