Difference between revisions of "Rieko Kodama"

From Sega Retro

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Kodama was hired by [[Sega]] in 1984 through one of her colleagues who was already employed there. {{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}} She originally thought she was going to be working on advertising and graphic design, but after seeing the game development department, she felt that would be fun as well.{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}}  She learned how to create graphics from Yoshiki Kawasaki, the sprite artist behind [[Flicky]] (1984). {{ref|http://shmuplations.com/phantasystar/}} Her first job was as character designer for the arcade game [[Champion Boxing]] (1984).{{ref|http://www.sega-16.com/2004/08/sega-stars-rieko-kodama/}} She continued to work on other arcade games such as [[Sega Ninja]] (1984). Because development times were short and Sega was low on design staff, Kodama would sometimes work on five to six games at once. She designed the art for [[Alex Kidd in Miracle World]] (1986) for the [[Master System]]{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}} was "deeply involved" with the arcade and Master System versions of [[Quartet]] (1986),{{ref|"Power Profiles: Rieko Kodama". Nintendo Power. No. 251. February 2010. pp. 80–82.}} and created art for the Master System port of [[Fantasy Zone II: The Tears of Opa-Opa]] (1987).{{ref|http://www.sega-16.com/2004/08/sega-stars-rieko-kodama/}} Kodama received small requests to design assets for other projects on a daily basis, such as the dragon from [[Miracle Warriors: Seal of the Dark Lord]] (1987) and an enemy for the [[SG-1000]] port for [[The Black Onyx]] (1987).{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}}  Kodama served as editor for the Japanese Sega newsletter Sega Players Enjoy Club (SPEC).{{ref|http://shmuplations.com/phantasystar/}}
 
Kodama was hired by [[Sega]] in 1984 through one of her colleagues who was already employed there. {{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}} She originally thought she was going to be working on advertising and graphic design, but after seeing the game development department, she felt that would be fun as well.{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}}  She learned how to create graphics from Yoshiki Kawasaki, the sprite artist behind [[Flicky]] (1984). {{ref|http://shmuplations.com/phantasystar/}} Her first job was as character designer for the arcade game [[Champion Boxing]] (1984).{{ref|http://www.sega-16.com/2004/08/sega-stars-rieko-kodama/}} She continued to work on other arcade games such as [[Sega Ninja]] (1984). Because development times were short and Sega was low on design staff, Kodama would sometimes work on five to six games at once. She designed the art for [[Alex Kidd in Miracle World]] (1986) for the [[Master System]]{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}} was "deeply involved" with the arcade and Master System versions of [[Quartet]] (1986),{{ref|"Power Profiles: Rieko Kodama". Nintendo Power. No. 251. February 2010. pp. 80–82.}} and created art for the Master System port of [[Fantasy Zone II: The Tears of Opa-Opa]] (1987).{{ref|http://www.sega-16.com/2004/08/sega-stars-rieko-kodama/}} Kodama received small requests to design assets for other projects on a daily basis, such as the dragon from [[Miracle Warriors: Seal of the Dark Lord]] (1987) and an enemy for the [[SG-1000]] port for [[The Black Onyx]] (1987).{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}}  Kodama served as editor for the Japanese Sega newsletter Sega Players Enjoy Club (SPEC).{{ref|http://shmuplations.com/phantasystar/}}
  
With the popularity of Enix's Dragon Quest role-playing game (RPG) series on the Famicom in the mid-1980s, Sega formed a team of several people to develop a competing RPG for the Master System, titled Phantasy Star (1987). Kodama served as the main artist for the game, designing the characters, the 2D environments, the battle screen backgrounds, non-playable characters, and other details.{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}}  
+
With the popularity of Enix's Dragon Quest role-playing game (RPG) series on the Famicom in the mid-1980s, Sega formed a team of several people to develop a competing RPG for the Master System, titled Phantasy Star (1987). Kodama served as the main artist for the game, designing the characters, the 2D environments, the battle screen backgrounds, non-playable characters, and other details.{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}} Star Wars was one of Kodama's favorite film series and was a significant inspiration for her when designing artwork for Phantasy Star. She enjoyed the way Star Wars took elements from Japanese and Asian culture and infused it with a science fiction setting. Following this notion, she gave the science fiction world of Phantasy Star a Western folklore feel and gave the characters medieval clothes.{{ref|"Power Profiles: Rieko Kodama". Nintendo Power. No. 251. February 2010. pp. 80–82.}}{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}}  
Star Wars was one of Kodama's favorite film series and was a significant inspiration for her when designing artwork for Phantasy Star. She enjoyed the way Star Wars took elements from Japanese and Asian culture and infused it with a science fiction setting. Following this notion, she gave the science fiction world of Phantasy Star a Western folklore feel and gave the characters medieval clothes.{{ref|"Power Profiles: Rieko Kodama". Nintendo Power. No. 251. February 2010. pp. 80–82.}}{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}}  
 
  
 
