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Wing of Darkness Mail Magazine Vol.1 Archive

  • 2019年7月14日
  • 読了時間: 2分

Thank you for registering for the “Wing of Darkness” newsletter.

I am the producer Hifumi Nara. It’s nice to meet you.

 

Sorry for the long wait. 


From here on out, I will be aiming to update everyone once a week regarding the game, our team, and other information through this format of a newsletter.


So, without further ado, please allow me to introduce the topic of our very first newsletter!


Today, we’ll be introducing “Production Exabilities”,

the development team behind “Wing of Darkness”!


“Production Exabilities” is hard at work, working on “Wing of Darkness”,

but we haven’t really had much of an opportunity to introduce ourselves.

So, I’d like to use this opportunity to share with you information about our team. 

How did we come up with the name “Production Exabilities”?


“Production Exabilities” was decided by the director and myself,

when we first set up the studio.   


“Production” is exactly what the dictionary defines it as,

but “Exabilities” is a word we made up.

We combined “EX” and “Abilities” for our new word. 


“EX” is used in words like “Extra”, “Expert”, and “Extreme”.

And the prefix represents “overcoming” and “going beyond”;

key concepts that we wanted to make a part of our identity. 


We wanted to name our studio as a “Production house full of talent that isn’t afraid to show our skills to the world”. 


Just like our name implies, we are lucky to have very talented creators on board.


When we actually Googled our name, nothing came up as a search result.

That was also a very encouraging sign for us to go with the name.

How many members are there in “Production Exabilities”?


We’re currently a team of 10 devs. It’s not a big team,


but each and every one of us are seasoned professionals and we’re able to play on our strengths and experience for the respective parts we’re in charge of.

Who are the devs at “Production Exabilities”?

We’re all unique individuals here, but let me introduce just a few of us. 


-Our director, Hitotsuyanagi, started off as a 3D Modeler, but with exceptional skill in handling UE4, he ended up creating our entire game. 


-Our animator, Midzuki, who loves anime songs and attending

Comiket and other events. 


-And myself, Nara, who often gets mistaken as a foreigner,

even though I look completely Japanese.

When I go out, there’s a high chance that someone will try and talk to me in English. 


It’ll take a long time for me to introduce each of our unique members,

so I’ll spread out their introductions over different newsletters.

Please keep an eye out for them! 


Since this is our first newsletter,

I think it’s just about a nice length for us to call it a day. 


From now on,

we’ll keep newsletter subscribers updated on the game’s development process,

and we will be showing you snippets of the game through pictures and videos.

I hope you guys are looking forward to finding out more about our game. 


Enjoy your weekend,

and I’ll see you all next week!


Producer NARA Hifumi

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Trước đây mình toàn chọn theo linh cảm, vài con quen tay nên lúc được lúc mất, trúng thì ít mà phần nhiều là hên xui. Gần đây mình cố làm bài bản hơn: ghi lại cầu mỗi ngày, rồi loại dần mấy con hay nhảy lung tung để khỏi bị cảm xúc kéo đi. Có đợt mình thử áp dụng Dàn đề 10 số khung 3 ngày nhưng chỉ coi như khung tham khảo thôi, sau đó tự gạch bớt những số mình thấy lệch với cầu mình đang bám. Cách này không đảm bảo thắng, nhưng ít nhất mình có quy trình rõ ràng, biết mình chọn vì lý do gì và khi trật thì dễ nhìn lại…

いいね!

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