Unmitigated fucking nerd question
More broadly this is part of the "what did FromSoft do before 1994" question, which in the anglosphere is a question nobody knows the answer to. What business software, motherfucker???
But the delightful and low-poly models and environments in 1994's King's Field made me extremely curious. The game has that janky photo-cd texture look, but I couldn't really find out what FromSoft's development pipeline looked like at the time. The PlayStation is the first 3D capable console that truly mattered, and its japanese launch games interest me because a lot of studios struggled to move to 3D games. It was a big time, famously Square Soft spun up basically their own entire 3D rendering division based on a bunch of expensive SGI Onyx systems and shit to make Final Fantasy VII.
Is it possible that FromSoft just used 486 PCs or Amigas running Lightwave or Cinema 4D or whatever? Very much so, but for a company that had spent a bunch of time doing random business software, (maybe they were into CAD stuff?) and specifically cited the lacking ability of PCs to do polygons well when talking about moving to the PlayStation, it seems like the modelling tools and stuff they used to make basically Ultima Underworld But More would be of interest. Despite that, I can't find anything about it. Did they make their own whole 3D rendering program like Capcom? I thought From was pretty small back then...
Oh, and don't say Sword of Moonlight. Cool program but From was not using a DirectX-accelerated Windows program before Windows 95 came out. It is true that Armoured Core and presumably Shadow Tower were built on the same core "engine" as King's Field, at least, akin to the internal company "engines" of devs like the british Climax.
EDIT: thanks to @h0ll0w5p4c3 digging up an obscure magazine page, it has been discovered that FromSoft (founded in 1984, mostly doing "OA software" or Office Automation, primarily automated livestock sorting for a Japanese farm consortium!!!) was prototyping a fully-polygonal dungeon-crawling mecha game called ZAMS-K3 for the PC-98, which is nuts. Most commercial 3D games for PC-98 run poorly, so the move to PS1 makes sense albeit porting the code probably made less sense :) but the tech underlying ZAMS-K3 served as the basis for King's Field (initially cited in english magazines as "Crystal Dragon") and eventually Armoured Core. While this does not reveal every inch of From's dev environment, it sheds a lotta light which I like. ZAMS-K3 itself reminds me of the PS1 game Crime Crackers (lol) which was also a launch window game.
Sources, found by searching "ZAMS-K3" after seeing the translation of magazine pages h0ll0w5p4c3 linked:
https://www.lost-town.com/dossier-d80-p1-kings-field
https://www.stayforever.de/podcast/king-s-field-ssf-94 (god I wish I could listen to this)
Choice quotes from lost-town:
This gave him so much enthusiasm that it was decided that the box would make this prototype [ZAMS-K3] a commercial product! We are then in 1993 and unfortunately for From Software the popular consoles of the time such as the Super Nintendo do not tolerate 3D very well, ask to be programmed in a special assembly language and also require very high costs to be authorized to be released by Nintendo! In real life... Even a PC-98 release is a bit hot because the game is incredibly ahead of its time with a dozen mecha that rotates 360 degrees, the ability to fight against another player, a palette of 256 colors and the ability to fire lots of missiles at high speed in complex dungeons with even a system to block hits! In short, the game only ran on PC-98s modified to have even more internal memory and the game seemed to be extremely difficult to complete... [...]
In addition, Sony was asking for much less money to develop on their machine and the devkit wouldn't even be that expensive! Only 2 million yen, which seems laughable compared to the famous Silicon Graphics stations that could cost up to 30 million yen! In short, a golden opportunity to convert ZAMS-K3 to a home console although... In fact, the machine was not powerful enough to run the game properly, this project was really TOO ambitious with its realistic mechs that required too many polygons.... As a result; it was decided to take the dungeon assets of ZAMS-K3 to do something else.
Doesn't seem like their 3D workflow was that advanced...
In fact, From Software was a very serious company but their total inexperience in video games meant that they discovered everything day by day. Even something as simple as a polygon counter, an essential trick at the time to not impose too much on the machine had not been developed and they counted everything by hand!
Moreover:
Already the Playstation did not have a few devkits with particularly finalized development libraries and the team did not have access to Sony's memory card which forced them to test everything since the start of the game every time!
This possibly means they were using the MW.3 standalone devkit described here instead of the ISA card setup Sony later used.
As a work-teeth-brusher, (mostly due to braces at the time) solidarity
ⓘ Remember to enable JPEG-XL support in your browser, even on your phone!