Interview:Nintendo Power December 2005: Difference between revisions

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<b>A Mind in Motion</b><br><br>
<b>A Mind in Motion</b><br><br>
As much as I insist that game demos and cut-scenes must be based on gameplay, you can still learn a lot of creative techniques from films. Fortunately, watching movies is my big hobby. As far as movies go, I think that quality is much better than quantity. I'll go see the same movie many times. And when I watch them at home, I'll rewind me favorite scenes many times, taking in everything that I can about how the scene works. Sometimes I'll even put those elements in my "creativity drawer,and use them for inspiration on game projects. Here's a good example: When I had to create a demo of Majora's Mask, a game that had a very strange atmosphere, my mind found some unusual inspiration, Woody Allen's movie Husbands and Wives. In it, there's an eccentrically edited scene in which in which actor Liam Neeson is getting psychotherapy, and Allen has the camera hop around Neeson without a break in conversation, which creates the strangest impression! So when I created the Majora's Mask demo showing the Mask Seller, I used a similar idea to capture the spirit of that very bizarre character. Currently, the movie Mind Game, directed by Masaaki Yuasa, is my fave movie. Unlike most animated movies in Japan, which are crafted with a delicate sensibility, Mind Game portrays it's world in a strange, deconstructed way. It S beautiful and throws the viewer off-balance with potent impact. Maybe if there's another Majora-like project in my future, based on a bizarre world, perhaps I can reopen my creative drawer and revisit Mind Game for fresh insights.<br><br>
As much as I insist that game demos and cut-scenes must be based on gameplay, you can still learn a lot of creative techniques from films. Fortunately, watching movies is my big hobby. As far as movies go, I think that quality is much better than quantity. I'll go see the same movie many times. And when I watch them at home, I'll rewind me favorite scenes many times, taking in everything that I can about how the scene works. Sometimes I'll even put those elements in my "creativity drawer," and use them for inspiration on game projects. Here's a good example: When I had to create a demo of Majora's Mask, a game that had a very strange atmosphere, my mind found some unusual inspiration, Woody Allen's movie Husbands and Wives. In it, there's an eccentrically edited scene in which in which actor Liam Neeson is getting psychotherapy, and Allen has the camera hop around Neeson without a break in conversation, which creates the strangest impression! So when I created the Majora's Mask demo showing the Mask Seller, I used a similar idea to capture the spirit of that very bizarre character. Currently, the movie Mind Game, directed by Masaaki Yuasa, is my fave movie. Unlike most animated movies in Japan, which are crafted with a delicate sensibility, Mind Game portrays it's world in a strange, deconstructed way. It S beautiful and throws the viewer off-balance with potent impact. Maybe if there's another Majora-like project in my future, based on a bizarre world, perhaps I can reopen my creative drawer and revisit Mind Game for fresh insights.<br><br>


Around the time that we were developing Super Mario Sunshine, Nintendo decided to create a team specifically devoted to movie creation, and that's where I work today. The team oversees the quality of all movies in Nintendo games. Another responsibility for this team is the production of motion-capture data for game development – which has strongly come into play for Twilight Princess like never before in a Zelda game. Though our team is also focused on the creative work for other titles, I'd have to say that 50%, maybe 60%, of our time is going into Twilight Princess right now. With the kind of talent that we've got on our team, I'm continually impressed by the work I see being done every day. And because our creations directly use game data, it's critical to maintain great communication with all of the various development teams. Since the Twilight Princess development team is so enormous, even though it sometimes seems like the long-time Zelda developers on the team have a telepathic connection! But with so many people involved, communications and scheduling are proving essential for keeping everyone on the same page.<br><br>
Around the time that we were developing Super Mario Sunshine, Nintendo decided to create a team specifically devoted to movie creation, and that's where I work today. The team oversees the quality of all movies in Nintendo games. Another responsibility for this team is the production of motion-capture data for game development – which has strongly come into play for Twilight Princess like never before in a Zelda game. Though our team is also focused on the creative work for other titles, I'd have to say that 50%, maybe 60%, of our time is going into Twilight Princess right now. With the kind of talent that we've got on our team, I'm continually impressed by the work I see being done every day. And because our creations directly use game data, it's critical to maintain great communication with all of the various development teams. Since the Twilight Princess development team is so enormous, even though it sometimes seems like the long-time Zelda developers on the team have a telepathic connection! But with so many people involved, communications and scheduling are proving essential for keeping everyone on the same page.<br><br>


I still have a little time to dream about other things: Drawing has been one of my major interests since I was young, and now I love to draw with my own kids. I sometimes wonder if it might be possible to develop an animated-movie version of the Super NES classic Mario Paint, but one that would let people create animated art in a very simple, casual way. I'll keep dreaming. But for now I need to devote myself entirely to Twilight Princess. You wouldn't believe how serious some people can get when they think about working on a project that aspires to be greater than even a hallmark like Ocarina of Time! But even though E3 is now a half year behind us, the impact that the game and trailer had on crowds stays high in our minds. And personally, though some might thing that making Twilight Princess stay true to the Zelda series and pushing the game to live up to fan expectations are two different things, I believe that they're one and the same. I can't say more, but believe me when I say that Twilight Princess sees it's new ideas through a very Legend of Zelda perspective.
I still have a little time to dream about other things: Drawing has been one of my major interests since I was young, and now I love to draw with my own kids. I sometimes wonder if it might be possible to develop an animated-movie version of the Super NES classic Mario Paint, but one that would let people create animated art in a very simple, casual way. I'll keep dreaming. But for now I need to devote myself entirely to Twilight Princess. You wouldn't believe how serious some people can get when they think about working on a project that aspires to be greater than even a hallmark like Ocarina of Time! But even though E3 is now a half year behind us, the impact that the game and trailer had on crowds stays high in our minds. And personally, though some might thing that making Twilight Princess stay true to the Zelda series and pushing the game to live up to fan expectations are two different things, I believe that they're one and the same. I can't say more, but believe me when I say that Twilight Princess sees it's new ideas through a very Legend of Zelda perspective.