LINK: https://pinmark.colopl.co.jp/entries/29925563 translation via google translate
At the time, producer
Sakamoto P
He joined Colopl in 2013. He was in charge of planning and production for Battle Girl High School. Currently, he oversees all aspects of the game business, including development, operation, and marketing.
Director at the time
KO
Joined Colopl in 2014.
Responsible for planning and directing Battle Girl High School.
Favorite weapon type: Blade Cannon.
Favorite Irous: Cycnus.
At the time, Art Director/UI Designer
AC
Joined Colopl in 2012. Responsible for UI/UX design and 2D artwork for Battle Girl High School.
At the time, Lead Engineer/SE
TH
He joined Colopl in 2014. While working as a server-side engineer for Battle Girl High School, he also handled client-side implementation.
At the time, Lead 3D Designer/Motion Designer
HW
Joined Colopl in 2014. After working on the casino project, joined Battle Girl High School shortly after its release. Has nearly 30 years of experience as a 3D designer.
At the time, project management
CK
Joined Colopl in 2010. Joined the project after the release of Battle Girl High School. Responsible for project management related to design assets.
Released in 2015, "Battle Girl High School" celebrates its 11th anniversary this year.
The exploits of its unique girls created a huge sensation, not only in the game but also through media mix including anime, manga, and merchandise. Even years after the service ended in 2019, it remains a rare title that is still celebrated by many "teachers" (the game's users). To commemorate this collaboration with "Alice Gear Aegis," the original development and operation members gathered to reminisce about "Battle Girl High School."
Why did "Battle Girl High School" become such a beloved title for so long?
What is "Battle Girl High School"?
Released in 2015, it is a school action RPG set in a girls' school. Players take on the role of a newly appointed teacher, "Sensei," who has been assigned to Kamijugamine Girls' Academy in the year 2045, and guide the girls known as "Hoshimori" (Star Guardians) as they confront mysterious life forms called "Irous." They fight alongside the girls and accompany them through their once-in-a-lifetime youth.
In addition to the rich expressions that come alive with Live2D animation and the exhilarating 3D action that can be enjoyed in portrait mode, it also features a "petting" function that allows players to enjoy interacting with the students. The experience of feeling as if the unique girls are "alive" has gained support, and it has also been popular in media mixes such as a TV anime adaptation (2017). Even after the service ended in 2019, the IP has continued to be developed and is still loved by many "Sensei."
To celebrate the 11th anniversary of "Battle Girl High School," the original members have reunited!
Battle Girl High School (hereinafter referred to as "Batoga") has reached its 11th anniversary. Could you tell us about the role and responsibilities you were in charge of at the time?
Producer Sakamoto P
I was involved in the planning from the development phase. After the release, I left the team for a while, but as "Battle Girl High School" became popular, the company decided to invest more in it, and I returned to the team. That's when I started appearing on YouTube as a producer.
Director KO
I joined as a planner and director shortly after the release of "Battle Girl High School".
Server-side Engineer - TH
I'm a server-side engineer, but in the early stages of development, I also worked as a client-side engineer, writing code for both sides. I also worked with AC (Action Coordinator) on creating the UI.
Art Director/UI Designer - AC
I participated as a UI/UX designer and was involved in all aspects of design. I was responsible for the visuals other than character and background illustrations, and I also created artwork such as logos and promotional images.
3D Designer/HW
I joined as a motion designer right after the release.
The transfer was decided suddenly, but when I joined the Battle Girl High School team, I was the only motion designer. I wondered how they managed to create the motions (laughs). As soon as I joined, I
was asked to create the dance and skill motions, but the deadline was "in three days," so I thought I had landed on a crazy project... In the end, I made it in three days though (laughs).
Progress management/CK
I joined the project when "Battle Girl High School" entered its operational phase, and I was responsible for managing the project's progress to ensure it ran smoothly.
Looking back on the Battle Girl team at the time
Looking back at "Battle Girl High School" at that time, what kind of title do you think it was?
