Interview: Red Dragonfly (May 2016)

Interview: Red Dragonfly
This month our interview features the cricle Red Dragonfly who creates a big hit Action RPG "Sangoku Musou: Empress of Tragedy"!! We hope you enjoy the read!

Thank you so much for this interview! To start things off, could you please introduce yourself to the DLsite.com users?

Kazuya:Hi, I am the programmer of Red Dragonfly.

Tensun3d: Good morning! I am the animator of Red Dragonfly.

How did you come up with your Circle's name Red Dragonfly?

Kazuya:There is a song named Red Dragonfly in our country. I love the meanings of lyric which bring hope and courage to us.

Tensun3d: I love all meanings of Red Dragonfly, especially the beginning of hope, that is the core spirit when we start "Red Dragonfly".

What led to becoming a professional game programmer? Was there something that specifically triggered your desire to begin programming?

Kazuya: I am a professional programmer but not in game. I have 15 years experiences in programming but only 1.5 year in game programming. If you were bothered by bugs, I would apologize. I always dream to make game since I was a child and I never forget it. So I think this is the trigger.

Why did you select DLsite.com to market your product?

Kazuya: Tensun3d is much more sensitive to market and better market analysis than me. My boss said "Let's go to DLsite!" then I followed(LOL).

Tensun3d: I saw DLsite recruited talented creators in Taiwan in one winter. I felt excited and wanted to try myself and of course, you know, I pushed my companion Kazuya into the pool.(LOL)

Have you ever purchased any products from DLsite.com? If so, who is your favorite artist/creator and what are your favorite products?

Kazuya: Of course! I have purchased several products from DLsite. My favorite artist is "Red Dragonfly" and my favorite product is "Sangoku Musou: Empress of Tragedy". It is no doubt.(LOL)

Tensun3d: There are many awesome products on DLsite, especially comics, I bought a lot of them and love each of them. So I can't tell you which one is my favorite.

"Sangoku Musou: Empress of Tragedy" is a huge hit; many players are enjoying it. For those who have not yet seen it or played it, please tell us about what they will see and can expect on this game?

Kazuya: I think "Sangoku Musou: Empress of Tragedy" is not a huge hit if you compare to the real successful one. For those who have not yet seen it or played it, you will see the totally different features from RPG Maker Games such as dramatic scene, realistic physic simulation(fracture, water, ragdoll, cloth) and appealing strike. We try to challenge the limits in Doujin 3D game.

Tensun3d: As a H game, we are fully understand that we are not erotic enough. We mean to it! Most of Doujin games are very erotic. We want to make totally different features for players. For example, we hope to give H poses more actions by making animation. Despite this is not a very erotic game, we hope to offer funs and satisfactions to our players not only by erotic features but also by playing a game.

How many people were involved in the creation of "Sangoku Musou: Empress of Tragedy"? Would you please tell us a little bit about your team?

Kazuya: We are two men team. Me and Tensun3d. Tensun3d is in charge of art and marketing and I am in charge of planning and programming. Most of the contents are made by ourselves but some unnecessary items are outsourcing or modifying from asset store.

Tensun3d: As Kazuya said, I am in charge of animation and art. I almost can do everything in animation products. But in last two games, Kazuya plays the main role. The most difficult part of the game was finished by Kazuya. Making a game is the highest level of 3D, you need to have all domain knowledge to finish it. This is what I admire Kazuya. Though he has only 1.5 years experiences. Without this companion, I might still make animation and have no chance to breakthrough myself. I am very appreciated to meet him in the lonely way.

Many of the user reviews of "Sangoku Musou: Empress of Tragedy" say that they believe it exceeds Doujin quality; they say it appears to be very professionally produced. Why did you choose to release it as a Doujin product on this site?

Kazuya: Thanks for your compliments. Tensun3d's art talent is definitely professional. We want to leave the best memory to all of our fans by creating our best product. That is why we choose to release it as a Doujin product on DLsite.

Tensun3d: Thanks for your encouragement. I don't have much domain knowledge. I am glad Kazuya still want to make our dream come true after I talk nonsense. We can't image that we can make such a quality of "Sangoku Musou: Empress of Tragedy" before 3 years ago. This is the best product since Red Dragonfly established. I am speechless. But I am happy that we breakthrough ourselves. Thanks for your support on each products. This is what carries us through. Thank you so much!

