Thanks for taking the time to discuss this rather interesting project! Could you please describe what to a T is all about?
Keita Takahashi, designer and studio co-founder: It is all about a teenager who is being stuck in the T pose, and a cute dog.
What inspired you to design and develop to a T?
Takahashi: The world we live in is not a happy place for almost everyone, so I wanted to make something positive and joyful.
What does the T-pose represent in the game—is it a metaphor for something larger, or a commentary on some aspect of society?
Takahashi: Nothing in particular, but anything goes. I actually have a really good joke about this, but I think it might be controversial, so I'm not going to tell it.
How does the game’s narrative influence its core gameplay mechanics?
Takahashi: There are many games that encourage players to fight and take action, and I know that it is fun. Pressing a button to perform a complex action is fun to play and watch. It is satisfying. However, I wanted to simulate more everyday life actions in my game, such as using chopsticks, picking beans, and folding clothes. I don't know why I want to do that, but maybe it's because I'm a perverse person. The human body and movements are complex, so it's not difficult to simulate quick actions such as punching and jumping, but the action of holding a milk carton and pouring milk into a bowl requires more steps and is not as fun or satisfying as combat. However, I found that T-pose was the perfect idea to satisfy my desire. Doing everyday boring activities from a different perspective gave me fresh experiences and ideas.
The game’s story focuses on a character named Teen and unfolds in episodic fashion over the course of several days. Why was this approach important to the overall narrative?
Takahashi: This is a format inspired by anime, where the story begins with an opening song and ends with an ending song, and I wanted to emulate that format because I thought it was a perfect idea for telling the story of teenagers' daily lives.
to a T features a variety of minigames that help players experience life from the main character’s perspective. Could you please describe your team’s process for prototyping these in Unreal Engine and ultimately selecting which minigames to include?
Takahashi: Because we were a small team, we didn't have enough time to prototype each game. So I made storyboards and worked out the balance between the story and the interactive parts on paper and in my head. The storyboards were just basic rough ideas, mainly to give the team a direction. In fact, I had to make quite a few changes in the editor.