ᴄᴀʀʀʏɪɴɢ ᴀ sᴡᴏʀᴅ ʙᴜᴛ ɴᴏᴛ ᴀ ɴᴀᴍᴇ, ᴀ Fɪɢᴜʀᴇ ʀᴜɴs ᴀᴄʀᴏss ᴛʜᴇ ʙʀɪᴅɢᴇ ʙᴇᴛᴡᴇᴇɴ ᴛʜᴇ ʜᴇᴀᴠᴇɴs ᴀɴᴅ ᴇᴀʀᴛʜ.

Oh, ᴀ ᴍᴇssᴇɴɢᴇʀ ᴏғ ᴛʜᴇ ᴅᴇɪᴛʏ ʜᴀs ᴄᴏᴍᴇ!

❀ Previous Theory(until I write about my new, current one)❀

Kunitsu-Gami lore as its own entity: looking at myth of the mountain god and new ideas on Cursed Soh's identity.

Tuesday, 5 May 2026

Forces. (Kunitsu-Gami GMV)


It's not lore accurate lol but I liked the idea and felt like making a shorter one too.

This is the third Forces one I made but the first I've decided to post. The very first isn't complete yet. Or rather, I'm not satisfied with it yet.


A simple thumbnail.

Making this video is actually when I noticed that when Soh's powers are stolen by Batsu, it's affecting Yoshiro too. Her silhouette 'doubles', as if she's being pulled.


I make GMVs for myself so I often sit with them for months even years, before posting them. Most times I never post them.
It's just very satisfying to see something actualized.

I hope you enjoy it.

Monday, 4 May 2026

Kunitsu-Gami Game Design Commentary 8: Mukadejoro 百足女郎むかでじょろう

 ■第8回 技術は凄い!が調整大変!!百足女郎 
企画から百足モチーフのボスの提案がありました。這う蟲の災のイメージ行ける!分かる、必要よね、ははっ。次の瞬間、あれ、これ作るの色々大変なのでは?どうすれば、この大型敵を上手く作れるのかな~と必死に考えながら、デザインに入りました。
本体、足(連続部分)、尻尾という感じで構成して、本体の動きに追従するように関節くっつけて、アニメーションの負担も少し減らして…等々構成を考えるの先でした。
所謂、女性を連想させるデザインは本作には少ないので良さげかなと思い意識しつつ、足は設置とか細かい事が気にならない様に、ブヨブヨで大きくし、エフェクトで良い感じにしてもらい。
全体的に垂れた塊と外骨格のコントラストをつけ完成。
その間にも技術進歩もあり、床を歩く以外にも壁にも上り、天井に張り付く等想定以上の動きを見せてくれました。
■Round 8: The Tech is Amazing! But the Adjustments Are Tough!! Centipede Lady  
There was a proposal from the planning stage for a boss with a centipede motif. The image of a crawling insect disaster works! I get it, it's necessary, right? Haha. The next moment, wait, isn't making this going to be really tough in various ways? How can we create this large enemy smoothly~? I desperately pondered that as I dove into the design.  
I structured it with the main body, legs (continuous parts), and tail, attaching joints to follow the main body's movements, slightly reducing the animation burden... and so on—that was the first step in figuring out the composition.  
Since designs evoking women are rare in this work, I thought it might be a nice change and made a conscious effort, while making the legs plump and large so that placement and fine details wouldn't be noticeable, and had effects added to make it look good.  
Overall, I created a contrast between the sagging mass and the exoskeleton to complete it.  
In the meantime, tech advancements happened too, and it showed movements beyond expectations—not just walking on the floor, but climbing walls and sticking to ceilings.

Plaque Lore:
昔々、洞窟どうくつで暮らす女がいた。 その姿を見た者の村の田畑は蟲害ちゅうがいを受けるという言い伝えがあった。 時は進み、その言い伝えをおそれた村人は洞窟どうくつの中にある巨大きょだいな柱をまつった。 その柱には人骨があり、不憫ふびんに思った村人が埋葬まいそうしようとするととても信じられないほど巨大きょだい百足むかでの姿へと成り果てた女が現れて、 またたく間に柱を登って行ってしまったという。
Long ago, there was a woman who lived in a cave. According to legend, all those who laid eyes on her would soon find their fields infested with plagues of insects. As time passed, the villagers began to fear the legitimacy behind this tale and started to worship the large pillar of fossilized bones found in her cave. Full of pity, the villagers made to lay the old bones to rest, only for a woman in the form of a tremendous centipede to scurry its way up the pillar.

