Nintendo Entertainment Planning & Development
Native name | [任天堂企画制作本部] Error: {{Lang}}: unrecognized language code: jp (help) |
---|---|
Company type | Division |
Industry | Video games |
Predecessor | |
Founded | September 16, 2015 |
Headquarters | , Japan |
Number of locations | 2 (Kyoto and Tokyo) |
Key people |
|
Parent | Nintendo |
Nintendo Entertainment Planning & Development (Japanese: 任天堂企画制作本部, Hepburn: Nintendō Kikaku Seisaku Honbu), or Nintendo EPD, is the largest division inside the Japanese video game company Nintendo. It was created in September 2015 after the merger of the company's Entertainment Analysis & Development (EAD) and Software Planning & Development (SPD) divisions.[1][2]
History
The Nintendo Entertainment Planning & Development division was created on September 16, 2015, as part of a company-wide organizational restructure that took place under Nintendo's then newly appointed president, Tatsumi Kimishima. The division was created after the merger of two of its largest divisions, Entertainment Analysis & Development (EAD) and Software Planning & Development (SPD).[2]
The division assumed both of its predecessors' roles, focusing on the development of games and software for Nintendo platforms and mobile devices; it also manages and licenses the company's various intellectual properties. Shinya Takahashi, formerly General Manager of the SPD division, serves as General Manager of the division, as well as supervisor for both the Business Development and Development Administration & Support divisions. Katsuya Eguchi and Yoshiaki Koizumi maintained their positions as Deputy General Managers of EPD, which they previously held under EAD.[2]
Games
Notes
References
- ^ Kohler, Chris (September 14, 2015). "Nintendo Consolidates Its Game Development Teams". Wired. Condé Nast. Archived from the original on September 15, 2015. Retrieved September 15, 2015.
{{cite web}}
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suggested) (help) - ^ a b c Rad, Chloi; Otero, Jose (September 14, 2015). "Nintendo Reveals Restructuring Plans". IGN. Ziff Davis. Archived from the original on September 15, 2015. Retrieved September 15, 2015.
{{cite web}}
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ignored (|url-status=
suggested) (help) - ^ Otero, Jose (June 16, 2015). "E3 2015: The Legend of Zelda: Triforce Heroes Revealed for 3DS". IGN. Ziff Davis. Archived from the original on June 16, 2015. Retrieved April 28, 2016.
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ignored (|url-status=
suggested) (help) - ^ Sarkar, Samit (June 16, 2015). "Animal Crossing: amiibo Festival coming to Wii U, plus four new Animal Crossing amiibo". Polygon. Vox Media. Archived from the original on June 16, 2015. Retrieved April 28, 2016.
{{cite web}}
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ignored (|url-status=
suggested) (help) - ^ Otero, Jose (November 12, 2015). "The Legend of Zelda: Twilight Princess HD Announced for Wii U". IGN. Ziff Davis. Archived from the original on November 15, 2015. Retrieved April 28, 2016.
{{cite web}}
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ignored (|url-status=
suggested) (help) - ^ Otero, Jose (March 31, 2016). "5 Things We Learned About Miitomo and Nintendo's Digital Future". IGN. Ziff Davis. Archived from the original on March 31, 2016. Retrieved April 28, 2016.
{{cite web}}
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ignored (|url-status=
suggested) (help) - ^ a b Goldfarb, Andrew (March 3, 2016). "Star Fox Guard Announced, Star Fox Zero Amiibo Functionality Revealed". IGN. Ziff Davis. Archived from the original on March 4, 2016. Retrieved April 28, 2016.
{{cite web}}
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ignored (|url-status=
suggested) (help) - ^ a b McWhertor, Michael (April 27, 2016). "Fire Emblem and Animal Crossing are coming to mobile devices". Polygon. Vox Media. Archived from the original on April 27, 2016. Retrieved April 27, 2016.
{{cite web}}
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ignored (|url-status=
suggested) (help) - ^ McIlroy, Shaun (April 27, 2016). "The Legend of Zelda will release in 2017 for NX, Wii U". Polygon. Vox Media. Archived from the original on April 28, 2016. Retrieved April 28, 2016.
{{cite web}}
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ignored (|url-status=
suggested) (help) - ^ Dyer, Mitch (June 10, 2014). "E3 2014: Star Fox Coming to Wii U, Miyamoto Reveals New Projects". IGN. Ziff Davis. Archived from the original on June 10, 2014. Retrieved April 28, 2016.
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