Hideaki Itsuno

{{Short description|Japanese video game designer and director}}

{{Infobox person

| name = Hideaki Itsuno

| native_name = 伊津野 英昭

| native_name_lang = ja

| birth_date = {{Birth date and age|1970|08|25}}

| birth_place = Osaka, Japan

| death_date =

| death_place =

| death_cause =

| employer = Capcom (1994–2024)
LightSpeed Studios (2024–present)

| known_for = Street Fighter Alpha
Rival Schools
Power Stone
Capcom vs. SNK
Devil May Cry
Dragon's Dogma

| nationality =

| occupation = Video game director, designer

| years_active = 1994–present

| spouse =

| website = {{URL|https://twitter.com/tomqe}}

}}

{{Nihongo|Hideaki Itsuno|伊津野 英昭|Itsuno Hideaki}} is a Japanese video game director and designer. He was born in Osaka Japan, and formerly worked at Capcom. He has been a director and producer for several series at Capcom, including Rival Schools, Power Stone, Devil May Cry and Dragon's Dogma.

Career

=Early years (1994–2002)=

Hideaki Itsuno was a fighting game fan who was hired by Capcom in 1994; his entrance exam happened the same day as the Super Street Fighter II Turbo location test.{{Cite web|author=Takayuki Nakayama|url=https://game.capcom.com/cfn/sfv/column/112448|title=ROUND 2: Hideaki Itsuno Part 1|department=Activity Reports > Guests|work=Shadaloo Combat Research Institute|publisher=Capcom, Capcom Fighters Network|access-date=5 January 2022}} He went for it over other companies because it would be an easy commute.{{cite web|author=Martin Robinson|date=3 March 2019|url=https://www.eurogamer.net/the-devil-within-hideaki-itsuno-on-25-years-at-capcom|title=The devil within: Hideaki Itsuno on 25 years at Capcom|department=Interviews|work=Eurogamer|publisher=Eurogamer Network|access-date=24 June 2022}} There, he was assigned work as a designer on their arcade division (which by 1997 had been reorganized as Production Studio 1), starting with two quiz games. In that first year at the company, a project for a Street Fighter prequel was brewing; Itsuno's superior Noritaka Funamizu saw there was no designer attached, and asked him to take that role in December. Other members of that team came from the same background, all gathered so Street Fighter Alpha had a broader appeal and captured the audience drawn to SNK fighters.

His first director job was on another fighter, Star Gladiator, a project he entered halfway through to fulfill a desire: "at the time I wanted to make that kind of game with a large scale cabinet, because Capcom had never done anything like that before. That's why I joined the company". Due to visual effects and hardware constraints, that game runs at 30 frames per second, to Itsuno's chagrin: "At 30fps, I feel you can't have a real competitive fighting game, so I wanted to make a linear fighting game with 60fps in mind". Driven to make a 60fps polygon-based fighting game, he conceived an original project with wide appeal—driven so partly by a more story-heavy approach and the inclusion of role-playing elements—which became Rival Schools: United By Fate.{{Cite web|author=Takayuki Nakayama|url=https://game.capcom.com/cfn/sfv/column/130231|title=ROUND 2: Hideaki Itsuno Part 3|department=Activity Reports > Guests|work=Shadaloo Combat Research Institute|publisher=Capcom, Capcom Fighters Network|access-date=5 January 2022}}

Most of Itsuno's output for the first nine years of his career was fighting games, both in 2D and 3D, as either director or designer. As the genre and the arcade market declined, he worked on console games of various genres, within both positions he'd been in before: One Piece Mansion, GioGio's Bizarre Adventure and Auto Modellista.

