

Me,” and a fight started, during which my boss said “Fine then – can

I have a supervisor for that? So I said “I don’t need anybody above Pipeline, and 30 or 40 percent of all movie sequences done. But that was kind of strange because I had all of the

Japanese companies, they don’t want to credit someone like me, who’s And myīoss wanted to find somebody above me to give me direction, because in Well – even though I wasĪctually “in charge” of it, my title still didn’t reflect that. But I still wasn’t in charge ofĬinematics, or characters or anything. Later, we had a chance to show our movies, and in-game stuff at E3. Getting 3D work, like rigging, lighting and atmosphere, characterĭesign, and other things on the visual pipeline. Otherwise I won’t teach anyone else.” So that’s how I started gradually Higher-ups, saying “This is what I can do. I kind of stepped over my boss, and showed the I decided to compose my own four-second piece of a movie, and then Presentations in 3D, and not getting credit. Society, older people get more respect within the company. Older than me, but didn't have any knowledge of 3D.

TS: That’s a really long story! I appealed over and over – “I want to work on 3D, I want to work on a serious project, like a Silent Hill or Metal Gear Solid kind of game.” And I was assigned a 3D job, fortunately, after a few months.įirst, the work they gave me was much more basic, like making lettersįor subtitles, or UI for presentations, and scheduling, and sortingįiles. GS: So how did you manage to get to the point where they trusted you to do Silent Hill’s CG on your own? But getting a 3D job within Konami was hard. Five months after starting, I becameĬomfortable using it. GS: Was it difficult for you to make the jump from 2D to 3D art? So I started learning that 3D package after Was so busy, and working so hard, but in a few years, I’d be basically It was a 2D game, and 2D was on the verge ofĮxtinction at the time (1996). Only artist in the team, and had to work 15 hours, seven days a week,Īnd… that’s hell. The porting of Sexy Parodius was hell – I was the GS: Did you study 3D art simultaneously while at Konami, or at school?Īt Konami, because that time, we used Indy from Silicon Graphics, andģD packages were extremely expensive. That was basically porting (from the arcade to Saturn and PlayStation),Īnd I kind of got to do animation, draw the UI, extra enemies, and the GS: And you started with 2D art, working on Sexy Parodius, right? I got a flyer saying that Konami was hiring artists. University in Toyko, but at a certain point I decided that I would like Well, at first I was studying sculpture and fine art at Tama Art
