EigoPro 準2級プラス 読解 — Designing Worlds: An Interview

Designing Worlds: An Interview Maya Tanaka designs video games that are played by millions of people. In this interview, she talks about her work and offers advice to young people who dream of doing the same. Q: How did you become a game designer? A: Honestly, by accident. As a child, I loved games, but I never imagined I could make them. At university, I studied art, not computers. One summer, just for fun, I joined a small group that was making a simple game. I was hooked. I realised that designing a game was a way to combine almost everything I loved: art, stories, music, and problem-solving. Q: What is the hardest part of the job? A: Most people think the hardest part is the technology, but it isn't. The hardest part is making a game that is fun. Fun is surprisingly difficult to create on purpose. We test our games again and again, and very often something we were sure would be enjoyable turns out to be boring. You have to be willing to throw away weeks of work and start again. Q: What skills matter most? A: People are often surprised when I say that the ability to work well with others matters more than any single technical skill. A modern game is made by a large team — artists, writers, programmers, musicians. If you cannot listen, share ideas, and accept criticism, even great talent is wasted. Q: What advice would you give to young people? A: Make things. Do not wait until you feel "ready," because that day never comes. Start with something small and finish it. A tiny finished game teaches you far more than a huge one you never complete. And remember: every expert was once a beginner who refused to give up.

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この単元の問題を3問、解説つきで公開しています

準2級プラス · 読解 · 全5

1

How did Maya become a game designer?

  • By always planning to design games since she was a baby.
  • By accident, after joining a small group making a game just for fun.
  • By studying computers carefully from early childhood.
  • By being forced to make games at university.
Phrase

by accident, joined a group just for fun

偶然、楽しみで集団に加わった

準2級プラス読解インタビュー職業に就いた経緯
ひとことで

「By accident, after joining a small group making a game just for fun.」を表す読解フレーズ。

選択肢の解説Choice Analysis

By accident, after joining a small group making a game just for fun.

正解

本文 "Honestly, by accident ... One summer, just for fun, I joined a small group that was making a simple game. I was hooked" より、経緯 = 偶然、楽しみで小集団に加わったことby accident = 「偶然に」、be hooked = 「夢中になる」。

  • By studying computers very carefully from her early childhood.

    = 幼少から計算機を学んで ━ studied art, not computers ━ 逆。

  • By always planning to design games ever since she was a small child.

    = 赤ん坊から計画していた ━ by accident ━ 逆。

  • By being forced to make games as part of a university course.

    = 大学で強制されて ━ just for fun ━ 自発的、逆。

Collocation
パターン意味
by accident偶然にby accident
be hooked夢中になるI was hooked
just for funただ楽しみでjust for fun
combine ~〜を組み合わせるcombine almost everything I loved
imagine + -ing〜することを想像するnever imagined I could make them
例文
  • I became a designer by accident.

    私は偶然デザイナーになった。

  • I joined a group just for fun.

    ただ楽しみで集団に加わった。

  • I was hooked immediately.

    すぐに夢中になった。

💡Tip · 覚えるコツ

経緯設問の鉄則 ―― "Honestly, by accident ... just for fun, I joined" の by accident / just for fun が核be hooked = 「夢中になる」は準2級プラス必須。誤答は『幼少から計画』など本文の偶然性と逆で誘導。

2

According to Maya, what is the hardest part of the job?

  • Finding enough players to test the game.
  • Making a game that is genuinely fun.
  • Understanding the technology behind the game.
  • Choosing a good name for the company.
Phrase

making a game that is fun

面白いゲームを作ること

準2級プラス読解インタビュー最も難しい部分
ひとことで

「Making a game that is genuinely fun.」を表す読解フレーズ。

選択肢の解説Choice Analysis

Making a game that is genuinely fun.

正解

本文 "Most people think the hardest part is the technology, but it isn't. The hardest part is making a game that is fun" より、最難関 = 面白いゲームを作ることthe hardest part is ~ = 「最も難しいのは〜」、on purpose = 「意図的に」。

  • Understanding the technology behind the game.

    = 技術の理解 ━ it isn't (technology) ━ 否定されている。

  • Finding enough players to test the game.

    = テスト用の十分な人数確保 ━ そんな記述なし、創作。

  • Choosing a good name for the company.

    = 会社の名前選び ━ 本文になし、創作。

Collocation
パターン意味
the hardest part is ~最も難しいのは〜The hardest part is making a game
on purpose意図的にcreate on purpose
turn out to be ~結局〜と判明するturns out to be boring
be willing to + 動詞進んで〜するbe willing to throw away
throw away ~〜を捨てるthrow away weeks of work
例文
  • The hardest part is making a game that is fun.

    最も難しいのは面白いゲーム作りだ。

  • Fun is hard to create on purpose.

    面白さは意図的に作るのが難しい。

  • You must be willing to throw away work.

    作業を捨てる覚悟が要る。

💡Tip · 覚えるコツ

最難関設問の鉄則 ―― "Most people think ... but it isn't. The hardest part is ..." の but で通説を否定 する構造。turn out to be ~be willing to + 動詞 は準2級プラス必須。誤答は否定された通説(technology)で誘導。

3

What does Maya say sometimes happens when they test a game?

  • Something they were sure would be fun turns out to be boring.
  • The technology stops them from testing anything.
  • Every idea always works perfectly the first time.
  • Players refuse to give any opinions at all.
Phrase

something we were sure would be fun turns out boring

面白いはずが退屈と判明

準2級プラス読解インタビューテスト時に起こること
ひとことで

「Something they were sure would be fun turns out to be boring.」を表す読解フレーズ。

選択肢の解説Choice Analysis

Something they were sure would be fun turns out to be boring.

正解

本文 "very often something we were sure would be enjoyable turns out to be boring" より、テスト時の現実 = 面白いと確信したものが退屈と判明するbe sure (that) ~ = 「〜だと確信する」、turn out to be ~ = 「結局〜と判明する」。

  • Every idea always works perfectly on the very first try.

    = 全案が初回で完璧 ━ turns out boring ━ 逆。

  • The technology always stops them from testing anything.

    = 技術がテストを妨げる ━ test again and again ━ テストはできる。

  • Players simply refuse to give them any opinions at all.

    = プレイヤーが意見を拒否 ━ そんな記述なし、創作。

Collocation
パターン意味
be sure (that) ~〜だと確信するwe were sure would be enjoyable
turn out to be ~結局〜と判明するturns out to be boring
again and again何度もtest our games again and again
start againやり直すstart again
very oftenしばしばvery often something ...
例文
  • Something we were sure was fun turns out boring.

    面白いと確信したものが退屈と判明する。

  • We test our games again and again.

    ゲームを何度もテストする。

  • Sometimes you must start again.

    やり直さねばならぬ時もある。

💡Tip · 覚えるコツ

逆転設問の鉄則 ―― "something we were sure would be enjoyable turns out to be boring" の 期待と結果の逆転turn out to be ~ は準2級プラス必須。誤答は『全案が完璧』など本文の試行錯誤の主旨と逆で誘導。

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