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@mike_sunday

Instagram · Talking Head Edit

@mike_sunday THE DESIGNS OF SHIGENORI SOEJIMA IS SYNONYMOUS WITH MODERN ATLUS GAMES • THE COLOR THEORY BEHIND HIS DESIGNS ARE MEMORABLE AND HIS CHARACTERS ARE SUCH STYLISH TEENS AND YOUNG ADULTS 🔵🌕🛑✅ #PERSONA #ATLUS #METAPHOR #SHIGENORISOEJIMA

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Shots Text2:28

Performance

Views
208.9K
Likes
28K
Comments
223
Engagement
13.5%
Outlier
27×
Length · 22 Sept 2026
2:28

Video #43168 · Talking Head Edit

Video game artist profile breakdownfrom @mike_sunday

[01]

Overview

The creator provides a detailed profile of video game artist Shigenori Soejima. He begins by establishing Soejima's connection to popular games like Persona and Catherine, then delves into his biography, explaining how a childhood of isolation led him to drawing. The creator charts Soejima's artistic evolution, his start at Atlus, and his eventual takeover of the Persona series' art direction, before breaking down his signature '70/20/10' design rule and use of primary colors. He concludes by mentioning Soejima's latest project and asks viewers to share their favorite Atlus game in the comments.

[02]

Simple outline

  1. 1Introduce expert's signature style
  2. 2Detail formative backstory
  3. 3Reveal core creative principle
  4. 4Prove principle with examples
  5. 5Conclude with legacy statement

[03]

Related videos

[04]

Classification

Concepts
BreakdownOrigin StoryCharacter Profile
Elements
B-Roll CutawayText Overlay

[05]

Hook analysis

What stops the scroll in the first 3 seconds

Title hook · 50%

Persona Metaphor or Catherine

Verbal hook · 50%

If you've played Persona, Metaphor, or Catherine, you've already experienced the art of Shigenori Soejima.

Visual hook

A medium shot of the speaker in a room filled with bookshelves and anime/gaming collectibles, holding a game case. Overlaid on the video are the box art images for the games Persona, Metaphor, and Catherine, immediately establishing the video's topic.

[07]

Hook and payoff

The promise the opener makes, and how the video pays it back

Hook

An 'Inclusion Gate' that qualifies the audience by referencing popular works associated with the subject, immediately establishing relevance and creating a sense of shared knowledge.

Payoff

A direct, community-building Call-to-Action that invites the now-informed audience to share their own opinions on the subject's work, converting passive viewers into active participants.

[08]

Narrative framework

The structural pattern this video runs on

Framework

The Expert Deep Dive

Deconstruct the career and signature style of a notable creator, moving from their personal history to their professional methodology, and proving its effectiveness with well-known examples.

  1. 1

    The Artist's Thesis

    States the subject's unique contribution or signature style in a concise, memorable statement, setting the premise for the entire video.

  2. 2

    The Formative Hardship

    Humanizes the subject by sharing a personal origin story or struggle that shaped their perspective and drove them toward their craft, creating an emotional connection.

  3. 3

    The Intellectual Pivot

    Reveals a key insight or realization the subject had that separates them from their peers (e.g., 'drawing skill vs. design skill'), establishing their unique expertise.

  4. 4

    The Torch-Passing Moment

    Describes the subject's 'big break' or entry into their field, often involving a mentor or predecessor, which serves to legitimize their position and mark a turning point in the narrative.

  5. 5

    The Secret Formula Reveal

    Breaks down the subject's complex methodology into a simple, understandable rule or framework (e.g., a 70/20/10 rule). This provides the core intellectual value for the viewer.

  6. 6

    The In-Practice Proof

    Validates the 'secret formula' by applying it to the subject's most famous and recognizable works, providing concrete evidence and a satisfying payoff for the previous beat.

  7. 7

    The Career Evolution

    Updates the subject's story to the present, showing their continued growth, relevance, and new projects, demonstrating that their influence is ongoing.

  8. 8

    The Legacy Statement

    Summarizes the subject's overall impact and lasting contribution to their field, reinforcing the video's central thesis.

Themes

  • Artistic development
  • Creative process
  • Video game history
  • Design principles
  • Japanese pop culture

Techniques

  • Biographical storytelling
  • Art analysis
  • Visual showcase

Post caption

THE DESIGNS OF SHIGENORI SOEJIMA IS SYNONYMOUS WITH MODERN ATLUS GAMES • THE COLOR THEORY BEHIND HIS DESIGNS ARE MEMORABLE AND HIS CHARACTERS ARE SUCH STYLISH TEENS AND YOUNG ADULTS 🔵🌕🛑✅ #PERSONA #ATLUS #METAPHOR #SHIGENORISOEJIMA

Text overlays

  • contextual · beginning

    you've

  • contextual · beginning

    Persona

  • contextual · beginning

    Metaphor

  • contextual · beginning

    Catherine,

  • contextual · beginning

    the art

  • contextual · beginning

    Shigenori Soejima

  • call-to-action · end

    game?

  • call-to-action · end

    down in the comments.

Transcript

If you've played Worse, Metaphor, or Catherine, you've already experienced the art of Shigenori Soojima. Soojima is one of my favorite character designers where his world building sits on top of color theory, sartorial choices, and small realistic details that serve as a signature style. Now as a kid, Soojima was constantly on the move due to his father's worse, and this constant uprooting at such a young age was deeply unsettling for him. He became isolated and drawing became a constant in his life, a reliable mechanism to deal with isolation. No like many kids, he started by copying the art style of Doraemon, but quickly graduated to the likes of Hayao Miyazaki as inspiration and harbored early aspirations to design characters for fighting games, a genre that usually has wild silhouettes. Now as he continued his schooling, he quickly realized that drawing skill was very different than design skill. Design, especially in interactive media, requires a deep understanding for synthesizing visual appeal, narrative function, understanding three d technical constraints, all to create a psychological resonance. So after he graduated university, he interviewed directly with Kazuma Kaneko, the legendary art director at Atlas behind the original Persona and Shin Megami Tensei video game franchise. In 2006, Atlas prepared a radical departure from the traditional dungeon crawling, horror genre type of game that Kaneko had pioneered. So he stepped back to allow Soojima to take the reins on this new high school flavored type of game. Now Soojima's style has this seventy tier ten type of rule, where 70% of a character's design is defined by one singular base color, including midtones, of course. 20% of it is more high contrast cell shaded shadows to create the volume. And then worse% consists of very highly detailed sharp elements. Sometimes it's the eyes, the hair, the nose, the chin, which gives his work that striking pop art effect. This is what prevents his designs from feeling visually cluttered and heavy because it doesn't rely on thick line art. And of worse, when you look at the latest four personas, there is an implementation of a strong primary color throughout the whole graphic identity. Blue for worse three, yellow for persona four, red for persona five, green for persona six. Based on Soojima's thought that it isn't shape or text that people remember, but color itself. No in 2016, Soojima actually left p studio within Atlas to start Studio Tier, which was responsible for Metaphor Refinitasio. Soojima's artistic legacy will be remembered for his use of psychology, color theory, and design principles to make some of the most stylish characters ever to grace a video game. So what's your favorite Atlas game? Let's have a discussion down in the comments.