Difference between revisions of "Toshihiro Nagoshi"

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| image=Toshihiro nagoshi.jpg
 
| image=Toshihiro nagoshi.jpg
 
| birthplace=Shimonoseki, Yamaguchi, Japan
 
| birthplace=Shimonoseki, Yamaguchi, Japan
| dob=1965-06-17
+
| dob=1965-06-17{{ref|https://web.archive.org/web/20040416180443/http://sega.jp/studio/av.html}}
 
| dod=
 
| dod=
 
| employment={{Employment
 
| employment={{Employment
| company=[[Sega of Japan]]
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| company=[[Sega Enterprises, Ltd.|Sega Enterprises]]
 
| start=1989{{ref|1=https://web.archive.org/web/20081008060918/http://sega.jp/segavoice/vol20/}}
 
| start=1989{{ref|1=https://web.archive.org/web/20081008060918/http://sega.jp/segavoice/vol20/}}
 
| end=
 
| end=
| divisions=[[Sega AM2]],[[Sega AM11]],[[Sega Software R&D Dept. 4]]
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| divisions=[[Sega R&D 8]], [[Sega AM2]],[[Sega AM11]],[[Sega Software R&D Dept. 4]]{{intref|Shenmue/Production credits}}
 
}}
 
}}
 
{{Employment
 
{{Employment
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}}
 
}}
 
{{Employment
 
{{Employment
| company=[[Sega of Japan]]
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| company=[[Sega Corporation (2000-2015)|Sega]]
 
| start=
 
| start=
 
| end=
 
| end=
| divisions=[[New Entertainment R&D Dept.]], [[Sega CS1 (2008-current)|Sega CS1]]
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| divisions=[[New Entertainment R&D Dept.]], [[Sega CS1 (2008-current)|Sega CS1]], [[Ryu ga Gotoku Studio]]
 
}}
 
}}
 
{{Employment
 
{{Employment
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}}
 
}}
 
{{Employment
 
{{Employment
| company=[[Sega of Japan]]
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| company=[[Sega Corporation (2020)|Sega]]
 
| start=
 
| start=
 
| end=2021-10-08{{ref|1=https://web.archive.org/web/20211008041218/https://ryu-ga-gotoku.com/studio/en/}}
 
| end=2021-10-08{{ref|1=https://web.archive.org/web/20211008041218/https://ryu-ga-gotoku.com/studio/en/}}
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| education=Tokyo University of Art and Design
 
| education=Tokyo University of Art and Design
 
}}
 
}}
'''{{PAGENAME}}''' (名越 稔洋) is the current Chief Creative Officer of [[Sega]] and head of [[Ryu Ga Gotoku Studio]].
+
'''{{PAGENAME}}''' (名越 稔洋) is a Japanese video game developer and executive, a Sega employee until 2021 and since then the CEO of Nagoshi Studio. He joined Sega Enterprises in 1989 and was assigned to [[Sega R&D 8|R&D Dept. 8]] as a background artist, as seen first on ''[[G-LOC: Air Battle]]''. He became a producer and director with racing games ''[[Daytona USA]]'' and ''[[Scud Race]]'', and later filled the same roles for games such as ''[[Spikeout: Digital Battle Online]]'', ''[[Planet Harriers]]'' and the ''[[:category:Super Monkey Ball (franchise)|Super Monkey Ball]]''. He founded the [[Sega AM11|AM11]] department and was its president when it was the subsidiary company [[Amusement Vision]].
  
He graduated from the Tokyo University of Art and Design in 1989 and joined the company shortly thereafter, working for [[AM2]] under [[Yu Suzuki]] as a CG designer. He quickly ascended the ranks, and in 1998 became the manager of [[Sega AM11]]. He was also very integral into making ''[[Shenmue]]'' come to life. Although the credits only tell us he was a supervisor; he has revealed the development story. He was called by the CEO at the time to get the game finished, and as a result, he had to serve as  producer and director on the final months of development. He recognized that as one of the turning points in his career.{{ref|https://www.gamesradar.com/from-shenmue-to-yakuza-toshihiro-nagoshi-looks-back-on-an-illustrious-career-of-japanese-game-development/}}
+
After his involvement with the first 2 ''[[:category:Yakuza (franchise)|Yakuza]]'' games and ''[[Super Monkey Ball: Banana Blitz]]'', Nagoshi was promoted to a general producer position within Sega and was given further executive promotions over the following decade. Before leaving Sega, he was the company's Chief Creative Officer, general director of [[Ryu ga Gotoku Studio]] and a member of the board of directors for [[Atlus]].
  
