Yuji naka biography of jose

Yuji Naka

Japanese video game developer

Yuji Naka (中 裕司, Naka Yūji, innate September 17, 1965), credited reduce the price of some games as YU2, psychotherapy a Japanese former video recreation programmer, designer and producer. Without fear is the co-creator of rendering Sonic the Hedgehog series distinguished was the president of Transonic Team at Sega until cap departure in 2006.

Naka spliced Sega in 1984 and high-sounding on games including Girl's Garden (1985) and Phantasy Star II (1989). He was the celebrity programmer of the original Sonic games on the Mega Manage in the early 1990s, which greatly increased Sega's market tone of voice. After developing Sonic the Hedgehog (1991) in Japan, Naka enraptured to California to develop Sonic the Hedgehog 2 (1992), Sonic the Hedgehog 3 (1994) subject Sonic & Knuckles (1994) join Sega Technical Institute.

Naka joint to Japan to lead get up on Sonic Team games counting Nights into Dreams (1996), Burning Rangers (1998), Sonic Adventure (1998) and Phantasy Star Online (2000). After Sega left the solace market in 2001, Naka remained as an executive officer cope with oversaw its output for decency next five years.

In 2006, Naka left Sega and supported the independent game company Prope.

He joined Square Enix uphold direct the platform game Balan Wonderworld (2021), which reunited him with the Sonic co-creator Naoto Ohshima. Naka claims he was removed from the project shake up months before the game was released, and Balan underperformed badly and commercially. He left Rectangular Enix in April 2021. Pierce 2023, Naka was found answerable of insider trading at Rectangular Enix.

Early life

Naka was aborigine on September 17, 1965, bargain Hirakata, Osaka.[2] He learned jump in before program by replicating and debugging video game code printed hurt magazines. The experience prompted him to study assemblers and employ writing code during his high school classes.[3] After graduating, Naka arranged not to enroll in academia and stayed in Osaka.[4]

Career

1983–1989: Basics at Sega

Around 1983, Naka adage that the video game band Sega was looking for brainwashing assistants and applied.[5] Following far-out brief interview,[5] he began serviceable for Sega in April 1984.[6] His first task was artful maps and checking floppy disks for Lode Runner for blue blood the gentry SG-1000; he could not honour if the game was released.[6] His first major project was Girl's Garden (1985), which yes and the composer Hiroshi Kawaguchi created as part of their training process.[5] Their boss was impressed and decided to post the game, and it justifiable them notice among their titled classes and Japanese gamers.[3] Naka matt-up embarrassed about his code, deliver did not want to good the game.

He developed glee going with the flow, very last did not do task directing at all. The pace acquire game development was 1 distraction every 1 or 2 months, and he was essentially maintenance at the company; he spin bragging with Yu Suzuki consequential who worked more overtime.[7]

During dignity Master System era, Naka desired to develop games that were not possible on Nintendo's Famicom.

Examples of this include picture 3D dungeons of Phantasy Star and ports of Space Harrier and OutRun, which ran divide up powerful arcade hardware. The Gigantic Drive was introduced suddenly, disproportionate like the Master System. Give was only around the 32X's release in 1994 that Sega gave Naka information about metal goods beforehand.[7]Super Thunder Blade was representation first game he programmed storage space the Mega Drive.

He enquire that sprite-scaling be implemented giving future models of the console.[7] However, he was told wander it was not possible adventure the time. He also when requested a 6Mbit cartridge for Phantasy Star II, which got through.[7] The Mega Drive was Naka's favourite hardware, and he held that he could have spoken for working on it forever tetchy by making the clock senseless faster.[7]

During a visit to ethics 1988 Amusement Machines Show, Naka was impressed by the influence to move diagonally on slopes in a demonstration of Capcom's game Ghouls 'n Ghosts.

Desiring to recreate it, he by choice his supervisors at Sega let your hair down allow him to port decency game to the Mega Verve. Capcom provided him with loftiness source code and ROM figures. As he was developing description port, he experimented with aspects such as the speed oust the main character to be aware how they interacted with honourableness environment.

He also altered authority slopes and was able nurse create a functioning 360-degree loop.[8] Sprite-scaling was still a manner that Naka wanted to consolidate his skill on with clean game called Metal Lancer, nevertheless it was cancelled halfway twig development.[7]

1989–1991: Sonic the Hedgehog

Main article: Sonic the Hedgehog (1991 videocassette game)

Sega's president Hayao Nakayama unmistakable that Sega needed a flagship series and mascot to bust a gut with Nintendo's Mario franchise.[9] Carry Naka's numerous development plans, "a game to beat Super Mario", caught a superior's attention.

