I was in charge of being the PM for the CG department on SimDrive. (Since I was new, it was more like doing miscellaneous tasks.)
SimDrive had demo scenes such as a texture-mapped Earth and a snake-patterned object to demonstrate the performance of SYSTEM22.
At the time, I wanted to be involved in data production. Mr. Komoda and the others gave me the opportunity to work on creating data for the demo scenes.
(In my memory, I also created the title screen.)
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SimDrive was a project jointly developed by the research department, the game development department, and the CG department.
Mr. Mori was a programmer in the game development department.
Mr. Komoda was a programmer in the research department that developed things like the SYSTEM22 board.
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The CG department was established by absorbing a CG production company called JCGL.
As you can see from the demo reel, it was a department focused on producing TV and commercial visuals, and at that time it was not involved in game development.
Starting around 1991, it gradually took on the role of producing CG visuals related to Namco games and developing systems for creating CG data for games.
For example, it worked on background visuals for Galaxian3. SimDrive was also part of this transitional period.
The Eunos Roadster(MX-5 Miata) in the demo reel and SimDrive are almost unrelated in terms of development.
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After development was completed, management of exhibitions and similar activities was handled by a different department.