{"id":609342,"date":"2024-02-19T23:10:03","date_gmt":"2024-02-19T20:10:03","guid":{"rendered":"https:\/\/en.buradabiliyorum.com\/kemuri-what-is-kemuri-developer-diary\/"},"modified":"2024-02-19T23:10:03","modified_gmt":"2024-02-19T20:10:03","slug":"kemuri-what-is-kemuri-developer-diary","status":"publish","type":"post","link":"https:\/\/buradabiliyorum.com\/en\/kemuri-what-is-kemuri-developer-diary\/","title":{"rendered":"#\r\n      KEMURI \u2018What is KEMURI?\u2019 developer diary"},"content":{"rendered":"<p>In the developer diary, titled \u201cWhat is <em>KEMURI<\/em>?,\u201d UNSEEN founder and studio head Ikumi Nakamura, concept artist Nass, <a href=\"https:\/\/buradabiliyorum.com\/en\/category\/game\/\" data-internallinksmanager029f6b8e52c=\"7\" title=\"Game\" target=\"_blank\" rel=\"noopener\">game<\/a> director Misuzu Watanabe, and more share details on the game\u2019s art style, movement, world, and gameplay.<\/p>\n<p><a rel=\"nofollow noopener\" target=\"_blank\" class=\"link-external\" href=\"https:\/\/www.ign.com\/articles\/exclusive-ikumi-nakamura-kemuri-interview-fan-fest-2024\">IGN<\/a> also spoke to Nakamura in a formal interview, in which she shares more about the game and opens up about avoiding crunch, industry layoffs, and other topics.<\/p>\n<p><em>KEMURI<\/em> is currently in development. Platforms and a release date have not been announced.<\/p>\n<p>Get the full developer diary and tran<a href=\"https:\/\/buradabiliyorum.com\/en\/category\/download-scripts-themes-apps\/\" data-internallinksmanager029f6b8e52c=\"9\" title=\"Download Scripts &amp; Themes &amp; Apps\" target=\"_blank\" rel=\"noopener\">script<\/a> below. The developer diary contains various bits of in-development gameplay footage.<\/p>\n<div id=\"\"><strong>Ikumi Nakamura, Studio Head:<\/strong> \u201cMy name is Ikumi Nakamura. I am a creator. As an artist, a game developer, and a mother. I always feel like I\u2019m on a continuous quest to find my place. <em>KEMURI<\/em> is a supernatural online cooperative action player-versus-enemy game. This game merges the world of yokai with the real one awakening the intellectual curiosity we lost in the process of growing up.\u201d<\/p>\n<p><strong>Nass, Concept Artist:<\/strong> \u201cThe art style is a blend of old and new. It is very charming. Dark fantasy is a big influence.\u201d<\/p>\n<p><strong>Shane Canning, Level Designer:<\/strong> \u201cAs soon as you see it, it\u2019s like the striking <a href=\"https:\/\/buradabiliyorum.com\/en\/category\/anime-manga\/\" data-internallinksmanager029f6b8e52c=\"6\" title=\"Anime || Manga\" target=\"_blank\" rel=\"noopener\">anime<\/a> art style. You might have seen elements like these in the past or in anime or somewhere, but the way we\u2019re combining all of them together.\u201d<\/p>\n<p><strong>Omar Espinosa, Technical Artist:<\/strong> \u201c<em>KEMURI<\/em> means smoke in Japanese. We are trying to treat it as a character. It has to be unpredictable. It has to have some motion of its own, it has to react to the player. Where there is smoke there are yokai.\u201d<\/p>\n<p><strong>Nakamura:<\/strong> \u201cThe yokai hunter is a cool entity, hunting the unknown, clad in mystery. Players take on the role of a yokai hunter, acquiring supernatural powers beyond human capabilities to face even greater unknown challenges.\u201d In the realm of yokai, much like in the human world, both good and evil coexist. Yokai emerge from the essence of deceased animals, objects, and humans, carrying profound backstories.\u201d<\/p>\n<p><strong>Idris Grey Macchruiteir, Game Designer:<\/strong> \u201cIt\u2019s not just \u201cmonsters are evil,\u201d it\u2019s like being a bridge between two different worlds.\u201d<\/p>\n<p><strong>Misuzu Watanabe, Game Director:<\/strong> \u201cAre you ready to see the UNSEEN? The \u2018Fox Window\u2019 is like a superpower that lets us see worlds we usually cannot. You explore the city and use the \u201cFox Window\u201d to spot yokai. If that\u2019s the origin of the problem, you fight them.\u201d<\/p>\n<p><strong>Kenan Alpay, Game Designer:<\/strong> \u201cIt\u2019s actually quite dangerous to use it. Enemies will notice you when you use it, so players have to pick the right time to use it to their advantage.