work
1997
-
“The reason why we're going to the trouble of actually modeling them this way, is that the 3D model reveals things to you that are hard to see in 2D. [...] we're building the structures with blocks and then using a CCD (a tiny camera) to peer inside them.”
Quote 1997 shmuplations.com; MGS development interview in Famitsu Weekly (1997), unofficial English translation -
“Even though we're behind schedule, everyone at KCE Japan has been obsessed with Mario Kart 64. On break everyone rushes over to snatch up a controller, and the people waiting grab a Sega Saturn 3D control pad and do "image training", mimicking the movements while they watch and wait their turn.”
Anecdote 1997 shmuplations.com; MGS development interview in Famitsu Weekly (1997), unofficial English translation
1998
-
“I've probably looked at 10,000 candidates myself at this point, and I've never seen anyone who I immediately wanted to give an S until Shinkawa. He's the only one, and it was an instant hanamaru (the Japanese equivalent of a "gold star").”
Quote 1998 shmuplations.com; MGS development interview in The PlayStation (1998), unofficial English translation -
“Up to now—in Policenauts, for example, I used to give the designers very specific instructions [...] but this game was different.”
Quote 1998 shmuplations.com; MGS development interview in The PlayStation (1998), unofficial English translation -
“We went to go buy dry ice but they didn't have any, so with no other options, even though I don't smoke I lit some cigarettes and blew smoke everywhere. (laughs)”
Anecdote 1998 shmuplations.com; MGS development interview in The PlayStation (1998), unofficial English translation
1999
-
“These games had their own worlds and stories. I felt a certain authorial quality in them.”
Paraphrase 1999 shmuplations.com — Kojima development interview (Nice Games, 1999) -
“So I went around to different game companies, and partly because I was living in Hyogo prefecture at the time, but I thought I'd check out Konami.”
Quote 1999 Shmuplations, translation of a 1999 interview in Nice Games magazine -
“When I told the senior devs on the team about my idea, they were very dismissive: 'There's no games like that.'”
Quote 1999 Shmuplations, translation of a 1999 interview in Nice Games magazine -
“Metal Gear Solid sells more in Europe and America than Japan. I was unapologetic about making something Japanese in taste, but amazingly it was received with more passion and enthusiasm by people overseas.”
Quote 1999 shmuplations.com; Kojima × Tsukamoto conversation in Game Hihyou magazine (1999), unofficial English translation -
“I'm afraid I'm too clumsy to juggle multiple projects at once.”
Quote 1999 shmuplations.com; Kojima × Tsukamoto conversation in Game Hihyou magazine (1999), unofficial English translation -
“I added a camera mode like that in Metal Gear, but all the developers hated it. The programmers, the designers too.”
Quote 1999 shmuplations.com; Matsuno × Kojima conversation (1999), unofficial English translation -
“There was a sort of legend at Konami, that if you got involved in this project, you'd up demoted or transferred. (laughs) [...] once we got a working build running, and they saw that exclamation mark pop up when the enemy gets surprised, that sold them on the concept.”
Quote 1999 shmuplations.com; Kojima interview in Nice Games (1999), unofficial English translation -
“not being able to program, I had a very hard time making Metal Gear. As a planner you write what you want in the planning documents, and convey your image as best you can, but ultimately it comes down to the programmers' sensibilities.”
Quote 1999 shmuplations.com; Kojima interview in Nice Games (1999), unofficial English translation -
“after Policenauts I came to the conclusion that controlling everything myself wasn't necessarily a good thing. Because if everything has to ultimately pass through me, then my abilities—and limitations—become a bottleneck.”
Quote 1999 shmuplations.com; Kojima interview in Nice Games (1999), unofficial English translation
2001
2003
-
“This has been important to me, because Konami has often told me my ideas are too crazy, and there's been dark times where the warm letters I receive from fans were all that sustained me.”
Quote 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation -
“There was a period, before my Father died, where I thought I'd become an artist, but my Father died very suddenly when I was 13. My family was full of artists, you see, and they hadn't been able to make a living off of it.”
Quote 2003 shmuplations.com; Boktai interview in Nintendo Dream No. 86 (2003), unofficial English translation -
“Ultimately, I feel the game design part of the development should be done by the game designers. If I start tinkering with the work they've done it would be weird. [...] it would be like punching holes in the foundation of a building. "This column looks funky—take it out!" And then the whole thing collapses.”
Quote 2003 shmuplations.com; interview from the artbook "Visual Works of Anubis" (Zone of the Enders: The 2nd Runner), unofficial English translation -
“If I direct the same team, it will only lead to the same game being made.”
Quote 2003 shmuplations.com; interview from the artbook "Visual Works of Anubis" (Zone of the Enders: The 2nd Runner), unofficial English translation
2007
-
After Publish or Perish, Kojima began slipping away alone to the bookstore opposite the tutoring school and felt that spending time among the books meant he had entered the adult world. He awaited each monthly Columbo novelization and went to the bookstore weekly even when no new book had come out, to the point of wondering whether he was really attending the tutoring school or the shop. There he discovered Agatha Christie and Ellery Queen, which opened the way to mysteries, science fiction, adventure, and his future profession.
Anecdote 2007-06 VIZ Media — The Creative Gene; official English translation -
Since 2005 Kojima presented his own program on the official Kojima Productions blog, "HIDECHAN! ラジオ", which was published in numbered installments; on July 3, 2007 it was at episode 148, and the blog’s archived version in July 2011 shows episode 296 and a monthly archive beginning in September 2005. Kojima is credited as responsible for the program’s script and structure alongside Takaaki Kitamura.
Anecdote 2007-07-03 HIDEOBLOG, official Kojima Productions blog at Konami -
The official biographical profile Konami published on its blog presented Kojima, besides as creator of Metal Gear, Snatcher, Policenauts and Metal Gear Solid, as one of the video game industry’s leading film buffs and noted that he also worked as a commentator and wrote film reviews.
Paraphrase 2007-07-03 HIDEOBLOG, official Kojima Productions blog at Konami -
In 2001 Kojima went on a whim with his young son to see Crayon Shin-Chan: The Fierceness That Invites the Storm! The Adult Empire Strikes Back and became hooked on the Nohara family from Shin Chan, whose ability to band together in a crisis struck him as a new model of Japanese family. After the birth of his second son his own family grew from three to four, but he admitted he was still not the ideal father: he might have reached the level of the workaholic Hiroshi, while Charles Ingalls remained beyond his reach; he wanted his children to be inspired by their real-life family rather than by television idols.
Anecdote 2007-10 VIZ Media — The Creative Gene; official English translation
2008
-
After entering the video game industry and moving to Okamoto to live alone, Kojima brought only his bed, stereo, and bicycle from home; he did not yet have a TV or air conditioning, ate all his meals outside, and on hot, lonely nights took walks to bookstores that stayed open late. In one of those stores he discovered Yukinobu Hoshino’s 2001 Nights; its art and mature science-fiction content rekindled his passion for the genre and led him to hunt through used bookstores and otaku shops for all of Hoshino’s work.
Anecdote 2008-02 VIZ Media — The Creative Gene; official English translation -
Kojima admired that Yukinobu Hoshino continued to produce ambitious, art- and philosophy-driven serialized stories even after moving from a mass-circulation weekly magazine to a small monthly one. He saw himself in Hoshino because, at that time and in the shadow of the Famicom boom, Kojima was also making video games for a minor platform. Years later he continued to question whether Japanese-made games could stop placing market priority first and make the same cultural leap that manga had achieved.
Paraphrase 2008-02 VIZ Media — The Creative Gene; official English translation -
For Blade Runner’s 25th anniversary, Kojima made a personal festival: he bought the five‑DVD set, a three‑CD anniversary soundtrack, a making‑of book, and reread the novel. Although immersed in Metal Gear Solid 4, he made time to see the Final Cut; he asked for one ticket for “BlaRun” and the ticket seller did not understand the nickname. After an unusually silent exit from the screening, he found other viewers gathered in the lobby before the display photos, talking enthusiastically; sharing the film in a theater with strangers who loved it was, for him, the true Final Cut.
Anecdote 2008-04 VIZ Media — The Creative Gene; official English translation -
Kojima always answered Joy Division when asked his favorite band and Closer when asked which album was most important. He listened to the band when life or work got him down, but also on sunny days—not to cheer up or relieve stress, but to enter their melancholy, reaffirm his place in the face of loneliness and death, and return to an inner, tranquil space he considered his bedrock.
Paraphrase 2008-08 VIZ Media — The Creative Gene; official English translation -
The premiere of Control turned the city, for Kojima, into a Joy Division festival. He bought the soundtrack and Paul Smith T-shirts, several photobooks, remastered reissues, compilations and rarities; thanks to contacts at Konami’s London branch he also secured two UK-exclusive editions. Seeing posters, shops and cinemas full of the lost band felt like a day he had never imagined, and he expressed the desire to visit Ian Curtis’s grave someday.