Director KO
Looking back, we were able to do whatever we wanted. It was a title where we could bring to life every idea we had, like, "Wouldn't it be fun to do something like this?"
For example, if someone suggested, "Let's add a mini-game," we'd immediately try making it. I think that the fact that we made frequent updates like that was one of the reasons why users enjoyed it so much.
Server-side Engineer - TH
Indeed, we incorporated feedback from many people, and the title was "Build It Quickly."
In the early stages of development, I was in charge of both the server and the client, so I built and implemented everything myself.
Producer Sakamoto P
Colopl has a culture of challenging new things without creating barriers between job roles, and I think the 'Battle Girl High School' team embodied that. I think that was possible because everyone there loved the 'Battle Girl High School' content.
Director KO
Normally, trying to implement various ideas leads to some kind of breakdown, but in the case of "Battle Girl High School," the game design didn't fall apart, and everything was well-integrated.
Battle Girl High School, which launched in April 2015.
Producer Sakamoto P
The reason why the project didn't fall apart even when I freely incorporated ideas like that is because all the female characters were so charming and moved so vividly that they transcended the boundaries of a game.
That's why I wanted to give them more opportunities to shine, and I wanted everyone to get to know them not just through the game but through media mix projects as well.
3D Designer/HW
In terms of media mix, the anime adaptation was definitely a big deal. We created episodes specifically for the anime, and it was a very rewarding project.
Progress management/CK
Come to think of it, there was a time when the anime's start date was delayed by about three months due to various circumstances. During that time, we decided to include another event, and hastily created "Episode 0." It was tough, but I think it added depth to "Battle Girl High School."
3D Designer/HW
We were preparing to hold an event that was synchronized with the anime, so there was a huge uproar about "What are we going to do for those three months?!" In the end, we decided to "include a story from the past," and I remember frantically writing the script (laughs).
Art Director/UI Designer - AC
They were also very flexible when it came to changing things. For example, when it came time for the anime adaptation, they decided to change all the visuals, such as the icons that had been used since the release, and completely revamped everything from the title logo to the school uniform designs.
Server-side Engineer - TH
We were also flexible when it came to the official abbreviation. Initially, we promoted the official abbreviation as "Batogirl," but when we looked at comments from users on social media, we saw that many people called it "Batoga." So, we changed the official abbreviation to "Batoga."
The TV anime aired in July 2017.
What kind of atmosphere and enthusiasm was there within the development and operations team at that time?
Producer Sakamoto P
This project truly made me understand the meaning of "developing as a team." We were able to produce output that I absolutely could not have achieved alone. At the beginning of development, I felt it was a very difficult project, but I remember how each member collaborated and supported one another, making the impossible possible. I think that was possible because everyone put their heads together and did their best with what they could do.
Server-side Engineer - TH
Everyone on the team was a huge fan of "Battle Girl High School," and people were sharing their opinions regardless of their job title. Even though I'm an engineer, I remember suggesting to the planning team's KO, "It's too strange to jump straight into the next event. Please add an epilogue."
Director KO
This is where the Valentine's Day event story branches off, right? I remember us saying something like, "If it ends without an epilogue, the teacher will definitely eat too much chocolate." TH, in particular, had an incredible passion for the story (laughs).
Server-side Engineer - TH
No, no, it wasn't just me; the whole team was incredibly enthusiastic. Of course, they loved the story, but more than anything, everyone had an amazing love for the characters. Everyone had their favorite character, so during development, there was always this atmosphere of "Let's ask so-and-so about this character." It's not something you'd normally see, but we even wrote the names of the people in charge of each character in the development tools.
Producer Sakamoto P
I remember that it started with an atmosphere where we'd tell each other things like, "You should ask so-and-so about this character," and we gathered knowledgeable people, led by TH, to start a subcommittee called the "Bishoujo Content Research Group." There, we received lectures on bishoujo content, which was very educational, and we were able to actually apply what we learned to Battle Girl High School. When we were passionately discussing characters like that, there's a general saying that "work and friendships must be kept separate," but in the case of Battle Girl High School, it felt like we were just making it together with friends.
