Before Shinkawa could get inside the studio, he had to undergo an entrance test to prove he had the necessary skills. It was a two-part evaluation that saw him submitting his art portfolio from his student days, and once his work was accepted he was then interviewed by Kojima. No pressure then, but he was quickly hired after pitching a game idea similar to the original Metal Gear.
“Once I entered the company and after my training period, I had another interview where I was asked what department I wanted to work for.
“The first interview was for an arcade shooting game that used modelled monsters. I was good at making models so I thought I might be interested.
“But the second interview was with Mr. Kojima again, and he told me he was thinking about starting Metal Gear, and I said I was very interested in it. So that was the beginning of how we started working together. But if that didn’t happen I might have been making something very different right now”.
Shinkawa was officially part of what would eventually become Kojima Productions, and together he and Kojima began working on designs for Metal Gear on MSX. Little did they know that they were planting the seeds of gaming’s most-cherished franchises to date.
But how did the duo create the memorable characters we know and love today? What are the golden rules for creating guises as identifiable and long-lasting as Cyborg Ninja, The Boss or Otacon? Shinkawa was more than happy to explainpart of his method with me, and confirmed that it hasn’t changed since the first game.
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