Anecdote 2008-08 VIZ Media — The Creative Gene; official English translation -
“So I deliberately kind of matched myself and Old Snake. This is not just the message to the users, but also a message to the internal development staff as well; we've all been working for quite a long time, and I wanted to show that Hideo Kojima, at 45, still working in the spotlight - I wanted to show that to the staff!”
Quote 2008-08-24 Video Games Daily / Kikizo -
“when I say as a creator, "I want to create this new game", it's still the same as twenty years ago! People still ask, "will that sell, will that be good?" Nobody really understands whether it would be an instant hit or whatever - I'm not just talking about the top executives, but even the development staff!”
Quote 2008-08-24 Video Games Daily / Kikizo -
“And if I get more 'boos' about it - if they say, "no - we don't know what you're talking about!" then this is actually the fun part.”
Quote 2008-08-24 Video Games Daily / Kikizo -
“But it's like when Hayao Miyazaki says he is not going to do more, and then always ends up doing it. I think I am kind of in a similar situation; I have ideas other than Metal Gear, and I want to go on to make other new games, but for political, business or technology reasons, there is always a time when I have to return.”
Quote 2008-08-24 Video Games Daily / Kikizo -
“But I have to say, my feeling hasn't changed; I would like to pass on the Metal Gear series to younger staff members, and then go on to produce the title, and not be so attached to it.”
Quote 2008-08-24 Video Games Daily / Kikizo -
“I always want to be in a creative position, where I can concentrate and grow as a creator. I feel if I don't do that, I might as well not be in the industry.”
Quote 2008-08-24 Video Games Daily / Kikizo -
“And in my spare time I want to establish a new game, which I have been wanting to do for a long time. I do have strong urges to create a new title other than the Metal Gear series.”
Quote 2008-08-24 Video Games Daily / Kikizo -
Kojima described his father as a chemist involved in the development of new medicines who, within the corporate structure, was nevertheless a salaryman enduring crowded trains, conflicts with coworkers and persistent fatigue while continuing to work, and who finally managed to buy a house in a Kansai suburb. In that newly created town with no shared past, families and children measured one another by academic background and job title as if playing a card game; Kojima rebelled by choosing the then-young video game industry, where he believed titles weren’t necessary and only a person’s ability mattered.
Paraphrase 2008-10 VIZ Media — The Creative Gene; official English translation -
In 1993, seven years after joining Konami and at age thirty, Kojima was made associate general manager of Development Group 5, a team of fewer than ten people with few sales. In addition to game design he now handled personnel, administration and budgeting—tasks he was doing for the first time. When he came across Section Chief Kosaku Shima again in a bookstore, Kojima saw in that character a secret support for worries he did not want to show and for the loneliness of being caught between the organization and his work.
Anecdote 2008-10 VIZ Media — The Creative Gene; official English translation -
In 2008 Kojima’s business card listed “Creative Officer, Konami Digital Entertainment” and “Director, Kojima Productions.” He argued that job titles don’t hire people, don’t make anything, don’t create profits and do not endure, and that he wanted to be remembered for his deeds and his name rather than any position; he intended to spend the rest of his life on his personal mission, not a title. When exchanging business cards he introduced himself simply as Hideo Kojima, a game designer.
Anecdote 2008-10 VIZ Media — The Creative Gene; official English translation -
“I will not retire. I will continue to create games as long as I live.”
Quote 2008-11 Destructoid (Kojima's speech at the 2008 MTV Game Awards)
2009
-
“There were a lot of surprises - the way the Western developers do things are so different! What I'm thinking now is, OK, we need to be a global studio.”
Quote 2009-04-15 Video Games Daily / Kikizo -
“You know, we've been asked this a lot - how do you guys know this? Even my wife didn't know!”
Quote 2009-04-15 Video Games Daily / Kikizo -
“I wouldn't dictate to them - "you should do things this way, use this color, change this..." - I'd have to really try to help them do what they do best as production studios. That's how I plan to do it in the future, and to give them freedom.”
Quote 2009-04-15 Video Games Daily / Kikizo -
“I think in the near future, it will be increasingly like the Hollywood model - there might be a person who will fund, and a person who is the creator.”
Quote 2009-04-15 Video Games Daily / Kikizo -
“Not really! Recently, Kojima Productions was involved in the creation of a foreign currency trading game - so I guess that kind of counts!”
Quote 2009-04-15 Video Games Daily / Kikizo -
“There's kind of a unique system where we learn many different parts of economics, marketing, or other things... English too, or even a third language - I studied Spanish.”
Quote 2009-04-15 Video Games Daily / Kikizo -
“I had the idea of bringing the game to the iPhone originally, but I wasn't the designer of the game. I was more of a producer, guiding the team members.”
Quote 2009-04-15 Video Games Daily / Kikizo -
“Personally, though, I would like to do smaller projects, but when I think of the time I have left living on this earth, I would rather spend that on bigger things!”
Quote 2009-04-15 Video Games Daily / Kikizo -
“Sure, there is definitely pressure. We don't belong wholly to Konami, so that pressure might be lighter, but since Kojima Productions is a part of Konami and Konami does the business side of things, yeah, I feel pressure there, that there's a need for it to be a successful, ongoing series.”
Quote 2009-04-15 Video Games Daily / Kikizo -
“I won't make games with senseless violence. There has to be a reason for it, such as war.”
Quote 2009-05-06 BusinessWeek, by Kenji Hall -
In 2009 Kojima wrote that if he could have only one wish it would be to go into space before he dies. He said a brief orbit just beyond Earth’s atmosphere would be enough, and that to make it happen he would give up even his position as a game designer, his family, or his own life.
Paraphrase 2009-06 VIZ Media — The Creative Gene; official English translation -
Kojima’s aspiration to become an astronaut turned him into an obsessive science enthusiast: he spent his meager allowance on Newton and the Japanese edition of Omni, watched Carl Sagan’s Cosmos and live broadcasts of space missions—which he prioritized even above his favorite movies—and studied biology, chemistry, and geology to prepare. He said he was hopeless at math and that those magazines and TV shows excited him more than Playboy or the late-night program 11PM.
Anecdote 2009-06 VIZ Media — The Creative Gene; official English translation -
Kojima abandoned the idea of becoming a professional astronaut almost upon entering senior high: Japan’s space agency had no astronauts, becoming a cosmonaut on the other side of the Iron Curtain seemed impossible, and NASA required U.S. citizenship which he was not going to change. He later judged those to be simplistic excuses to force himself to grow up; he did not abandon the desire to travel to space and, as a college student, carried Takashi Tachibana’s Return from Space in his pocket.
Paraphrase 2009-06 VIZ Media — The Creative Gene; official English translation -
When journalist Toyohiro Akiyama traveled to space in 1990 with funding from TBS and Soviet technology, Kojima realized a civilian route existed and reacted with frustration and jealousy for not having imagined it. This made him understand that he did not simply want to reach space but to train and go as an astronaut; for that reason he did not feel the same envy when game designer Richard Garriott paid about $30 million to travel to the International Space Station in 2008.
Anecdote 2009-06 VIZ Media — The Creative Gene; official English translation -
“It took me a year and a half to get half of Snatcher done; I had six chapters planned out and they told me to cut it down to two!”
Quote 2009-11-04 1UP.com, by Kevin Gifford; translation of a talk published in the Japanese magazine Famitsu -
“Ourselves, we're like the people who made their own films before making it big in Hollywood. I think we've got the skills we need to make anything we want, anywhere we want, on any budget we want. That's where my pride, or my confidence, comes from.”
Quote 2009-11-04 1UP.com, by Kevin Gifford; translation of a talk published in the Japanese magazine Famitsu -
“This point isn't limited to the game business, but if we don't have an environment where developers can make what they want and find an audience for it, then I think it's all going to come crashing down.”
Quote 2009-11-04 1UP.com, by Kevin Gifford; translation of a talk published in the Japanese magazine Famitsu
2010
-
From The Woman in the Dunes, Kojima held that in life there are pits imposed on us and others we build ourselves, and that leaving one may simply lead to another. He proposed seeking a purpose within the current pit: there is freedom to leave, to stay, and to choose to live there, so the definition of freedom changes with one's thinking and point of view.
Paraphrase 2010-09 VIZ Media — The Creative Gene; official English translation -
During the 2010 world tour for Metal Gear Solid: Peace Walker, Kojima was trapped with twelve other people (thirteen total) in a freight elevator at Uniqlo Soho in New York City. They managed to open the elevator doors with their bare hands and found only the metal wall of the shaft because the car had stopped between floors; as people began pounding on the cabin the smell of panic spread and there was fear of running out of oxygen, and Kojima found himself thinking of elevator movies. An hour later a rescue team evacuated them by ladder through the top of the elevator car, and they escaped without injury.
