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.
"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.
Become a Patron!











