Otaku USA Magazine
Interview with Akira Nagashima, Shin Chan: Shiro and the Coal Town Producer

Just in time for the official release of Shin chan: Shiro and the Coal Town on the Switch and Steam, we had a conversation with the game’s producer, Akira Nagashima.

I recently wrote a preview of the first three days of the game and fell in love with the sense of nostalgia of my middle school days watching Crayon Shin-Chan late at night, the cozy gameplay, and lush visuals. 

Nagashima-san spoke with us about the process of mixing the sequel’s themes from the original anime into a fresh and relaxing title that both long-time fans and new players across the globe can appreciate.

Nagashima-san, congratulations on the new game release and thank you for taking this interview with Otaku USA! 

You had a successful global launch of Shin chan: Me and the Professor on Summer Vacation: The Endless Seven-Day Journey, when did you know you wanted to create another Crayon Shin-Chan game? 

Nagashima-san: From the time the Shin-chan: Me and the Professor on Summer Vacation – The Endless Seven-Day Journey project started, I had hopes that we could eventually turn it into a series, but it was still a vague idea back then. Once development was successfully completed and the official title was announced during the Nintendo Direct, the response exceeded our expectations. That’s when I became convinced that we could create another one. 

You have an impressive career in game development across consoles, before that you had a long career of developing apps for phones, what prompted you to switch to making games for consoles? 

Nagashima-san: The global success of Crayon Shin-chan Otetsudai Daisakusen, which was developed as a mobile game for kids, was a major turning point. I had always wanted to challenge myself with console games, so this was a dream come true. 

Shin chan: Shiro and the Coal Town comes about two years after Shin chan: Me and the Professor on Summer Vacation: The Endless Seven-Day Journey. What have you and the team learned about the game-making process that you improved upon from the first game into the latest title? 

Nagashima-san: Not only in console games, but we have also been creating digital content for various characters since the flip phone era. One thing we’ve always valued is respecting the original works. Instead of imposing our ideas onto the characters, we see it as our mission to create a stage where the characters can shine, and we approach development with this mindset. 

Shin chan: Shiro and the Coal Town is set in quiet Akiba at Shin-Chan’s grandparents’ home, how did you come to the decision to feature this part of the Crayon Shin-Chan universe? 

Nagashima-san: The previous game was set in Kumamoto, the hometown of Shin-chan’s mother, Misae, so to avoid any spousal disputes, we set this game in Akita, the hometown of his father, Hiroshi. Not only do his parents appear, but his brother, who is also familiar from the TV series, makes an appearance. These family members, each with unique personalities rivaling Shin-chan’s, play a crucial role in creating a fun community in the game. For Shin-chan, who leaves the familiar town of Kasukabe for an extended period, their presence must have been reassuring. 

Although the anime series doesn’t share the same popularity in the West as it does in Japan, there’s still a following eager to play the games. What considerations go into releasing a game with an IP with a prominently Japanese audience to a global audience who have had limited access to the Crayon Shin-Chan series? 

Nagashima-san: Many people will be experiencing the world of Crayon Shin-chan for the first time through this game. We designed it so that even beginners can enjoy the game without any prior knowledge. While the appearance of familiar characters may be limited, we hope you enjoy meeting the unique characters that appear only in this work.

What has been your favorite part of developing Shin chan: Shiro and the Coal Town

Nagashima-san: It’s hard to pick just one, but I’d say the process of creating a new story from scratch. Watching the world and characters that I imagined in my head take shape as a realistic image is one of the joys of creating. 

When working on the games, were there certain elements from the anime you prioritized to include in the gameplay? 

Nagashima-san: The challenge was how to maintain the tone of the anime while also adding something new to the game. From the stage design to the smallest details of the characters’ expressions and dialogue, our respect for the anime was the source of all the game’s expressions. We developed the game with the hope that people would be surprised at how true it is to Crayon Shin-chan even in game form. 

While the characters of the series have kept their anime appearance, the backgrounds are very beautiful and atmospheric. It’s obvious you put a lot of time and care into the backgrounds; what was the inspiration behind this art-style decision? 

Nagashima-san: I think it comes from my long-held desire to create a game like Boku no Natsuyasumi. Both Boku Natsu and Shin-chan: Me and the Professor on Summer Vacation – The Endless Seven-Day Journey use the method of layering 3D characters over hand-drawn backgrounds. In fact, we’ve liked this style so much that we’ve been using it since Issho ni Asobo♪ Koupen-chan, Neos’ second console game. 

What inspires your work in general? Do you have any specific media, games, or even things in your environment that fuel your creativity? 

Nagashima-san: I draw inspiration from various forms of entertainment, including movies, anime, games, comics, novels, theater, rakugo (a type of Japanese verbal comedy), manzai (traditional two-person comedy act), and sketch comedy. I don’t just enjoy watching them; I’m also very curious about how they are made. Behind-the-scenes videos and books that reveal the production process, like storyboards, are my favorite. 

What would you like to share with an English-speaking audience both new and returning to the Crayon Shin-Chan series? 

Nagashima-san: We developed the game to be fresh from a child’s perspective, while also evoking nostalgia for adults who were once children themselves. In a time filled with intense games, Shiro and the Coal Town is a game that allows you to relax and take your time. I hope many people will play and enjoy it.

Brianna Fox-Priest

Brianna Fox-Priest is a freelance journalist based in Tokyo. Covering video games and Japanese pop culture, her work can be seen in Otaku USA, Anime USA, Jotaku Network, and Sprudge.

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