KAMIYA Hideki
Born in Nagano, 1970. After being involved in the development of biohazard at Capcom Co., Ltd. worked as a director for the follow up BIOHAZARD 2. His major work includes Devil May Cry and Viewtiful Joe.
The determination, “I wish to represent a beautiful nature," was the motivating force which launched the project. I was raised in the countryside and presented honestly my spontaneous feeling of nostalgia towards the country which I have when I live the urban life. I think the innocent and strong energy of life which belongs to nature and animals gave a great power to this work. I paused to realize that a touch imitating Japanese-style painting, or graceful vocabulary, which are close things to us Japanese people, has such an evocative power.
An aspiring piece of work which adopted Japanese myth into a game. It achieved a very high level of finish, both as a game and as entertainment. His beautiful graphic and distinct style of presentation received high commendation from abroad. It is a pity that Clover Studio, which created this work, dissolved. However, I would like to send cheers for the staff who was involved in this work and wish them good performance in the future.
How old were you when you "created" something first time in your life? At that time, what did you create, and what kind of medium did you use?
I think it was when I was at elementary school; all the blank spaces of my textbooks were covered with scribbles and drawings. I drew flipbook manga on them, played with the photos of the authors, making their mouths move like paper puppets, and cut out the illustrations to make them look like pop-up books. I very much enjoyed playing with my textbooks.
What kind of tools or medium do you use now? Please tell us the reason why you choose them.
I'm using an ordinary PC, as all I need is word processing software. The reason I chose it was…because it was what my company provided for me.
If you could get "dream tools/medium" for your creation, what do you wish to get?
I want a word processor that prevents me from avoiding working, helps me to concentrate, and gently motivates me to work. Then I can work twice as much as I do now.
Do you have any consistent subject matter or theme through your works? If so, please explain us.
am always thinking about how to make games a surprising, pleasing and enjoyable experience for the people who play them. As a designer, I try to keep in mind what I enjoy about playing games and use it to provide a better game experience for players. I think that it is conventionality that most often blocks my free conception and so my current theme is to challenge it.
Please tell us the most difficult or considerable part when you create your work.
t is always hard to decide the basic style of a game. My proposals are usually relatively undeveloped ideas, and the time that it takes to develop them slows the process by which they are turned into actual games. I think that if I could make proposals more logically, I could avoid this problem…
I think that it is natural to be careful about the main body of a work, so I think it is therefore important to make sure I do not neglect the more trivial aspects of the game; I believe that the quality of the work will be totally different, depending on how much sense of fun can be expressed in the side details.
Have you ever felt that your work is a "media art"? Also, what is the difference between "media arts" and "traditional fine arts"?
cannot really answer, because I don't understand the media arts myself…
I think of my work as entertainment, rather than as art; I generally want people to be able to be casual and relaxed when playing games.
As an artist/creator, please tell us your approach, stance or point of view when you create your work.
I would rather be thought of as an entertainer than as an artist. I express through my games what I find fun and interesting and what I would like to do. My aim is to please all the customers playing my games, as their enjoyment is my greatest reward. I consider it my mission to produce innovative games about which people will say "there is no other game that compares to this."
What is your motto?
As I usually work by instinct, I don?'t really have anything definite like a motto.
What kind of situation in every day life do you get inspired most?
I am most often inspired by the interesting work of others. Once I leave my office to go home, I delete everything about work from my mind, so that when I watch movies and listen to music, I can simply enjoy them. When I return to work, I make use if anything I recall that inspired me.
What kind of vision do you have in your future development as the creator?
Like the other games I have produced, ÕKAMI is not the result of solely my own efforts. Rather, it was made possible through the collaboration of an excellent team of talented game designers. In the future, I only wish to continue producing interesting games with such highly motivated and skilled people.
Please name of the people, things, or phenomena that you have got most influenced by as the creator.
The video games I played in my childhood and student life. I don't know the reason, but I was strongly influenced by the arcade games I played when I was at elementary school, particularly by their primitive computer generated graphics and sounds. I am still attracted by those "beep-beep" sounds and rough pixel art. In fact, I would like to one day have the opportunity to make a game in that old fashioned style. Unfortunately, it will be difficult to produce that kind of game…it is a pity for me.










