Hidetaka Miyazaki on Game Design

DondonRV
30 Nov 202325:53

Summary

TLDRThe video script delves into the influential role of Hidetaka Miyazaki, a renowned video game creator, featured in Time Magazine's Time 100 list of 2023. It explores his unique 'total direction' approach to game development, where he exercises full control over game design elements, fosters team synergy, and engages in philosophical discussions to align the team with his vision. The script highlights his hands-on involvement in every aspect of game creation, from writing and map design to character and weapon design, and his transition to a 'unified production workflow' to accommodate his dual roles as president and game director.

Takeaways

  • 🌟 Hidetaka Miyazaki was included in Time 100, marking his significant influence in the gaming industry.
  • 🎮 Miyazaki follows a principle called 'total direction' in game creation, which involves full control over various elements such as story, design, and music.
  • 🛠️ He provides creative freedom to team members but maintains the final approval on all aspects of game design, including character and weapon designs.
  • 🗺️ Miyazaki has a strong passion for map design, believing it to be the most influential aspect of a player's experience.
  • ✍️ He personally writes all the text in his games, including item descriptions and character names, valuing the importance of names in world-building.
  • 📖 Miyazaki assumes full ownership of the stories and lore in his games, with the exception of 'Sekiro' where he shared narrative development with a team member.
  • 🤝 He actively engages in philosophical discussions with his team to align their vision with his, fostering a deeper understanding of the game's world.
  • 🎭 Miyazaki takes a hands-on approach to animation, often acting out scenes for animators to better convey his vision.
  • 🏆 Despite his detailed involvement, Miyazaki encourages creative synergy within his teams, allowing individual styles to contribute to the game's world.
  • 🔧 After becoming the company president, Miyazaki adapted his 'total direction' approach to a 'unified production workflow', assigning co-directors to manage projects while he oversees creative aspects.
  • 🔑 Miyazaki assures fans of maintaining a certain level of quality in his games as long as he is listed as the game director.

Q & A

  • Why was Hidetaka Miyazaki included in the Time 100 list of the 100 most influential people of 2023?

    -Hidetaka Miyazaki was included in the Time 100 list due to his significant influence and mainstream impact through his video game creations, marking only the second time a video game creator has been selected for this prestigious list.

  • What is the principle Hidetaka Miyazaki follows when working with his teams?

    -Hidetaka Miyazaki follows a principle he calls 'total Direction,' which involves full control of the game's direction, complete accountability for all decisions, and engaging the team in philosophical and conceptual discussions to align with his vision.

  • How does Miyazaki's approach to game direction differ from others?

    -Miyazaki's approach, known as 'total Direction,' is different because he maintains complete control over every aspect of game creation, including level design, background music, sound effects, and more, ensuring a unique quality and allowing his unique style to shine through.

  • What changes did Miyazaki have to implement in his total Direction approach after becoming the company president?

    -After becoming the company president, Miyazaki had to adjust his total Direction approach by creating a new management model called 'unified production workflow,' where he assigns a co-director for each game to handle administrative and project management aspects, allowing him to focus on creative aspects of development.

  • Why does Miyazaki take full control of the game's direction?

    -Miyazaki takes full control of the game's direction to ensure that every aspect of the game aligns with his vision and to maintain a unified and high-quality gaming experience for players.

  • What role does Miyazaki play in the creation of character names in his games?

    -Miyazaki assumes complete responsibility for creating character names in his games, enjoying the process and taking full ownership of the decisions, although he occasionally receives hints and recommendations from the team.

  • How does Miyazaki contribute to the writing of the game's text?

    -Miyazaki writes all the text in the game, including item descriptions, weapon, location, monster, and armor names, and even the text that shows in the menus, ensuring consistency with his vision.

  • What is Miyazaki's approach to map design, and why is it important to him?

    -Miyazaki enjoys designing the connections of the overall map and believes that map design holds the strongest influence on a player's experience, significantly impacting their enjoyment of the game.

  • How does Miyazaki handle the storytelling and lore in his games?

    -Miyazaki assumes full ownership of the stories and lore in his games, with the exception of 'Sekiro,' where he maintained primary authorship but delegated the task of fleshing out the details to a team member, allowing for a fresh approach and collaborative story building.

  • What is Miyazaki's involvement in the design of characters, monsters, and bosses in his games?

    -Miyazaki actively participates in all design activities, working with individual designers, providing feedback, and making revisions until the output matches his vision. He also takes part in designing specific elements, such as the headgear of the Old Monk boss in 'Demon's Souls.'

