recursal/Fanatic-Fandom huggingface dataset:
Shinji Takehara/竹原 真治

Shinji Takehara is a video games motion designer and mocap engineer.

He attended a vocational school and studied interior design, after which he worked at a small design office. However, he didn't find it fulfilling, and began looking for a way to shift from architecture to CG and computers. He didn’t have a lot of programming experience, however; in high school, he and his friends designed games, but he was always the writer and musician, and wasn’t involved in the technical side. Eventually, he bought a Mac, Photoshop, and a 3D rendering software and began teaching himself.

His first job in the industry was at Sony Computer Entertainment, working on various baseball titles, which is what peaked his interest in motion in games. He learned about the newly evolving technology of motion capture and got involved in its use, and became fascinated by this powerful new technology and what possibilities it presented. He was there when the first mocap studio in Japan opened in 1995, and has been considered a “mocap evangelist” in the country ever since. He would remain at SCE for three years, before becoming involved with Sacnoth, where he would work as a motion designer and oversee all the motion capture for *Koudelka.*

He would eventually create his own motion capture studio, called Mozoo, in 2004, with a "capture studio boasting a vast space of 300 tsubo in a barren wharf warehouse district." Wihtin a few years, they added a facial capture room, where they "took on various challenges, such as experimental recording using my own virtual camera and finger capture device, taking it outside to record horses, and trying synchronized capture with live performances."

Mozu would be the first in Japan to mocap a horse. They would work on the *Xenosaga* series, *Ghost in the Shell*, the *Appleseed* movies, and many other projects. Under the Mozoo name, he would be involved in the animation and motion capture of games such as *Street Fighter IV, The 3rd Birthday, Soul Calibur V, Final Fantasy XV*, and *Drakengard 2.*

### Sources

* Mozu Website
* CG World Feature
Mitomi Minowa/箕輪元美

Mitomi Minowa is a games artist.

She worked on graphics for *Mitsumete Knight*, followed by background design for *International Track & Field*.

She would be a designer for *Silent Hill 2* and *Silent Hill 3,* working on town design & modeling. In the third game, she was in charge of the background for the apartments, hospital, and office buildings. She says the hardest part was working on backdrop models for the demo and making final adjustments throughout the project. Her favorite character is Robbie, and her favorite scene is the drive through the rain.

After *Silent Hill*, she worked as a designer on *DDR Extreme* and *Dancing Stage Fusion*, and later would be an environment artist on *Neverdead*.
Takeshi Toyoda

Takeshi Toyoda is a games artist.

He studied visual design at Kyushu Snagyo University's Junior College of Design, and graduated in 1997.

In 1999, he was a motion designer for *Koudelka*, working at Sacnoth, and would continue to work on motion direction for the *Shadow Hearts* series for *Covenant* and *From the New World.*

He worked at Feel Plus Inc. as an animation lead, working on *Lost Odyssey* in 2007, *Blue Dragon Plus* in 2009, *Ninety-Nine Nights* in 2010,

From October of 2011 to June 2012, he worked at Marvelous AQL, where he worked on motion design for *Final Fantasy XIII-2*. He may have also worked on *The Evil Within* and its DLC as an animator.

He's been working as an animator at Buhistar Inc since 2015. He was lead animator for the 2019 game *Monkey King: Hero is Back*.
Tomoko Furukawa

Tomoko Furukawa is a games artist with 12 years experience in the industry.

She graduated from Tama Art University in 1997, and began her career at Squaresoft. There, she worked on 3D character modeling and texturing diffuse maps for *Final Fantasy VIII* and *Final Fantasy IX*.

In November of 1999, she joined Konami, where she worked on 3D cinematic models and textures for *Silent Hill 2*, from March to August of 2001. From September 2001 to March of 2003, she worked on *Silent Hill 4: The Room* as a Lead 3D Character Artist, working on modeling and texturing, character facial animations, and maintaining "art workflows through the entire Character team pipeline."

Her next project was *Nano Breaker*, where she worked as a 3D character and environment artist from June of 2003 to April of 2004, before moving to *Castlevania Curse of Darkness*, where she worked on 3D character and item modeling and texturing until August of 2005. From August to September, she worked on costume concepts for *Rumble Roses XX.*

From October 2005 to August 2006, she was Lead 3D Character Artist for *Coded Arms Assault*, working on models and textures, sculpting "high resolution details in Z-Brush for generating normal maps", UV map models", facial animations, and developing the "character facial animation system with Software Engineer".

In October of 2006 she moved to Nintendo, working on *Super Smash Bros Brawl* as a 3D character artist and lead prop designer. Moving to Sega in June 2008, she worked on cinematic art for "casino games".

She then moved to Koei Tecmo Games. In September of 2009 from January 2010, she worked on environmental art for *Quantum Theory*. After, she was involved in an unreleased MMO for a year and three months, as a 3D character artist. Moving back to Sega, she was a 3D character artist for *Rise of Nightmares*.

In 2015, she opened Studio Vina, a traditional arts studio, where she works on pottery, jewelry, and painting.

### Sources

* LinkedIn
* Blogger
PurrC

PurrC Is A Tank Engine Who Works On The Island Of Sodimal

## Appearances:

* Season 1
* Season 2
* Season 3
* Season 4
* Tobe And The MooV That Isnt Importnt 2 The Storee

## Trivia:

* PurrC Is Tomus's Best Fren
* PurrC Is Basd On Percy From Thomas And Friends
* PurrC Was Originally Going To Be The Main Character Of The Seres Until Tobe Was Decided Instead
Tomohiro Maeyama/前山 知宏

Tomohiro Maeyama is a games programmer.

