Difference between revisions of "Hirokazu Yasuhara"

From Sega Retro

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[[Image:yasuhara.jpg|thumb|right|Hirokazu Yasuhara's corporate photo from Naughty Dog.]]
 
[[Image:yasuhara.jpg|thumb|right|Hirokazu Yasuhara's corporate photo from Naughty Dog.]]
Another pivotal name in the early years of [[Sonic]], '''Hirokazu Yasuhara''' was the original game and level designer. He was probably the most actively involved in the early development of the series, and remained one of the chief map designers all the way through [[Sonic R]] in 1997. He even had a hand in the design of the shelved [[Sonic X-treme]]. In 2002, Yasuhara left Sega where, according to [[Yuji Naka]], he had become "useless," and joined At Naughty Dog, where he has since worked on Jak 2.
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Another pivotal name in the early years of [[Sonic]], '''Hirokazu Yasuhara''' was the original game and level designer. He was probably the most actively involved in the early development of the series, and remained one of the chief map designers all the way through [[Sonic R]] in 1997. He even had a hand in the design of the shelved [[Sonic X-treme]]. In 2002, Yasuhara left Sega where, according to [[Yuji Naka]], he had become "useless," and joined At Naughty Dog, where he has since worked on Jak 2. In 2008, left Naughty Dog where and joined At Namco Bandai.
  
 
==Quotes==
 
==Quotes==

Revision as of 22:41, 27 January 2009

Hirokazu Yasuhara's corporate photo from Naughty Dog.

Another pivotal name in the early years of Sonic, Hirokazu Yasuhara was the original game and level designer. He was probably the most actively involved in the early development of the series, and remained one of the chief map designers all the way through Sonic R in 1997. He even had a hand in the design of the shelved Sonic X-treme. In 2002, Yasuhara left Sega where, according to Yuji Naka, he had become "useless," and joined At Naughty Dog, where he has since worked on Jak 2. In 2008, left Naughty Dog where and joined At Namco Bandai.

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."

Production History