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Kotaro Koshi

Screenwriter and director of AI: Dream Files.

Additional information
This is the duty of the original workScreenwriter and director
The Hundred Days Chronicle: Final Defense AcademyDirector and Screenplay
Responsibilities in "Ken Ida Who Can't Sleep."Script supervisor
Steins;Gate: Tree-like positions with linear constraintsScript for the Abduction of Third Life Cause

Creating the signature

He served as the screenwriter and director for AI: Dream Files, with character design handled by Yusuke Kozaki.

Production and performance

Kotaro Uchikoshi was credited as the director and screenwriter for 'Hundred Days War Chronicle Final Defense Academy.'

Script supervisor for 'Date Ken Who Cannot Sleep.'

He was credited as the script director for 'Date Key That Cannot Sleep.'

Steins;Gate linear binding tree-like diagram related creation

In 2013, the original official website credited the script as the chapter introduction for 'Three-Life Cause and Effect'.

Let one hundred routes be established independently

Kotaro Uchikoshi hopes that all 100 routes in "HUNDRED LINE" can stand independently, without a single canon to suppress other endings. Routes can adopt different types and atmospheres, and the same basic setting allows for multiple story directions. The branches players experience each have their own independent meaning.

The connection between the main route and the branch screenwriters

During production, Kotaka and Gang first prepared the main route, then Uchikoshi designed branching mechanisms and proposed rough route concepts, which were then handed over to about ten screenwriters, including external members, to select and share the work. Route design and actual writing are handled separately, allowing multiple authors to develop their own stories within a common framework.

First, finalize the concept of dual protagonists

Kotaro Uchikoshi recalls that "Ever17" first established a dual-protagonist structure, then thought about how to make it interesting and developed the story's core schemes accordingly.

Ever17 original: Includes the epilogue and pen of the finale

The original epilogue was not originally included in the plot outline. Nakazawa suggested that after adding the epilogue, Kotaro Uchikoshi would finish writing in about three days.

Ever17 original: Empty window stacking scene

In his 15th anniversary review, Kotaro Uchikoshi explained that the scene of his palms clasped through glass was his idea.

Infinity's first work: Interwoven characters and reading order

The Champion hopes that characters from various routes will continue to intertwine and tend to follow a fixed strategy order; Nakazawa advocated for preserving freedom, and both sides compromised on route difficulty and opening sequence.

Adjusted Makoto Ishihara based on player feedback

After receiving feedback about the protagonist's strong personality in 'Memories Off,' Uchi restricts Makoto Ishihara's daily reactions to the bounds of common sense.

Commissioned by 999 to compose music

Ta Yue shows that "999" requires music to adapt to different moods in different scenes, and Sajiang's experience across multiple genres led to the commission; Both sides used early test tracks to confirm their shared impression.

From old tunes arranged to later works

Uchikoshi arranged for Team C of ZTD to rearrange the song "999," Team D arranged the rearrangement of "VLR," and listed the old songs and their specific uses to Hosoe.

Changes to cross-route communication settings

Ta Yue recalled that every time Xiao Gao changed the main route setting, he would reflect the changes to the other ninety-nine routes.

Handover with the main route author

Kotaka received the outline of the route for Etsushi first; The detailed final draft is only read after debugging is complete and the game foundation cannot be changed.

The script for the performance of the written route

This work allows the screenwriter to write their own script for the route, reducing interpretive differences when dialogue transitions to expressions and voices.

Infinity first version development is rushing into the New Year

In a 2025 email interview, Kotaro Uchikoshi recalled that the first edition of Infinity was developed around summer 1999 to early 2000, with a tight schedule at the end of the year, and the main members almost stayed at the company rushing to work. The team worried that entering the year 2000 would cause errors in the development computer, but after New Year's Day, the computer remained normal, and the fault occurred on the attendance machine.

2013 GDC: Reasoning from Player Knowledge Organization

According to live reports from the 2013 GDC lecture, Uchikoshi regarded the narrative style of "Kamaitachi no Yoru" as one of the inspirations for "Good People Die." He emphasizes letting players collect and organize clues for each route and deduce the answers themselves, rather than just looking through each route one by one.

2013 GDC: Helping players remember passwords

He illustrates this idea with the password input from "Good Death": players need to remember the password themselves, and simply traversing the route is not enough to solve this problem.

2013 GDC: Writing cognitive dislocations into stories

I also pay attention to the feeling of players knowing what happens next while the protagonist is unaware during repeated reading. His approach is to have the protagonist gain the same abilities as the player, incorporating this misalignment into the story, and citing "Good Guy Death" and "9 Hours, 9 People, 9 Doors" as examples. He also regards the gap between game conventions and reality as material for narrative trickery.

Related entries

References

Data compiled on: 2026-10-16.

本版编辑:免费机器翻译 · 2026-10-24

内容许可:CC BY-SA 4.0 https://creativecommons.org/licenses/by-sa/4.0/

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