Archive for August, 2008

Japanese iPhone Hell

Sunday, August 31st, 2008

Today I picked up a 16 GB Japanese iPhone. I wanted it for:

  • Maps – quick access to GPS-like positioning (using cell towers) and a great map interface was honestly the number one draw. Navigating in Japan is hell. Most streets don’t have names. Being able to find where you are quickly is awesome.
  • New iPod. Previously I had an old 1 GB iPod nano.
  • Applications – after seeing some apps running on a friends iPod, I was impressed and wanted to check them out too. I’ve already got a Japanese dictionary and a nice application for accessing and uploading pictures to Flickr.
  • Advanced web browser.
  • Possibly doing some coding on it. The technology is pretty cool.

When I pulled it out of the box it is hard not to be wowed by the screen and interface. The pros of the iPhone are well documented on the web. Today I’m here to tell you what I’ve discovered, in less than 4 hours of owning an iPhone in Japan, what sucks about it. The hell of an iPhone in Japan:

  • I was forced to change my e-mail address from my previous SoftBank phone’s e-mail even though that is the same carrier that provides the iPhone in Japan. I have to contact everyone on my contact list to tell them that I’ve changed it. My previous phone was immediatly deactivated so I didn’t have a chance to e-mail them using my old phone. That’s maybe not so bad, but…
  • You can’t import your contact list from your old phone.
  • SoftBank offers a way to download your old address book as a CSV file from the Internet but that file can’t be imported directly into the iPhone. Moreover, the Japanese text in that file was completely garbled on both my Mac and Windows PC running English operating systems. Clearly not using UTF-8 encoding. Useless.
  • Lots of people in Japan set their cellphones to block all Internet e-mail addresses. The iPhone e-mail system is considered by the carriers as an Internet e-mail address. After painstakingly retyping in all of my contacts and trying to send an “hey, I updated my address” e-mail about half of my friends’ phones blocked my e-mail. Getting in contact with some of these people without being able to e-mail them is actually going to be a challenge. Arghh! Cellphone e-mail in general is often favored over phone calls, I don’t even have a lot of my friends’ phone numbers.
  • The address book is incredibly slow as is the predictive Japanese dictionary. When you open it you literally have to wait about 5 seconds before you can press the “add contact” button, for example.
  • You can’t sort the address book by hiragana characters, at least not while in English UI mode. All Japanese people are forced into the “other” group making finding people a lot harder.
  • Nearly all Japanese cell phones support “kaomoji”, or face characters. They typically support tons of them – not just happy faces but also symbols for hopitals, getting a haircut, getting a massage, thumbs-up, etc. The iPhone does not support them at all and when you receive an e-mail that uses them the kaomoji is just a garbage character. Some people I know often substitute those characters instead of typing in the actual word in Japanese. Those e-mails are going to be gibberish on the iPhone. This is possibly the number one thing that screams “this is a phone from overseas”.

I’m sure there are other hidden gems waiting for me to discover. I’m praying Apple will update their firmware to better serve the Japanese market. They also need to work with the other carriers besides SoftBank to treat e-mails that originate from the iPhone as cellphone e-mails. Honestly, most Japanese people I have spoken to who have an iPhone are bitching about more than singing its praises.

If anyone has any tips for getting around these messaging issues in particular please leave a comment!

Fashion I Like: Heddie Lovu (Part 1)

Friday, August 29th, 2008

Heddie Lovu Bag

Heddie Lovu is a Japanese designer brand that has a shop in Omotesando Hills in the fashionable area between Harajuku and Omotesando stations. Although there are many foreign brands in the Omotesando area – including all the majors like Dolce&Gabbana, Prada, Louis Vuitton, etc. – Heddie Lovu is unique in that all of their products are 100% made in Japan. They specialize in unique denim – each pair is hand crafted by the designer or someone on their team. Yes, that means it is expensive but if you are in Japan and want a piece of Japanese-made fashion this is a great place to check out.

This first post will focus on the presentation of their brand and a belt I recently purchased there. In the future I’ll take some photos of the awesome interior, which includes a mannequin merry-go-round, for a follow up blog post.

Heddie Lovu Logo

First of all, the brand’s logo is excellent. The sophisticated lettering and the chess piece immediately identify the brand as luxury. The black on black embossing of the logo on the apparel tags is an elegant touch.

This time I purchased a black belt with black embossed lettering, a textured black belt buckle, and a shirt. Check out the individual wrapping attention the belt gets:

Heddie Lovu Belt Bag

The Japanese in general love to wrap things intricately. They really do it beautifully at Heddie Lovu.

As for the belt, first a shot of the black on black lettering. I like the subtlety of it. When someone notices, they have to get close to read it.