  • How does Miyazaki ensure the quality and consistency of designs in his games?

    -Miyazaki reviews all designs, including armor, weapon, and location concept art, and none gets into the game without his approval. He looks for a certain quality in the designs that convey feelings or emotions and aligns with his criteria for elegance and refinement.

  • How does Miyazaki's hands-on approach to game design affect the creative process within his team?

    -Miyazaki's hands-on approach ensures that his vision is fully realized in the game, but he also fosters and encourages creative synergy within his teams by granting them ample creative freedom, allowing them to enrich the game's world with their individual styles and ideas.

Outlines

00:00

🎮 The Influence of Hidetaka Miyazaki

In this paragraph, Time Magazine's recognition of Hidetaka Miyazaki, a video game creator, is highlighted as he is listed among the 100 most influential people of 2023. This marks a significant milestone, as he is only the second game creator to be included after Shigeru Miyamoto in 2007. The script introduces Miyazaki's role in game creation and his unique approach called 'total direction,' which encompasses full control over various elements of game development, including story, music, and design. The video promises to delve into Miyazaki's creative genius and his significant impact on the mainstream gaming industry.

05:00

📜 The Art of Naming and Writing in Game Design

This paragraph focuses on Hidetaka Miyazaki's personal involvement in the intricate details of game development, particularly the art of naming and writing within games. Miyazaki takes full responsibility for creating names for characters, items, and locations, finding the process enjoyable and integral to world-building. He also writes all in-game text, including item descriptions and menu text, despite the challenges of character limits. The paragraph highlights the importance of names and the creative process behind them, as well as the changes in Miyazaki's approach when he became the company president, necessitating a shift in his direct involvement in text writing.

10:01

🗺️ The Significance of Map Design in Game Creation

The third paragraph emphasizes the critical role of map design in shaping a player's gaming experience, according to Hidetaka Miyazaki. Miyazaki's passion for map design is showcased, with his belief that it is the most influential aspect of game design. The paragraph details his hands-on approach to creating interconnected game worlds, starting with a rough map and refining it through collaboration with artists. It also touches on the evolution of Miyazaki's approach to storytelling and lore, with a shift towards a more collaborative process in his later works, such as 'Sekiro,' where he delegates some narrative responsibilities while maintaining the core vision.

15:01

🎭 Direct Participation in Game Design and Concept Realization

This paragraph delves into Hidetaka Miyazaki's active participation in the actual design process, from conceptualizing characters and monsters to reenacting scenes for animators. Miyazaki's hands-on approach extends to working closely with individual designers, iterating on ideas until they align with his vision. The paragraph also discusses his personal involvement in researching and designing elements like Gwynn's character attire, reflecting his commitment to creating a cohesive and immersive game world. Additionally, it highlights his unique method of acting out motions for animation, which sometimes leads to humorous and enlightening outcomes.

20:02

🤝 Balancing Creative Freedom with Quality Assurance

The fifth paragraph explores the balance Miyazaki strikes between maintaining a high standard of quality and elegance in game design while encouraging creative synergy within his teams. Despite practicing 'total direction,' Miyazaki fosters an environment where team members have the freedom to contribute their ideas and personal styles. The paragraph discusses his management style, which involves providing guidance and setting a standard for designers to meet, while also being open to their creative input. It also touches on the adjustments made to his management approach following the acquisition of FromSoftware, leading to the development of a 'unified production workflow' that supports his dual roles as president and game director.

25:03

🏆 Maintaining Integrity and Quality in Game Development

In the final paragraph, the focus is on the transparency of changes within the company and the trust that players and fans place in Hidetaka Miyazaki's ability to deliver high-quality game creations. Miyazaki assures his audience that his commitment to quality and integrity remains unwavering, regardless of his additional responsibilities as company president. He discusses the new production workflow and how it supports his work, allowing him to continue to obsess over the details of game design, art, story, and music. The paragraph concludes with Miyazaki's guarantee of quality, as long as he is listed as the game director, reflecting his dedication to meeting the high expectations of his fans.

Mindmap

Keywords

💡Hidaka Miyazaki

Hidaka Miyazaki is a renowned video game creator who has been recognized for his significant impact on the gaming industry, as evidenced by his inclusion in the Time 100 list of the most influential people of 2023. His influence is underscored by the fact that he is only the second video game creator to be selected for this prestigious list, after Sharu Mamoto in 2007. The video discusses Miyazaki's role and contributions to game creation, highlighting his creative genius in game design.