Anecdote 2010-10 VIZ Media — The Creative Gene; official English translation
2011
-
During a December lunch break Kojima opened Tout Seul in a Roppongi bookstore and immediately recognized his own Tower of Solitude. He hurried it back to work, locked himself in with a “no entry” placard, finished the first reading, waited exactly until the end of the workday to reread it alone in a planning suite, read it a third time to reflect, and then cried when he realized another creator had imagined a solitude very similar to the novel he had kept for nearly thirty years.
Anecdote 2011-03 VIZ Media — The Creative Gene; official English translation -
In February 2011, Kojima detoured from a business trip to visit his father’s grave near his old house and rode the Hankyu Railway for the first time in a year. He did not know anyone on the train; the view outside had changed greatly since he had lived there and the train car’s interior had been modernized, but the cozy, cradle-like sway felt nostalgic. He described the Hankyu not merely as transportation but as a time machine to his hometown and his memories.
Anecdote 2011-05 VIZ Media — The Creative Gene; official English translation -
When Kojima reread Shibumi in 2006 as part of his research for Metal Gear Solid 4, he was startled by parallels with ideas he had already used: a combat discipline similar to CQC, the heightened threat perception he learned in scout/tracking training, and the merciful murder of a parental figure, which he related to Big Boss and The Boss. His reappraisal led him to recommend the novel to the development team.
Paraphrase 2011-07 VIZ Media — The Creative Gene; official English translation -
After the Tohoku earthquake, fans and associates from around the world advised Kojima to leave Japan and use his life and resources to create elsewhere rather than spend them rebuilding the past. Kojima did not leave: he realized he could not separate his own purpose from Japan’s reconstruction and that, despite considering himself cosmopolitan, his substance was innately Japanese. Satori helped him out of the standstill with a further conclusion: he should not confine himself to Eastern, Western, or national labels, but create and share his own world—the world of Hideo Kojima.
Paraphrase 2011-07 VIZ Media — The Creative Gene; official English translation -
Kojima recommended Darkness, Take My Hand as his choice among the six Kenzie & Gennaro novels and regarded it as a work of exceptional caliber. He said that after reading it for the first time he investigated buying the rights to adapt it into a film himself, and that in his view none of the subsequent installments surpassed Darkness.
Paraphrase 2011-09 VIZ Media — The Creative Gene; official English translation -
In a September 2011 essay, Kojima wrote that each time a new Metal Gear came out he declared to the press that it would be the last he would make. He explained that all stories and all creators have an end, and that he wanted to bring his own story to its conclusion before he reached his.
Paraphrase 2011-09 VIZ Media — The Creative Gene; official English translation -
Kojima explained in 2011 that he kept continuing Metal Gear because, while fans fervently wanted more, he felt the story could not end and a creator could not turn his back on them. At the same time he recognized that neither creators nor their series are eternal, a contradiction he described as a spiral in which they became trapped.
Paraphrase 2011-09 VIZ Media — The Creative Gene; official English translation -
Kojima channeled his youthful destructive impulse into his work and his children, believing the era of Rock had ended. Thirty years after his first reading of Coin Locker Babies he realized the DATURA he had sought was in his own hands: he interpreted the games he released into the world as bombs loaded with memes capable of giving birth to another world and another self, and concluded the era of Rock was still alive.
Paraphrase 2011-10 VIZ Media — The Creative Gene; official English translation -
“to surprise my professor, and he was very surprised, but it didn't help my grade much”
Quote 2011-10-06 Engadget, by Mike Schramm; Kojima talk at the University of Southern California moderated by Geoff Keighley -
“true game design”
Quote 2011-10-06 Engadget, by Mike Schramm; Kojima talk at the University of Southern California moderated by Geoff Keighley -
“First, come up with something you like, and then show it to as many people as you can. Tweak it, and get their opinions.”
Quote 2011-10-06 Engadget, by Mike Schramm; Kojima talk at the University of Southern California moderated by Geoff Keighley -
In 2011 Kojima described his week as sleeping only four hours a night and spending the rest of each day working or in meetings; he said he himself regrets being away from his family so much, but tries to keep weekends free to spend with them.
Paraphrase 2011-10-06 Engadget, by Mike Schramm; Kojima talk at the University of Southern California moderated by Geoff Keighley -
“plays with Legos all day”
Anecdote 2011-10-06 Engadget, by Mike Schramm; Kojima talk at the University of Southern California moderated by Geoff Keighley
2012
-
From Hyoryu, Kojima concluded that the human body needs work and movement: the castaway who balances his diet, exposes himself to the sun, and keeps active survives where others fall ill after long periods of immobility. He thought this lesson also applied to modern urban life and that an idle, purposeless existence guided only by desire is not sustainable.
Paraphrase 2012-01 VIZ Media — The Creative Gene; official English translation -
When he began receiving requests to write cover blurbs and obi, Kojima concluded that a recommendation capable of luring someone toward a book also transmits memes, even if it lacks the prestige of creating the work. He stated that his own series of recommendation essays in Da Vinci would not have been possible without his prior encounters with King’s name on those obi.
Paraphrase 2012-02 VIZ Media — The Creative Gene; official English translation -
Kojima recalled that twenty-five years earlier he had incorporated a story and a message into video games when both were regarded as unnecessary. With the rise of mobile games used to kill time, he saw Minagawa’s literary activity at age eighty-two as the baton to receive. He promised to continue as he is even after turning eighty and to instill his memes into video games.
Paraphrase 2012-05 VIZ Media — The Creative Gene; official English translation -
“When she defeated The End she called me up and said: 'It is finished'.”
Anecdote 2012-05-24 The Guardian — Simon Parkin, "Hideo Kojima: video game drop-out", two-part interview (part 2) -
“I walked in and the shopkeepers knew about me. I couldn't believe it. It was the most surprising moment in my life.”
Anecdote 2012-05-24 The Guardian — Simon Parkin, "Hideo Kojima: video game drop-out", two-part interview (part 2) -
“Lost World was the first project I was assigned to and the game was cancelled after six months.”
Anecdote 2012-05-24 The Guardian — Simon Parkin, "Hideo Kojima: video game drop-out", two-part interview (part 2) -
“Every week they paid for us to visit a forest in the mountains nearby. We would dress up in military uniform and play games there. It was a good time.”
Anecdote 2012-05-24 The Guardian — Simon Parkin, "Hideo Kojima: video game drop-out", two-part interview (part 2) -
Kojima began by identifying with the climber Joji Habu, who selects dangerous, untried routes and turns into reality what no one else has done. However, the cameraman Makoto Fukamachi’s monologue shook him: Kojima recognized that his older self was no longer the pioneering leader but the one who follows behind, returns alive, and goes back to the mountain again and again because it is all he can do.
Paraphrase 2012-07 VIZ Media — The Creative Gene; official English translation -
Kojima said that making video games was his mountain: it pulled him away from his previous path and saved him. He noted that the medium was changing form, yet he resolved to keep climbing even if he had to abandon everything else—not because the mountain was already there, but precisely because it was not yet there.
Paraphrase 2012-07 VIZ Media — The Creative Gene; official English translation -
In 2012, while preparing to open Kojima Productions Los Angeles, Kojima envisioned the Tokyo and LA teams not as two separate sides but as a studio located in a third space between the two cities. He wanted a global goal to render location irrelevant and for the outcome to be not merely a patchwork of Japanese memes with something American, but a creation global in the truest sense.
Paraphrase 2012-08 VIZ Media — The Creative Gene; official English translation -
“He tried to explain the meaning over and over again via the phone, but was frustrated with his inability to get through.”
Paraphrase 2012-08-13 Andriasang, by Anoop Gantayat; collects tweets by Hideo Kojima -
“In the past I've mentioned Silent Hill in interviews, and as a result of that the president of Konami rung me up and said he'd like me to make the next Silent Hill.”
Quote 2012-09-27 Eurogamer (developer session at the Eurogamer Expo) -
“For example, if at some point if we decided to bring out a JRPG with Snake in his teens, I don't think that's something I could do. I'd have to leave that with the younger staff.”
Quote 2012-09-27 Eurogamer (developer session at the Eurogamer Expo)
2013
-
According to the book’s capsule, Project Itoh was hospitalized immediately after the meeting to plan the Metal Gear Solid: Guns of the Patriots novelization and wrote the entire manuscript from his hospital bed. He identified with Otacon and Raiden, chose Otacon as the narrator to project himself into the novel, and built the rest of the work from that decision.
Anecdote 2013-01 VIZ Media — The Creative Gene; official English translation -
As he approached fifty, Kojima acknowledged that studio work was already physically fatiguing and that he should be preparing a successor and retirement, but the person to whom he had handed the baton had died before him. He said he could only pick up Itoh’s last wishes and continue telling stories; he also began the series My Lovable Memes after Itoh’s death to search for new receivers.
