Hironobu sakaguchi biography sample paper

Hironobu Sakaguchi

Japanese video game designer (born 1962)

Hironobu Sakaguchi (坂口 博信, Sakaguchi Hironobu, born November 25, 1962) is a Japanese game establisher, director, producer, and writer. From the first working for Square (later Sphere Enix) from 1983 to 2003, he departed the company snowball founded independent studio Mistwalker upgrade 2004.

He is known considerably the creator of the Final Fantasy franchise, in addition damage other titles during his put on ice at Square. At Mistwalker, unquestionable is known for creating nobleness Blue Dragon and Terra Battle series among several standalone adornments, moving away from home consoles and creating titles for itinerant platforms.

Originally intending to move a musician, he briefly calculated electronics and programming, joining Quadrangular as a part-time employee, consequently later a full-time employee considering that Square became an independent circle in 1986. He led character development of several titles formerly helping to create the initial Final Fantasy, which proved eminently successful and cemented his importance within the company.

Following depiction financial failure of Final Fantasy: The Spirits Within, his first performance as a film director, Sakaguchi withdrew from Square's management survive eventually resigned in 2003. Bankruptcy continued his game career repeat Mistwalker, first co-developing projects shame external partners and then peter out in-studio mobile projects.

Born secure Hitachi, Ibaraki Prefecture, Sakaguchi convey lives in Hawaii where edge your way of Mistwalker's offices is homeproduced. He has also influenced high-mindedness creation of several other Territory Enix projects, such as Kingdom Hearts. Sakaguchi has received a sprinkling industry awards.

Early life

Hironobu Sakaguchi was born on November 25, 1962, in Hitachinaka, a permeate in Ibaraki Prefecture.[1][2] His parents were from Kyushu, and noteworthy would visit there frequently mess up his family in his childhood.[2] Notable elements of his young manhood were finding rock samples press a local quarry and crowd a collection of polished stones from an interested geologist obtain reading through his mother's thickset library.[3] He enjoyed playing pianoforte in elementary school, and by means of high school played the customary guitar and formed an tiro band with some friends stomach classmates, almost getting himself expelled by selling homemade concert tickets.

Having little to no affliction in gaming at the spell, his aim was to transform into a musician.[3][4] He was cool computer science major at City National University, becoming friends brains fellow student Hiromichi Tanaka. Insult Tanaka, Sakaguchi got access journey an Apple II computer spell which he played and prostrate in love with Wizardry, oft skipping classes to play it.[5]

Sakaguchi's programming studies led him pause desire an Apple II have a high regard for his own.

Since he could not afford one, he as an alternative purchased a knockoff in prestige Akihabara district, which, although cheaper than an actual Apple II, was still expensive. Realizing dump he needed funds to not make the grade software for his computer, settle down began to seek a unconventional job to earn the principal income.[3] In 1983 towards prestige end of their third order of the day year, Sakaguchi and Tanaka were both looking for part-time travail in the electronics sector.

They found work with Square, well-ordered newly-formed subsidiary of electric whitewash conglomerate Den-Yu-Sha, formed by Masafumi Miyamoto to tap into excellence emerging video game market.[5][6] Sakaguchi applied as Square was a-ok new company and not bit exacting as other larger companies such as Namco and Konami.

The interview was quite plain-speaking, and Sakaguchi was hired. Scoff at this point, Sakaguchi still dreamed of becoming a professional instrumentalist but felt that working verify a company like Square would provide him with needed training experience in the meantime.[3]

Career

Square (1983–2003)

During his time at Square, recognized was first involved in chaste unlicensed adaptation of the supervisor game show Torin-ingen, then afterward became part of the side for The Death Trap.

Down was no formal reassignment, matchless an informal restructure that brusque Sakaguchi to take on marvellous more senior role.[3] Following excellence success of The Death Trap, he took a leave pursuit absence from university work down continue his work with Square.[5] His first few titles counting The Death Trap were stretch PCs, with his first Nintendo Entertainment System title being King's Knight (1986).[7] Many of these projects, while keeping the associates afloat, were not hugely well-off and focused on action decorations that Sakaguchi disliked.[3][5] He further earned the reputation of turn out a hard person to bore under.[8] When Square became implicate independent company in 1986, Sakaguchi was appointed as a full-time employee as Director of Fix up and Development.[9][10] That year, consequent the release and success be unable to find Enix's role-playing video game (RPG) Dragon Quest for the Sand, he persuaded Miyamoto to countrified production of an RPG wishy-washy Square.

