Deadly Premonition Wiki

Hidetaka “SWERY” Suehiro is nothing if not unique. Responsible for two of the most bizarre, and cultishly beloved, games in recent memory (Deadly Premonition and D4), SWERY shared 65 inspirational tips for people working on games and offered some insight into his process. Check em out below!

1. Voice your actions

- Look at actions subjectively

2. Take detailed notes on other people

- Write explicitly - As conditions change so do senses

3. Act cool and drink tequila

- Play the part you'll never know unless you really try to be it

4. Make others drink coffee

- Watch how other people act - there are a lot of ways to drink

5. Turn things into symbols

- We tried this first with Kinect (too tiring) - Symbolization is important

6. Leave some time to enjoy the drama

- During synchro stunts QTEs all attention goes to the HUD, don't let the HUD get in the way
D4 Enjoy Drama .jpg

7. Don't let go of your notebook

- Take notes Right Now! Saying I'll write it down later stales the idea

8. Don't blindly accept the results you get from searching

9. Lollipops are friends

-Keep candy around

10. Keep coffee around

11. Don't take user failures negatively, don't discourage users enjoying the game

- Failures in D4 were turned into comedy scenes, instead of traditional negative reinforcement.

12. Foreshadowing and input timing are important

-When users know what they have to do they empathize with the character. Give users a hint to what they should do

13. Match input with feedback

- When users are in the process of succeeding make them feel it

14. Trial and error with the UI is necessary for sensory replication

- Not even vets can predict what will happen until they try it - shadow the player

15. Employ balance balls

16. Aim for the impossible

- Even immortality… could be possible

17. Don't create a dream team

- Hard for a team of vets to challenge themselves

18. Look closely at your failures

- The ability to find something of value while you search for something else in the fields of observation chance favors only the prepared mind

19. Don't get hung up on devices

- The device does not make the game

20. Ideas before technology, don't match the game to the device

- Idea always comes first

21. It isn't for the fans, it's for the human race

22. ?

23. The unnecessary is necessary

-People remember the pointless things?

24. Characters need dual natures

- Perfect people are boring - empathy breeds attachment.

25. Don't start from the story

- First create world, world makes story

26. Use up all your ideas

-Ideas only stay fresh for so long

27. Keep a stock of rejected ideas

-A vault of valuable data

28. How many balance balls you need

-Number of developers divided by /4

29.Decorate the studio with game stuff and art from the world that you’re making

30. Watch movies that inspired you and your team early on

- Don't enjoy them just as references but as works of art

31. Always play the newest games with your team

32. Review your own game as a team

33. Get a big whiteboard

34. Write on it together

35. Don’t be stingy with your pen colors

36. Jump on to new things -

-New games, new technology

37. Declare that you'll take responsibility, that way you get past deadlocks

38. Don't take responsibility for things you can't change

39. If nothing else works just get mad back at them

- Go all out, put your full force in!

40. Use your own two feet

-See as much of the world as you can, footwork>network.

41. Now it’s time to party!

-Have a drinking party for the team when you finish your project.

42. Don't be afraid of paying for things out of your own pocket

- People don’t forget it when someone treats them, your personal money is more meaningful than the companies.

43. Drink until the sun comes up

44. Play a trivia game on your balance balls


45. Don't let people’s opinions influence you

-You don't have to immediately accept them

46. Don’t show it until its finished

- Work in progress opinions aren't helpful and you’ll probably ignore them anyway

47. Don’t play until its finished

- Don't play the game every day when its under progression, lest you get too used to it. Retain the user’s viewpoint.

48. Don't ignore opinions on the finished product

- Even if it means a huge rewrite

49. Don't try to cover up for stuff with gestures

- Say what you mean, eople only understand words

50. Don’t ignore things you don't understand

- Get real research! Only losers Google it

51. Create buzz words in your team

- Team slang is like a password, and will create empathy as they try to give the word a connection.

52. If you get lost collect samples

52. People who've never played the game are treasures

-Don't give them data before they play it, get the raw reaction

53. Collect power from your fans

54. Don’t prostitute your smile

- Only smile when it really counts

55. ?

56. Enjoy the bugs you find

57. Overcome the hugs

- If things get tough just hug it out

58. Let negative fans energize you

-Quick-acting camphor injections

59. Prepare yourself for battle

- Get good quality sleep and plan ahead to relax

60. Learn how to sleep on a balance ball

61. Just do what you want to do


62. Gladly do something you don't want to do in order to get to do what you want to

63. There’s absolutely no need for everyone to do the same thing

- Aim for your own style of art

64. Don't get hung up on hexidecimal

-For the engineers

65. Think about it on your own

In addition, SWERY showed a PC version of the game running with mouse controls. While it isn’t confirmed for retail yet, we’ve got a good feeling about it.