Paraphrase 2013-01 VIZ Media — The Creative Gene; official English translation
2014
-
“Originally I wanted to hand the series off to younger staff and let them carry on with it. And so we did, and that resulted in the game Metal Gear Rising: Revengeance. But after Rising, we found that for my younger staff, the numbered games were just too heavy for them. So that's why I decided to come back and work on them myself.”
Quote 2014-06-12 TIME, by Matt Peckham; interview at E3 2014 -
“Every game I make, I create thinking it's really, really going to be the last game I create. So I put as much as I can in and make sure I have no regrets.”
Quote 2014-06-12 TIME, by Matt Peckham; interview at E3 2014
2015
-
“In the beginning, I would say the answer to that is yes. I had very specific people in mind when I created a game, and I had a message that I wanted to pass along. But now my thought process is changing.”
Quote 2015-08-21 GamesRadar, by Dan Dawkins; includes his own 2013 interview with Kojima -
Kojima spent almost three decades at Konami, beginning in 1986. In 2015, amid a bitter split, Konami removed Kojima's name from Metal Gear Solid V marketing; at The Game Awards in December 2015 the game won awards but Kojima did not attend, reportedly barred from attending by Konami. That same month Kojima re-established Kojima Productions as an independent studio partnered with Sony. Silent Hills had been cancelled in April 2015.
Anecdote 2015-12 Wikipedia — Hideo Kojima (collects the 2015 press coverage) -
Since Kojima Productions was founded in 2015, its motto has been "From Sapiens to Ludens": the idea of humanity evolving from Homo Sapiens (the one who thinks) to Homo Ludens (the one who plays and creates). Its mascot, Ludens — designed with Yoji Shinkawa — is a spacesuit-clad figure carrying a flag, a symbol of arrival and exploration rather than conquest.
Anecdote 2015-12 Kojima Productions — "Welcome to Kojima Productions" (official website)
2016
-
“If I'm going through a difficult patch, and I watch a great movie, it reminds me that there are so many creative people out there all over the world pushing hard to accomplish great things. That really motivates me to keep going. So I guess these are the two reasons why I make sure I watch movies every day.”
Quote 2016-07-23 Metal Gear Informer, transcribing a Sky News interview -
“Last year, I thought I lost everything. But I didn't.”
Quote 2016-12-01 Kotaku -
“I think what happened to Hideo Kojima last year was a tragedy, but he never complained. He just sat in an isolated room for months, looked inside himself and focused on his art.”
Geoff Keighley Quote 2016-12-01 Kotaku -
“couldn't even talk to them – he had to talk through someone else. That's how that game was finished.”
Geoff Keighley Paraphrase 2016-12-02 GameRant (quoting a Geoff Keighley interview in Glixel) -
“It's very intricate. I mean, you know (Kojima). He's a very brilliant man. I mean… the stuff he told me? I only understood some of it.”
Mads Mikkelsen Quote 2016-12-06 PCGamesN
2017
-
“I’m back”
Anecdote 2017-02-23 PlayStation.Blog — interview with Hideo Kojima -
“Hideo Kojima's lifetime achievement award from @BrasilGameShow just arrived. Obrigado Brasil, it's already in display in our entrance!”
Anecdote 2017-11-06 X (Twitter), Kojima Productions' English-language account @KojiPro2015_EN
2019
-
Kojima linked the speed and quality of his work to teams small enough to let him walk through the studio, spot problems where they arise, and give directions directly. He compared that method to visiting bookstores: solutions do not come from an automatic search, but from his own judgment, which he must keep refining with his eyes, head, and body.
Paraphrase 2019-07 VIZ Media — The Creative Gene; official English translation -
Kojima admitted that analyzing past successes can produce a sellable, low-risk product, but he rejected that method because tomorrow always arrives and what was accepted yesterday does not remain the same. He held that past experiences are necessary not to imitate but to connect differently; therefore he reads, watches movies, listens to music, visits museums, and meets people as a practice to learn from history and create the future.
Paraphrase 2019-07 VIZ Media — The Creative Gene; official English translation -
Before becoming a designer, Kojima turned to stories as a compass when he doubted his future: experiencing unfamiliar times and places expanded his world and refined his outlook. When he was able to make a living from creating, he changed his relationship with stories and began thinking about how to connect his works with players and the world; he said he wanted to push those who were standing still, help them move forward, and make the world better.
Paraphrase 2019-07 VIZ Media — The Creative Gene; official English translation -
During his creative work, Kojima said he sometimes suffers intense feelings of isolation, stress, and doubt. He is saved by knowing that writers, directors, artists, or other people committed to creating connections exist; their struggles become stories that relieve his loneliness. Likewise, an extraordinary work produced in a faraway country shows him that he can still keep trying.
Paraphrase 2019-07 VIZ Media — The Creative Gene; official English translation -
Kojima says one must live with one’s receptive antennae out and scanning in all directions, an exhausting attention to diverse stimuli. His process is to hold onto what sparks interest, turn it over in the mind, shape it, and bring it out into the world; the same material absorbed can reappear as an essay, lyrics, sound, performance, or a video game depending on the medium and the creator’s technique.
Paraphrase 2019-08 VIZ Media — The Creative Gene; official English translation -
Kojima stated that creating the new company was more difficult than developing Death Stranding: upon becoming independent he had to recover credibility, financing, people and a place to work. Fans of his earlier games helped him in unforeseen ways, and he was able to deal directly with Hollywood actors who appreciated Metal Gear and wanted to participate out of mutual affinity.
Anecdote 2019-08 VIZ Media — The Creative Gene; official English translation -
When testing Metal Gear’s initial concept—hiding and escaping from enemies—Kojima considered it essential to distinguish two failures: that the idea wasn’t properly realized in the game, or that the idea itself wasn’t fun. In the second case he would have canceled the game; handing that decision over to marketing would have removed his ability to turn back and resulted in a typical video game.
Paraphrase 2019-08 VIZ Media — The Creative Gene; official English translation -
Kojima explained an optional encounter in Death Stranding in which Sam periodically delivers medicine to a man who has no direct importance to the main plot. If the player forgets to continue bringing the medicine, the man will die. With that mechanic Kojima wanted players to experience that forming a connection also means taking on responsibility, and that their actions can both build and break that connection.
Anecdote 2019-08 VIZ Media — The Creative Gene; official English translation -
“Even when I went to the bank, I couldn't borrow money. They said, 'We know you're renowned, but you don't have any actual results.'”
Quote 2019-10-09 Kotaku (picking up a Famitsu interview) -
“I first met Hideo when Guillermo del Toro called me and said, 'Hey, there's a guy who's going to call you and wants to do a video game with you. Just say yes.' I said, 'Who is he?' And he said, 'Trust me, just say yes.'”
Norman Reedus Quote 2019-10-30 Collider (picking up an interview from The Hollywood Reporter) -
In November 2019, during the promotion of Death Stranding, Kojima received two Guinness World Records for being the game director with the most followers on both Twitter and Instagram.
Anecdote 2019-11 Siliconera (on Kojima's Guinness records) -
“In the future, Kojima Productions will start making films. If you can do one thing well, then you can do everything well.”
Quote 2019-11-04 IGN, by Matt Purslow; origin: BBC Newsbeat documentary -
“I thought, I'll tell her once I've become a little successful. I didn't want her to worry.”
Quote 2019-11-27 Vulture, by Harold Goldberg -
At the 2019 Tribeca Film Festival, Kojima suggested that prospective game developers watch two films a day.
Anecdote 2019-11-27 Vulture, by Harold Goldberg -
According to Vulture, Kojima edits his own trailers for his games, a task typically handled by ad agencies.
Paraphrase 2019-11-27 Vulture, by Harold Goldberg -
“Me as an old man going to the theater by myself on this day? I changed my plan to stay in my office working on my next concept.”
Quote 2019-12-24 SVG (reproduces a @HIDEO_KOJIMA_EN tweet)
2020
2021
-
To launch Kojima Productions after going independent in December 2015, Kojima rented an office of under nine square meters and conducted an international search for staff, software tools, and engines while the studio began production on a new game.
Paraphrase 2021-10-19 VIZ Media — The Creative Gene; official English translation -
Kojima says that going to a bookstore was a daily routine he did not abandon even during the frenetic start of his studio. There he takes books in his hands, buys the ones that call to him, and loses himself reading them; on business trips he is not at ease unless he has several books in his bag, and he considers choosing and reading books to be part of who he is.
Paraphrase 2021-10-19 VIZ Media — The Creative Gene; official English translation -
Kojima explains that always following the same fixed route through a bookstore is efficient but causes him to stop seeing what lies outside it. Visiting a new or less familiar bookstore disorients him and disrupts his ossified patterns of thought; even the same books can show a different side depending on the store’s size, environment, and arrangement.