=''Devil May Cry'' series=

After Itsuno had finished work on Capcom vs. SNK 2, he started conceiving a role-playing video game. Since he appeared to be "idle", his boss ordered him to work on Devil May Cry 2.{{Cite web|author=ゴジラ太田|date=3 November 2021|url=https://www.famitsu.com/news/202111/03239135.html|title=『デビル メイ クライ』20周年記念インタビュー。ディレクターの伊津野英昭氏に20年分の思い出話を訊いた|trans-title=|work=ファミ通.com|trans-work=Famitsu.com|publisher=Kadokawa Game Linkage|access-date=5 January 2022}} Itsuno was asked to "reorganize the project" in a supplementary role, which effectively meant taking over leadership, as upper management saw it as director-less.{{cite web|author=Bob Mackey|date=29 June 2015|url=http://www.usgamer.net/articles/the-devils-own-capcoms-hideaki-itsuno-on-a-decade-plus-with-dante|title=The Devil's Own: Capcom's Hideaki Itsuno on a Decade-Plus with Dante|work=USgamer|publisher=Gamer Network|access-date=9 March 2016|archive-date=29 April 2016|archive-url=https://web.archive.org/web/20160429100434/http://www.usgamer.net/articles/the-devils-own-capcoms-hideaki-itsuno-on-a-decade-plus-with-dante|url-status=dead}} In exchange, he would go uncredited,{{sfn|3•1•4•2 Graphic Arts|2015|p=220}}{{sfn|3•1•4•2 Graphic Arts|2015|p=221}} but ended up the only director listed in the final version of the game.{{cite video game |title=Devil May Cry 2 |developer=Capcom |publisher=Capcom Entertainment, Inc. |date=25 January 2003 |scene=staff credits}} Most of Team Devil (the staff on that title) had not worked on Devil May Cry and lacked experience in 3D action-adventure games,{{sfn|Note of Naught|2006|p=088}}{{sfn|3•1•4•2 Graphic Arts|2015|p=204}} which resulted in a production severely behind schedule with six months left on the deadline. Itsuno accomplished the request, but was dissatisfied with his level of involvement and the final product's quality.{{sfn|3•1•4•2 Graphic Arts|2015|p=221}}

He didn't want Devil May Cry 2 to be his legacy within the series,{{sfn|3•1•4•2 Graphic Arts|2015|p=221}} so before development had wrapped,{{sfn|Note of Naught|2006|p=092}} Itsuno asked his higher-ups for Devil May Cry 3, with himself as director from the start of the project.{{sfn|3•1•4•2 Graphic Arts|2015|p=220}} He rallied Team Devil to stay for it;{{sfn|3•1•4•2 Graphic Arts|2015|p=208}} some members shared his sentiment,{{sfn|3•1•4•2 Graphic Arts|2015|p=204}} with many wanting to work with what they learned making Devil May Cry 2.{{sfn|3•1•4•2 Graphic Arts|2015|p=205}} Gameplay elements such as the size of environments and the game's battle engine were reconsidered, and common criticisms such as decreases to Dante's cockiness and the game's difficulty were brought back in line with the first game.{{cite web|url=http://biz.gamedaily.com/industry/toppers/?id=9336 |title=Devil May Cry 3 Poised for Success |date=2005-04-06 |publisher=GameDaily |author=Brightman, James |access-date=2007-04-12 |url-status=dead |archive-url=https://web.archive.org/web/20070929092141/http://biz.gamedaily.com/industry/toppers/?id=9336 |archive-date=September 29, 2007 }} These changes were met with praise and the game was very well-received.{{Cite web|url=https://www.metacritic.com/game/devil-may-cry-3-dantes-awakening/critic-reviews/?platform=playstation-2|title=Devil May Cry 3: Dante's Awakening|website=Metacritic|access-date=2017-06-14|archive-url=https://web.archive.org/web/20121227061205/http://www.metacritic.com/game/playstation-2/devil-may-cry-3-dantes-awakening|archive-date=2012-12-27|url-status=live}}

Itsuno returned to direct Devil May Cry 4.{{cite web |author=Christian Nutt |url=http://www.gamesradar.com/devil-may-cry-4s-creative-minds/ |title=Devil May Cry 4's creative minds |publisher=GamesRadar |date=2012-06-23 |access-date=2014-01-24 |archive-url=https://web.archive.org/web/20131025011809/http://www.gamesradar.com/devil-may-cry-4s-creative-minds/ |archive-date=2013-10-25 |url-status=live }} He stated that the visual design sought to deliver a satisfying sensation of floating in the air, and that the actions of Nero's Devil Bringer could not be done on contemporary generation consoles, necessitating a new generation of consoles such as the PlayStation 3.{{cite web| url=http://ps3.ign.com/articles/730/730818p1.html| title=IGN: New Hero for DMC4| access-date=2008-07-08| publisher=IGN| archive-url=https://web.archive.org/web/20080905101400/http://ps3.ign.com/articles/730/730818p1.html| archive-date=2008-09-05| url-status=live}} Devil May Cry 4 (2008) was met with both commercial and critical success.

