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#PhantomHourglassQuote
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PEOPLE:
- Satoru Iwata, age 49. President of Nintendo from 2002-2015.
- Eiji Aonuma, age 46. Director of Twilight Princess, Producer of Phantom Hourglass.

QUOTE: 
Iwata: Aonuma-san, you're involved with both [Twilight Princess and Phantom Hourglass]. Are there any differences in how you work on the two?

Aonuma: When I work on the Wii edition, I'm right on-site, and I often do my job from a director's perspective. On the Nintendo DS version, I do proper producer's work. 

...That said, when I worked on the previous game, Phantom Hourglass, I was simultaneously making Twilight Princess, so I couldn't keep a very close eye on things right from the beginning. Then, when Twilight Princess was finished and I went to the Nintendo DS version's office, the development was already pretty far along.

PEOPLE: - Satoru Iwata, age 49. President of Nintendo from 2002-2015. - Eiji Aonuma, age 46. Director of Twilight Princess, Producer of Phantom Hourglass. QUOTE: Iwata: Aonuma-san, you're involved with both [Twilight Princess and Phantom Hourglass]. Are there any differences in how you work on the two? Aonuma: When I work on the Wii edition, I'm right on-site, and I often do my job from a director's perspective. On the Nintendo DS version, I do proper producer's work. ...That said, when I worked on the previous game, Phantom Hourglass, I was simultaneously making Twilight Princess, so I couldn't keep a very close eye on things right from the beginning. Then, when Twilight Princess was finished and I went to the Nintendo DS version's office, the development was already pretty far along.

Aonuma on the difference between his leadership on console vs handheld Zelda, 2009.

Source: Iwata Asks

#Zelda
#PhantomHourglassQuote, #TwilightPrincessQuote, #SkywardSwordQuote, #SpiritTracksQuote
#IwataQuote, #AonumaQuote

www.hyruleinterviews.com/d6e65557dce3...

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PEOPLE:
- Eiji Aonuma, age 46. Producer of Phantom Hourglass & Spirit Tracks.

QUOTE: 
Aonuma: In the end we used the same cel shading approach [for Phantom Hourglass & Spirit Tracks]. Players have to play  on the DS and it has two small screens. For such a small screen we need to think about how we handle small objects, lighting effects and what kind of person or character we want. With three dimensional videogames, or those that you might call more realistic, you have to have the appropriate proportions between all the objects and enemies. Human beings must be depicted naturally as we are. 

That would be rather strange on a small screen if you wanted to identify what a small object is or put in characters' actions, for example.

PEOPLE: - Eiji Aonuma, age 46. Producer of Phantom Hourglass & Spirit Tracks. QUOTE: Aonuma: In the end we used the same cel shading approach [for Phantom Hourglass & Spirit Tracks]. Players have to play on the DS and it has two small screens. For such a small screen we need to think about how we handle small objects, lighting effects and what kind of person or character we want. With three dimensional videogames, or those that you might call more realistic, you have to have the appropriate proportions between all the objects and enemies. Human beings must be depicted naturally as we are. That would be rather strange on a small screen if you wanted to identify what a small object is or put in characters' actions, for example.

Aonuma on why the DS Zelda titles used the toon Link design, 2010.

Source: Official Nintendo Magazine

#Zelda
#PhantomHourglassQuote, #SpiritTracksQuote
#AonumaQuote

www.notion.so/ac79957b8190...

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PEOPLE:
- Eiji Aonuma, age 46. Producer of Phantom Hourglass & Spirit Tracks.

QUOTE: 
"Aonuma: On handheld devices like DS, for the grand universe of Zelda to be correctly depicted, cel-shading or toon-shading style is the most appropriate. … If we're going to apply photorealistic proportions between human characters and objects, the player character would have to be really small.

But with more anime-style art, deformation is allowed and taken as a natural. By that I mean that buildings and other objects around you can be very small compared to real life, but yet it's not strange in the anime style. … Thanks to that … we are able to put Zelda in an adventure where people can identify the most important items without difficulty in understanding proper distance or proportion."

PEOPLE: - Eiji Aonuma, age 46. Producer of Phantom Hourglass & Spirit Tracks. QUOTE: "Aonuma: On handheld devices like DS, for the grand universe of Zelda to be correctly depicted, cel-shading or toon-shading style is the most appropriate. … If we're going to apply photorealistic proportions between human characters and objects, the player character would have to be really small. But with more anime-style art, deformation is allowed and taken as a natural. By that I mean that buildings and other objects around you can be very small compared to real life, but yet it's not strange in the anime style. … Thanks to that … we are able to put Zelda in an adventure where people can identify the most important items without difficulty in understanding proper distance or proportion."

Aonuma on how the importance of relative scale led to the art style for DS Zelda titles, 2009.

Source: Eurogamer

#Zelda
#PhantomHourglassQuote, #SpiritTracksQuote
#AonumaQuote

www.notion.so/fe9fd0e3aeda...

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