Shigenori Soejima

Shigenori Soejima (副島 成記, Soejima Shigenori, born February 24, 1974) is a Japanese video game artist, best known for his work in the Persona series of role-playing video games by Atlus. Inspired in his work as an artist from an early age, he initially worked in minor roles on several games after joining Atlus. His first major work as an artist was on the strategy role-playing game Stella Deus: The Gate of Eternity (2004). From Persona 3 (2006) onwards, he took over as the character designer from his mentor Kazuma Kaneko.

Shigenori Soejima
副島 成記
Born (1974-02-24) February 24, 1974
NationalityJapanese
OccupationVideo game artist
Notable work
Persona series, Catherine

Biography and career

Shigenori Soejima was born in Kanagawa Prefecture on February 24, 1974. His family moved quite often during his childhood due to his father's office work: a month after his birth, his family moved to Machida, Tokyo, and in future moves relocated Fukuoka Prefecture, then back to Machida and then to Suginami. During his time in Fukuoka, Soejima attended kindergarten school. While there, he developed a taste for drawing and practiced his skills by copying the characters from Doraemon, a manga series of which he was fond. As his family went through further moves while he was attending first-grade elementary school, he found the frequent changes in his environment unsettling, and became slightly introverted due to not being able to make friends. His drawing became a conciliatory activity during this period. For these early drawings, Soejima used a notepad and ballpoint pens. Eventually, he made some friends in elementary school, who shared his enthusiasm for Doraemon and encouraged him in his pursuit of a career as a cartoonist.[1]

During junior high, Soejima developed a love of video games of the time: one of the games he saw was Shin Megami Tensei II, which was recommended to him by a friend. This, and seeing the detailed animation in Nausicaä of the Valley of the Wind, helped influence his future ambitions and character design. Upon recommendation, he entered Tama University after completing his junior high education, earning high marks. While there, he began experimenting with painting alongside his cartoons, now wanting to pursue a career as an animator and character designer. In his second year, he was working part-time and used his wages to buy his first PC to play games, which would prove a great influence for him. During his third year in high school, he began dedicated training in painting at Tokyo University of the Arts, then later gained a place at the Illustration Department of the Tokyo Design Academy after failing to qualify for a place at an arts college. It was at this point that he decided to pursue a professional career in illustration. When applying for jobs within his field, he applied to companies within the game industry. During his interview for a job with Atlus, he first encountered Kazuma Kaneko, the main artistic director at Atlus. After impressing Kaneko with his attitude and enthusiasm, Soejima got a job as one of the artists under Kaneko's supervision.[1][2]

His first job at Atlus was creating sprite stamps for Atlus and Sega's Purikura Photo Booth. The project was not a great success, and Soejima's next several projects involved minor work under Kaneko. In this capacity, he worked on Shin Megami Tensei: Devil Summoner, Revelations: Persona and Kartia: The Word of Fate, alongside minor roles in overseeing the PlayStation ports of the first three Shin Megami Tensei games. He acted as sub-character designer for Devil Summoner: Soul Hackers, the Persona 2 games Innocent Sin and Eternal Punishment, and was involved in graphics work on Shin Megami Tensei: Nocturne. His first job as art director and character designer was on Atlus' PlayStation 2 strategy game Stella Deus: The Gate of Eternity. Having eagerly pursued the job after hearing about it from rumors within the company, he was initially overwhelmed as he had a large amount of work to do on the title and had yet to refine his drawing style. By looking back at the days when he drew for fun, he managed to establish his drawing style.[2]

For Persona 3, Kaneko put Soejima in charge of art direction for the Persona series, as Kaneko wanted Soejima to grow as a designer.[3] In a later interview, Soejima said that while he respected and admired Kaneko, he never consciously imitated the latter's work, and eventually settled into the role of pleasing the fans of the Persona series, approaching character designs with the idea of creating something new rather than referring back to Kaneko's work.[4] Soejima felt a degree of pressure when designing the characters as he did not want to disappoint the series' fanbase. The goal was to make Megami Tensei fans feel gratified that they had supported the Persona series. Soejima returned to design the character Metis for Persona 3 FES.[2] He returned in these roles for the future console and portable Persona games, as well as the 2011 video game Catherine.[5][6][7][8] Soejima will also contribute to the upcoming Project Re Fantasy.[9]

