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How Humanity Was Made – One of the Best Games of 2023

How Humanity Was Made – One of the Best Games of 2023

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Humanity is a minimalist puzzle game with a concept where the player controls a glowing dog leading a crowd. The game was recognized as one of the most interesting last year thanks to its unique style and sophisticated gameplay. Minimalistic visuals, high-quality sound design, and carefully thought-out level mechanics make it unique. Critics have compared Humanity to innovative puzzle games like Portal, Lemmings, The Talos Principle, and I.Q. Intelligent Qube, but this game has its own distinctive features that are difficult to describe through simple analogies. Humanity offers players a unique experience that sets it apart from other projects in the genre.

A small team of designers, with no prior experience in video game development, spent five years learning from their mistakes. They developed ideas and iterated on Humanity's gameplay mechanics, striving to create a compelling and engaging experience. The developers also focused on compactly packaging the main story and its message, which contains important commentary on the direction humanity must take to overcome current crises. In this context, the team's workflow reflected the core idea of ​​Humanity—moving forward through a series of difficult challenges.

In this text, we discuss the development of the popular puzzle game and the creative approaches of studios Tha Ltd. and Enhance. We also touch on the topic of synesthesia, as well as the process of creating an identity that reflects the unique style of the game. The authors raise important themes, exploring the interaction between players and the world around them, while the central character, a sleeping man, guides the crowds towards the light. This work not only offers interesting gameplay but also provokes reflection on deeper concepts such as perception, consciousness, and the search for meaning in life.

How Humanity Plays

The dog in Humanity represents a man experiencing a vivid dream. A disembodied voice calls on him to take responsibility, become a spirit of change, and lead people to light and prosperity. Otherwise, disaster awaits them. The protagonist accepts this calling, as he truly has no other choice. While there is a choice, it means giving up the game.

Screenshot: Humanity / Tha Ltd. game.

A countless crowd flows out of the glowing silhouette of a huge door. The flow can't be stopped, but it can be regulated by directing people in the right direction using signs and arrows. These signs will help people turn, jump, or follow other commands. You will have to overcome complex levels by thinking through every action in advance, like a game of chess, and constantly experimenting with different strategies.

Completing the story mode of Humanity will take approximately 12-14 hours. During this time, the player will not encounter repetitions of puzzles, levels, or game mechanics. This is achieved through the variety and progression of gameplay, similar to Nintendo games: new mechanics and situations will appear throughout the gameplay, right up until the very end.

The levels in the game become increasingly complex, increasing in size, and the geometry and structure of the tiers become more complex. Shiba Inus gain new abilities to interact with players, such as transforming into spirits, which allows them to soften falls from heights. The rules for issuing commands are also changing: some levels allow the placement of any signs in any location, while in others the developers impose strict restrictions on their number. There's a possibility that commands will need to be placed in advance, and players will have to monitor the results of their planning, as changes cannot be made afterward. This adds an element of strategy and requires players to think carefully about their actions.

Screenshot: Humanity / Tha Ltd. game.

As you progress through the game, you will Challenges include hostile factions to confront and powerful bosses, each requiring a unique strategy. If any section proves too challenging and you're struggling, Humanity will offer video prompts. These prompts are accessible directly in-game, eliminating the need to rely on third-party resources like YouTube.

Completing optional tasks and challenges, such as finding and escorting golden men, provides players with unique opportunities. These golden men symbolize desires, which will be clear from the context of the game. The developers offer players to customize and change the appearance of their crowd, as well as equip their hub. This adds an element of personalization and allows each user to create a unique gaming atmosphere.

If the story mode is not enough, a level editor is available in the main menu. Using simple hints, you can create unique adventures. There is also an extensive section with user-made maps, which allows you to spend as much time as in the Super Mario Maker duology. An interviewer for the French PlayStation Blog notes that this mode can be compared to the LittleBigPlanet series and the large-scale Dreams – construction games where users can assemble their own games from ready-made content elements. The level editor offers ample scope for creativity and allows players to share their creations with the community, significantly increasing replayability and gameplay variety.

Genesis

Screenshot: Humanity / Tha Ltd.

Initially, Humanity defied the traditional notion of a video game. The game was developed by designers with no experience in the gaming industry. Tha Ltd., founded in 2003, specialized in advertising, logo design, animation, experimental fashion, and architecture. They have, for example, helped create a unique identity for a public restroom in Tokyo, developed block advertising for the Uniqlo brand, and designed user interfaces for mobile apps. The team's diverse experience allowed them to create a game with an original approach, which attracted the attention of players and critics.

The core concept of Humanity arose from a personal project of the studio's founder, Yugo Nakamura. He is convinced that a successful designer should not only be able to relax and enjoy various hobbies, but also actively pursue side projects. According to Nakamura, only this approach will allow the designer to develop and find innovative solutions for future projects.

Yugo Nakamura during the filming of a documentary about the development of Humanity Still: Game Informer / YouTube

Nakamura's creative philosophy is based on the desire to evoke strong emotions in viewers and listeners. However, this approach has its risks, as not everyone may appreciate this direction. Yugo notes that the more he delves into images and meanings, the stronger his desire to push them to the limit. He believes this allows for maximum impact and evokes deep emotions in people. This desire for exaggeration and extremes is a key element of his artistic practice, allowing him to create works that leave an indelible mark on the audience.

The idea for the project arose while watching videos. Nakamura was inspired by Comiket, Japan's largest comic book fair dedicated to self-published stories and fan fiction. Yugo observed footage of long lines to enter the exhibition and noticed how the crowd moved harmoniously, creating a sense of control. This detail caught the designer's attention, and he decided to develop a game centered on the interactions of large groups of people moving in lines.

Human movement always captures my attention. Watching people think and act is fascinating. However, there are also instinctive reactions that occur when someone gets too close. These moments highlight human nature and our instincts that are activated in certain situations. Observing these reactions can reveal a lot about social interactions and the psychological aspects of behavior.

The differences between types of movement are a fascinating topic for research. It is especially interesting to observe how natural instincts are activated by people moving. I run an interactive design studio specializing in creating dynamic websites and videos. In my practice, I have collaborated with major brands, such as Uniqlo in America. I love it when visual elements are harmoniously combined with movement. For example, Uniqlo's animation creates a spectacular spectacle that attracts attention. Similarly, Humanity's projects are noteworthy, where the movement of crowds becomes aesthetically pleasing. Visual dynamics play a key role in creating memorable content that evokes interest and an emotional response in viewers. Yugo Nakamura is a designer and founder of Tha Ltd. Through his work, he inspires design and architecture professionals, creating unique projects that attract attention and generate interest. Nakamura strives to innovate in every aspect of his work, combining aesthetic solutions with functionality. His approach to design is focused on detail and high quality, allowing him to remain at the forefront of the industry. Thanks to his achievements and influence on contemporary design, Yugo Nakamura occupies a prominent place in the world of creative professionals. Yugo formulated a clear concept in which the protagonist must lead a crowd toward a predetermined goal. Nakamura, however, believed that there are many ways to lead people. Therefore, he decided to explore various approaches and simultaneously evaluate technical possibilities. He was interested in the question: "What is the maximum number of digital characters we can display on a single screen at once?"

