Misplaced Pages

Hiroyuki Ito: Difference between revisions

Article snapshot taken from Wikipedia with creative commons attribution-sharealike license. Give it a read and then ask your questions in the chat. We can research this topic together.
Browse history interactively← Previous editNext edit →Content deleted Content addedVisualWikitext
Revision as of 20:10, 23 April 2011 view sourceG-Zay (talk | contribs)1,689 edits Game design philosophy← Previous edit Revision as of 22:38, 1 June 2011 view source G-Zay (talk | contribs)1,689 edits Page check up.Next edit →
Line 9: Line 9:


==Biography== ==Biography==
Initially working on the sound effects for '']'',<ref name="ff3">{{cite video game |title=] |developer=], ] |publisher=Square Enix Co., Ltd. |platform=] |date=November 14, 2006 |scene=staff credits}}</ref> he later conceived and participated in developing a long-time series staple, the ] (ATB) system, for '']''.<ref name="sakaguchi"/><ref>{{cite video game |title=] |developer=], ] |publisher=Square Enix Co., Ltd. |platform=] |date=July 22, 2008 |scene=staff credits}}</ref> Afterwards, he served as a designer for a number of gameplay systems and features in the series, including the ] in '']'' and '']'',<ref>{{cite video game |title=] |developer=] |publisher=Square Co., Ltd. |platform=] |date=December 6, 1992 |scene=staff credits}}</ref><ref>{{cite video game |title=] |developer=] |publisher=Square Co., Ltd. |date=June 20, 1997 |scene=staff credits}}</ref> the Esper system in '']'',<ref name="sakaguchi">{{cite web |title=Interview with Square: Part 1 |publisher=] |date=March 22, 2000 |author=Sachi Coxon |url=http://www.rpgamer.com/news/Q1-2000/032200d.html |quote= '''Hironobu Sakaguchi:''' The gameplay system will have a lot of customization. I cannot tell you in detail, but it will be a lot of fun... / '''Famitsu:''' I feel it to be a lot like FF6. / '''Hironobu Sakaguchi:''' Ito is the director. He made the active time battle, and after that, made several things, including the job change system.}}</ref> the Junction system and '']'' mini-game in '']'',<ref>{{cite video game |title=] |developer=] |publisher=] |date=September 9, 1999 |scene=staff credits}}</ref> the Active Time Event (ATE) system in '']''<ref name="sakaguchi"/> and the Active Dimension Battle (ADB) and License Board of '']''.<ref name="video">{{cite web |title=Video interview with FINAL FANTASY XII Directors |work=FINAL FANTASY XII Collector's Edition Bonus DVD |publisher=] |date=October 31, 2006 |accessdate=January 25, 2011 |url=http://www.youtube.com/watch?v=EYIzjBbO2FQ |quote= '''Hiroyuki Ito:''' Developing the ADB system felt very similar to developing the ATB system that appeared in FINAL FANTASY IV.}}</ref><ref>{{cite web |author=Rob Fahey |title=This Great Fantasy |publisher=] |date=October 31, 2006 |accessdate=January 25, 2011 |url=http://www.eurogamer.net/articles/i_finalfantasyxii_ps2 |quote= '''Akitoshi Kawazu:''' The battle director, Ito-san, when he was making FFXII's license board, his design philosophy was very much to give players the freedom to make characters the way that they want to.}}</ref> He was the director of '']'' (with ]) and the director of '']''. He was also the director of '']'' (with ]).<ref>{{cite web |author=Anoop Gantayat |title=Changes to Final Fantasy XII Staff|work= |publisher=] |date=August 1, 2005 |accessdate=May 4, 2010 |page= |url=http://ps2.ign.com/articles/638/638050p1.html}}</ref> He served his first role as a ] for the release of ''Final Fantasy XII International Zodiac Job System''. Although a ] for '']'' and '']'', his first credited role was for the sound effects for '']''.<ref name="ff3">{{cite video game |title=] |developer=], ] |publisher=Square Enix Co., Ltd. |platform=] |date=November 14, 2006 |scene=staff credits}}</ref> He later conceived and participated in developing a long-time series staple, the ] (ATB) system, for '']''.<ref name="sakaguchi"/><ref>{{cite video game |title=] |developer=], ] |publisher=Square Enix Co., Ltd. |platform=] |date=July 22, 2008 |scene=staff credits}}</ref> Afterwards, he served as a designer for a number of gameplay systems and features in the series, including the ] in '']'' and '']'',<ref>{{cite video game |title=] |developer=] |publisher=Square Co., Ltd. |platform=] |date=December 6, 1992 |scene=staff credits}}</ref><ref>{{cite video game |title=] |developer=] |publisher=Square Co., Ltd. |date=June 20, 1997 |scene=staff credits}}</ref> the Esper system in '']'',<ref name="sakaguchi">{{cite web |title=Interview with Square: Part 1 |publisher=] |date=March 22, 2000 |author=Sachi Coxon |url=http://www.rpgamer.com/news/Q1-2000/032200d.html |quote= '''Hironobu Sakaguchi:''' The gameplay system will have a lot of customization. I cannot tell you in detail, but it will be a lot of fun... / '''Famitsu:''' I feel it to be a lot like FF6. / '''Hironobu Sakaguchi:''' Ito is the director. He made the active time battle, and after that, made several things, including the job change system.}}</ref> the Junction system and '']'' mini-game in '']'',<ref>{{cite video game |title=] |developer=] |publisher=] |date=September 9, 1999 |scene=staff credits}}</ref> the Active Time Event (ATE) system in '']''<ref name="sakaguchi"/> and the Active Dimension Battle (ADB) and License Board of '']''.<ref name="video">{{cite web |title=Video interview with FINAL FANTASY XII Directors |work=FINAL FANTASY XII Collector's Edition Bonus DVD |publisher=] |date=October 31, 2006 |accessdate=January 25, 2011 |url=http://www.youtube.com/watch?v=EYIzjBbO2FQ |quote= '''Hiroyuki Ito:''' Developing the ADB system felt very similar to developing the ATB system that appeared in FINAL FANTASY IV.}}</ref><ref>{{cite web |author=Rob Fahey |title=This Great Fantasy |publisher=] |date=October 31, 2006 |accessdate=January 25, 2011 |url=http://www.eurogamer.net/articles/i_finalfantasyxii_ps2 |quote= '''Akitoshi Kawazu:''' The battle director, Ito-san, when he was making FFXII's license board, his design philosophy was very much to give players the freedom to make characters the way that they want to.}}</ref>
Hiroyuki Ito was the director of '']'' (with ]) and the director of '']''. He was also the director of '']'' (with ]).<ref>{{cite web |author=Anoop Gantayat |title=Changes to Final Fantasy XII Staff|work= |publisher=] |date=August 1, 2005 |accessdate=May 4, 2010 |page= |url=http://ps2.ign.com/articles/638/638050p1.html}}</ref> He served his first role as a ] for the release of ''Final Fantasy XII International Zodiac Job System''. He is currently working on an unannounced project.