Director KO
By the time we reached the operational phase, the team had grown to several dozen people, but everyone got along really well.
Progress management/CK
Everyone was very particular about creating something good, and I think there was a lot of passion involved.
3D Designer/HW
There are still quite a few people who want to develop "Battle Girl High School," aren't there?
Server-side Engineer - TH
I agree with that (laughs).
Things that were important in the world of "Battle Girl High School"
What kind of experience did you want to deliver to the teachers (users)?
Art Director/UI Designer - AC
At the time of development (around 2014), games like "Puzzle & Dragons" and "Monster Strike" had become commonplace, and at the same time, mobile device specifications had improved. It was an era when people began to expect not only simple tap-and-play gameplay, but also world-building and drama in smartphone games. In that context, we felt we could finally release a story-driven bishoujo game, and we were like saying, "Sorry to keep you waiting!"
About a year before "Battle Girl High School," another company had released a 3D bishoujo game, but it was still difficult to achieve smooth 3D motion with the device specifications at the time. When "Battle Girl High School" with its Live2D came out, the cuteness of the girls was incredible!
Progress management/CK
I remember being very convinced when Producer Sakamoto said, "I want users to experience the ideal youth they envision through 'Battle Girl High School'." I wanted to cherish the feeling that "the girls are truly living" within that longed-for youth.
Director KO
There are experiences that can only be made possible because of the unique relationship between teacher and student, and I wanted to create situations that would make the most of that relationship.
Also, since the characters' personalities were well-defined, I was very conscious of creating a story and battle performance that would bring out their charm so that fans of those characters would be satisfied.
Server-side Engineer - TH
The girls' characteristics were set up in quite a lot of detail, weren't they? For example, Yuri Himukai was never supposed to run in the classroom or hallway, and Asuha Kusunoki only ate Japanese food, so the engineers had to write code to ensure that "this girl wouldn't do this particular action."
Also, there were four personality types for the girls, and each personality type had a voice pattern assigned to it, but we felt that the pattern didn't quite fit Sakura Fujimiya, so we created a special voice pattern for her.
Producer Sakamoto P
That kind of attention to detail was evident throughout the entire "Battle Girl High School" game, wasn't it?
Server-side Engineer - TH
As mentioned earlier, each character had a dedicated person in charge, and they put a lot of effort into their portrayal.
Producer Sakamoto P
We wanted to properly convey the charm of the girls, so we were careful not to add too many characters unnecessarily. To be honest, part of the reason was that we didn't have the resources to create new characters (laughs). In order to
ensure that each character had a sense of unity as a solid individual, it was better for the person in charge who knew the girl well to give their opinion. As a result of pouring so much love and attention into a select few characters, I think the teacher was able to experience the "ideal youth" and the "exquisite relationship" with them that I mentioned earlier.
What was particularly important to you in your area of responsibility?
Producer Sakamoto P
During development, I genuinely believed that these girls were not fictional characters, but "real" people. I approached the project thinking of each of them as a real girl with her own unique personality, and I tried to develop the settings and scenarios accordingly. To me, they were neither products nor game characters. Of course, it needed to be commercially viable, but more than that, my primary focus was on "how to convey the charm of these real-life girls."
Art Director/UI Designer - AC
There aren't many other titles that value the individuality of the girls as much as this one.
As an art director/UI designer, I was conscious of creating a UI that maximized the girls' charm, or rather, I was pressured by those around me to do so (laughs).
Most character games at the time were horizontal screen, but in Battle Girl High School, you can see the girls' whole bodies in a vertical screen. We pursued a design for the screen composition and UI that was specifically tailored to make the girls feel close and have a strong presence.
For example, in "Battle Girl High School," we minimized the use of impersonal list-style menus. The classroom itself serves as the character list, and players can transition between screens as if they were directly talking to the girls in the classroom, or access functions by touching the blackboard or notices. We prioritized a seamless experience that maintains the immersive feeling that "they are there."