Design and influences

Several influences on Soejima's design and career were the work of Fujiko Fujio, the manga and anime franchise Patlabor, and video games such as Street Fighter II.[1] For his character designs, Soejima uses real people he has met or seen, looking at what their appearance says about their personality. If his designs come to close to the people he has seen, he does a rough sketch while keeping the personality of the person in mind.[10] For his work on Stella Deus, Soejima used brushes to achieve the right feel for the game's fantasy setting. While he started with brushes for Persona 3, he felt it did not work with the setting and switched to cel shading, which was also used later for Persona 4.[2]

His designs for Persona 3 and Persona 4 vary significantly: he thought of Persona 3 as being similar in aesthetic to a fantastical manga, citing its use of mecha-like Persona and Mitsuru's flamboyant styling, while the setting of Persona 4 meant its environment and character designs were a lot more grounded.[2] Persona 5 was, in Soejima's view, a natural evolution from the art style of Persona 4.[8] For his work on Persona Q, his first time working with a deformed Chibi style due to its links with the Etrian Odyssey series, Soejima took into account what fans felt about the characters. A crucial part of his design technique was looking at what made a character stand out, then adjusting those features so they remained recognizable even with the redesign.[6][10]

During his work on the Persona series, Soejima has used key colors to help illustrate the games' aesthetics and themes. For example, Persona 3 had a dark atmosphere and serious characters, so the primary color was chosen as blue to reflect these and the urban setting. In contrast, Persona 4 had a lighter tone and characters while also sporting a murder-mystery plot, so the color yellow was chosen to represent both the lighter tones and to evoke a "warning" signal. Persona 5 used the color red to convey a harsh feeling in contrast to the previous Persona titles and tie in with the game's story themes.[10][11] In his time working on the Persona series, Soejima has come to think of Persona 3 as his favorite entry in the series, with one of its main characters Aigis being his favorite character overall.[10]

Works

Year TitleRole(s)
1995 Shin Megami Tensei: Devil SummonerSprite designer[2]
1996 Revelations: PersonaMovie editor, colorist[2]
1997 Devil Summoner: Soul HackersCharacter portrait designer, item graphics[2]
1998 Kartia: The Word of FateItem graphics[2]
1999 Persona 2: Innocent SinCharacter portrait designer, environments[2][12]
2000 Persona 2: Eternal Punishment
2001 Shin Megami TenseiQuality control[2]
2002 Shin Megami Tensei II
Shin Megami Tensei If...
2003 Shin Megami Tensei: NocturneWorld concept, event production, looping editor[2]
2004 Stella Deus: The Gate of EternityArt director, character designer[2]
Haisenjyou no AriaNovel, provided illustrations[2]
2006 Persona 3Art director, character designer[2]
2007 Persona 3 FES
Another Century's Episode 3: The FinalOriginal character designer[2]
2008 Persona: Trinity SoulCharacter designer[13][14]
Persona 4Art director, character designer[2]
2009 Persona 3 PortableLead character designer[2]
Momoiro Taisen PaironCharacter designer[2]
2011 CatherineArt director, character designer[15]
2012 Persona 4 GoldenCharacter designer[16]
Persona 4 ArenaArt director, character designer[5]
2013 Persona 4 Arena Ultimax
2014 Persona Q: Shadow of the LabyrinthArt director, character designer[6]
2015 Persona 4: Dancing All NightArt director, character designer[7]
2016 Persona 5Character designer[8]
2018 Persona 3: Dancing in MoonlightCharacter designer[17]
Persona 5: Dancing in Starlight
2019 Catherine: Full BodyCharacter designer
Persona 5 Royal
Sakura WarsGuest character designer (Hakushu Murasame)[18]
2020 Persona 5 StrikersCharacter designer
TBA Project Re FantasyTBA[9]