Can you tell us approximately how long it took you to create your game? Do you have a specific process you use or do you begin just in freestyle?

Kazuya: We request ourselves to make a game within a year. For example, "Slash Princess Sakura" took half year and "Sangoku Musou: Empress of Tragedy" took 11 months. Game making is a professional job assignment by your specializations. If you did it in freestyle, you would die in hell. We have full process control of planning, developing, testing and marketing.

Tensun3d: When I make animations, I love to race with time to challenge my limitation. I am glad that I understand the importance of process. When I start to corporate to Kazuya, I find that he is much more strict on control process and workflow than me. We have consensus. It is very hard but worth it. Kazuya is much more stressful than me. So I often shout him a meal.

From where do you draw your greatest inspiration to create your products?

Kazuya: In inspiration phase, we always brainstorm in our favorite pub and we will do it many times. At last, we will organize the concepts and conclusions and make it to be a develop plan.

Tensun3d: I love to build a game by every single element. It is like upgrading your RPG character. Everything we discuss in pub will become the essential elements of our games.

What is the most important consideration when you are developing your products? What element is the most important to you?

Kazuya: Definitely schedule. Time is money, money becomes cost. The longer time you take, the more money you cost. If you couldn't finish a game within one year, no matter how wonderful idea you have, you have to throw it out. So the most important element is project management.

Tensun3d: As Kazuya said, Time is the only thing you can't buy. Our meeting is very efficient. We seldom argue with each other. Making a good game is our same goal. We would take more time on implement rather than argument. Finish the project, this is what makes unreal to real.

What tools or software do you use when you are creating your products?

Kazuya: Unity3d

Tensun3d: 3dsmax

How do you enjoy spending your time when you are not working? Do you have any hobbies or special interests?

Kazuya: Actually, I don't have time to take a rest. I am a lead programmer in an enterprise which owns over 30000 employees. I am always in charge of over 1 million dollars projects. My current project is over 100 million dollars. So I am working under great stress in the daytime. I develop games at night and sleep less than 4 hours a day for over 10 years. I almost do programming when my eyes open and I have to take care of my baby in the weekend. I think programming is my hobby, my special interest and my life.

You have said that "Sangoku Musou: Empress of Tragedy" is your final product. That statement worries your fans who really enjoy your games. If "Sangoku Musou: Empress of Tragedy" is indeed the last game you plan to develop, please tells about you plans for the future. As a creator, what are your goals for the future? Do you have any specific plans to reach those goals?

Kazuya: We hope we can make some change in genre. Make a game which can make player relax themselves. But doctor said that I need a rest or I will get sudden death from overwork. So there is no specific plan. I will have a vacation for few weeks.

Tensun3d: We feel very sorry for our suddenly farewell. I hope Kazuya could have a vacation and take care of himself. The blueprint of future is still not clear. We have no idea about the shape. Making games are our goal. We are filled with aspiration that you can play our game on consoles someday. That dream is pretty far from us but we still hope it will come true. We can't make too much imagination but step by step. Thanks for your support to Red Dragonfly from the beginning to end.

You have been so very successful in this field. Do you have any advice for new developers to help inspire them?

Kazuya: It's totally different between developing and playing games. Develop a game is like a war. It's not fun. It's cruel! You must have strategy visions, tactical plans and sharp combat skills. Then you might have a chance to survive. If you didn't prepare yourself to the battle field, you had better to get out of there ASAP or you would be definitely KIA in the battle.

Tensun3d: Love everything you do. No matter how dark it is, just keep going, you will see the light. No matter how many enemies are, the real challenge is yourself.

Any message for your fans?

Kazuya: Cheer up! We will be back in another form!

Tensun3d: I hope we can meet again in a different place someday. The continuation of hope.
You haven't tried their works yet? Then check them out now!
Red Dragonfly
Title Sangoku Musou: Empress of Tragedy
Circle Red Dragonfly
Genre
Price : 2,376 JPY
Points : 3% (66 points) → 10% (220 points)
See product details

Latest Articles

Last Modified: Dec 13