Katsuya Eguchi
Katsuya Eguchi | |
---|---|
Born | |
Occupation(s) | video game designer, director and producer |
Years active | 1986–present |
Employer | Nintendo |
Notable work | Star Fox Animal Crossing Wii Sports |
Title | Manager at Nintendo EAD (2003-2013) Deputy General Manager of Nintendo EAD (2013-2015) Deputy General Manager of Nintendo EPD (2015-present) Director at the board of directors in SRD Co., Ltd. |
Katsuya Eguchi (Japanese:
He was born in 1965 in Tokyo, Japan and grew up in Chiba Prefecture. He began work at Nintendo in 1986 and spent some time doing promotional artwork before starting as a designer on Super Mario Bros. 3. He first served as director for Star Fox in 1993. Other games he has directed include Super Mario World, Star Fox 2, Wave Race 64, and Yoshi's Story.[6][7][8]
Eguchi served as a senior producer of his own EAD software development group, but currently serves as the Deputy General Manager of Nintendo's Entertainment Planning & Development division.[9]
After Nintendo's acquisition of SRD Co., Ltd. (System Research and Development) in 2022, Eguchi was chosen to be the Nintendo representative at the group as part of the board of directors of the company.[10]
Work on Animal Crossing
[edit]Eguchi is credited with the creation of the Animal Crossing series.[11][12][13] Mental Floss writes that "Animal Crossing was inspired by Eguchi’s experiences...when he was a 21 year-old graduate who’d taken the decisive step of moving from Chiba, where he’d grown up and studied, to Nintendo’s HQ in Kyoto."[14] And in addition: "Eguchi wanted to recreate the feeling of being alone in a new town, away from friends and family."[14]
In an interview with Edge, Eguchi described the beginnings of Animal Crossing:
"Animal Crossing features three themes: family, friendship and community. But the reason I wanted to investigate them was a result of being so lonely when I arrived in Kyoto! Chiba is east of Tokyo and quite a distance from Kyoto, and when I moved there I left my family and friends behind. In doing so, I realised that being close to them – being able to spend time with them, talk to them, play with them – was such a great, important thing. I wondered for a long time if there would be a way to recreate that feeling, and that was the impetus behind the original Animal Crossing."[15][16]
And in an interview with Gamasutra he also described the game's role in a family like his:
"Another thing is that I'd always get home really late. And my family plays games, and would sometimes be playing when I got home. And I thought to myself – they're playing games, and I'm playing games, but we're not really doing it together. It'd be nice to have a play experience where even though we're not playing at the same time, we're still sharing things together. So this was something that the kids could play after school, and I could play when I got home at night, and I could kind of be part of what they were doing while I wasn't around. And at the same time they get to see things I've been doing. It was kind of a desire to create a space where my family and I could interact more, even if we weren't playing together."[17][16]
Works
[edit]References
[edit]- ^ Schmitz, Tobias (3 May 2020). "Inside Nintendo 172: Animal-Crossing-Produzent Katsuya Eguchi im Entwicklerportrait". Nintendo-Online. Retrieved 4 May 2020.
- ^ Samantha Sofka (March 28, 2014). "Animal Crossing's Katsuya Eguchi Explains How the Series Embraces Change". nintendolife.com. Retrieved February 22, 2016.
- ^ Stephen Totilo (September 14, 2015). "Some Inside Baseball For Nintendo Fans As EAD Transforms". kotaku.com. Retrieved February 22, 2016.
- ^ Stew Shearer (September 25, 2013). "Nintendo's Shigeru Miyamoto Talks About Passing the Torch". escapistmagazine.com. Archived from the original on December 4, 2018. Retrieved February 22, 2016.
- ^ Chris Schilling (June 1, 2013). "Animal Crossing New Leaf: a different kind of social experience". telegraph.co.uk. Retrieved February 22, 2013.
- ^ Savino, Candace (2008-07-16). "E308: Live highlights from Nintendo's private conference". Nintendo Wii Fanboy. Weblogs, Inc. Retrieved 2008-07-17.
- ^ Becky Chambers (March 29, 2014). "Nintendo Devs Credit Animal Crossing: New Leaf's Success To Having A Gender-Balanced Team". themarysue.com. Retrieved February 22, 2016.
- ^ Jason Cipriano (May 5, 2013). "'Animal Crossing' Developers Pick Their Favorite Characters". mtv.com. Archived from the original on March 28, 2016. Retrieved February 22, 2016.
- ^ Rad, Chloi; Otero, Jose (14 September 2015). "Nintendo Reveals Restructuring Plans". IGN. Retrieved 15 September 2015.
- ^ "
会社 概要 ". - ^ Andrew H (March 27, 2014). "While Animal Crossing may never see a mobile game, there could be companion apps on the way". droidgamers.com. Archived from the original on March 4, 2016. Retrieved February 22, 2016.
- ^ Stephen Totilo (June 8, 2013). "No Retro Games in Future Animal Crossings—With One Possible Exception". kotaku.com. Retrieved February 22, 2016.
- ^ Brett Elston (July 15, 2008). "E3 08: Nintendo Press Conference". gamesradar.com. Retrieved February 24, 2016.
- ^ a b Ryan Lambie (July 1, 2015). "7 Surprising Facts About Nintendo's Animal Crossing". mentalfloss.com. Archived from the original on February 27, 2016. Retrieved February 24, 2016.
- ^ Edge, 2008
- ^ a b James Newton (December 14, 2011). "Feature: Celebrating 10 Years of Animal Crossing". nintendolife.com. Retrieved February 24, 2016.
- ^ Brandon Sheffield (May 8, 2006). "Crossing into the Mainstream: Katsuya Eguchi on Animal Crossing". gamasutra.com. Retrieved February 24, 2016.
External links
[edit]- Iwata Asks: Wii Sports - Development Staff Interview
- Iwata Asks: Animal Crossing: City Folk - Development Staff Interview
- Iwata Asks: Wii Music - Development Staff Interview
- Iwata Asks: Wii Sports Resort - Development Staff Interview
- E3 2005 interview with IGN
- 2006 interview with Kikizo
- E3 2006 interview with IGN
- E3 2006 interview with Game|Life