We were faced with an important question, which we discussed with our engineer, Kentaro Yama. On a new high-performance PC, we can display approximately 50,000 characters on screen. However, due to platform limitations, it is not possible to include that many people in the game, which creates a serious problem. This was Yama's task, and I observed his work, understanding the complexity of the situation.

Yugo Nakamura is a renowned designer and the founder of Tha Ltd. He has made significant contributions to the world of design, combining innovative ideas with modern trends. His works are distinguished by a unique style and high quality of execution. Nakamura is actively involved in various projects aimed at creating functional and aesthetically pleasing solutions. His experience and creative approach have earned him recognition in professional circles and among a wider audience.

Kentaro Yama applied the Boids algorithm, which is widely used by game developers and film special effects creators to simulate the behavior of flocks of birds, animals, and other creatures. The Boids algorithm and its variations are based on a computer model that simulates the coordinated movement of various groups, such as flocks of birds or schools of fish. Within this algorithm, it is possible to adjust the parameters and variables that influence the movement of flocks, allowing for the creation of both individual movements and group actions. It is also possible to control the shape of the groups, their speed, and process the landscapes of the scenery and adapt the movements of creatures depending on the characteristics of the environment. A striking example of the application of the Boids algorithm is the game Assassin's Creed Unity, where one can observe the realistic behavior of NPCs and their interactions with the surrounding world.

As a result, Tha Ltd. developed a minimalist tech demo that Yugo demonstrated at the Unity Developer's Delight conference in Tokyo. This demo was an important step in promoting the company and drawing attention to its innovative developments in the field of gaming technology.

A still from an early prototype called Guntai, which would later evolve into Humanity. Still: thaltd / YouTube

Conceptual game designer Tetsuya Mizuguchi witnessed Nakamura's presentation.

Before creating Humanity, we developed numerous prototypes. One of them was a racing game in which players controlled a flock of birds. We later decided to adapt this concept for humans. As a result, we presented this project at the Unity Developers Conference, where Yama was demonstrating it. As it turned out, Mizuguchi was a judge at the event, which was our first meeting.

Yugo Nakamura is a talented designer and the founder of Tha Ltd. His work is distinguished by a unique style and innovative approaches to design. Nakamura strives to create functional and aesthetically pleasing solutions that help brands stand out in the market. With his experience and creative thinking, Tha Ltd. has established itself as a major player in the design world.

Who is Tetsuya Mizuguchi?

Tetsuya Mizuguchi began his career in the gaming industry in the late 1980s, taking his first step at Sega. Coming to the company with no prior game development experience, he quickly learned the necessary skills while working on the creation of arcade cabinets for the interactive attraction Megalopolis at Sega AM3. His diligence and desire to learn soon allowed him to take the position of producer, opening new horizons in the world of video games.

Tetsuya Mizuguchi Frame: Game Informer / YouTube

Мидзугути признавался, что, несмотря на свою руководящую должность, ему не удавалось полностью понять все рабочие процессы, а его знания в программировании оставляли желать лучшего. Бывшие коллеги из Sega отмечали, что Тэцуя часто задавал множество вопросов и требовал от команды выполнения сложных задач, что иногда казалось неоправданным. Тем не менее, именно такой подход во время разработки классических трёхмерных аркадных гонок, таких как Sega Touring Car Championship и Sega Rally Championship, привёл к созданию прорывного дизайна и графики. Эти игры оказали значительное влияние на развитие жанра, вдохновив таких разработчиков, как авторы культовых серий Colin McRae Rally и Gran Turismo.

На GDC 2016 Тэцуя Мидзугути поделился значимым событием, оказавшим влияние на его жизнь и карьеру. Он вспомнил о своем участии в Street Parade — крупнейшем фестивале электронной музыки, который проходил в Швейцарии и ежегодно собирал около миллиона человек, включая туристов из разных стран. На этом фестивале Мидзугути испытал уникальный синестетический опыт, который он описал как ощущение совместного пребывания в физическом пространстве с 10 тысячами незнакомцев, где все движутся в унисон под звуки громкой музыки, а вокруг проецируются яркие цвета. Этот опыт стал для него поворотным моментом и вдохновил на дальнейшие творческие проекты.

Почему люди ощущают ритм? Для создания этого ощущения важно понять суть вопроса. Возможно, у нас уже есть врожденный ритм, например, сердцебиение, который служит основным инстинктом. Хотя у меня нет ответов на все вопросы, можно утверждать, что ритм заложен в каждом из нас. У каждого человека есть свой ритм, и мы способны синхронизироваться друг с другом. Например, если мы будем играть на барабанах вместе, всего через 10 или 20 секунд мы сможем достичь гармонии. Эта способность присутствует у всех, включая детей. Музыка создает уникальную возможность для человеческих существ соединяться друг с другом, устанавливая эмоциональную связь через ритм и мелодию.

Тэцуя Мидзугути — известный геймдизайнер и основатель студии Enhance. Он является ключевой фигурой в индустрии видеоигр, прославившейся своими инновационными подходами и уникальными концепциями. Мидзугути активно работает над созданием игр, которые не только развлекают, но и предоставляют игрокам новые впечатления. Его вклад в развитие игровой культуры нельзя недооценивать, и его проекты продолжают вдохновлять как игроков, так и разработчиков по всему миру.

Несмотря на значительные достижения в жанре аркадных гонок, Мидзугути стремился предложить игрокам не просто привычный опыт управления гоночным автомобилем. Он верил, что видеоигры могут создавать более глубокие и уникальные эмоции. После работы над проектом Street Parade Тэцуя углубился в музыку, выступая в составе группы Genki Rockets в роли пианиста и композитора. Этот музыкальный опыт стал ключевым элементом его авторских проектов, позволив ему внедрить в игры оригинальные творческие идеи и новые подходы к игровой механике.

Когда-то в играх использовались лишь примитивные звуковые сигналы, что ограничивало возможности звука и музыки. С течением времени технологии развивались, и это открыло новые горизонты для улучшения звукового сопровождения. Музыка стала важным элементом игрового процесса, добавляя выразительности и глубины. Теперь мы можем создавать звуковые эффекты и музыкальные композиции, которые усиливают эмоции и гармонично интегрируются в визуальный ряд, обогащая общее впечатление от игры.

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance Studios. He has become a significant figure in the gaming industry thanks to his unique approach to game development and innovative ideas. Under his leadership, Enhance Studios creates engaging and original projects that capture the attention of players worldwide. Mizuguchi actively utilizes modern technologies and innovative methods, allowing his games to stand out from the crowd. His contributions to the development of video games continue to inspire a new generation of developers.

Mizuguchi then headed Sega's internal studio, United Game Artists. Within this studio, he focused on creating unique projects focused on innovative music gameplay. One of his most famous works was the shooter Rez, where the shooting mechanics were synchronized with the rhythm of the background music. He also developed the Space Channel 5 duology, in which the player had to dance to the beat of musical tracks. To enhance the musical component of these games, Tetsuya actively collaborated with DJs and music producers, which allowed him to draw on professional experience and create high-quality game content.

Rez and Space Channel 5 are considered the founders of modern music rhythm games. Alex Rigopulos, co-founder of Harmonix Music Systems, cited the works of Tetsudo Mizuguchi as a key inspiration for games like Guitar Hero and Rock Band. Although Mizuguchi's games achieved cult status, their initial sales were modest. Space Channel 5 stood out thanks to its memorable protagonist and attractive graphics, while Rez had significantly lower success rates.