He was the lead programmer on *Ephemeral Fantasia* in 2000, and also worked on technical support and programming for dancing games like *DDR Ultramix*, *Ultramix 2*, *DDR Extreme,* *Dancing Stage Fusion*, and *DDRMAX 2*.

He was an event programmer for *Silent Hill 3* and *Silent Hill 4: The Room*.

He worked at KCET from December of 1996 to December of 2008. He was then employed at Gainax from 2009 to October of 2013 as a planner and director. From January 2015 to February 2016 he worked as a planner at Grezzo Co, working on Course Planning for *The Legend of Zelda: Tri Force Heroes*. He moved to Grounding Inc in 2016 and seems to be currently employed there.
Atsushi Tsujimoto/辻本 厚至

Atsushi Tsujimoto is a games artist.

His career began with CG design on *Solar Assault* in 1997. He worked on movie production for *Battle Tryst* and *Guitar Freaks*, and CG Movie design for *Castlevania Chronicles* in 2001. He was also listed as dev support for DDR 5th Mix.

In 2002, he was a character designer and film director for *Contra: Shattered Soldier*. He would design and draw the storyboards for the film. He was asked to make something "hot and cool" that was meant to "set the scene for the game". He used Maya and Softimage to create the final film.

He was involved in drama animation for *Silent Hill 4: The Room*, and he would also draw a cover for one of the *Silent Hill* comic books. In 2006, he was in charge of the opening film for *Elebits*, and was the lead cutscene artist for *Neverdead* in 2012.
Morio Kishida

Morio Kishida is a games artist.

He worked on CGI movie editing and video editing for *Silent Hill 2, Silent Hill 3, DDRMAX 2, Dancing Stage Fever, DDR Extreme,* and *Dancing Stage Fusion*. In 2003, he was in charge of drama composition for *Castlevania: Lament of Innocence.*

He was also involved in marketing and publicity for *Contra: Shattered Soldier*, and *Silent Hill 4: The Room,* and in promotion for *Winning Eleven.*
Yoshihiro Yamamoto/山本 良博

Yoshihiro Yamamoto is a video games artist.

His career began in the early nineties, working on graphics and animation for games from Data East Corporation. This includes *Tantei Jinguji Saburo: Toki no Sugiyuki, RoboCop 2, Herakles no Eiko 3, Magical Drop,* and *Joe & Mac 2.*

He worked on computer graphics for *Resident Evil 2* in 1998, before moving to Sacnoth and working on capture editing for *Koudelka*. He would work on movie design for the games sequel, *Shadow Hearts*.

After *Shadow Hearts*, he moved to Cattle Call, where he was design director for *Tsugunai: Atonement* and *Arc the Lad: Twilight of the Spirits*; he would also take on a production role, working as producer on the latter game and its sequel, *Arc the Lad: End of Darkness*. In 2006, he worked on stage design for *Forbidden Siren 2.*

He currently seems to be at Square Enix, working in production and management for games like *The Legend of Legacy, Metal Max Xeno, The Alliance Alive: HD Remastered,* and *Dungeon Encounters*.
Manabu Namiki/並木 学

Manabu Namiki is a games composer.

He was born in 1971, in Funabashi City in Chiba Prefecture. His work history includes, "*Thunder Dragon 2, Operation Ragnarok, Battle Garegga, Dodonpachi Daioujou, Digital Monster D project, DiGiCharat DigiCommunication*." His personal favorite of his works is *Dodonpachi Daioujou*.

### Sources

* His Website
* English Website
Hidehisa Harada/原田秀久

Hidehisa Harada is a games programmer.

He was a programmer for *Suikoden II* and worked as part of the 'Amusement Park' unit of *Tokimeki Memorial 2*. He was an effects programmer for *Silent Hill 2* and *Shadow of Destiny*, and for *Silent Hill 3,* worked as a system and creature programmer. He was involved in making sure the weapons were balanced and not overly powerful.

He may have then joined Sony around 2013, where he may have been an animation/character programmer for *The Last Guardian* in 2016.

It is certain that he would eventually join Kojima Productions and work on system programming for *Death Stranding* in 2019, and is likely still employed there.

### Sources

* Death Stranding Team Article
* Patents for a Hidehisa Harada at Sony
Cruste

He is one of the first members of Moegi lounge, as he was invited when the server was made.

Server roles include:

* Co-founder of Moegi Lounge
* one of 3 fortnite-boys viewers
* moderator
* jukebox privledges
* army enlister

## Origin

Cruste started out as a normal elementary school kid, when suddenly he was overcome by an rtsg member and said some naughty things at the middle school lunch table.

Along the way, cruste picked up some of the nastiest mario kart wii skills and became champion of the world in mario kart and still holds the world record for the Any% coconut mall speedrun

Now, cruste goes to his local basketball court and hits the griddy before he land an absolute banger 3 point shot.

