Members of Studio Trigger, Arc System Works, and APlus sat at a long, white table, surrounded by long, white walls. One dirty dry-erase board, a clock, and a calendar served as mild decor for the meeting room. For all the style seen in Trigger anime, I was surprised to find myself in perhaps the bleakest space I’ve ever been in when I visited the animation studio’s Tokyo office to sit in on a Kill la Kill the Game: IF approval meeting. This is where the three companies come together to make big decisions regarding the Kill la Kill game, and despite the room’s starkness, their impressively efficient meeting was anything but. 

In roughly 40 minutes the group discussed what its Nintendo Switch cartridge would look like, merchandise samples, incredibly specific color details for a character’s sailor collar and ribbon, alternate colors for all the fighters that honor Arc System Works characters, the number of life fiber lines as background details on a promotional card, a new TV trailer, upcoming convention plans, how much of the protagonist’s butt could be exposed on a certain system’s cover art… the list goes on. The meeting encapsulated the feeling I got from every interview I’ve done with each of the teams; Kill la Kill the Game: IF is the fruit of an intense collaboration between these three companies, and each of them has something unique to offer to it – and even more unique takeaways from the project.

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Source: IGN.com How Kill la Kill Went from Anime to Game