Showing posts with label Keiji Okayasu. Show all posts
Showing posts with label Keiji Okayasu. Show all posts

Wednesday, August 19, 2026

World Guidance Guidebook: Shenmue Developers Survey (May 2000) - Part Two

In Part One, we began our translation of an extensive survey of 57 Shenmue developers published in the World Guidance guidebook in May 2000, shortly after the game’s original release. Having heard from members of the Sound & Music and Graphics Design teams, we now continue with responses from the Game Development and Planning teams.


Keiji Okayasu

Role: Game Director

Keiji Okayasu with Yu Suzuki in 2000

Q. What do you like about Shenmue?
A. The variety and depth of the mini-games.

Q. Who is your favorite character, and why?
A. The Santa who appears at Christmas. His lines are simply funny, and he’s a limited-time character on top of that.

Santa Maeno

Q. What scene left the deepest impression on you?
A. The Jimmy chase scene. During the QTE, there’s a moment where Ryo spins around someone to dodge them. The first time I saw that, I thought, “Whoa, that’s cool!”

QTE: chasing Jimmy through Dobuita

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Wednesday, October 8, 2025

Anecdotes & Insights - The Spirit of Shenmue Lives On | Famitsu Dec 2024 [Part 6]

In this post, we present the final part of our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 5, the team recounted the challenges of building Shenmue II, reflected on the long road until Shenmue III, and shared their hopes for seeing the series reach its conclusion one day.

In this final part, the discussion closes with a message from actor Masaya Matsukaze, the voice of Ryo Hazuki in the Japanese version, who shares his memories of the series’ early days and what Shenmue has meant to him. The developers then reflect on their own experiences and the lasting impact Shenmue has had on their lives, careers, and friendships.


What Does Shenmue Mean to Each of You?


—As we begin to wrap things up, we’ve received a comment from Masaya Matsukaze, who plays Ryo Hazuki. Let us share it with you now.

Masaya Matsukaze – 25th Anniversary Comment


"I have so many memories tied to Shenmue that I don’t even know where to start...

First off, let me talk about the audition. It was all extremely top-secret, and a ton of people participated. One thing that really stuck with me was being told, “Bring a personal seal (inkan) to stamp the confidentiality agreement - if you don’t have it, you’ll be sent home.” I remember thinking that was pretty strange, and also telling myself, “If I forget it, I won’t just fail the audition, I won’t even be allowed to apply, which would be ridiculous,” so I made extra sure not to forget it.

By some miracle, I passed the audition. I later heard the reason I got the role was, “We knew the production would be tough, so we chose someone who looked sturdy and had a good personality.”

A few years later, the game was finally announced with a press event at Pacifico Yokohama! After years of keeping everything confidential and working in a secret facility, without even telling my own parents, Shenmue was finally going public. But during preparations for my own appearance on stage, we ran into a problem during the costume check. Apparently, it was felt that “Matsukaze’s outfit is lame.” So at the last minute, on the night before the event, I had to run to a department store in Tokyo and buy a whole new outfit! There wasn’t time for tailoring, so the fit was a little off - that’s another memory that sticks with me.

Once, in the dressing room for the motion capture, the actor Yukijiro Hotaru said to me, “You’re still young, right Matsukaze? While you’re young, you should try everything. Later on, you’ll naturally start to weed out the things you don’t want to do, and that’s how you’ll find the path you should take.” I’ve lived by those words ever since. The advice I've received from Yu Suzuki and Hiroshi Fujioka is also something I treasure. The people I met through Shenmue have had a profound impact on who I am today.

Cancellation, then revival - when I was told “The series will be put on hold after II,” I was so shocked it felt like my heart stopped. We had already recorded so much motion capture for what came next... Then, years later, when I heard the words, “We’re making a sequel!” I was absolutely speechless. And then came the anime... Shenmue is full of surprises. You truly never know what’ll happen next. I could go on and on forever.

Oh, and speaking of which - I recently made Ryo’s leather jacket as a hobby project!"

See the full video on Matsukaze's YouTube channel

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Monday, October 6, 2025

Anecdotes & Insights - From Shenmue II to Shenmue IV | Famitsu Dec 2024 [Part 5]

In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 4, the team reflected on Shenmue’s enduring legacy and casually revealed that a fully playable PlayStation 2 version of Chapter One once existed but was never released.

Part 5 turns to the creation of Shenmue II, an ambitious sequel built on a rewritten engine and systems to support its larger scale. The developers also share stories from the Shenmue III era and reflect on the possibility of Shenmue IV, discussing their hopes for seeing the story completed one day.