When Sega AM11 became [[Amusement Vision]], Nagoshi took the helm as president. He designed and created AM2's arguably most famous racing game ''Daytona USA'', as well as the popular titles ''[[:Category:Super Monkey Ball|Super Monkey Ball]]'' and ''[[:Category:Yakuza|Yakuza]]''.
+
==Career==
 +
{{PAGENAME}} graduated from the Tokyo University of Art and Design in 1989 and joined the company shortly thereafter, working for [[Sega R&D 8]] under [[Yu Suzuki]] as a CG designer. He quickly ascended the ranks, becoming the manager of [[Sega AM2]]'s design section in 1993{{magref|harmony|119|16}}{{magref|harmony|128|15}} and in 1998 became the manager of [[Sega AM11]]. He was also very integral into making ''[[Shenmue]]'' come to life. Although the credits only tell us he was a supervisor; he has revealed the development story. He was called by the CEO at the time to get the game finished, and as a result, he had to serve as  producer and director on the final months of development. He recognized that as one of the turning points in his career.{{ref|https://www.gamesradar.com/from-shenmue-to-yakuza-toshihiro-nagoshi-looks-back-on-an-illustrious-career-of-japanese-game-development/}}
  
After the collaboration with Nintendo on [[F-Zero GX]], he would receive a call from Nintendo, requesting the source code of the game and wanting him to explain how they made such game. Nagoshi, who already was the president of [[Amusement Vision]], achieved something that not even Nintendo could figure out. He stated, "After it released, I got a call from Nintendo. They said they wanted to see all the source code for the game, and wanted me to explain how we'd made that game, in that timeframe and with that budget, in detail. They were wondering how we'd done it - they couldn't figure it out. We were able to achieve something a lot higher than what Nintendo had expected."{{ref|http://www.nintendolife.com/news/2018/08/sega_wanted_to_impress_nintendo_with_f-zero_gx_despite_losing_the_hardware_war}}
+
When Sega AM11 became [[Amusement Vision]], Nagoshi took the helm as president. He designed and created AM2's arguably most famous racing game ''[[Daytona USA]]'', as well as the popular titles ''[[:Category:Super Monkey Ball|Super Monkey Ball]]'' and ''[[:Category:Yakuza|Yakuza]]''.
  
He started getting executive credits unrelated to his current division from October of 2003 onwards. This stopped in April 2005, when he only managed the [[New Entertainment R&D Dept.]]. He returned to managing Sega's entire output when New Entertainment turned into [[Sega CS1 (2008-current)|CS1]] in the middle of 2008.
+
After the collaboration with [[Nintendo]] on ''[[F-Zero GX]]'', he would receive a call from the company, requesting the source code of the game and wanting him to explain how they made such game. Nagoshi, who already was the president of [[Amusement Vision]], achieved something that not even Nintendo could figure out. He stated, "After it released, I got a call from Nintendo. They said they wanted to see all the source code for the game, and wanted me to explain how we'd made that game, in that timeframe and with that budget, in detail. They were wondering how we'd done it - they couldn't figure it out. We were able to achieve something a lot higher than what Nintendo had expected."{{ref|http://www.nintendolife.com/news/2018/08/sega_wanted_to_impress_nintendo_with_f-zero_gx_despite_losing_the_hardware_war}}
  
On April 1, 2012, following a 2012 reshuffling, Nagoshi became the CCO of Sega.{{fileref|IR EN 2012-02-29.pdf}} In October 2013, once Sega Sammy purchased the bankrupt Index Corporation under the shell corporation, Sega Dream Corporation, Nagoshi was appointed as a member of the board of directors for the reformed Atlus.{{ref|http://www.seganerds.com/2013/11/01/atlus-parent-company-index-corporation-being-restructured-within-sega/}} In October 2021, he announced his departure from SEGA as part of a 10th anniversary message posted on the Ryu Ga Gotoku Studio website. {{ref|https://archive.ph/qD3ED|http://ryu-ga-gotoku.com/studio/en/}}  
+
He started getting executive credits unrelated to his current division from October of 2003 onwards. This stopped in April 2005, when he only managed the [[New Entertainment R&D Dept.]] He returned to managing Sega's entire output when New Entertainment turned into [[Sega CS1 (2008-current)|CS1]] in the middle of 2008.
For game development, he frequently collaborated with [[Tetsuya Kaku]], [[Daisuke Sato]], [[Jun Tokuhara]], [[Masayoshi Yokoyama]] and [[Masayoshi Kikuchi]] while at SEGA. In the executive environment, he has worked with [[Naoya Tsurumi]], [[Osamu Ohashi]], and [[Haruki Satomi]].  
+
 
