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Tetsuya Mizuguchi

From Wikipedia, the free encyclopedia
Japanese video game designer, producer and businessman (born 1965)
Tetsuya Mizuguchi
水口 哲也
Mizuguchi in 2007
Born (1965-05-22)May 22, 1965 (age 59)
Alma materNihon University
Occupation(s)Video game producer, Video game director, Music producer,
Employer(s)Sega (1990–2003)
Q Entertainment (2003–2013)
Enhance (2014–present)

Tetsuya Mizuguchi (水口 哲也,Mizuguchi Tetsuya, born May 22, 1965) is a Japanesevideo gamedesigner, producer, and businessman. Along with ex-Sega developers he is one of the co-founders of the video game development firmQ Entertainment. He formerly worked forSega as a producer in theirSega AM3 'arcade machines' team, developing games likeSega Rally Championship andSega Touring Car Championship, before moving on to become the head of Sega'sUnited Game Artists division, the team responsible forRez andSpace Channel 5. Mizuguchi is better known for creating video games that incorporate interactivesynesthesia into his game design, regardless of genre, evidenced byRez,Lumines,Child of Eden, andTetris Effect.

He left Q Entertainment in 2013. He is currently the CEO of Enhance, Inc., a company he founded in 2014.[1]

In 2009, he was chosen byIGN as one of the top 100 game creators of all time.[2]

Early life

[edit]

Before entering the game industry, Mizuguchi majored in literature atNihon University's Faculty of Arts.[3] One of the influences for Mizuguchi joining the game industry was a photograph of NASA's view VR headset.[4] Asked how he chose a career in video games, he explained, "I preferred doing something in relation to human senses or entertainment - something more in relation with human nature, a field where I could do some research. ... Unlike the arts, where it is often a matter of taste whether something is good or not, creating good interactive entertainment is more easily definable. I choseSega because it was using new technology and I was able to study things like human movements."[3]

Career

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Sega

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Mizuguchi worked for Japanese game developer Sega from 1990 to 2003 and began his career – not on a game – but by designingarcade cabinets and an interactive 'ride' titledMegalopolis, combining then-embryonic 3D polygonal graphics and CGI (Computer-generated imagery) with the physical experience of Sega's hydraulic 'AS-1' motion simulator.[3] He went on to develop the acclaimed racing simulator,Sega Rally Championship, which was influential in the racing space, inspiring future racing game franchises likeColin McRae Rally (another rally simulator) and the rally segments ofGran Turismo. After forming his own division within Sega, Sega AM Annex,[5] he continued in the racing genre withSega Rally Championship 2 andSega Touring Car Championship. During one trip toZürich in 1998, Mizuguchi witnessed a music festival in which he observed how people were moving toward the music and how the music, sounds, colors, and dancing would change accordingly. Mizuguchi recognized what he observed as synesthesia and decided to focus on rhythm-based music games where he co-createdSpace Channel 5,Space Channel 5: Part 2, andRez.[4] BothSpace Channel 5 andRez are referenced in modern gaming media as essential and influential to the development of the modern wave of music-rhythm games, withHarmonix Music Systems co-founder,Alex Rigopulos citing Mizuguchi as an influence in Harmonix's history. Mizuguchi's final position at Sega was Chief Creative Officer of Sega'sUnited Game Artists game division.

In September 2003, Sega performed an internal restructuring of its staff. Among these changes was the dissolution ofUnited Game Artists and the transfer of its members intoSonic Team. The following month, Mizuguchi announced that he would leave Sega on October 10, 2003. He cited the changes in the corporate culture after theSega-Sammy merger and viewed that as an obstacle to what he wanted to do.[6] He announced that he would work independently in thevideo game industry through an – at the time – unnamed company.

Q Entertainment

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That company would be Meguro-basedQ Entertainment (which he co-founded with a core team of ex-Sega veterans) which initially produced two puzzle games for portable, handheld gaming systems:Lumines for thePlayStation Portable andMeteos for theNintendo DS. Both games have been released in Japan, North America, and Europe. With Q Entertainment, he later producedLumines Live! which was released for theXbox 360 through Microsoft'sXbox Live Arcade service on October 18, 2006. On November 7, 2006, he also producedLumines II for PSP, the sequel to the popular original (this time supplementing the original score with heavy integration of music videos), and a shooter/puzzle hybrid game calledEvery Extend Extra (a heavily modified 'synesthesia' update to an existing PC freeware title,Every Extend, by indie developer "Omega"), which was released on August 7, 2006.