When it comes to video games, it's impossible to predict how every player will react. Online opinions make up only a small part of the overall response. As a result, there was a long-standing feeling of isolation. When Rez was released in 2001, reviews were rather lukewarm. Some critics even claimed, "It's not a game."

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance. He has become a significant figure in the gaming industry thanks to his creation of unique and innovative projects. His works are distinguished by an original approach to gameplay and design, which allows him to stand out from other developers. Under Mizuguchi's leadership, Enhance continues to develop new ideas and technologies, striving to provide players with an unforgettable experience.

According to Mizuguchi, the key problem was that the audience did not understand why this game was worth playing, preferring more familiar genres such as action, adventure, and RPGs. Over time, this situation changed, and Rez has received acclaim. This was due, in part, to the re-releases and success of Mizuguchi's other projects, such as Lumines and Tetris Effect. These games helped draw attention to the innovative elements that Rez brings to gameplay, changing audience perceptions and opening new horizons for the genre.

Music has a unique power to influence our emotions and behavior. This power makes music an essential element in games. Games must maximize this potential to create a deep emotional response in players. In my work, music fulfills precisely this function, enriching the gameplay and enhancing the experience.

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance Studio. He is renowned for his contributions to the development of unique video games that capture the attention of players worldwide. Enhance Studio focuses on creating innovative content that combines original gameplay with high-quality graphics. Mizuguchi's work not only entertains but also inspires a new wave of developers. His approach to game design is rooted in a deep understanding of player needs and a passion for creating unforgettable gaming experiences.

In the early 2000s, Tetsuya left Sega and founded his own studio, Q Entertainment. Under this company, he released a number of successful games, including the musical puzzle games Lumines and Meteos, as well as the musical arcade game Every Extend Extra. Q Entertainment's portfolio also includes unconventional projects, such as the hack-and-slash game N3: Ninety-Nine Nights, created in collaboration with Phantagram, and the fighting game Battle Stadium D.O.N, based on Shonen Jump characters, which was developed in collaboration with Eighting. Q Entertainment continues to be a prominent figure in the gaming industry thanks to its innovative approaches and diverse projects.

In addition to developing video games and creating music, Mizuguchi is also actively involved in music video direction. One of his notable projects is the music video for the song "Heavenly Star" by Genki Rockets. This composition became part of the soundtrack for the game Lumines 2, highlighting his multifaceted talent in the arts and entertainment.

In 2009, Tetsuji Mizuguchi achieved significant success, entering the list of "The 100 Greatest Game Creators of All Time", compiled by the editors of the gaming portal IGN. He took 83rd place in this prestigious rating. In 2011, Mizuguchi presented his new project - the shooter Child of Eden, which became the spiritual successor to his iconic work Rez. This game was developed for the Xbox 360 console and used the unique controls via the Kinect controller. Players could control the aim by waving their hands in front of the screen, bringing innovative and interactive gameplay.

In Child of Eden, Mizuguchi used music as a universal language to convey a unique gaming experience. Tetsuyo understood that players come from many different cultures, each with a rich musical tradition shaped by unique geographic and ethnic characteristics. As our world evolves, musical genres and cultures begin to merge, creating a common rhythm. It was this sense of synergy that Child of Eden aimed to convey. In this game, the player becomes more than just a button presser; they become an active participant in the visual and musical riot on the screen: the game records real movements and perceives them as control commands, which allows for an unforgettable interaction.

Video games represent one of the most unique forms of sensory experience. Their inspiration comes from music and music videos, which combine audio and visual elements to create a new level of storytelling. Despite their appeal, such videos remain a passive form of perception. In contrast, video games offer an interactive experience that becomes part of real life. Every day, we encounter various situations, and video games allow us to experience new emotions and sensations, sometimes raising the question: "What is this?" This is an important point not only for players but also for designers who strive to create immersive and unique worlds. Modern technologies open new horizons for game development, making it possible to create what was previously unattainable. We are on the threshold of a new era of experiential experience, where video games are becoming an important tool for exploration and self-expression.

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance studio. His work and ideas have made a significant contribution to the video game industry, emphasizing unique gaming experiences and innovative mechanics. Under his leadership, Enhance Studios has developed a number of popular titles that have received acclaim from both critics and players. Mizuguchi continues to influence the development of game design, introducing new technologies and approaches to creating interactive content.

In 2014, Mizuguchi left Q Entertainment and founded a new studio called Enhance. Initially, the studio focused on developing and updating the iconic games Rez and Lumines. In 2018, Enhance released Tetris Effect, which was recognized as one of the best games of the year. This project not only preserved the classic mechanics of Tetris but also added unique visual and audio experiences, making it a significant event in the world of video games.

We are a video game studio, but not just any game studio. Our primary goal is to explore the possibilities that the games we create offer. We strive to improve the experience of our projects, including our current game. Our mission is to create unique content that will delight and surprise players. We are committed to excellence and strive to develop games that leave a lasting impression on users.

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance, a studio specializing in innovative video games. Mizuguchi has become known for his unique approach to gameplay and visual design. His projects are characterized by a high level of creativity and originality, attracting the attention of both players and critics. Enhance continues to evolve, offering players new, captivating worlds and experiences.

Initially, Tetsuya's games were known only to a select circle of fans, but their popularity soared after the release of the musical version of Tetris. Tetsuya and his team transformed familiar gameplay, adding a new context that offers a "unique emotional experience." In Tetris Effect, arranging pieces becomes a rhythmic and sensory audiovisual adventure. Each movement of the pieces is accompanied by sound effects that fit harmoniously into the background soundtrack and are complemented by bright special effects, creating an atmosphere reminiscent of color music. Thus, Tetris Effect not only offers classic gameplay but also immerses players in a world of sound and light, which makes it unique in its kind.

Abstract and complex soundscapes, a minimalist visual style, simple and intuitive gameplay mechanics closely tied to the music, and vibrant visuals are key elements of Mizuguchi's unique style. Each of these techniques and tools is used by Tetsuya to evoke a sense of synesthesia in players, an experience he first experienced with Street Parade. This approach not only creates a deep emotional connection with the game, but also makes it memorable and unique in the world of video games.

In our work, including the Rez project, we often use the term "synesthetic experiences." This refers to a unique sensory experience in which various senses interact with each other, creating the feeling that "you can almost see the music." At Enhance, we strive not only to create relevant content but also to anticipate future trends to create new experiences. Our philosophy is that "experience is king and synesthesia is queen." This approach applies to both gaming projects and other forms of interaction. We are currently actively pursuing several research projects, most of which have not yet been released to a wider audience.

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance. His work in video games has been recognized for its originality and innovative approach. Through his projects, Mizuguchi has made a significant contribution to the industry, advancing new ideas and technologies. Enhance focuses on creating unique gaming experiences by combining art and technology. Tetsuya continues to inspire a new generation of developers, remaining a key figure in the world of game development.

What is synesthesia and how does it work in games?

The word "synesthesia" comes from ancient Greek words meaning "together" and "sensation." Unlike the term "anesthesia," which means "absence of feeling," synesthesia implies a rich interplay of different senses. This phenomenon, in which stimulation of one sensory channel triggers an automatic and involuntary response in another sensory channel, allows people to perceive the world in a more multifaceted and vivid way. Synesthesia can manifest itself in various forms, such as perceiving colors when listening to music or associating tastes with certain words. This unique state opens new horizons for understanding human perception and may be an interesting object of study in neuroscience and psychology.

