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Hiroyuki Ito

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From Wikipedia, the free encyclopedia
Japanese video game designer
For the president of Crypton Future Media, seeCrypton Future Media.

Hiroyuki Ito
Born
伊藤 裕之
Occupation(s)Video game producer, director, designer

Hiroyuki Ito (伊藤 裕之,Itō Hiroyuki) is a Japanesegame producer,director anddesigner who works forSquare Enix. He is known as the director ofFinal Fantasy VI (1994),Final Fantasy IX (2000) andFinal Fantasy XII (2006) and as the creator of theActive Time Battle (ATB) system in theFinal Fantasy series.

Biography

After graduating fromTokyo Zokei University, Ito joinedSquare in 1987.[1] He initially worked onFinal Fantasy andFinal Fantasy II as adebugger but first became genuinely involved with game development while creating sound effects forFinal Fantasy III.[2] His next major role was as the designer of theActive Time Battle system forFinal Fantasy IV.[2][3] Square filed a Japanesepatent application related to the ATB system on 16 July 1991 and a corresponding US application on 16 March 1992. One Japanese patent (JP2794230) and two US patents (US5390937 and US5649862) were granted based on these applications.[4] ForFinal Fantasy V, Ito designed the fully customizableJob system.[3][5] He also created the 'Chicken Knife or Brave Blade' choosing event.[5]Final Fantasy VI marked the first time that Ito became a director on a game. For this title, he was in charge of all battle aspects.[6] He was also responsible for the battle systems inFinal Fantasy VIII andFinal Fantasy Tactics before he once more took on the role of director withFinal Fantasy IX.[2] Ito had the idea to make its protagonistZidane Tribal flirtatious towards women.[7]

In mid-2005,Square Enix announced thatYasumi Matsuno had left the company due to an illness but would be acting as a supervisor onFinal Fantasy XII. Ito was appointed as the director of the game. Matsuno apologized for the long development time of the project but guaranteed players that it was "progressing in its development under the hands of excellent staffs".[8] Ito created the License Board ofFinal Fantasy XII with the intention to give the player much freedom in developing characters to their liking without becoming too complicated.[9] At the Square Enix Party 2007 pre-conference meeting in May 2007, he was introduced on stage as the producer and director of the newly announcedFinal Fantasy XII International Zodiac Job System.[10] He stated later that he considered the game design and battle system ofFinal Fantasy XII a "definitive contribution to the gaming lexicon" and that it had "the potential to shine in future games".[11] In about 2012, Ito was tasked by producer Shinichi Tatsuke with the creation of a battle system for a new game. However, the plan changed and he was told a week later that there was a different project to consider. Tatsuke now requested a concept for a social game which he felt was an interesting opportunity to have Ito work on, given his experience with simple Nintendo Entertainment System game systems. This concept becameGuardian Cross.[12] In September 2012, Ito said that he would work on anotherFinal Fantasy game if the company's president wished for it.[3] The corporate executive of Square Enix's 1st Production Department,Shinji Hashimoto, mentioned in July 2013 that Ito was "planning and doing some proposals for a new project" and "putting some ideas together".[13]

Game design and impact

As thegame designer of aFinal Fantasy game, Ito tries to balance the story andevent scenes with the gameplay.[14] When he begins his work on a title, he does not consider the story at hand but rather adapts his game system to it as closely as possible over the time. He thinks that it is his job to smoothly implement a game so the people in charge of the stories do not have to worry about this aspect.[3] He also believes that the most important factor of theFinal Fantasy series is the player's feeling of accomplishment after beating the game and seeing "The End" on the screen.[15] Professional sports were the primary inspiration behind Ito's battle systems.[3] The monsters inFinal Fantasy IV and the Gambit system inFinal Fantasy XII resemble aspects of theNFL in that their actions are based on the most likely outcome of a specific situation.[3][15] The Active Time Battle system was similarly inspired byFormula One, as Ito had the idea to give characters different speed values after seeing a race in which the cars passed each other. These values would then become the basis for the battle system and dictate when it will be a character's turn.[2][3][16]

At theCESA 2006Japan Game Awards held on 22 September 2006, Ito accepted the "Grand Award" and "Award for Excellence" forFinal Fantasy XII. He thanked the development team, longtime fans and new players alike and said that the team was grateful for the awards as they could not possibly think about the game's reception during its creation.[17] His comment at the ceremony was: "I did my best to bring new and innovative elements to this work. I'm very happy that something like this, which was one of the more challenging games to create in the Final Fantasy series, has received this award. To return the favor to the users who've played this game and who regard it so highly, I'm determined to continue creating by always reminding myself of the need to rise to new challenges."[18]Tetsuya Nomura considers Ito one of his four "seniors" at the company and a likely influence on his battle planning.[19] He also stated that he was taught the basics of game design by Ito.[20]

Works

YearTitleCredit(s)Ref.
1987Aliens: Alien 2Developer[3]
Final FantasyDebugger[2]
1988Final Fantasy IIDebugger
1989Square's Tom SawyerPlanning
Final Fantasy LegendScenario staff, cartography
1990Final Fantasy IIISound effects[2]
Rad Racer IIGame design
1991Final Fantasy IVBattle design
1992Final Fantasy VBattle design
1994Final Fantasy VIDirector, battle system design[6]
1995Chrono TriggerEvent planning
1996Super Mario RPGSpecial thanks
1997Final Fantasy TacticsGame design, battle system main planner
1999Final Fantasy VIIIBattle system design[21]
2000Final Fantasy IXDirector, battle system design[2]
2006Final Fantasy XIIDirector, game design, battle director[9][15][22]
Final Fantasy V AdvanceSupervisor
Final Fantasy VI AdvanceSupervisor
2007Final Fantasy XII International Zodiac Job SystemProducer, director, game design[10]
Final Fantasy IV DSBattle supervisor
2009CrawlianProducer[23]
Final Fantasy Crystal Chronicles: My Life as a DarklordSpecial thanks
GyromancerSpecial thanks
2011Dissidia 012 Final FantasySpecial thanks
2012Guardian CrossOriginal concept[24]
2014Deadman's CrossBattle design[25]
Murdered: Soul SuspectSpecial thanks
2015Dissidia Final Fantasy NTSpecial thanks
2016Guardian CodexSpecial thanks
2017Final Fantasy XII: The Zodiac AgeSupervisor[26]
2021Dungeon EncountersDirector[27]

