13 December 2021

After many months of working with Mimi Okabe, I am happy to announce that the Japanese Language Edition of Nagasaki Kitty is now officially released on Itch.io!

Remote development of a game was a new and (mostly) exciting experience for me, however, I am hoping that my next game project can be developed under more normal circumstances. Regardless, I was extremely grateful to be working with Mimi who was meticulous in her work, respectful of the content of the game, and added many excellent ideas to the project (especially the workbook that comes with the game). I am very proud of the work that we did and believe that we have created a unique and meaningful game.

Here is the original announcement trailer for the game:

Nagasaki Kitty Japanese Language Edition is available for PC and MAC here.

2 December 2021

I was honored to win a Hexagram Internationalization Grant for the period of February to May 2020. My original idea for the grant was to create a small game demo in RPG Maker MV and use it as the basis for a game-making and historical narrative workshop at Ritsumeikan University in Kyoto. Unfortunately, the entire project was scrapped due to the COVID-19 pandemic. Luckily, Hexagram allowed me to keep the funds which I used to cover non-refundable travel expenses.

Despite this, Hexagram invited me to speak about my grant during their 20th Anniversary Gala. Although I was unable to travel to Montreal to attend the gala, they were very accommodating and allowed me to submit a video in lieu of an in-person talk. Rather than simply reiterate how the project was cancelled, I took the opportunity to talk about the RPG Maker MV versions of Nagasaki Kitty. Though these projects are not directly connected to the grant, I thought that I should provide some kind of content other than saying, “Thank you for covering my non-refundable travel expenses after I had to cancel my project.”

Here is the video:

I would love to pursue my original proposed project (i.e., an international game-making workshop focused on historical narratives) again at a later date but I am also happy with the way that everything worked out. If the workshop had not been cancelled I would have been working on that rather than making a full version of a game (that would later spawn other, bilingual versions).