Pick team members from previous Castlevanias or anywhere I guess if you can't think of anyone and bring them together to form what you believe would be
I'm just picking people who worked on previous Castlevanias, but I guess you could be free to pick whoever you want.
Director: Koji Igarashi
Well, he only directed one game, and it was SoTN. From what I read, Toru Hagihara actually got promoted and moved on from the project, and IGA got the reins, hence his title of assistant director (he wasn't credited director out of respect for Hagihara's seniority, apparently). In any case, it was IGA who decided to take a more exploration approach to the franchise as well as getting Ayami Kojima to reinvent its image. Considering all that, it'd be interesting to see another title actually helmed by them rather than shuffling around as almost a PR guy as producer.
I personally found that my least favorite DS titles were actually by the same director (DoS and PoR), so that leans more toward my belief that IGA has relatively little influence in any case.
Character Programmer: The SoTN programmers
SoTN was the only exploration Vania that I thought had a very weighty system for the player, at least compared to the loose and free-ness of AoS and titles after it (Curry the Kid). I really liked that. HoD had a bit of that weight too, but the jump was strange in its lack of speed. In HoD's case, I thought it actually complimented the game, giving Juste a more rigid feel like a Classicvania without being too unforgiving for the environment context. However, the height of the jump bugged me with in conjunction with this.
But yeah, I like SoTN's more. Alucard still had this light tinge to him, but it was unique to him, rather than the total lack of inertia in the AoS+ titles. It was a great feeling, soaring through the castle with that agile yet not loose control. You knew you weren't just human, and it kicked ass.
Enemy Programmer/Design: SoTN and HoD programmers/designers for basic enemies, the DS programmers for the bosses
I thought the HoD enemies were decently aggressive, especially the lizardmen. In AoS, they kinda became slower, I believe and that trend seemed to continue onto the DS saga. On the other hand, it wasn't until the DS saga, that the exploration titles finally got a wealth of good bosses, excluding the rare occasion like Julius in AoS.
I also thought the original HoD enemies were some of the more imaginative ones. Spriggan and Melty Zombies~ It also has the best Red Skeleton.
And SoTN, yeah. SoTN was especially memorable with its enemies. It also had the best enemy placement.
Menu Design: Ko-G
He worked on CoTM and OoE's menus. And well, OoE's really just the best menu Castlevania got for its 2D titles. It's pretty, it's not clunky. It's good. Adding on, I'm a bit curious about his background work. I mean, CoTM's was fairly boring, but I thought the ones in OoE were decent enough, at least the Clock Tower. Not sure what he did though so.
Background Design: SoTN and HoD designers
The only shared member between the two is actually Shinichiro Shimamura, but I thought that Castlevania had some of its more interesting backgrounds in these two titles. HoD was especially quirky in a lot of ways while SoTN was artistically crafted from colors to composition.
Level Design: Super Castlevania IV and SoTN designers
I thought SCVIV was superb in not being lean, which is well, perfect for an exploration title. The game had some really great level design that conveyed the natural environments. There was a lot of texture in the layouts as well. They were also able to extend beyond tech demo and actually make those parts feel relatively cohesive with its whole, it also didn't depend on them. On the other hand, I think SoTN had the best level design out of all the exploration titles. AoS might have been the leanest, but because of that, it lacked all the extra nooks. SoTN was the best balance of both, and every area was distinctive in its layout. Every area was memorable for me.
Music: Masanori Adachi, Taro Kudou, Soshiro Hokkai
Adachi and Kudou were the composers of Super Castlevania IV. That should really be enough to say! I loved the jazzy undertones and atmospheric work they put into the music. I would actually hope for more pieces like Forest of Monsters and the Waterfall rather than Clockwork Mansion. I thought the instrumentation was superb as well, but SNES always had this melancholic tinge to it, kinda sorta. I picked Hokkai because I see a lot of potential in him. He made some fantastic complex dissonant compositions in HoD, and in AoS, he pretty much made all the best songs.
Sound Effects: Takeshi Iwakiri
I think the only time sound effects actually had any sort of effect on Castlevania was with CoTM. The echoing of the sound effects just built a great layer of atmosphere. I-I'm not really sure if in whatever dream game they create that it would be appropriate here but yeah.
Misc:
Shinichiro Shimamura was a prominent member of HoD and LoI. He was also a designer for SoTN. Considering he was chief design for LoI and in Background and Demo Graphics for HoD, he's been a part of the more interesting environments I liked in Castlevania. I thought LoI had its fair share of pretty rooms, just oft repeated, a lot of them had some subtle details I enjoyed.
Takeda Takeshi was the director of HoD and LoI. I really loved the depth of LoI's combat, especially because of how subtle it was.
I'd love to see him in a design role.
There are other roles, of course, like Map Programming and etc, but I don't really feel the need to assign preference there. I can't really find much difference. I guess PoR and OoE had more function, but I am imagining this game to take place in a single "map" if anything, even with the external areas designed by SCVIV people. I've also been reluctant to include older team members because of uncertainty. Out of the NES Vanias, I enjoyed CVI the most, but it was mainly for level design. And that level design was perfect for a linear title, but not the exploration title I am imagining being done by this team. I see something that's far more exploration-based, with level design being on how interesting the places are to navigate and not strictly difficulty, even if it's by rough flooring.
As for Scenario, I can't save I really liked any stories. I mean SoTN had charm because of dialogue. I thought HoD had a neat quirk dealing with the two castles and how it really was a sort of sidestory, less so than even OoE probably. The arguably best stories in the exploration titles were LoI and AoS. I see it more an issue of story telling rather than story content, and none of the Castlevanias have really evolved that, not even Lords, to make it more seemingly cohesive yet not disruptive with the rest of the game. But then, I guess Alan Moore, because he's a great writer at making things lean and concise. He gives neither too much or too little. Perfect for a Castlevania story. Plus, I mean, it's not like his work is all PESSIMISTIC like Watchmen. He's actually done other stuff!
also ayami kojima for art lol
My overall vision for this team is that they'd mesh together an evolution to the exploration titles. Not exactly sure how to imagine it really. I picked designers and I can't really predict what they would design in such a team.