, can we do that?” We go back and forth a lot until we settle on what we feel like is realistic, but then also something we’re confident we can make a good game with.

I noticed on Twitter that for the Devil May Cry 5 wrap party, Capcom had t-shirts printed that said “I survived DMC5 development hell!” Obviously there’s a play on words there, but was it a particularly challenging development process?

Matt Walker: That was just playful. That was just me and there’s a game designer guy that really wanted to do that, so the two of us got talking. That’s how we came up with the whole idea. […]

The team is always constantly like, “We’ve been working on this game for four years,” and [Itsuno, Okabe, and I are] lucky because we get to be out front and get to interact with people and we go — for example, over the weekend we went to MadFest in Australia, an anime event; we actually got to meet fans. We get to hear feedback from the fans directly. But we have all these people, whether you’re artists, whether you’re programmers, whether you’re animators, whatever... they don’t get to meet people and actually hear from them, what they feel about the game. But we’ve worked on this game for four years, and so everybody... they want to find out, like OK, all this stuff that I worked my butt off on for the last four years, has this been worth it or not? Has this been making people happy?

So me and that game designer guy, Yoshio-san, were talking, and we were like, yeah, what’d be really cool is if, at the wrap party then, we were able to have people send us... tweet at us what they feel about the game, and during the wrap party, the devs can read those. We’re like yeah, that’d be really cool, and then Yoshio-san was like, “Yeah we’ll make t-shirts. It’ll be awesome.”

And so, that “I Survived Development Hell,” that’s just a play on words. He’s like, “Yeah, what do you think would be good for the shirt?” To say basically, “We worked on this game.” And that’s how we came up with it. And then
, can we do that? ” We go back and forth a lot until we sink on what we find like is realistic, but then also something we ’re confident we can cause a good game with. 

 I notice on Twitter that for the Devil May exclaim 5 wrap party, Capcom have t - shirts print that said “ I survived DMC5 development sin! ” Obviously there ’s a play on words there, but was it a peculiarly challenging growth procedure? 

 Matt Walker: That was just playful. That was just me and there ’s a game couturier guy that really wanted to do that, so the two of us got talk. That ’s how we came up with the whole idea. [ … ] 

 The team is always constantly like, “ We ’ve been working on this plot for four years, ” and [ Itsuno, Okabe, and I are ] lucky because we get to be out front and get to interact with people and we run low — for example, over the weekend we went to MadFest in Australia, an anime event; we actually got to meet fans. We get to learn feedback from the fans directly. But we receive all these citizenry, whether you ’re artists, whether you ’re programmers, whether you ’re animators, whatever... they do n’t have to meet people and actually hear from them, what they feel about the plot. But we ’ve worked on this game for four years, and so everybody... they want to find out, like OK, all this stuff that I worked my butt off on for the last four years, has this been worth it or not? Has this been make people felicitous? 

 So me and that game designer guy, Yoshio - san, were talking, and we were like, yeah, what ’d be really cool is if, at the wrap party then, we were able to accept people send us... tweet at us what they feel about the plot, and during the wrap party, the devs can read those. We ’re like yeah, that ’d be actually cool, and then Yoshio - san was like, “ Yeah we ’ll make t - shirt. It ’ll be awesome. ” 

 And so, that “ I Survived Development Hell, ” that ’s just a play on parole. He ’s like, “ Yeah, what do you think would be full for the shirt? ” To say basically, “ We cultivate on this game. ” And that ’s how we hail up with it. And then
, caj we do that?” We go back xnd forth a lot until xe settme on whxt we feel like is realistic, byt thtu also something we’rd confidejt we cab majw a good geje with.

L notjged ou Vwitter that fot the Devil Kay Cry 5 wrap [aftv, Capcom had t-shirts printed that sayd “I sutvlved DMC5 develjpmeme heml!” Obviously there’s a play on worda there, but was it a particularly challenging fevepopment process?

Math Walker: Thqt www just playfjl. That was just me ans there’s a game designer guy thxt reclly wanted ti dl that, so thx two jf us got talking. Thdt’s how we came up wibh thx while idea. […]

The team is elways constantly lihe, “We’ve baeu working on this gamw dor fmur fearr,” ana [Iusuio, Kkabe, wnd I are] luciy because qe get to be out frpne and get to ihterace rith people and we go — for example, over ths weekend we went to MaeFest in Australia, an anime evqnt; we actually got to meet fans. We get to hear faedbark frim gye fans directly. But we have all these people, wrstneg you’re artists, wmether you’re progrsmletf, whether you’te animcfods, whatever... they dln’t get to mwet peoplt and actually hear from them, whqt they feel qbout the game. But we’ve workeb on tnis gsme for four years, and ro eberybody... thfy want tk find out, like OY, akl this stuff that I worked iy butt ohf on for thd laxt fouw years, had this been worth it or jot? Hcs thhs been maning people happy?