Development of the Even More Expansive Shenmue II


—So far we've mostly been talking about Shenmue I, but were there any specific hardships during the development of Shenmue II?

Hirai: I was responsible for all the system programming in Shenmue II, but as for the other parts of the game, that was almost entirely handled by Mr. Wada.

Wada: The first game was set in a small Japanese town. You didn’t need too many people on screen, the streets were narrow and had lots of corners, so you didn’t have to draw things too far into the distance. But Shenmue II was set in a massive city, Hong Kong, so we had to show more people on-screen, and draw much further into the distance to make the city feel alive and expansive.

When we looked at that, it became obvious: there was absolutely no way to achieve that using the system from Shenmue I. I talked with Hirai and the tech team, and we ultimately decided we had to rebuild everything from scratch.

Hirai: The scripting system, the engine, even the C-language parser - we basically changed all of it. At the time, I was also involved with Space Channel 5 Part 2, so if issues cropped up, I would temporarily shift my focus back to Shenmue II to help out.

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Saturday, October 4, 2025

Anecdotes & Insights - Shenmue’s Legacy and the Unreleased PS2 Port | Famitsu Dec 2024 [Part 4]

In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 3, the group discussed Hirai’s “Shenmue Maker” system, the unique team culture under Yu Suzuki, and the creative energy that fueled the project’s breakthroughs.

Part 4 explores Shenmue’s lasting impact on the developers’ lives and the wider industry - and, casually dropped into the conversation, comes the revelation that a fully functional PlayStation 2 port was developed but never released!


Shenmue's Pivotal Role in the Developers' Lives

Okayasu: I think Shenmue really changed the lives of a lot of the people who worked on it.

A lot of staff came and went during its development. How did all of you feel about that constant turnover?

Okayasu: It was honestly just a "throw more people at it" kind of strategy - pure manpower tactics. And that meant some of the new staff were competent, but others were completely useless.

Kasahara: We had people coming in as "programmers" who had never even written a line of code. It was total chaos. There were even people whose only job was to go out and recruit others. Their performance was judged by how many people they brought in - once they delivered someone, their job was done.

Ahhh... so the whole staffing and operational system was unstructured, and individual tasks didn’t necessarily add up to meaningful progress overall.

Matsuda: Which made things a nightmare for those of us actually on the ground.

Okayasu: Matsuda, what did you think when you got caught up in what we called the "Shenmue Hunt" and you were told to join the Shenmue team?

Matsuda: Oh, I didn’t even get a say in whether I joined the team or not. It wasn’t optional. I still clearly remember that it was right before my very first summer vacation as a new graduate.

Before joining the Shenmue team, I was thinking, “Wow, AM2 really works hard. Pretty intense,” but I figured I’d take a nice break over summer and refresh myself. Then, right before the break, my manager called me in and said (doing an impression), “Matsuda… there’s this game called Shenmue. We’re short on people. The time has come for your talents to be of use. You want to grow as a designer, don’t you?”

And the moment I said, “Yes!” my summer vacation disappeared.

Everyone: (laughs)

Kasahara: That voice impression was actually kind of close. (laughs)

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Friday, October 3, 2025

Anecdotes & Insights - "Shenmue Maker" & Yokosuka's One-Year Build | Famitsu Dec 2024 [Part 3]

In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 2, the team shared tales of late nights and endless debugging, reflecting the uncompromising standards that defined the project.

Part 3 highlights Takeshi Hirai’s ingenious “Shenmue Maker” system that kept all 88 programmers in sync, and dives into anecdotes about working under Yu Suzuki, including the Zushi Marina retreats where late-night debates (and drinks) helped shape Shenmue’s vision. We also hear a special anniversary message from Yu Suzuki himself.


Hirai's "Shenmue Maker" Programming Concept

— Were there any other parts of the programming that were especially difficult?

Hirai: The "games within a game" at the You Arcade were pretty tough. You can play Space Harrier, Hang-On, and so on inside the game. But to do that, we had to temporarily set aside the data from the main game, load and run the arcade game, and then after playing, return to the main game - and deal with the fact that various internal data would come back completely scrambled. Getting everything to cleanly return to the way it was, as if nothing had happened, and seamlessly resume the main story... that was actually a pretty complex process.

— I see.

Kurooka: Here’s a funny one - you know the capsule toy machines, right? Well, one of the items you can get is Sonic. But Sonic was the only one modeled with an unusually high polygon count, and during development, there was this bug where the game would crash whenever you got Sonic.

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Thursday, October 2, 2025

Anecdotes & Insights - Shenmue Devs on Crunch & Debugging | Famitsu Dec 2024 [Part 2]

In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 1, the team recalled the brutal work culture, the “general election” that decided the lead programmer, and how some staff turned themselves into NPCs.

