Michio Okamura

Michio Okamura is a computer game developer and artist. He was the lead artist for the popular computer game Diablo, and senior artist on Diablo II. He designed many of the game's characters, including the title character. He is currently the art director for Rumble Entertainment.

Michio Okamura
Okamura in 2002.
Known forArtwork for Diablo

Biography

Okamura began his artistic career as a comic book artist on Reggie Byers' Shuriken, as well as Comico's adaptations of Robotech. Afterwards he joined Condor Inc. as an artist working on the Sega Genesis title Justice League Task Force.[1][2] At the time, Okamura did not have experience using the computer, so he drew most of the art on Justice League Task Force by hand.[1]

He worked at Blizzard North on the Diablo franchise for over a decade. He was the Lead Artist for the first version of Diablo and created the concept design for the majority of the characters and monsters in the game, including Diablo himself.[2]

On Diablo II, Okamura was a Senior Artist, and created character and monster concept designs, including the second incarnation of Diablo.

After Diablo II, Okamura worked as an Art Director establishing the pipeline and creative direction for several internal projects, and then joined Castaway Entertainment in 2004. In 2005, he founded and was president of Hyboreal Games with former Blizzard North employees Eric Sexton and Steven Woo.[3][4] Hyboreal changed its name to U.I. Pacific, Okamura was the Creative Director. Okamura is currently working as an art director for Rumble Entertainment.[5][6]

Works

gollark: "Sadness" is some complex state or collection of states or something which the brain gets in, generally because of a bad thing of some sort.
gollark: Or in my case complex "solid state farming" machines which grow trees in magic boxes.
gollark: REAL minecrafters set up industrial-scale deforestation machinery.
gollark: > emotions tell us as much about our environment and circumstance as touch or smell or sightThey really seem more like convenient brain heuristics than some sort of actual sensory input.
gollark: It's "free" because there's no money, but not actually-free as in it can be produced infinitely with no inputs.

References

  1. Craddock, David L. (2013-09-16). "The perfect storm: How Blizzard North channeled chaos to design the original Diablo". VentureBeat. Retrieved 2019-10-25.
  2. Bailey, Kat (2015-12-24). "In Their Own Words: An Oral History of Diablo II With David Brevik, Max Schaefer, and Erich Schaefer". USgamer. Retrieved 2019-10-25.
  3. Carless, Simon (2005-11-28). "Gamasutra - The Art & Business of Making Games". www.gamasutra.com. Retrieved 2019-10-25.
  4. Loughrey, Paul (2005-11-29). "Blizzard North veterans form another independent studio". GamesIndustry.biz. Retrieved 2019-10-25.
  5. "The Rumble Team". www.rumblegames.com. Retrieved 2019-10-25.
  6. "Michio Okamura". LinkedIn. Retrieved 2019-10-25.
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