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.






Volume 1 : The Collaboration

Samus's Thoughts and Feelings

Iwata

Kitaura-san, the first step for you was reading the scenario that Sakamoto-san had written, wasn't it?

Kitaura

Yes, that's right. Before meeting Sakamoto-san, I read the scenario and prepared some storyboards. Since this was going to be a long-term project, I felt that it was important for us to have an affinity for each other. In fact, I was prepared to resign from the project if Sakamoto-san didn't seem to like my storyboards when he saw them.

Iwata

You had that much faith in your storyboards?

Kitaura

I did. That really was my intention. When Sakamoto-san saw the storyboards, however, the room fell completely silent.

Iwata

There was no reaction at all?

Kitaura

No. Sakamoto-san was completely silent, so I thought there was no hope for me. I thought I should just go home there and then.

Sakamoto

That wasn't it at all! (laughs) The truth is that I was so inspired I couldn't put it into words. I think anyone would become speechless if they were presented with storyboards that were so far beyond their wildest dreams!

All

(laughter)

Iwata

So the storyboards were so much better than you expected that they had you lost for words, Sakamoto-san?

Sakamoto

That's right. Kitaura-san's passion was really apparent in those storyboards. That's why I decided to ask him to be responsible for all production, not just for the cinematics, but doing production for gameplay parts too. The game's actual opening cinematic, incidentally, is exactly the way it was on those original storyboards.

Iwata

So you got really earnestly involved with the production of the storyboard images, Kitaura-san?

Kitaura

I did, yes. I think I drew more than 300 storyboards in total. The image count was over 2,000. By this stage, I was also accounting for camera work and action, so they became really elaborate production storyboards. I think I took over six months to finish them.

Iwata

That's a little bit like the scale of a feature film or novel, isn't it?

Kitaura

There was nothing 'little' about this scale! (laughs) Furthermore, because it was important to make the action parts and the cinematic parts seamless, I couldn't just go ahead and work on the cinematics by myself. I'd be shown the game during development, and if Samus's movement was faster in-game, for example, I had to adjust the cinematics to match the game. Also, let's say we made Samus's appearance in the CG cinematics too shiny. Then Sakamoto-san would say things like 'She looks like an exotic sports car...'

Iwata

I suppose that meant she was too shiny! (laughs)

Kitaura

As a result, we had to deliberately add dirt and adjust the atmosphere surrounding Samus to make her blend in better. What's more, the scenario that Sakamoto-san wrote was full of Samus's thoughts and feelings.

Sakamoto

This time I wanted to create an intriguing depiction of Samus's humanity, showing that she's not just cool, but also kind and sympathetic, and perhaps a little immature in her passion and earnestness.

Kitaura

...which is easily said, but such psychological aspects are the most difficult things to depict when rendering people in CG. That's why I told my staff to carefully observe actresses' eyes when they watched cinematics.

Iwata

When you say 'observe actresses' eyes', what do you mean exactly?

Kitaura

I think the movement of the eyeballs is extremely important when it comes to expressing emotions. I think you'll notice when you watch our finished cinematics that characters' eyeballs do not remain still, but move around.

Iwata

Do you always go to such lengths when creating CG, Kitaura-san?

Kitaura

No, this is the first time I've taken things this far. What's more, when portraying a character's thoughts and feelings, every single minute detail of their expression becomes very important. So for this project we included more joint-like 'rigs' in Samus's face than usual, and really focused on establishing the movement of the muscles connected to them. As a result, we were able to render Samus's expressions in a more lifelike fashion.

For the creation of the CG, I made about 10 teams and requested each team to do a different scene. I'd praise the team that had created the best cinematic, telling them 'You've done the best work'. I'd then show their work to the other teams and tell them 'This is the minimum standard'.

Iwata

I see! (laughs) So in order to raise the overall standard, you had the 10 teams compete against each other.

Kitaura

That's right. The teams had always been capable of producing excellent work, but they really tried hard to create high-quality cinematics in order to compete with each other.

Iwata

You went to the motion capture studio as well, didn't you, Sakamoto-san?

Sakamoto

I did, yes. I was able to see the CG production process in the flesh, as it were, and I really learned a lot from going to the studio and watching Kitaura-san directing the actors while shooting the cinematics, for example. I also thought the cameraman was especially skilful.

Kitaura

He certainly was. Motion capture is primarily a method of recording movement data. This time, apart from the 52 fixed capture cameras, we also had a professional cameraman record the scenes, in order to record the cinematics as they appeared on the storyboards6. However, since these were temporary cinematics, we were asking him to shoot things like Samus in tights, or polystyrene creatures, and there was no set to speak of. These are the kinds of things that you usually hate asking professional cameramen to shoot.

6

Iwata

Because the scenes that they shoot aren't used as they are?

Kitaura

Exactly. It's never easy to ask a top-level cameraman to shoot scenes that are later going to be processed as CG. This time, however, an acquaintance of mine came to me saying 'That sounds interesting – can I do it?'

Sakamoto

This cameraman usually shoots commercials.

Kitaura

As you can imagine, we needed someone with a sense of angles and camerawork for the battle scenes, so we were really lucky that he could do it for us.

Iwata

What was Sakamoto-san like in the studio?

Kitaura

He stood close to me, checking the monitors. When we'd shoot a particularly moving scene, I'd ask him 'How was that, Sakamoto-san?', but he'd be completely silent - again.

Iwata

Just like when he saw the storyboards for the first time?

Kitaura

Yes! (laughs) I was really worried, thinking 'Oh no, he doesn't like it...', but then when I peeked at his face, his eyes were full of tears.

Iwata

Oh my...

Kitaura

Well, the cinematic did show Samus in tights. (laughs)

All

(laughter)

Sakamoto

Yeah... But weren't you crying as well, Kitaura-san?

Kitaura

Well, your tears were infectious, Sakamoto-san! (laughs)