Biographies

Akihiro Imamura (Producer)

Akihiro Imamura (Producer)

1. Place of Birth:
Kagoshima (about 1,700 miles/2,500km from Tokyo)
2. Raised:
Kagoshima (about 1,700 miles/2,500km from Tokyo)
3. Joined Konami:
1992
4. Gameography:
[PSX] International Track and Field
[PSX] Silent Hill (was involved in concept planning as well)
[PS2] Silent Hill 2
5. Silent Hill 2 Role:
Producer (overall in charge of the development of Silent Hill 2)
6. Comment:
Although it was a difficult, long and winding road to realize our vision, Due to the hard work and dedication of the whole team, we have achieved the high quality we were aiming for. I hope you enjoy the atmosphere and story that we created and remember this game is targeted for mature players.

Takayoshi Sato (CGI Director)

Takayoshi Sato (CGI Director)

1. Place of Birth:
Tokyo
2. Raised:
Tokyo area
3. Joined Konami:
Feels like forever!
4. Gameography:
[PSX] Sexy Parodius (only released in Japan)
[PSX] Silent Hill
[PS2] Silent Hill 2
5. Silent Hill 2 Role:
Character design
Lead CG Artist
6. Comment:
I have contributed major input into the character design and CG scenes but I also had a hand in the general narration and script as well. I would like you to pay attention not only to the CG, but also to the people, and the human drama itself.

We made this title attractive but also logical. We included a lot of research into local history and getting information from famous classical pieces of literature to develop the overall background story for this title.

We designed the game in a way that the deeper you play the more you can enjoy the atmosphere. Please look forward to exploring the game as much as possible. That is what the drama of Silent Hill 2 is about... It's not only grand but also convincing in its depth.

Akira Yamaoka (Sound Producer)

Akira Yamaoka (Sound Producer)

1. Place of Birth:
Niigata (about 200 miles/300 km from Tokyo)
2. Raised:
Tokyo
3. Joined Konami:
September 21, 1993
4. Previous Profession:
Freelance music composer
5. Gameography:
[PSX] Road Rage (Released as Speed King in Japan)
[PSX] Silent Hill
[PS2] Silent Hill 2
6. Silent Hill 2 Role:
Creation of Music and Sounds.

Masashi Tsuboyama (Director)

Masashi Tsuboyama (Director)

1. Place of Birth:
Niigata (about 200 miles/300 km from Tokyo)
2. Raised:
Tokyo
3. Joined Konami:
1995
4. Gameography:
[PSX] Silent Hill
[PS2] Silent Hill 2
5. Silent Hill 2 Role:
Director of all interactive elements of the game
6. Comment:
I would like to comment on where I would like you to pay close attention to the game:
The existence of fog & darkness and the real & alternate world is an important element in creating fear... just as in the previous title. However, for this title, I was conscious of a certain "strangeness" that was present in the game and in our daily lives.

What I mean by "strangeness", is unexplained ocurances that can happen on and off without any real reason.

Examples within the game would be the existence of red square, the circumstances in which you get the handgun, traffic lights which are turned on in the deserted town, wondering monsters in the real world, buildings of unrealistic structure (though they seem realistic on surface) etc. Moreover, we incorporated these ideas of "strangeness" throughout the game.

Please pay attention to the "strangeness" which we have tried to integrate into the game... It adds a different quality to the oppressive fear already prevalent.

Hiroyuki Owaku (Scenario Writer)

Hiroyuki Owaku (Scenario Writer)

1. Place of Birth:
Ibaraki (about 50 miles/70 km from Tokyo)
2. Raised:
Saitama (about 20 miles/30 km from Tokyo)
3. Joined Konami:
April, 1997
4. Gameography:
[PSX] Silent Hill
[PS2] Silent Hill 2
6. Silent Hill 2 Role:
Overall responsibility of the scenario and set pieces
7. Comment:
I want the consumer to not look at Silent Hill 2 on the surface... Rather I want them to look a little deeper... It's easy to say that this is a story with certain facts... I want the player to question "Why did the creators do this or that...? Or why did James or Maria react this way...?" This is a game where the questioning needs to be deeper to appreciate the real underlying story.

My favourite lines are the ones uttered by Eddie "Killin' a person ain't no big deal. Just put the gun to their head... pow!" or "And a corpse can't laugh." (though I am the one wrote it... I am particularly proud of it)

Masahiro Ito (Art Director)

Masahiro Ito (Art Director)

1. Place of Birth:
Fukuoka (about 1,400 miles/2,000 km from Tokyo)
2. Raised:
Saitama (about 20 miles/30 km from Tokyo)
3. Joined Konami:
April, 1997
4. Gameography:
[PSX] Silent Hill
[PS2] Silent Hill 2
5. Silent Hill 2 Role:
Monster design, animation and general art design
6. Comment:
I hope that the players enjoy the disgusting movements of the monsters. Also, I would like them to enjoy the photographic-like depictions which looks as realistic as possible by taking full advantage of PS2 hardware specifications.

I really want the gamers to enjoy this peculiar world view which we have created. If they can also be impressed with the realistic human depictions we achieved (even if it points to the negative side of the human psyche), I would be eternally happy.

Suguru Murakoshi (Drama Director)

Suguru Murakoshi (Drama Director)

1. Place of Birth:
Saitama (about 20 miles/30 km from Tokyo)
2. Raised:
Saitama (about 20 miles/30 km from Tokyo)
3. Joined Konami:
1999
4. Gameography:
[PS2] Silent Hill 2
5. Silent Hill 2 Role:
Director of the dramatic sections and movies
6. Comment:
I am particularly proud of the carefully worked out scenario. I do not think there is any other intense scenario like this in video games. I hope the gamers can appreciate the dramatic interaction between the characters.

My favourite scene within the game is where James and Maria talk in jail. This is a place where you get closer to the truth. Moreover, with the strange circumstance of looking at each other where there is iron bars between them, you can feel the tension there and the unique strangeness we implemented since the facial expression and mannerisms are unique and quite succinct from each other.