Paraphrase 2021-10-19 VIZ Media — The Creative Gene; official English translation -
VIZ's biographical note places Kojima's birth in Tokyo in 1963, his directorial debut with Metal Gear in 1987, the establishment of his independent studio Kojima Productions at the end of 2015, and the release of Death Stranding in 2019.
Paraphrase 2021-10-19 VIZ Media — The Creative Gene; official English translation
2022
-
“I received the 72nd Minister of Education Award for Fine Arts from the Agency of Cultural Affairs, Government of Japan. Thank you very much. I have been creating games for 36 years.”
@HIDEO_KOJIMA_EN Quote 2022-03-15 X (Twitter), Hideo Kojima's English-language account @HIDEO_KOJIMA_EN -
“I am very happy that the immature medium of games has been highly evaluated as a cultural art form of "expression". I will continue to devote myself to the creation of digital entertainment.”
@HIDEO_KOJIMA_EN Quote 2022-03-15 X (Twitter), Hideo Kojima's English-language account @HIDEO_KOJIMA_EN -
“I have been knowing Mr. Oshii for 26 years now. It’s been a really long time since I’ve seen him, partly because of the pandemic, so I really enjoyed today’s recording. This will be broadcasted on the Spotify program “Hideo Kojima presents Brain Structure”. Please look forward to it. So tonight, I re-watch “PATLABOR THE MOVIE” for the first time in 33 years.”
Quote 2022-08-30 Anime News Network (quoting a Kojima tweet) -
“I was already involved in the game industry, but at the beginning, I was staying in a boarding house and was watching VHS tapes. That's when I first encountered Mr. Oshii's mystery article file, 538. I was really surprised.”
Anecdote 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 3 «Hideo Kojima x Mamoru Oshii: Part 1» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“It's a difficult line to toe. You can't end up in the red, but don't want to be too far in the black and lose your freedom.”
Paraphrase 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 3 «Hideo Kojima x Mamoru Oshii: Part 1» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“They can't break free, they can't quit, they can't lose. It felt like that when Metal Gear started gaining fans and I started getting fan letters.”
Paraphrase 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 3 «Hideo Kojima x Mamoru Oshii: Part 1» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I can't just be like, whoops, sorry about last year. That's the scariest part of it all.”
Paraphrase 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 4 «Hideo Kojima x Mamoru Oshii: Part 2» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“They won't tell me the budget and release dates get announced out of the blue. Or they would suddenly spill the contents of a project during promos. Once they totally gave away spoilers in a magazine interview.”
Paraphrase 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 4 «Hideo Kojima x Mamoru Oshii: Part 2» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I've been wanting to make one, but I don't have any time. I might be able to do just a screenplay.”
Paraphrase 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 4 «Hideo Kojima x Mamoru Oshii: Part 2» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I really wanted to do it all myself, seriously. If I could just make clones of myself, I would.”
Anecdote 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 4 «Hideo Kojima x Mamoru Oshii: Part 2» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“But humans are imaginative, and since I'm also a creator, I don't want to hurt other creators' feelings, even if their work isn't entirely good.”
Paraphrase 2022-09 HIDEO KOJIMA presents Brain Structure, ep. 2 «Hideo Kojima on film 'NOPE'» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Way back in 2005, I did my own podcast, Hidechan! Radio, for a long time. I grew up in the generation of radio and after I became a creator, I wanted to give something back to the medium that was there for me when I was a lonely kid.”
Quote 2022-09-08 Spotify Newsroom -
“Making games can be hard, and there's a lot that leaves me scratching my head, but your movie gave me energy. It motivated me to work a little harder.”
Paraphrase 2022-10 HIDEO KOJIMA presents Brain Structure, ep. 5 «Hideo Kojima x Jordan Peele: Part 1» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I try not to feel the pressure too much when I'm creating, but I use that pressure and the hurdles to my advantage in order to aim higher. Thanks to that pressure, I can get better. It's really a blessing as a creator.”
Paraphrase 2022-10 HIDEO KOJIMA presents Brain Structure, ep. 6 «Hideo Kojima x Jordan Peele: Part 2» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“When I'm creating something, I kind of have two personalities, like a left-brain person and a right-brain person.”
Paraphrase 2022-10 HIDEO KOJIMA presents Brain Structure, ep. 6 «Hideo Kojima x Jordan Peele: Part 2» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Just like Tom Cruise said in Maverick, I could never work this hard if it was a job. It's more like a mission. I'm dedicating my life not to myself but to someone else. I'm creating for those who are waiting for me.”
Paraphrase 2022-10 HIDEO KOJIMA presents Brain Structure, ep. 6 «Hideo Kojima x Jordan Peele: Part 2» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I get sent tons of books from publishers a week before they're released to the public. I'm able to read books that nobody has read before.”
Anecdote 2022-10 HIDEO KOJIMA presents Brain Structure, ep. 8 «Hideo Kojima x Books» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“When I became independent, I got rid of over 20,000 books.”
Anecdote 2022-10 HIDEO KOJIMA presents Brain Structure, ep. 8 «Hideo Kojima x Books» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I don't read the ones that end up at the bottom of the stack, so every week I turn them over and change the order.”
Anecdote 2022-10 HIDEO KOJIMA presents Brain Structure, ep. 8 «Hideo Kojima x Books» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“It goes on the back, behind the author, and for example, if it's for a series, and I have to write a review for the fourth book, I re-read from the first one.”
Anecdote 2022-10 HIDEO KOJIMA presents Brain Structure, ep. 8 «Hideo Kojima x Books» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“These book fairs and awards create an opportunity for the bookstore to re-display some featured books.”
Paraphrase 2022-10 HIDEO KOJIMA presents Brain Structure, ep. 8 «Hideo Kojima x Books» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“That's why I choose my words carefully and make sure I don't use difficult words, so people who don't often read books can understand too.”
Paraphrase 2022-10 HIDEO KOJIMA presents Brain Structure, ep. 8 «Hideo Kojima x Books» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“There are a lot of authors overseas who are like former Special Forces members, which you don't really see in Japan. Or doctors who write medical dramas. Lawyers who write courtroom dramas and whatnot.”
Paraphrase 2022-10 HIDEO KOJIMA presents Brain Structure, ep. 8 «Hideo Kojima x Books» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Yes, I do get offers, and I would like to, but I just don't have the time. Say I spend one year doing a movie. What would my staff do for a year? But I am seeking ways to try to make it work.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 9 «Hideo Kojima x S.S. Rajamouli: RRR» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Nowadays, I tweet something, then the media will take that tweet and paste it somewhere and call it news. That's not how it should work. It's just a tweet. It's not meant to be news.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 10 «TGA Special: The truths behind internet rumors?!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I've never once said anything to Phil about wanting to create a Death Stranding sequel. I don't know who pulled this kind of information from where.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 10 «TGA Special: The truths behind internet rumors?!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“It was 100% out of my pocket. No funding from anyone whatsoever. So we're independent.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 10 «TGA Special: The truths behind internet rumors?!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Some of those offers are ridiculously high prices, but it's not that I want money. I want to make what I want to make. That's why I created this studio. So as long as I'm alive, I don't think I will ever accept those offers.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 10 «TGA Special: The truths behind internet rumors?!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“At this stage, nothing costs any money and since it can be done mentally, it's the most fun part for me.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“People think that its purpose is to present the game to everyone around the world, but actually, it's not. It's to show the staff.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“The hard parts are kind of like drugs. You begin to feel like you can't live without them.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“But I can also do things I dislike so that I can continue doing the things I love. If you only do the things you love, you won't grow.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Yes, the process of going to the restroom. I don't really need to use the bathroom.”
Anecdote 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“It's the making of Death Stranding, but it's also a bit like a documentary about me. I'll announce it when we're ready to announce it, so yeah.”
Anecdote 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Then, I'll play a soundtrack that matches that, and the writing just happens naturally. It's like I'm not myself almost.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I think there will come a time when I develop a game with just myself and AI, not the staff. It can be cumbersome to work with staff.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“People saying things like, I think Kojima has about three more games left in him. And I'm like, no, don't say that.”
Anecdote 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“In Death Stranding, there is a beach where the time axis runs differently from the rest of the world. I feel like I'm living there.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I usually have 20 or 30 world stories and game systems running around in my head. They go through a selection process and eventually the one that's left is the best one.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 11 «Messages from our listeners!» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“You end up constantly doing this, so it becomes difficult to draw the line and say, stop.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 12 «Hideo Kojima x Joseph Kosinski» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I think that creating things is a means to say goodbye to your past self, so I think what you're saying is exactly right.”
Paraphrase 2022-11 HIDEO KOJIMA presents Brain Structure, ep. 12 «Hideo Kojima x Joseph Kosinski» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Should We Have Connected?”