## Skills

cruste is probably the closest guy on earth to discovering the one piece so it might be a good idea to keep up with his lore in case he becomes the next gol d. roger

cruste also invented his own superskip in mario kart wii for the modded track titled "naruto rasengan amv so sad :skull:" and it was featured in summoning salt's video on mario kart wii speedrunning

cruste is an elite valorant player because he was playing with frankiemermaid and they rose together through the competitive ranks with ease

### Signature moves

* when someone says something funny that has to relate to a stupid thing that he did, cruste has a defense mechanism where he shouts "eeeeeeeeeee" and slowly moves his pointer finger closer to you (it is important to note that the pointer finger cannot be straight, it has to be curved)

## Achievements

* beat hades in the hit game "hades"
* holds the world record for the Any% coconut mall speedrun
* somehow is able to watch boruto
* is a co-founder of the esports club (and less notably conservative club and anime club)
* says "gn" in chat after getting a really lame kill (also says "afk" on a 1v1)

## Legacy

### Phrases

* "good one"
* "oh my days"
* "morbidly"
* "fat lard"
* "get a job"
* "kizzy"

### Explaination

* "oh my days" is a phrase said when literally anything is done and it can be used to display shock or confusion

* cruste has invented and popularized the "good one" zeitgeist within the server where when someone says something dumb as hell everyone would reply "good one", but has slowly changed to sometimes say "nice one"
* "morbidly" is a phrase you can put in front of any word and it could still make sense in cruste's mind (e.x, morbidly fat, morbidly, jewish, morbidly gonna kiss you"
* "fat lard" is used to describe Robot mostly
* "get a job" is used to describe Maelstrom mostly
* "kizzy" is an evolved form of "cap" which means lie. kizzy is one of the more commonly used "cruste slang" and has been continued to use even by the web design teacher
Taizo Matsuno

Taizo Matsuno was a games artist.

He worked on background design for Koudelka, and was a production manager. He developed and drew the blueprints for Nemeton Monastery. He may have then moved to Sony Computer Entertainment to work on the 3D rendered movie for Extermination. After, he was a background designer for Final Fantasy XI Online in 2002.

He passed away sometime in 2015.
Junya Kuroda/黒田淳也

Junya Kuroda is a video game musician and sound designer.

Kuroda began at Squaresoft around 1996, working on sound effects for the *Chocobo Dungeon* series, *Bushido Blade*, and *Xenosaga*, as well as working on voice editing. He would leave the company alongside other sound designers and musicians to establish Sacnoth, where he would work on sound effects for *Koudelka* and *Shadow Hearts.*

Kuroda would join Proycon Studios, formed by former Sacnoth musician Hidenori Suzuki. While there, he would work as a composer for *Luminous Arc, Sands of Destruction, Magnetica Twist,* and sound effect designer/editor for *Romancing Saga 3* and *Legend of Mana.*

### Sources

* Twitter
* Procyon Website Bio
Masahiko Saito/齋藤雅彦

Masahiko Saito was a video games programmer.

He was the lead programmer on *Snatcher*, the character programmer on *Firefighter F.D. 18*, and the horror phenomenon programmer for *Silent Hill 4: The Room*, likely referring to either the hauntings or the ghosts of the game. His official credits under this name end in 2004.

According to the Japanese video game credits site @Games Wiki, Masahiko Saito is likely the Konami programmer who formerly went by Gagensai or Gagensei F./Gagensei L. If this is true, he was also involved in programming for *Castlevania Rondo of Blood*, *Tokimeki Memorial ~forever with you~*, *Castlevania Symphony of the Night*, *Elder Gate* (as scenario programmer), and *Genso Suikoden Card Stories* (card game design).

Gagensai was diagnosed with cancer in 2013, and passed away in 2015.

### Sources

* Patents

@Games Wiki record of Saito Masahiko/GagensaiTweet from Gagensai's sister about his passingmessage from user on @Games Wiki about Gagensai/Saito
Kosuke Iwakura/岩倉 宏介

Kosuke Iwakura is a video games programmer.

He graduated from the Tokyo Metropolitan Institute of Technology in 1994 with a Masters in Aerospace, Aeronautical and Astronatical/Space Engineering. In April of 1995, he joined Konami, and acted as a lead programmer on *Castlevania: Symphony of the Night*. He would spend twenty-seven years at Konami, working as a lead programmer from 1995 - 2013, a manager from 2008 - 2012, and technical director from 2013 to the present.

During that time, he worked on scenario coding for *Azure Dreams* and magic programming for *Vandal Hearts II*. He was the program director for *Silent Hill 4: The Room*. He also worked on *Sword of Etheria,* *Time Hollow, Metal Gear Solid V*, and the *PES* series. He was lead programmer and product manager on *Suikoden Tierkries*.

### Sources

#### Social Media

* Twitter
* LinkedIn
Naoki Kojima/小島 直樹

Naoki Kojima is a games artist.

He received a 'special thanks' on *Epidemic* in 1995, and worked on graphic design for *Neon Genesis Evangelion: 2nd Impression* in 1997. Sometime in the late nineties, he joined Sacnoth, and worked on background design for *Koudelka* and its sequel, *Shadow Hearts*. He seems to have then joined the Paon Corporation around 2003.

He worked on map design for *Trapt* in 2005, background modeling design in *Sigma Harmonics*, and back design for *Dragon Ball Z Ultimate Tenkaichi* and *Dragon Ball Z for Kinect*.

His most recent credit is for environmental art on *Hero must die. again* in 2020.
Naomi Hara/原 尚美

Naomi Hara is a video games artist.

Her career began with CG animation on *Suikoden II, Twinbee RPG*, and *Castlevania Chronicles.* She was also listed as Developer Support for *Dancing Stage Fusion* and *DDR Extreme*. She designed the package art for *Silent Scope* and *Silent Scope 3*.

