Interview:Iwata Asks: Twilight Princess (Part 2): Difference between revisions

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{{Interview/A|Iwata|In the previous interview, I spoke with some of the younger developers that worked on the latest Zelda. This time, I have been joined by more experienced developers who over the years have become accustomed to working on Zelda titles. I'd like to ask each of you to introduce yourself. Let's start with you, Kawagoe-san.}}
{{Interview/A|Iwata|In the previous interview, I spoke with some of the younger developers that worked on the latest Zelda. This time, I have been joined by more experienced developers who over the years have become accustomed to working on Zelda titles. I'd like to ask each of you to introduce yourself. Let's start with you, Kawagoe-san.}}


{{Interview/A|Kawagoe:</b> I would like to start talking about "The Legend of Zelda: Twilight Princess" today. Since many developers are involved with this project, I would like to have as many of them participate in this discussion as possible. First, I will talk with six young staff members who experienced being team leaders for the first time on this project. Just so you know, I am planning to talk with more experienced developers later on, and towards the end I will talk with the director (Eiji) Aonuma-san and (Shigeru) Miyamoto-san. So, let's start by having our young developers introduce themselves.<br><br>
{{Interview/A|Kawagoe|I would like to start talking about "The Legend of Zelda: Twilight Princess" today. Since many developers are involved with this project, I would like to have as many of them participate in this discussion as possible. First, I will talk with six young staff members who experienced being team leaders for the first time on this project. Just so you know, I am planning to talk with more experienced developers later on, and towards the end I will talk with the director (Eiji) Aonuma-san and (Shigeru) Miyamoto-san. So, let's start by having our young developers introduce themselves.}}


{{Interview/A|Iwata:</b> OK, next is Asakawa-san.<br><br>
{{Interview/A|Iwata|OK, next is Asakawa-san.}}


{{Interview/A|Asakawa:</b> I'm Asakawa. On this project, I was in charge of bringing together various elements related to the non-player characters (NPCs) in the game. In previous projects, I was responsible for the NPCs in Ocarina of Time, Pokémon Stadium 2, Majora's Mask and Super Mario Sunshine. I worked on the enemies and cut-scenes in Pikmin and Pikmin 2, and was in charge of the boss character animations in Wind Waker.<br><br>
{{Interview/A|Asakawa|I'm Asakawa. On this project, I was in charge of bringing together various elements related to the non-player characters (NPCs) in the game. In previous projects, I was responsible for the NPCs in Ocarina of Time, Pokémon Stadium 2, Majora's Mask and Super Mario Sunshine. I worked on the enemies and cut-scenes in Pikmin and Pikmin 2, and was in charge of the boss character animations in Wind Waker.}}


{{Interview/A|Iwata:</b> I see. Takano-san?<br><br>
{{Interview/A|Iwata|I see. Takano-san?}}


{{Interview/A|Takano:</b> My name is Takano. I was basically in charge of the story scripting for Twilight Princess, but I was also involved in the development of the cut-scenes and a few of the events in the game. After 1080° Snowboarding was finished, I worked in a supporting role in the development of Ocarina of Time. I've been working on nothing but Zelda ever since! (laughs)<br><br>
{{Interview/A|Takano|My name is Takano. I was basically in charge of the story scripting for Twilight Princess, but I was also involved in the development of the cut-scenes and a few of the events in the game. After 1080° Snowboarding was finished, I worked in a supporting role in the development of Ocarina of Time. I've been working on nothing but Zelda ever since! (laughs)}}


{{Interview/A|Iwata:</b> You're practically living in a Zelda game, aren't you? (laughs)<br><br>
{{Interview/A|Iwata|You're practically living in a Zelda game, aren't you? (laughs)}}


{{Interview/A|Takano:</b> Sometimes I think I might be! (laughs)<br><br>
{{Interview/A|Takano|Sometimes I think I might be! (laughs)}}


{{Interview/A|Iwata:</b> OK, next up is Takizawa-san.<br><br>
{{Interview/A|Iwata|OK, next up is Takizawa-san.}}