Friday, 1 May 2026

Kunitsu-Gami Game Design Commentary 7: Rosokuro(ろうそくろう)

第7回 モーションキャプチャーの面白み!!ろうそくろう
ここまで、敵の機能が出そろえば次はバフキャラが必要。主人公サイドもレベルアップするので敵側も強く出来るような性能を考える。
ミーティング中に「火を灯して煽る感じだね」と出たので、それを元に呪詛唱えて力を与える、ロウソクで火を分け灯す感じから現在の形に落ち着く。法衣を来て、その首が伸びてシルエットはロウソクっぽく、舌が芯になり灯がともっている。喉はふいごの様に動く。
色々出来上がった後に気づく、そういえば火ふきってもの居ましたね。
モーションキャプチャー時は上の人と下の人で同時に撮影する様にデータを組んでおり、普段の撮影とは違い非常に面白味がありました。
Round 7: The Fun of Motion Capture!! Candle Row
Up to this point, once the enemy functions are all in place, next we need buffer characters. Since the protagonist side levels up, we think about performance that can make the enemy side stronger too.
During the meeting, someone said, "It's like lighting a fire and fanning the flames," so based on that, it settled into the current form of chanting curses to grant power, sharing the flame by lighting it with a candle. Wearing robes, its neck stretches out and the silhouette looks like a candle, with the tongue becoming the wick and the flame lit. The throat moves like bellows.
After everything was finished, we realized, oh right, there was this thing called a fire-breather.
For motion capture, we set up the data to shoot the upper and lower parts simultaneously with two people, and unlike regular shooting, it had a lot of interesting flavor.


Plaque Lore: 
異界について記された書物との出会いをきっかけに畏哭いこくを操る術を求めて 山中を歩く中、異界にまぎれんでしまった老人の成れの果て。異界の中で念願の畏哭いこくを操る呪炎じゅえんの術を習得するが、 その姿や思念は目的に取りかれた異形と化していた。 己もまた畏哭いこくへと成り果てたことに気づかないまま、 今も喜々として畏哭いこく呪炎じゅえんあたえ続けているという。
There once was a man so entangled with his work, that it devoured him alive. Upon finding a tome detailing the other world, he sought for the power to control the Seethe. His chance eventually came when he was spirited away from the mountain, where he threw himself into his research in the other world. Possessed with manic ambition, he finally mastered the art of the cursed flame.
However, joyous in his newfound powers over the Seethe, he does not realize that he has become the very creature he sought to control.
The other world mentioned here is what I was hoping we'd explore in the DLC. :(

Wednesday, 29 April 2026

Kunitsu-Gami Game Design Commentary 6: Shibakaki(シバカキ)

■第6回 感情を煽る!!しばかき
地上、空!とくれば次は遠距離だ!!開発初期なので割と軽いノリです。モチーフは”石”を何処からともなく投げてくる妖怪しばかき。恐ろしい、危ない。餓鬼とは違う雰囲気にしなきゃと意識しました。
遠距離攻撃するだけでは見た目的には面白くない…離れているので印象に残らない。遠くで「姑息な感じは感情を煽るよね」が頭に浮かんだので、動きは主人公達を挑発する感じにしようと決意。
挑発と言えば舌で”べろべろ”してると腹立ちますよね。からの舌飛ばし攻撃、気持ち悪い、妖怪っぽい。
顔は上下反対にしても成立する様にして、横から見ると弓矢っぽいシルエットを意識しつつデザイン。
出来上がりは、動きが良い感じに感情を煽るので良かったなと。一時の感情で深追いするのは危険です。
■Round 6: Stirring Emotions!! Shibakaki
Ground, air! So next up is long-range!! It's early in development, so the vibe is pretty lighthearted. The motif is the yokai Shibakaki, who throws stones at you out of nowhere. Scary, dangerous. I made a conscious effort to give it a different vibe from the hungry ghosts.

