Difference between revisions of "Hirokazu Yasuhara"
From Sega Retro
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− | | company=[[Sega | + | | company=[[Sega Enterprises, Ltd.|Sega Enterprises]] |
+ | | start=1988{{ref|https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} | ||
| divisions=[[Sega R&D 2]] | | divisions=[[Sega R&D 2]] | ||
}} | }} | ||
{{Employment | {{Employment | ||
| company=[[Sega of America]] | | company=[[Sega of America]] | ||
+ | | start=1992{{ref|https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} | ||
+ | | end=1996{{ref|https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} | ||
| divisions=[[Sega Technical Institute]] | | divisions=[[Sega Technical Institute]] | ||
}} | }} | ||
{{Employment | {{Employment | ||
| company=[[Sega Europe]]{{ref|https://www.gamedeveloper.com/design/game-design-psychology-the-full-hirokazu-yasuhara-interview}} | | company=[[Sega Europe]]{{ref|https://www.gamedeveloper.com/design/game-design-psychology-the-full-hirokazu-yasuhara-interview}} | ||
+ | | start=1997 | ||
+ | | end=1997 | ||
+ | }} | ||
+ | {{Employment | ||
+ | | company=[[Sega Enterprises, Ltd.|Sega Enteprises]] | ||
+ | | start=1998{{ref|https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} | ||
+ | | end=1999{{ref}https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} | ||
+ | }} | ||
+ | {{Employment | ||
+ | | company=[[Visual Concepts]] | ||
+ | | notsega=yes | ||
+ | | start=2000{{ref}https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} | ||
+ | | end=2002{{ref}https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} | ||
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| notsega=yes | | notsega=yes | ||
| start=2002 | | start=2002 | ||
+ | | end=2008-03{{ref}https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} | ||
}} | }} | ||
{{Employment | {{Employment | ||
| company=[[Namco Bandai America]] | | company=[[Namco Bandai America]] | ||
| notsega=yes | | notsega=yes | ||
− | | start=2008 | + | | start=2008-05{{ref}https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} |
+ | | end=2012-03{{ref}https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} | ||
}} | }} | ||
{{Employment | {{Employment | ||
| company=Nintendo Software Technology | | company=Nintendo Software Technology | ||
| notsega=yes | | notsega=yes | ||
− | | start=2012 | + | | start=2012{{ref}https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} |
+ | | end=2016-02{{ref}https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} | ||
+ | }} | ||
+ | {{Employment | ||
+ | | company=UUnity Technology | ||
+ | | notsega=yes | ||
+ | | start=2016-09{{ref}https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/}} | ||
}} | }} | ||
| role=Designer, director | | role=Designer, director |
Revision as of 01:46, 31 October 2023
- Not to be confused with Yasuhiro "Yas" Takagi.
This short article is in need of work. You can help Sega Retro by adding to it.
Hirokazu Yasuhara (安原 広和) was game and level designer for Sega. He remained the chief map designer for the early Sonic the Hedgehog games all the way through Sonic R in 1997, and the shelved Sonic X-treme. He continued to give his design expertise to Sega of America projects, such as the 2001 Floigan Bros.. Between Sonic R and Flogain Bros. he got money from Sega of Japan to be involved in Disney rides and attractions.
In 2002, Yasuhara left Sega and joined fellow former members of the Sega Technical Institute at Naughty Dog, where he worked on the Jak & Daxter series as well as the first installment of Uncharted.
In 2008, Yasuhara departed Naughty Dog to take up a job at Namco Bandai America, where he worked on Pac-Man Party, which released in 2010.
In 2012, Yasuhara was hired by Nintendo Software Technology Corporation, a US-based division of the company of the same name best known for developing the Mario vs. Donkey Kong games.
He has worked with the Education team of Unity Technology Japan to create game-design educational materials since 2016.