Paraphrase 2022-12 Videogames Chronicle (remarks at The Game Awards 2022 and an interview with Natalie) -
Kojima Productions’ Tokyo headquarters has a pure white lobby where a life‑size statue of Ludens, the studio’s mascot, greets visitors; inside the studio there is a movie theatre and a gallery space where Kojima’s body of work is presented like a museum exhibit.
Anecdote 2022-12 Push Square (tour of the Kojima Productions studio) -
“Originally, I was writing Hideo's Mysteries as a joke on Twitter.”
Anecdote 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 13 «Hideo Kojima x Golden Dozen Mystery Books 2022» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I started panicking and read a bunch right before the deadline. You definitely shouldn't do that. It's like I'm reading them just so I can make my selection.”
Anecdote 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 13 «Hideo Kojima x Golden Dozen Mystery Books 2022» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I don't want to rank them, so I'm going to be announcing them in the order that I read them or the order that they went on sale.”
Paraphrase 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 13 «Hideo Kojima x Golden Dozen Mystery Books 2022» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“With Horowitz and Hawthorne, nothing happens until halfway through the book. Usually, you have a dead body in the mix, but instead, you're made to read the development and relationship of these two characters for the longest time. That's the strength of a series.”
Paraphrase 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 13 «Hideo Kojima x Golden Dozen Mystery Books 2022» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Well-established literary authors will need to step it up. Let's stop there. I'm going to offend some of the people I know.”
Paraphrase 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 13 «Hideo Kojima x Golden Dozen Mystery Books 2022» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I wrote those comments because I want people to read the books. But also, after you read the books, you can look back at those comments and understand the meaning behind them. They serve a double purpose.”
Paraphrase 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 13 «Hideo Kojima x Golden Dozen Mystery Books 2022» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Of course, the reading part is fun too, but picking out the books, therein lies the fun.”
Anecdote 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 13 «Hideo Kojima x Golden Dozen Mystery Books 2022» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“The only things I had were four staff members, my computer, and my iPhone.”
Anecdote 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 15 «The Game Awards 2022» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“There was one incident that was really tough. The 2016 SAG strike. I thought it would end in two or three months, but it went on for a year.”
Anecdote 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 15 «The Game Awards 2022» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“There needs to be trust between myself and the actors in order to see it through, because it can get pretty tough.”
Paraphrase 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 16 «Hideo Kojima x Norman Reedus» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Sony has this new technology system called the Mado. It means window in Japanese. […] It feels like an illusion almost. Like the person on the screen is right there.”
Anecdote 2022-12 HIDEO KOJIMA presents Brain Structure, ep. 16 «Hideo Kojima x Norman Reedus» (Spotify Studios × Kojima Productions); official English dub, own transcription
2023
-
“People may not use them, but I want them to feel cared for when they're here.”
Anecdote 2023-01 HIDEO KOJIMA presents Brain Structure, ep. 19 «Hideo Kojima x Ennio Morricone» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“So I feel like my life is following a similar path to Morricone's, especially after having watched the documentary. It made me cry.”
Paraphrase 2023-01 HIDEO KOJIMA presents Brain Structure, ep. 19 «Hideo Kojima x Ennio Morricone» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“You're just watching my face though. What's the fun in that? I'm not an idol or anything. […] But when I checked the footage, all I saw was my belly and stuff like that.”
Anecdote 2023-01 HIDEO KOJIMA presents Brain Structure, ep. 20 «Anniversary music» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Um, on another note, with the current technology, we can't shoot hair. So all we can do is take reference shots, and we later punch in one hair at a time.”
Paraphrase 2023-01 HIDEO KOJIMA presents Brain Structure, ep. 21 «Shioli Kutsuna in LA» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“We do it once like an air hug, where you hug from a distance. And then we do it again without the helmet.”
Anecdote 2023-01 HIDEO KOJIMA presents Brain Structure, ep. 21 «Shioli Kutsuna in LA» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Well, compared to like Clint Eastwood, I might be more stubborn. There are some people who will do 30 takes. James Cameron does over 30. […] Well, I think the first two or three takes are the best ones.”
Anecdote 2023-01 HIDEO KOJIMA presents Brain Structure, ep. 21 «Shioli Kutsuna in LA» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“In my case, I think about the world setting, then create the story. The character settings are pretty vague at first. The details aren't refined yet.”
Paraphrase 2023-01 HIDEO KOJIMA presents Brain Structure, ep. 21 «Shioli Kutsuna in LA» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“You can also see the background and where the enemy is located. It doesn't exist in the studio, but it appears on the screen.”
Anecdote 2023-01 HIDEO KOJIMA presents Brain Structure, ep. 21 «Shioli Kutsuna in LA» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I need to check whether I can love this person or not, whether or not I can work together with them.”
Paraphrase 2023-01 HIDEO KOJIMA presents Brain Structure, ep. 21 «Shioli Kutsuna in LA» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“At the end, when we wrap up all the shooting, we'll do the usual celebrations with bouquet and stuff and everyone is all happy. But then it's hell from there. It'll take another two more years after that.”
Anecdote 2023-01 HIDEO KOJIMA presents Brain Structure, ep. 21 «Shioli Kutsuna in LA» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I make the games as I film the cutscenes, and the staff and I give each other feedback to make sure we keep consistency throughout the game.”
Paraphrase 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 22 «Elle Fanning» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“In MGS5, Snake isn't really Snake, and Ocelot becomes kind of like the storyteller. And this was really difficult and playing the part of Ocelot was risky, but Troy did an amazing job, so I'm really grateful.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 23 «Troy Baker» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“So, we could put audio on there, and now games could talk. No one had made anything with CD-ROMs yet.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I was basically scammed. I didn't know anything. I didn't even know how recording worked.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“And I would ask them to do another take, but they would say, there wasn't anything wrong with that take and everyone would kinda agree, but Kikuko, you would stand up for me.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Personally, I thought that Snatcher was not a success.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Yeah, well, Kayumi-san is like a god to me.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I realized you had to do it directly, which is my current style. If the actual person says they can't do it, then I will give it up.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“You decided to become freelance at the height of your popularity. That's so risky, yet so bold.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“We used like 500 or 600 eggs, but we couldn't throw them out, so the staff was going to eat them.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“We made the CG based off of Otsuka-san and Ginga-san's voices.”
Paraphrase 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 24 «Kikuko Inoue» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“I didn't expect Metal Gear Solid 2 to sell very well, so I did a lot of crazy things in that game. Following Metal Gear Solid 2, though, a lot of pressure was on my shoulders. I couldn't be quite as free after that.”
Quote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 25 «CHVRCHES» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“In 2021, my staff was still working from home because of the pandemic, so I was the only one coming to the office. I would listen to that album while working.”
Anecdote 2023-02 HIDEO KOJIMA presents Brain Structure, ep. 25 «CHVRCHES» (Spotify Studios × Kojima Productions); official English dub, own transcription -
“Okay, now you cry [...] I have to get in the mood but in the whole suit.”
Elle Fanning Quote 2023-05-16 GamingBolt (on a Josh Horowitz interview) -
“If it says "A Hideo Kojima Game", it means that from start to finish, I'm involved in everything, that's the declaration. "A Hideo Kojima Game" means we cannot cut corners.”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“In my previous company, I was free to do what I wanted, but it wasn't my own brand. ... The only way is to produce it yourself.”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“And Sony, as far as I know, basically said, "We're going to bet on you, Hideo Kojima, as a creator." We don't even need to know what the game is. We're just in.”
Geoff Keighley Anecdote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“When I first explained this to my staff, I got a largely negative response. They said, "But no one does that..."”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“The truth is that because my dad died, I was able to get into the game industry. ... If my dad was alive, he'd have been opposed. He was a very scary man.”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“My mother was the only one who didn't object for some reason. "If you want to pursue it, that's fine."”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“I was having so much fun that I hardly slept at all.”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“But now it's my own company... so if I mess up, there won't be a next project.”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“but I do it on my own, so I do them all in parallel. ... This is probably only possible within my own studio.”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“I have on average 200 problems at once to do with details of the game, and it's up to me to make decisions on all of them. ... Sometimes I do bug checks in my dreams.”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“If I confess, at that point, my thoughts have already turned to the next idea.”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“We've taken a first step, a giant leap in the entertainment industry.”
Anecdote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“I work as closely as possible to my staff and make detailed adjustments every day. ... But I don't think this way of working is common these days.”
Quote 2023-06 Hideo Kojima: Connecting Worlds (documentary by Glen Milner; PlayStation Productions / Kojima Productions); official English SDH subtitles -
“I had the story written before the pandemic, but after experiencing the pandemic I just rewrote the whole story from scratch. I also didn't want to predict any more future, so I rewrote it.”
Quote 2023-08-03 Video Games Chronicle (quoting his words at The Game Awards 2022 and an interview with the Japanese outlet Natalie)
2024
-
“Every time I say something about that game [Death Stranding] on the internet or a talk show or whatever and Hideo hasn't said it first, he calls and he yells at me. So I'm not saying anything. He's yelled at me several times.”