She was the primary character designer for *Silent Hill 4: The Room*.

> *For this title, we had a concept where we wanted to bring out the realistic, everyday aspects of the game, so the main character, Henry, isn't this super-cool guy with anything special about him. We designed him to emphasize the idea of how he's an ordinary man you could find anywhere - who just happens to be living in this ordinary apartment.*
> Silent Hill 4 Team Interview
>
>

She was involved in modeling for the *PES* series from 2006 - 2016.

In 2018, she was in charge of character design for a phone game called *Magna and the Mysterious Girl*, an educational game meant to help children learn English.

She may have since joined Gamefreak, as a Naomi Hara is listed under the Graphics department as part of the Pokemon Production Team of *Pokemon Legends Arceus*.

### Sources

* Patents
* Phone Game
* Silent Hill 4 Team Interview
My peanuts fanmade Wiki

**Welcome to the \_\_\_\_my peanuts fanmade Wiki!**
We're a collaborative community website about \_\_\_\_my peanuts fanmade that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
A Stranger Wiki

**Welcome to the A Stranger Wiki!**
A place dedicated to the story 'A Stranger' by cursedcache

We're a collaborative community website about A Stranger that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Takashi Ito/伊藤 孝志

Takashi Ito is a games artist.

For *Silent Hill 2*, he was part of the team that drew the still pictures for the game. For *3*, he would be involved in monster design and positioning the drama camera. His monster designs include the Split Worm and Numb Body.

He may currently be working at Nintendo.

### Sources

* Patents
* Possibly Employed at Nintendo
Hideyuki Fujii/藤井秀行

Hideyuki Fujii is a games programmer.

He was the sole monster programmer of *Silent Hill 2* and *Silent Hill 4: The Room.*

> *Making their arms & legs move naturally, making them grab onto things naturally - yes, those movements were particularly problematic. There aren't any models for the creatures and ghosts, so making them move "naturally" in programming is one continual process of trial and error.*
> Silent Hill 4 Team Interview
>
>
Games Coverage/Silent Hill 2

### Next Level

Next Level 34Next Level 34Next Level 35Extra 18Extra 18Next Level Extra 18Next Level Extra 18Next Level Extra 18Next Level Extra 19

### Official Playstation Magazine

Opsm 45Opsm 45Opsm 45Opsm 49Opsm 49Opsm 49Opsm 49Opsm 49Opsm 49Opsm 49Opsm 49OPSM2 11OPSM2 13OPSM2 13OPSM2 13
### Planetstation

Planetstation 35Planetstation 36Planetstation 37Planetstation 37Planetstation 37Planetstation 37Planetstation 38Planetstation 38Planetstation 38
### Playmania

Issue 31Issue 34Issue 34Issue 36Playmania 2 ExtraPlaymania 2 ExtraPlay2mania Guias Platinum 5Play2mania Guias Platinum 5
### Playstation Magazine

PSM 40PSM 40PSM 40PSM 40Psm\_46Psm\_46Psm\_46Psm\_46Psm\_46PSM2\_5PSM2\_5Psm2\_15Psm2\_15Psm2\_15Psm2\_15Psm2\_15
### PSW

Psw\_9\_2003Psw\_9\_2003Psw\_9\_2003Psw\_13\_Psw\_13\_Psw\_21Psw\_21Psw\_21Psw\_21Psw\_21Psw\_21Psw\_21Psw\_21
### RO Playstation

ro playstation 2ro playstation 2ro playstation 2ro playstation 2ro playstation 2ro playstation 2 coverRO\_Playstation\_6RO Playstation 6RO Playstation 6RO Playstation 6Ro\_playstation\_2\_7

### Strana Igr

Strana\_igr\_2001\_09\_01Strana\_igr\_2003\_02Strana\_igr\_2003\_02Strana\_igr\_2003\_03Strana\_igr\_2003\_03Strana\_igr\_2003\_03Strana\_igr\_2003\_03Strana\_igr\_2003\_03

### Ufficiale PSM

Ufficialepsm\_55\_Ufficialepsm\_55\_Ufficialepsm\_55\_
Game Developers Wiki

**Welcome to the Game Developers Wiki!**
A wiki for archiving the developers who make games, and how they've contributed to gaming history!

#### The Wiki

General Rules & Guilelines

We're a collaborative community website about Game Developers that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started.
Naoki Tarama/田羅間 直紀

Naoki Tarama is a games animator and motion designer.

His first credit is for character motion on *Silent Hill 3*, followed by model animation for *Castlevania Curse of Darkness*. He worked on the opening movie for *Elebits*, and was an animator for *Dewy's Adventure*.

Over thirty game patents are associated with his name; He seems to have moved to Capcom in 2013.
Kazutoshi Sugai/菅井 一敏

Kazutoshi Sugai is a games programmer.

Sugai may have been a graduate of Niigata University; a patent to his name lists him as a member of their graduate school.

He was an enemy programmer on *Silent Hill,* and may have joined the team in April of 1997. He was also named on the patent for the creation of the 'heartbeat vibration' that indicates the players health in the game. For *Silent Hill 2* and *3*, he would work on systems programming.

He would work on Konami's dancing and soccer games, as well as working as program director on two *Yu-Gi-Oh!* titles, until 2011. He may have later joined Studio Ipse; a Katsutoshi Sugai is credited as part of their team.

### Sources

* Patents
* Heartbeat Patent
Aki Saito/齊藤昭義

Aki Saito is a video games promoter and project manager.