Just doing long-range attacks wouldn't be visually interesting... Being far away, it wouldn't leave much of an impression. The thought "a sneaky vibe really stirs up emotions, right?" popped into my head, so I decided to make its movements feel like it's taunting the protagonists.

Speaking of taunting, sticking your tongue out all "bleh bleh" is super annoying, right? From there, tongue-flinging attack—gross, very yokai-like.

For the face, I designed it so it works even if flipped upside down, while aiming for a bow-and-arrow-like silhouette when viewed from the side.

The end result turned out well—the movements nicely stir up emotions in a good way. But chasing that fleeting emotion too deeply can be dangerous.

Plaque Lore:
遠くから自身の舌を飛ばしてくる畏哭いこく。 シバとは「しば」を指しており、しばが生えているような路傍ろぼうから 引っくような音を出しながら舌を飛ばしてくる様子が 名前の由来という説がある。
The Shibakaki attack from afar using their own tongues as projectiles.
Legend has it, their name comes from the word for grass, as they typically hide in verdant roadsides where passersby hear a scratching noise just before they get assailed with the Shibakaki's tongue.
You can really in these images how it looks like a man bending over backwards. Creepy.

These guys are such pests.

Monday, 27 April 2026

Kunitsu-Gami Game Design Commentary 5: Coccoons

■第5回 怪奇な世界を演出!穢れと優曇華
蟲が村人にとり憑き、そのまま硬化>蛹化と言う割と直球の発想です。
(薄らぼんやり、一般的なこなきじじい感)
顔には呪をモチーフとした文字柄があります。
無数の腕で動けなくされ、頭をすっぽり覆われて最後に呪が付く。
呪いと呪い(まじない)で対比してます。

優曇華架空の花の方から着想。先に描いてあった、ラフ画を元に具体化。シルエットになった時に無数の”人っぽい何かが集団で拝んでいる”を作りたかったんです。
フォトモードで寄った時に無数の優曇華が群生しているのを見て「ヒヤッ」となりますね。
喉の方が本来の顔で、おでこは拝んでいる顔っぽい何か。動きもコマを飛ばして怪しい表現できたので、独特な不気味さが出たと思います。デザイン的にはお気に入り。
■Round 5: Staging a Bizarre World! Filth and the Udumbara
It's the idea of bugs possessing villagers and then hardening > pupating—a pretty straightforward concept.
(A vague, hazy, general old man with a white beard vibe)
The face features text patterns inspired by curses.
They become immobilized by countless arms, their heads completely covered, and finally, the curse is applied.
It's a contrast between curse and incantation (spell).

The udumbara inspiration comes from the fictional flower side. I started with a rough sketch I had drawn earlier and fleshed it out. When it turns into a silhouette, I wanted to create an image of countless "human-like somethings" gathered in worship.
In photo mode, when you zoom in and see the countless udumbaras growing in clusters, it gives you a little chill, right?
The throat area is the original face, while the forehead looks like some kind of worshiping face. By skipping frames in the movement, I was able to create a creepy expression, which I think brings out a unique eeriness. Design-wise, it's one of my favorites.

Bugs possessing the villagers...

The name Udumbara is the Udonge plant. उडुम्बर ( uḍumbara )


Buddhist scriptures say that the Udumbara flower blooms once every 3,000 years, and at that time, the Wheel King appears in this world. The Golden Light Sutra , Chapter on Praising the Buddha, states, "Rare, rare, the Buddha appeared in the world, appearing once like the Udumbara flower." It also appears in the Lotus Sutra and the History of the Southern Dynasties. In classical Japanese literature, it can be found in works such as The Tale of the Bamboo Cutter , The Tale of Genji (Wakamurasaki ) , and The Tale of Utsuho .

In modern literature, examples of its use can be found in works such as Okamoto Kidō 's "Hanshichi Torimonochō: Ningyō Tsukai , " Kambara Ariake's " Senjinshō to Hanabi no Kanshō ," Saitō Ryokuu's "Kakurenbo," Izumi Kyōka 's "Hakkin no Ezu , " Tayama Katai's "Michitsuna no Haha," and Natsume Sōseki's "Gubijinsō."