==Game design philosophy== ==Game design philosophy==
When directing a '']'' game, Hiroyuki Ito avoids making it story-driven; he instead balances the story with an equal amount of traditional RPG gameplay.<ref>{{cite web |url=http://psx.ign.com/articles/085/085276p1.html |title=The Final Fantasy IX Team Spills All |author=Dave Zdyrko |publisher=] |date=September 20, 2000 |accessdate=December 26, 2010 |quote='''Hiroyuki Itou:''' Although the FF series has evolved over the years, it is still an RPG. Since the FF series tends to be story-driven, I wanted to balance the story with the traditional gameplay of an RPG.}}</ref> After producing ''Final Fantasy XII International Zodiac Job System'', he expressed a desire to evolve the gameplay ideas he created for '']'' and use them in various places.<ref>{{cite journal|title=Interview with the Producer/Director |journal=Final Fantasy XII International Zodiac Job System Ultimania |publisher=Studio BentStuff |date=6 September 2007}}</ref> When directing a '']'' game, Hiroyuki Ito avoids making it story-driven; he instead balances the story with an equal amount of RPG gameplay.<ref>{{cite web |url=http://psx.ign.com/articles/085/085276p1.html |title=The Final Fantasy IX Team Spills All |author=Dave Zdyrko |publisher=] |date=September 20, 2000 |accessdate=December 26, 2010 |quote='''Hiroyuki Itou:''' Although the FF series has evolved over the years, it is still an RPG. Since the FF series tends to be story-driven, I wanted to balance the story with the traditional gameplay of an RPG.}}</ref> After producing ''Final Fantasy XII International Zodiac Job System'', he expressed a desire to evolve the gameplay ideas he created for '']'' and use them in various places.<ref>{{cite journal|title=Interview with the Producer/Director |journal=Final Fantasy XII International Zodiac Job System Ultimania |publisher=Studio BentStuff |date=6 September 2007}}</ref>