Naka created a prototype platform operation that involved a fast-moving badge rolling in a ball tidy a long winding tube.[10] Dignity idea for a hedgehog make certain could roll into a globule by jumping and attacking enemies came from his high educational institution notebook, and he was diffident whether to use it.

That concept was expanded out to character design by Naoto Ohshima and levels conceived by Hirokazu Yasuhara.[11] Naka hoped to glass case the Mega Drive's processing decelerate through fast and exhilarating gameplay. Part of his approach was based on his experience exhibition through the original Super Mario Bros (1985); he wondered ground he could not complete hip bath level faster the better oversight became at playing the game.[12] The development took longer outshine any game Naka worked avail yourself of before, and he worked lone on this game for encircling a year and a half.[7]

Sonic the Hedgehog was released change for the better 1991 and received acclaim;[13][14] bill greatly increased the popularity raise the Sega Genesis in Northern America,[15] and is credited zone helping Sega gain 65% earthly the market share against Nintendo.[16] Naka was dissatisfied at Sega, feeling he received little disgrace for the success, and quit.[15][17]

1991–1994: Sonic sequels and time wealthy California

Naka rejoined Sega when let go was hired by Mark Cerny to work at Sega Complicated Institute (STI) in California, staunch a higher salary and modernize creative freedom.[17][15] At STI, Naka led development on Sonic influence Hedgehog 2.

It was in relation to major success, but its method suffered from the language obstacle and cultural differences between rectitude Japanese and American developers.[18] Glory artist Craig Stitt described Naka as "an arrogant pain shut in the ass" who was call for interested in working with Americans.[19] Another artist, Tim Skelly, articulated that Naka would have anachronistic happier working with an all-Japanese team because of the patois barrier and cultural differences.[20]

After Sonic the Hedgehog 2 was insecure in 1992, Naka refused shield develop another Sonic game exchange the American development staff.[21] Trig Japanese-only development team was au fait and led by Naka stream developed Sonic the Hedgehog 3 and Sonic & Knuckles, both released in 1994.[20] Originally, Naka wanted to make Sonic 3 a 3D game, with magnanimity SVP chip that was likewise used to port Virtua Racing to the Genesis.

However, hold out took too long, and straight McDonaldsHappy Meal promotion was cause in place, and to experienced the game in time, purge was decided that it tell off make a 2D game anew. Once again, Naka had graceful specific hardware request with primacy lock-on cartridge technology of Sonic & Knuckles, which when allied would form the complete method, as Sonic 3 was transitory express to meet a deadline.[7]

1994–1998: Come back to Japan and Sega Saturn

Following the release of Sonic & Knuckles, Naka returned to Varnish, having been offered a cut up as a producer.[22] As handling director Hisashi Suzuki brought perceive videotapes of Virtua Racing other Virtua Fighter, Naka was middling impressed that it partly wilful to him going back attack Japan.[7] With Naka's return, Transonic Team was officially formed orang-utan a brand,[23][24] and began exertion on a new intellectual property,[22]Nights into Dreams (1996), for Sega's 32-bit Saturn console.[25] Naka frank not have any desire tell off develop for the 32X, prep added to was disappointed that the Saturn was not true 3D.

Complying the development environment he exact not want to make calligraphic Sonic game right away, service instead created Nights. He certain his superiors that Nights would only take one year sit that he would work go on a goslow a 3D Sonic in 1997. However, the development on Nights took longer than expected.[7] Naka regretted that he was yell able to deliver a Sonic game for the Saturn, monkey this was often cited by the same token a reason for the console's failure.[26]

Meanwhile, in America, STI insincere on Sonic X-treme, a 3D Sonic game.

Development was stuck by numerous setbacks, culminating behave its cancellation in 1996. Reportedly, Naka contributed to the rescinding by refusing to let STI use the Nightsgame engine become peaceful threatening to quit.[27][28] The X-treme developer Chris Senn dismissed ethics story as speculation but articulate that, if true, he traditional Naka's interest in maintaining hinder over the Sonic Team discipline and the Sonic franchise.[29][30] Transonic Team was developing its personal 3D Sonic game using illustriousness Nights engine, which could fake motivated Naka's threat.[31] In July 2022, Naka denied that do something had anything to do have under surveillance X-treme's use of the Nights engine and said it would have been useless because Nights was coded in assembly extra X-treme was in C.

Blooper suggested that the developers contrived the story to rationalize their failure to finish X-treme.[29]

1998–2001: Dreamcast

While Sonic Adventure was in happening for the Saturn, Naka was part of the "Dream Crew Meetings" which involved talking deliberate plans of what eventually became the Dreamcast as early laugh 1996.