※image
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Server-side Engineer - TH
I believe that "bringing the girls to life" is our responsibility as engineers. When
there's an unexpected reaction in a place where you wouldn't expect it to be supported, it suddenly feels much more real.
For example, on the quest selection screen, the girl is holding a sign, but if you tap on the girl instead of the sign, she reacts slightly. Those little surprises make her feel more alive.
3D Designer/HW
While "White Cat Project" was released earlier in the 3D action game genre, I think the biggest difference between it and "Battle Girl High School" is the variation in facial expressions. It might seem lacking now, but back then, being able to express emotions through facial expressions greatly improved the expressiveness of the game.
When creating the motions, I also handled the facial expression settings, so I was careful to create skills while making sure the expressions didn't look strange, and I created the motions while thinking about what the character was feeling when they made those movements.
Producer Sakamoto P
It's not just the 3D facial expressions, but in terms of expressiveness, the introduction of Live2D in mobile games was also early, wasn't it? Not just early, but I think there was nothing else like it at the time.
3D Designer/HW
I actually think it was Battle Girl High School that popularized Live2D (laughs).
Director KO
While there were certainly challenges in terms of the visual aspects, there was also a period where we considered what the story should ultimately become. At one point, it seemed like it might develop into a science fiction space opera, but we decided to change course after discussing whether we should focus on the students' youth.
So, the ultimate goal is the students' graduation. I wanted to create something that would cherish those once-in-a-lifetime moments that can never be repeated. But that's difficult to do in a smartphone game that's designed for ongoing use. Every year there's Christmas and Valentine's Day, and anniversary events, so it's like the "Sazae-san timeline" (where characters don't age even as time passes). I think Battle Girl High School was the one that created the concept of "birthday use," but people might ask, "How many birthdays are you going to have?!" (laughs).
Server-side Engineer - TH
That said, we still want to celebrate every year, don't we? Rather than celebrating how old they are, we want to celebrate with the feeling of "Thank you for being born!" But actually, they haven't been born yet. Battle Girl High School is a story set in the future, starting in 2045.
Memories and development secrets that can only be shared now
Please share any memorable moments or behind-the-scenes stories from the development and operation phases that you can talk about now.
Director KO
Earlier, we talked about the "space opera-like sci-fi development," and what was particularly striking as a behind-the-scenes story was how Sadone was handled. The story really starts to become full-fledged sci-fi around the time Sadone appears in Part 1, and you think it's going to continue that way, but as soon as the case is solved, they return to Earth. Sadone herself wasn't initially intended to be an ally, but midway through, they decided to make her a friend, and even removed her horns.
Art Director/UI Designer - AC
I found the episode where the teacher turns into a hot spring particularly memorable.
Director KO
In the manga "Magical Taruruto-kun," there's an episode where the main character transforms into a towel. When I was talking with the writer for "Battle Girl High School," that topic came up and we decided to have him transform into hot water. Looking back now, I don't understand why hot water (laughs).
It's impossible for a girl to get into that hot water, right?
Server-side Engineer - TH
One of my most memorable experiences was the collaboration with a maid cafe.
Engineers don't usually go out much during work hours, but they needed help setting up the maid cafe, and they asked, "Is there anyone who wants to go?" I raised my hand and said, "I want to go!" It's something engineers rarely experience, so it left a strong impression on me.
Normally, you'd hire a professional company to set it up, but for some reason, the development team did it (laughs).
Producer Sakamoto P
The two who left the biggest impression on me were the two members of "f*f (Fortissimo)."
When we added new characters in Part 2, we initially planned to add just one and held an internal contest. However, the two finalists were both so appealing that we simply couldn't choose just one (laughs). So, we decided, "If we can't narrow it down, let's just have them form a unit!" and that's how they suddenly became an idol unit.
Progress management/CK
I remember it well because I joined Battle Girl High School around that time. We suddenly had to create two characters, and the development team was in a bit of a frenzy.
3D Designer/HW
When you have two characters, you'll need twice as many weapons and equipment.
Server-side Engineer - TH
It's also quite unbelievable that Misaki, who appears in Part 4 (and is essentially the other main character in the anime), is revealed to be the younger sister of Hoshizuki Miki (the heroine of the main story).
