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Ikumi Nakamura, the creative director of Ghostwire Tokyo, who has become one of the favorite personalities of fans at E3 for her bubbly demeanor, has officially left the studio Tango Gameworks and Bethesda publisher / ZeniMax.
In a tweet posted on Wednesday, Nakamura announced his decision to leave the studio.
"After [nine] years as artistic director and art director at Tango and Zenimax – I felt it was one of the ends of the trip, "wrote Nakamura. "I learned from the talented people I worked with and whom I respect. Contact me if someone wants to work with me!
Nakamura included a link to his LinkedIn account in his initial announcement.
In a statement to IGN, Bethesda confirmed the departure of Nakamura.
"We can confirm that Nakamura-san has decided to leave Tango and we wish him the best of luck in the coming years," Bethesda said. "Tango continues to be led by the legendary Shinji Mikami and his talented team in the development of Ghostwire: Tokyo. We look forward to learning more about what they will create in the coming months. "
Bethesda did not comment on the state of development of Ghostwire Tokyo.
Ghostwire Tokyo is the next game from Tango Gameworks, the studio that brought us the survival horror franchise The Evil Within, directed by Shinji Mikami, also known for being the director of the original Resident Evil game.
In addition to her creative leadership role on Ghostwire Tokyo, Nakamura has also worked as a concept artist on Bayonetta and as an environmental artist on Okami.
Although Ghostwire Tokyo is apparently a horror game similar to that of The Evil Within, Nakamura quickly became a social media star for her playful behavior at E3 while announcing the game. jokes, admitted his sadness and took some fun poses. According to Kotaku, by the end of E3, she had accumulated more followers on Twitter than any of her leaders. In the months following E3, a wave of fanart from Nakamura is visible on Twitter and elsewhere.
A quote that she gave for the art book The Evil Within illustrates her approach to designing horror games.
"Reality and horror are inseparable," she wrote. "If you create too much, you force the player and without design, the experience becomes less memorable. It's not enough to have splatters of blood and cut heads. This is only scary for his grotesque and is not what we were looking for with Inwardly wrong. It is incredibly difficult to concretize this idea in the visual elements of a video game, which is one of the most difficult challenges for game designers. "
Additional report of Matt Kim.
Joseph Knoop is a writer for IGN.
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