References

  1. ^Studio BentStuff.Final Fantasy XII International Zodiac Job System Ultimania (in Japanese).Square Enix. pp. 322–327.
  2. ^abcdefgStudio BentStuff.Final Fantasy IX Ultimania (in Japanese).Square Enix. pp. 578–582.
  3. ^abcdefghParish, Jeremy (22 October 2012)."Final Fantasy's Hiroyuki Ito and the Science of Battle".1UP.com. Archived fromthe original on 17 January 2013. Retrieved25 November 2012.
  4. ^"List of patent family members for US Patent No. 5390937".espacenet. Retrieved17 November 2011.
  5. ^abCoxon, Sachi (22 March 2000)."Interview with Square: Part 1". RPGamer. Archived fromthe original on 2 February 2013. Retrieved14 February 2011.
  6. ^ab"The Making Of... Final Fantasy VI".Edge. No. 251.Future Publishing. March 2013. pp. 124–127.
  7. ^Coxon, Sachi (24 March 2000)."Interview with Square: Part 3". RPGamer. Archived fromthe original on 3 April 2013. Retrieved10 January 2012.
  8. ^Niizumi, Hirohiko (1 August 2005)."FFXII producer steps down".News.GameSpot. Archived fromthe original on 29 July 2012. Retrieved25 June 2011.
  9. ^abBoyes, Emma (26 October 2006)."Q&A: Final Fantasy XII producer Akitoshi Kawazu".GameSpot. Archived fromthe original on 25 October 2012. Retrieved5 January 2012.
  10. ^abMielke, James (10 May 2007)."Square Enix 2007 Conference Report".1UP.com. Archived fromthe original on 6 November 2012. Retrieved4 January 2012.
  11. ^Mielke, James (9 October 2007)."Square Enix Talks about the Ivalice Alliance".1UP.com. Archived fromthe original on 4 June 2011. Retrieved9 January 2012.
  12. ^【徹底ガイド】人と魔獣があやなす"深化"を遂げたカードバトル『ガーディアン・クルス』 (in Japanese).Famitsu. 29 March 2012. Retrieved26 February 2013.
  13. ^Donaldson, Alex (24 July 2013)."Talking Talent, Western Development & Sequels with Final Fantasy Producer Shinji Hashimoto". RPG Site. Archived fromthe original on 18 August 2013. Retrieved10 August 2013.
  14. ^Dave Zdyrko (20 September 2000)."The Final Fantasy IX Team Spills All".IGN. Retrieved26 December 2010.
  15. ^abc"Video interview with FINAL FANTASY XII Directors".FINAL FANTASY XII Collector's Edition Bonus DVD.Square Enix. 31 October 2006.Archived from the original on 22 December 2021.
  16. ^Jeremy Parish."A Conversation With the Creator of Final Fantasy IV".1UP.com. Archived fromthe original on 3 November 2013. Retrieved13 April 2013.
  17. ^"『 日本ゲーム大賞 2006 』 Award Ceremony" (in Japanese). Computer Entertainment Supplier's Association (CESA). Retrieved4 January 2012.
  18. ^"Japan Game Awards 2006: Final Fantasy XII". Computer Entertainment Supplier's Association (CESA). Retrieved13 April 2013.
  19. ^"Vol. 11: Kingdom Hearts 3D [Dream Drop Distance] 3: Square's Intentions".Iwata Asks.Nintendo. Retrieved6 January 2014.
  20. ^Sato (13 March 2014)."How Final Fantasy V Was A Turning Point In Tetsuya Nomura's Career".Siliconera. Retrieved23 May 2015.
  21. ^Square Co., Ltd. (9 September 1999).Final Fantasy VIII.Square Electronic Arts L.L.C. Scene: staff credits.
  22. ^Gantayat, Anoop (1 August 2005)."Changes to Final Fantasy XII Staff". IGN. Retrieved1 September 2006.
  23. ^「スクエニ メンバーズ」会員60万人突破&パズルゲーム配信開始 (in Japanese). 4gamer. 30 April 2009. Retrieved26 February 2013.
  24. ^"About this Game".Square Enix. Archived fromthe original on 16 September 2012. Retrieved13 April 2012.
  25. ^"Information".Square Enix. 2014. Retrieved17 February 2014.
  26. ^"The "FFXII" turned into HD "FFXII the Zodiac Age" will be released in 2017 in the PS4".Famitsu. 2016. Retrieved6 June 2016.
  27. ^@SquareEnix (1 October 2021)."Strategize to survive in a brand new dungeon crawler. Producer: Hiroaki Kato Director: Hiroyuki Ito Character Design: Ryoma Ito Music: Nobuo Uematsu An all-star team are bringing #DungeonEncounters to Switch, PS4 and Steam on October 14th: http://sqex.link/sgzq" (Tweet) – viaTwitter.

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