Norman Reedus Quote 2024-04-29 Nerd Reactor -
“When I had just started my own studio and had nothing, I pitched the DS project to Norman at a sushi restaurant and asked him if he would like to do it with me. He instantly said yes even though I didn't even have a script.”
Quote 2024-06-26 GamesRadar+ (read via the Yahoo mirror), by Jordan Gerblick; origin: Kojima's own post on X/Twitter -
Kojima wrote that shaving every morning upon waking was a pleasant way to start the day, and that although he now wears a neat three-day stubble he still keeps that morning ritual of tidying it immediately after getting up.
Quote 2024-08-07 anan web — essay written by him, "ヒゲとメガネとHIDEO" (installment 16)
2025
-
Around March 2025, around his appearance at SXSW, Kojima announced that Death Stranding had surpassed 20 million players across all platforms; he said that people still playing it makes him the happiest.
Anecdote 2025-03 PC Gamer (Kojima's remarks on the 20 million players) -
“I don't want them to just manage our existing IP”
Paraphrase 2025-05 Videogames Chronicle, on a Kojima interview in Edge -
“I gave a USB stick with all my ideas on it to my personal assistant, kind of like a will.”
Quote 2025-05-15 Video Games Chronicle (picking up an interview from Edge magazine) -
“I gave a USB stick with all my ideas on it to my personal assistant, kind of like a will. [...] Perhaps I have ten years?”
Quote 2025-05-15 TheGamer (quoting Edge Magazine) -
“I am not going to pass the baton to anyone. I will rather crush the baton [...] I don't need to give 'Hideo Kojima' to anyone.”
Quote 2025-06-11 Time Extension (quoting GQ) -
“If everyone likes it, it means it's mainstream. It means it's conventional. It means it's already pre-digested for people to like it.”
Anecdote 2025-06-13 Rolling Stone (Christopher Cruz interview with Woodkid) -
“I want people to end up liking things they didn't like when they first encountered it, because that's where you really end up loving something.”
Anecdote 2025-06-13 Rolling Stone (Christopher Cruz interview with Woodkid) -
“There's a key moment where we had a discussion, probably halfway [through] when we were doing the game, where he came to me and he said, "We have a problem."”
Woodkid Quote 2025-06-13 Rolling Stone (Christopher Cruz interview with Woodkid) -
“We met before the pandemic, and he used some of my songs in the first episode [Death Stranding], but it was songs from my previous records. He used "Goliath" and "Pale Yellow" in the gameplay.”
Woodkid Anecdote 2025-06-13 Rolling Stone (Christopher Cruz interview with Woodkid) -
“You have no idea how much he doesn't give a shit about this. He really doesn't. He doesn't compromise; he does what he wants.”
Woodkid Anecdote 2025-06-13 Rolling Stone (Christopher Cruz interview with Woodkid) -
“People sometimes have the fake impression that Hideo is very egotistical, [but] he's someone that changes his mind very intelligently based on what people bring him.”
Woodkid Anecdote 2025-06-13 Rolling Stone (Christopher Cruz interview with Woodkid) -
“I put all of these things in. Even if I said to the staff, 'Please put them in!', they would just say, 'Huh?' and pretend not to know (laughs).”
Quote 2025-06-30 Video Games Chronicle (translating a GameSpark interview) -
“When I see movies and get ideas, usually just talking to people, eating or walking, or maybe I'm in a bath, I come up with these ideas. So it's almost like a disease, I call it. Even when I'm talking with my family, in my head, I'm in a totally different world.”
Paraphrase 2025-07 Pixel Fix (Substack), account of one of his appearances -
“Hideo kept pushing me to make something even more deconstructed and crazy and industrial and radical and I went way further than I thought I would be able to do in my music and still recognize my music.”
Anecdote 2025-07-07 The A.V. Club (Toussaint Egan interview with Woodkid) -
“It's almost like a disease. I'm imagining things all the time. Even when I'm talking to my family, in my head I'm in a totally different world.”
Quote 2025-09-15 Man of Many -
While in middle school, Kojima's father suddenly collapsed and died in front of him. For economic reasons he gave up his dream of becoming a novelist or film director, and after graduating from university in 1986 he joined Konami.
Paraphrase 2025-10-27 Nippon.com (Japanese edition), "小島秀夫:ゲームの世界を拡張し未踏の地を行く革新者" -
Kojima says he has a much more sensitive sense of smell than other people, to the point of sometimes feeling unwell from odors, and that when he rides his company's elevator he can sometimes identify who rode before him from the lingering scent.
Quote 2025-11-19 anan web — essay written by him, series "小島秀夫のan-an-an、とっても大好き○○○○●", installment 32: "監督(ボク)の"匂い"は?" -
“The book includes a selection from "70% of My Body Is Made of Movies," which was published years ago by Sony Magazines, film critiques I wrote for Bunshun Online after becoming independent, novel afterwords and contributions, a collection of comments from 'Hideo's Mysteries,' travel essays serialized in the Nikkei Sunday edition newspaper, and essays about Kōbō Abe, among others.”
@HIDEO_KOJIMA_EN Quote 2025-11-20 X (Twitter), Hideo Kojima's English-language account @HIDEO_KOJIMA_EN -
Kojima's debut as a voice actor — his first time voicing a character in an animated film — was in the Japanese dub of Zootopia 2 (Zootrópolis 2), in which he voices Paul Molebrandt, nicknamed the Mole, a minor IT department employee at the Zootopia Police Department; the Japanese release was 5 December 2025. Recalling his participation in Zootopia 2 on KOJI10, Kojima said he was not told which character he would voice until he arrived for the recording.
Anecdote 2025-12 Siliconera (Kojima's cameo in the Japanese dub of Zootopia 2) -
“I keep my ears open for music for my games and then reach out to musicians. If we click, then we work together.”
Quote 2025-12-03 GQ JAPAN — 10 Essentials; official English subtitles -
“I even used to grind the beans myself, but recently, I just use Nespresso. ... I drink about maybe 7 cups a day? ... for the last 30 years, I take it black. I used to live in Kobe. They have the best coffee.”
Quote 2025-12-03 GQ JAPAN — 10 Essentials; official English subtitles -
“The game industry took a toll on my eyes. I started wearing glasses when I was about 30.”
Quote 2025-12-03 GQ JAPAN — 10 Essentials; official English subtitles -
“Unlike last year, like I was traveling all over the world, this year will be about staying grounded and laying solid foundations. [...] This year also marks my 40th anniversary in the game industry from 1986 and began my journey in game creation.”
Quote 2025-12-31 Noisy Pixel
2026
-
In 2026 Kojima was scheduled to give a talk at the Game Developers Conference about his fateful decision a decade ago to go independent after a messy breakup with Konami, but he withdrew without offering an explanation; Kojima Productions announced he would not attend and said that some members of the studio would still present at the event.
Anecdote 2026 Kotaku — on Kojima's withdrawal from GDC 2026 -
“This is the PC Launch Trailer for "DEATH STRANDING 2 ON THE BEACH." Once again, I did the structure, editing, sound design, and mix myself. It features a track by WOODKID.”
@HIDEO_KOJIMA_EN Quote 2026-03-17 X (Twitter), Hideo Kojima's English-language account @HIDEO_KOJIMA_EN -
In 2026, Death Stranding 2: On the Beach won the Artistic Achievement award at the BAFTA Games Awards.
Anecdote 2026-04 Anime News Network (Death Stranding 2 wins a BAFTA) -
“I pitched to many people, to the big companies, and also to the up-and-coming companies. All of them said the same thing... They said that I'm crazy, and that they really don't understand the concept — that they will not be able to do it.”
Quote 2026-06-22 Push Square (picking up an Entertainment Weekly interview) -
In mid-June 2026, PlayStation Studios notified Kojima and KOJIMA PRODUCTIONS that it would cancel PHYSINT. The project was important both to Kojima and to his studio. After three months of searching for a new partner, Kojima and his team found a shared vision with XBOX and decided to work together again. Development of PHYSINT continues.
Paraphrase 2026-09-10 X · @HIDEO_KOJIMA_EN -
KOJI10 is tentatively coming back with a special one-off podcast that, in VIVANT style, they are calling Episode 36. Kojima and Yanpi had been working on a comeback plan for some time and are rebooting KOJI10 with this standalone episode for now.
Paraphrase 2026-09-10 X · @HIDEO_KOJIMA_EN -
Kojima created both the new key visual for PHYSINT and its copy. The tagline is “The Next Cold War Begins.”
Paraphrase 2026-09-17 X · @HIDEO_KOJIMA_EN -
“We sign contracts according to projects, and that's how we survive one by one as an indie. So I need to find a new project before the previous project ends, and that's how we stay alive.”
