Award-winning Works

Entertainment Division

nintendogs
© 2005 Nintendo
Excellence Prize

nintendogs

Game

Artist : MIZUKI Kiyoshi, representing the nintendogs development team

(Japan)

MOVIE

Terms and Conditions

Profile

MIZUKI Kiyoshi, representing the nintendogs development team

MIZUKI Kiyoshi, representing the nintendogs development team

Born in Yokohama in1972. He graduated from Tama Art University, Department of Graphic Design, in 1996 and joined Nintendo in 1999. There, he joined the development team for Mario Kart Double Dash (Nintendo Game Cube) as a director and is currently a project leader in the Entertainment Analysis & Development Division.

Comment

nintendogs is the result of the passionate effort of a development team that aimed to create a form of entertainment that was born from the idea "dogs make us happy when they are with us". Thanks are also due to the people who introduced nintendogs on their blogs and those who actually played and tried the Bark Mode in so many places. Thank you so very much!

Reason for Award

When the 3D animated puppies are touched (stroked and tickled) with a stylus, they react like real dogs and are very lovely. This virtual feel of touch and reaction is very simple, and many people in the world seem to have embraced this as a new and entertaining experience. You can enjoy quite realistic interaction teaching the puppies tricks and feel the tense atmosphere at dog shows. In addition, utilizing the wireless communication function, the idea of the "Bark Mode (when you are carrying around your DS with this mode, your puppy can find and play with other puppies in DS's wireless range)", is elegant and an excellent innovation.

11 Q&A

Q1
How old were you when you "created" something first time in your life? At that time, what did you create, and what kind of medium did you use?
A1
My memory is a bit hazy but I think drawing pictures using crayons when I was pre-kindergarten age was the first.
Q2
What kind of tools or medium do you use now? Please tell us the reason why you choose them.
A2
The ones who actually create a game is the team staff and what I am doing mainly is writing specifications using PC (it is like a design drawing of a game). I use common tools such as Excel or Adobe Illustrator. The reason I chose these tools is that they are easy to use and I can share the data with other members.
Q3
If you could get "dream tools/medium" for your creation, what do you wish to get?
A3
A tool which a planner can program. I think Macromedia Flash is the one which is close to such a tool.
Q4
Do you have any consistent subject matter or theme through your works? If so, please explain us.
A4
I always think that I wish to create a game in which a player can use their own originality and ingenuity freely.
Q5
Please tell us the most difficult or considerable part when you create your work.
A5
When the last stage of the development comes, I would become too familiar with the particular game and I cannot keep myself detached from it. So I feel that it is very difficult to take a fresh perspective from the viewpoint of a player who makes his first try at the game.
Q6
Have you ever felt that your work is a "media art"? Also, what is the difference between "media arts" and "traditional fine arts"?
A6
Yes, I have. In my opinion, the difference between “media arts” and “traditional fine arts” is that in “media arts”, the creator and the audience (player) stand on an equal level and the border between them has been blurred.
Q7
As an artist/creator, please tell us your approach, stance or point of view when you create your work.
A7
I create my work in order to make players enjoy themselves.
Q8
What is your motto?
A8
“The good is bad and the bad is good.”
Q9
What kind of situation in every day life do you get inspired most?
A9
When I am in the bath tub.
Q10
What kind of vision do you have in your future development as the creator?
A10
I would like to develop entertainment software which will attract widespread popularity without regard to the established framework of video games.
Q11
Please name of the people, things, or phenomena that you have got most influenced by as the creator.
A11
MIYAMOTO Shigeru (Nintendo Co., Ltd.)
I have been influenced by him a great deal: he always tries to have an objective players’ point of view towards the game; his attitude to doubt the common knowledge; he doesn’t stick to the past and always looks to the future, and changes his ideas with flexibility.

IWATA Satoru (President, Nintendo Co., Ltd.)
I am not in a place where I directly receive his guidance, but I feel he is a good role model for every company member.  He has a good mental capacity where he always sets a challenge and frames a hypothesis towards it and a great ability to get it done the hard and steady way.

Manga no Kakikata Zenhyakka (How to create Manga A to Z): Supervisor: FUJIKO Fujio; Organizer/Author: KATAKURA Yoji; Shogakukan Korotan Bunko
I have read this book many times until it became worn out. This book is meant for children but it tells a lot about how to entertain people such as how to get an idea or concept of introduction, development, turn, and conclusion. I can still learn from this even at this age.