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| born = October 27th, 1966<br/>Wakayama Prefecture, Japan | | born = October 27th, 1966<br/>Wakayama Prefecture, Japan | ||
| position = Background Designer<br/>Character Director</ | | position = Background Designer<br/>Character Director<br />Design Manager<br/>Graphic Design | ||
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When working on ''The Wind Waker'', he worked along his fellow design managers, [[Satoru Takizawa]] and [[Yoshiki Haruhana]]. It was Arimoto's job to figure out how to create a world that was based on the artwork that was provided to them.{{Ref|''I participated on the original as a designer trying to see how we could fully create a world based on the character art by Takizawa-san and (Yoshiki) Haruhana-san.6 When it came to the refining work this time, I took on the responsibility of taking data from the original and somehow making it work! (laughs)'' - '''Masanao Arimoto - [[Interview:Iwata Asks: The Wind Waker HD]] - September 18, 2013'''}} He also spent time working on Link's reactions and in particular his eye movement, so that the character would be looking in the direction of interesting objects.{{Ref|''We made it so when you stop, the eyes move, looking this way and that way.'' - '''Masanao Arimoto - [[Interview:Iwata Asks: The Wind Waker HD]] - September 18, 2013'''}} Arimoto explains that this is one of the qualities that differentiates the Wind Waker. The anime style that they had used made it so that the oversized heads of the characters or their small legs didn't make the game feel out of place.{{Ref|''That's the strength of that visual style. With the stylized, anime-like look, no matter how big the head was, or how short the legs were, it didn't feel weird. Rather, it all gave a positive impression where everyone was just fine with it.'' - '''Masanao Arimoto - [[Interview:Iwata Asks: The Wind Waker HD]] - September 18, 2013'''}} | When working on ''The Wind Waker'', he worked along his fellow design managers, [[Satoru Takizawa]] and [[Yoshiki Haruhana]]. It was Arimoto's job to figure out how to create a world that was based on the artwork that was provided to them.{{Ref|''I participated on the original as a designer trying to see how we could fully create a world based on the character art by Takizawa-san and (Yoshiki) Haruhana-san.6 When it came to the refining work this time, I took on the responsibility of taking data from the original and somehow making it work! (laughs)'' - '''Masanao Arimoto - [[Interview:Iwata Asks: The Wind Waker HD]] - September 18, 2013'''}} He also spent time working on Link's reactions and in particular his eye movement, so that the character would be looking in the direction of interesting objects.{{Ref|''We made it so when you stop, the eyes move, looking this way and that way.'' - '''Masanao Arimoto - [[Interview:Iwata Asks: The Wind Waker HD]] - September 18, 2013'''}} Arimoto explains that this is one of the qualities that differentiates the Wind Waker. The anime style that they had used made it so that the oversized heads of the characters or their small legs didn't make the game feel out of place.{{Ref|''That's the strength of that visual style. With the stylized, anime-like look, no matter how big the head was, or how short the legs were, it didn't feel weird. Rather, it all gave a positive impression where everyone was just fine with it.'' - '''Masanao Arimoto - [[Interview:Iwata Asks: The Wind Waker HD]] - September 18, 2013'''}} | ||
In addition to working on several Legend of Zelda titles, Arimoto has worked on several games in the F-Zero, Super Mario, | In addition to working on several Legend of Zelda titles, Arimoto has worked on several games in the F-Zero, Super Mario, Pokémon, and Super Smash Bros. franchises. | ||
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