The next game in the series, DmC: Devil May Cry, was developed by British developer Ninja Theory; Itsuno was the supervising director on that project.{{cite web |url=http://www.polygon.com/2013/1/30/3931784/capcom-devs-describe-the-long-distance-romance-with-ninja-theory-that |title=Capcom devs describe the 'long-distance romance' with Ninja Theory that led to DmC |publisher=Polygon |date=2013-01-30 |access-date=2014-01-24 |archive-url=https://web.archive.org/web/20140201213507/http://www.polygon.com/2013/1/30/3931784/capcom-devs-describe-the-long-distance-romance-with-ninja-theory-that |archive-date=2014-02-01 |url-status=live }} When discussing this decision, Itsuno said: "With DmC this time, we wanted to avoid the problem that befalls some series where you keep making it with the same team, same hardware, and it tends to decrease and fans move away from it... We don’t want the series to die."{{Cite news|url=https://www.nowgamer.com/dmc-devil-may-cry-we-dont-want-the-series-to-die/|title=DmC Devil May Cry: “We don’t want the series to die” {{!}} NowGamer|date=2012-12-12|work=NowGamer|access-date=2017-06-14|language=en-US|archive-url=https://web.archive.org/web/20180808013659/https://www.nowgamer.com/dmc-devil-may-cry-we-dont-want-the-series-to-die/|archive-date=2018-08-08|url-status=dead}} The development team included over ninety members, several of whom were from Capcom. Alex Jones and Motohide Eshiro acted as producers, aiming to help Ninja Theory make DmC play like the previous Devil May Cry games.{{cite web |url=http://www.siliconera.com/2012/10/16/dmc-devil-may-cry-development-team-has-over-90-members/ |title=DmC Devil May Cry Development Team Has Over 90 Members |publisher=Siliconera |date=October 16, 2012 |access-date=October 16, 2012 |archive-url=https://web.archive.org/web/20130123110041/http://www.siliconera.com/2012/10/16/dmc-devil-may-cry-development-team-has-over-90-members/ |archive-date=January 23, 2013 |url-status=live |df=mdy-all }} Devil May Cry 5, was released in 2019.{{Cite web|url=https://www.bleedingcool.com/2018/06/10/capcom-brings-back-hideaki-itsuno-for-devil-may-cry-5/|title=Capcom Brings Back Hideaki Itsuno for Devil May Cry 5|website=Bleeding Cool|access-date=2018-06-15|archive-url=https://web.archive.org/web/20180618010451/https://www.bleedingcool.com/2018/06/10/capcom-brings-back-hideaki-itsuno-for-devil-may-cry-5/|archive-date=2018-06-18|url-status=live}}

=''Dragon's Dogma''=

Itsuno later directed Dragon's Dogma.{{cite web|title=Dragon's Dogma: How Hideaki Itsuno is taking on Skyrim and the world|url=http://www.videogamer.com/xbox360/dragons_dogma/features/article/dragons_dogma_how_hideaki_itsuno_is_taking_on_skyrim_and_the_world.html|publisher=VideoGamer.com|access-date=16 April 2012|date=2012-03-20|archive-url=https://web.archive.org/web/20120525075027/http://www.videogamer.com/xbox360/dragons_dogma/features/article/dragons_dogma_how_hideaki_itsuno_is_taking_on_skyrim_and_the_world.html|archive-date=25 May 2012|url-status=dead|df=dmy-all}} During the press conference at Capcom's Captivate event in 2011, he called it a game he had been dreaming of making since his school days, which could be finally realized due to technological advancements. At the time of the press conference, he had been directing a staff of 150 people at Capcom Japan for three years of concept and project development.{{cite web |url=http://www.andriasang.com/e/blog/2011/04/13/dragons_dogma/ |title=Dragon's Dogma Revealed |first=Anoop |last=Gantayat |date=April 13, 2011 |publisher=andriasang |access-date=April 13, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20121225043622/http://andriasang.com/comuxs/dragons_dogma/ |archive-date=December 25, 2012 }}{{cite web |url=http://www.andriasang.com/e/blog/2011/04/13/dragons_dogma_details/ |title=A Few Bits About Dragon's Dogma |author=Anoop Gantayat |date=April 13, 2011 |publisher=andriasang |access-date=April 13, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20130606151208/http://andriasang.com/comuy3/dragons_dogma_details/ |archive-date=June 6, 2013 }} In the process, the team developed techniques that allow the feel of playing in 60fps on a 30fps game.{{cite web |last=Yin |first=Wesley |url=http://www.eurogamer.net/articles/2012-11-05-dragons-dogma-taught-capcom-new-tricks-that-give-devil-may-cry-the-feel-of-60-frames-per-second-publisher-claims |title=Dragon's Dogma taught Capcom new tricks that give Devil May Cry the feel of 60 frames per second, publisher claims |publisher=Eurogamer |date=2012-11-05 |access-date=2014-01-24 |archive-url=https://web.archive.org/web/20140201222421/http://www.eurogamer.net/articles/2012-11-05-dragons-dogma-taught-capcom-new-tricks-that-give-devil-may-cry-the-feel-of-60-frames-per-second-publisher-claims |archive-date=2014-02-01 |url-status=live }}

