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Tetsuya Mizuguchi / producer
This is only the beginning. Rez will continue to evolve.
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Jun Kobayashi / director
It was really exhausting but I do think we've made something worth
it. I hope to create something like this that I can recommend to everybody
the next time too. Look forward to our next game!
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Ryutaro Sugiyama / graphic
designer
I believe Rez is a game that pursues a concept that will last for
ages to come. Keep pursuing and keep us entertained! Yeah, Rez!
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Ryuichi Hattori / chief technical
officer
The pre-production was incredibly difficult, it being our first PS2
game soft and all ... I still can't believe we were able to come this
far! That's truly what I'm feeling right now. Good work, everyone!
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Mineko Okamura / senior assistant
producer
I'm thankful and proud to be one of the members to join the ride all
the way from production to promotion of Rez. This game would have
never been made if we had even lost one single staff member. It is
a software that is a product of a miracle equivalence of talent resulting
in an unique chemical reaction. I also have a lot of private episodes
concerning the production of Rez, and it has become a very special
game for me. I hope a lot of people will be able to play Rez, and
I really think they should! Please don't judge it singularly by it's
appearance. Play it first and you'll see what I mean!
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Katsuhiko Yamada / game designer
Exhausting but worthwhile. Play it if it caught your attention. |
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Hiroyuki Abe / planner
This experience in creating Rez has opened new windows in music and
games for me. I would really appreciate it if you took the time to
try it too.
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Yu Omura / assistant director
It taught me many many many things.
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Jake Kazdal / graphic designer
This was a very long, very challenging project. I learned a LOT,
made some great friends, and I think it turned out very well. I am
very happy to hear people who have played it say how much they love
it. I believe we have shown that game is art! |
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Osamu Hori / technical director
I was really afraid it wouldn't work as a game at first. So I'm grateful
that we were able to actually finish it. We were also not used with
the Play Station2 and it was very difficult to attain a high performance.
I'm just glad it all fitted into one disk.
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Mitsuru Takahashi / chief
programmer
It was really LONG. |
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Yasuo Yukimoto / programmer
Tired is all I can say. |
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Keiichi Noda / programmer
Good work, everyone, good work.
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Osamu Kodera / programmer
Yeah, boomboomboomboom. v(^o^)v
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Katsumi Yokota / art director
& lead artist
I was able to reconfirm to myself that it is always a real hard job
to create something for someone. It's almost a miracle when anything
is actually finished. Creating something that everyone loves is so
unbelievably difficult, that if you just look away for a moment, something
slips away from you. Rejection never moves anything forward. Endless
approval is what moves things forward. Approving is far more harder
than denying something. It was an endless year and a half of getting
lost and believing that we will find the correct road again and again.
Shaping an abstract image into a worthily product. Finding the road
together in the continent of possibilities, and reaching that goal
together. There was lots of things that were not perfect but those
things alone made my experience in creating Rez a priceless one.
To the people who chose to experience Rez. Thank you very much. If
you are able to truly enjoy this game, that would make me really happy.
Thanks to everyone!
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Hideaki Takamura / graphic
designer
The production of Rez was so challenging and so fun in every aspect
of the word. I'll probably never be able to experience this much miracles
happen at the same time. I was so lucky to share this experience.
Thank you to everyone who helped us along the way!! Thank you to everyone
on the team!! Thank you to the director! And thank you, boss! It was
all a great experience.
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Noboru Hotta / graphic designer
I can't forget the shock I experienced when I first played the beta
version of Rez.
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Yasuhiko Matsuzaki / graphic
designer
Did it! Finished it! Together with everybody! Thanks!!
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Haruka Yoshida / graphic
designer
One day late in the production, I was debugging the game in a half-asleep
state and suddenly found myself thinking "I'm so lucky to be
in this project". It was really a casual thought, but I still
feel the same way. Great respect and appreciation to all the people
who created Rez and played it. Peace.
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Tomohiro Sawada /
The summer of 2001 was a hot one!
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Koji Sakurai (Cubisme)
Well, out at last! Congratulations! I was the one who obsessively
played my appointed area while sound checking the game. It really
caught me by heart. There was a million things I didn't understand,
but a lot of people on the project team helped me out and I'm really
grateful for that. Thank you very much!
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Fumitaka Shibata (Wave Master)
To the players: Your enjoying this game is our greatest pleasure.
To the staff: Thank you for your help and understanding.
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Keiichi Sugiyama (Wave Master)
I'm Sugiyama, the man responsible for the sounds of Rez. I participated
in designing the basic structure of the sound system of Rez, wrote
the score and created the sound effects. Since there has never been
anything like this game before, everything was made from scratch,
but I tried as hard as I can to achieve the ultimate effects of each
sound down to the last flash of every laser beam fired. Dense reverbs,
continuos delays, and passionate flangers. Experience the surge of
sounds showering over you when you play the game!
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Tatsuya Yukizaki(Wave Master)
There was a lot of frightening moments along the way, but it was all
a lot of fun! If this game makes you feel happy or attracts you in
some way, it will make me very happy.
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Masahiro "magic"
Kobayashi / promotion art director
Since the project took a very long time to finish, I'm sure it was
all very hard work for everybody involved. On a personal level, I
participated in the early stages of promotion and designed the product
package. It was a great experience to be able to join a project with
so much energy involved.
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Masaya Hiroishi (Third-Ear
Japan) / artist coordination
I have participated in several projects such as "TGNG" "MC
Mario" "Ghost in the Shell" in trying to make the worlds
of games and clubs come together as one. But this "Rez"
I think is beggining to accomplish it in a global scale. I believe
it will continue to grow. I'm excited to wait and see where it is
heading.
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Masashi Ogata (AMS Co., ltd.)
Thank you for letting me join in such a great project. I haven't been
excited as this for a long time. Hope to be able to join you all again
in a project as great as this one.
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