《ガチトラ! " Director; The interview records their division of labor in this work.
Overview
《ガチトラ! " Director; The interview records their division of labor in this work.
The planning and script for 'Invincible Teacher'
During the production of "Invincible Teacher," Tomoyuki Matsumoto first negotiated with the producer, then handed the content over to Studio Zan's director and planners for further discussion. He is used to developing ideas first, while the developers help finalize the plans to keep the work moving forward.
The model production for "Invincible Teacher" started first, but the script and gameplay had not yet been finalized, so event production could not be initiated. Script delays further delayed the lip-sync production of recordings and cutscenes. To avoid overly similar mini-games in adjacent chapters, Matsumoto repeatedly revised the script by adjusting the arrangement of the main characters' chapters.
When revising the script for "Invincible Teacher," Matsumoto did not adopt Arashiyama's death draft because the latter half could not contain the grief of losing him and was difficult to reach a happy ending. The team leader had also intended to be a deceased figure, but as the script progressed, he became more approachable, so the team withdrew the proposal.
Model and expression from 'Invincible Teacher'
"Invincible Teacher" uses more detailed character models for expressiveness, which reduces the number of people depicted simultaneously, so the camera uses a fixed format. The model allows fingers to move separately; Rich expressions were originally intended for everyone, but the workload forced the team to focus on creating the tiger man, even the shrinking black eyeballs when angry were addressed.
The trade-off between operational support and scale in "Invincible Teacher."
During the development of "Invincible Teacher," Matsumoto and Studio Zan debated the direct combat assist method, but ultimately reserved the story so that players who are not skilled at action can finish reading the story. The data from the shop and the Tiger Man Apartment resides in memory, reducing the wait for reading upon entry.
The teaching of "Invincible Teacher" was originally planned to include seat adjustments and student pairing effects, but due to development constraints, the parameters were improved. The full map time-shifting system was removed due to the complexity of event flag management, and the address book email sending feature was removed when concentrating development scale.
The planning and trade-offs of the original PSP game
Tomoyuki Matsumoto recalled the development of PSP's "Invincible Teacher," saying he had prepared a thick specification sheet for the horse racing mini-game, planning to include a horse racing newspaper and prediction gameplay, but Terasawa Yoshinori rejected it due to weak relevance in the theme, scale, and scheduling constraints. The original mini-game was planned to be about twice the size of the finished product, but was later gradually reduced due to capacity and scheduling.
Script and character adjustments from the original PSP game
During the production of "The Invincible Teacher," Yoshinori Terasawa read Tomoyuki Matsumoto's script, questioning the characters' backgrounds and the logic between events, and carefully checking whether the year of events matched Yui's age. Matsumoto recalled that both sides spent considerable time correcting these inconsistencies.
After Tomoyuki Matsumoto finished writing ten chapters of "Invincible Teacher," he realized that Reiko Mayama and Souji Natsume were missing their appearances. Considering that the actors for both had already been decided and the models were made to the specifications for the main characters, he added their chapters later.
According to Yoshinori Terasawa's recollection, after casting for "Invincible Teacher," the principal's gender and the mayor's original gender were swapped to reduce similarity with other manga. Tomoyuki Matsumoto explained that both characters were originally written in polite manners, so there was no need to drastically change their lines.
Model feedback from the original PSP game
Tomoyuki Matsumoto proposed to the art team the direction of "70% live-action, 30% animation" for the 3D model of "Invincible Teacher." Once the model is up to a certain level, he takes screenshots, moves the eye positions in Photoshop, and uses the edited screenshots as editing instructions.
A battle production based on the PSP original
Tomoyuki Matsumoto reflected on the battle development of "Invincible Teacher," saying that ordinary fighting offense and defense lacked sufficient variation in CPU battles, so later they added giant enemy enlargement, clones, and special attacks that required dodging. The attack patterns for each enemy will be decided after the script is completed, to match the characters' story backgrounds.
During the development of "Invincible Teacher," boxing was initially fast and powerful, and almost all the debuggers used only boxing. Tomoyuki Matsumoto recalled that the team felt this state was inappropriate, so they readjusted all their fighting styles.
Tomoyuki Matsumoto recalled the production of "Invincible Teacher," saying that the team discussed the name for the spiritual battle during meetings and wrote candidates on the whiteboard; After the name was finalized, although the game was largely finalized, he still requested additional production for the settlement performance from Studio Zan. According to his recollection, the finished product was divided by body proportions according to different characters.
Coordinating the work of in-house directors
In an interview with 'Invincible Teacher,' Tomoyuki Matsumoto explained that this time, the director's duties include planning, gameplay design, scriptwriting, schedule management, and overall balance. He and the producer are both part of Spike, and after agreeing on the plan, it is handed over to the external development team for discussion and production.
Related entries
- Participated Works:Invincible teacher
- "Invincible Teacher": Discussion on proposal handover, scope confinement, and support methods:Studio Zan
- "Invincible Teacher": Script revisions and event production sequence:Invincible teacher
- Producer discussing the original horse racing scope, setting swaps, and script integration:Yoshinori Terasawa
- According to Matsumoto's recollection, the developer responsible for the post-production additional settlement performance of the invincible teacher:Studio Zan
- Horse racing specs, chapter additions, screenshot feedback, and battle rework for PSP originals:Invincible teacher
References
- Dengeki: Gachitora Developer Interview (Part 1)
- Dengeki: Gachitora Developer Interview (Part 2)
- Dengeki: Gachitora Developer Interview (Part 3)
- 4Gamer: Yoshinori Terasawa and Tomoyuki Matsumoto Talk About Gachi Truck Production (1)
- 4Gamer: Yoshinori Terasawa and Tomoyuki Matsumoto discuss Gachi-Tora Production (2)
Data compiled on: 2026-10-10.