==Works== ==Works==
Line 75: Line 77:
! '']'' ! '']''
|| 2007 || <small>]</small> || Battle system supervisor || 2007 || <small>]</small> || Battle system supervisor
|-
! '']''
|| 2011 || <small>]</small> || Special thanks
|} |}



Revision as of 22:38, 1 June 2011

Hiroyuki Ito
NationalityJapanese
Occupation(s)Producer, director and designer of video games at Square Enix.

Hiroyuki Ito (伊藤 裕之, Itō Hiroyuki), also credited with the spelling Hiroyuki Itou, is a Japanese game director and game designer. He currently works for Square Enix and is most known for his work on the role-playing video game series Final Fantasy.

Biography

Although a debugger for Final Fantasy I and Final Fantasy II, his first credited role was for the sound effects for Final Fantasy III. He later conceived and participated in developing a long-time series staple, the Active Time Battle (ATB) system, for Final Fantasy IV. Afterwards, he served as a designer for a number of gameplay systems and features in the series, including the Job system in Final Fantasy V and Final Fantasy Tactics, the Esper system in Final Fantasy VI, the Junction system and Chocobo World mini-game in Final Fantasy VIII, the Active Time Event (ATE) system in Final Fantasy IX and the Active Dimension Battle (ADB) and License Board of Final Fantasy XII.

Hiroyuki Ito was the director of Final Fantasy VI (with Yoshinori Kitase) and the director of Final Fantasy IX. He was also the director of Final Fantasy XII (with Hiroshi Minagawa). He served his first role as a game producer for the release of Final Fantasy XII International Zodiac Job System. He is currently working on an unannounced project.

Game design philosophy

When directing a Final Fantasy game, Hiroyuki Ito avoids making it story-driven; he instead balances the story with an equal amount of RPG gameplay. After producing Final Fantasy XII International Zodiac Job System, he expressed a desire to evolve the gameplay ideas he created for Final Fantasy XII and use them in various places.

Works

Game Released System(s) Credit(s)
Square's Tom Sawyer 1989 Nintendo Entertainment System Planning
Final Fantasy Legend 1989 Game Boy Scenario, map designer
Final Fantasy III 1990 Nintendo Entertainment System Sound effects
Rad Racer 2 1990 Nintendo Entertainment System Game designer
Final Fantasy IV 1991 Super Nintendo Entertainment System Battle system designer
Final Fantasy V 1992 Super Nintendo Entertainment System Battle system designer, job system designer
Final Fantasy VI 1994 Super Nintendo Entertainment System Director, game designer, battle system designer
Chrono Trigger 1995 Super Nintendo Entertainment System Event planner
Super Mario RPG: Legend of the Seven Stars 1996 Super Nintendo Entertainment System Extra special thanks, battle system support
Final Fantasy Tactics 1997 PlayStation Game designer, battle system main planner
Final Fantasy VIII 1999 PlayStation Battle system designer, Chocobo World game designer
Final Fantasy IX 2000 PlayStation Director, game designer, "Melodies of Life" lyricist
Chocobo on the Job 2000 WonderSwan Color Game designer
Final Fantasy XII 2006 PlayStation 2 Director, game designer, battle system director
Final Fantasy V Advance 2006 Game Boy Advance Supervisor
Final Fantasy VI Advance 2006 Game Boy Advance Supervisor
Final Fantasy Tactics: The War of the Lions 2007 PlayStation Portable (Original staff credits) Game designer, battle system main planner
Final Fantasy XII International Zodiac Job System 2007 PlayStation 2 Producer, director, game designer, battle system director
Final Fantasy IV 2007 Nintendo DS Battle system supervisor
Dissidia 012: Final Fantasy 2011 PlayStation Portable Special thanks