He is from Shinagawa-ku, Tokyo Japan, and grew up playing games on his Atari 2600. From the ages of 5 to 12, he lived in the United States of America.

In 1995, he applied at multiple games companies but had trouble making it in; he almost gave up, before taking one last chance at applying and was accepted at Konami around 1997. His career began working as the International Project coordinator for *NBA in the Zone '98*. In the following year, he was the project coordinator for *Silent Hill*.

In 2000, he was the international project manager for *ESPN Winter X Games Snowboarding*, and was involved in planning for *ISS Pro Evolution 2* in 2001. He would continue working on *ESPN Games* in the International Department through 2002.

In 2008, he was the international product manager for *Magician's Quest: Mysterious Times*, and was one of the European Leads involved in translation for *Metal Gear Solid 4: Guns of the Patriots.* He was also a European Lead for *Metal Gear Solid: Peace Walker* in 2010. In that year, he also worked on *Ninety-Nine Nights*, and *Castlevania: Lords of Shadow.*

He joined Kojima Productions in December of 2018, and is currently their head of communications.

### Sources

* Social Media: Twitter
* Article: Saito Joins Kojima Productions
* PC Version of Death Stranding Announcement
* Death Stranding Wins Award
* [Chinese] Kojima Productions Interview
* Reddit AMA with Aki Saito
Izumi Obata

Izumi Obata is a games artist.

He studied sculprture at Musashino Art University, and graduated in 1995.

He worked at Digital Media Lab as a CG movie director, where he worked on *Koudelka.* Other projects in which he was CG movie director (but possibly not as part of DML) were *Gitaroo Man*, *Shadow Hearts From the New World*, *Bullet Witch, Lost Odyssey*, and *Vampire Rain*. He may have worked at Feel Plus, working on the opening cinematics of *Ju-on: The Grudge*.

He was cinematics lead on *The Last Story, Ninety-nine Nights, Blue Dragon Plus,* and *Shadow Hearts: Covenant.* In 2011, he was lead movie artist for *Mindjack,* and in 2014 was a storyboard artist on Final Fantasy XIII-2.

He previously worked at Marvelous and Capcom, and currently has been at Bandai Namco since November of 2021.
Takashi Maruyama/丸山 隆司

Takashi Maruyama is a games artist.

His career began working on movie production for *Battle Tryst* and *Guitar Freaks* in 1998. In the next year he would work on motion capture for *Soul of the Samurai*.

In 2001, he would work on stadium design for *Pro Evolution Soccer*, and cg movie design for *Castlevania Chronicles*. He worked on background design and effects for *Contra Shattered Soldier*, and background design and modeling for *Silent Hill 3*. He also received special thanks on the *Silent Hill Play Novel.*

He would work on publicity art for *Rumble Roses*, background modeling for *Suikoden IV*, and realtime cinematics for *Firefighter* in 2004. In 2008, he worked as an artist on *Metal Gear Solid 4*, and from 2008 - 2020 he worked on design direction and modeling for the *PES* series.
General Rules & Guidelines

#### Creating Pages for Developers

* If possible, include the developers name in their native language as well as the English translation. In the case of Japanese names, use the English orientation for the translated name (ie, family name last)

#### Categories

* Include in the Categories the names for any major series they are part of, the teams they have been part of, the companies they worked for, and the individual games. For instance, someone who worked on Dragon Age Origins and Dragon Age 2 should have the categories 'Dragon Age', 'Dragon Age Origins', and 'Dragon Age 2'.
* If the name of the game series and the name of one of the games in said series is the same (such as the series Bayonetta), then the category name for the game should be followed by the release year, ie, the category for the series would be 'Bayonetta' and the category for the first game would be 'Bayonetta (2009)'.
* In the case of categories, if the game has a different name in various locations, be sure to tag with as many of these titles as possible. (ie, Fatal Frame and Project Zero).

#### Using Developer's Social Media

* When possible, it is best to link to and include any social media accounts that belong to developers, especially Twitter and LinkedIn accounts. However, avoid linking Facebook accounts. While Facebook can be useful for double checking information and obtaining images, these accounts are more private and should not be linked to public records when possible, unless it is clearly an account aimed at interacting with fans (such as Akira Yamaoka's public facebook).

#### Page Stylization

* Italicize the names of video games and game series.
Nazuki Matsushita/松下 名月

Nazuki Matsushita is a games programmer

She joined Konami in 2002, and was involved in sound programming for many KCET games, including *Tokimeki Memorial Girl's Side 2nd Kiss*, *Contra Shattered Soldier, World Soccer*, *Neo Contra, Silent Hill 4: The Room, Castlevania: Portrait of Ruin,* *Castlevania: Harmony of Despair*, and the *PES* series. She also voiced an Elebit in the *Elebits* game.

She appeared and presented at the 2017 CEDEC session as part of the Winning Eleven team.

### Sources

* CEDEC 2017
* Article on CEDEC 2017 Presentation
* CEDEC 2017 Description
* Video of the CEDEC Presentation
* Japanese Game Credits
Takamitsu Nemoto/根本 孝充

Takamitsu Nemoto is a games artist.

He worked on design/art work for *Gals Panic 4* and *Gals Panic SS* in 1996. He was involved heavily in the *Silent Hill* series, working on background design for the first game, room design and modeling for *Silent Hill 2*, and background design and modeling for *Silent Hill 3.*

He may have also been involved in directing a game in the *Love Plus* series sometime around 2014.

