Shigeru Miyamoto — Enjoy Game Japan Museum illustration

designer

Shigeru Miyamoto

宮本茂

About

Shigeru Miyamoto is a Japanese game designer and producer at Nintendo. He created some of the most influential video game franchises in history, including Super Mario Bros., The Legend of Zelda, Donkey Kong, Star Fox, and Pikmin. He joined Nintendo in 1977 and has served as Executive Vice President of Creative Fellows since 2015.

History

Shigeru Miyamoto was born on November 16, 1952, in Sonobe, a rural town in Funai District, Kyoto Prefecture — a place of rice paddies, forested hills, and narrow lanes that wound toward places unknown. As a boy he spent his hours outdoors, wandering alone through the countryside. One afternoon he came upon the entrance to a cave in the hillside. He returned the next day with a lantern, and then again the day after that, pushing a little deeper each time. He had no map, no companion, only a small flame and a hunger to see what lay around the next bend. That experience — the controlled thrill of advancing into the unknown, the negotiation between curiosity and caution — became the template from which he would later build dungeons, levels, and entire worlds. He was also an avid manga reader who dreamed of becoming a cartoonist, and he enrolled at Kanazawa College of Art to study industrial design, graduating in 1977.

Fresh out of college in 1977, Miyamoto leveraged a connection through his father to secure a meeting with Hiroshi Yamauchi, the president of Nintendo. The company had recently entered the consumer electronics business and was looking for designers to work in its planning department. Miyamoto was hired, one of the first artists Nintendo had ever recruited, and his first assignments were modest: designing toy prototypes and the casings for the Color TV-Game series. His formal introduction to game development came through Gunpei Yokoi, Nintendo's veteran hardware inventor, who recognized that the young designer's empathy for users and instinct for spatial storytelling were precisely what game development lacked. When Nintendo of America urgently needed a new arcade title in 1981 — their warehouse was full of unsold Radar Scope units — Yokoi recommended Miyamoto for the job. Miyamoto had never designed a video game before.

The resulting game was Donkey Kong, and it changed the industry. Nintendo had hoped to license the Popeye property for the cabinet, but the deal fell through, forcing Miyamoto to invent his own characters from scratch. The constraints of low-resolution arcade hardware shaped every design decision: a hat instead of hair (hair was too hard to animate), a moustache instead of a mouth (too small to draw), overalls to make the arms legible against the body. The character was first called 'Jumpman'; he later became Mario. Donkey Kong sold approximately 67,000 units in the United States alone, rescued Nintendo of America from financial crisis, and demonstrated a principle Miyamoto would spend the rest of his career refining: a constraint is not an obstacle — it is a specification waiting to be turned into an asset.

In 1985 Miyamoto directed and co-designed Super Mario Bros. for the Famicom, and the game became a generational event. Its first level, 1-1, is now studied in game design courses worldwide: an empty sky, a walking mushroom creature, and a question-mark block positioned precisely where a new player will naturally move and jump. In under thirty seconds, without a word of instruction, the player has learned that blocks can be hit, that enemies must be avoided or defeated, and that coins are worth collecting. 'A well-made game and a fun game are not the same thing,' Miyamoto would later observe in a 2010 interview with IT Media — and Super Mario Bros. was built to be emphatically the latter. Super Mario Bros. went on to sell more than 40 million copies, helping to revive a global market that had collapsed two years earlier.

The Legend of Zelda, released in 1986 for the Famicom Disk System, grew directly from Miyamoto's childhood memory of entering that cave with a lantern. He wanted to give players the same feeling he had experienced: the freedom to wander, the reward of discovery, the autonomy to decide where to go next. Zelda offered no linear path; it offered a world. In the same era, working inside Nintendo's Entertainment Analysis and Development division — the EAD — Miyamoto developed a creative process he described not as invention but as editing: absorbing a wide range of experiences, from playing the banjo to tending his garden, from measuring objects with a pocket tape measure to watching his dog Picky navigate the furniture, and then reassembling those observations into interactive systems. 'I'm not a creator who makes things from zero,' he reflected in a 2020 Famitsu interview. 'I take what I've absorbed and edit it into something new.'

In 1996 Miyamoto led the design of Super Mario 64, the first major 3D platformer in the Mario lineage. He not only shaped the game's spatial design but also actively supported the inclusion of an analog thumbstick on the Nintendo 64 controller — a piece of input hardware that had never before appeared on a home console gamepad. He argued that moving through three-dimensional space required a degree of precision that a digital d-pad could not provide. The controller shipped with the analog stick. In 2001, after moving into a newly built house in Kyoto, Miyamoto began watching ants in his garden — the way they flowed around obstacles in long chains, the emergent behavior of a colony with a single shared purpose. The observation became Pikmin, released the same year: a real-time strategy game about leading a small army of plant-animal creatures through a large, strange world. Pikmin was the first title Miyamoto developed that drew its DNA unambiguously from a hobby rather than a medium.