\u201d<\/p>\n<p><strong>Watanabe:<\/strong> \u201cEngage in battles, negotiations, and acquire yokai to possess and increase your power. Unleashing the power of the yokai, you change your visual appearance using fashion to take action beyond human knowledge. The ability to collect various yokai adds high replay value to the game.\u201d<\/p>\n<p><strong>Kasper Holmberg, Game Designer:<\/strong> \u201cThe gameplay loop should very much be a journey of growth and discovery.\u201d<\/p>\n<p><strong>David Steinberg, CTO and Technical Director:<\/strong> \u201c<em>KEMURI<\/em> is a game that you can play by yourself or with friends, or with other people online. It\u2019s whatever players choose.\u201d<\/p>\n<p><strong>Watanabe:<\/strong> \u201cThe animations in <em>KEMURI<\/em> are very dynamic. The animator Raul infuses a rhythm in them.\u201d<\/p>\n<p><strong>Raul Ibarra, Animation Director:<\/strong> \u201cThe most important thing about animation for me is undoubtedly the rhythm. We have been listening to music all of our lives and even if you don\u2019t play an instrument, you have internalized it. Whether in a video game or in real life, each movement has its own musicality. My goal is that you can feel this when you play <em>KEMURI<\/em>.\u201d<\/p>\n<p><strong>Steinberg:<\/strong> \u201cFor me, I would say the most striking thing in <em>KEMURI<\/em> is the movement of the characters. The characters move in a really unique way, both in terms of animation, in terms of gameplay, that enables players to interact with the world we have.<\/p>\n<p><strong>Aaron Packard, Gameplay Engineer:<\/strong> \u201cThe thing about the movement in the game is that it\u2019s really about player expression, and that is more about enabling the player to just be funky and do it the way that they really want to do it.<\/p>\n<p><strong>Watanabe:<\/strong> \u201cWe avoid using motion capture and only focus on keyframe animation. That\u2019s our concept.\u201d<\/p>\n<p><strong>Nass:<\/strong> \u201cWhen the animation was added to my characters, it felt as if the character came alive. I was really moved the first time I saw them.<\/p>\n<p><strong>Nakamura:<\/strong> \u201cRacing through the chaotic vertical cities, soaring, and hunting, you will be surprised by the vertical level design.\u201d<\/p>\n<p><strong>Canning:<\/strong> \u201cI think players are going to be really excited about matching our extremely cool animation with this amazing traversal system, and then pairing that with some really vertical spaces that get you to use those game mechanics in a fun way.\u201d<\/p>\n<p><strong>Erick Tjoe, Environment Artist:<\/strong> \u201cWe are creating an immersive experience where players explore a chaotic and vertical world. An environment inspired by different cultures.\u201d<\/p>\n<p><strong>Yurie, Technical Environment Artist:<\/strong> \u201cWe are building a world which feels like you\u2019ve been there before. Nostalgia is something personal to all of us. In <em>KEMURI<\/em>, you will feel it in the art, story, and the characters that you meet.\u201d<\/p>\n<p><strong>Nakamura:<\/strong> \u201cIt is a world that can only be created by UNSEEN with its cross-cultural and balanced developmental environment.\u201d<\/p>\n<p><strong>Macchruiteir:<\/strong> \u201cI think it\u2019s amazing that we\u2019ve created an environment where we get to bring all of our unique perspectives to making a product that reflects that.\u201d<\/p>\n<p><strong>Nakamura:<\/strong> \u201cPlayers will explore this enigmatic world, confront the nature of death, uncover hidden truths, and face the consequences of their choices in both life and the afterlife.\u201d<\/p>\n<p><strong>Nass:<\/strong> \u201cYou\u2019ll be able to experience the same excitement that you experienced while watching the teaser.\u201d<\/p>\n<p><strong>Watanabe:<\/strong> \u201cWith the <em>KEMURI<\/em> teaser, we\u2019re really grateful to all those who showed interest.\u201d<\/p>\n<p><strong>Pierre Maury, Engineer:<\/strong> \u201cThe community that builds around the game is really a source of motivation for us.\u201d<\/p>\n<p><strong>Nass:<\/strong> \u201cWe are working hard to make sure we meet everyone\u2019s expectations.\u201d<\/p>\n<p><strong>Packard:<\/strong> \u201cThis is taking everything that I love about early PS1 and Dreamcast games, in terms of their style, innovation, but with a modern twist. This is Japan\u2019s retake at that and I\u2019m really excited for people to play it.