Screenshot: game Rez Infinite / Monstars Inc., Resonair

Synesthesia is a neurological phenomenon in which stimuli from one sense automatically trigger signals from another. This means that people with synesthesia may experience unique sensations, such as seeing colors associated with sounds or perceiving sounds associated with numbers. They may also experience tastes associated with colors or perceive sounds associated with odors. In this way, the synesthetic brain connects various sensory signals, creating new, unusual perceptions and associations between them. Synesthesia opens a unique perspective on the world, allowing people to perceive reality in a multifaceted manner.

Synesthesia is a unique feature of the nervous system in which the perception of music can be accompanied by visual images, such as colorful geometric shapes or spots. People with synesthesia may also experience taste or smell when listening to music. This rare ability is not considered a disease or mental disorder, but rather an intriguing aspect of perception that attracts the attention of researchers and artists. Studying synesthesia helps us better understand how the human brain functions and how different sensory systems can interact with each other. Synesthesia is a unique phenomenon in which the perception of one sense triggers associations in another. The reactions and associations of synesthetes are completely individual. For example, the writer Vladimir Nabokov noticed as a child that the letters on his multicolored alphabet blocks were the wrong colors. The artist Wassily Kandinsky described his sensations of smell and sound in his book "On the Spiritual in Art." Singer and actress Marilyn Monroe noted that the color orange affected her so much that she felt slightly intoxicated. Contemporary musicians such as Pharrell Williams, Kanye West, Lady Gaga, and Billie Eilish also share their synesthetic experiences. This phenomenon demonstrates how art and perception can intersect and enrich each other.

Scientists have found that an effect similar to the sensations of synesthetes can be induced independently using special drugs, coffee, or art. A striking example of this is the musical poem "Prometheus" by composer Alexander Scriabin, written for piano, orchestra, and choir. During the performance of the work, a lighting part was actively used, where lighting effects of varying intensity became an integral part of the musical composition, emphasizing the key emotional moments of the poem. Scriabin sought to ensure that audiences not only listen to the music but also visually perceive it, creating a unique synesthetic experience.

Полнометражный мультфильм «Фантазия» от Disney стал уникальным экспериментом в анимации. В 1930-х годах популярность Микки Мауса начала снижаться, и Уолт Дисней решил рискнуть, создав анимацию, основанную на классической музыке. В фильме звучат произведения таких великих композиторов, как Бах, Чайковский, Дюк, Стравинский, Бетховен, Понкьелли, Мусоргский и Шуберт. «Фантазия» состоит из восьми частей, каждая из которых иллюстрирует отдельное музыкальное произведение, а между ними размещены киновставки с выступлением Филадельфийского оркестра под руководством дирижёра Леопольда Стоковского. Этот проект не только revitalized интерес к анимации, но и стал культовым произведением, сочетая музыку и визуальное искусство в едином потоке.

«Фантазия» от студии Дисней выделяется на фоне других работ не только своей инновационной концепцией и использованием классической музыки. Ключевым аспектом является визуальная составляющая: создатели картины мастерски «изобразили звук» с помощью движений персонажей, деталей окружения, а также игры света и тени. Это уникальное свойство позволяет зрителям пережить ощущение, близкое к синестезии, создавая глубокую эмоциональную связь с музыкой и изображением.

Видеоигры способны предоставить пользователям уникальный опыт, напоминающий ощущения синестетиков. Чаще всего в этом контексте упоминаются музыкальные ритм-игры, такие как Rock Band, Guitar Hero и Beat Saber. В этих играх игроки взаимодействуют с музыкой, нажимая кнопки на геймпаде или специализированном контроллере в такт мелодиям. Это создает захватывающее сочетание звука и визуальных эффектов, позволяющее игрокам погрузиться в музыкальную атмосферу и пережить незабываемые моменты.

Основная задача игры заключается в точном попадании по плывущим разноцветным геометрическим фигурам и умении не пропускать ноты, что позволяет игрокам зарабатывать высокий рейтинг и переходить к следующей музыкальной композиции. Эта механика напоминает принципы, заложенные в таких играх, как Space Channel 5, где акцент сделан на танцах и синхронизации движений с музыкой, а также в других ритм-играх, например, PaRappa the Rapper. Игроки могут улучшать свои навыки, оттачивая реакцию и чувство ритма, что делает процесс увлекательным и азартным.

Игра Hi-Fi Rush от студии Tango Gameworks использует инновационный подход, сочетая элементы экшена и ритм-игры. В отличие от традиционных ритм-игр, где акцент делается на музыкальные инструменты, в Hi-Fi Rush игроки управляют героем, который исполняет динамичные атаки в такт музыкальному сопровождению. Попадание в ритм позволяет создавать комбо, вызывать союзников и притягиваться к противникам, что добавляет разнообразия в игровой процесс. Важно отметить, что Hi-Fi Rush не жестко наказывает за несоблюдение ритма, как это происходит в Guitar Hero. Даже если игроки не попадают в тайминг, герой все равно сможет выполнить атаку, хотя и с уменьшенным уроном. Это делает игру более доступной и позволяет игрокам наслаждаться процессом до конца уровня, независимо от их навыков в ритм-играх.

Rhythm games offer players a unique opportunity to become conductors of the musical process, allowing them to feel like musical performers. However, they do not always provide a fully synesthetic experience. In this context, the games of Tetsuya Mizuguchi are a particularly interesting example, offering innovative approaches to interacting with music and visual perception.

Most music games can be classified as "rhythm" or "time" games. However, this is not what attracts me. I am interested in how the combination of music and visuals transforms the surrounding reality. This interaction alone creates a unique experience that immerses players in a whole new world.

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance. He has become a prominent figure in the video game industry thanks to his unique approach to development and innovative ideas. Enhance, the studio he founded, has established itself through high-quality projects that combine original gameplay and artistic style. Mizuguchi continues to make significant contributions to the gaming industry, striving to create new, engaging, and accessible games for a wide audience.

Mizuguchi's main works focus on music and its interaction with gameplay. The games Rez and Child of Eden immerse players in a unique, hallucinogenic journey where every avatar's movement creates sound effects, and the participants' actions form a rhythmic and harmonious soundtrack. Players become not just performers but also co-authors of the musical work, creating sound based on their movements without having to follow the original soundtracks. Each change in the sound environment is accompanied by unique color schemes and effects, adding another dimension to the gaming experience. In this way, in Rez and Child of Eden, music and color become inextricably linked, creating a holistic perception of the game space.

Music can be perceived in two different contexts: third-person and first-person. In a non-game experience, you simply listen to music, absorbing it as a background. This is a third-person perception. In the context of video games, you interact with the music, becoming an active part of it. You can influence its sound and even create musical elements. It's a fundamentally different experience, where listening turns into active participation. I constantly think about how to create a bridge that allows a smooth transition from one type of musical perception to another.