His name has also been credited on the following games, but this is not the same person and instead a former employee of Jupiter Corporation:

References

  1. Square Enix Co., Ltd., Matrix Software (November 14, 2006). Final Fantasy III (Nintendo DS). Square Enix Co., Ltd. Scene: staff credits.{{cite book}}: CS1 maint: multiple names: authors list (link)
  2. ^ Sachi Coxon (March 22, 2000). "Interview with Square: Part 1". RPGamer. Hironobu Sakaguchi: The gameplay system will have a lot of customization. I cannot tell you in detail, but it will be a lot of fun... / Famitsu: I feel it to be a lot like FF6. / Hironobu Sakaguchi: Ito is the director. He made the active time battle, and after that, made several things, including the job change system.
  3. Square Enix Co., Ltd., Matrix Software (July 22, 2008). Final Fantasy IV (Nintendo DS). Square Enix Co., Ltd. Scene: staff credits.{{cite book}}: CS1 maint: multiple names: authors list (link)
  4. Square Co., Ltd. (December 6, 1992). Final Fantasy V (Super Famicom). Square Co., Ltd. Scene: staff credits.
  5. Square Co., Ltd. (June 20, 1997). Final Fantasy Tactics. Square Co., Ltd. Scene: staff credits.
  6. Square Co., Ltd. (September 9, 1999). Final Fantasy VIII. Square Electronic Arts L.L.C. Scene: staff credits.
  7. "Video interview with FINAL FANTASY XII Directors". FINAL FANTASY XII Collector's Edition Bonus DVD. Square Enix. October 31, 2006. Retrieved January 25, 2011. Hiroyuki Ito: Developing the ADB system felt very similar to developing the ATB system that appeared in FINAL FANTASY IV.
  8. Rob Fahey (October 31, 2006). "This Great Fantasy". Eurogamer. Retrieved January 25, 2011. Akitoshi Kawazu: The battle director, Ito-san, when he was making FFXII's license board, his design philosophy was very much to give players the freedom to make characters the way that they want to.
  9. Anoop Gantayat (August 1, 2005). "Changes to Final Fantasy XII Staff". IGN Entertainment, Inc. Retrieved May 4, 2010.
  10. Dave Zdyrko (September 20, 2000). "The Final Fantasy IX Team Spills All". IGN. Retrieved December 26, 2010. Hiroyuki Itou: Although the FF series has evolved over the years, it is still an RPG. Since the FF series tends to be story-driven, I wanted to balance the story with the traditional gameplay of an RPG.
  11. "Interview with the Producer/Director". Final Fantasy XII International Zodiac Job System Ultimania. Studio BentStuff. 6 September 2007.
  12. "Introduction to the Jupiter Corporation staff working on Spectrobes: Beyond the Portals". September 18, 2008. Archived from the original on 2008-12-07. Retrieved February 15, 2010.
  13. Arturo Molina (November 20, 2010). "KH Re:coded Ultimania Nomura Interview (Director)". Kingdom Hearts Ultimania (kh2.co.uk). Retrieved February 15, 2010. Tetsuya Nomura: Co. director Itou was originally the main producer for The World Ends With You, so you could also say that the blood from that game also flowed into Re:Coded.
  14. Square Enix Co., Ltd., Jupiter Corporation (December 7, 2004). Kingdom Hearts: Chain of Memories (Game Boy Advance). Square Enix Co., Ltd. Scene: staff credits.{{cite book}}: CS1 maint: multiple names: authors list (link)
  15. Square Enix Co., Ltd., Jupiter Corporation (April 22, 2008). The World Ends with You (Nintendo DS). Square Enix Co., Ltd. Scene: staff credits.{{cite book}}: CS1 maint: multiple names: authors list (link)

External links

Categories: