Advertisement · 728 × 90
#
Hashtag
#MiyagiQuote
Advertisement · 728 × 90
PEOPLE:
- Atsushi Miyagi. Twilight Princess Field Design Lead.

QUOTE: 
Miyagi: I had always felt that it wouldn't have been possible to finish everything [in Twilight Princess] by the original deadline, so I felt that the one year delay was only natural.

Since the game wasn't nearly ready in terms of both quality or volume, and we were lacking a clear roadmap for how to proceed, when the decision to postpone release was made I felt that I had to reassess things. Before that, in the period when I felt that it would be impossible to complete everything with the way things were going, I was personally burned out.

Readjusting myself … was really quite a struggle. Before the decision to delay … I was working on what had to be done every day with the deadline right in front of me.

PEOPLE: - Atsushi Miyagi. Twilight Princess Field Design Lead. QUOTE: Miyagi: I had always felt that it wouldn't have been possible to finish everything [in Twilight Princess] by the original deadline, so I felt that the one year delay was only natural. Since the game wasn't nearly ready in terms of both quality or volume, and we were lacking a clear roadmap for how to proceed, when the decision to postpone release was made I felt that I had to reassess things. Before that, in the period when I felt that it would be impossible to complete everything with the way things were going, I was personally burned out. Readjusting myself … was really quite a struggle. Before the decision to delay … I was working on what had to be done every day with the deadline right in front of me.

Miyagi on what Twilight Princess' delay meant to his work, 2006.

Source: Iwata Asks

#Zelda
#TwilightPrincessQuote
#MiyagiQuote

www.notion.so/d28f338fac34...

16 2 0 0
PEOPLE:
- Atsushi Miyagi. Twilight Princess Field Design Lead.
- Shigeru Miyamoto, age 53. Producer of Twilight Princess.

QUOTE: 
Miyagi: I had serious doubts about the controls for [firing a bow with the Wii Remote in Twilight Princess]. … I thought that it was much simpler to use the GameCube controller. 

It was then that Miyamoto-san introduced the slingshot, which had not featured up to then, in the early stages of the game, which acts as a tutorial. At the same time, he put in a feature where, when you go to hit something with a projectile, the action stops to give you a second to line up your pointer.  … 

So although he didn't shake things up in a dramatic way, I would say that Miyamoto-san made a remarkable difference in changing the finished product into a Zelda game, through making numerous small changes.

PEOPLE: - Atsushi Miyagi. Twilight Princess Field Design Lead. - Shigeru Miyamoto, age 53. Producer of Twilight Princess. QUOTE: Miyagi: I had serious doubts about the controls for [firing a bow with the Wii Remote in Twilight Princess]. … I thought that it was much simpler to use the GameCube controller. It was then that Miyamoto-san introduced the slingshot, which had not featured up to then, in the early stages of the game, which acts as a tutorial. At the same time, he put in a feature where, when you go to hit something with a projectile, the action stops to give you a second to line up your pointer. … So although he didn't shake things up in a dramatic way, I would say that Miyamoto-san made a remarkable difference in changing the finished product into a Zelda game, through making numerous small changes.

Miyagi on how Miyamoto took Twilight Princess over the line to feel like a Zelda game, 2006.

Source: Iwata Asks

#Zelda
#TwilightPrincessQuote
#MiyagiQuote, #MiyamotoQuote

www.notion.so/d28f338fac34...

7 2 0 0
PEOPLE:
- Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer.

QUOTE: 
"Miyagi: Travel has influenced me greatly, and I've traveled to many places.

Once I went to Europe for several months and did nothing but visit museums and study ancient ruins. On another trip, I visited New York with the intention of viewing 20th-century art, but after I found that the city’s atmosphere didn't agree with me for some reason, I instead found myself wandering down to Mexico for a long time just to study the ancient Mayan ruins.

Who can say where a journey will lead you if you keep your eyes and mind open?"

PEOPLE: - Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer. QUOTE: "Miyagi: Travel has influenced me greatly, and I've traveled to many places. Once I went to Europe for several months and did nothing but visit museums and study ancient ruins. On another trip, I visited New York with the intention of viewing 20th-century art, but after I found that the city’s atmosphere didn't agree with me for some reason, I instead found myself wandering down to Mexico for a long time just to study the ancient Mayan ruins. Who can say where a journey will lead you if you keep your eyes and mind open?"

