Koichi Hayashida: Difference between revisions

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[[File:Koichi Hayashida.png|thumb|'''Koichi Hayashida'''.]]
{{person infobox
'''Koichi Hayashida''' (林田 宏一, ''Hayashida Kōichi'') is a Japanese video game developer and programmer employed at [[Nintendo Entertainment Analysis and Development|Nintendo EAD]]. He is one of the chief planners of the Tokyo Software Development Department of Entertainment Analysis & Development division.<ref name="Kyoto Report">[http://kyoto-report.wikidot.com/koichi-hayashida The Kyoto Report]</ref>
|image=[[File:Koichi Hayashida.png|200px]]
|born=1969{{ref needed}}
|role=Programmer, level designer and director
}}


==History and Work==
'''Koichi Hayashida''' (林田 宏一, ''Hayashida Kōichi'') is a Japanese video game developer and programmer employed at [[Nintendo Entertainment Analysis and Development|Nintendo EAD]]. He was one of the chief planners of the Tokyo Software Development Department of Entertainment Analysis & Development division.<ref name="Kyoto Report">[http://kyoto-report.wikidot.com/koichi-hayashida The Kyoto Report]</ref> After the release of ''[[Super Mario Odyssey]]'', he joined the Nintendo EPD Production Group No. 10 in Kyoto and would eventually work on the 2D game ''[[Super Mario Bros. Wonder]]''.<ref>Nintendo. (Oct 18, 2023). [https://www.nintendo.com/us/whatsnew/ask-the-developer-vol-11-super-mario-bros-wonder-part-1/ Ask the Developer Vol. 11, Super Mario Bros. Wonder—Part 1]. ''Nintendo''. Retrieved Feb 18, 2024.</ref>
Following his graduation in 1991, Koichi Hayashida attended the "Nintendo Dentsu Game Seminar" in 1992, a programming seminar for prospective [[Nintendo]] employees. During the course of the seminar, Hayashida programmed and directed ''[[wikipedia:Joy Mech Fight|Joy Mech Fight]]'' with Koichiro Eto, the game being published after both programmers were hired by Nintendo.<ref>[http://web.archive.org/web/20130511215949/http://www.inside-games.jp/feature/n_archive/10006.html 任天堂ゲームセミナーを振り返る - iNSIDE] (Archived May 11, 2013 at the Wayback Machine)</ref> Hayashida's first [[Mario (series)|''Mario'']]-related project was ''[[Super Mario Sunshine]]'', where he held the position of main programmer. After being transferred to the newly created EAD Tokyo Software Development Department,<ref name="Kyoto Report"></ref> Hayashida went to work as an assistant director in ''[[Donkey Kong Jungle Beat]]''. He later directed the level designs in ''[[Super Mario Galaxy]]'', and also provided the voice for [[Major Burrows]]. He served as the director of its sequel, ''[[Super Mario Galaxy 2]]'' and again in ''[[Super Mario 3D Land]]''.<ref name="IGN">[http://www.ign.com/articles/2012/03/09/making-mario-magic-the-joy-of-creation?page=2 IGN: Making Mario Magic]</ref>
 
==History and work==
Following his graduation in 1991, Koichi Hayashida attended the "Nintendo Dentsu Game Seminar" in 1992, a programming seminar for prospective [[Nintendo]] employees. During the course of the seminar, Hayashida programmed and directed ''[[wikipedia:Joy Mech Fight|Joy Mech Fight]]'' with Koichiro Eto, the game being published after both programmers were hired by Nintendo.<ref>[http://web.archive.org/web/20130511215949/http://www.inside-games.jp/feature/n_archive/10006.html 任天堂ゲームセミナーを振り返る - iNSIDE] (Archived May 11, 2013 at the Wayback Machine)</ref> Hayashida's first [[Super Mario (franchise)|''Super Mario'']]-related project was ''[[Super Mario Sunshine]]'', where he held the position of main programmer. After being transferred to the newly created EAD Tokyo Software Development Department,<ref name="Kyoto Report"></ref> Hayashida went to work as an assistant director in ''[[Donkey Kong Jungle Beat]]''. He later directed the level designs in ''[[Super Mario Galaxy]]'', and also provided the voice for [[Major Burrows]]. He served as the director of its sequel, ''[[Super Mario Galaxy 2]]'' and again in ''[[Super Mario 3D Land]]''.<ref name="IGN">[http://www.ign.com/articles/2012/03/09/making-mario-magic-the-joy-of-creation?page=2 IGN: Making Mario Magic]</ref>


Hayashida was working at EAD Tokyo when the [[wikipedia:2011 Tōhoku earthquake and tsunami|2011 Tōhoku earthquake]] hit the country. The event reportedly inspired him to complete the game in time for its planned end-of-year deadline,<ref name="IGN"></ref> and to create a private forum to continue development while the Tokyo office was closed.<ref name="Wired">''[http://www.wired.com/2012/03/super-mario-quake/ How Super Mario Survived the Quake]'' (Accessed April 02, 2012)</ref>
Hayashida was working at EAD Tokyo when the [[wikipedia:2011 Tōhoku earthquake and tsunami|2011 Tōhoku earthquake]] hit the country. The event reportedly inspired him to complete the game in time for its planned end-of-year deadline,<ref name="IGN"></ref> and to create a private forum to continue development while the Tokyo office was closed.<ref name="Wired">''[http://www.wired.com/2012/03/super-mario-quake/ How Super Mario Survived the Quake]'' (Accessed April 02, 2012)</ref>
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*''[[Ultimate NES Remix]]'' - Producer
*''[[Ultimate NES Remix]]'' - Producer
*''[[Captain Toad: Treasure Tracker]]'' - Producer<ref>[http://www.nindori.com/books/images/249_kinopio.jpg ''Nintendo Dream'' January 2015 (Vol.249) Captain Toad: Treasure Tracker developer interview (pg. 28)] (preview image from Nindori.com)</ref>
*''[[Captain Toad: Treasure Tracker]]'' - Producer<ref>[http://www.nindori.com/books/images/249_kinopio.jpg ''Nintendo Dream'' January 2015 (Vol.249) Captain Toad: Treasure Tracker developer interview (pg. 28)] (preview image from Nindori.com)</ref>
*''[[Super Mario Odyssey]]'' - Producer
*''[[Super Mario Maker 2]]'' - Development Support
*''[[Super Mario Bros. Wonder]]'' - Game Design


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