Hideo Kojima

Hideo Kojima
Hideo Kojimais a Japanese video game designer, screenwriter, director, and producer. He is the director of Kojima Productions, which he originally founded in 2005, and a former vice president of Konami Digital Entertainment. He is often regarded as an "auteur" video game director...
NationalityJapanese
ProfessionEngineer
Date of Birth24 August 1963
CityTokyo, Japan
CountryJapan
people
Normally, when people compose for film, you give them the film, and they look at it, and they compose it.
worlds
When I was small, I was always thinking about different worlds in my head.
films
To be honest, my friends weren't really as into making films as I was. But I convinced them all to make some zombie films with me.
becomes sustain
With a movie, it's probably easier to sustain intensity and seriousness over the 90-minute duration. But in an open-world game it becomes exhausting, demotivating and even uninteresting for the player.
brought concept prisoner simply war
My first concept was for a game in which you were a prisoner of war and simply had to escape. If you were caught, you'd be brought back to the prison. The idea was for a non-combat game.
observe pass people
I always observe the people who pass by when I ride an escalator. I'll never see most of them again, so I imagine a lot of things about their lives... about the day ahead of them.
biggest failure success
My biggest failure is 'Metal Gear.' It's my biggest failure and my biggest success.
child effort fix game project putting start step time tries
Every time I make a new game, I put all of my effort completely into that game. It's like putting all your effort into a new child that's being born. Once the project is done, I can step back and look at it objectively, which is when I can see a lot of flaws. That's when I start to make a new game that tries to fix some of those flaws.
arena given head instead japanese players provide service supposed throwing thrown
Japanese players do not like being thrown into an arena in which they are given very little instruction. You can head in any direction, 360 degrees. They say, 'What am I supposed to do? Give me hints. Provide me service instead of just throwing me into this arena.'
audience design excited experience gamers gear introduce mentor twin unique
I am tremendously excited to introduce a unique 'Metal Gear Solid' experience to a new audience of gamers as well as collaborate with my mentor in game design, Mr. Miyamoto, on 'Metal Gear Solid: The Twin Snakes' for Nintendo GameCube.
raids
My parents were born in the 1930s, and they experienced the air raids on Tokyo.
change continues figure last next remaining
The last remaining thing that must be communicated to the next generation is an aging figure that still continues to change.
previous
As a game creator, I'm not 100% satisfied when looking back at the previous game that I released.
far might natural reflected reflecting surround
As far as how I create games, I'm just reflecting what I feel, the things I have in my mind. I put those out there. Some of the things that I'm going through, the things that surround me, might be reflected there. But for me, it's a natural process. I just reflect what I feel into the game.