Heddie Lovu Belt Lettering

Finally a detail shot of the buckle area of the belt. Each metal rivet is a slightly different color:

Heddie Lovu Belt Detail

If you make it to Japan and are looking for a unique piece of Japanese fashion head to Heddie Lovu. It’s located at Omotesando Hills on the street level outside of the main building.

Choose a Path

Friday, August 29th, 2008


Choose a Path

This is an intentionally over-exposed photo of the ceiling art in the entrance of Omotesando Hills. No post production.

I like the little specs of color that come in from the refracted light. Also, the pathways created by the layout of the glass look cool with the perspective. Choose a path!

Ramen Shop Private Booth

Thursday, August 28th, 2008


Ramen Shop Private Booth

This ramen shop in Shibuya has individual booths with walls so that the people next to you can’t see you and you also can’t see the staff due to the curtain. Based on my ramen eating experience this type of shop is fairly uncommon but it was quite interesting.

After waiting for your seat to open up – a map of the seating arrangement with lights for open seats lets you know – you fill out the small piece of paper shown in the picture with information like: how much garlic and onion you want, if you want pork, how much oil in the soup, how spicy, etc. Then you press a button which calls the staff and a ghostly hand reaches out and grabs the paper.

After waiting a few minutes a bowl of ramen slides from under the curtain and then a mini wall slides up to close the gap. It’s the first time I’ve eaten ramen in a little private booth but I had to wonder what the purpose of this system is.

I asked my friend Kouji who went with me and he said lots of women are embarrassed to eat ramen in public because of slurping and the general messy image of eating long noodles dribbling in soup. Interesting! Also I have to imagine part of it is making your own small little oasis in the middle of the millions of people of Tokyo. Even if that oasis’ purpose is only to give you a private place to eat a bowl of ramen.

Tokyo Space Taxi

Saturday, August 23rd, 2008


Tokyo Space Taxi

I took my camera out again and did some more long exposure photography in Ebisu. I thought this picture turned out the best.

One taxi is stopped. The other is at hyper speed!

Establishing Forewarning in Games

Wednesday, August 20th, 2008

I recently started reading a book on cinematography in my quest for learning about other creative industries to broaden my experience and understanding of games. The book is titled The Visual Story and it goes over the use of visual elements to affect the audience (or player) that is watching an image on a screen.

One point discussed early in the book is using visual cues to alert your audience to a certain mood or event that is going to occur. I started to think about games that use these cues.

Strangely the first thing that came to mind was using sound for these cues. For example in the film Jaws the “dun dun dun!” music always faded in when Jaws was around. In Resident Evil 4 you can hear the moaning ganados before you see them. The sound is established early on and then can be used to carefully control player tension later in the film/game. This is a very easy to understand cue that nearly every game in existence uses.

What about visual cues? The next game that came to mind was Doom 3. It uses changes in lighting to alert the player to when monsters are near. It is a very dark game overall but when the lights go out completely you know a monster is about to pop out. Even though the player knows it doesn’t really take away from the fear.

Films often use specific color palettes to indicate a mood or emotion. A cliche example would be a light blue palette indicating melancholy or mourning. It got me thinking – with gaming technology focusing a lot on the quality of lighting these days what if that kind of dramatic changing light color palette was a forewarning for something occurring in a game?

Please excuse the terrible images that follow. I just got a Wacom tablet and was goofing off drawing some images for this post.

Imagine a third person shooter with an over the shoulder camera that is based in a modern time setting with fantasy elements. Something like Silent Hill in terms of visual mood but with a fat shirtless hero wearing a grass skirt (ahem, like I said, ignore the drawing). The player is exploring the world and everything looks normal as indicated by the blank background.


Oh crap, everything has turned blue. The player is being drawn into another world. Maybe this is the reality the main character sees through special glasses that reveal the truth of their world. It could be tied to the story or it could be tied to nothing and just a visual device for forewarning. The point is that once this blue atmosphere is established and if it only reveals itself periodically then meaning can be taught via the visuals.


As seen above for this example shooting game the meaning of the color was the typical “monsters are near.” I really like the idea of using visual forewarning like this with absolutely no explanation as to why. I’d love to research the responses of players to different styles of establishing a connection between a strong periodic visual element and some kind of gameplay meaning. It would be interesting to see which colors, lighting setups, post process effects, etc. most affected a player’s emotional state.

My example is fairly lame – there are games using this technique already in a similar way. Just like my example though, most games are using visual forewarning as an indicator that some kind of battle is going to take place. What about games that don’t include fighting? I think a visual device like this can be just as strong if not stronger. It even works for games with no story at all.