References

  1. Abe, Mika (2008). PlayStation.com(Japan)/PS World/インタビュー 副島成記さん (in Japanese). PlayStation Japan. Archived from the original on July 24, 2008. Retrieved June 6, 2015.
  2. "Shigenori Soejima Interview". Shigenori Soejima Art Works 2004-2010. Udon Entertainment. July 1, 2010. pp. 145–153. ISBN 978-1926778327. Transcript
  3. Kemps, Heidi (August 2008). "Game King: An Interview with Kazuma Kaneko". Otaku USA. Sovereign Media (Vol. 2, Issue 1): 120–123. Scans
  4. Patterson, Eric L.; Kohama, Dai (2008). "The horrors of reality TV... Persona 4". Play. Fusion Publishing (December 2008). Scans
  5. 副島成記氏描き下ろしの鳴上悠(主人公)&足立透が目印! 4月2日発売の『P4U』&『P4U2』公式設定資料集のカバーイラスト大公開!!. Famitsu. March 14, 2015. Archived from the original on May 21, 2015. Retrieved August 15, 2015.
  6. Parish, Jeremy (October 17, 2014). "How You Helped Design Persona Q". USGamer. Archived from the original on April 16, 2015. Retrieved June 6, 2015.
  7. 「P4D」 本日発売!スペシャルに「オープニングムービー」&「P4D発売記念イラスト 副島成記」追加!. Persona Website. June 25, 2015. Archived from the original on August 15, 2015. Retrieved August 15, 2015.
  8. James, Thomas (March 6, 2015). "Japanese Persona Magazine interviews Atlus staff on Persona 5, Dancing All Night [Update]". Gematsu. Archived from the original on March 17, 2015. Retrieved March 17, 2015.
  9. Romano, Sal. "First details on Atlus' new fantasy RPG, "Project Re Fantasy" [Update]". Gematsu. Retrieved December 22, 2016.
  10. Wallace, Kimberley (July 18, 2014). "A Glimpse Into The Mind of Persona's Art Director". Game Informer. Archived from the original on November 10, 2014. Retrieved June 6, 2015.
  11. Romano, Sal (February 5, 2011). "Persona 5 is a game about attaining freedom". Gematsu. Archived from the original on March 19, 2015. Retrieved September 5, 2014.
  12. ペルソナ2罪 公式ガイドブック 完全版 [Persona 2: Sin Official Guide Book (full version)]. Atlus. 1999. p. 269. ISBN 978-4-7577-0081-9.
  13. "Persona 3 Game Adapted as Television Anime for January". Anime News Network. November 7, 2007. Archived from the original on April 12, 2015. Retrieved November 7, 2007.
  14. 『ペルソナ3』から10年後の世界を舞台にしたアニメ『PERSONA-trinity soul-』が制作開始! (in Japanese). Famitsu. November 7, 2007. Archived from the original on September 14, 2013. Retrieved November 15, 2007.
  15. 『キャサリン』の公式サイトで副島氏描き下ろしの店舗別特典イラストが公開. Famitsu. January 25, 2011. Archived from the original on December 1, 2011. Retrieved August 15, 2015.
  16. 『ペルソナ4 ザ・ゴールデン』新要素が多数!新キャラ「マリー」も登場. Gpara.com. September 8, 2011. Archived from the original on May 15, 2013. Retrieved August 15, 2015.
  17. 『ペルソナ3』、『ペルソナ5』のリズムゲームが2018年春同時発売決定! 『ペルソナQ2(仮題)』も開発中 (in Japanese). Famitsu. August 2, 2017. Archived from the original on August 9, 2017. Retrieved August 9, 2017.
  18. Jenni, Lada. "Persona Character Designer Created Project Sakura Wars' Hakushu Murasame". Siliconera. Retrieved January 27, 2020.
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