Miyagi on being influenced by travel, 2006.

Source: Nintendo Power

#MiyagiQuote
www.notion.so/c701c6719e3f...

1 0 0 0
PEOPLE:
- Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer.

QUOTE: 
"Miyagi: Some may think that there's a perfect game-development plan that exists in which every single detail is nailed down before development ever starts. 

If you compared it to a movie, that would be like having complete dialog and complete casting just before the camera rolls. Everything’s perfect, but what happens if the main actor is injured? The whole plan is in jeopardy and the movie may never be filmed or released. In game development, we must be open to trial and error from multiple directions; if we try to plan everything so it's always perfect on all fronts, we'll never get the game finished."

PEOPLE: - Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer. QUOTE: "Miyagi: Some may think that there's a perfect game-development plan that exists in which every single detail is nailed down before development ever starts. If you compared it to a movie, that would be like having complete dialog and complete casting just before the camera rolls. Everything’s perfect, but what happens if the main actor is injured? The whole plan is in jeopardy and the movie may never be filmed or released. In game development, we must be open to trial and error from multiple directions; if we try to plan everything so it's always perfect on all fronts, we'll never get the game finished."

Miyagi on being open to trial and error, 2006.

Source: Nintendo Power

#MiyagiQuote

www.notion.so/c701c6719e3f...

3 0 0 0
PEOPLE:
- Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer.

QUOTE: 
"Miyagi: After I graduated from my university, where I studied fine art, I wanted nothing else from life than being a professional painter. So I wanted to devote all of my time to my craft. I took only contract jobs and aimed to cut down working hours so that I could paint and draw.

But then something rocked my world. I happened across a magazine article about one of the major Japanese role-playing video games, and that article featured much of the game's artwork. It suddenly hit me: Art talent was not only finding work in video games; that's where true artistry was actually thriving."

PEOPLE: - Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer. QUOTE: "Miyagi: After I graduated from my university, where I studied fine art, I wanted nothing else from life than being a professional painter. So I wanted to devote all of my time to my craft. I took only contract jobs and aimed to cut down working hours so that I could paint and draw. But then something rocked my world. I happened across a magazine article about one of the major Japanese role-playing video games, and that article featured much of the game's artwork. It suddenly hit me: Art talent was not only finding work in video games; that's where true artistry was actually thriving."

Miyagi on the moment that opened his eyes to a game art career, 2006.

Via Nintendo Power.

#MiyagiQuote

www.notion.so/c701c6719e3f...

1 0 0 0
PEOPLE:
- Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer.

QUOTE: 
"Miyagi: Coming from a fine-art background, I was well aware that oil paintings, which I'd studied in school, were mainly destined for display on museum walls to be stared at by people, or for being traded among an elite group of consumers. But game graphics, I realized, were in a different world. For regular Joes. For gamers. 

And what should this kind of art be like? | eventually reached the conclusion that game graphics were nothing if they weren't synchronized with gameplay."

PEOPLE: - Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer. QUOTE: "Miyagi: Coming from a fine-art background, I was well aware that oil paintings, which I'd studied in school, were mainly destined for display on museum walls to be stared at by people, or for being traded among an elite group of consumers. But game graphics, I realized, were in a different world. For regular Joes. For gamers. And what should this kind of art be like? | eventually reached the conclusion that game graphics were nothing if they weren't synchronized with gameplay."

Miyagi on who the art in video games is for, 2006.

Via Nintendo Power.

#MiyagiQuote

www.notion.so/c701c6719e3f...

4 0 0 0
PEOPLE:
- Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer.

QUOTE: 
"Miyagi: For example, if the overall game plan says that wood can burn, then we need to keep wood in mind when we design landscapes, since everything that we design as wood-based has to be burnable. So then we're asked to provide some wooden fences that can be burned by the fiery arrows; that is, the fence can't be destroyed until the player finds the fire bow. 