Tetsuya Mizuguchi is a renowned game designer and the founder of the studio Enhance. He became famous for his innovative approaches to video game development. Mizuguchi is passionate about creating unique gaming experiences, combining immersive gameplay with evocative visuals and music. Under his leadership, Enhance Studio has developed a number of successful titles that have received acclaim from both critics and players. Tetsuya Mizuguchi continues to make significant contributions to the video game industry, exploring new possibilities and technologies to enhance gameplay. In Tetris Effect, Mizuguchi added a unique, captivating audio dimension to the original game's immersive gameplay. Every shape and every cleared line becomes an integral part of the musical score, creating a harmonious soundscape. Each change in the "glass" is accompanied by visual effects, such as flashes and color accents, that can transport the player to a new background, adding depth and variety to the gaming experience. Tetris Effect offers more than just a game, but a full-fledged audiovisual journey that is captivating and engaging.

Throughout his career, Mizuguchi has actively explored various mechanics, genres, and visual styles, constantly refining his unique style. He promotes the key idea: "Games have the power to evoke emotions and sensations not available in other media." In particular, he focuses on the interaction of music and synesthesia, expanding the boundaries of the gaming experience.

Tetsuya provided opportunities to experience unique gaming moments, moving away from conventional concepts. For example, he created the opportunity to pit Goku from Dragon Ball Z and Naruto from the manga of the same name against each other in an epic battle long before the advent of Jump Force, in the game Battle Stadium D.O.N. He also allowed players to destroy multiple enemies with a single blow in N3: Ninety-Nine Nights. Mizuguchi always strived for innovation in a minimalist format, which he demonstrated with his modest prototype Guntai, which later evolved into Humanity. These projects became examples of how original ideas can be combined with well-known franchises, creating new formats of gaming experiences and attracting the attention of a wide audience.

Five Years of Iteration

Mizuguchi knew Nakamura long before the release of Unity Developer's Delight, although he did not interact with him personally. As Tetsuya noted, "Yugo was a true superstar, distinguished by his unique and original style. His work appeared on television programs with his intros, and the streets of Tokyo were filled with Uniqlo ads." This popularity highlights Nakamura's influence in the industry, as well as his ability to create memorable visuals that have left their mark on culture.

Screenshot: Humanity / Tha Ltd.

After watching a demo of an early Humanity prototype, Mizuguchi became intrigued by the project and decided to support Tha Ltd. in its development to see what results it would produce. He applied his knowledge of synesthetic experiences and employed techniques to integrate game mechanics with sound design and color schemes. Enhance Studios served as publisher and design consultant, and as release approached, they fully embraced development to complete the project, which had been in the works for five years.

Mr. Yugo noted that the tech demo was developed out of curiosity. I don't take that word lightly. Curiosity can lead to significant results. In our meeting, I sensed his desire to realize something greater. This isn't to say that a similar desire was absent from his previous projects. Rather, I realized that he strives to create a unique experience that will stand out from his past work.

Tetsuya Mizuguchi is a game designer and the founder of Enhance, a studio known for its innovative games. His works are distinguished by their unique approach to gameplay and visual style. Mizuguchi strives to create immersive and memorable game worlds that capture the attention of players. Enhance continues to evolve, bringing fresh ideas to the video game industry and setting new standards of quality.

Mizuguchi was calm and engaged at the conference, chatting briefly with Kentami Yama. He later sent us a detailed message on Facebook. I was confident in my desire to collaborate with him and had no hesitation. My concern was that I might not live up to Mizuguchi's expectations. If I had understood how difficult creating games is, I might not have decided to take this path. But, not knowing all the difficulties, I eagerly dove into the work.

Yugo Nakamura is a designer and the founder of Tha Ltd. He has helped bring to fruition numerous successful projects that reflect an innovative approach to design and creative solutions. Yugo Nakamura actively works to create unique visual concepts that gain recognition both locally and internationally. His style combines elements of minimalism and functionality, making his works truly memorable. Yugo Nakamura continues to inspire a new generation of designers with his ideas and vision for the future of design.

In an interview with Game Developer, Mizuguchi shares his intentions to help Nakamura "arm himself with the necessary tools" to transform a simple tech demo into a full-fledged gaming experience. He emphasizes the importance of refinement, improvement, and iteration, which will ultimately lead to the release of Humanity.

Mr. Yugo is valued and respected in his field. He is not just a designer, but a creator of unique user experiences. I am familiar with his biography and know the richness of his creative legacy. When I saw a demo of his work, I got the feeling that there was something more to the way he represents people on screen. I realized that this demo was not the end of his story.

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance Studio. His work has attracted attention due to his unique approach to gameplay and innovative ideas. Mizuguchi has gained popularity for creating games that emphasize user interaction and emotional engagement. Enhance Studio continues to develop concepts that make games more accessible and engaging for a wider audience. Tetsuya Mizuguchi remains a significant figure in the video game industry, inspiring a new generation of developers to create original content.

Tetsuya sent to the Tha Ltd. office. their game designer, Eiichiro Ishige, who had previously worked on projects such as Lumines and Child of Eden. Ishige is a seasoned veteran of the gaming industry who has made significant contributions to game development across a variety of platforms. His portfolio includes projects for the Sega Saturn, such as Cyber ​​Doll, the Game Boy with Samurai Shodown 3: Blades of Blood, and the original PlayStation, the Gamera 2000. He also collaborated with Hironobu Sakaguchi, creator of Final Fantasy, on the battle design for Lost Odyssey. Eiichiro's task was to teach Nakamura and his design team how to create engaging levels and challenging puzzles, which would significantly improve the quality of the company's games.

At first, he seemed to be lecturing us and teaching us the basics of creating this game.

Yugo Nakamura is a renowned designer and the founder of Tha Ltd. He possesses a unique vision and creative approach, enabling him to create innovative design solutions. Under Nakamura's leadership, Tha Ltd. has established itself as a leading studio offering modern and effective design services. His work combines aesthetics and functionality, which makes the company's projects in demand in the market.

Eiichiro Ishige during the filming of a documentary about the development of Humanity. Still: Game Informer / YouTube

Ishige realized that Tha Ltd. had a variety of ideas that were constantly evolving and being discussed. The creators of Humanity had already considered various commands for interacting with crowds, such as mechanics for facing away and using the Follow command. As a result, Ishige set out to see if it was possible to harmoniously integrate all of these concepts into a single game.

In its early days, [Humanity] resembled a collection of various minigames. The game featured puzzles, action, and stealth levels, but these elements did not form a unified structure. Each individual game was interesting, but it lacked cohesion, making the project less appealing for long-term play. This lack of a unified concept prevented players from fully immersing themselves in the world of [Humanity] and enjoying it for an extended period of time.

Eiichiro Ishige is the game design director for Humanity. His work focuses on creating unique gaming experiences that combine innovative mechanics and a deep story. Ishige actively explores new approaches to player interaction, striving to make each game unforgettable. His vision and creative approach to game design allow Humanity to stand out from other projects in the industry.

Eiichiro's words are echoed by Yugo Nakamura.

We had many ideas, significantly more than those presented in the current version of the game.

Yugo Nakamura is a designer and founder of Tha Ltd. He is known for his unique approach to design and innovative solutions in the field of visual art. Nakamura creates projects that stand out for their originality and functionality. His work spans various fields, including graphic design, web design, and branding. Thanks to his talent and vision, Yugo Nakamura has become a prominent figure in the design industry.