### Sources

* Patents
* Love Plus Discussion Thread
Atsushi Ono/大野 敦史

Atsushi Ono is a games artist.

His career began at Konami, working on design for *Ganbare Goemon* in 1996, and battle character design for *Mitsumete Knight* in 1998. He was part of the Town Design & Modeling team for *Silent Hill 2*, and a background and enemy designer for *Contra Shattered Soldier*. In 2003, he would work on the castle model for *Castlevania Lament of Innocence*. He was the lead artist on *Nano Breaker*.
Kazuhide Nakazawa/中澤一英

Kazuhide Nakazawa is a games artist and director.

He was the character designer for the 'Yugo Model' for *Kensei Sacred Fist*, and a character designer For *Shadow of Destiny*. In 2001, he worked on character motion for *Silent Hill 2.*

He was the director of *Silent Hill 3*; during the project he was involved in developing the lore of the world, including designing the complicated occult symbol used as a save point, the Halo of the Sun. He also designed the monster Insane Cancer.

In 2005, he was art director for *Nano Breaker* and worked on research and development for *World Soccer.* He worked on the model team for *Rumble Roses XX*. He continued in R&D for *Winning Eleven* *2007* and *DDR Hottest Party*, and the motion capture team for *DDR Winx Club.* In 2008, he was credited as working on the 'codec' for *Metal Gear Solid 4.*

From 2007 until 2016, he was part of the tech support and R&D sections for the *PES* series. In 2018 he was an advisor on *Metal Gear Survive,* and received special thanks for *Metal Gear Solid V*. He may have since joined Kojima Productions.

### Sources

* Patents: Link 1 | Link 2
* E3 2002 Interview
* Gamespot Silent Hill 3 Interview
Atsushi Sakamoto/坂本 惇思

Atsushi Sakamoto is a games artist.

He worked on character expression and motion design for *Shadow of Destiny*, and drama animation for *Silent Hill 2.*

in 2003, he was involved in *Silent Hill 3*, working on the SI tool program and drama motion, and was involved in drama animation for *Silent Hill 4 i*n the next year. From 2006 to 2010, he was involved in the *Power Pro Baseball* series.

He may have moved to Square Enix, possibly working as a lead technical artist on *Final Fantasy XIV* and its upgrades.
Hideyuki Akutsu/阿久津田越

Hideyuki Akutsu is a games programmer.

He worked as a member of the voice staff for Castlevania Rondo of Blood in 1993, and was part of the "original staff sound effect" for Suikoden in 1995.

He was involved in "sound" for *Sexy Parodius, Gradius Deluxe Pack*, and *Salamander Deluxe* *Pack*, and was part of the sound programming for *Crypt Killer* and *Twinbee RPG*. In 1999, he was in charge of sound direction for *Gungage*.

In 2001, he was the sound programmer for *Silent Hill 2.* He worked on the sound program for *Castlevania Lament of Innocence* and sound direction for *Castlevania Dawn of Sorrow*. In 2010, he worked on sound for *Metal Gear Solid Peace Walker*.

In 2004, he worked on the audio streaming engine for *Firefighter F.D. 18*. From there, he worked on *Dance Dance Revolution*'s technology research department and development support, and then the *PES* series R&D.
Yuri Shingo/百合 晋吾

Yuri Shingo is a games artist.

He worked on graphic design for *Nagano Winter Olympics* and 3D character design for *International Track & Field*.

He was heavily involved in the *Silent Hill* series. In 2001, he was a character modeler for *Silent Hill 2*, and created the in-game models for James and Mary; he was also behind all the in-game facial animations. For *Silent Hill 3,* he was the 'chief character designer', and seems to have created the concepts for all the characters, while leading the modeling team that included Minako Asano and Sachiko Sugawara. He created the in-game models for Vincent and Douglas. He would also work on drama animation and the camera, working on the character's movements and the position of the camera during cutscenes (likely primarily for scenes involving his characters.) He would also be involved in character design for *Silent Hill 4: The Room*.

He would also work on development support for *DDR Extreme* and *Dancing Stage Fusion*. In 2006, he worked on the opening movie for *Elebits*, and in 2007 was a character designer for *Dewy's Adventure*. He was the Lead character artist for *Neverdead* in 2012. In 2014, he was a character artist for *Metal Gear Solid V*, and in the following year worked on player modeling for *Pro Evolution Soccer.*

He has since left Konami, and joined Kojima Productions. He was a character artist on *Death Stranding* in 2019.
Ryouko Horie/堀江 良子

Ryouko Horie was a games artist.

She was involved in environmental design for *Silent Hill 3* and *Silent Hill 4: The Room*. She created the models for many elements of *Silent Hill 3*'s otherworld. She was later involved in background design at Square Enix, working on *Final Fantasy VII: Dirge of Cerberus* in 2006 and *The Last Remnant* in 2009. Sometime after, she passed away from lung cancer.
Yoshihori Ogawa/小川 佳宏

Yoshihori Ogawa is a games artist.

He worked on characters and motion design for *Koudelka* in 1999, and 3D character design for the sequel, *Shadow Hearts*, in 2001. After, he would move to Capcom alongside fellow Sacnoth artists Hiroshi Nagano and Makoto Nagayoshi, working as a designer on *Clock Tower 3, Tenchu: Wrath of Heaven,* and *Tenchu: Return from Darkness* alongside them.