Contents
Quotes
“ | I was opposed to [Sega's] decision to create games that use 'Sonic-something' so that they can sell it easily. I wanted to make good games, not any games that used the Sonic character in a haphazard way. | „ |
— Yasuhara on his work on the Traveller's Tales-developed Sonic titles |
Production history
Games
- Altered Beast (System 16; 1988) — Cabinet Engineer
- Fatal Labyrinth (Mega Drive; 1990) — Planner[3] (as Carol)
- Pyramid Magic (Mega Drive; 1991) — Special Thanks to[4] (as Carol)
- Pyramid Magic Special (Mega Drive; 1991) — Special Thanks to (as Carol)
- Advanced Daisenryaku: Deutsch Dengeki Sakusen (Mega Drive; 1991) — Model Maker[5] (as Carol Akitsu)
- Sonic the Hedgehog (Mega Drive; 1991) — Game Plan[6] (as Carol Yas)
- Wondermega Collection (Mega-CD; 1992) — Special Thanks to (as Carol)
- Sonic the Hedgehog 2 (Mega Drive; 1992) — Game Planner[7]
- Sonic the Hedgehog 2 (Mega Drive; 1992) — Object Placement[7]
- Sonic the Hedgehog Spinball (Mega Drive; 1993) — A Special Bow To[8]
- Game no Kanzume Vol. 2 (Mega-CD; 1994) — Planner[3] (as Carol)
- Game no Kanzume Vol. 1 (Mega-CD; 1994) — Special Thanks to[9] (as Carol)
- Sonic the Hedgehog 3 (Mega Drive; 1994) — Director[10]
- Sonic the Hedgehog 3 (Mega Drive; 1994) — Lead Game Designer[10]
- Sonic the Hedgehog 3 (Mega Drive; 1994) — Co-Executive Producer
- Sonic & Knuckles (Mega Drive; 1994) — Director[11]
- Sonic & Knuckles (Mega Drive; 1994) — Lead Game Designer[11]
- Sonic & Knuckles (Mega Drive; 1994) — Co-Executive Producer
- Sonic 3D: Flickies' Island (Mega Drive; 1996) — Playfield Design (SOJ)[12]
- Sonic & Knuckles Collection (Windows PC; 1997) — Special Thanks To[13]
- Sonic R (Saturn; 1997) — Map Design Director[14]
- Sonic R (Windows PC; 1998) — Map design director
- Sega Smash Pack 2 (Windows PC; 2000) — Special Thanks
- Floigan Bros. Episode 1 (Dreamcast; 2001) — Game Designers[15]
- Sonic the Hedgehog Genesis (Game Boy Advance; 2006) — Game Plan[16] (as Carol Yas)
- Sonic X-treme (Saturn; unreleased)
Videos
- Sonic 30th Anniversary Symphony (YouTube; 2021) — Special Thanks
Music
- Comix Zone: Roadkill (CD; 1995) — Special Thanks[17]
- Virtual Sonic (CD; 1996) — Special Thanks[18]
- Sega Smash Pack 2 (2000) — Special Thanks
Interviews
Some or all of the following content should be mirrored on Sega Retro (or Retro CDN). |
Photographs
- Main article: Photos of Hirokazu Yasuhara
External links
- Hirokazu Yasuhara on Twitter
- Sonic the Hedgehog co-creator Hirokazu Yasuhara joins Nintendo (April 4, 2012)
- Classic Game Postmortem: 'Sonic the Hedgehog' (PDF version)
References
- ↑ 1.0 1.1 1.2 1.3 https://www.linkedin.com/in/hirokazu-yasuhara-4555133/details/experience/
- ↑ https://www.gamedeveloper.com/design/game-design-psychology-the-full-hirokazu-yasuhara-interview
- ↑ 3.0 3.1 File:Fatal Labyrinth MCD credits.pdf
- ↑ File:Pyramid Magic MD credits.pdf
- ↑ File:Advanced Daisenryaku MD credits.pdf
- ↑ File:Sonic the Hedgehog MD credits.pdf
- ↑ 7.0 7.1 File:Sonic the Hedgehog 2 MD credits.pdf
- ↑ File:SonicSpinball MD US manual.pdf, page 21
- ↑ File:Pyramid Magic MCD credits.pdf
- ↑ 10.0 10.1 File:Sonic the Hedgehog 3 MD credits.pdf
- ↑ 11.0 11.1 File:Sonic & Knuckles MD credits.pdf
- ↑ File:Sonic 3D Blast MD credits.pdf
- ↑ File:S&KC US manual.pdf, page 14
- ↑ File:Sonic R Saturn credits.pdf
- ↑ File:FloiganBrosDCUSManual.pdf, page 25
- ↑ File:SonicGenesis GBA US manual.pdf, page 18
- ↑ File:SegaTunesComixZone Album JP Box Back.jpg
- ↑ File:VirtualSonic CD US back.jpg