💡Total Direction

Total Direction is a principle followed by Miyazaki in his collaborative work with his teams. It involves three main aspects: full control over the game's direction, complete accountability for decisions while promoting team synergy, and engaging in philosophical discussions to align the team with his vision. This concept is central to understanding Miyazaki's hands-on approach and his commitment to ensuring that every aspect of his games reflects his unique creative vision.

💡Game Director

As a Game Director, Miyazaki assumes a wide range of responsibilities, from overseeing the game's direction to being the final decision-maker on character designs, weapons, armors, and combat mechanics. His role is pivotal in shaping the game's narrative, aesthetic, and mechanics, ensuring that they align with his creative vision. The video emphasizes the extent of Miyazaki's involvement in every facet of game development, from conceptualization to execution.

💡Creative Freedom

Miyazaki promotes creative freedom within his team, allowing individual designers to contribute their unique ideas and interpretations. This approach is evident in the development of characters, monsters, and game environments, where team members are encouraged to iterate on concepts until they align with Miyazaki's vision. The video illustrates this by discussing how Miyazaki's guidance and feedback help refine the team's work while still incorporating their personal styles.

💡Map Design

Map design is a key area of focus for Miyazaki, who believes it significantly influences a player's experience and enjoyment of the game. He is personally involved in designing the connections of the overall map, emphasizing the importance of creating a sense of achievement and flow in the game world. The video provides examples of Miyazaki's passion for map design, such as his work on the interconnected world of Dark Souls and the detailed layout of areas like Anor Londo.

💡Story and Lore

Miyazaki takes full ownership of the stories and lore in his games, creating rich narratives that immerse players in the game world. His approach to storytelling is unique, often involving abstract concepts and philosophical discussions with his team to flesh out the game's universe. The video mentions that Miyazaki shared primary authorship of the story in 'Sekiro' with a team member, a departure from his usual practice, demonstrating his adaptability and willingness to evolve his creative process.

💡Unified Production Workflow

The Unified Production Workflow is a management approach Miyazaki adopted after becoming the company president of FromSoftware. This model assigns a co-director for each game to handle administrative and project management tasks, allowing Miyazaki to focus on the creative aspects of game development. The video explains how this new approach maintains the essence of Total Direction while adapting to Miyazaki's dual roles, ensuring that his games continue to meet the high standards he is known for.

💡Elegance

Elegance, as described by Miyazaki, refers to a certain level of refinement and sophistication that he strives to maintain in all designs, from character concepts to game environments. It is a quality that he believes should permeate the entire game, reflecting his commitment to creating aesthetically pleasing and thematically consistent experiences. The video highlights how Miyazaki's pursuit of elegance shapes the visual and thematic elements of his games.

💡Philosophical Discussions

Miyazaki engages in philosophical discussions with his team to delve deeper into the game's elements and align their objectives with his overarching vision. These discussions cover abstract concepts and themes relevant to the game, such as the meaning of life, death, and the nature of beauty. The video illustrates how these conversations inform the game's design and narrative, contributing to the depth and richness of the game world.

💡Quality Assurance

Miyazaki's commitment to quality is a hallmark of his work as a game director. He demands a high standard of quality from his team and is personally involved in reviewing and approving every aspect of the game, from design to gameplay mechanics. The video emphasizes that Miyazaki's assurance of quality is a key factor in maintaining the trust and loyalty of his fans, who expect a consistent level of excellence from his creations.

Highlights

Hidaka Miyazaki's inclusion in Time 100 list signifies the mainstream influence of his video games.

Miyazaki's role as a game director involves 'total direction', encompassing all creative aspects of game development.

He assumes full control over game direction, including story, lore, and level design, providing creative freedom while maintaining final approval.

Miyazaki's hands-on approach includes direct work with individual designers and a focus on unique style and impact.

Map design is a particular passion for Miyazaki, who believes it significantly impacts player enjoyment.

Miyazaki's creative process involves philosophical and conceptual discussions to align the team with his vision.

He takes an active role in reenacting cutscenes and character actions to guide animators.

Miyazaki's early career as a game director was characterized by a more direct involvement in all design activities.

Becoming the company president required adjustments to his 'total direction' approach due to increased responsibilities.

Miyazaki's new management approach, 'unified production workflow', assigns co-directors to maintain his creative essence while handling administrative tasks.

He retains a hands-on role in game design, art, story, and music, ensuring a consistent level of quality.

Miyazaki's dedication to his vision and creative synergy within his teams is a key factor in his success.

The 'unified production workflow' allows for better communication of concepts and aims within the development team.