Itsuno stated that his team had "come up to this point through our experience of action games. We're trying to make a new genre: We're using our action heritage and putting that into an action RPG." He cited the influence of Capcom's previous works (such as Breath of Fire, Resident Evil, Devil May Cry, and Monster Hunter), other Eastern RPGs such as Dragon Quest, and Western RPGs such as Fable and Oblivion. Itsuno later explained that they had "seen a great deal of open-world action RPGs over the years, [but never] one that really put everything together in the action parts. We figured that if there hasn't been a game made by people who understand how action works, then we ought to do it ourselves. We wanted a game where the player is thrown into the world and needs to figure out how to stay alive via nothing but his own controller".{{cite web|last=Gifford|first=Kevin|title=Dragon's Dogma Explained By Staff: A single-player multiplayer RPG?|url=http://www.1up.com/news/dragon-dogma-explained-staff|archive-url=https://web.archive.org/web/20110721183225/http://www.1up.com/news/dragon-dogma-explained-staff|url-status=dead|archive-date=2011-07-21|publisher=1UP.com|access-date=17 April 2012|date=2011-04-13}}

However, the game was designed to allow players to take a less action-oriented approach, with Itsuno stating that they "[made] this game such that you can beat the monsters even if you build up EXP, collect good companions and/or pawns, and sit back and watch the battle unfold." He elaborated that while it is an action game, "that's not all that it is. You can fully configure your party and put as much thought as you like into battle, which is something we're doing for people who really want to get into this world".

