{"id":49891,"date":"2025-07-09T22:00:00","date_gmt":"2025-07-09T13:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=49891"},"modified":"2025-07-10T10:42:28","modified_gmt":"2025-07-10T01:42:28","slug":"shigeru-miyamotos-background-in-industrial-design-explains-his-pragmatic-product-not-art-approach-to-making-games-nintendo-veteran-says","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/shigeru-miyamotos-background-in-industrial-design-explains-his-pragmatic-product-not-art-approach-to-making-games-nintendo-veteran-says\/","title":{"rendered":"Nintendo ace Shigeru Miyamoto\u2019s background in industrial design explains his pragmatic \u201cproduct, not art\u201d approach to making games, former colleague says\u00a0"},"content":{"rendered":"\n<p>Independent game creator and <strong>Nintendo <\/strong>veteran Takaya Imamura <a href=\"https:\/\/x.com\/ima_1966\/status\/1941529803208917429\" target=\"_blank\" rel=\"noreferrer noopener\">recently shared musings<\/a> about his former colleague Shigeru Miyamoto \u2013 acclaimed creator of the Mario and Legend of Zelda series. Commenting on Miyamoto\u2019s excellence as a game designer, Imamura says, \u201cMr. Miyamoto studied industrial design at an art university, and he views games as \u2018products,\u2019 not \u2018works of art.\u2019 I think this perspective is what leads to game development that\u2019s more aligned with the user.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1346\" height=\"756\" sizes=\"auto, (max-width: 1346px) 100vw, 1346px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-001-1.jpg\" alt=\"Super Mario\" class=\"wp-image-49898\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-001-1.jpg 1346w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-001-1-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-001-1-768x431.jpg 768w\" \/><\/figure>\n\n\n\n<p>Miyamoto himself has often talked about this \u201cconsumer-driven\u201d approach, and as Imamura mentions, prior to joining Nintendo, Miyamoto earned a degree in industrial design at the Kanazawa College of Art. As opposed to unique works of art, industrial design pursues both functionality and design within various constraints related to cost, mass-production and user-friendliness. True to his academic background, Miyamoto was more interested in coming up with ideas and new concepts for commercial products, and when he first joined Nintendo, he was initially in charge of designing things like educational toys, playing cards and McDonalds\u2019 toys (source: <a href=\"https:\/\/www.4gamer.net\/games\/087\/G008783\/20091026043\/\" target=\"_blank\" rel=\"noreferrer noopener\">4Gamer<\/a>).&nbsp;<\/p>\n\n\n\n<p>But as Nintendo entered the game industry in earnest, Miyamoto applied this mindset to video game design. As he analyzed what made people in arcades keep replaying hits like Space Invaders, one of the answers he arrived at was that their design made it obvious what you\u2019re supposed to do, regardless of who\u2019s playing. In pursuit of a similar hit, Miyamoto came up with Nintendo\u2019s breakthrough title Donkey Kong, with the simple, self-contained design of \u201cgorilla runs away with girl = you have to chase after her through the obstacles.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1197\" height=\"597\" sizes=\"auto, (max-width: 1197px) 100vw, 1197px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-002r.jpg\" alt=\"Donkey Kong\" class=\"wp-image-49896\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-002r.jpg 1197w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-002r-380x190.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-002r-768x383.jpg 768w\" \/><\/figure>\n\n\n\n<p>Throughout his career, Miyamoto developed this heavily consumer-oriented approach to game development. Late Nintendo CEO Satoru Iwata <a href=\"https:\/\/www.1101.com\/iwata\/2007-09-03.html\" target=\"_blank\" rel=\"noreferrer noopener\">described<\/a> how Miyamoto would test his own design choices by finding someone who knew nothing about his game, handing them a controller, and just watching them from behind without a single word of explanation.&nbsp;<\/p>\n\n\n\n<p><em>\u201cHe watches them play and checks in detail how they respond, playing it without any previous knowledge. He finds out what they don&#8217;t understand, what they let past, which triggers they miss. [\u2026] However experienced he may be, he never drops the notion that &#8220;if the players don&#8217;t understand it, there&#8217;s fault in the design I made.\u201d <\/em>(source: <a href=\"https:\/\/www.1101.com\/iwata\/2007-09-03.html\" target=\"_blank\" rel=\"noreferrer noopener\">Hobo Nikkan Itoi Shinbun)<\/a><em><\/em>&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1267\" height=\"715\" sizes=\"auto, (max-width: 1267px) 100vw, 1267px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-003.jpg\" alt=\"The Legend of Zelda\" class=\"wp-image-49897\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-003.jpg 1267w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-003-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/07\/20250709-49891-003-768x433.jpg 768w\" \/><\/figure>\n\n\n\n<p>As for Miyamoto&#8217;s nature as a creator, <a href=\"https:\/\/www.1101.com\/iwata\/2007-09-04.html\" target=\"_blank\" rel=\"noreferrer noopener\">Iwata once commented<\/a> that he is often misunderstood as a very artistic person who spontaneously comes up with ideas through bursts of inspiration \u2013 but that this is not at all the case. \u201cMr. Miyamoto is extremely logical. But that&#8217;s not all. He has both a very left-brained, logical way of thinking and the kind of wild, imaginative ideas that someone who studied art would have.\u201d Meanwhile, Miyamoto himself has <a href=\"https:\/\/automaton-media.com\/en\/news\/nintendo-shigeru-miyamoto-refutes-claim-that-he-is-a-genius-and-lays-out-his-down-to-earth-game-design-philosophy\/\" target=\"_blank\" rel=\"noreferrer noopener\">humbly denied being a genius<\/a>, emphasizing that his approach to creating entertainment is in fact, very methodical.\u00a0<\/p>\n\n\n\n<p>While game design has come to be widely recognized as an art form \u2013 and games as works of art, intertwining with other fields like filmography \u2013 Miyamoto and Nintendo have stuck to this notion of games as a product throughout the years. You could argue that this is merely a matter of semantics, as some of the main things Nintendo values, like level design and fun mechanics, may as well be called \u201cart.\u201d However, the underlying difference seems to be in the \u201cintent\u201d to create an interactive toy for the customer\u2019s entertainment, rather than a product of the creators\u2019 artistic vision.\u00a0<br>\u00a0<br>\u00a0<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A look into Shigeru Miyamoto&#8217;s roots in industrial design and how this has shaped his and Nintendo&#8217;s approach to making games.<\/p>\n","protected":false},"author":55,"featured_media":49894,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,3],"tags":[17,33],"class_list":["post-49891","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-news","tag-japan-related-news","tag-nintendo"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - 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