Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



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The Legend of Zelda: Ocarina of Time 3D Original Development Staff - Part 2

Making the Characters

Iwata

Haruhana-san, you were in charge of character design, while Takizawa-san, you were in charge of the enemies and bosses. How did you decide to divide up your roles like that?

Takizawa

Um…it just worked out that way.

Haruhana

When I first joined the team, I actually made a few of the enemies. But as I was working, I realized I wasn't suited to it.

Iwata

You weren't good at making enemies?

Haruhana

It wasn't really that I wasn't good at it, but Takizawa-san was much better. He turned out so much great stuff that I naturally stepped aside! (laughs)

Iwata

Which enemies did you made?

Haruhana

The Skulltula and Lizalfos.

Takizawa

Using skull and lizard themes.

Iwata

Many characters in The Legend of Zelda games are incredibly distinctive.

Haruhana

Yes.

Iwata

Where do all those unprecedented characters come from?

Haruhana

I was just innocently drawing away.

Iwata

For example, did anyone tell you to make them distinctive?

Haruhana

No, but I would get tough requests—like a request to draw someone who would buy ghosts. But I've never seen anyone like that! (laughs) I'd think, "What kind of person would buy a ghost?" and then sit around, grinning to myself, and thinking, "What can I do about this?"

It's easy to focus on how the characters look, but I feel like they don't really become distinctive until you see how they act when their dialogue and demo videos come together.

Iwata

In other words, you're not the only one who contributes to their characteristics.

Haruhana

Right. They're a product of everyone working together.

Iwata

So the extremely distinctive characters aren't merely the result of your own output, but the result of everyone throwing in their ideas.

Haruhana

Right. My job is to give the characters shape at the start, but Osawa-san's script has something like the unformed material in it.

Iwata

The script contains in words a kind of function required of that character.

Haruhana

Right. I interpret for myself how I should design a character based on what kind of role that character plays. For example, I drew the Gorons who live on Death Mountain in the way that seemed best to me.

Iwata

When you first gave them shape, I bet you wanted, somewhat mischievously, to get an exclamation from everyone.

Haruhana

Yes, that's right. (laughs) First, I wanted the staff to love the design. Seeing whether I can put smiles on the faces of the people around me when I show them something I have innocently drawn is one filter I have. And if it feels right, then I play around with it along those lines and polish it up. I do that over and over.

Iwata

A lot of distinctive characters have been born that way.

Haruhana

That's right. But thinking back, I may not have been very hungry for that acceptance back then. What I mean is, I may have been a little weird back then, like I was on automatic drawing or something.

Iwata

Huh? You mean you were cranking out one character after the other?

Haruhana

I'm embarrassed to admit it, but yes. I just drew whatever popped into my head one after the other.

Iwata

You've mentioned several times how you were "innocently" drawing, and I guess that's what you meant.

Haruhana

Yes. I was just naturally scribbling away. I couldn't see the goal because I was immersed in the world of The Legend of Zelda: Ocarina of Time and drawing with fervor.

Iwata

I see.

Haruhana

But The Legend of Zelda: Ocarina of Time has lots of big fields with lots of characters, so I figured in my own youthful way that there was a need to create a strong impression of which people were where.

Iwata

There was a need to create characters that you would never forget once you saw them.

Haruhana

Right. For example, I made a considerable conscious effort to make sure players would remember who they would run into if they went around a particular corner.

Since characters are essentially people, there's a tendency to think that their faces are important, but I pay more attention to their figures. Sometimes I shape the figure first and then think about the face. Games can't do much with just close-ups of the characters' faces, so I think that what grabs people more than this or that facial characteristic is a memorable overall shape.

Aonuma

The Great Fairy is one character you never forget.

Iwata

The Great Fairy is extremely flamboyant!

Aonuma

The first time I saw her, rather than smile, I drew back! (laughs)

Everyone

(laughs)

Aonuma

She comes out with a laugh, so I thought she might show up in my dreams. (laughs) No one but Haruhana-san could draw a character like that!

Haruhana

Thanks. (laughs)

Aonuma

And it's not like someone asked you up front to create an extremely garish fairy, right?

Haruhana

Right. If I drew a typical fairy, it would be boring. Like what I said earlier about figure, I think it's important to have a gap between what you do and what everyone expects. So at the very least, I wanted to take a half-step in another direction.

Morita

That's a half-step?! (laughs)

Haruhana

Huh? Oh, that's about three, no, maybe four steps! (laughs)

Everyone

(laughs)