With Wii Sports in 2006, produced under Miyamoto's stewardship, Nintendo made its most deliberate effort to reach people who had never considered themselves players. The Wii Remote — a motion-sensing wand that responded to physical gestures — was designed so that anyone who had ever swung a tennis racket or bowled a ball already understood the input language. Bundled with the console in most regions outside Japan and South Korea, Wii Sports sold 82.88 million copies and introduced interactive entertainment to living rooms that had previously been indifferent to it. In 2015 Miyamoto stepped down as head of Nintendo's Entertainment Analysis and Development division and took on the title of Creative Fellow — later formalized as Representative Director, Fellow — a role that removed him from the daily management of projects and placed him in an advisory and mentoring position, working alongside younger designers rather than above them.

Miyamoto has described himself not as a film director but as a playground designer — someone whose job is to build a space in which others can have experiences that no one could fully predict or prescribe in advance. In 2019 the Japanese government recognized him as a Person of Cultural Merit, the first such designation in the country's history awarded for contributions to video games. He had also been decorated with France's Ordre des Arts et des Lettres (Chevalier rank) in 2006 and named to TIME magazine's TIME 100 in 2007. What endures in his career is not any single design decision but a method: find what the constraint is, understand it precisely, and then let it tell you what the design must become. He still carries a small tape measure in his pocket, stops to estimate the dimensions of whatever catches his eye, and checks whether his guess was right. It is a habit of attention — the same quality that sent a boy with a lantern into an unmapped cave — and it is the wellspring of everything he has built.

Timeline & Works

Career milestones and all 35 games in the museum they worked on — in the order they happened.

  1. 1952 11

    Shigeru Miyamoto born in Sonobe, Kyoto

    Shigeru Miyamoto is born on November 16, 1952, in Sonobe, Funai District, Kyoto Prefecture (present-day Nantan City). He grows up exploring the rural countryside around his home.

    people
  2. 1977

    Joins Nintendo as apprentice in planning department

    After graduating from Kanazawa College of Art (industrial design), Miyamoto joins Nintendo through an introduction arranged by his father to president Hiroshi Yamauchi. He is one of the first artists the company has ever hired.

    people
  3. 1981

    Donkey Kong — debut as game designer

    Recommended by Gunpei Yokoi, Miyamoto designs Donkey Kong for the arcade. A failed Popeye license forces him to create original characters; hardware constraints shape the iconic design of Mario (then called Jumpman). The game sells approximately 67,000 units in the United States alone and rescues Nintendo of America from financial crisis.

    product
  4. 1981
    Donkey Kong

    Director Game Boy Advance

  5. 1983

    Mario Bros. — co-op platformer for Famicom

    Miyamoto designs Mario Bros. for the Famicom, introducing cooperative and competitive two-player gameplay to the Mario universe and establishing Luigi as Mario's brother.

    product
  6. 1983
    Mario Bros.

    Director Family Computer (Famicom) / NES

  7. 1985

    Super Mario Bros. released for Famicom

    Super Mario Bros. launches in Japan on September 13, 1985. Its first level, 1-1, becomes a landmark of intuitive game design teaching mechanics through play rather than instruction. The game sells over 40 million copies worldwide and helps revive the global game market after the 1983 crash.

    product
  8. 1985
    Super Mario Bros.

    Director · Designer · Producer Family Computer (Famicom) / NES

  9. 1986

    The Legend of Zelda launched for Famicom Disk System

    The Legend of Zelda launches on February 21, 1986, in Japan alongside the Famicom Disk System. Inspired by Miyamoto's childhood memory of exploring a cave with a lantern, the game offers an open world of discovery rather than a linear path, founding a franchise that endures to the present.

    product
  10. 1986
    Super Mario Bros.: The Lost Levels

    Director Family Computer (Famicom) / NES

  11. 1986
    The Legend of Zelda

    Director · Designer · Producer Family Computer Disk System

  12. 1987
    Zelda II: The Adventure of Link

    Producer Family Computer Disk System

  13. 1988
    Super Mario Bros. 3

    Director · Producer Family Computer (Famicom) / NES

  14. 1989
    MOTHER

    Producer Family Computer (Famicom) / NES

  15. 1990

    Super Mario World — Super Famicom launch title

    Super Mario World launches alongside the Super Famicom on November 21, 1990. Produced by Miyamoto and directed by Takashi Tezuka, it introduces Yoshi and sells 20.61 million copies worldwide.

    product
  16. 1990
    F-Zero

    Producer Super Famicom / SNES

  17. 1990
    Pilotwings

    Producer Super Famicom / SNES

  18. 1990
    Super Mario World

    Producer Super Famicom / SNES

  19. 1991
    The Legend of Zelda: A Link to the Past

    Producer Super Famicom / SNES

  20. 1992
    Super Mario Kart

    Producer Super Famicom / SNES

  21. 1993
    Kirby's Adventure

    Producer Family Computer (Famicom) / NES

  22. 1993
    Star Fox

    Designer · Producer Super Famicom / SNES

  23. 1993
  24. 1994
    EarthBound

    Producer Super Famicom / SNES

  25. 1995
    Super Mario World 2: Yoshi's Island

    Producer Super Famicom / SNES

  26. 1996

    Super Mario 64 — pioneer of 3D game design

    Super Mario 64 launches in Japan on June 23, 1996, alongside the Nintendo 64. Miyamoto leads the design of 3D space navigation and successfully advocates for the inclusion of an analog thumbstick on the controller — hardware that had never before appeared on a home console gamepad.