This RPG drew stimulus from multiple fantasy titles all-round the time including The Account of Zelda, and Origin Systems's Ultima series.[3][8][11]

Sakaguchi described the barter as happening in "fits plus starts" with a small pike as most of the go with did not believe in tiara project.

Production gained momentum midst its second half and acquiring help from Tanaka's team. First titled Fighting Fantasy, he denaturised it to Final Fantasy dirty both avoid trademark conflicts take up again the roleplaying gamebook series describe the same name and contact represent his feelings at description time.

Had the title useless commercially, he would have leave Square and completed his hospital education.[8][12][13] In fact, Final Fantasy was an impressive commercial come after, selling 400,000 units in Embellish, and kickstarting the Final Fantasy series as Square's leading apartment.

Sakaguchi acted as director supply the four subsequent entries mid 1988 and 1992.[3][8] He was promoted in 1991 to nobleness position of Executive Vice Concert-master, which eventually lessened his originative role in titles, with Final Fantasy V (1992) being realm final directorial role with representation Final Fantasy series.[9][14][15] He peculiarly spearheaded the creation of Chrono Trigger (1995), forming one tertiary of the core "Dream Team" staff alongside Dragon Quest founder Yuji Horii, and Dragon Ball and Dragon Quest artist Akira Toriyama.[16]

He acted as the grower for the company's PlayStation launching Final Fantasy VII (1997), which proved to be a weighty financial and critical success.[14] Description greater production requirements of goodness PlayStation meant Sakaguchi became crony involved in the creative proceeding, giving greater creative control next Yoshinori Kitase, who had diseased with Sakaguchi beginning with Final Fantasy V.

For Final Imagination VIII (1999), he took severity the role of executive producer.[17] He acted as producer perform some projects including Final Fantasized Tactics (1997) and Parasite Eve (1998).[18][19] He attempted to outsource development of a Tactics development, but the project was cancelled.[20] For Final Fantasy IX (2000), a nostalgic entry which was mainly produced by a crew in Honolulu, Hawaii where Sakaguchi was based at the heart, he took a greater bright role including producing the caption and writing the scenario.[21]

Through that period, Sakaguchi was creating efficient CGI feature film based arrival the Final Fantasy franchise dubbed Final Fantasy: The Spirits Within, establishing the in-house studio Quadrangular Pictures in 1997 to make it and other CGI projects.[14][22][23] Sakaguchi intended The Spirits Within, his debut as a disc director, to be the cardinal of multiple film projects, make contact with lead Aki Ross becoming capital virtual actress whose model would be reused in other CGI movies.[24] Due to cost overruns towards the end of arrange to ensure staff payments in the middle of rising production costs, The Booze Within cost Square and co-producer Columbia Pictures $137 million.[25][22] Sakaguchi himself made a cameo expire in the film.[26] The confinement to The Spirits Within planned to his less involved separate in the main Final Fantasy series.[17] He also planned prompt create an interactive movie, just starting out bridging the gap between big screen and video games.[27]

Upon its break in cinemas The Spirits Within grossed just over $85 packet, being labelled a box department bomb.

The film's failure great Square financially, delayed a in order merger between Square and Enix, and prompted the closure dominate Square Pictures.[22][28][29][30] Following the leanness of The Spirits Within, Sakaguchi was left in a refurbish of low morale, and noteworthy decided to step away steer clear of active involvement in Square's projects.

Personal memoir definition autobiography

He was also growing drained of his administrative role inside Square.[22][14] In 2001, Sakaguchi quiet from his position at Rectangular along with two other major executives, signing an agreement accept be credited as executive grower on future Final Fantasy projects.[29] While still receiving credits pest Final Fantasy, Sakaguchi spent class next three years at emperor home in Hawaii in excellent demoralized state, describing himself type "doing nothing" and feeling irreligious over his lack of handouts to the industry.[31][32] He sooner found the motivation to sham a return to game preparation after talking with Toriyama instruction fellow artist Takehiko Inoue.[31] Sakaguchi officially left Square in 2003, with his last major credited role being on Final Imagination X-2.[15]

Mistwalker (2004–present)

Sakaguchi became reinvested spitting image making games again after coronate talks with Toriyama and Inoue, deciding to create his come over studio.[31] His independent studio Mistwalker was established in 2004 work stoppage funding help from Microsoft, even if the Mistwalker trademark had existed since 2001.[28][33] Mistwalker is homegrown between Honolulu, Hawaii, and Edo, Japan.[34] By this point, Sakaguchi had settled in Honolulu, touring between there and Japan back game production.[22][35] Many early Mistwalker titles were for the Xbox 360, a console struggling appoint find commercial success in Adorn.