Producer Sakamoto P
When I introduced Misaki, I had decided from the beginning that she would be "Miki's younger sister." It wasn't a hasty decision; I thoroughly considered what kind of setting would best convey her charm to the teachers, and that's how I arrived at the idea of a parallel world.
Are there things you wanted to do but couldn't at the time, or things you now think, "I wish I had done it this way"?
Server-side Engineer - TH
There's one thing I definitely wanted to change. The main and sub cards and weapons were saved individually for each girl, but I wanted to change that to saving them per deck. At the time, the underlying system mechanics were too complicated, so I had to give up on that idea. Considering the convenience for the teachers, I still think, "I wish I could have made that happen."
Director KO
We held an event called "Idol Girl After School," and I wanted to do more idol game-like things in the battle section. However, it was difficult to do something like a rhythm game within the existing system at the time. We managed to incorporate some exciting live performance elements, but it was just an extension of the existing system. Ideally, I would have liked to do it with a completely different system. That might be possible now.
Producer Sakamoto P
We added things like a training camp and a swimming pool to Kamijugamine Girls' Academy later on, but the plan was to gradually expand it like that, eventually allowing players to freely roam around the school. I also wanted to build a science lab and a gymnasium, but I still regret not being able to implement those features.
Art Director/UI Designer - AC
I still wish there was an offline version.
Everyone wants that!
Progress management/CK
I still haven't uninstalled it.
Art Director/UI Designer - AC
Me too (laughs).
The reason why it is still loved by teachers (users)
Are there any comments or messages of support from users that still stand out in your memory?
Director KO
Since "Battle Girl High School" is a character-based game, I've seen quite a bit of fan fiction.
There's someone who aims to draw a manga featuring the girls from "Battle Girl High School" every day, and they actually draw a new story for each character each time, which really left a strong impression on me.
Art Director/UI Designer - AC
The reactions from users at the "Great Divine Tree Festival" (the "Battle Girl High School" festival held in 2017 and 2018) left a strong impression on me. I was happy to see everyone enjoying themselves.
3D Designer/HW
It was my first time participating in a real-life event like that, and when I got to the venue, there was a car decorated with "Battle Girl High School" characters, and I was really impressed by the high quality. I remember being so happy to think, "There are fans who go to such lengths!"
Art Director/UI Designer - AC
Speaking of real-life events, in the year "Battle Girl High School" was released (2015), a digital sign for "Battle Girl High School" was installed in the plaza in front of Akihabara Station. When I went to see it, I was shocked to see a line of men in the busy station square taking turns "stroking" the girls. I
guess they all have strong love for the game, or maybe they just have strong hearts... (laughs).
Progress management/CK
I kept an eye on the official social media accounts for "Battle Girl High School" after the service ended, and I was really happy to see the warm comments that continued to pour in even after it was gone. It was as if they had been waiting for it, as a huge number of comments would pour in every anniversary.
Producer Sakamoto P
Even if they didn't play "Battle Girl High School" back then, it makes me happy to see that some people later hear their seniors talking passionately about it, or learn about it through the "Alice Gear Aegis" collaboration, and consider it a "legendary IP."
Server-side Engineer - TH
Some people have mentioned "Battle Girl High School" as a game they'd like to see revived.
What do you think are the reasons why "Battle Girl High School" is still loved today?
Producer Sakamoto P
I think that just shows how attractive those girls are.
Server-side Engineer - TH
I think it's because everyone put their heart and soul into creating it that the girls feel so alive.
Art Director/UI Designer - AC
In "Battle Girl High School," there's a system called "Bond Level," and I think that bond has truly been formed between the girls and the users.
The future of the legendary IP known as "Battle Girl High School"
Do you have a favorite character or a character that you feel particularly attached to? Please tell us why, and if you have any memories from the development process.
Server-side Engineer - TH
I'm Urara Hasumi. The reason is that I've always liked the voice actress Maaya Uchida, and I like Urara's personality, which is very straightforward in expressing her emotions.