Part 2 turns to the harsh realities of debugging, with stories of cardboard naps, 24-hour shifts, bizarre bugs, and the obsessive attention to detail that made Shenmue both a nightmare to create and a one-of-a-kind masterpiece.

The Harshness of the Development Environment

Hirai: You really shouldn’t be starting meetings at 10 p.m., right? We did have a nap room, though. That said, my previous company wasn’t very different, so I thought, “Ah, it’s the same here too.” That was just the era we were in. Still, during Shenmue’s development, I felt way more pressure. I remember seeing my timecard showing "XX" hours for a single month.

Note from Switch: The original article did not provide the exact figures; “XX”/“YY” are placeholders for the actual numbers.

Kasahara: If we’re talking about work hours, then it has to be Wada. Like we mentioned earlier, when you looked at his timecard, he’d barely gone home all month. And he wasn’t the kind of guy to fudge the numbers or cheat the system either. His recorded hours for one month were something like "YY" hours.

— (We could only laugh.) I mean, there are only about 720 hours in a month, assuming 24 hours times 30 days.

Hirai: Wada was known as the ‘mainstay’ of the team. He was always present in the office - that’s how dedicated he was. And he wasn’t even a full-time employee! (laughs)

Kasahara: No matter when you showed up, he was always there.

— Mr. Wada, why were you working that much...?

Wada: I was a contract employee, and I originally worked at another company doing various types of development, but I was brought onto Shenmue under contract. And the content of that contract was to “see Shenmue through to release.” So I felt that unless the game shipped, I hadn’t fulfilled my responsibility. I was just doing what I believed was required of me.

To put it simply, I just didn’t go home for two months. (laughs)

Especially toward the end of development, we had about two solid months of debugging, and the team had to operate 24 hours a day. There were times during debugging when the game would crash, and the testers would be stuck, unable to do anything, until morning. That happened several times, but with no programmers around at those hours, the bugs couldn’t be fixed.

Once someone said, “We can’t do any debugging because there’s no programmer here,” I realized I had to be available around the clock. After that, I basically worked 24 hours a day.

Ryo catches some sleep... unlike some of the developers [Image added by Switch]

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Wednesday, October 1, 2025

Anecdotes & Insights - Shenmue Devs Celebrate 25 Years | Famitsu Dec 2024 [Part 1]

To celebrate the 25th anniversary of Shenmue's release on the Dreamcast in Japan, Famitsu.com invited several former project members to reminisce over dinner about their experience working to create the masterpiece that is Shenmue and reflect on the game's legacy.

Left to right: Takeshi Hirai, Eigo Kasahara, Makoto Wada, Keiji Okayasu, Kenji Miyawaki, Takashi Matsuda, Toshiyuki Kurooka

The participants were key members from the original Shenmue development team:

  • Eigo Kasahara, who served as Planning Director for Shenmue I and II, and also worked on the Shenmue Passport and the PS4 remaster.
  • Makoto Wada, a programmer on Shenmue I and lead programmer on II.
  • Takeshi Hirai, the main system programmer on Shenmue I.
  • Keiji Okayasu, the Assistant Director on Shenmue I, II, and III.
  • Toshiyuki Kurooka, a programmer on Shenmue I, who focused on events around the Hazuki residence and the basement. 
  • Takashi Matsuda, a CG designer on Shenmue I and II who created many of the game's NPCs. 
  • Kenji Miyawaki, a graphic designer responsible for character designs and UI across the series.
The discussion is full of fun stories and inside jokes, while at the same time revealing just how intense the work environment was at the time, and the immense dedication shown by the development team to bringing the games to life. Not to mention the startling revelation that a PS2 port of Shenmue I was developed internally but never released...

"I didn't go home for two months." - One of the dinner participants.

"This isn't that kind of game!" - Yu Suzuki, upon discovering that the developers had implemented boob jiggle physics.

"We created Yokosuka from scratch in just one year - after the game's announcement (at the Shenmue Premiere)" - Takeshi Hirai.

The article translation starts below.

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Wednesday, July 9, 2025

Poll Result: Patrons' Choice Topic for July 2025

Every month Phantom River Stone holds a poll among our patrons to choose a topic for the blog in the coming month. After tallying the votes (including accumulated votes from previous months), the winning topic that has been voted this time is:

Famitsu.com article: 25th Anniversary Shenmue Reunion with Key Former Developers

To celebrate the 25th anniversary of Shenmue's release on the Dreamcast in Japan, Famitsu.com invited several former project members to reminisce over dinner about their experience of working to create the masterpiece that is Shenmue and reflect on the game's legacy.