    product
  27. 1996
    Kirby Super Star

    Producer Super Famicom / SNES

  28. 1996
    Mario Kart 64

    Producer Nintendo 64

  29. 1996
    Pokémon Red and Green

    Producer Game Boy

  30. 1996
    Super Mario 64

    Director · Producer Nintendo 64

  31. 1998
  32. 1998
  33. 1998
  34. 2000
    Paper Mario

    Producer Nintendo 64

  35. 2000
    The Legend of Zelda: Majora's Mask

    Producer Nintendo 64

  36. 2001

    Pikmin — born from observing ants in the garden

    Pikmin launches for the Nintendo GameCube in Japan on October 26, 2001. Miyamoto conceives the game while watching ants move around obstacles in the garden of his newly built home — the emergent behavior of a colony becomes the core design language of leading small creatures toward a shared goal.

    product
  37. 2001
    Luigi's Mansion

    Producer Nintendo GameCube

  38. 2001
    Pikmin

    Producer Nintendo GameCube

  39. 2001
    Super Smash Bros. Melee

    Producer Nintendo GameCube

  40. 2002

    Appointed to Nintendo Board of Directors

    Miyamoto is appointed to the Nintendo Board of Directors, formalizing his role in the company's executive structure while continuing to oversee game development.

    leadership
  41. 2002
    Super Mario Sunshine

    Producer Nintendo GameCube

  42. 2002
    The Legend of Zelda: The Wind Waker

    Producer Nintendo GameCube

  43. 2003
    Metroid Prime

    Producer Nintendo GameCube

  44. 2004
    Donkey Kong Jungle Beat

    Producer Nintendo GameCube

  45. 2004
    Pikmin 2

    Producer Nintendo GameCube

  46. 2006

    Wii Sports — reaching beyond the traditional player

    Wii Sports launches bundled with the Wii console on November 19, 2006 in North America. Produced under Miyamoto's stewardship, its motion-based controls require no prior game experience. The title sells 82.88 million copies and brings interactive entertainment to living rooms that had previously been indifferent to games.

    product
  47. 2015

    Steps down from EAD head; becomes Creative Fellow

    Miyamoto steps down as head of Nintendo's Entertainment Analysis and Development division and takes the title of Creative Fellow — later Representative Director, Fellow — shifting from daily project management to an advisory and mentoring role alongside younger designers.

    leadership
  48. 2019

    Designated Person of Cultural Merit — first for video games in Japan

    The Japanese government designates Miyamoto as a Person of Cultural Merit in October 2019 — the first such recognition in Japan's history awarded specifically for contributions to video games. He had previously received France's Ordre des Arts et des Lettres (Chevalier rank) in 2006 and appeared on TIME magazine's TIME 100 in 2007.

    milestone

Connections

  • employed nintendo (1977–present)

    Miyamoto joined Nintendo in 1977 as one of its first artist recruits and has remained with the company ever since, serving as Representative Director, Fellow from 2015.

  • collaborated with gunpei-yokoi (1977–1996)

    Gunpei Yokoi introduced Miyamoto to game development and recommended him for the Donkey Kong project in 1981. Their collaboration defined Nintendo's early game design identity.

  • collaborated with koji-kondo (1985–present)

    Koji Kondo composed the scores for Super Mario Bros. (1985) and The Legend of Zelda (1986) under Miyamoto's direction, establishing the musical identity of Nintendo's two most enduring franchises.

Also connected to

  • takashi tezuka 共作(donkey kong jungle beat) / 共作(luigis mansion) / 共作(pikmin 2) / 共作(super mario bros 3) / 共作(super mario sunshine) / 共作(super mario world sfc) / 共作(the legend of zelda) / 共作(yoshis island) / 共作(zelda a link to the past) / 共作(zelda links awakening) / 共作(zelda wind waker)
  • yoshiaki koizumi 共作(donkey kong jungle beat) / 共作(zelda majoras mask) / 共作(zelda ocarina of time) / 同社在籍(nintendo・1991–2030)
  • masahiro sakurai 共作(kirby super star) / 共作(kirbys adventure) / 共作(super smash bros melee)
  • hajime wakai 共作(pikmin) / 共作(zelda wind waker) / 同社在籍(nintendo・1996–2030)

Stories featuring Shigeru Miyamoto

Rooms their games live in

Sources

  1. Shigeru Miyamoto — Wikipedia (English) — accessed 2026-05-29
  2. 宮本茂 — Wikipedia (日本語) — accessed 2026-05-29
  3. 宮本茂 — 文化庁メディア芸術祭 — accessed 2026-05-29
  4. 宮本茂インタビュー — ファミ通 2020年3月 — accessed 2026-05-29
  5. 「よくできたゲームと面白いゲームは違う」宮本茂インタビュー — IT Media 2010年2月 — accessed 2026-05-29