GAME JOBS
Contents
Yuji Naka On New Beginnings At His Studio, Prope
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Yuji Naka On New Beginnings At His Studio, Prope
by Brandon Sheffield [Business/Marketing, Design, Interview]
2 comments Share on Twitter Share on Facebook RSS
 
 
December 29, 2008 Article Start Previous Page 3 of 3
 

YN: Before I left Sega, I was high enough up that I was looking at every game the company was developing.

Once I was in that position, though, I found that I wanted to get into the nitty-gritty details instead with the games, including Sonic -- the whole "it'd be better if this bit were like this instead of that" type of thing. There was a lot I wanted to do that I couldn't gauge until someone actually tried making it.



So, at the age of 40, I convinced Sega to let me build a company -- since it's Sega that's behind the company, they're the one publishing the games.

Really, if you're a game creator, no matter how high a position you have in the industry, you need to keep creating.

It's better for the industry, and it's more fun for everybody involved.

How many people are in Prope right now?

YN: Right now it's about 40 staff members.

Will the "Let's" lineup become a series of games?

YN: If it sells well enough, sure. Of course, you can't really say how well it'll sell at this point, but if it does great -- if we can get a lot of people to play it and enjoy it -- I'd love to make another one.

Is Prope focused on these types of simpler games?

YN: We're actually planning on making a game like Sonic right now. We want to keep trying to make various kinds of games.

Character games and so on?

YN: Yes, that's what we're making now.

I noticed the penguin on the promotional page [one of the slogans for this game is "The world's first game that even a penguin can play!"] -- you see them on Suica [mass transit] cards too. What is with Japanese people and their fascination with penguins?

YN: You're right! Well, I like them! I always have. And, you know, it's true that even a penguin can play this.

The stand over there, showing the visualizer -- all you do in that game is tap away, and there really isn't anything more to it.

Anyone from a one-year-old to some 80-year-old man can enjoy that mode; it's the sort of thing you can see for yourself when you try it out.

In fact, the controller's so good at detecting the tapping that you can play it with your feet, if you actually wanted to try that.

I'd like to see some penguin playtesting.

YN: I sure would too!

For that matter, this is a game that people who are missing limbs could potentially play. Did you think about that as well?

YN: I can't say I was thinking about that in particular, but it always makes me happy to see a large variety of people enjoying our work.

There's a site called AbleGamers, a site written for disabled video game fans. This is certainly a project they would find interesting.

YN: I can definitely see that, because they wouldn't have any problem playing this, certainly. You can play the game with a single finger, even.

Have you ever considered giving a talk about your ideas at GDC?

YN: I'd certainly like to go again, but if I do, I definitely want to get the First Penguin Award. (laughs) That's part of the reason why I'm making new games like this one.

It's really a shame that they changed the name of it to the Pioneer Award. If I had the choice, I'd much rather have the "First Penguin" one someday! Even if it takes me another 10 or 20 years!

 
Article Start Previous Page 3 of 3
 
Top Stories

image
Gearbox's Randy Pitchford on games and gun violence
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
Comments

Amro Hasan
profile image
I believe that Naka is true modest and into creating games as Sheffield stated. The interview was so short. I would love to know more about Naka’s new project and how he visualize and give birth to a new character that is supposed to be more popular than Sonic. What factors does he consider in making the character lovable and interesting? I think Sheffield should have dug more inside Naka’s mind.

brandon sheffield
profile image
Hey Amro - my time with him was limited, I would've loved to ask more as well, but this was on the TGS show floor, and conducted in Japanese, so I couldn't put together some of the more nuanced questions in time.


none
 
Comment:
 




UBM Tech