Initially, Dragon's Dogma was intended to be a Western fantasy game.{{cite web |author=JC Fletcher |url=http://www.joystiq.com/2011/06/12/dragons-dogma-preview-a-song-of-ice-and-fire/ |title=Dragon's Dogma preview: A song of 'ice and fire' |publisher=Joystiq |date=2011-06-12 |access-date=2014-01-24 |archive-url=https://web.archive.org/web/20140201225241/http://www.joystiq.com/2011/06/12/dragons-dogma-preview-a-song-of-ice-and-fire/ |archive-date=2014-02-01 |url-status=live }} In March 2012, Itsuno said he hoped the game would sell 10 million copies worldwide and one million in Japan.{{cite web |url=http://www.videogamer.com/xbox360/dragons_dogma/news/a_million_sales_pretty_much_guaranteed_for_dragons_dogma_in_japan.html |title=A million sales pretty much guaranteed for Dragon's Dogma in Japan |publisher=Videogamer.com |access-date=2014-01-24 |archive-url=https://web.archive.org/web/20140201215003/http://www.videogamer.com/xbox360/dragons_dogma/news/a_million_sales_pretty_much_guaranteed_for_dragons_dogma_in_japan.html |archive-date=2014-02-01 |url-status=live }}{{cite web |last=Dutton |first=Fred |url=http://www.eurogamer.net/articles/2012-03-20-dragons-dogma-can-sell-10-million-worldwide-reckons-capcom |title=Dragon's Dogma can sell 10 million worldwide, reckons Capcom |publisher=Eurogamer |date=2012-03-20 |access-date=2014-01-24 |archive-url=https://web.archive.org/web/20140201222424/http://www.eurogamer.net/articles/2012-03-20-dragons-dogma-can-sell-10-million-worldwide-reckons-capcom |archive-date=2014-02-01 |url-status=live }} It was successful upon release, prompting Capcom to begin development on a sequel.{{cite web|last=Evans-Thirlwell|first=Edwin|title=Dragon's Dogma 2 on the way, original ships one million worldwide|url=http://www.oxm.co.uk/43122/dragons-dogma-2-on-the-way-original-ships-one-million-worldwide/|work=Official Xbox Magazine|access-date=21 July 2012|date=25 June 2012|archive-url=https://web.archive.org/web/20130106172739/http://www.oxm.co.uk/43122/dragons-dogma-2-on-the-way-original-ships-one-million-worldwide/|archive-date=6 January 2013|url-status=live|df=dmy-all}} Itsuno reports that the team was only able to accomplish 60-70% of what they had wanted to in the first game, and hope to include those ideas in the sequel.{{cite web|url=http://kotaku.com/5929182/game-creators-are-constantly-looking-to-the-future-heres-what-a-few-of-them-are-looking-at|title=Game Creators Are Constantly Looking To The Future. Here's What A Few Of Them Are Looking At|publisher=Kotaku|access-date=2014-01-24|archive-url=https://web.archive.org/web/20140201201919/http://kotaku.com/5929182/game-creators-are-constantly-looking-to-the-future-heres-what-a-few-of-them-are-looking-at|archive-date=2014-02-01|url-status=live}}

Itsuno would return to direct the sequel Dragon's Dogma 2, which released in 2024.{{cite web |last=Bueno |first=Daniel |date=September 25, 2023 |title=Interview: Dragon's Dogma 2 Director Talks Mechanics, Hidden Themes |url=https://www.siliconera.com/interview-dragons-dogma-2-director-talks-mechanics-hidden-themes/ |accessdate=December 6, 2023 |work=Siliconera}}

=Future=

In 2012, Itsuno hinted that the Rival Schools and Capcom vs. SNK series may see a revival.{{cite web |url=http://www.computerandvideogames.com/373634/rival-schools-and-capcom-vs-snk-2-revivals-teased/ |title=News: Rival Schools and Capcom Vs. SNK 2 revivals teased |publisher=ComputerAndVideoGames.com |date=2012-10-18 |access-date=2014-01-24 |archive-url=https://web.archive.org/web/20131023055631/http://www.computerandvideogames.com/373634/rival-schools-and-capcom-vs-snk-2-revivals-teased/ |archive-date=2013-10-23 |url-status=live }}{{cite web |url=http://multiplayerblog.mtv.com/2012/10/19/rival-schools-capcom-vs-snk-remakes-rumor/ |title=Could There Be ‘Rival Schools’ And ‘Capcom vs. SNK’ Remakes In Our Future? |publisher=Multiplayerblog.mtv.com |date=2012-10-19 |access-date=2014-01-24 |archive-url=https://web.archive.org/web/20131023060442/http://multiplayerblog.mtv.com/2012/10/19/rival-schools-capcom-vs-snk-remakes-rumor/ |archive-date=2013-10-23 |url-status=dead }} The former series was once again hinted in the next year alongside the possibility of a new Devil May Cry entry. Itsuno has also expressed interest in developing a fighting game that would recreate the influence Street Fighter II had on the genre.{{cite web |url=http://www.dualshockers.com/2013/10/21/dragons-dogma-director-wants-to-make-a-sequel-on-ps4-also-rival-schools-3-and-devil-may-cry-5/ |title=Dragon’s Dogma Director Wants to Make a Sequel on PS4, Also Rival Schools 3 and Devil May Cry 5 |publisher=dualshockers.com |date=2013-10-21 |access-date=2016-11-21 |archive-url=https://web.archive.org/web/20170103175525/http://www.dualshockers.com/2013/10/21/dragons-dogma-director-wants-to-make-a-sequel-on-ps4-also-rival-schools-3-and-devil-may-cry-5/ |archive-date=2017-01-03 |url-status=live }}

==Departure from Capcom==

On August 31, 2024, Itsuno announced on his Twitter that he was leaving Capcom after working at the company for 30 years and 5 months.{{Cite web|url=https://www.animenewsnetwork.com/news/2024-08-31/dragon-dogma-game-director-hideaki-itsuno-leaves-capcom/.214988|title=Dragon's Dogma Game Director Hideaki Itsuno Leaves Capcom|last=Tai|first=Anita|website=Anime News Network|date=2024-08-31|access-date=2024-08-31}} He stated he was planning to start development of a new game in a new environment.

