Game developers conference 2013 hideo kojima biography
His distinct storytelling style, attention to detail, and willingness to take risks have cemented him as one of the most influential figures in video games. Despite facing challenges throughout his career, Kojima remains dedicated to creating unique experiences for players. His legacy will continue to inspire generations of game developers and players alike.
Keep creating, keep innovating, and keep pushing boundaries. The world of video games is forever changed thanks to his contributions. Cheers to Kojima! The future of gaming is bright with Hideo Kojima at the helm. Kojima's father had passed away, leaving his family in a dire financial spot. Kojima had to take care of himself throughout his school years, often arriving home to an empty house.
This sense of isolation played an important part in his outlook on life, as he expressed being restless whenever he was alone, thus opting for social interactions to break the discomfort with Death Stranding in mind, we can see where the inspiration came from. While studying economics, Kojima started writing short stories and submitting them to various outlets in Japan, though all got rejected because most magazines wanted page stories, while Kojima's were often over pages.
He eventually teamed up with his friend to shoot films with an 8mm camera. While attending university, many expected Kojima to pursue filmmaking since he seemed quite passionate about it, but later revealed that he would be joining the video game industry instead - much to the surprise of his peers. Kojima had grown quite fond of video games then, playing a lot of titles on the Nintendo Famicom.
Despite concerns from friends asking him to reconsider becoming a video game developer as it was a very risky endeavor at the time with video games not being the most promising source of income , Kojima still persevered. Kojima officially joined Konami's MSX division in as a designer and planner, though had difficulty getting his ideas and projects approved from his seniors.
With no prior knowledge of programming, he found himself being looked down on. The first game he ever worked on was Antarctic Adventure, a sequel to Penguin Adventure, that significantly improved the action, added RPG elements, and multiple endings. He eventually found himself being assigned a little game called Metal Gear from a senior associate.
Kojima wasn't happy with the technology at the time severely limiting the game's combat, so he instead drew inspiration from The Great Escape to put an emphasis on stealth - something not unheard of in entertainment, but never taken to greater lengths in gaming either. Kojima's next game, the graphic adventure Snatcher, was critically acclaimed for its focus on storytelling, mature content, and cinematic cutscenes that would come to define one of Kojima's key styles.
The stealth genre blossomed here, refining the formula and making it a mainstay mechanic in gaming forever. It also touched on some risky subject matter, such as the nature of warfare. It explored these themes and ideas in a mature way, cementing Kojima as a talented storyteller above just being a game designer in the industry. In , Kojima worked on a sci-fi-themed adventure game called Policenauts, though mostly fell under the radar until it received more attention with its PlayStation port in Kojima achieved celebrity status in the video game industry upon the release of Metal Gear Solid in for the original PlayStation.
The game, widely considered now as one of the greatest of all time, revolutionized video game storytelling with a heavy emphasis on cutscenes, breakthrough gameplay mechanics, and 3D graphics that pushed the boundaries of what the console was capable of. The series now put Kojima on the map, thus sequels were greenlit for development shortly after.
Notably, it was the first game of its kind to pull the wool over gamer's eyes with its bait-and-switch protagonist. Solid Snake, the main character of the previous games, was quickly "disposed of" in the opening mission, leaving players to assume the role of a new recruit named Raiden. Advancements in tech and graphics meant that Kojima could expand upon the ideas of the first game, while also introducing the ability to tackle combat in first-person.
Kojima further refined stealth and espionage with the third mainline game in the Metal Gear Solid series, Snake Eater, released in Instead of taking place in indoor locations like its predecessors, Snake Eater put players in a Soviet jungle setting during the Cold War, focusing on survival mechanics and more in-depth storytelling through the eyes of Big Boss.
Needless to say, it went on to become one of the greatest video games of all time, playing out like a well-constructed James Bond film rather than a traditional gaming experience. Influences and mentality [ edit ]. Legacy [ edit ]. Themes [ edit ]. Personal life [ edit ]. Awards and accolades [ edit ]. Works [ edit ]. Games [ edit ]. Canceled games [ edit ].
Literary works [ edit ].
Game developers conference 2013 hideo kojima biography
Actor roles [ edit ]. Video games [ edit ]. Film and TV [ edit ]. Other [ edit ]. References [ edit ]. Archived from the original on November 16, Retrieved March 12, Screen Robot. July Archived from the original on April 18, Retrieved April 7, March 17, Archived from the original on May 6, Retrieved August 11, March 30, Archived from the original on July 14, Retrieved October 20, Archived from the original on May 29, Retrieved November 5, The Guardian.