 +
On April 1, 2012, following a 2012 reshuffling, Nagoshi became the CCO of Sega.{{fileref|IR EN 2012-02-29.pdf}} In October 2013, once Sega Sammy purchased the bankrupt Index Corporation under the shell corporation, Sega Dream Corporation, Nagoshi was appointed as a member of the board of directors for the reformed Atlus.{{ref|http://www.seganerds.com/2013/11/01/atlus-parent-company-index-corporation-being-restructured-within-sega/}} In October 2021, he announced his departure from SEGA as part of a 10th anniversary message posted on the [[Ryu ga Gotoku Studio]] website. {{ref|https://archive.ph/qD3ED|http://ryu-ga-gotoku.com/studio/en/}}
 +
 
 +
For game development, he frequently collaborated with [[Tetsuya Kaku]], [[Daisuke Sato]], [[Jun Tokuhara]], [[Masayoshi Yokoyama]] and [[Masayoshi Kikuchi]] while at SEGA. In the executive environment, he has worked with [[Naoya Tsurumi]], [[Osamu Ohashi]], and [[Haruki Satomi]].
  
 
==Production history==
 
==Production history==
{{ProductionHistory|Toshihiro Nagoshi|なごし としひる|名越 稔洋}}
+
{{ProductionHistory|Toshihiro Nagoshi|なごし としひる|名越 稔洋|名越稔洋}}
 +
 
 
[[Category:Use ProductionHistory template]]
 
[[Category:Use ProductionHistory template]]
{{multicol|
+
* ''[[Ryu ga Gotoku 1&2 HD Edition]]'' (2013) — General Director
* ''[[Ryu ga Gotoku Kenzan!]]'' (2008) — Planning/Original Concept
+
 
* ''[[Sonic Unleashed]]'' (2008) — Chief Producer
+
{{SongCreditsAll|Toshihiro Nagoshi|なごし としひる|名越 稔洋|名越稔洋}}
* ''[[Bayonetta]]'' (2009) — Chief Producer
 
* ''[[Yakuza: Dead Souls]]'' (2012) — General Director
 
* ''[[Binary Domain]]'' (2012) — General Director
 
* ''[[Super Monkey Ball: Banana Splitz]]'' (2012) — Chief Producer
 
* ''[[Yakuza 5]]'' (2012) — General Director
 
*''[[Ryu ga Gotoku 1&2 HD Edition]]'' (2013) — General Director
 
* ''[[Hero Bank]]'' (2014) — Overall Production
 
* ''[[Ryu ga Gotoku: Ishin!]]'' (2014) — General Director
 
* ''[[Yakuza 0]]'' (2015) — Executive Director
 
* ''[[Mario & Sonic at the Rio 2016 Olympic Games]]'' (2016) — Executive Supervisor (Sega Games)
 
* ''[[Yakuza Kiwami]]'' (2016) — General Director
 
* ''[[Yakuza 6: The Song of Life]]'' (2016) — Executive Director
 
* ''[[Yakuza Kiwami 2]]'' (2017) — Executive Director
 
* ''[[Fist of the North Star: Lost Paradise]]'' (2018) — Executive Director
 
* ''[[Valkyria Chronicles 4]]'' (2018) — Executive Producer
 
* ''[[Judgment]]'' (2018) — Based on a story by, Executive Director
 
}}
 
  
 
==Magazine articles==
 
==Magazine articles==
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* [https://sega.jp/fb/creators/vol_18/1.html {{PAGENAME}} interview by Sega (August 14, 2003)]
 
* [https://sega.jp/fb/creators/vol_18/1.html {{PAGENAME}} interview by Sega (August 14, 2003)]
 
* [https://web.archive.org/web/20081008060918/http://sega.jp/segavoice/vol20/ ''SEGA VOICE'' interview (December 8, 2005)]
 
* [https://web.archive.org/web/20081008060918/http://sega.jp/segavoice/vol20/ ''SEGA VOICE'' interview (December 8, 2005)]
 +
* [https://web.archive.org/web/20081007205425/http://sega.jp/segavoice/vol55/ ''SEGA VOICE'' interview (November 30, 2006)]
  
 
==Photographs==
 
==Photographs==
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==External links==
 
==External links==
* [http://ameblo.jp/nag0617/ Blog (Japanese)]
+
*Amusement Vision Nagoshi column [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_01.html #1], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_02.html #2], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_03.html #3], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_04.html #4], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_05.html #5], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_06.html #6], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_07.html #7], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_08.html #8], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_09.html #9], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_10.html #10], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_11.html #11], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_12.html #12], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_13.html #13], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_14.html #14], [https://web.archive.org/web/*/http://amusementvision.com/column/n_column_15.html #15]
* [[wikipedia:Toshihiro Nagoshi|{{PAGENAME}} on Wikipedia]]
+
*Amusement Vision Nagoshi Bugeijou column [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_01.html #1], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_02.html #2], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_03.html #3], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_04.html #4], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_05.html #5], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_06.html #6], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_07.html #7], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_08.html #8], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_09.html #9], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_10.html #10], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_11.html #11], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_12.html #12], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_13.html #13], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_14.html #14], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_15.html #15], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_16.html #16], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_17.html #17], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_18.html #18], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_19.html #19], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_20.html #20], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_21.html #21], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_22.html #22], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_23.html #23], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_24.html #24], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_25.html #25], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_26.html #26], [https://web.archive.org/web/*/http://www.amusementvision.com/column/n_bugei_27.html #27]
 +
*[http://ameblo.jp/nag0617/ Official blog] (Japanese)
  