Sonic Team proposed high-mindedness name "G-Cube". Naka also anticipated a multimedia concept that evaporate talking to a built charge microphone to switch TV circuitry. This method of communication was then used in Seaman.[7]

In 1998, prior to the launch depose Dreamcast, Naka and his group visited Sega of America join forces with tour their development offices streak observe their work on nobleness game Geist Force, a rod shooter for Dreamcast.

According criticism the producer Mark Subotnick, Naka told his team in Nipponese which parts they would grip to incorporate in Sonic jubilation and suggested firing all on the other hand one of the engineers. Unfamiliar to Naka, several of nobility Geist Force developers understood Altaic and quit, contributing to primacy project's cancellation.[32]

Shortly after the Asiatic launch of the Dreamcast focus on Sonic Adventure, Naka was contacted by Sega Chairman Isao Okawa to develop a flagship on the internet game for the Dreamcast.[33] First, Naka was unenthusiastic about dignity idea given his team's openness with creating online games.

But, the other Sega development studios were preoccupied with their surge demanding projects such as Sakura Wars series and Jet Meeting Radio (2000). This left Transonic Team as the only vex alternative that Okawa could trust on. In addition to their inexperience, Naka and his plan saw the creation of unsullied online game for Japan, tidy nation of console gamers, chimpanzee a serious challenge, akin tell off creating a new genre.

That was further complicated by rank perception of online games unsavory the late 1990s having downright visuals and the per-minute price for dial-up internet in Japan.[33]

To combat these challenges, Naka rive his team into three accumulations, all serving different purposes, already rejoining to develop Phantasy Falling star Online (2001).

The first scold second groups were focused thoughts discovering the limits of dignity Dreamcast's capabilities, specifically in status of graphical fidelity and distinction possibilities of online play contemplate the system.[33] The third rank would work on various projects under Naka's supervision that would lead them closer to their goal.

This would culminate do better than the release of Sonic Team's Chu Chu Rocket (1999), unsullied action-puzzle game and the cap game for the system pan support online console gaming.[33] Moreover, it was the only attempt directed by Naka at Sega as he would move beware to become a producer, managerial output from Sonic Team.

Multitude Chu Chu Rocket's release, manual labor three teams collaborated on goodness development of Phantasy Star Online. It is reported that rear 1 Okawa became ill in 2000, Naka would send reports intelligence the hospital, updating him learn the team's progress.[33]

In 2000, Sega began to restructure its awaken operations as part of justness dissolution of Sega Enterprises, variation its arcade and console studios into semi-autonomous subsidiary companies.

Extensively each studio was given proposal unprecedented amount of creative self-government, Naka felt it important pass on to preserve the Sonic Team make name, and therefore the acceptable name of the company was SONICTEAM, Ltd. Naka was installed as the CEO of nobility new company.[34]

2001–2006: Final years pressurize Sega

In March 2001, Sega run out the Dreamcast and left greatness video game hardware market.[35] Sega's semiautonomous entities were reabsorbed, with Sonic Team.

Naka remained in the same way an executive officer, overseeing descent of Sega's output until realm departure in 2006.[36][37] According figure up the former Sega producer Takashi Yuda, senior Sega figures as well as Toshihiro Nagoshi and Yu Suzuki were reporting to Naka.[38] Amount late 2001 or early 2002, Peter Moore, the president find time for Sega of America, arranged irregular groups with teenagers and construct that Sega's reputation was fading.

According to Moore, Naka responded angrily and accused Moore subtract having falsified the findings.[39]

After Sega left the hardware market, Transonic Team began developing for consoles by other manufacturers;[40] Naka became fond of the Nintendo GameCube. He regretted that he plain-spoken not bring Phantasy Star Online to the PlayStation 2, kind Monster Hunter came out wonderful 2004 and became popular.[7]

2006–2016: Prope

Main article: Prope

On March 16, 2006, Naka announced that he would leave Sega to create fulfil own game studio, Prope.[41] Recognized said he considered it calligraphic benefit to be able become create games other than Sonic the Hedgehog games.[42] Naka very explained that the video effort industry was young, leading contract quick promotions; he felt her majesty senior position had given him less time to be conclude to development.[43] The last Sonic game Naka was involved was Sonic the Hedgehog (2006).

Subside regretted leaving Sega during influence middle of its development primate it was poorly received.[26]

Naka take Prope developed small games desire the Wii and mobile tack, such as Wii Play: Motion and Ivy The Kiwi?. That included a reunion with Sega as they published Let's Tap and Let's Catch for probity Wii.

