Haruki Kashiwakura is credited as the director for 'Artes: Beyond Time.'
| Altes: Positions beyond time and space | Director |
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Artes: Beyond Time and Space related production
Haruki Kashiwakura is credited as the director for 'Artes: Beyond Time.'
The planning and script of 'Altes'
Haruki Kashiwakura had already conceived a science fiction work during his university years, originally intending to make it into an anime. By the end of Tokyo Chronos's production, he proposed this concept to MyDearest as the next project, which later became the foundation for Artes: Beyond Time. The feedback from the previous game's text showing AR-like features also inspired him to express AR within the VR world and incorporate this idea into his new work.
When Kashiwakura expanded his original ideas into the script for "Artes: Beyond Time," he requested that new settings also be connected to other elements, preventing any setting from appearing as a temporary addition. Yuya Takashima participates in SF research, understands what the team wants to achieve, and then proposes different solutions; Both Kashiwakura and Kento Kishigami mentioned that Takashima's work helped establish the connection between the previous and subsequent works.
VR performance design
When making "Altes: Beyond Time," Kashiwakura wanted players to become Chloe directly, so they minimized reading elements, eliminated dialogue replays and local language, and instead used the protagonist's monologue to handle the narration. The team also added conditional scene jumps, allowing players to return to important scenes in the branch.
To convey the mecha motion performance direction of "Artes: Beyond Time" to the team, Kashikura first built a simplified version in Unity, adding temporary music and scenes for the members to watch. The mecha part is highly action-oriented, making it difficult to directly insert the adventure part where the dialogue is read, so he decided to separate the two.
The mech cockpit in Artes: Beyond Time Beyond does not move forward. Kashikura explained that the team moved enemies, screen markers, and maps, combined with controller vibrations to create a sense of movement. Handling load limits allowed them to raise their field of view and reduce visibility outside the cockpit, and the mech's 400-meter size was derived from these conditions.
Collaboration between character and mechanical design
Kashikura commissioned LAM's character design for "Altes: Beyond Time" to convey only the bare minimum of intent, hoping to first obtain what the artist considered the best plan. When a manuscript needs to be returned, he first understands what LAM wants to achieve, then offers improvement suggestions to avoid completely rejecting the original.
When commissioning the mechanical design for "Altus: Beyond Time," Kashiwakura chose I-IV compatible with the LAM character world, and Kento Kishigami contacted him through pixiv. Before the first discussion, drafts for I-IV were prepared, allowing Kashiakura and the team to directly exchange design opinions based on them.
Related entries
- Participated Works:Altes: Transcending time and space
- "Altes" Project and VR Performance:Altes: Transcending time and space
- "Altes" character design commission:LAM
- Discussion of Artes Mechanical Solution:I-Ⅳ
- "Artes" SF Verification Collaboration:Yuya Takashima
References
- MyDearest: ALTDEUS Japanese official website
- Famitsu: Full interview with the ALTDEUS producer and director
- RealSound: ALTDEUS Developer Interview (Page 1)
- RealSound: ALTDEUS Developer Interview (Page 2)
Data compiled on: 2026-10-07.