{{Interview/A|Takizawa:</b> My name is Takizawa. I was the artwork director for Twilight Princess. I was basically in charge of organizing the work of all the artists, which entailed a large range of responsibilities. For example, I was responsible for determining the overall direction of the artistic style as well as the technology that we used. I also had to make sure the artists had everything they needed to do their work. Before this project, I got my start with Super Mario 64, which was followed by Star Fox 64. After that, I was involved with Ocarina of Time. Since then, just like Takano-san, I have been living, eating, and breathing Zelda projects! (laughs) Let's see, I was also the artwork manager for Wind Waker.<br><br>
{{Interview/A|Takizawa|My name is Takizawa. I was the artwork director for Twilight Princess. I was basically in charge of organizing the work of all the artists, which entailed a large range of responsibilities. For example, I was responsible for determining the overall direction of the artistic style as well as the technology that we used. I also had to make sure the artists had everything they needed to do their work. Before this project, I got my start with Super Mario 64, which was followed by Star Fox 64. After that, I was involved with Ocarina of Time. Since then, just like Takano-san, I have been living, eating, and breathing Zelda projects! (laughs) Let's see, I was also the artwork manager for Wind Waker.}}


{{Interview/A|Iwata:</b> What was different about your role this time as artwork director compared to your role as artwork manager on Wind Waker?<br><br>
{{Interview/A|Iwata|What was different about your role this time as artwork director compared to your role as artwork manager on Wind Waker?}}


{{Interview/A|Takizawa:</b> On Wind Waker, when we decided to go ahead with that graphical style, the decisions about the overarching effects were made in consultation with other staff members. With Twilight Princess, in addition to directly working on those kinds of design-related issues, I feel that I had more things to do that were required to keep the project moving forward. For example, I had to make sure that the artists in every section had all the tools they needed as well as responding to requests to hire more staff with in-demand skills. <br><br>
{{Interview/A|Takizawa|On Wind Waker, when we decided to go ahead with that graphical style, the decisions about the overarching effects were made in consultation with other staff members. With Twilight Princess, in addition to directly working on those kinds of design-related issues, I feel that I had more things to do that were required to keep the project moving forward. For example, I had to make sure that the artists in every section had all the tools they needed as well as responding to requests to hire more staff with in-demand skills.}}


{{Interview/A|Iwata:</b> Do you think the fact that this kind of work was required means that more people were involved with artwork on this project than anything else we have ever done?<br><br>
{{Interview/A|Iwata|Do you think the fact that this kind of work was required means that more people were involved with artwork on this project than anything else we have ever done?}}


{{Interview/A|Takizawa:</b> Definitely, without a doubt.<br><br>
{{Interview/A|Takizawa|Definitely, without a doubt.}}


{{Interview/A|Iwata:</b> I see. Next is Miyanaga-san.<br><br>
{{Interview/A|Iwata|I see. Next is Miyanaga-san.}}


{{Interview/A|Miyanaga:</b> My name is Miyanaga. I was the sub-director for Twilight Princess. I was mainly in charge of devising game content and positioning various characters in the field portion of the game. After working on Ocarina of Time, Twilight Princess is actually just my second time working on a Zelda project. I was the field designer for Ocarina of Time, and I was basically in charge of designing Hyrule Field in that game.<br><br>
{{Interview/A|Miyanaga|My name is Miyanaga. I was the sub-director for Twilight Princess. I was mainly in charge of devising game content and positioning various characters in the field portion of the game. After working on Ocarina of Time, Twilight Princess is actually just my second time working on a Zelda project. I was the field designer for Ocarina of Time, and I was basically in charge of designing Hyrule Field in that game.}}


{{Interview/A|Iwata:</b> Last but not least, we have Ikematsu-san.<br><br>
{{Interview/A|Iwata|Last but not least, we have Ikematsu-san.}}


{{Interview/A|Ikematsu:</b> I'm Ikematsu. My title for this project was planning sub-director and I was primarily responsible for the dungeons, in particular the dungeon layouts and the positioning of enemies. My first experience with the Zelda series was as the dungeon designer for Ocarina of Time. After that, I worked on Majora's Mask and was in charge of the planning for Wind Waker before working on this project.<br><br>
{{Interview/A|Ikematsu|I'm Ikematsu. My title for this project was planning sub-director and I was primarily responsible for the dungeons, in particular the dungeon layouts and the positioning of enemies. My first experience with the Zelda series was as the dungeon designer for Ocarina of Time. After that, I worked on Majora's Mask and was in charge of the planning for Wind Waker before working on this project.}}


{{Interview/A|Iwata:</b> I would like to start off by asking you what you felt was different about the development of Twilight Princess compared to previous games in the Zelda series. I thought it best to ask all of you since you have so many years of experience on Zelda projects. Takano-san, what would you say was different this time around?<br><br>
{{Interview/A|Iwata:</b> I would like to start off by asking you what you felt was different about the development of Twilight Princess compared to previous games in the Zelda series. I thought it best to ask all of you since you have so many years of experience on Zelda projects. Takano-san, what would you say was different this time around?<br><br>