Changes have also affected the game's crowd management systems. Initially, Nakamura planned for players to control crowds using a cursor. However, he later abandoned this concept in favor of a command system that asks players to choose actions from a list. This approach allows for deeper player engagement in the gameplay and strengthens their emotional connection with the events taking place.

Screenshot: Humanity / Tha Ltd.

The dog character introduced new platforming mechanics to the game, adding an extra dimension to puzzle solving. Players now need to not only think about how to direct people to the goal, but also quickly decide how to move and jump to get from point A to point B. Effectively issuing commands becomes a crucial aspect of achieving the ultimate goal. Furthermore, the dog brings an element of humor and originality to the gameplay, making it more engaging.

The main character of the work is the crowd, representing an ignorant society. To emphasize this ignorance, I wondered who would be the ideal leader for such people. We usually see people walking dogs, but I came up with the idea of ​​a dog walking people. This creates an interesting and paradoxical look at the relationship between leader and follower, highlighting the absurdity of the situation.

Yugo Nakamura is a designer and founder of Tha Ltd. His unique approach to design and innovative solutions has attracted attention in the industry. Nakamura combines creativity with functionality, creating designs that are not only visually appealing but also user-friendly. Your company can gain valuable insight into contemporary design trends by studying the work of Yugo Nakamura and his team. Mizuguchi endorsed the dog avatar concept. In an interview with Game Developer, he noted that Nakamura proposed the idea one day, and the dog became a key element that helped bridge the gap between players and the puzzles. This character added a physical presence to the game world and significantly increased player engagement.

Screenshot: Humanity / Tha Ltd.

Under the direction of Мидзугути и Исигэ авторы переосмыслили и исключили неэффективные элементы, сосредоточившись на успешных аспектах — управляемой толпе и преодолении препятствий. Тэцуя добавил в основную концепцию своё синестетическое восприятие, сделав звуковое оформление минималистичным и привязанным к действиям игрока и анимациям. Персонажи были окрашены в яркие цвета, а собака-протагонист получила дополнительную подсветку, что усилило визуальную привлекательность и повысило вовлечённость игроков.

На завершающей стадии разработки я столкнулся с неожиданными трудностями в процессе плейтестирования. Поскольку у меня не было значительного опыта в этой области, я был удивлён тем, насколько мелочи могли расстроить тестировщиков. Моя первая реакция заключалась в недоумении: «Почему они так реагируют?» Я начал осознавать, что важно учитывать все комментарии и отзывы. Постепенно я стал детально анализировать каждую из выявленных проблем. В результате мы смогли устранить все недостатки, и на финальных плейтестах не поступило ни одной жалобы. Именно к такому беспроблемному опыту мы и стремились.

Юго Накамура — дизайнер и основатель компании Tha Ltd. Он известен своим уникальным подходом к дизайну и стремлением к инновациям. Накамура активно работает над внедрением современных технологий в дизайн-процессы, что позволяет создавать продукцию, соответствующую последним тенденциям рынка. Его работы получили признание как в индустрии, так и среди потребителей, что подтверждает высокий уровень качества и оригинальности его проектов.

Мы столкнулись с задачей: как объединить имеющиеся ингредиенты без повторения уже известных решений. В ходе работы мы стремились к балансу, и пользовательское тестирование стало для нас важным инструментом. Это потребовало значительных усилий, но в результате мы смогли убрать лишнее и создать нечто действительно сложное и уникальное.

Тэцуя Мидзугути — известный геймдизайнер и основатель студии Enhance. Он стал популярным благодаря своему уникальному подходу к разработке видеоигр, который сочетает в себе инновационные идеи и глубокое понимание игровой механики. Студия Enhance, основанная им, фокусируется на создании оригинальных и увлекательных проектов, которые привлекают внимание игроков по всему миру. Работы Мидзугути часто отмечаются за их способность вызывать эмоциональный отклик и создавать незабываемые впечатления.

Дизайн уровней — это сложный и многогранный процесс, требующий глубокого понимания игрового опыта и взаимодействия пользователя. Он включает в себя создание пространств, которые не только привлекают внимание, но и обеспечивают увлекательный и интуитивный игровой процесс. Эффективный уровень должен учитывать элементы, такие как баланс сложности, прогрессия и эстетика, чтобы игроки могли наслаждаться игрой, не испытывая при этом лишнего стресса. Успешный дизайн уровней требует тщательной проработки и тестирования, чтобы достичь гармонии между вызовом и удовольствием.

Юго Накамура — известный дизайнер и основатель компании Tha Ltd. Он стал заметной фигурой в мире дизайна благодаря своему уникальному подходу и инновационным решениям. Накамура сосредоточен на создании функциональных и эстетически привлекательных продуктов, что позволяет ему привлекать внимание как клиентов, так и профессионалов отрасли. Tha Ltd. под его руководством зарекомендовала себя как современная студия, предлагающая высококачественные дизайнерские услуги и решения, отвечающие требованиям современного рынка.

Скриншот: игра Humanity / Tha Ltd.

На завершающих этапах разработки итеративный подход продолжал оставаться актуальным. Игра претерпевала изменения вплоть до самого релиза. Например, всего за две недели до начала продаж Мидзугути предложил переработать финальную битву с боссом для улучшения игрового опыта. В результате Кэнтаро Яма полностью переписал сценарий этого сражения, усложнив его и добавив новые механики. Такой подход позволил создать более захватывающий и интересный финал для игроков.

Конечно, я готов помочь вам с переработкой текста. Пожалуйста, предоставьте сам текст, который нужно скорректировать.

Когда вы ежедневно трудитесь над проектом, становится сложно оценить его результаты с объективной точки зрения. В команде, включая меня, возникали сомнения: «Действительно ли это интересно?» В тот момент уверенности в успехе было немного. Единственным, кто сохранял веру в проект, оказался Мидзугути, в то время как остальные испытывали сомнения.

Юго Накамура — известный дизайнер и основатель компании Tha Ltd. Его творческий подход и уникальный стиль сделали его фигуру заметной в мире дизайна. Накамура активно работает над проектами, которые сочетают в себе функциональность и эстетику, привнося свежие идеи в каждую из своих работ. Под его руководством Tha Ltd. зарекомендовала себя как инновационная студия, способная реализовать смелые концепции и удовлетворить потребности клиентов. Юго Накамура продолжает вдохновлять новое поколение дизайнеров, демонстрируя, как важно сочетать креативность и технологические достижения в современном дизайне.

Марк Макдональд, исполнительный продюсер компании Enhance, в интервью Game Developer подчеркивает важность итераций в процессе разработки игр, однако предостерегает от их чрезмерного применения. В его мнении, изменение даже одного уровня может значительно повлиять на общий масштаб игры. Плейтесты сыграли ключевую роль в поддержании правильного курса разработки, позволяя авторам избежать необходимости переработки крупных сегментов и ограничиться лишь незначительными изменениями. Это также дало возможность взглянуть на проект с новой перспективы.

We conducted extensive playtesting of the game, feeling like we were hearing the same joke over and over again. As a result, we lost the ability to judge whether it was truly funny. A similar situation arose with puzzles: we could no longer determine their level of difficulty. During testing, we noticed that players had different approaches to solving problems. Some highly valued complexity and did not need hints, while others quickly lost interest and gave up. This diversity of approaches helped us better understand audience preferences and improve the gameplay.