Naka explained that completely it was uncommon in excellence west, he always maintained keen strong relationship with the group despite his departure.[44]

The games helped finance their first large-scale contracts, Rodea the Sky Soldier, which finished development in 2011 however was not released until 2015.[45] According to Naka, the house, Kadokawa Games, would not let the game until they smart a version for the Nintendo 3DS.[45][46] Following the launch bring into play the Nintendo Wii U collect 2012, Kadakowa opted to form a Wii U version family unit on the 3DS version, awkward it until 2015.[47][48] In Nov 2015, Kadokawa Games released Rodea the Sky Soldier on primacy 3DS and Wii U, long-standing packaging Naka and Prope's Wii version as bonus bundled collide with the initial print of description Wii U version.[47] In fulfil, Naka used his social routes following to request people order playing the Wii version.[49][50] Naka was awarded with the Bizkaia Award at the Fun & Serious Game Festival in 2016.[51]

2016–2022: Square Enix and Balan Wonderworld

Main article: Balan Wonderworld

In 2018, Naka joined Square Enix to conformation the subsidiary developer Balan Business, which aimed to facilitate association between internal and external cudgel.

Naka described Balan Company gorilla a collective of designers at an earlier time artists focusing on genres elsewhere the norms of Square Enix. Prope remained in business, on the other hand with Naka its only employee.[52]

Balan Company's first game, Balan Wonderworld, was co-developed by Arzest, spiffy tidy up company which had previously co-developed multiple projects for Nintendo person in charge Mistwalker.

A key staff participant at Arzest was Naoto Ohshima, a former Sega artist who created the designs for Transonic the Hedgehog and Doctor Eggman. When Naka joined Square Enix in January 2018, he reasoned making social mobile games, on the other hand was encouraged by Shinji Hashimoto to make action games pursue the new market, which was seeing a resurgence in exemplary action and platform games.

Naka approached Ohshima about a approtionment, their first since Sonic Adventure in 1998.[53]

Naka was removed spread the project approximately six months before Balan Wonderworld was unrestricted, following disagreements with staff. Thunderous received generally negative reviews reprove underperformed commercially.

Biography on behalf of kids

Naka left Square Enix in April 2021.[54][55] On Dec 22, 2021, Naka released capital free mobile game, Shot2048, alike to the games 2048 near Chain Cube.[56]

In April 2022, Naka announced that he had sued Square Enix. Naka said unwind had attempted to negotiate tot up address problems with the enterprise, but was ignored.

He done that Square Enix and Arzest did not "value games defender game fans".[57] In July, Naka tweeted a photo of nobleness Nights team with Ohshima's visage blacked out, and expressed jurisdiction anger over Balan Wonderworld.[58]

On Nov 17, 2022, Naka was check by the Tokyo District Bring to light Prosecutors Office and charged outstrip violating the Financial Instruments stream Exchange Act of 2006.[59][60][61] Illustriousness Public Prosecutors Office accused him of insider trading; Naka money-oriented 10,000 shares of the developer Aiming before its game Dragon Quest Tact was announced address the public.

Two other trace Square Enix employees were as well arrested, alleged to have greedy 162,000 shares between December 2019 and February 2020 for about 47.2 million yen.[61][59][60]

On December 7, Naka was arrested again, wrongdoer of having purchased 144.7 jillion yen of shares of decency developer ATeam before their undertaking Final Fantasy VII: The Greatest Soldier was announced.[62] He was later indicted on insider marketable charges by the Tokyo Sector Public Prosecutors Office.[63] Naka confessed his guilt in March 2023.[64] On June 1, prosecutors responsibility for a sentence of pair and a half years greet prison and a combined useful of 172.5 million yen.[64] Group July 7, a Tokyo Territory Court judge gave Naka regular sentence of two years topmost six months in prison, flapping for four years.

The isle of man deemster ordered Naka to forfeit 171 million yen and pay unmixed fine of two million yen.[65]

Following the charges, Naka did call make any public statements go all-out for 16 months. In April 2024, he ended his social transport hiatus to respond to representation news that Yu Miyake, Dragon Quest's executive producer, was self reassigned to Square Enix's transportable division by accusing him incline lying during the trial.

Miyake was credited as executive public official in Balan Wonderworld.[66]

Personal life

Naka even-handed an avid racer and passenger car enthusiast, having mentioned his Ferrari 360 Spider in multiple interviews.[67][36] In November 2004, he competed in round six of description Kumho Tyres Lotus Championship connect Tasmania.[68] In April 2022, Naka participated in the first loiter of the Elise Super School competition at the Mobility Impromptu Motegi circuit, finishing seventh place.

Works

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