About: Yosuke Hayashi   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

According to him, Hayashi has been into video games ever since the Famicom days of his childhood. He would read the staff credits and fantasize about someday meeting the creators for the games he liked. He naturally wanted to pursue a video gaming career when he grew up. Although he knows developers are often hung on creating "the best game", Hayashi feels that creating something from the perspective of players and making that entertaining holds importance. If a developer pitches an idea to the project lead that sounds interesting for fans, it always motivates the team to try harder. Understanding and creating a product that fits these goals, he feels, is the real art of the medium.

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  • Yosuke Hayashi
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  • According to him, Hayashi has been into video games ever since the Famicom days of his childhood. He would read the staff credits and fantasize about someday meeting the creators for the games he liked. He naturally wanted to pursue a video gaming career when he grew up. Although he knows developers are often hung on creating "the best game", Hayashi feels that creating something from the perspective of players and making that entertaining holds importance. If a developer pitches an idea to the project lead that sounds interesting for fans, it always motivates the team to try harder. Understanding and creating a product that fits these goals, he feels, is the real art of the medium.
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abstract
  • According to him, Hayashi has been into video games ever since the Famicom days of his childhood. He would read the staff credits and fantasize about someday meeting the creators for the games he liked. He naturally wanted to pursue a video gaming career when he grew up. Although he knows developers are often hung on creating "the best game", Hayashi feels that creating something from the perspective of players and making that entertaining holds importance. If a developer pitches an idea to the project lead that sounds interesting for fans, it always motivates the team to try harder. Understanding and creating a product that fits these goals, he feels, is the real art of the medium. He first came to prominence with his work in directing the development of the Nintendo DS game Ninja Gaiden: Dragon Sword and Ninja Gaiden Sigma for the PlayStation 3. Following the turbulent departure of former Team Ninja lead Tomonobu Itagaki, Hayashi was promoted and given the studio's creative reigns. His first projects as Team Ninja lead include Ninja Gaiden Sigma 2 and the Wii title Metroid: Other M.
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