Hidemaro Fujibayashi 藤林 秀麿 | |
---|---|
출생 | 1972년 10월 1일 Kyoto Prefecture, Japan | (51세)
직업 | Video game designer, director |
고용주 | 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 편집
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 편집
Year | Game | 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] |
2020 | Hyrule Warriors: Age of Calamity | Scenario supervisor |
2023 | Untitled The Legend of Zelda: Breath of the Wild sequel | Director[10] |
References 편집
- ↑ 가 나 다 라 “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》 (일본어). Kabushiki-gaisha Ambit. August 2007. 2011년 7월 14일에 원본 문서에서 보존된 문서. 2011년 6월 1일에 확인함.
- ↑ 가 나 다 라 마 바 사 아 자 “クリエイターズファイル 第106回”. 《Gpara.com》 (일본어). 2003년 3월 17일. 2011년 9월 30일에 원본 문서에서 보존된 문서. 2011년 6월 1일에 확인함.
- ↑ 가 나 다 라 마 바 사 “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” (일본어). Nintendo Co., Ltd. February 2001.
- ↑ “The Legend of Zelda: A Link to the Past & Four Swords”. Nintendo Co., Ltd. Nintendo of America Inc. 2002년 12월 2일. 장면: Four Swords staff credits.
- ↑ “The Legend of Zelda: The Minish Cap”. Capcom Co., Ltd. Nintendo of America Inc. 2005년 1월 10일. 장면: staff credits.
- ↑ “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》 (일본어). Kabushiki-gaisha Ambit. September 2007. 2011년 7월 23일에 원본 문서에서 보존된 문서. 2011년 6월 3일에 확인함.
- ↑ 가 나 Harris, Craig (2010년 6월 16일). “E3 2010: Eiji Aonuma's "Trapped in the Zelda Cage"”. 《IGN》. IGN Entertainment, Inc. 2010년 6월 16일에 확인함.
- ↑ 가 나 Otero, Jose. “E3 2016: The Legend of Zelda: Breath of the Wild Might Be The Open World Zelda We Always Wanted”. 《IGN》. 2016년 6월 24일에 확인함.
- ↑ “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》 (일본어). 2018년 11월 3일에 확인함.
- ↑ Shea, Brian (2019년 6월 11일). “Breath Of The Wild's Director Is Returning For The Sequel”. 《Game Informer》. 2019년 6월 12일에 확인함.
External links 편집
- (영어) 구순돌/연습장/후지바야시 히데마로 - 모비게임스