\u201d<\/p>\n<p><strong>Canning:<\/strong> \u201cYou want to see gameplay? We want to show you gameplay! Just, we want to make sure it\u2019s right, it looks cool, not only meets people\u2019s expectations, but exceeds them.\u201d<\/p>\n<p><strong>Holmberg:<\/strong> \u201cI\u2019m really looking forward to seeing people\u2019s reactions to some of the boss battles we have planned. It\u2019s going to get pretty wild!\u201d<\/p>\n<p><strong>Nakamura:<\/strong> \u201cAfter the release of this video, we\u2019ll be diving headfirst into an extensive phase of development and playtesting. While the rest is just a bit further down the road, you can let your imagination run wild and get ready to be excited!\u201d<\/p>\n<p><strong>Espinosa:<\/strong> \u201cThank you for your support, I hope you\u2019ll have fun!\u201d<\/p>\n<p><strong>Canning:<\/strong> \u201cI\u2019m really looking forward to seeing which character is your favorite.\u201d<\/p>\n<p><strong>Yuri:<\/strong> \u201cThank you for supporting <em>KMR<\/em> and UNSEEN!\u201d<\/p>\n<p><strong>Nass:<\/strong> \u201cPlease look forward to it very much.\u201d<\/p>\n<p><strong>Alpay:<\/strong> \u201cPlease look forward to it.\u201d<\/p>\n<p><strong>Steinberg:<\/strong> \u201cKeep looking forward to <em>KEMURI<\/em>. It\u2019s going to be worth it.\u201d<\/p>\n<p><strong>Tjoe:<\/strong> \u201cThank you and see you again.\u201d<\/p>\n<p><strong>Maury:<\/strong> \u201cThank you.\u201d<\/p>\n<p><strong>Macchruiteir:<\/strong> \u201cThank you very much.\u201d<\/p>\n<p><strong>Nakamura:<\/strong> \u201cLook forward to it.\u201d<\/p>\n<\/div>\n<blockquote><p><strong><span style=\"color: #ff6600;\">If you liked the article, do not forget to share it with your friends. Follow us on\u00a0<span style=\"color: #ff0000;\"><a style=\"color: #ff0000;\" href=\"https:\/\/news.google.com\/publications\/CAAqBwgKMN63nwsw68G3Aw\" target=\"_blank\" rel=\"nofollow noopener noreferrer\">Google News<\/a><\/span>\u00a0too, click on the star and choose us from your favorites.<\/span><\/strong><\/p><\/blockquote>\n<blockquote>\n<p style=\"text-align: center;\"><strong>If you want to read more <a href=\"https:\/\/buradabiliyorum.com\/en\/category\/news\/\" data-internallinksmanager029f6b8e52c=\"2\" title=\"News\" target=\"_blank\" rel=\"noopener\">News<\/a> articles, you can visit our <span style=\"color: #ff9900;\"><a style=\"color: #ff9900;\" href=\"https:\/\/en.buradabiliyorum.com\/game\/\" target=\"_blank\" rel=\"noopener\">Game <\/a><\/span>category.<\/strong>\n<\/p><\/blockquote>\n<p><span style=\"color: black;\"><a style=\"color: #ff9900;\" href=\"https:\/\/www.gematsu.com\/2024\/02\/kemuri-what-is-kemuri-developer-diary\" target=\"_blank\" rel=\"noopener\">Source<\/a><\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In the developer diary, titled \u201cWhat is KEMURI?,\u201d UNSEEN founder and studio head Ikumi Nakamura, concept artist Nass, game director Misuzu Watanabe, and more share details on the game\u2019s art style, movement, world, and gameplay. IGN also spoke to Nakamura in a formal interview, in which she shares more about the game and opens up&#8230;<\/p>\n","protected":false},"author":1,"featured_media":609343,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/www.gematsu.com\/wp-content\/uploads\/2024\/02\/KEMURI_02-19-24.jpg","fifu_image_alt":"","footnotes":""},"categories":[15],"tags":[25623,81768],"class_list":["post-609342","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game","tag-clips","tag-developer-diaries"],"_links":{"self":[{"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/posts\/609342","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/comments?post=609342"}],"version-history":[{"count":0,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/posts\/609342\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/media\/609343"}],"wp:attachment":[{"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/media?parent=609342"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/categories?post=609342"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/buradabiliyorum.com\/en\/wp-json\/wp\/v2\/tags?post=609342"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}