Left to right: Takeshi Hirai, Eigo Kasahara, Makoto Wada, Keiji Okayasu, Kenji Miyawaki, Takashi Matsuda, Toshiyuki Kurooka

The participants consisted of key members from the original Shenmue development team:

  • Eigo Kasahara, who served as Planning Director for Shenmue I and II, and also worked on the Shenmue Passport and the PS4 remaster.
  • Makoto Wada, a programmer on Shenmue I and lead programmer on II.
  • Takeshi Hirai, the main system programmer on Shenmue I.
  • Keiji Okayasu, the Assistant Director on Shenmue I, II, and III.
  • Toshiyuki Kurooka, a programmer on Shenmue I, who focused on events around the Hazuki residence & the basement. 
  • Takashi Matsuda, a CG designer on Shenmue I and II who created many of the game's NPCs. 
  • Kenji Miyawaki, a graphic designer responsible for character designs and UI across the series.
The discussion is full of fun stories and inside jokes, while at the same time revealing just how intense the work environment was at the time, and the immense dedication shown by the development team to bringing the games to life. Not to mention the startling revelation that a PS2 port of Shenmue I was developed internally but never released...

"I didn't go home for two months." - one of the dinner participants.

"This isn't that kind of game!" - Yu Suzuki, upon discovering that the developers had implemented boob jiggle physics.

"We created Yokosuka from scratch in just one year - after the game's announcement (at the Shenmue Premiere)" - Takeshi Hirai.

Coming soon to the blog!

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Monday, June 23, 2025

Weekly AM2 Volume 13 [7th March 2000] - DreamFlyer Announcement


Vol. 13: 7th March 2000

Hello! Recently, I started my second playthrough of Shenmue, and I've been spending most of my time practicing the Elbow Assault move.

I'm actually about to reach the advanced level.

My Ryo's days are filled with endless Elbow Assault practice - and plenty of time spent turning the dial on capsule toy machines. Elbow Assault, capsule toys, Elbow Assault, capsule toys...

I'm sure he'll end up both strong and with a massive collection of capsule toys!

Okay then, let's get started!

This week's contents:
  • Shenmue Director Mr. Okayasu's TV Appearance Information
  • Chance to Win Tickets to Watch the TBS Radio Show Anime Donburi Recording [not translated]
  • DreamFlyer Download Announcement
  • Hazuki-chan's Internet Show Appearance Information!
  • Virtua Fighter National Tournament Announcement [not translated]
  • Special Interview to Celebrate the Release of Virtua Cop 2 for Dreamcast [not translated]

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Friday, January 5, 2024

Poll Result: Patrons' Choice Topic for January 2024

Every month Phantom River Stone holds a poll among our patrons to choose a topic for the blog in the coming month. After tallying the votes (including accumulated votes from previous months), the winning topic that has been voted this time is:

"Yu Suzuki on Arcade Game Development at SEGA + Keiji Okayasu on the Virtua Fighter Port to the Saturn"

A TV interview with Yu Suzuki on the Japanese TBS channel in February 2022 will form the basis of this upcoming post, in which he discusses several of the arcade games he developed while at Sega in the 1980's through to the 1990's, such as Hang On, R-360 and Virtua Fighter.


Comments from Keiji Okayasu (who later went on to become Game Director for Shenmue I and Director for Shenmue III) will also be included on the technical process and challenges involved with the much-lauded port of Virtua Fighter for the Sega Saturn.

Coming in a future post on the blog.

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Sunday, August 8, 2021

Weekly AM2 Vol. 2: Shenmue Pre-Release Interview with Keiji Okayasu | 21st Dec 1999

In this series we translate Shenmue content from Weekly AM2, the official online magazine published by Sega's AM2 development team back in the day. News and information about the Shenmue series could be found regularly within these pages from the end of 1999 through to 2001 with the release of Shenmue II.

Vol. 2 was released on 21st December 1999, a few days before the official release of Shenmue in Japan on the 29th, and includes a mini-interview with the game's director Keiji Okayasu. Okayasu also directed Shenmue II and returned to Shenmue once again many years later to work with Yu Suzuki on Shenmue III.

-Switch

 
Vol.2:1999.12.21


Hello, this is Takuan.

Get ready for another exciting edition as we bring the latest news!