Miyazaki's creative genius is evident in his extensive involvement in all aspects of game creation, from names to lore to gameplay mechanics.

His approach to game direction is unique, focusing on a unified vision that permeates every element of the game.

Miyazaki's commitment to quality is assured by his active involvement as a game director, even with increased managerial responsibilities.

The changes in Miyazaki's approach due to his dual roles have been transparent and well-received by the gaming community.

Miyazaki's games are characterized by a high level of integrity, quality, and consistency, which he continues to uphold.

Transcripts

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on April 13th 2023 Time Magazine

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revealed the time 100 a list of the 100

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most influential people of 2023 one

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fascinating aspect of this list is the

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inclusion of hidaka Miyazaki marking

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only the second time a video game

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creator has been selected for this

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prestigious list following the 2007

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inclusion of sharu mamoto much more than

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the prestige that the list represents

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miyazaki's inclusion proves how far he

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has come and validates how mainstream

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and influential his games have become

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however even until now many people still

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don't know what Miyazaki actually does

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what does he contribute to his games as

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a game director in this video we're

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going to explore and find out the answer

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to this question join me as we delve

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deep and discover miyazaki's role in

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Game creation and understand his

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creative genius in game

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[Music]

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design Miyazaki follows a principle he

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calls total Direction when working with

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his teams which can be divided into

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three categories firstly Miyazaki

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assumes full control of the game's

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Direction encompassing elements such as

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names text story lore background music

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sound effects cutcenes artwork map

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design and level design secondly he

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takes complete accountability for all

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decisions providing creative freedom to

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team members and promoting Synergy

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within the team however every aspect

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must receive his approval and he has the

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final say on character designs weapons

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armors boss fights and combat thirdly

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Miyazaki engages the team in

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philosophical and conceptual discussions

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to flesh out the game and align them

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with his vision there are a few games

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where Miyazaki didn't adhere to certain

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aspects of total Direction which will be

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covered in the next section regarding

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total Direction Miyazaki shared I am

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aware that my approach to game Direction

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during product development is a bit

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different from others I call it total

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Direction it means I get complete

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control of how a game is created not

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only with regard to level design but

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also on background music sound effects

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and everything else I believe that gives

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it a unique quality honestly I truly

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enjoy the game director role because

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it's like being the overall designer of

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a game Miyazaki takes control of as many

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factors in game development as he can he

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would rarely put another level of

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manager or team lead between him and the

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people who actually do the work Mia

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explained in game design our approach is

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not to have Team lead designers but

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instead to have the game director work

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directly with the individual designers

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this of course has both benefits and

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disadvantages the benefit is that you

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don't lose sight of what you are set to

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create and it's easier to make an impact

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and have your Unique Style shine through

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however there are physical limitations

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in as much as the method allows you to

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really stay on target it's also easy to

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be

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immobilized the context of Miyazaki as a

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game director differs significantly

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between when he was creating demon souls

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and Dark Souls compared to his work on

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sakiro and Elden ring this is one of the

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main reasons why I chose to exclude any

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information from the Elden ring era in

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this video opting instead to feature it

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in a separate video dedicated to the

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making of Elden ring the way to think of

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Miyazaki as a game creator is that if

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something is needed to advance the game

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and make progress he will do it himself

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provided he has the time and skill the

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main question you might have is what is

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the scope of these activities the answer

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is extensive as you will soon discover

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however this approach ceased to work

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during the kakawa era when from software

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was acquired and Miyazaki became the

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company president to maintain his active

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involvement in the games he directed

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there had to be a change in the way he

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implemented total Direction a topic we

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will cover in this video as well to

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reiterate Elden ring will not be covered

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in this video because it represents an

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Advan Advanced stage in his career if

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you're just starting as a game designer

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your context will likely align more

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closely with miyazaki's earlier stages

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during bloodborne and preceding Works

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rather than sakiro and Beyond you might

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not find yourself as a company president

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overseeing multiple games simultaneously

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or leading a team of co-directors

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chances are you'll be working on an

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indie game or within a startup wearing

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multiple hats and collaborating with a

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small team regardless of your situation

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I hope this video will inspire you and

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all butting game creators with that said

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let's now delve into the specific

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activities Miyazaki engages in when

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directing a new

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game Miyazaki assumes complete

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responsibility for creating names in the

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game finding this task immensely

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enjoyable while he encourages

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suggestions and welcomes input from the

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team ultimately he takes full ownership

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of the decisions Miyazaki explained I

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occasionally get hints and

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recommendations from everyone on the

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team and from frog Nation the company

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that handled the English translations of

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our games since Demon Souls however in

