Toshihiro Nagoshi

From Wikipedia, the free encyclopedia
Jump to navigation Jump to search
Toshihiro Nagoshi
Toshihiro Nagoshi 20140125.jpg
Nagoshi in 2014
Native name
名越 稔洋
Born (1965-06-17) June 17, 1965 (age 54)
OccupationGame producer, designer, director, member of the board of directors
Toshihiro Nagoshi Signature.png

Toshihiro Nagoshi (名越 稔洋, Nagoshi Toshihiro, born on June 17, 1965 in Shimonoseki, Yamaguchi) is a Japanese video game producer and designer. He is the chief creative officer for Sega[1] and a member of the board of directors for Atlus (formerly Sega Dream Corporation),[2] he joined Sega in 1989.[3]


Nagoshi graduated from Tokyo Zokei University with a degree in movie production and joined Sega shortly thereafter, working for the second arcade department (AM2) at Sega under Yu Suzuki as a CG designer,[4] his first title was Virtua Racing as a chief designer. Afterwards he created his own racing game, Daytona USA, where he was producer, director and chief designer, he created more arcade racing games with Scud Race in 1996 and Daytona USA 2 in 1998.[5] By 1998, Nagoshi had his own arcade department, where he worked on SpikeOut, he was also very integral into making Shenmue come to life. Although the credits only tell us he was a supervisor; he has revealed the development story, he was called by the CEO at the time to get the game finished, and as a result, he had to serve as producer and director on the final months of development. He recognized that as one of the turning points in his career.[6]

Amusement Vision[edit]

In 2000, Sega separated its in-house R&D departments from the main company and established them in nine semi-autonomous subsidiaries, with each getting an elected president as a studio head. Toshihiro Nagoshi became head of Amusement Vision, where he further contributed to Sega's arcade line-up with Planet Harriers, SpikeOut sequels and spin-offs. For Dreamcast he remade his very first game, Daytona USA as Daytona USA 2001; as Sega became a third-party, he moved out of arcade development. Amusement Vision became most known for its work on the Nintendo GameCube, with the first two Super Monkey Ball titles in 2001 and 2002, and F-Zero GX in 2003, Nagoshi made in conjunction with Shigeru Miyamoto. During the time of development of F-Zero GX, Nagoshi wrote a regular column in Edge, which was titled "AV Out" in reference to both Amusement Vision's initials, which was the name of his development division, and the consumer electronics term "A/V".

After the collaboration with Nintendo on F-Zero GX, Nagoshi claimed to receive a call from Nintendo, requesting the source code of the game and wanting him to explain how they made such game, he stated, "After it released, I got a call from Nintendo. They said they wanted to see all the source code for the game, and wanted me to explain how we'd made that game, in that timeframe and with that budget, in detail, they were wondering how we'd done it - they couldn't figure it out. We were able to achieve something a lot higher than what Nintendo had expected."[7]


In 2003, major changes took place at Sega, consolidating much of their studios. Nagoshi was appointed to the group of the company's officers.[8] In 2005, he was in charge of the New Entertainment Division at Sega, which housed both his prior team, with the addition of staff that worked on Jet Set Radio, Panzer Dragoon Orta and GunValkyrie, that already produced the Ollie King arcade release at Amusement Vision.

Nagoshi launched his Yakuza franchise; the first title cost $21 million to produce and the first PlayStation 3 entry, Ryū ga Gotoku Kenzan! was more expensive, with Nagoshi stating that it was his biggest production since he started working on consumer games.[9] By 2009, New Entertainment diminished, and Nagoshi became the R&D Creative Officer of Sega of Japan's Consumer Division.[10]

In February 2012 it was announced that Nagoshi would be promoted to the role of chief creative officer at Sega of Japan, as well as being appointed to the company's board of directors, he took up these positions on April 1, 2012.[11] In October 2013, once Sega Sammy purchased the bankrupt Index Corporation under the shell corporation, Sega Dream Corporation, Nagoshi was appointed as a member of the board of directors for the reformed Atlus.[12]

Design philosophy[edit]

Nagoshi has expressed a desire to make his games accessible: "It may sound strange, but I'm very bad at playing games. I used to spend a lot of money in arcades, just to see the end-game sequences and I know how bad players can feel if the game is too hard, too early."[13]

Personal Life[edit]

In 2019, at a conference for the game Yakuza: Like a Dragon in Akihabara, Nagoshi revealed that he had had heart surgery three weeks prior and was attending the conference against his doctor's advice.[14]


Production history[edit]


  1. ^ "The Man Who Won't Leave Sega: Toshihiro Nagoshi". Gamasutra.
  2. ^ "Who's in charge of Atlus now that Sega owns them?". Siliconera. 31 October 2013.
  3. ^ "Profile: Toshihiro Nagoshi". Svend Joscelyne. 12 May 2010.
  4. ^ "Toshihiro Nagoshi Interview - Summer 2006". Engadget. Video Games Daily. 22 June 2006.
  5. ^ "Interview: Toshiro Nagoski". The-next Level. Hasan Ali Almaci & Heidi Kemps. 21 December 2004.
  6. ^ "From Shenmue to Yakuza, Toshihiro Nagoshi looks back on an illustrious career of Japanese game development".
  7. ^ "Sega Wanted To Impress Nintendo With F-Zero GX, Despite Losing The Hardware War". 13 August 2018.
  8. ^ "Sega - 2003 Annual Report" (PDF). Sega Co., Ltd. 2003.
  9. ^ "Yakuza producer brings two games to PS3". Engadget. Andrew Yoon. 18 July 2007.
  10. ^ "Profile: Toshihiro Nagoshi". Svend Joscelyne. 12 May 2010.
  11. ^ "Notice of Personnel Changes at SEGA SAMMY HOLDINGS INC. and its Subsidiaries (SEGA CORPORATION, Sammy Corporation and Sammy NetWorks Co., Ltd.)" (PDF). Sega Sammy Co., Ltd. 29 February 2012.
  12. ^ "Atlus parent company Index Corporation being restructured within SEGA". SEGA Nerds. Lee Sparkes. 1 November 2013.
  13. ^ "NG Alphas: Super GT". Next Generation. No. 28. Imagine Media. April 1997. p. 63.
  14. ^ Tetsuya Inamoto (29 Aug 2019). "「龍が如く7 光と闇の行方」発表会レポート。シリーズで培ったアクションをコマンド入力式のバトルへと昇華。仲間との絆を描く物語にも注目 -" (in Japanese). Retrieved 17 Sep 2019.
  15. ^
  16. ^

External links[edit]