MyDearest Inc. is credited as developer and publisher for Altes: Beyond Time.
| Altes: Positions beyond time and space | Development and publishing |
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Artes: Beyond Time and Space related production
MyDearest Inc. is credited as developer and publisher for Altes: Beyond Time.
Team collaboration and performance adjustments
When MyDearest produced "Artes: Beyond Time," members proactively proposed specifications and performance plans. Animator Naobaki Tamura provides advice on the interactions and UI actions handled by Koki Nakachi; Zhongdi first produces watchable results, hands them over to directors and colleagues, and then uses the feedback for subsequent production. Kashiwakura also encouraged small team members to each become the person who proposed the plan.
In 'Artes: Beyond Time,' Koki Nakachi switches the position and shape of his virtual hand according to the situation: at the moment of grabbing, his hand grips the object, and when advancing the dialogue, he avoids moving his hand on his own. He also adjusted the screen transitions and slight vibration after the mecha button was operated. To avoid motion sickness caused by shaky images, Tamura switched to a controller vibration to represent mecha movements, distinguishing between arm movement, walking, and hit feedback; Shock vibrations are stronger and longer, while avoiding overly conspicuous feedback.
When creating the interface for "Artes: Beyond Time," Koki Nakachi transformed the 2D design into a UI with depth, tactile response, and casual position adjustment angles. Naobaki Tamura uses zoom to show the appearance and disappearance of many UIs, reducing the load on each effect. When a semi-transparent effect is needed, Nakadi consults to display light animations at intervals of several frames; Kashiwakura explained that this method applies techniques used in animation to depict lightning and sparks.
In the latter half of Artes: Beyond Time, the team decided to strengthen exploration and add hand-picking operations, which led to extra production work. The mecha section also underwent a pacing rework: the early version lasted about twice as long as the finished version, and if you didn't do it, you had to wait nonstop; After discussion, the process was changed to automatically advance after a certain period, with the chronology corrected according to the length of the Japanese and English lines. According to shore reviews, key choices are placed at emotional peaks; Kashiwakura explained that some of the changes came from the actors' performances and proposals from the live cast members.
Lip Movements and Voice Production
After attending the CRI seminar in October 2019, Daiki Okawa from Altus: Beyond Time and Space tried ADX LipSync to reduce the need for platform-by-platform lip correction. 9,222 voice files for each language are automatically imported into the Python tool and generated as CSV by wav; Dachuan pre-wrote scripts to extract vowel data and apply it to Unity animations, making most of the generation process automated.
Daiki Okawa explained that the 3D model of "Artes: Beyond Time" had lip-syncing during production to prevent shape damage caused by different vowel data. Tanaka set the lip movement parameters to 30fps. During the inspection, the team separately examined the speech and mouth movements; some discrepancies in speech were caused by incorrect ID correspondences.
Since the development of Artes: Beyond Time, MyDearest has consistently used ADX2. Interviewed developers explained that previous games used different middleware across platforms, which needed to be adjusted separately; Once unified, they can spend more time on sound details without repeatedly making adjustments across platforms.
Related entries
- Participated Works:Altes: Transcending time and space
- "Altes" interaction and lip-sync development:Altes: Transcending time and space
- "Altes" Mech Feedback Production:ALTDEUS mech interaction
References
- MyDearest: ALTDEUS Japanese official website
- RealSound: ALTDEUS Developer Interview (Page 3)
- RealSound: ALTDEUS Developer Interview (Page 1)
- RealSound: ALTDEUS Developer Interview (Page 2)
- CRIWARE: ALTDEUS Lip Shape Development Q&A (Repost GameBusiness.jp)
- Famitsu: Full interview with the ALTDEUS producer and director
Data compiled on: 2026-10-07.