In 2005, he would work as a character designer for *Trapt*, followed by VFX and 3D design for *Sigma Harmonics* in 2008.

His most recent credit is for graphic design on *Dragon Quest of the Stars* in 2020.
Kazunari Yonemitsu/米光一成

Kazunari Yonemitsu is a game director and writer.

He was born in 1964 in Hiroshima prefecture.

He directed *Baroque*, and was in charge of both game design and writing the scenario.

He is a professor at Ritsumeikan University's School of Imaging Arts and Sciences, and he has written multiple books, some of which have been bestsellers in Japan.

### Sources

* His website
* His blog

Interviews & Articles

* Article about his book
* Famitsu Baroque Interview
Hiroki Hamashima

Hiroki Hamashima was a games artist.

During his time at Konami, he was an environmental artist for *Enthusia*. For *Silent Hill 3*, he would be involved in background design. The room in the office building with the "tu fui ego eris" note, and the long hallway with the two sets of hanging legs were designed by him. He would work at KCET from April to November of 2002, before moving to Bandai Namco, where he would spend ten years. He has since left the games industry.
Tatsuto Yabe/矢部 立人

Tatsuto Yabe is a games artist.

He graduated from Tokyo Zokei University.

His earliest credit is a 'special thanks' for Castlevania Bloodlines in 1994; after, he worked on Nagano Winter Olympics as a graphic designer in 1997.

He was a background designer on *Silent Hill (1999),* and worked on *Silent Hill 4: The Room* as a graphic designer overseeing the background design teams. He was the designer and modeler who created Room 302. In between the two games, he worked on *Silent Scope 2* as a target modeler. He is perhaps the only Silent Hill team member to work solely on the first and fourth games.

In 2005, he worked as a 3D artist on *Nano Breaker*, and in 2012, was the lead environment artist for *Neverdead*. After the project, he would leave Konami.

He was employed at Gree as a designer and art director from 2012 to 2015, and then worked at Game Bank Co from May, 2015 until 2017.
Hiroshi Nagano/永野 裕司

Hiroshi Nagano is a video game artist and director.

He worked on computer graphics for *Resident Evil 2* in 1998, before joining Sacnoth and working on the background designs for *Koudelka,* and was also involved in debugging the game. He would then work on lead movie design for the game's sequel, *Shadow Hearts*, before moving to Capcom, where he was the cinematics director for *Clock Tower 3*, working alongside two former Sacnoth employees, Makoto Nagayoshi, and Yoshihori Ogawa. He would also work on *Tenchu: Wrath of Heaven* and *Tenchu: Return from Darkness* as the CG Chief Director.

Eventually he would join Paon Co, LTD., where he worked as a chief director. In 2009, he would direct *Sukeban Shachou Rena Wii*, a game centered on a 'cat ceo' that the player plays minigames for.

He says he wants to make "fun" games to play with his kids, and feels that only gamers should make games, as you can't understand how to create play unless you play yourself.

Sources
Tomohisa Koike/小池 智久

Tomohisa Koike is a video game artist.

His career likely began in the late nineties working on graphics on *Twinbee RPG*.

He would then work on *Silent Hill*, likely joining the team in April of 1998, as a background designer. In *Silent Hill 2*, he would be involved in room design; the room where Pyramid Head's sword can be found in the labyrinth was textured by him.

For the third *Silent Hill*, he would be in charge of the drama camera, would draw all the storyboards for the game's cutscenes, and work on positioning the camera for said cutscenes. He was also the artist who drew the images for the alien ending. The amount of work was much larger than before, and he says it made the project "hard to handle".

After Silent Hill, he would work on *DDR Extreme, Dancing Stage Fusion, Winning Eleven* and the *PES* series. His last known credit is modeling the stadium for *PES* in 2014.

### Sources

* *About the camera of cutscene, Suguru Murakoshi did that in SH2 mainly. And Tomohisa Koike did that in SH3 mainly.*
Akihiro Imamura/今村 哲裕

Akihiro Imamura is a games programmer.

### Early Career & Silent Hill

He was born in 1970 in the Kagoshima prefecture, and fell in love with video games as a child. He received an NES in middle school and spent a great deal of time playing both arcade and console games.

He graduated from the University of Tokyo's Faculty of Engineering, and joined Konami in 1994. His first project was programming for *Sexy Parodius*, followed by sequence programming for *International Track & Field*, where he met Keiichiro Toyama and Naoto Oshima. After the game was a great success, the three were assigned to the 'Horror Adventure' team that would become Silent Hill. Imamura was the main programmer of *Silent Hill,* and was heavily involved in the game's development and the creation of the scenario.

For *Silent Hill 2*, he was initially named director; but as the project grew larger, he stepped back to produce and oversee the project instead. He felt more isolated in this role, as he had been hands on as a programmer working with the team for the first game.

One of his goals for *Silent Hill 2* was to keep the "analog feeling" of the first title; he was also particular about the "atmosphere of the town of Silent Hill"; it was his choice to keep game like elements such as maps and health bars off of the game screen. He would also make the decision to include difficulty levels for the puzzles and action to make the game more accessible to a wider audience, as well as two different control methods.

He was involved in a small way with the *Silent Hill Play Novel,* as the member of the original team who was given the script and final version of the game to oversee and approve.

In 2004, he worked on sub programming for *Silent Hill 4: The Room*, and appears to have remained at Konami through at least 2006.