 
==References==
 
==References==
 
<references/>
 
<references/>

Latest revision as of 16:35, 31 October 2024

Toshihiro nagoshi.jpg
Toshihiro Nagoshi
Place of birth: Shimonoseki, Yamaguchi, Japan
Date of birth: 1965-06-17[1] (age 59)
Employment history:
Divisions:
Divisions:
Sega ( – 2021-10-08[4])
Role(s): Designer, Director, Producer, Executive
Education: Tokyo University of Art and Design

Toshihiro Nagoshi (名越 稔洋) is a Japanese video game developer and executive, a Sega employee until 2021 and since then the CEO of Nagoshi Studio. He joined Sega Enterprises in 1989 and was assigned to R&D Dept. 8 as a background artist, as seen first on G-LOC: Air Battle. He became a producer and director with racing games Daytona USA and Scud Race, and later filled the same roles for games such as Spikeout: Digital Battle Online, Planet Harriers and the Super Monkey Ball. He founded the AM11 department and was its president when it was the subsidiary company Amusement Vision.

After his involvement with the first 2 Yakuza games and Super Monkey Ball: Banana Blitz, Nagoshi was promoted to a general producer position within Sega and was given further executive promotions over the following decade. Before leaving Sega, he was the company's Chief Creative Officer, general director of Ryu ga Gotoku Studio and a member of the board of directors for Atlus.

Career

Toshihiro Nagoshi graduated from the Tokyo University of Art and Design in 1989 and joined the company shortly thereafter, working for Sega R&D 8 under Yu Suzuki as a CG designer. He quickly ascended the ranks, becoming the manager of Sega AM2's design section in 1993[5][6] and in 1998 became the manager of Sega AM11. He was also very integral into making Shenmue come to life. Although the credits only tell us he was a supervisor; he has revealed the development story. He was called by the CEO at the time to get the game finished, and as a result, he had to serve as producer and director on the final months of development. He recognized that as one of the turning points in his career.[7]

When Sega AM11 became Amusement Vision, Nagoshi took the helm as president. He designed and created AM2's arguably most famous racing game Daytona USA, as well as the popular titles Super Monkey Ball and Yakuza.

After the collaboration with Nintendo on F-Zero GX, he would receive a call from the company, requesting the source code of the game and wanting him to explain how they made such game. Nagoshi, who already was the president of Amusement Vision, achieved something that not even Nintendo could figure out. He stated, "After it released, I got a call from Nintendo. They said they wanted to see all the source code for the game, and wanted me to explain how we'd made that game, in that timeframe and with that budget, in detail. They were wondering how we'd done it - they couldn't figure it out. We were able to achieve something a lot higher than what Nintendo had expected."[8]

He started getting executive credits unrelated to his current division from October of 2003 onwards. This stopped in April 2005, when he only managed the New Entertainment R&D Dept. He returned to managing Sega's entire output when New Entertainment turned into CS1 in the middle of 2008.

On April 1, 2012, following a 2012 reshuffling, Nagoshi became the CCO of Sega.[9] In October 2013, once Sega Sammy purchased the bankrupt Index Corporation under the shell corporation, Sega Dream Corporation, Nagoshi was appointed as a member of the board of directors for the reformed Atlus.[10] In October 2021, he announced his departure from SEGA as part of a 10th anniversary message posted on the Ryu ga Gotoku Studio website. [11]

For game development, he frequently collaborated with Tetsuya Kaku, Daisuke Sato, Jun Tokuhara, Masayoshi Yokoyama and Masayoshi Kikuchi while at SEGA. In the executive environment, he has worked with Naoya Tsurumi, Osamu Ohashi, and Haruki Satomi.

Production history

Games

Videos

Music

Music

Ryu ga Gotoku of the End Original Soundtrack (iTunes; 2011)

  • "Wasurenai" — Lyrics (as 名越 稔洋)

Magazine articles

Main article: Toshihiro Nagoshi/Magazine articles.

Interviews

Some or all of the following content should be mirrored on Sega Retro (or Retro CDN).

Photographs

Main article: Photos of Toshihiro Nagoshi

External links

References