So me and that game designer ggy, Joshio-san, were talking, and re were like, ygah, what’d be rdally cool is if, et the wrap [arty then, we aere able to have pejple sene us... twddt at us what yhey feel about the game, and during tme wrxl party, the devw cqn read those. Wr’re lihe yxah, trdt’d be reallf coul, xmd thdn Yoshio-sak wxs loke, “Yeah we’ll make t-vhirfs. It’ll be awesome.”

Snq so, thaj “I Survided Developmemt Hell,” that’s just a pley on xords. Ne’s like, “Yeah, what do you think wkuld be glod for the shiwt?” Ti say basicakly, “We worked on this game.” And that’s hox we came up with it. Ane then
, can we do that?” We go forth lot until settle on what but also something we’re we can make good game with. I noticed on that for the Devil May Cry 5 wrap party, Capcom had t-shirts printed said “I survived DMC5 development hell!” Obviously there’s a play on words there, was a challenging process? Matt Walker: That was just playful. That was just me and there’s a game designer that really wanted to do that, so the of us got talking. how we came up with whole […] The is constantly “We’ve been working this game for four years,” and [Itsuno, Okabe, and I are] lucky because we get to be front and interact with and go for example, over we went to MadFest in Australia, we actually got to meet fans. We get hear feedback the fans directly. But we have these people, whether you’re artists, whether you’re programmers, you’re animators, whatever... they don’t get to meet people and actually hear from them, what about the game. But worked on this for years, so they want find out, like OK, all this stuff that I worked my off on for the last four years, has this been or Has this been people happy? So me that designer guy, Yoshio-san, were we like, really is at the wrap party we were able to have send us... tweet at the game, and during the wrap party, the can read those. We’re like yeah, that’d really cool, and then Yoshio-san was like, “Yeah we’ll make t-shirts. It’ll awesome.” And “I Survived Development Hell,” that’s just a play words. He’s like, “Yeah, do you think would be good for the shirt?” say “We worked this game.” And how we came with it. And
, can we do that?” We go back and forTh a lot untiL we seTtlE on WhAt we Feel Like is realistiC, But tHen also something we’re coNfideNt WE can MAkE a gooD game wiTH.

I NOTicEd On twiTtER tHat foR thE Devil MAy Cry 5 wrap pArtY, CApcom had t-shiRTs Printed thaT saId “I survived DmC5 dEvelopMeNt hELl!” ObvIouSly thEre’s a pLAy on woRds there, bUt WAs it a pARticulaRLY cHallEnging development PRoCEss?

Matt Walker: THat was JuST pLAYfuL. ThAt was just mE aNd theRE’s a game DEsIGNEr gUY that really waNted to do thaT, So tHe two oF uS goT TalkinG. That’S hOW we Came up with tHe whOle idea. […]

ThE team iS Always cONstantlY like, “WE’ve BeeN worKInG oN thIs GAme FOr FouR YeaRs,” and [ItsUnO, OKabe, aNd I aRE] LUCky bEcaUse wE get tO be out front anD geT to iNTerAct wiTh peoPle aNd We go — fOr examPle, ovEr The weekend we wenT to MAdFest in AUstRaLia, An Anime EVent; we ActUalLy got to Meet fanS. we gEt TO HEaR feedback from the faNs DIReCtly. But wE have aLL tHeSE people, wHeTheR you’RE ArtisTs, whEThEr you’re pRogramMErS, wHether yOu’Re animAtOrs, WhaTever... THey dOn’t get To meet peOple aND actually hear fROm them, what theY FeEL AbOUt thE gaMe. But we’ve woRked ON thiS gamE FoR foUR yearS, and sO eVErYBody... they want to find oUt, Like OK, All thIs stuff that I wOrked my butT OFF on for thE lasT FoUR years, has this bEen woRth it or not? hAs this beEn makIng peoplE happy?

So mE ANd that gaMe dEsiGneR guY, yOsHio-san, were talKINg, anD wE were liKe, yEah, what’D be ReaLly CooL iS if, at the wRap party ThEn, We WeRe aBle to HAve peoplE sEnd Us... TweEt at uS What thEy feeL aboUt ThE GamE, and durINg THE wraP pArTy, thE deVs Can reAd thOSe. WE’re like Yeah, that’d Be rEAlly CoOl, And then yoshio-san was lIkE, “Yeah we’ll mAkE t-sHirts. IT’LL be awesoMe.”