Mark McDonald is a producer at Enhance. He is a professional in his field, with significant experience in the development and implementation of innovative projects. Under his leadership, Enhance has reached new heights, offering unique solutions and services that meet modern market demands. Mark is actively involved in content creation and strategic development of the company, which makes him a key figure in the industry.

Of course, I am available to help you with proofreading. Please provide the source text you wish to rework.

The point is to give the player retryability. That's why we emphasize that characters in Humanity don't die from falling off cliffs. They don't hit the ground. We spent a lot of time fine-tuning the effect and subtext of this part of the gameplay. Of course, as a human, you can sense the characters breaking after falling, and to some extent, that was our intention. However, we didn't aim for players to feel the weight of responsibility for the consequences of their actions.

Mark McDonald is a producer at Enhance, a company known for its innovations in digital technology and media. Under his leadership, Enhance has achieved significant success, creating unique content and offering modern entertainment solutions. An important aspect of McDonald's work is his commitment to quality and originality, which allows the company to stand out from the competition. His experience and creative approach contribute to the development of new projects and the strengthening of Enhance's position in the market.

VR Technology and Ants

During the development of Humanity, special attention was paid to adapting the puzzle game for virtual reality headsets. Tetsuya Mizuguchi has always believed that traditional TV screens "suppress video games," and this realization became especially clear after the commercial failure of Child of Eden on Xbox 360 and Kinect. The game designer sees enormous synesthetic potential in developing virtual reality technologies and strives to implement VR support in his projects. For example, games like Rez Infinite and Tetris Effect already offer players a unique experience thanks to the integration of virtual reality. Adapting VR to games not only expands gameplay possibilities but also creates new levels of interaction with the game world.

Screenshot: Humanity / Tha Ltd.

Synesthesia opens up new horizons of perception: you sense smells and hear sounds that intertwine in your mind. This creates unique experiences: you can watch a sunset, and the sound effects help you remember the moment better. In this context, games become an important experience, representing a new era of synesthesia. We are on the verge of a revolution, and virtual (VR), augmented (AR), and extended reality (XR) technologies are developing in two main directions. The first direction is associated with creating the most realistic experiences possible, while the second focuses on abstract concepts. Abstraction, in turn, is closely related to art and represents a new territory for self-expression. It is a new canvas on which to create unique digital works of art.

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance Studio. His work in the video game industry spans numerous projects that have become iconic for players around the world. Under Mizuguchi's leadership, Enhance Studio has developed unique games distinguished by an innovative approach to gameplay and visual style. He actively promotes ideas about how video games can be not only entertainment but also a means to develop creativity and improve quality of life. Tetsuya Mizuguchi's work continues to inspire a new generation of developers and players, making him a prominent figure in the world of game design. VR technology opens up new horizons of emotions and sensations for players, providing unique stimuli that are felt deeper and more sincerely. This ability to experience creativity is one of the key characteristics of a human being. Virtual reality is only the beginning of this journey; it serves as an entrance to a new, magnificent art based on empirical experience. We strive to create an atmosphere of fascination and a state of flow to attract attention and interest users. However, we are still searching for effective ways to realize these ambitious goals, as this path remains uncharted for us. Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance studio. He is renowned for his innovative approaches to video game development. Enhance Studio specializes in creating unique gaming experiences, combining art and technology. Mizuguchi actively contributes to the development of games that not only entertain but also inspire players. His projects are often distinguished by their original design and deep gameplay, making them popular with a wide audience. Mizuguchi sees significant potential in the PSVR2 headset, driven not only by its increased processing power but also by its new eye-tracking technology. According to Mizuguchi, this technology is ideal for Humanity. The VR market currently offers numerous first-person shooters and action games, where players interact with the environment directly. However, the market lacks games that offer an alternative perspective, allowing players to observe the action from above and control the gameplay, as is the case in SimCity. This approach could attract a wider audience and diversify the genre offerings of virtual reality.

At first, the idea of ​​implementing a VR mode was hesitant, but after playing the prototype for the first time, the team changed their minds. Yugo Nakamura, the project's designer, initially believed that a top-down mode would not be successful. However, testing the VR prototype changed his perspective. Nakamura was impressed and compared the gameplay to observing an ant colony in a carefully created diorama. This confirms that innovative approaches in game design can significantly change user perception and experience.

Story, Idea, and Metaphor

The creators of Humanity did not limit themselves to just gameplay and technical aspects; they also paid significant attention to the plot, themes, and messages. Nakamura and Mizuguchi created a game-metaphor in which humanity is presented as a mindless, yet controllable crowd. As a result, they decided to integrate political, social and ironic elements, reflecting important events and movements that have occurred over the past five years. This allows players to more deeply understand the current problems of society and think about the role of each person in global processes.

Screenshot: Humanity / Tha Ltd. game.

The human rights movements, the protests in Hong Kong, the pandemic, and then the conflict in Ukraine—all of these events have become important milestones in our history. We could not have foreseen how quickly and profoundly artificial intelligence would change our society. Each of these phenomena has impacted our perception of humanity and how we interact with each other. Artificial intelligence, in turn, has become an integral part of our lives, forcing us to rethink ethical and social norms. It is important to understand how all of these factors intersect and influence the future of humanity.

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance. He has gained popularity thanks to his unique approach to video game development, which combines innovative mechanics with a deep emotional component. Mizuguchi actively works to create projects that not only entertain but also inspire players. His works have been praised for their originality and high-quality execution, making Enhance one of the most prominent studios in the video game market. Tetsuya Mizuguchi continues to make significant contributions to the industry, creating unique gaming experiences for users around the world.

During the concept stage, Nakamura was inspired by a designer T-shirt with the "Humanity" logo. He found the logo appealing and the name striking. Inspired by this, he began to reflect on humanity as an important aspect of life and evaluate the role it plays in his daily practices. Nakamura concluded that society contains both positive and negative individuals, each with their own characteristic actions. However, when these individuals come together in a large group, their behavior and even inner qualities can change. It is this dynamic that Yugo sought to reflect in his work.

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We often discuss that individuals are, by nature, good. There are many wonderful individuals on the planet. However, when they unite into groups, nations, or even just large aggregations, something different happens. It's as if a switch is activated that alters their behavior. In the Humanity project, we sought to capture this process and explore how collective dynamics influence individual human qualities.

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance Studio. His work has had a significant impact on the video game industry thanks to his creative approach and innovative ideas. Enhance Studio, founded by Mizuguchi, focuses on developing unique game projects that offer players new experiences and emotions. Tetsuya actively uses modern technology to create engaging and memorable games, making him a key figure in the world of game design.

Nakamura sought to demonstrate the path that modern man is taking and answer the question of the consequences of continuing to follow this path. Yugo was not interested in judgment and did not want to give definitive answers about what is right or wrong. His goal was to show what humanity is like and what processes occur when an individual becomes part of a larger group. In Yugo's view, the real situation is significantly worse than what is depicted in Humanity.

Screenshot: Humanity / Tha Ltd.

Tetsuya Mizuguchi emphasized the need for a simpler and more understandable story in an abstract puzzle game. This decision is aimed at improving the gameplay experience and making it easier for players to understand the plot. A clear and concise story allows for greater immersion in the gameplay and promotes a deeper understanding of the game mechanics.