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the end I choose all the names this has

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always been the case for all the games

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that I have directed names are an

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incredibly important part of the world

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you want to depict but even more than

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that I truly love coming up with them

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I'm kind of a naming nerd I think it's

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always fun for me I enjoy the whole

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process things like word origins how it

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sounds and expressions Regional

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variations the whole thing The Only

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Exception here is the title of my games

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I am really terrible at that and so far

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I have never had a good experience with

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it Miyazaki writes all the text in the

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game not just character names this

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includes item descriptions weapon

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location monster and armor names and

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even the text that shows in the menus

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regarding his experience writing the

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menu text for Dark Souls Miyazaki shared

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actually the text is so small that I

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can't write anything decent three lines

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of text with that character limit it's

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impossible I kind of gave up on them

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it's a bit cheap but I also think it's

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more interesting with that charm so it's

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good enough but that wouldn't be nice in

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a big title or a serious game but for us

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good enough as expected this level of

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involvement for Miyazaki is not

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sustainable and will be the first to get

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changed when he gets promoted to company

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president in the future Miyazaki

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explained honestly the reason I'm

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writing the texts is that it prevents

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the game development from falling behind

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or having more pressure due to also

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having to write the texts professionals

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could write those texts together with

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the dialogues and the screenplay and

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that would result in much better quality

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but we kept tweaking the game till the

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very end which resulted in the need to

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fix items and

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scenarios among all of M asaki's

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activities as a game director there is

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one specific area he loves most map

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design he firmly believes that map

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design holds the strongest influence on

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a player's experience of the game and

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significantly impacts their enjoyment of

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it it Miyazaki expressed I personally

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enjoy designing the connections of the

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overall map it is actually how the

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majority of the areas were constructed

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map design is what really dictates

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everything else once we have determined

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what needs to happen in an area we would

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immediately prepare a rough map and then

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once the basic layout of the area was

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created we would work on the finer

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details by using the rough map I could

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convey the requirements appearance and

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structure of an area to the artists and

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let them velop these ideas through

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collaboration if you recall from our

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bloodborne video Miyazaki shared his

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love for map design saying outside of

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the Chalice dungeons I personally laid

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out all the maps in bloodborne something

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I like doing a lot that connects to the

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sense of achievement I talked about too

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adding flow and meaning to the map

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structure helps provide a sort of Joy to

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the player the fun of drawing up a map

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of the land in your mind that adds value

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to player actions along those lines it's

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a really game likee design I think I

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really like that kind of thing

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miyazaki's passion for map design dates

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back to his work on demons souls he

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places significant emphasis on this

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aspect of game design which influenced

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his approach when starting work on Dark

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Souls reflecting on this Miyazaki shared

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during the later development stage of

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demon souls I began to think of creating

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a vast connected map for a future game

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so it was not planned to be adopted for

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demon souls and so during the start of

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De velopment for Dark Souls I prepared a

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plan to implement the vast seamless map

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Miyazaki has publicly confirmed that he

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assumes full ownership of the stories

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and lore in his games with a notable

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exception in sakiro where he maintained

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primary authorship but delegated the

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task of fleshing out the details to a

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team member explaining this approach

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Miyazaki stated as someone who has

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written the Dark Souls and bloodborne

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games I would not like to repeat that in

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sakiro I feel that users are going going

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to get bored or tired of this approach

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so we opted for a Fresh Approach here

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sharing the narrative internally and

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letting other staff contribute their

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interpretations and organize this wealth

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of data between characters and plots is

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refreshing it allows the company to gain

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a better understanding of the story in

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case you are wondering how much of the

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story of sakiro came from Miyazaki he

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shared that he created the overall plot

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he explained yes I came up with the

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foundational ideas and worked with

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another staff member to refine them

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while I'm looking over their work

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closely I've left most of the actual

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writing to that developer while this is

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the first time I've directed The Plot

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but not done the writing I think it'll

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be a good and fresh perspective for this

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work especially given the idiosyncrasies

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of my writing style while the new

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approach assists in saving time and

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effort for Miyazaki it requires some

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adjustment on his part as he had become

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accustomed to handling it independently

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he shared it's pretty tough actually to

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step back back it doesn't necessarily

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give me more time to focus on other

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things I have to divide my time in

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different ways of course but previously

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I could have just written some stuff

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down as part of the text or dialogue at

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home nowadays for sakiro I have to

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communicate this to staff and be really

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quite forthcoming about it that's quite

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tough in itself but then to see them

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reinterpret this into their idea of what

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that means or that implies this is