== LightSpeed Japan Studio ==

On November 12, 2024, Hideaki Itsuno joined LightSpeed Studios. Itsuno now leads LightSpeed Japan Studio, which operates in Tokyo and Osaka, focusing on developing original AAA action games.{{Cite web |last=Writer |first=Sophie McEvoy Staff |date=2024-11-12 |title=Lightspeed launches new Japan studio led by Hideaki Itsuno |url=https://www.gamesindustry.biz/lightspeed-launches-new-japan-studio-led-by-hideaki-itsuno |access-date=2025-03-11 |website=GamesIndustry.biz |language=en}}

Works

class="wikitable sortable" width="auto"

|+ Video games

! scope="col"|Year

! scope="col"|Title

! scope="col"|Notes

1994

| Quiz & Dragons: Capcom Quiz Game

| Planner{{efn|Japanese version only}}

1995

| Street Fighter Alpha

| Planner

1996

| Star Gladiator

| rowspan="2" |Co-director

1997

| Rival Schools: United By Fate

1998

| JoJo's Bizarre Adventure

| Planner

1999

| Power Stone

| Co-director

rowspan="4" | 2000

| Power Stone 2

| Director

Capcom vs. SNK: Millennium Fight 2000

| Planner

Project Justice

|rowspan="4" | Director

Darkstalkers Chronicle: The Chaos Tower
rowspan="2" | 2001

| One Piece Mansion

Capcom vs. SNK 2: Mark of the Millennium 2001
rowspan="2" | 2002

| GioGio's Bizarre Adventure

| Planner

Auto Modellista

| Director

rowspan="3" | 2003

| Devil May Cry 2

| Replacement director{{efn|Only on last 6 months of development}}

Shin Megami Tensei: Nocturne

| Miscellaneous crew

Resident Evil Outbreak

| rowspan="2" |Special thanks

rowspan="2" | 2004

| Resident Evil Outbreak: File #2

Capcom Fighting Evolution

| Consultant

2005

| Devil May Cry 3: Dante's Awakening

| rowspan="4" |Director

2006

| Devil May Cry 3: Special Edition

2008

| Devil May Cry 4

rowspan="2" | 2012

| Dragon's Dogma

Project X Zone

| Supervision & cooperation{{efn|Devil May Cry series and Rival Schools series}}

rowspan="2" | 2013

| DmC: Devil May Cry

| Supervising director

Dragon's Dogma: Dark Arisen

| Executive producer

rowspan="3" | 2015

| DmC: Devil May Cry - Definitive Edition

| Supervising director

Devil May Cry 4: Special Edition

|Director

Project X Zone 2

|Supervision & cooperation

2019

|Devil May Cry 5

| rowspan="3" |Director

2020

|Devil May Cry 5: Special Edition

2024

|Dragon's Dogma 2

References

;Notes

{{Notelist}}

;Citations

{{Reflist|2}}

;Bibliography

{{Refbegin}}

  • {{Citation|editor=青柳昌之|date=30 March 2006|chapter=3: Interviews|title=デビル メイ クライ 3 設定資料集 Note of Naught|trans-title=Devil May Cry 3 Material Archive -Note of Naught-|publisher=enterbrain|pages=087-099|isbn=4-7577-2767-4|ref={{SfnRef|Note of Naught|2006}}}}.
  • {{Citation|editor=北裏裕章|translator1=Caleb Cook|translator2=M. Kirie Hayashi|date=June 2015|orig-date=14 March 2013|chapter=Extra: Interviews|title=Devil May Cry 3•1•4•2 Graphic Arts|publisher=Udon Entertainment|isbn=978-1-927925-48-5|ref={{SfnRef|3•1•4•2 Graphic Arts|2015}}}}.

{{Refend}}