Ah, but from another direction we've heard that bombs can obliterate trees. So then we hit a potential snag: Can the wooden fence, made from trees, be destroyed by bombs, too? At the outset of a project, you never know when these enigmas will pop up, and sometimes we can't move development ahead until we resolve them."

PEOPLE: - Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer. QUOTE: "Miyagi: For example, if the overall game plan says that wood can burn, then we need to keep wood in mind when we design landscapes, since everything that we design as wood-based has to be burnable. So then we're asked to provide some wooden fences that can be burned by the fiery arrows; that is, the fence can't be destroyed until the player finds the fire bow. Ah, but from another direction we've heard that bombs can obliterate trees. So then we hit a potential snag: Can the wooden fence, made from trees, be destroyed by bombs, too? At the outset of a project, you never know when these enigmas will pop up, and sometimes we can't move development ahead until we resolve them."

Miyagi on resolving mechanical ‘enigmas’ before moving forward in field design, 2006.

Via Nintendo Power.

#Zelda
#TwilightPrincessQuote
#MiyagiQuote

www.notion.so/c701c6719e3f...

3 0 0 0
PEOPLE:
- Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer.

QUOTE: 
"Miyagi: …now it’s spending time with my kid, who shows me how to be amazed by very ordinary things. He'll feel joy simply when a train is passing by. And in game development, I think that it's extremely important to look at ordinary things in a way that's easy for everyone across the world to understand. 

In fine art, creations are often founded on the strong ego and unique vision of the artist; and if the viewer comes from a different nationality or culture, it forces him to study the dynamics in the artist's head to understand the intention. Very egocentric, and not very helpful to the viewer. I would now prefer to discover something from everyone's ordinary life and elevate it into something that amazes people. "

PEOPLE: - Atsushi Miyagi. The Wind Waker Map Designer, Twilight Princess Lead Field Designer. QUOTE: "Miyagi: …now it’s spending time with my kid, who shows me how to be amazed by very ordinary things. He'll feel joy simply when a train is passing by. And in game development, I think that it's extremely important to look at ordinary things in a way that's easy for everyone across the world to understand. In fine art, creations are often founded on the strong ego and unique vision of the artist; and if the viewer comes from a different nationality or culture, it forces him to study the dynamics in the artist's head to understand the intention. Very egocentric, and not very helpful to the viewer. I would now prefer to discover something from everyone's ordinary life and elevate it into something that amazes people. "

Miyagi on what he wants to do with his art.

Via Nintendo Power, 2006.

#Zelda
#MiyagiQuote

www.notion.so/c701c6719e3f...

7 0 0 0
People in quote: 
- Atsushi MIyagi. Map Designer on Pikmin 2 & The Wind Waker, Lead Field Designer on Twilight Princess.

Quote: "Miyagi: Because players went under the earth to treasure-hunt [in Pikmin 2], I had to design an underground space; but since my work tends to bury my head in a PC all day long, I didn't like the feeling of crawling around а dark area. So I designed some underground zones to have a connection to the world above, such as one ‘subterranean jungle’ made of concrete and sand, where I let some natural light break through a slit in the ceiling and let some grass appear down below. 

And then for some above-ground areas, I wanted to have places that felt rejuvenating; so that’s why you see areas where cherry blossoms carpet the earth."

People in quote: - Atsushi MIyagi. Map Designer on Pikmin 2 & The Wind Waker, Lead Field Designer on Twilight Princess. Quote: "Miyagi: Because players went under the earth to treasure-hunt [in Pikmin 2], I had to design an underground space; but since my work tends to bury my head in a PC all day long, I didn't like the feeling of crawling around а dark area. So I designed some underground zones to have a connection to the world above, such as one ‘subterranean jungle’ made of concrete and sand, where I let some natural light break through a slit in the ceiling and let some grass appear down below. And then for some above-ground areas, I wanted to have places that felt rejuvenating; so that’s why you see areas where cherry blossoms carpet the earth."

Linktober Day 26: Overgrown
Miyagi on how he designed underground spaces in Pikmin 2.

Via Nintendo Power, 2006.

#Pikmin
#Pikmin2Quote
#MiyagiQuote
#Linktober

hyruleinterviews.notion.site/Nintendo-Pow...

3 0 0 0