One of the key design philosophies for Phantasy Star was to do things differently from existing RPGs, particularly the Dragon Quest series which she believed was too simple and pure of a fantasy world.{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}} {{ref|https://web.archive.org/web/20131212111547/http://www.g-wie-gorilla.de/content/view/161/18/}} One such challenge to differentiate Phantasy Star was to create a female hero.{{ref|https://web.archive.org/web/20131212111547/http://www.g-wie-gorilla.de/content/view/161/18/}} The female protagonist Alis, and another character, Lutz, were designed by Kodama. Other characters, as well as the game's monsters, were designed by other people.{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}}  In the original story drafts, Lutz was written as intersex, and could become either male or female later in the game. She thought this was interesting, so chose to give Lutz an androgynous appearance in the final game.{{ref|http://shmuplations.com/phantasystar/}} In this game and later Phantasy Star games, Kodama enjoyed creating a cast of characters uniting for a common purpose, regardless of gender, species, or home planet.{{ref|https://web.archive.org/web/20131212111547/http://www.g-wie-gorilla.de/content/view/161/18/}}
 
One of the key design philosophies for Phantasy Star was to do things differently from existing RPGs, particularly the Dragon Quest series which she believed was too simple and pure of a fantasy world.{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}} {{ref|https://web.archive.org/web/20131212111547/http://www.g-wie-gorilla.de/content/view/161/18/}} One such challenge to differentiate Phantasy Star was to create a female hero.{{ref|https://web.archive.org/web/20131212111547/http://www.g-wie-gorilla.de/content/view/161/18/}} The female protagonist Alis, and another character, Lutz, were designed by Kodama. Other characters, as well as the game's monsters, were designed by other people.{{ref|https://web.archive.org/web/20160407063955/http://sega.jp/fb/album/07_ps/interview1.html}}  In the original story drafts, Lutz was written as intersex, and could become either male or female later in the game. She thought this was interesting, so chose to give Lutz an androgynous appearance in the final game.{{ref|http://shmuplations.com/phantasystar/}} In this game and later Phantasy Star games, Kodama enjoyed creating a cast of characters uniting for a common purpose, regardless of gender, species, or home planet.{{ref|https://web.archive.org/web/20131212111547/http://www.g-wie-gorilla.de/content/view/161/18/}}

Revision as of 11:18, 24 September 2023

RiekoKodama 15.jpg
Rieko Kodama
Place of birth: Kanagawa, Japan
Date of birth: 1963-05-23
Date of death: 2022-05-09[1] (age 58)
Employment history:
Sega of Japan (1984[2] – )
Divisions:
Divisions:
Role(s): Designer, Director, Producer
Twitter: @phoenix_rie

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Rieko Kodama (小玉 理恵子) (perhaps better known by her alias, Phoenix Rie) was a major designer for the original Phantasy Star series. By the time her work on the Phantasy Star games had concluded, Kodama had taken on directorial roles within her department (for Phantasy Star IV and later Magic Knight Rayearth) and would later act as a producer for titles including Skies of Arcadia and the 2005 incarnation of Altered Beast.

Kodama credited herself as "Phoenix Rie", "Phenix Rie", or some close variation in many of her early works. This was because at the time Sega did not allow developers to place their real names in their games.[6] The pseudonym was based on the manga character Phoenix Ikki from Saint Seiya.[7][8]

She was mentored by Yoshiki Kawasaki in her first year at Sega.[9]

Career

Kodama was hired by Sega in 1984 through one of her colleagues who was already employed there. [10] She originally thought she was going to be working on advertising and graphic design, but after seeing the game development department, she felt that would be fun as well.[10] She learned how to create graphics from Yoshiki Kawasaki, the sprite artist behind Flicky (1984). [11] Her first job was as character designer for the arcade game Champion Boxing (1984).[12] She continued to work on other arcade games such as Sega Ninja (1984). Because development times were short and Sega was low on design staff, Kodama would sometimes work on five to six games at once. She designed the art for Alex Kidd in Miracle World (1986) for the Master System[10] was "deeply involved" with the arcade and Master System versions of Quartet (1986),[13] and created art for the Master System port of Fantasy Zone II: The Tears of Opa-Opa (1987).[12] Kodama received small requests to design assets for other projects on a daily basis, such as the dragon from Miracle Warriors: Seal of the Dark Lord (1987) and an enemy for the SG-1000 port for The Black Onyx (1987).[10] Kodama served as editor for the Japanese Sega newsletter Sega Players Enjoy Club (SPEC).[11]

With the popularity of Enix's Dragon Quest role-playing game (RPG) series on the Famicom in the mid-1980s, Sega formed a team of several people to develop a competing RPG for the Master System, titled Phantasy Star (1987). Kodama served as the main artist for the game, designing the characters, the 2D environments, the battle screen backgrounds, non-playable characters, and other details.[10] Star Wars was one of Kodama's favorite film series and was a significant inspiration for her when designing artwork for Phantasy Star. She enjoyed the way Star Wars took elements from Japanese and Asian culture and infused it with a science fiction setting. Following this notion, she gave the science fiction world of Phantasy Star a Western folklore feel and gave the characters medieval clothes.[13][10]