Later, to coincide with a Microsoft event atTokyo Game Show in 2005, Mizuguchi announced that Q Entertainment was working on an action game calledNinety-Nine Nights. A departure from his focus on musical games,Ninety-Nine Nights was Mizuguchi's attempt through an action game to tell the story of a massive, international conflict as viewed through the eyes of various factions. To facilitate the completion ofNinety-Nine Nights, he traveled regularly between Japan and South Korea to work withNinety-Nine Nights external developer,Phantagram.

Mizuguchi also oversaw the development ofGunpey (forPlayStation Portable andNintendo DS), an update on the puzzle franchise originally created byGame Boy creatorGunpei Yokoi's development team, Koto Laboratory. The PSP version was rendered in a veryRez style, with vector graphics visuals and an electronic music soundtrack, while the DS version was aimed at a younger audience, featuring a more cartoon-like approach. Additionally, around the same time, a new version ofEvery Extend Extra was produced by Q Entertainment forXbox Live calledEvery Extend Extra Extreme, which was released on October 17, 2007.

At the 2010Electronic Entertainment Expo in Los Angeles, took the stage at the start of game publisherUbisoft's annual media event to reveal, to the surprise of the assembled media, the spiritual successor to his gameRez, calledChild of Eden. The game was released in July 2011, one of the marquee games forXbox 360'sKinect motion control system. In late September 2011,Child of Eden was released forPlayStation 3, adding high-definition in-game cinemas, and support for motion control viaPlayStation Move, as well asStereoscopic 3D viewing.

His company's latest game isLumines Electronic Symphony, which launched on February 22, 2012, and currently holds an aggregate score of 83 out of 100 with at least 45 out of 50 reviews registering as 'positive.' The game is considered a reboot of theLumines series, and the true sequel to the original PSP game. Mizuguchi put an all-new team in charge of the project, with the task of revitalizing the series, and completing the game in time for thePlayStation Vita's North American and European launch.

Besides designing video games, Mizuguchi has expressed interest in directing music videos. One of the music videos included inLumines II for the song Heavenly Star byGenki Rockets was directed by Mizuguchi, who also co-wrote the lyrics of the song. He is known for collaborating with various DJs and music producers for the soundtracks of his games, includingKen Ishii,Tsuyoshi Suzuki, andMondo Grosso. On July 7, 2007, the character Lumi from Genki Rockets (also the principal character fromChild of Eden) opened theLive Earth concert in Tokyo in aholographic performance, and introduced a holographic video projection ofAl Gore.[citation needed]

On September 20, 2012, a news article reported that "Tetsuya Mizuguchi has stepped away from games production, for the time being, taking on a more delegatory role within Q Entertainment."[7]

Mizuguchi speaks English, and conducts the majority of his interviews with Western media exclusively in English.[8][9][10]

He is a specially appointed professor teaching atKeio Media Design university.[1]

Enhance, Inc.

[edit]

In 2014, Mizuguchi left Q Entertainment and founded Enhance, Inc., where he is theCEO.[1] He is the only employee of the company.[11] His work under Enhance has included supporting updated versions ofRez andLumines for modern systems.

Prior to theElectronic Entertainment Expo 2018, Sony announcedTetris Effect, developed by Enhance, to be released in late 2018 forPlayStation 4 andPlayStation VR.[12] Mizuguchi had wanted for many years to produce a music-based game aroundTetris, but its licensing had been held byElectronic Arts, making it difficult to use, which led him to developLumines instead.[13] Around 2012, Mizuguchi began speaking withHenk Rogers, the founder ofThe Tetris Company that now owns the rights toTetris. Mizuguchi and Rogers spoke to developing a version ofTetris set to music with a "zone" that players would achieve while playing, leading to the start of development of the game.[13]Tetris Effect is inspired by the phenomenon known as theTetris effect, where after playingTetris for a long period of time, players would continue to see fallingTetris blocks for some time after quitting the game, an element related to the zone concept. Mizuguchi said that the goal of the game was "to amplify and enhance that same magical feeling where you just can’t get it out of your head, and not just the falling shapes, but all the visuals, the sounds, the music".[14] The gameplay follows some of the core rules ofTetris where players try to placetetrominos in a playfield to clear complete lines, incorporating themes and music across thirty different stages with gameplay tied to the beat of the music. A "Zone" mechanic allows players to "stop time", allowing them to clear more than 4 lines at once. The game will include a meta-game leveling system for the player that will lead to new challenges as they progress.[14][13]