### Sources

* Patents
* Silent Hill Q&A
* People from Kagoshima
* TGS 2001 Appearance

#### Interviews

* Dengeki Interview
* IGN Interview on SH2
* Gamespot Interview on SH2
* E3 2001 SH2 Interview
* CVG SH2 Interview
* PSM SH2 Interview
* Silent Hill 2 Team Interview

### Videos

* Silent Hill 2 E3 2001 Presentation
* Dengeki Playstation Interview
* 2001 Xbox Interview
* Making of Silent Hill 2
* Making of Silent Hill 3
Yukita Kurito

Yukita Kurito is a games artist.

He received a Bachelor's of Fine Arts from Tokyo Zokei University in 1993, and later attended the Pratt Institute, graduating with a Masters in Fine Arts in 2000.

In June of 2000, he joined Konami as a games artist, and became part of Satoworks, Takayoshi Sato's art studio, working on character design and CGI for *Silent Hill 2.*

In 2005, he worked on motion design and 3D environments for Lost in Blue, and movie creation for *DDR Ultramix 3* and *4.* In 2009, he was an artist working on *Pop'n Music.*

In 2019, he was an animator on *Castlevania: Grimoire of Souls*, and received a special thanks for *Crimesight* in 2022. He is currently employed at Konami as a Lead Artist as part of Game Soft Contents Production Group 1.
Masashi Tsuboyama/坪山 優史

Masashi Tsuboyama is a games artist and director.

He was born in Niigata in 1970, and was raised in Tokyo. He studied graphic design at Tama Art University and joined Konami in 1995. His first project was working on graphics for *TwinBee RPG* in 1998, before moving to *Silent Hill* sometime after to work on background design.

For *Silent Hill 2*, his role would vary. Early on, Imamura Akihiro was the game's director while Tsuboyama began as art director, but as the project became much bigger than expected, Imamura transitioned to producer and general overseer of the team, and Tsuboyama took over directing. He also worked on designing and modeling the town for the game. After, he would work as art director on *Silent Hill 4: The Room,* and in 2008 worked on Winning Eleven.

Sometime after, he left to work for Yuke, working on character modeling for their *WWE* series of games.

Then he moved to Good-Feel Co, a group formed by former Konami employees Umezaki Shigeharu and Ebisu Etsunobu. There, he worked as design chief on *Looksley's Line Up* in 2010, as art director on *Wii Play Motion* in 2011 and *Mii Force* in 2013, and on art management for *Yoshi's Crafted World* and *Monkey Barrels* in 2019. He may currently be at Nintendo.

### Sources

#### Interviews

* Winning Eleven Interview [Japanese]
* Silent Hill 4 Two Guys in a Room Interview
* SH4 Boomtown Interview
* Silent Hill 4 Kikizo Interview
* Dengeki Playstation Interview

#### Articles

* Yoshi's Crafted World Article
* Silent Hill 5 Article
* Silent Hill 5 on PS3
* Silent Hill 5 on Wii
* Silent Hill 5 Due by End of Year
* Patents
* Good-Feel Co Article
* Good-Feel Co Youtube
* Good-Feel Co History
Hidetomo Nishiura/西浦 秀智

Hidetomo Nishiura is a games artist.

He worked on lighting for *Silent Hill 3*, and opening movie design for *Suikoden V;* he was also involved in *Enthusia* and *GTI Club Supermini Festa!* He is likely still at Konami, as a patent was filed under his name last year.

### Sources

Patents - Link 1 | Link 2 | Link 3 | Link 4
Yasunori Kanetake/金平 康徳

Yasunori Kanetake is a games artist.

His career began at Konami in 1999 working on stage design for *Gungage*. After, he was involved in room design and modeling for *Silent Hill 2* and *Silent Hill 3*. For the third game, he worked on the backgrounds for the subway, sewer, and "playground" areas.

Later, he worked on *Metal Gear Solid Touch* in 2009, and received Special Thanks for *Silent Hill: The Escape* (2008) and *Super Bomberman R* (2017).
Takayuki Ando/安藤 高行

Takayuki Ando is a games artist.

He attended the Nihon Institute of Technology, and his career began at Konami in 1994, working on clean up on *Batman & Robin,* dot graphics on *Snatcher's* Playstation port, and graphic design for *Crypt Killer*.

He would join the *Silent Hill* team, likely sometime around May of 1997, as a background designer. He would also work on demo design for the game. For *Silent Hill 2*, he would be involved in the town's outer design, and would also be working on *Shadow of Destiny* at the same time, working on Character Expression and Motion Design.

From there, he would go on to work on *Contra: Shattered Soldier,* and then would direct *Neo Contra*, the first *Contra* game to have an M rating. He says the theme of the game is "friendship", as he wanted to harken back to the times when players would play together in arcades or at each other's houses, and recreate that feeling in the game. He would remain at Konami until at least 2011 but seems to have since left.

### Sources

* Neo Contra
* Patents
Tanaka Takayoshi/田中 孝佳

Tanaka Takayoshi is a games artist.

His first credit was a 'special thanks' on *Ganbare Goemon* in 1998. In 2003, he worked on background design for *Silent Hill 3*, and dev support for *DDR Extreme*, as well as *Dancing Stage Fusion* in the following year.

He was the event movie editor for *Sword of Etheria* and also worked on background design for the game. In 2006, he worked on the 3D effects, animation, and CG movie design for *Lunar Knights*. His last western credit is as an artist for *Metal Gear Solid 4*; his name continues to appear on Japanese game patents through at least 2012.