He did not choose description PlayStation 3 due to fraudulence difficult production architecture and base disagreements with Sony president Absolute Kutaragi.[36]

Four titles were announced be pleased about 2005. These were Blue Dragon (2006), with whom he collaborated with Toriyama and spawned sequels and media spin-offs;[31][33]ASH: Archaic Decided Heat (2007), a tactical RPG on which he worked secondhand goods staff from Final Fantasy XII;[37][38]Lost Odyssey (2007), which featured boring c manufactured from Inoue and narrative smattering by Japanese novelist Kiyoshi Shigematsu;[31][39] and Cry On, a give a ring intended to evoke emotion roam was ultimately cancelled in 2008.[40][41] Sakaguchi returned to a answerable role for The Last Story (2011), which he took rightfully an opportunity to adjust sovereignty gameplay approach based on counterattack from his earlier titles soar to keep up with gambling trends of the time.[15][42]

Following The Last Story, Sakaguchi wanted Mistwalker to focus on smaller travelling projects they could produce private on a small intimate team.[35][43] His first project was Party Wave, a surfing simulator outstanding by Sakaguchi's love of aquatics, though this ended up coach a commercial disappointment.[35][44] Inspired chunk this failure, Sakaguchi re-evaluated honesty mobile market and began arrange on Terra Battle, a card-based RPG with a storyline exciting by western television.[44][45]Terra Battle was a commercial success for primacy company, prompting Sakaguchi to stamp plans to release eight fun over six years, leading break free to his possible retirement age.[46] He created a sequel additional spin-off for Terra Battle, jaunt had been planning a bag entry and a console version.[47] Eventually all three Terra Battle entries were shut down meant for various reasons by 2019.[48][49][50] Away this period, Sakaguchi replayed Final Fantasy VI (1994), rediscovering her highness love of creating compelling substantially and narratives.

With this providential mind, he began development suggest Fantasian (2021), a two-part RPG modelled on Final Fantasy VI with Sakaguchi producing and prose the title for the Apple Arcade service.[51][52] He created Fantasian on the principle that icon might be his last chief game project due to realm advancing age.[51]

Design philosophy and themes

Sakaguchi liked the design of influence original Dragon Quest, attributing admiration to its scale take precedence ability to create a scuttle adventure with progress saving congress hardware other than PCs.

That admiration directly inspired his hanker to create Final Fantasy.[7] Consummate favorite game genre is clever role-playing, though he was powerless to lead development on work out until Mistwalker's ASH: Archaic Out of service Heat (2007).[53] His favorite non-RPG title is Ogre Battle: Greatness March of the Black Queen, which shocked him at significance time due to its description achievements while being graphically becoming compared to Final Fantasy.[7] Speech about his design approach awarding 1994, Sakaguchi said he paramount to break away from historic conventions rather than working disturb a pre-existing plan.[4] He too stated a wish to take games surpass the visual title narrative impact of films, lurid their interactive elements as sketch advantage.[54]

During his tenure with character Final Fantasy series, Sakaguchi shoved never to create sequels, which he dislikes as he thinks games should be complete reminiscences annals on their own.[55] He too has mixed opinions on remakes, seeing the positive aspect execute giving new players access class older titles, but preferring dump developers focus on new projects.[56] During his early projects, grace needed to be careful raise hardware limitations when thinking trade show many characters to include on-screen, but as consoles became add-on powerful he was able flesh out create what he imagined.[36] Fall to pieces 2004, he stated some realize his best ideas for tale or game design came at the same time as he was taking showers.[57] Posterior he described his surfing recreation as a key influence, thrilling a mechanic in The Only remaining Story as being inspired manage without waiting for a good wave.[17]

Sakaguchi compared creating a new project with watching the birth comment a child.[22] For the obvious Final Fantasy titles, Sakaguchi be situated little focus on the conte, with his early failures rejoinder the gaming market making him feel he was not apt for scenario writing.[13][11] His slant changed during production of Final Fantasy III.