Really, visual forewarning is used constantly in games. A “tell”, or pre-animation before the action part of an animation, is a common forewarning in just about all action games. But I had never thought about its purpose and how it could be manipulated to illicit specific player responses. Taking those “tells” to a higher level where it isn’t just a forewarning for a character action but for an entire game state is something I would like to try in the future.

Sleeping on the Train

Wednesday, August 20th, 2008


Yamanote Train Dude

In Tokyo people like to sleep on the train. You see it every day. Often times if the person next to you is sleeping they will nod off and lean into you which can be annoying. You do eventually get used to it though.

Every so often there is a person who is more than simply nodding off. This guy was sleeping in full force. He wasn’t moving, was not waking up when the train decelerated, nor did he notice when people were taking his picture. I even posed with him for some shots other people were taking.

What a trooper.

Inspirational Kenji Eno Interview

Saturday, August 16th, 2008

1Up.com has recently posted an interview with Kenji Eno, a Japanese creator who made extremely creative and bizarre games in the 90′s. I have to be honest – before reading the article I didn’t know much about Mr. Eno. The interview is quite long, clocking in at 10 pages but is worth a read.

When Eno starts talking about his past and the risks that he took to creatively do what he wanted to do it is inspiring. He talks about the realities of the game business and running an independent studio:

KE: Actually, I had first formed an independent game development company called EIM [in 1989,] several years before Warp. Since the beginning of my career, I had wanted to create original games, and so I went independent in order to do that. But after a while, even if I was making original games, I was forced to put licensed characters in the titles. And that was pretty tough on me, and I got mentally unstable at a point.

This was my own thing, and the company had money and all that, but I couldn’t stand creating games that I didn’t want to create. And, also, I had to tell my people that making character games is cool, and that licensed characters are cool, so we should create them, but I myself wasn’t convinced of that — and yet, I had to convince them of that. So I closed EIM. Toward the end, there was a period where I wouldn’t even go to my office because I was so upset.

On constantly moving toward the future:

KE: Not really. I have no interest in my own past — like, what I did in the past, what sold, how much, and so on. And the same goes for other people; I have no interest in what other people did in the past. So, like, instead of working on something I did in the past, I would rather be working on something new. I want to move forward. You have a short life; you’re going to die someday. So I don’t want to waste my time looking back on something I did in the past. But if I get into a really critical situation where I’m forced to do that in order to make a living, I might do that. But until a critical situation comes up, I’m not interested in looking back. Life is short! There’s no time to look back!

This type of uncompromising creative is unusual and the interview is great. It’s clear that Eno understands the business aspect of the game industry and has managed to work within the system to create much of what he and his teams wanted to create. It takes a person who is willing to take a lot of risks, both financially and career wise, is a leader, and has talent to pull off what he has been able to accomplish.

Kudos to Shane Bettenhausen and James Mielke at 1Up who put the interview together.

Working in Japan Article

Thursday, August 14th, 2008

An article I wrote for Game Career Guide on my experience getting the job I have in Japan has been posted. If you are reading this blog for the first time, that’s probably why you are here. Welcome!

Since it is something that many developers have expressed interest in I wanted to share my experience and try to help other people on their path if at all possible. Like I said in the article, contact me anytime and I will try to offer advice if I can. You can find my e-mail address in the article or on the about page of my personal site.

GamaSutra’s 2008 Breakthrough Developers

Thursday, August 14th, 2008

Today GamaSutra published a list of what they see as 20 companies that have done something interesting enough to catapult them into “breakthough” status in 2008. A company I’m currently working with, Grasshopper Manufacture, is on that list likely due to No More Heroes. The action game was very well reviewed and was released earlier this year (I didn’t work on it). So congratulations to Grasshopper! I’m still fascinated at how Suda51 – we just call him Suda-san – has created his celebrity game designer persona. It’s more than just leading the creation of interesting games. He’s a smart guy and there are some important lessons to be learned from him.

Another company on the list is 2D Boy, the creators of World of Goo. I judged that game for the Independent Game Festival last year and gave it high marks. I recently had the opportunity to have dinner with Ron Carmel, one of 2D Boy’s founders, in Tokyo. We ate delicious tempura in Shinjuku then drank in the shanty bars of Golden Gai. Good times. Anyways, speaking to him and hearing about what he and his partner has been up to was inspirational. Two talented developers took a fun idea – with proven success in a simple demo that became popular on the internet – and took a big risk in creating it. They quit their jobs at EA leaving behind cushy salaries to work for very little money. Their reward was working to develop exactly what they wanted to make – their project.

World of Goo is now scheduled to be released on Wii Ware and PC in multiple countries so I have to say in this case the risk they took has turned to fortune. Congratulations, 2D Boy!