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Yoshihisa Hashimoto

Square Enix tech guru “encouraged”, says Japan “hasn’t lost”

Square Enix technical director Yoshihisa Hashimoto, the man behind the glorious Luminous engine, thinks Japanese development can climb back on top if developers put in the effort.

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Yoshihisa Hashimoto headlines

  • Square: CG and gameplay will share assets in next-gen

    Luminous Studio, the Square team behind E3′s incredible Agni’s Philosophy demo, has told RPGSite that CG assets will be pulled down into gameplay in the next generation.

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  • Luminous Engine demo shots are drop dead gorgeous

    During E3, Square Enix showed off a real-time demo of its Luminous Engine and we’ve got some high resolution shots for you posted below. You can watch the demo, which was posted last night, through here. Try not to drool overly much.

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  • Square Enix's new Luminous Engine demo is amazing

    Next-generation hardware won’t know what hit it. Check out this gorgeous footage of Square Enix’s Luminous Engine, all real-time.

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  • Rumor: Yoshihisa Hashimoto leaves Sonic Team for Square Enix

    Sonic Team’s Yoshihisa Hashimoto has left Sega and is now technical director at Square Enix. This is according to his LinkedIn profile. Apparently, this happened about a month and a half ago. No official statement has been released. Via GoNintendo, Tssznews.

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  • Sonic Unleashed can win back the fans, says Sega

    Speaking to Kikizo, Sonic Team studio director Yoshihisa Hashimoto has said that Sonic Unleashed is going to be the game to win back the hedgehog’s fans. “Yes, I do think so,” he said when asked if the faithful will be pleased. “Because Sonic Unleashed has the game play elements that loyal Sonic fans want. It […]

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  • Sonic Unleashed to "create a pace that never allows the player to grow bored"

    According to this Campsonic exposé of the current issue of GamesTM, Sonic Unleashed lead designer Yoshihisa Hashimoto says that each level will last around five minutes, so that the player never becomes bored. “There are a couple of guidelines we followed in designing the levels,” he said. “The first is that each 2D or 3D […]

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