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Initially, the plot seemed unclear. It was Mizuguchi who insisted on the need for deeper explanations in the story. Gradually, it transformed into something more meaningful. I consistently edited and expanded it, adding elements that ultimately made it into the final version. The more the story developed, the more insistently we strived for the player to experience joy as they progressed towards the end.

Yugo Nakamura is a designer and founder of Tha Ltd. With his experience and creative approach, he creates unique projects that attract attention and inspire. Nakamura is known for his attention to detail and innovative solutions, making his work sought after in the design world. As a professional, he is actively involved in various projects that highlight his skill and vision.

According to Mizuguchi, he was the one who cared most about the game's scenario. Tetsuya strove to ensure that the title accurately reflected the content and depth of the project, so that it would not just be another entertaining game, but an unforgettable experience. He wanted players to finish the game with strong emotions, including ambiguous feelings that leave a mark on their memory.

Everyone strives for harmony, yet conflicts continue to arise. This seems to be part of human nature. We decided to reflect this concept in a key moment of our game. In one of the scenes, the player is given a weapon, and I wanted this moment not to be taken lightly.

Tetsuya Mizuguchi is a renowned game designer and the founder of Enhance studio. His work has been recognized for its innovative approach and unique style. Enhance focuses on creating games that offer players new experiences and deep interaction with the gameplay. Mizuguchi actively experiments with game mechanics and visual design, which allows his projects to stand out from the crowd. Tetsuya's contribution to the video game industry is invaluable, and his vision for the future of game design continues to inspire developers around the world.

It is extremely difficult to imagine the feelings of people in a war. They likely experience the same emotions as the characters in our game. Each side believes they have no other choice. However, over time, the realization comes that such a path leads to terrible consequences. It is important to remember that war always brings suffering and destruction, and its consequences affect not only the parties to the conflict but also the civilian population.

Yugo Nakamura is a designer and founder of Tha Ltd. He creates innovative design solutions. Nakamura is known for his unique approach that combines functionality and aesthetics. Thanks to his contribution, Tha Ltd. has become a leading company in the field of design services, offering clients modern and attractive solutions.

Screenshot: Humanity game / Tha Ltd.

Nakamura, Looking back, he describes the development process of Humanity as "very painful." Although much of the work went according to plan, the playtests proved to be the most challenging for Tha Ltd. Nakamura wryly compares the development of the game to a tug-of-war, but credits Enhance and its leader, Mizuguchi, with achieving the right balance on the project. This unique development experience highlights the challenges game developers face and the importance of teamwork to achieve success.

I'm glad our game turned out to be a success. Even though we developed it ourselves, when I read positive reviews and praise, it feels like someone else had created it. I didn't anticipate how much difficulty and effort it would take to create the game. If I had known all the difficulties in advance, I might not have decided to take this path. Now I realize that the process of game development truly requires a tremendous amount of effort and dedication.

Yugo Nakamura is a renowned designer and the founder of Tha Ltd. Его работа охватывает широкий спектр областей, включая графический дизайн и разработку пользовательского интерфейса. Накамура привносит уникальный подход к каждому проекту, сочетая креативность и функциональность. Под его руководством Tha Ltd. зарекомендовала себя как ведущая студия в индустрии дизайна, предлагая инновационные решения для клиентов по всему миру.

Юго проводит параллели между работой дизайн-студии и процессом разработки видеоигр, подчеркивая, что это fundamentally разные подходы. В графическом и ландшафтном дизайне конечный результат всегда очевиден: если заказчик удовлетворен, проект быстро завершается. В отличие от этого, создание видеоигр воспринимается им как исследовательская работа, где нет четко определенной цели. Это похоже на путешествие в неизведанные моря, подобно моряку из прошлых веков, который не знает, достигнет ли он берега или столкнется с краем света. Такой подход к разработке игр требует постоянного поиска и инноваций, что делает процесс более сложным и многогранным.

Накамура также акцентирует внимание на итоговой продолжительности готового продукта. В своей работе дизайнером он часто сталкивался с набором изображений и видеороликами длительностью около 15 минут. Ему импонировало, что на создание таких материалов уходит относительно немного времени, и что в дальнейшем их можно доработать до идеального состояния.

Продолжительность видеоигры составляет несколько десятков часов, и для того чтобы игроки были готовы потратить это время, необходима качественная мотивация. После пяти лет работы в этой области мне стало сложно увидеть, как именно можно заинтересовать аудиторию.

Скриншот: игра Humanity / Tha Ltd.

Тяжёлый труд оправдал себя. Игра Humanity не только заняла высокие позиции в рейтингах лучших игр прошлого года, но и была номинирована на премию The Game Awards 2023 в категории «Лучшая игра для VR/AR». На Golden Joystick Awards головоломка также получила номинацию в категории «Игра года на PlayStation». Вокруг Humanity сформировалось активное сообщество авторов, создающих новые уровни. Некоторые из этих уровней вызывают восхищение у разработчиков из Tha Ltd. и Enhance, что подтверждает высокое качество и инновационность проекта.

Тэцуя Мидзугути выражает удовлетворение успехами Humanity. Он отмечает, что головоломка Накамуры не только соответствует их общим целям, но и гармонирует с философией студии Enhance. Эта философия акцентирует внимание на создании нового опыта и поддержке авторов, стремящихся к внедрению свежих идей в свои проекты.

В Enhance мы стремимся к уникальному творческому самовыражению. Наша цель — поддерживать и открывать новых художников, разделяющих наши ценности. Если мы обнаружим их работы, мы с удовольствием представим их широкой аудитории. Мы уверены в важности этого пути и будем продолжать его следовать.

Тэцуя Мидзугути — известный геймдизайнер и основатель студии Enhance. Он стал популярным за свои инновационные подходы к разработке видеоигр. Мидзугути активно использует элементы искусства и музыки, создавая уникальные игровые проекты, которые привлекают внимание игроков по всему миру. Его работы отличаются высоким качеством графики, оригинальным геймплеем и глубоким погружением в игровой процесс. Студия Enhance под руководством Мидзугути продолжает развиваться, предлагая новые оригинальные игры, которые расширяют границы интерактивных развлечений.

Война — это сложное и болезненное переживание, которое трудно осознать тем, кто не столкнулся с ней. Люди, оказавшиеся в центре конфликта, часто ощущают себя беззащитными и отчаянными. Каждая сторона может считать, что у неё нет другого выбора, и это приводит к трагическим последствиям. Позже приходит понимание, что такой путь ведет лишь к катастрофе, и осознание того, насколько разрушительными могут быть последствия войны, становится тяжелым бременем. Важно помнить о ценности мира и стараться избежать конфликтов, осознавая, что единственным верным решением является диалог и взаимопонимание.

Юго Накамура — известный дизайнер и основатель компании Tha Ltd. С его значительным опытом в области дизайна он стал ведущей фигурой в индустрии, создавая уникальные и инновационные решения. Tha Ltd. под руководством Накамуры зарекомендовала себя как компания, специализирующаяся на разработке креативных проектов, которые объединяют функциональность и эстетику. Его работы отличаются вниманием к деталям и стремлением к совершенству, что делает его одним из самых уважаемых дизайнеров в современном мире.

Судом было принято решение о запрете деятельности компании Meta Platforms Inc. в России, касающейся реализации социальных сетей Facebook и Instagram. Это решение основано на обвинениях в экстремистской деятельности.

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