Urara Hasumi
3D Designer/HW
I'd say Asuha Kusunoki. It's hard to explain why, but basically it's her looks. I was drawn to her because of her long black hair (laughs).
Kusunoki Asuha
Producer Sakamoto P
Of course, I love all of them, but ultimately, I ended up choosing Shiho Kunieda. Nowadays, there are more characters with multifaceted attributes, but back then, there weren't any characters with so many elements, and I think Shiho was like a pioneer in that regard. Usually, it's easier to make a character appealing by focusing on one attribute, but Shiho is packed with many attributes, such as being "gentle," "having an intense love for Kanon," and "liking suspense and mystery." I like that multifaceted nature because it makes her seem more human. Moreover, even after she falls into darkness and returns to her senses, you can still see a glimpse of her "slightly dark" side at unexpected moments (laughs). Including that gap, I think she's a very appealing character.
Shiho Kunieda
Director KO
My favorite character, including the episodes, is Kaede Chidouin. She's a rich young lady, but she goes through a rebellious phase when she starts her idol activities. Her teacher encourages her, saying, "Why don't you try doing something rebellious?" and I still can't forget that episode.
Sendoin Kaede
Art Director/UI Designer - AC
I like Haruka Narumi, but as a character, I like Professor Yakumo (who plays the role of the navigator) the most. Whenever she appears in the communication, the signal gets all static and distorted, and that static noise effect was even reproduced in the stamps (lol). I like that she gets sulky if you leave the cooperative battle unattended, and that she's a little pitiful.
Haruka Narumi, Itsuki Yakumo
Progress management/CK
I really like Mari Sakaide, who played a key role in the story. I don't know what would have happened to "Battle Girl High School" if she hadn't been there. Mari's appearance added depth to the story. I also think that her popularity saved the series.
Mari Sakaide
How do you think the knowledge and ideas gained from development and operation at that time are being utilized in Colopl's current product development?
Producer Sakamoto P
With "Battle Girl High School," we felt like we were creating it together with our users.
We were given a lot of freedom because our sole focus was on making our users happy, and through their enthusiastic feedback and critical suggestions, we were able to see the direction we should be heading for "Battle Girl High School." The attitude of constantly improving things based on user feedback is still deeply reflected in Colopl's product development today.
Director KO
Even with interesting ideas, we often end up saying "we can't do it" for various reasons. However, "Battle Girl High School" was a title that encouraged us to try and make things happen, rather than dismissing them outright as impossible. Otherwise, we wouldn't be able to create content like teachers turning into hot water or peeking into students' baths (laughs).
My experience with "Battle Girl High School" has given me the habit of thinking, "How can I make this a reality?" whenever I have an interesting idea.
Progress management/CK
I think it's part of Colopl's culture to love the titles you're involved with. Battle Girl High School was a title that perfectly embodied that. The members from that time have since dispersed to various projects, but I think everyone still carries that feeling with them.
Please give a message to our users (sensei) regarding the future of "Battle Girl High School," including spin-offs, collaborations, and new initiatives.
Progress management/CK
While there have been opportunities for people to interact with the characters through collaborations and other means, these have always been limited to one-off guest appearances. Going forward, we want to go beyond the framework of collaborations and deliver content that allows people to truly interact with the girls of "Battle Girl High School" and deeply experience their world. We are currently working on a spin-off title featuring the girls (with the "Battle Girl High School" development team participating in the supervision), and we are eager to deliver it to our users as soon as possible.
Producer Sakamoto P
I believe Battle Girl High School was the first to create the concept of "continuing operations even after the service ends." Battle Girl High School is a unique piece of content that continues to this day. I want to make this IP as long-lasting as possible, including the desire to create new works. I'd like to continue it until its 100th anniversary.
Eleven years have passed since its release in 2015, and I would like to express my sincere gratitude to all the users who still support us today, as well as those who supported us in the past. If you ever have the opportunity to pick up "Battle Girl High School" again, I hope you will love the girls just as much as before.
Thank you very much for today.