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enlightening for me and it allows me to

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see this different interpretation and

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then to have this collaborative story

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building

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together as shared earlier Miyazaki does

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not put an extra layer between him and

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the people who actually do the work

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instead he actively participates in all

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design activities for the game Miyazaki

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provided more details about this in the

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context of Dark Souls saying we followed

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two significant approaches when

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designing Dark Souls in the initial

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concept stages I provided each of the

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artists with a few simple image words

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that they could utilize as a starting

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point and freely develop in whatever way

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they wished we then collected the images

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we liked enhanced them where necessary

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and use them to create the world for

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example the egg carrier gaping dragon

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and gravelord Neo all emerged during

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this stage and moved almost unchanged

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into the final game in cases where I

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have a clear idea of what I want we use

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a different approach for example if

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something is meant to be used to perform

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a function or an area is designed in a

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way to satisfy a particular condition

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specific examples would be the mimic and

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the Gargoyles regardless of which of the

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two approaches we use rather than

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appoint a staff to own and take charge

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of each concept I took the designs and

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discussed them with everyone and

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developed them in that

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way for character designs Miyazaki works

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with individual designers and they will

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keep doing iterations until the output

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matches the vision that Miyazaki has

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regarding the design of one of the

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iconic characters in Dark Soul Souls Big

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Hat Logan Miyazaki shared I really like

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Logan as an NPC I spent a good length of

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time on his design he is a wise man a

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sage but I really wanted to make him

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unique so I had quite a few designs made

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for him once we decided on the idea of

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his big hat the design came together

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however that part was not there from the

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start and only emerged after continuous

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revisions not only does Miyazaki review

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and improve the output of his artists

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and designers but he also does actual

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research as well below is a glimpse of

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this activity where Miyazaki shares the

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kind of work he did for the creation of

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Gwynn's character design Miyazaki shared

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we wanted gwyn's clothing to look

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ancient as he is an Old King after all I

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studied a lot of old clothing but I

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could not find anything that looked cool

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as an example short pants would not

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create the image we wanted to create for

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the character I'm happy with the final

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design

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though in creating the monsters for the

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boss fights Miyazaki begins with the

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design rather than focusing on the move

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sets he then works with the artists in

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polishing the concept art regarding this

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approach Miyazaki shared first comes the

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design however when I have more or less

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pinned the concept down I ask the

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designer to do the art then I will

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already tell them what they need and

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what kind of Boss it will be I describe

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the bare minimum a boss needs and leave

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the rest to the designer because I

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believe this adds even more to the

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originality since if I intrude too much

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we will end up focusing on on the game's

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development logic I just let the

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designer work on whatever comes up in

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his imagination I think this way our

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results will be more exciting and unique

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though Miyazaki is no graphics artist he

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also takes active participation in

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designing monster elements like in the

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case of the boss old monk from demon

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souls he himself designed the headgear

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of this boss Miyazaki shared I have a

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lot of favorite enemies and bosses from

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each game as for this title I think I

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will hold off from going into boss info

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to avoid spoilers let me weed it down

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into one the old monk this boss used a

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unique and somewhat experimental

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multiplayer system I remember facing a

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lot of opposition to realizing the idea

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I also designed the boss's head collar

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myself overall I have a very personal

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bond with this

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character Miyazaki reviews all the armor

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and weapon designs prepared by the

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artists and none gets into the game

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without his approval when doing the

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review he looks for a certain quality in

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the designs that satisfy his criteria

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Miyazaki shared this might sound a

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little abstract but I really like

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equipment that conveys feelings or

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emotions I reviewed all the designs with

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that in mind and though I could not get

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that from every one of them I felt I was

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not entirely unsuccessful of course this

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does not only apply to the Aesthetics

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but the game mechanics must also be

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constructed around this idea it is

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something I always strive for a theme

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that carries through everything that I

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do in addition to taking full ownership

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of the map designs Miyazaki also takes

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active participation in the creation of

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a location's look and feel similar to

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his review of armor and weapon designs

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he meticulously examines all location

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concept art here is Miyazaki sharing how

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Blight Town was designed saying for

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Blight Town I began with several images

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that I wanted to include but due to the

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size and complexity of the area it would

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have been challenging to try and design

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all at once so instead we began with

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significant features like the water

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wheel elevator and with the help of the

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designers and artists we gradually built

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the area from there it should be clear

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by now that Miyazaki has a very Hands-On

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approach even with location designs he

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shares the information below on how he

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and the team created one of the most

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popular locations in the game an Orlando

