Jump to content

Hidemaro Fujibayashi

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by Monkbot (talk | contribs) at 16:06, 28 January 2021 (Task 18 (cosmetic): eval 10 templates: hyphenate params (12×); cvt lang vals (4×);). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Hidemaro Fujibayashi
藤林 秀麿
Born (1972-10-01) October 1, 1972 (age 52)
Occupation(s)Video game designer, director
Employer(s)Capcom (1995–2005)
Nintendo (2005–present)

Hidemaro Fujibayashi (藤林 秀麿, Fujibayashi Hidemaro, born October 1, 1972) is a Japanese video game designer and director working for Nintendo.[1] He is best known for his contributions to the action-adventure game series The Legend of Zelda, for which he has served as planner, writer and director.[1][2]

Career

Before he entered the video game industry, Fujibayashi had designed layouts of haunted attractions for Japanese theme parks.[2] At that time, he had considered finding an occupation involving production, and came upon a job opening from a company that developed video games.[2] He was fascinated with the fact that his application for employment had to include a sample of his work that would be inspected directly upon transmittal, and he became enamored with the idea of being a game designer.[2] Fujibayashi eventually joined Capcom in 1995, where he gained experience as planner for the interactive movie Gakkō no Kowai Uwasa: Hanako-san ga Kita!! and the mahjong game Yōsuke Ide Meijin no Shin Jissen Maajan.[2][3] Later, he became part of the company's Production Studio 1, and designed and directed the puzzle game Magical Tetris Challenge.[2]

Fujibayashi's first involvement with the Zelda series was with the Game Boy Color games The Legend of Zelda: Oracle of Seasons and Oracle of Ages.[2] In the initial development stages, he acted as sort of a clerk, who gathered all staff ideas and created presentations to propose the game concepts to producer Shigeru Miyamoto.[3] Fujibayashi eventually became the director, participated as planner and scenario writer, and devised a system to link the two games for consecutive playthroughs.[3] During his time at Capcom, he also directed and planned the Game Boy Advance games The Legend of Zelda: Four Swords and The Legend of Zelda: The Minish Cap.[4][5] Following his switch to Nintendo, Fujibayashi became subdirector and story writer for the Nintendo DS game The Legend of Zelda: Phantom Hourglass.[1][6] Afterward, he made his directorial debut for a home console Zelda with the Wii game The Legend of Zelda: Skyward Sword.[7] He would later direct the Nintendo Switch and Wii U game The Legend of Zelda: Breath of the Wild.[8] According to Fujibayashi, the most important aspect of game design is making the fundamental rule set of a video game absolutely clear to a player.[2] He has a special fondness for the first Legend of Zelda, which he described as "novel" and "groundbreaking" for its time.[2]

Works

Year Title Role
1995 Gakkō no Kowai Uwasa: Hanako-san ga Kita!! Planner[3]
1996 Yōsuke Ide Meijin no Shin Jissen Maajan Planner[3]
1998 Magical Tetris Challenge Director, planner[3]
2001 The Legend of Zelda: Oracle of Seasons and Oracle of Ages Director, planner, scenario writer[3]
2002 The Legend of Zelda: Four Swords Director, planner
2004 The Legend of Zelda: The Minish Cap Director, planner, writer
2007 The Legend of Zelda: Phantom Hourglass Subdirector, story writer,[1] multiplayer director[9]
2011 The Legend of Zelda: Skyward Sword Director, writer[7]
2017 The Legend of Zelda: Breath of the Wild Director[8]
The Legend of Zelda: Breath of the Wild Expansion Pass Supervisor for game design
2020 Hyrule Warriors: Age of Calamity Scenario supervisor
TBA Upcoming Breath of the Wild sequel Director[10]

References

  1. ^ a b c d "ゼルダの伝説 夢幻の砂時計 開発スタッフインタビュー". Nindori.com (in Japanese). Kabushiki-gaisha Ambit. August 2007. Archived from the original on July 14, 2011. Retrieved June 1, 2011.
  2. ^ a b c d e f g h i "クリエイターズファイル 第106回". Gpara.com (in Japanese). March 17, 2003. Archived from the original on September 30, 2011. Retrieved June 1, 2011.
  3. ^ a b c d e f g "任天堂マガジン表紙 (No.30) – インタビュー3 ディレクター インタビュー" (in Japanese). Nintendo Co., Ltd. February 2001.
  4. ^ Nintendo Co., Ltd.; Capcom Co., Ltd (December 2, 2002). The Legend of Zelda: A Link to the Past & Four Swords. Nintendo of America Inc. Scene: Four Swords staff credits.
  5. ^ Capcom Co., Ltd (January 10, 2005). The Legend of Zelda: The Minish Cap. Nintendo of America Inc. Scene: staff credits.
  6. ^ "ゼルダの伝説 夢幻の砂時計 開発スタッフインタビュー". Nindori.com (in Japanese). Kabushiki-gaisha Ambit. September 2007. Archived from the original on July 23, 2011. Retrieved June 3, 2011.
  7. ^ a b Harris, Craig (June 16, 2010). "E3 2010: Eiji Aonuma's "Trapped in the Zelda Cage"". IGN. IGN Entertainment, Inc. Retrieved June 16, 2010.
  8. ^ a b Otero, Jose. "E3 2016: The Legend of Zelda: Breath of the Wild Might Be The Open World Zelda We Always Wanted". IGN. Retrieved 24 June 2016.
  9. ^ "任天堂 VS 週刊ファミ通 『ゼルダの伝説 夢幻の砂時計』通信対戦の模様を動画でお届け! - ファミ通.com". www.famitsu.com (in Japanese). Retrieved 2018-11-03.
  10. ^ Shea, Brian. "Breath Of The Wild's Director Is Returning For The Sequel". Game Informer. Retrieved 12 June 2019.