One of the key design philosophies for Phantasy Star was to do things differently from existing RPGs, particularly the Dragon Quest series which she believed was too simple and pure of a fantasy world.[10] [14] One such challenge to differentiate Phantasy Star was to create a female hero.[14] The female protagonist Alis, and another character, Lutz, were designed by Kodama. Other characters, as well as the game's monsters, were designed by other people.[10] In the original story drafts, Lutz was written as intersex, and could become either male or female later in the game. She thought this was interesting, so chose to give Lutz an androgynous appearance in the final game.[11] In this game and later Phantasy Star games, Kodama enjoyed creating a cast of characters uniting for a common purpose, regardless of gender, species, or home planet.[14]

Phantasy Star was a critical and commercial success and a benchmark title for both the industry and the RPG genre. In later years, Kodama continued her work on the Phantasy Star series. She again led the graphic design for Phantasy Star II (1989) and later directed Phantasy Star IV: The End of the Millennium (1993).[12][13] She helped during the planning stages of Phantasy Star III: Generations of Doom (1990).[6] She also supervised the development of two Phantasy Star Collection compilations as well as remakes of Phantasy Star and Phantasy Star II for the PlayStation 2.[6]

On the Nintendo DS and PlayStation Portable handhelds she produced several edutainment titles and also produced the 7th Dragon series.

She was also involved with the first two entries in the Sonic the Hedgehog series on the Sega Mega Drive, serving as a graphic designer in the first game and a zone artist in the second.

Production history

Games

Music

Hardware

Magazine articles

Main article: Rieko Kodama/Magazine articles.

Interviews

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

Photographs

Main article: Photos of Rieko Kodama

External links

References

  1. @nakayuji on Twitter (archive.today)
  2. https://sega.jp/fb/album/07_ps/interview1.html (Wayback Machine: 2022-04-07 07:41)
  3. File:Sega_Consumer_History_JP_EnterBrain_Book.pdf, page 58
  4. File:Sega_Consumer_History_JP_EnterBrain_Book.pdf, page 59
  5. Sonic's Ultimate Genesis Collection
  6. 6.0 6.1 6.2 http://www.the-nextlevel.com/feature/interview-rieko-kodama (Wayback Machine: 2017-09-16 01:05)
  7. https://www.destructoid.com/a-chat-with-sega-s-first-lady-of-rpgs-rieko-kodama-532348.phtml
  8. http://retronauts.com/article/1956/rieko-kodama-pioneering-sega-developer-dies-at-59
  9. https://shmuplations.com/phantasystar/
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 http://sega.jp/fb/album/07_ps/interview1.html (Wayback Machine: 2016-04-07 06:39)
  11. 11.0 11.1 11.2 http://shmuplations.com/phantasystar/
  12. 12.0 12.1 12.2 http://www.sega-16.com/2004/08/sega-stars-rieko-kodama/
  13. 13.0 13.1 13.2 ["Power Profiles: Rieko Kodama". Nintendo Power. No. 251. February 2010. pp. 80–82. "Power Profiles: Rieko Kodama". Nintendo Power. No. 251. February 2010. pp. 80–82.]
  14. 14.0 14.1 14.2 http://www.g-wie-gorilla.de/content/view/161/18/ (Wayback Machine: 2013-12-12 11:15)
  15. File:Phantasy Star SMS credits.pdf
  16. File:Altered Beast MD credits.pdf
  17. File:Phantasy Star II MD credits.pdf
  18. File:Kujaku Ou 2 MD credits.pdf
  19. File:Sorcerian MD credits.pdf
  20. File:Phantasy Star III MD credits.pdf
  21. File:Strider MD credits.pdf
  22. File:Shadow Dancer MD credits.pdf
  23. File:Advanced Daisenryaku MD credits.pdf
  24. File:Sonic the Hedgehog MD credits.pdf
  25. File:Riddle Wired MD credits.png
  26. File:Tougi Ou King Colossus MD credits.pdf
  27. File:Super Monaco GP II MD credits.pdf
  28. File:Sonic the Hedgehog 2 MD credits.pdf
  29. File:Sonic CD MCD JP credits.pdf
  30. 30.0 30.1 30.2 30.3 30.4 File:Phantasy Star Sennenki no Owari ni MD credits.pdf
  31. File:Psiv md us manual.pdf, page 42
  32. File:Hybrid Front MD credits.pdf
  33. File:Mahou Kishi Rayearth Saturn credits.pdf
  34. File:Sonic CD PC DirectX good ending credits.pdf
  35. File:Deep Fear Saturn credits.pdf
  36. File:Phantasy Star Collection GBA manual.pdf, page 19
  37. File:SonicGenesis GBA US manual.pdf, page 18
  38. File:EternalArcadiaOST CD JP Booklet.pdf, page 7