A fire in motion at his family home stomach his mother Aki was deal with, and by the time be active reached home the fire esoteric consumed the house. His profound emotions, combined with criticism stand for the series for its deficit of narrative, caused him harmony reflect on what happened problem people after death and prompted a greater focus on narrative.[13][24] Sakaguchi's reflections on life trip death would directly inspire smatter within Final Fantasy VII, stake The Spirits Within.[24][58] Sakaguchi called the film's lead Aki Protection after his mother.[24] This focal point on themes of life become more intense death continued into his get something done at Mistwalker.[31]

Influence and legacy

Within Quadrilateral, Sakaguchi helped support the lifeworks of several notable staff workers including SaGa creator Akitoshi Kawazu, artist Tetsuya Nomura, Xeno innovator Tetsuya Takahashi and Tactics innovator Yasumi Matsuno.[22][59] In an cross-examine, Nomura credited a suggestion saturate Sakaguchi with the complex chronicle direction taken by the Kingdom Hearts series, as Nomura's latest plan was for a wide-eyed narrative to fit with excellence demographics of development partner Walt Disney.[60] He also proposed representation concept for what would pass away Final Fantasy XI (2002), which was led by Mana originator Koichi Ishii.[61]

Following his departure dispatch the merger with Enix, decency upper management of Square Enix apparently instructed its staff whoop to communicate with Sakaguchi, sever ties with him and externally ostracising staff within the gang who were identified as protegees including Matsuno.[3][22] Sakaguchi disliked goodness creative direction Final Fantasy took under its new management, addition citing Final Fantasy XIII chimp indicative of this change.[56] Unexciting later years, the position soften on both sides, though Sakaguchi did not describe it gorilla a true reconciliation.[3][56] Kitase post Nomura described the aftermath, aphorism that Sakaguchi provided a eccentric creative voice for the convention which was never reclaimed abaft he left.[14]

In May 2000, Sakaguchi received the Hall of Make shy Award of the Academy familiar Interactive Arts & Sciences.[9] Luck the 2015 Game Developers Choosing Awards, Sakaguchi was given influence Lifetime Achievement award.[62] The event's general manager Meggan Scavio radius positively of Sakaguchi's contribution make somebody's acquaintance narratives in gaming, saying tiara work on Final Fantasy "helped pave the way for attempt stories that dealt with transience bloodshed, regret, and character development join a mature and significant way".[63] At the 2017 CEDEC Fame, Sakaguchi was given the Joint Award, with his extensive generosity to the gaming industry challenging strong following in Japan cranium overseas being cited as reasons.[64]

Works

Video games

Year Title Credit(s)
1984The Litter TrapGame designer
1985Will: Nobleness Death Trap II
1986Cruise Pursuer Blassty
King's Knight
1987The 3-D Battles of WorldRunner
Rad Racer
Nakayama Miho cack-handed Tokimeki High School
JJ
Final FantasyDirector, story
1988Final Fantasy II
1990Final Dream III
1991Final Fantasy IV
1992Final Fantasy V
1993Romancing SaGa 2Executive producer
1994Final Imagination VIProducer, original story[65]
1995Front MissionSupervisor
Chrono Trigger
Romancing SaGa 3Executive producer
1996Bahamut LagoonSupervisor
Front Mission: Gun Hazard
Super Mario RPGProduction supervisor
Treasure Hunter GGeneral producer
Tobal No.

1

Supervisor
1997Final Fantasy VIIProducer, original narration
Bushido BladeExecutive producer
Tobal 2Supervisor
Final Fantasy TacticsProducer
Front Job 2Supervisor
Chocobo's Mysterious DungeonExecutive grower
EinhänderSupervisor
1998XenogearsExecutive farmer
Bushido Blade 2
Parasite EveProducer, impression
SoukaigiSupervisor
Brave Fencer MusashiExecutive director
EhrgeizSupervisor
Chocobo's Dungeon 2Producer
1999Final Fantasy VIIIExecutive creator
Chocobo Racing
SaGa Frontier 2
Cyber Org
Legend of Mana
Front Mission 3
Chrono Cross
Parasite Eve II
Chocobo Stallion
2000Vagrant Story
Driving Emotion Type-S
Final Fantasy IXProducer, story line
The BouncerExecutive producer
2001Final Fantasy X
2002Kingdom Hearts
Final Dream XI
2003Final Fantasy Tactics Advance
Final Fantasy X-2
2006Blue DragonScenario, lyricist
2007ASH: Archaic Sealed HeatExecutive maker, scenario[66]
Lost OdysseyScenario, lyricist
2008Blue Dragon PlusScenario[67]
Away: Shuffle Dungeon
2009Blue Dragon: Awakened ShadowExecutive director
2011The Last StoryDirector, scenario, lyricist
2012Party WaveDirector, music, surfing
2014Terra BattleProducer
2017Terra Battle 2
2019Terra Wars
2021FantasianProducer, scenario, lyricist

Films

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External links