In modern literature, examples of its use can be found in works such as Teru Miyamoto's "Hotarugawa." From classical to modern literature, it has always been used to refer to a fictional flower, that is, the flower that blooms only once every 3,000 years. This is because it first circulated as the name of a fictional flower, and later came to be used as the name of an actual plant.

Wheel king. The name reminds me of how Nanamagi looks, his hands spinning like a wheel behind him.


While it is said that a Chakravartin (wheel-turning king) turns a wheel, there is no established theory about its origin. Some theories suggest it represents the wheel of a chariot symbolizing the power of the god Indra, the sun that illuminates the world, the chakram (a wheel-shaped weapon), or a mandala.
According to Buddhist scriptures, the concept of a Chakravartin (universal monarch) is roughly as follows: The world goes through cycles of prosperity and decline. During times of prosperity, the human lifespan is 80,000 years, but as human virtue is lost, lifespans shorten, becoming 10 years in the dark age when all good is lost. After that, human virtue is restored, and a new era of prosperity arrives with a lifespan of 80,000 years.
I'm quoting this because in one google translation of the script of the Kunitsu-Gami play, it said that human lifespans were only a week. Or something like that. (I will edit this once I find it)

But I recall that their lifespans had dramatically been reduced, something I didn't understand until now.
The translation I wasn't sure of though as Google makes mistakes and went on to translate the same passage differently.

Saturday, 25 April 2026

Pensive Maiden.


Found this pretty picture it the demo files. 

Friday, 24 April 2026

Kunitsu-Gami Game Design Commentary 4: Hitoban (飛頭蛮ひとうばん)

第4回 ひとうばんはろくろ首
敵の機能として、餓鬼が地上なら空中も必要。と当たり前の流れでデザインを起こしはじめる。
空中か…そういえばろくろ首って伸びる以外にも飛ぶってあったよね…からの着想です。
ただ、顔が飛んでくるのも芸がないと感じ、考えていた所。
一旦は敵の機能を先に詰め、飛んでくる、弓が必要だ!だけでは、色々と不備が出そうだったので、
降りて来て、攻撃するけど、ゲーム的には他ユニットを止める動きがあっても良いかなと考え、
現在の飛ぶ、降りる、呪詛でユニットを惑わせ止める。
となり、ここまでくれば飛ぶ時は、泳いでるニュアンス、降りてきて呪詛唱えるときに顔になる!
となって、落ち着きました。
■Round 4: The Number One Is Rokurokubi
As an enemy function, if gaki are on the ground, then aerial ones are needed too. And so, in that perfectly natural flow, I started fleshing out the design.
Aerial, huh... Come to think of it, rokurokubi don't just stretch—they're said to fly too... and that's where the inspiration came from.
But having just the face flying in felt a bit too gimmicky, so I was mulling it over.
For a bit, I focused on pinning down the enemy functions first: it flies in, needs a bow! But that alone seemed like it'd leave a bunch of gaps,
so I thought, it comes down, attacks, but game-wise, maybe it should have a move that halts other units too,
leading to the current setup: it flies, descends, and uses curses to confuse and stop units.
At that point, it clicked—when flying, give it a swimming vibe, and when it descends to chant curses, it turns into a face!
And with that, it settled into place.


Plaque Lore:
顔が見られることをきらい、手でおおかくじらう者がいた。 ある村人は、どうしてもその顔が見たいと思った。 満月の夜、村人がその者とすれちがう際に無理やり手をどかせたところ、 顔はなく代わりに手の平に顔らしきものがあり、 それを見た村人はのろいをかけられてしまったと言う。

Once upon a time, there was a man who was cursed for prying into what was not his to know. One day, this man met a shameful villager who resolutely hid their face behind their hand. Determined to reveal that face, the man took the hand in the light of a full moon and wrenched it away.
Eager to appease his curiosity, he took in the sight in front of him, only to find that mysterious face not on their head, but on their hand.