ISSN Archived from the original on February 3, Retrieved September 7, It was during that time that my parents introduced a family tradition: every night we would all watch a film together. I wasn't allowed to go to bed till the film had finished: the opposite of how it is for most children. My parents were huge fans of westerns, European cinema and horror in particular.
They wouldn't just show me kids' films. I'd even see the sex scenes. Kingo Kojima, a pharmacist, named his son based on the most common name among the doctors he met. He travelled a lot on business and watched a lot of movies, a trait he impressed on young Hideo. It was a huge environment change and after that I would spend much more time at home, watching television or making figurines.
Archived from the original on April 14, We managed to trick our parents into giving us the money to go on a four day trip to an exotic island off the coast of Japan. But when we arrived we spent the first three days swimming in the sea. On the final day we realized how little time we had left so I changed the plot … to another zombie movie. The idea was still that the plane had crashed and high school student had survived.
But this time they found zombies on the island. Business Week. May 6, Archived from the original on May 11, As a teen in Kawanishi in western Japan, Kojima's obsessions were movies, Japanese manga comics, and novels. It was in the midst of this time of his life, watching movies and starting out on the journey to create them, that Kojima's world fell apart with the death of his father.
Archived from the original on April 11, The New York Times. Archived from the original on August 14, Archived from the original on November 8, Kojima was studying economics at university when he made the decision to join the games industry. His economics thesis even included a short story "to surprise my professor, and he was very surprised", said Kojima through a translator, "but it didn't help my grade much".
But I had no friends that were interested in cinema; nobody to encourage me in that career. The groom stood up to introduce me. He said: 'Welcome everybody. This is Mr Kojima. He's a very talented and otherwise likeable person. But I am sorry to say that, for some unknown reason, he has decided to join a video game company. You see: working in the games industry was seen as a very low status job at that time.
There wasn't even a word in Japanese for the job of game designer back then. I would lie at parties. I told people I worked for a financial firm Archived from the original on October 28, Retrieved September 23, I began looking for a company to work for and settled on Konami, not because of the type of games they were making at the time, but rather because they were listed on the stock exchange," he says.
I had joined a company in the game industry, wanting to make Famicom or arcade games, and then I was assigned to MSX. Back then MSX had only 16 colours, and on top of that, if you excluded all the colours that were hard to use, such as pink or purple, you were left with only eight colours. Archived from the original on December 14, Den of Geek.
Archived from the original on October 16, Retro Gamer 35 : Actually, a senior associate had been in charge of it but he was stuck and I was asked to do it. You cannot make a combat qame with that. So I came up with a game like The Great Escape where the prisoner had to escape. It was an idea born from adverse situations. July 13, Metal Gear [ Event occurs at Archived from the original on April 1, Retrieved March 11, October 10, Archived from the original on September 19, Games Radar.
Archived from the original on May 23, November 4, Archived from the original on June 23, The Metal Gear series has been a huge cornerstone of the stealth genre, right from its first appearance in [ Hardcore Gaming April 1, My team was asked to port the original MSX2 version to NES in three months and we had to make some changes per management and due to the hardware limitations.
Super Soft Magazine Deluxe: A. G in Japanese. Archived from the original on October 7, Retrieved September 8, Archived from the original on October 22, Retrieved September 11, Snatcher Radio Play CD liner notes. Archived from the original on October 13, Retrieved October 13, Archived from the original on September 22, Yoshinori "Moai" Sasaki Electronic Gaming Monthly.
January Archived from the original on October 29, Anime News Network. Archived from the original on February 1, Retrieved March 2, March 1, Archived from the original on February 15, Gamers Today. Archived from the original on November 3, Archived from the original on December 16, Sega Saturn Magazine in Japanese. September 13, Translation , Archived on February 14, , at the Wayback Machine.
Archived from the original on August 12, It was hugely frustrating making games at that time for me. I wanted to control everything. So, after the second Metal Gear launched, I developed my own scripting engine and decided to work on adventure games so that I could have complete control over when the animation played or when the music triggered.
That's when I developed Snatcher and Policenauts. It was a way to take creative control back from the programmers. Archived from the original on December 25, SoftBank Creative. Archived from the original on October 3, Archived from the original on December 24, Archived from the original on November 9, Archived from the original on July 22, February Archived from the original on June 14, Retrieved July 7, GMR : Archived from the original on August 9, November 28, Archived from the original on December 7, Archived from the original on June 20, Retrieved August 8, Alongside his development of popular games, Kojima has actively pursued production work on various projects deemed worthy of his attention, including Boktai.
The acclaimed game designer continues to produce groundbreaking titles that captivate and challenge his fanbase. Hideo Kojima Japanese game designer and producer Date of Birth: Contact About Privacy. Nobuhiro Watsuki.