Genki Rockets

[edit]

In 2006, Mizuguchi pursued his love of technology and electronic music, founding the bandGenki Rockets with a consistent group of collaborators, including songwriter and producer Kenji Tamai, as well as singersRei Yasuda andNami Miyahara. Mizuguchi would write all of the album's lyrics and contribute melodic ideas to Tamai, who would then work on the tracks in the studio. Described as a 'hybrid unit' by Mizuguchi, the vocals of the two singers were digitally combined to sound like one singer, while Rei represented the visual identity of the 'band.' Not unlike the bandGorillaz, Rei's alter-ego, 'Lumi,' was conceived as a 'virtual idol,' except in this instance, unlikeHatsune Miku, Lumi is based on a real human girl (Lumi would later go on to become a character in Mizuguchi's video game, Child of Eden). Genki Rockets has thus far produced two albums,Genki Rockets I: Heavenly Star andGenki Rockets II: No Border Between Us, consisting primarily of electronic pop music, sung mostly in English, with occasional Japanese phrases. Tamai's music company Agehasprings describes Genki Rockets as an earlyvirtual Youtuber.[15]

Works

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YearTitleRole
1994Megalopolis: Tokyo City BattleProducer
1995Sega Rally Championship
1995Manx TT Superbike
1996Sega Touring Car Championship
1998Sega Rally 2
Star Wars Trilogy ArcadeProject organizer
1999Space Channel 5Producer
ShenmueSpecial thanks (main scenario)
D2Special thanks
2001RezProducer
2002Space Channel 5: Part 2
2004Lumines: Puzzle Fusion
2005Meteos
2006Lumines Live!
Lumines II
Ninety-Nine NightsProducer, scenario, acting director
Every Extend ExtraExecutive producer
Gunpey
2007Every Extend Extra Extreme
2011Child of EdenDirector, scenario
2018Tetris EffectProducer, original concept
2023HumanityExecutive producer

References

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  1. ^abc"Bitsummit".bitsummit.org.Archived from the original on 2018-06-12. Retrieved2017-05-13.
  2. ^"IGN - 83. Tetsuya Mizuguchi".IGN. Archived fromthe original on 2014-04-20. Retrieved2023-11-26.
  3. ^abc"An Interview with Tetsuya Mizuguchi".Next Generation. No. 23.Imagine Media. November 1996. pp. 80–81.
  4. ^ab"How Tetsuya Mizuguchi reinvented video games with his love of synaesthesia".New Statesman. July 28, 2017.Archived from the original on March 26, 2020. RetrievedJune 6, 2018.
  5. ^"Sega AM Annex".Next Generation. No. 23.Imagine Media. November 1996. pp. 76–79.
  6. ^Kikizo Staff.Tetsuya Mizuguchi Interview 2005Archived 2005-12-27 at theWayback Machine. October 13, 2005. Retrieved October 15, 2005.
  7. ^Martin Robinson.Mizuguchi moves away from game productionArchived 2020-03-31 at theWayback Machine. September 20, 2012. Retrieved September 20, 2012.
  8. ^"YouTube – Interview with Tetsuya Mizuguchi".YouTube.Archived from the original on 2017-07-14. Retrieved2016-11-28.
  9. ^"YouTube – Lumines 2, interview with creator Mizuguchi".YouTube.Archived from the original on 2016-03-26. Retrieved2016-11-28.
  10. ^"YouTube – Tetsuya Mizuguchi".YouTube.Archived from the original on 2016-03-26. Retrieved2016-11-28.
  11. ^"Rez producer Tetsuya Mizuguchi on his return to music games".Polygon. 2015-12-07.Archived from the original on 2017-04-21. Retrieved2017-05-13.
  12. ^Martin, Matt (June 6, 2018)."Mizuguchi's Tetris Effect coming to PS4, PSVR this fall".VG247.Archived from the original on June 12, 2018. RetrievedJune 6, 2018.
  13. ^abcStark, Chelsea (June 15, 2018)."Tetris Effect has been in development for 6 years".Polygon.Archived from the original on June 15, 2018. RetrievedJune 15, 2018.
  14. ^abOrland, Kyle (June 6, 2018)."The Tetris Effect is the trippy block-stacking game we didn't know we needed".Ars Technica.Archived from the original on June 6, 2018. RetrievedJune 6, 2018.
  15. ^"アゲハスプリングス/agehasprings on Twitter".Twitter.Archived from the original on 29 March 2021. Retrieved29 September 2018.

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