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Miyazaki shared there was a lot that I

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wanted to include in an Orlando I wanted

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it to be like a player's reward after

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surviving Sen's Fortress also I wanted

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it to be an area with no clear roads

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where the player has to walk in places

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that you would not normally walk like

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the buttresses then we also have the

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image of the Setting Sun and how the

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area changes once nightfalls I truly

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like the way your eye gets drawn to

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different features like the revolving

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staircase

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elevator one of the many things that

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make Miyazaki unique and different from

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other game directors is that he takes

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active participation in reenacting

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cutcenes and character actions in the

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game he will typically act a cut scene

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or character action himself so that the

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animators have a better idea of how he

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envisions the scene in his mind often he

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succeeds but sometimes he does not

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leading to frustration on his side here

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is an Insight during the creation of

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Dark Souls CGI trailer in which dauk

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satake shared his experience working

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with Miyazaki satake shared we used

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motion capture for the pre-rendered

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movie but in the scenes where it

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differed from miyazaki's Vision he would

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act it out himself for example in the

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part where Neato opens his hand we have

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had to reshoot that many times also in

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the scene where the maiden takes the

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fire initially she just takes it in her

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hand but miazaki wants it to appear as

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though she is in prayer we had to

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re-shoot that part multiple times too

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and here is Miyazaki sharing his

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experience with the animation involving

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the dragon torso Stone he said one

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animation that I will always recall is

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when the player activates the dragon

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torso Stone and transforms I actually

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acted the motion for the animators to

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see but when they showed me the finished

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scene I did not like it I told them he

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would not move like this to which they

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replied but this is how you showed it to

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us we are sure of it well everyone

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agreed with them I was a little

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embarrassed but that awkward jerky

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motion actually conveyed what it would

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be like if a human were trying to force

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himself to become a dragon in the end

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after some adjustments I gave it the

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okay there are more instances of

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Miyazaki working as an actor for scenes

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here is the final example this time one

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of his team members shares his

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experience related to the soul drain

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attack satake shared I will always

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remember the dark hands Soul drain

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attack it was the first thing Miyazaki

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wanted to show to me and the first time

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I experienced being on the receiving end

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of his acting he said I want it to look

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like this while acting out the motion of

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course I had no clue what he was

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doing Miyazaki invests time in

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discussing abstract Concepts and

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philosophical topics with his teams this

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practice allows team members to delve

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deeper into the game's elements and

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align their objectives with his

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overarching vision he explained if we

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simply focused on what was required

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rather than innovating I don't believe

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something like this would have been

play18:47

created in order to achieve this with my

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designers I discussed with them all

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sorts of things for example I Converse

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at length with Nakamura regarding

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philosophy we spent a lot of time

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discussing the core concept of art

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design our game focuses a lot on death

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but what is death what does it look like

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what does death mean in this world what

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does it mean to live and to die these

play19:10

are topics we discussed very closely

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people have a multitude of definitions

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for what beautiful means we had deep

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discussions about what beautiful should

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mean for the game reflecting on the

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importance of discussing various

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Concepts in the context of bloodborne

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Miyazaki shared we covered topics like

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what is deep in inside of a beast or

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what is it like to become one as always

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I talked to the designer passionately

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about many random topics and in the

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context of Dark Souls Miyazaki said we

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discussed about the world life and death

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the game World the meaning of fire and

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the role of the Four Kings by discussing

play19:48

these with the artists I found that it

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not only aided them in developing their

play19:51

ideas but it really helped me flesh out

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my own ideas of the world I wanted to

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create m offers guidance to the team

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setting a standard for all designers and

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concept artists to adhere to he Demands

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a specific level of quality that must be

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achieved and consistently upheld

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throughout the game creation process he

play20:11

elaborated saying you may not believe

play20:13

this but I always try to maintain a

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certain level of refinement and elegance

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in all designs I often tell the artists

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that being muddy or messy is definitely

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not good I believe this carries through

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the entire game if you ask me to

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describe what this Elegance means I

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think you only have to check the designs

play20:30

and judge for yourself but it truly is

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one of the most important factors in

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everything I

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oversee even though Miyazaki practices

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total Direction he actively Fosters and

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encourages creative Synergy within his

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teams he grants his team members ample

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creative freedom necessary to bring his

play20:47

Visions to life Miyazaki explained if I

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don't receive the results I expected I

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begin giving more specific descriptions

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and might even start drawing things on a

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whiteboard but even then I would never

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go as far as to say it has to be this

play21:01

specific color or shape I do not intend

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for the designers to become my tools