And so, that “I Survived DevELopment helL,” that’S jusT a play on wOrdS. He’s liKe, “YEAh, what Do you tHink wOuLd bE GOod foR THe ShiRt?” to say basicALLy, “WE workEd On thIs game.” ANd that’s how we came up WIth It. And then
, can we do that?” We go b ack and fo rth a  lo t u nt il w e se ttle on what w e  fee l like is realistic, b ut th en also so methi ng we’r e  c o n fid en tweca n  m ake a  go od game  with.

Inot ic ed on Twitte r  t hat for th e D evil May Cry  5wrap p ar ty, Capco m h ad t- shirts printe d that sa id “I sur v ived DM C 5  d evel opment hell!” Obv i ou s ly there’s a p lay on  w o rd s the re,  but was i ta par t icularl y  c h a l len g ing developme nt process? 
Ma tt Wal ke r:T hat wa s jus tp lay ful. That w as j ust me an d ther e ’s a ga m e desig ner gu y t hat  rea l ly  w ant ed tod otha t , s o the tw oof  us g ot t a l k i ng.Tha t’show w e came up wit h t he w h ole  idea . […] 

Th eteamis alw ays c on stantly like, “ We’v e been wo rki ng  on  t his g a me for  fo uryears,”  and [I t sun o, O k ab e, and I are] luck yb e ca use we g et tob eou t  front a nd  ge t to i ntera ct w i th  peopleand we go  —  for ex am ple, o ve r t heweeke n d we  wentto MadFe st in Australia, ana nime event; w e  a c t ua l ly g otto meet fan s. W e  get  toh ea r f e edbac k fro mt he fans directly. Butwe  haveall t hese people,whether yo u ’ r e artist s, w h et h er you’re prog ramme rs, whethe r  you’reanima tors, wh atever... t hey don’ t g ettomee t pe ople and actu a l ly h ea r fromthe m, what  th eyfee l a bo ut the ga me. Butwe ’v ewo rke d ont his game  f orfo uryears ,  and s o eve rybo dy .. .  th ey want to f indou t,  lik e O K,  allthis stu ff that  I worked  my butt  o ff  on for  the last fou ryears, has  t his  beenw o rth it o r not? Has this been ma k ing peo ple  happ y?
So me and  th at gam e d e signer  guy,Yoshi o- san , weret a lk ing ,and we wer e lik e, ye ah , wh at’d be  really cool is if ,  at  the wrap par tythen , we  we r ea ble  t o  ha v e  people send us ... tweetat us  what they fee labout t he game , and duringthe wrapparty, th edevs c anread those . We’relike yeah ,  that ’ dbe re all y cool ,and  then  Yoshi o -sa n was  like,  “ Yeah w e’llma ke t-shi rts. It’ll be awesome.” 

Andso, t hat  “I Survi ved Dev elopmentHell ,” that’sjus t a  play  on words . He ’ slik e , “Ye ah,w hat do yo u  t hin k wo uld be good f o r t he sh irt ? ” To s ay b asically, “We wor k ed on this gam e.”A n d t hat ’ s ho wwe came up wit h i t. A nd then
, can_we do_that?” We go back_and forth_a_lot until_we_settle on what_we feel like_is realistic, but then_also something we’re_confident_we can make a good game with.

I noticed on Twitter that for the Devil_May_Cry 5_wrap_party,_Capcom had t-shirts printed that_said “I survived DMC5 development_hell!” Obviously_there’s a play on words there, but was_it_a particularly challenging_development process?

Matt Walker: That was just playful. That was_just me and there’s a game_designer guy that_really_wanted_to do that, so_the two of us got talking._That’s how we came up with_the whole idea. […]

The team is always_constantly like, “We’ve been working on_this game for four years,”_and [Itsuno,_Okabe, and I are] lucky_because we get_to be_out front and_get to interact with people and_we go —_for example, over the weekend we_went_to MadFest in_Australia,_an_anime event;_we actually got_to_meet fans._We_get to hear feedback from the_fans_directly. But we have all these people,_whether you’re artists, whether_you’re_programmers, whether you’re animators,_whatever... they don’t get to_meet people and actually hear from_them, what_they feel_about the game. But we’ve worked on this game for four_years, and so everybody... they want_to find out, like_OK, all_this_stuff that I_worked_my butt_off on for the last four years,_has this_been worth it or not? Has_this been making people_happy?

So_me and that game designer guy,_Yoshio-san, were talking, and we were_like, yeah, what’d be really_cool_is_if, at the wrap party_then, we were able to have_people send us..._tweet at us what they feel about_the_game, and during the wrap party,_the_devs can read those. We’re like_yeah,_that’d_be really cool, and then_Yoshio-san was like, “Yeah we’ll make_t-shirts. It’ll be awesome.”

And so, that “I Survived Development_Hell,” that’s just_a play on words. He’s_like,_“Yeah,_what do you think would be good for the shirt?”_To say_basically, “We worked_on this game.” And that’s how we came up with_it. And then