Paraphrase 2026-09-20 IGN — Daniel Robson and Wesley Yin-Poole, interview with Hideo Kojima -
“But the number one priority is my staff. We have about 200 people, and I expanded because we had Physint. […] I didn't want to do the same thing we did for P.T.”
Paraphrase 2026-09-20 IGN — Daniel Robson and Wesley Yin-Poole, interview with Hideo Kojima -
“True story: after the meeting, the first thing I did was, I came back to my desk, and I started to write and add a little bit more to the concept for Physint.”
Anecdote 2026-09-20 IGN — Daniel Robson and Wesley Yin-Poole, interview with Hideo Kojima -
“But if Kojima Productions collapses, that doesn’t follow this trend at all. It’s a step backwards for indies. So I needed to stand firm and continue this project.”
Paraphrase 2026-09-20 IGN — Daniel Robson and Wesley Yin-Poole, interview with Hideo Kojima -
“I predicted that people might leave, but no one did.”
Anecdote 2026-09-20 IGN — Daniel Robson and Wesley Yin-Poole, interview with Hideo Kojima -
“So the work didn’t stop. […] I have to change the story depending on how the game experiment works.”
Paraphrase 2026-09-20 IGN — Daniel Robson and Wesley Yin-Poole, interview with Hideo Kojima -
“They haven't contacted me ever since. But I'm not fighting with Sony. We're not in a dispute. […] So if this was the conclusion, I would've wanted to hear it a little earlier.”
Paraphrase 2026-09-20 IGN — Daniel Robson and Wesley Yin-Poole, interview with Hideo Kojima -
In a statement supplied to IGN after the interview, Kojima Productions urged scepticism toward unofficial explanations for Physint’s change of partner. The studio said it was healthy and profitable, that development was continuing with Xbox and that its relationship with PlayStation remained strong.
Paraphrase 2026-09-20 IGN — official Kojima Productions statement appended to the interview -
Kojima found in his storage the booklet included with the MGS2 limited edition, the MGS3 pamphlet he and his team handed out at E3, and the booklet included with the ANUBIS limited edition. He recalled that they used to make everything in-house at the time. The early visual concept for MGS3 was designed by Kyle. Harry was born in 1961, Kyle in 1962, and Kojima in 1963; MGS3 is set in 1964.
Anecdote 2026-10-03 X · @HIDEO_KOJIMA_EN -
“People are still playing it. I get the numbers every day. Very few players drop off. The people who love it keep playing.”
Quote 2026-10-05 TBS Radio — KOJI10 EP.36; official English subtitles -
“I want to keep quiet and release it. That's unusual for me, isn't it?”
Quote 2026-10-05 TBS Radio — KOJI10 EP.36; official English subtitles -
“He keeps asking me for the script. […] I have the plot ready. But he wants to know the lines and how his character speaks. […] He asks me to write it but I'm like, "Hold on!"”
Quote 2026-10-05 TBS Radio — KOJI10 EP.36; official English subtitles -
“I pitch the projects myself, too.”
Quote 2026-10-05 TBS Radio — KOJI10 EP.36; official English subtitles -
“We've finally started. We've been shooting since June and will continue through the end of the year.”
Quote 2026-10-05 TBS Radio — KOJI10 EP.36; official English subtitles -
“You enter through Phase One. […] It starts with our independence, in a small four-and-a-half-tatami room.”
Quote 2026-10-05 TBS Radio — KOJI10 EP.36; official English subtitles -
“From the first “DEATH STRANDING”... […] we have work we made before we even had an engine. […] There were only five or six of us.”
Quote 2026-10-05 TBS Radio — KOJI10 EP.36; official English subtitles -
Kojima and his team released a limited-edition merchandise set when they became independent. At the time, they only had the KOJIMA PRODUCTIONS logo; they had the design for Ludens, but the CG model had not yet been created.
Anecdote 2026-10-11 X · @HIDEO_KOJIMA_EN -
Kojima picked up a copy of anan at a bookstore. Kojima said he has an ongoing essay series in anan and that episode 43 is about suitcases.
Paraphrase 2026-10-24 X · @HIDEO_KOJIMA_EN
Undated
-
Kojima is a video game designer, writer, director, and producer, best known for the Metal Gear franchise and for Death Stranding; he heads his own independent studio, Kojima Productions.
Paraphrase Wikipedia — Hideo Kojima -
The Metal Gear Solid saga, which Kojima directed, produced, designed and wrote, runs from Metal Gear Solid (1998, PlayStation) — the jump to 3D that established him — through Metal Gear Solid 2 (2001), Metal Gear Solid 3 (2004), Metal Gear Solid 4 (2008), and Peace Walker (2010), to Metal Gear Solid V: The Phantom Pain (2015). He announced that The Phantom Pain would be his final Metal Gear project.
Paraphrase Wikipedia — Hideo Kojima -
Besides Metal Gear, at Konami Kojima produced or supervised other games: he was producer of Zone of the Enders (2001) and of Boktai (2003), executive producer of Castlevania: Lords of Shadow (2010) and supervising director of Metal Gear Rising: Revengeance (2013).
Paraphrase Wikipedia — Hideo Kojima -
Kojima created and directed the video games Metal Gear (1987), Snatcher (1988), Metal Gear 2: Solid Snake (1990), Policenauts (1994), Metal Gear Solid (1998), Metal Gear Solid 2 (2001), Metal Gear Solid 3 (2004), Metal Gear Solid 4 (2008), Peace Walker (2010), Metal Gear Solid V (2014–2015), P.T. (2014), Death Stranding (2019) and Death Stranding 2 (2025); he has OD and Physint in development. He has also produced or supervised other video games such as Zone of the Enders, the Boktai series, Castlevania: Lords of Shadow and Metal Gear Rising.
Paraphrase Wikipedia — Hideo Kojima -
Kojima uses as the biography on his Instagram and X profiles the line Game Creator: 70% of my body is made of movies. On Instagram he presents it in English and in Japanese (ゲームデザイナー:僕の体の70%は映画でできている).
Quote Instagram, Hideo Kojima's account @hideo_kojima -
In a text written for Konami's website, Kojima described Policenauts as his most difficult birth: it took four years from planning to the first commercialization and six years in total including later conversions. During that time his department changed three times, and the organization, his position and his work environment changed repeatedly, while the world moved — the Berlin Wall disappeared and the Cold War structure collapsed — and they were also struck by a large, unexpected earthquake.
Quote Konami, official website: message from Hideo Kojima on the Policenauts page (PSone Books) -
Kojima wrote that during those six turbulent years he kept creating Policenauts as if possessed, and that although the project many times came close to running aground, curiously he never gave up even once; he added that even today he does not really understand how he could concentrate for so long on a single imaginary world.
Quote Konami, official website: message from Hideo Kojima on the Policenauts page (PSone Books) -
Kojima wrote that at that time he devoted himself solely to finishing the work, living each day dreaming only of completing Policenauts, and that it was a luxurious period spent purely as a creator; he added that later, once in his role as an executive and producer, his possibilities to create expanded, but he would never again be able to immerse himself for years in a single work as he did then, and that Policenauts can be considered the last work in which he was able to continue producing while looking only at the act of creating.
Quote Konami, official website: message from Hideo Kojima on the Policenauts page (PSone Books) -
Kojima wrote that on Policenauts he did almost everything himself — game design, a massive amount of dialogue, the adventure scripts written in simplified language, the storyboards, hit detection, flag management and even the image and sound calls — and that if Metal Gear Solid, made by a team of 100 people, is a Hollywood commercial film, Policenauts is closer to an independent film: in every sense his own colour shows.
Quote Konami, official website: message from Hideo Kojima on the Policenauts page (PSone Books) -
Kojima wrote that Policenauts was also a meeting place: thanks to that magnetic field he met Shinkawa and the rest of the core staff of what would later become his studio, and many people inside and outside the company who still support him; he concluded it is a road that connects to the present and a past he can no longer return to, but that work still shines with a strong light.
Quote Konami, official website: message from Hideo Kojima on the Policenauts page (PSone Books) -
“Metal Gear was the first game that was released. There was this other game that I developed that never made it to the market--Lost World. The title was world but with war like a cross between war and world. It was a Mario-esque action game with a story.”
Quote Gamers Today, interview with Hideo Kojima (undated page, retrieved from web.archive.org) -
“I really don't like saying this, but it really wasn't up to my standards. The care that I put in the original wasn't there.”
Quote Gamers Today, interview with Hideo Kojima (undated page, retrieved from web.archive.org) -
“It was my first game that made it to release, so I have a lot of memories. It's my cute boy in that sense.”
Quote Gamers Today, interview with Hideo Kojima (undated page, retrieved from web.archive.org) -
“By the way, I'm developing this game called Snake's Revenge, but I know it's not the authentic Snake, so please create a new Snake game of your own.”
Quote Gamers Today, interview with Hideo Kojima (undated page, retrieved from web.archive.org)