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Articles by USS Command
Ryoji Shimogama - Crimson-Head.com
CH: How did you get into game design, when did you join Capcom, and for how long did you work for them? RS: I studied design in college. As a student, I wanted to be involved with video games, but employment was kind of hard to find anywhere in Japan when I graduated in 1994, so I was happy to have any job. I joined Capcom straight after graduating from college. I was twenty-one years old. I joined the company in 1994 and left in 1998.
Andrew Santos - Crimson-Head.com
AS: I’ve always played horror games, Doom and Quake were early horror games for me. One thing that sticks out is working at Psygosis and somebody bringing in biohazard, imported from Japan. When they came out in the west, I bought Resident Evil 2, Code Veronica, and Resident Evil 4, which for me at the time I was making Operation Raccoon City was my favourite, in terms of gameplay mechanics. I played Resident Evil 5, but it wasn’t a Resident Evil experience. It felt more like Uncharted.
Eric Bailey - Crimson-Head.com
Game Designer for Resident Evil 4, Siren Blood Curse. Localisation & Scriptwriter for Resident Evil Umbrella Chronicles, Resident Evil 4, Resident Evil 5, Siren Blood Curse. Writer for Siren Blood Curse. CH: How did you first start working in the video game industry, that then lead to you working at both Capcom and Sony? EB: I’ve always loved games since I was a kid. My brother had a Commodore 64, so that dates me! The reason I got into programming was because of loving games.
Yasuyuki Saga - Crimson-Head.com
“Experiencing the work of the director, Shinji Mikami, was invaluable learning. As Mikami-san directed the programmers and designers, I saw the game become more and more wonderful” — Yasuyuki Saga. CH: How did you become involved in the development of the first Resident Evil game, and was it a daunting prospect joining Capcom? YS: I didn’t intend to join Capcom from the start! As a result of job hunting, I received offers from both Capcom and Japan’s Civil Service, so I had to choose between them.
Kenichi Iwao - Crimson-Head.com
Exclusive interview with Kenichi Iwao. Working alongside Shinji Mikami, Iwao-san hugely contributed to the design, writing and game mechanics, including removal of beta science fiction scenarios, writing game files, and devising cut-scenes including the iconic zombie head turn! CHE: Kenichi-san thank you so much for speaking with us today. How did you initially get into game design? KI: I liked game-books and tabletop RPGs such as 'Dungeons & Dragons' and 'Traveller'.
Resident Evil 5 beta — Crimson-Head.com
Once the Uroboros mutation became integral to the enemy designs, and the game's development was at the stage where it had been determined Irving would mutate into his Uroboros form for a ship battle, concept art for this revised Irving monster had to be designed. And the first revisions for a seafaring creature were quite different from the final retail build; these earlier concepts are clearly influenced by Octopuses.
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