This week's contents:
  • Pre-release interview with Shenmue game director, Keiji Okayasu
  • F355 Challenge: prizes for the top Internet Ranking winners!
  • Shenmue launch event scheduled!
  • Start of i-mode service on December 24!
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Tuesday, December 17, 2019

[Part 3] Shenmue Discussion with Yu Suzuki & Developers | IGN Japan


This is the third and final part of our summary of a video interview with three key members of the development team for Shenmue III who were also core project members in the earlier titles: creator and game director Yu Suzuki, animation producer Hiroaki Takeuchi and second director Keiji Okayasu. The interview was held by IGN Japan's Esra Krabbe.

If you haven't yet read the first two parts, you can find them here:

Shenmue I & II's Drink Machines


Okayasu recounts that the thing that surprised him the most when he was working on the first two Shenmue games was when Suzuki wanted to put in drink machines. "They didn't have any meaning with respect to the gameplay, you see. You put your money in, the can drops down, you drink it... and that's all."

However, he saw the sense in Suzuki's thinking that drink machines are a common sight for a town, and buying a drink from one is something you might do if you had some pocket change.

"There needs to be consumption in order to create a cycle," explains Suzuki, making a circular motion in the air. "My intention when I created them was to form a cycle by connecting several such small elements together, although in practice I wasn't quite able to reach that point".

Were the winning cans a part of this?

"To some extent, yes, as motivation for players to continue buying cans," Yu nods.

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Sunday, December 8, 2019

[Part 2] Shenmue Discussion with Yu Suzuki & Developers | IGN Japan


This is the second part of a 3-part summary of a video interview with three key members of the development team for Shenmue 3 who were also core project members in the earlier titles: creator and game director Yu Suzuki, animation producer Hiroaki Takeuchi and second director Keiji Okayasu. The interview was held by IGN Japan's Esra Krabbe.

The Boat Chapter


When asked about the legendary chapter that takes place on the boat from Yokosuka to Hong Kong, Yu Suzuki is slightly wary. "I don't want to say too much, since I may make some use of it later," he says with a smile. "During the journey various incidents and encounters take place on board."
Official Shenmue Side Story "Chai & Ryo"
Takeuchi adds: "The scenario has been written as a base, but that won't simply be used as it is. We would then add things to it like fun gameplay elements and so on, while thinking of the overall balance".

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Friday, November 29, 2019

[Part 1] Shenmue Discussion with Yu Suzuki & Developers | IGN Japan


To commemorate the release of Shenmue 3 earlier this month, IGN Japan's Esra Krabbe spoke with key members of the development team, who were all also on the project team for the first two games: creator and game director Yu Suzuki, animation producer Hiroaki Takeuchi and second director Keiji Okayasu.

In this post we share some of the highlights of the discussion. Due to length, we will split this over a number of parts. A link to the video can be found at the end of this post.

Early Concept Art


Displayed on the table are folders containing some colored concept sketches. Yu Suzuki comments that these were created during development of the original Shenmue games, with some being from the start of the project which began "4 to 5 years" prior to the release of the first game in 1999. The figure wearing Chinese-style martial arts clothing is Akira from Virtua Fighter, as the idea at that time was to make him the main character in a story centered around Chinese martial arts - indeed, Yu Suzuki wrote a set of scripts that encapsulated the story, called "The Legend of Akira".


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Saturday, February 16, 2019

1999 Shenmue Pre-Release Interview with Director Keiji Okayasu | Dreamcast Magazine

1999 Shenmue Pre-Release Interview with Director Keiji Okayasu | Dreamcast Magazine

We have translated a 1999 interview by Dreamcast Magazine with the Game Director of Shenmue, Keiji Okayasu, which took place one week before the release of the first Shenmue game in Japan. This topic was selected by the Phantom River Stone blog patrons via our monthly poll on Patreon.

The interview translation starts below. Some additional images have been inserted.


Keiji Oyakasu was one of the main AM2 leaders involved with porting the Saturn version of Virtua Fighter (1 and 2) from 1994 to 1995. With Shenmue, he has completely dropped off the radar these past 4 years. We track down what has been going on during the 4 years he went “missing in action”!

KO = Keiji Oyakasu

Q: It has been so long that there’s a lot we’d like to ask about. First of all, could you tell us about recent events?

KO: You might suppose I don’t have much to do that Chapter One* is completed, but actually I’m incredibly busy now [laughs]. That’s because Shenmue 2 [the working title] is already getting underway. The fundamental work has already started, and we’re putting together the foundations of the story, If this isn’t done properly, we’ll have trouble later with things like the software and the design, so I’m busy at the start.
*The first Shenmue game was called Shenmue Chapter One: Yokosuka in Japan.
However, up to now I’ve also been responsible for looking after the software program and other parts as well, but from 2 I’ll be completely dedicated to a director-like position, keeping an eye on it as a whole. I’ve also got to get stuck into working on one more game I’m doing, Rent a Hero.

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