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Resident Evil concept and character artist collaborating on new Italian survival horror - read an interview on his life in games! (Warning: article contains nudity)
In Volume 2 of my book series, The Untold History of Japanese Game Developers, I interviewed veteran game artist Satoshi Nakai. In fact, he created the robot themed PC ENGINE GOLEM cover for Volume 2! If you'd like to buy a copy of Volume 2, please visit this page.
Satoshi Nakai was the mastermind behind the designs on shmup Gynoug / Wings of Wor, planner and artist on Assault Suits Valken / Cybernator and also pseudo-sequel Front Mission: Gun Hazard, plus concept artist for the Culdcept series (below) and character designer on Resident Evil: Code Veronica and the prequel RE:0. That's just a sample of his work, and his full portfolio is most impressive.
Satoshi Nakai's Illustration Museum (wayback archive)
Recently I was contacted by Resident Evil researcher and book writer Joel Welsh, with a press release for InvaderGames announcing its collaboration with Satoshi Nakai. The Italian game development studio hinted at working with several other international game designers, as yet unannounced, and that Nakai would be involved with its new survival horror game being developed. More details are promised to surface in the coming days.
I find this exciting because two of Nakai's fields of expertise are giant mecha robots, and horror. Weird, creepy, disturbing, mind-curdling horror. Amazing body horror on a par with anything film director David Lynch has put out. Nakai knows horror. As InvaderGames stated: "We're sure that this collaboration will be essential for creating the desired world view which is inhabited by the most terrifying and realistic characters and enemies. Nakai-san's contribution to the Resident Evil series is defiantly unique, and we're sure he'll bring the same uniqueness to our title too."
What's interesting is that while InvaderGames is keenly aware of his Resident Evil work, it perhaps is not aware of Nakai's long lineage in horror, dating to the first game in his career, Last Armageddon. An unusual JRPG slightly reminiscent of Phantasy Star, where players control a party of demons, in a post-apocalyptic world where all humans have been wiped out, which are fighting alien robots. As Nakai stated during out interview: "This was my entry into the dark world of videogames. I was such a game virgin that I didn't even know what genres like 'RPG' meant. At this point I had already acquired my 'monster design factory' function."
Later horror themed titles include the unreleased Temple Master, Gynoug (featuring an infamous boss enemy), some concept art for Chou Aniki (not horror, but weird), Lord of Monsters, Culdcept (lots of monster characters), Contra Rebirth (gruesome bosses), an unreleased remake of something else, plus of course Resident Evil. Oh, and also covers for World of Warcraft magazine, featuring monstrous and otherworldly creatures! Many of these projects will be known, but not Nakai's involvement with them. As such, I am printing excerpts from my Nakai interview along with imagery. If you'd like to read a separate Resident Evil focused interview, with information on unreleased games, please visit Project Umbrella:
http://projectumbrella.net/articles/Satoshi-Nakai-Interview-Project-Umbrella
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仲井 覚
NAKAI, Satoshi
DOB: 24 February 1967
Birthplace: Hokkaido
Blood Type: O
Interview excerpt with Satoshi Nakai
JS: You mentioned having a part-time job as a waiter and also enjoying drawing, which is how you became involved with the industry?
SN: The first art assignment I did was for Brain Grey, for Last Armageddon. I designed many of the monsters or creatures. (above and below) It was a part-time job at their office. I drew many of the monsters, and also the event graphics used in cutscenes, such as the opening sequence. That was when I was 21 years old. Over a quarter century ago!
JS: Did you draw the pixel art on paper first?