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things do not always go as I want but I

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believe that's probably due to me not

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getting the most out of the artists this

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is one of the things I want to get

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better in the future I am never

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satisfied with design works that just

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follow the design brief so I often

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request the artists and the designers to

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add some of their own ideas I think that

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these ideas can enrich the area if not

play21:27

the whole game

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although this can lead to more work of

play21:30

course upon examining the different

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aspects of total Direction it might seem

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like

play21:36

micromanagement however this level of

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involvement is often anticipated from

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someone deeply passionate and obsessed

play21:43

with realizing their Vision nevertheless

play21:45

Miyazaki adeptly balances this by

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granting his team members a significant

play21:50

amount of creative freedom Miyazaki

play21:52

explained as I have shared before I took

play21:55

charge of all of the designs and was

play21:57

ultimately responsible for their

play21:58

Direction since they all went through me

play22:01

I believe there is some degree of

play22:03

unification having said that I aimed to

play22:06

bring out all of the artists individual

play22:08

Styles because I think working closely

play22:10

with the designers to develop their

play22:11

ideas while still encouraging their

play22:14

personal Styles creates a deeper more

play22:16

organic feeling to the game's world in

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the

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end following kakawa acquisition of from

play22:24

software adjustments were necessary for

play22:26

total Direction certain aspects of this

play22:28

approach were no longer sustainable due

play22:30

to miyazaki's roles as both president

play22:32

and game director total Direction

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involves meticulous oversight and an

play22:37

obsession with details without adjusting

play22:39

the structure of project management

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Miyazaki would no longer be able to

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perform such tasks now that he has dual

play22:45

roles he created a new approach to

play22:47

management called unified production

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workflow under this model Miyazaki

play22:52

Remains the head director overseeing

play22:54

major projects however he assigns a

play22:56

co-director for each game game

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responsible for administrative and

play22:59

project management aspects in this way

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he can still maintain the essence of

play23:04

total Direction where he can obsess and

play23:06

give complete attention to detail in

play23:08

Creative aspects of development such as

play23:10

game design art story and lore music and

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soundtrack regarding the application of

play23:16

the unified production workflow in the

play23:18

context of bloodborne Miyazaki shared I

play23:21

would not say that our development

play23:23

process has changed much but two

play23:25

particular points come to mind the first

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is that the director level staff in the

play23:30

company now all participate in a unified

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production workflow one thing we need

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from the start of a project is the

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ability to convey our Concepts and AIMS

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in words when I was doing all of the

play23:42

work before by myself I tended to

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verbalize the bare minimum necessary

play23:47

that would not work in our new

play23:48

development process I believe a lot of

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positive things came out of this new

play23:52

Arrangement communicating ideas to other

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people made me notice a lot that I would

play23:56

have missed otherwise

play23:58

and in the context of sakiro Miyazaki

play24:01

shared the overall development process

play24:03

has been the same as it was in sakiro I

play24:06

assigned co-directors to each project

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with me taking Direction Over the

play24:10

various game design art and musical

play24:13

aspects of the titles we managed our

play24:15

development time so the Peaks are

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distributed however being able to share

play24:19

a vision with the co-directors and the

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development staff has enabled us to

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build a trusting relationship that makes

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this development style achievable I'm

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incredibly thankful for them and their

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support Miyazaki also referred to this

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new production workflow when asked about

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his time management between presidential

play24:37

and directorial duties he mentioned if

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we put it in percentages I would say

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it's around 20% in a typical 5-day work

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week I would need to dedicate a little

play24:47

over a day to these duties however it's

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not as if I was able to devote 100% of

play24:52

my time to directorial duties even

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before I accepted the new position after

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I learned that we would build the

play24:58

current company structure I had the

play25:00

director level staff prepare a new

play25:02

production workflow that supports my

play25:04

work when I'm running short on time

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hence I would not say that I'm

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dedicating less time to game design

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now all the changes within the company

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remain transparent to the players and

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the loyal fan base who hold a high level

play25:17

of trust and belief in Miyazaki

play25:19

ultimately what matters to them is that

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Miyazaki delivers his New Creations in a

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way that aligns with his already

play25:25

established reputation for high

play25:27

integrity

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quality and consistency and for them

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Miyazaki gives this assurance saying as

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long as I am listed as game director on

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the end credits there's a certain level

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of quality the game needs to meet I can

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guarantee that the game quality will

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reach

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[Music]

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that

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Game DesignMiyazakiInfluencerVideo GamesCreativityPhilosophyMap DesignStorytellingDark SoulsBloodborne
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