Portrait of Shigeru Miyamoto.

Shigeru Miyamoto

Industrial Designer of Play

An industrial-design graduate hired to draw arcade cabinets, he gave Mario a moustache to save pixels, drew Zelda’s map beside Mario’s levels and rescued Pikmin with one flowchart.

Moustache Fix
Solves a 16-by-16 face with a moustache, cap and overalls.
First Enemy
Teaches timing with one walking threat and no tutorial.
Producer’s Flowchart
Saves a stalled Pikmin by drawing its loop: throw, carry, fight, grow.

Shigeru Miyamoto

Designer of Playful Worlds

Start hereDonkey KongNintendo R&D1 team; game design and art by Shigeru MiyamotoExplore project

A jump, a doorway, a path disappearing into the grass: Miyamoto makes curiosity playable. His worlds teach through the pleasure of trying something.

2004–present

An invitation passed between people

As his role shifted toward producing and guiding other teams, Miyamoto’s name continued to signal a design conversation rather than sole authorship. Nintendo’s DS and Wii years asked how touch, a pointer and physical gestures might welcome different players; later games carried the same series through the work of new directors, artists and programmers. The 2023 Pikmin developers’ conversation is especially useful because it lets those colleagues explain where their ideas began and where Miyamoto changed their direction.

Follow the games in sequence as changes in what a player can notice and do: Donkey Kong’s readable obstacles, Mario’s momentum, Zelda’s remembered spaces, then Pikmin’s small acts of planning. Keep the credits beside the controls. Their ease is the result of many people testing how an action feels, what it teaches and when another possibility becomes visible.

Bill Trinen at a lectern and Shigeru Miyamoto facing a large presentation screen displaying Wii imagery.

Major games and software projects

  • 1981 · Nintendo R&D1 team; game design and art by Shigeru Miyamoto

    Donkey Kong

    Explore & play

    About this object

    NES cartridge · European port. Original label artwork on a modelled shell. The texture is cropped from a documented original cartridge scan. The object is a dimensional study of that regional edition, not a claim about the shelf’s original release date. Donkey Kong began as an arcade game in 1981; this is its later NES port.

    Artwork source · Physical edition

  • 1985 · Nintendo R&D4 and SRD; levels designed by Shigeru Miyamoto and Takashi Tezuka; music by Koji Kondo

    Super Mario Bros.

    Explore & play

    About this object

    NES cartridge · USA edition. Original label artwork on a modelled shell. The texture is cropped from a documented original cartridge scan. The object is a dimensional study of that regional edition, not a claim about the shelf’s original release date.

    Artwork source · Physical edition

  • 1986 · Nintendo R&D4 and SRD; design led by Shigeru Miyamoto and Takashi Tezuka

    The Legend of Zelda

    Explore & play

    About this object

    NES cartridge · Spanish edition. Original label artwork on a modelled shell. The texture is cropped from a documented original cartridge scan. The object is a dimensional study of that regional edition, not a claim about the shelf’s original release date. The 1986 Japanese original used the Famicom Disk System; this is a later NES cartridge edition.

    Artwork source · Physical edition

  • 1996 · Nintendo EAD team; directed by Shigeru Miyamoto

    Super Mario 64

    Explore & play

    About this object

    Nintendo 64 Game Pak · European edition. Original label artwork on a modelled shell. The texture is cropped from a documented original cartridge scan. The object is a dimensional study of that regional edition, not a claim about the shelf’s original release date.

    Artwork source · Physical edition

  • 1998 · Nintendo EAD team; directors Toru Osawa, Yoichi Yamada, Eiji Aonuma, Yoshiaki Koizumi and Toshio Iwawaki; produced by Shigeru Miyamoto

    The Legend of Zelda: Ocarina of Time

    Explore & play

    About this object

    Nintendo 64 Game Pak · USA gold edition. Original label artwork on a modelled shell. The texture is cropped from a documented original cartridge scan. The object is a dimensional study of that regional edition, not a claim about the shelf’s original release date.

    Artwork source · Physical edition

  • 2001 · Nintendo EAD team; directed by Shigefumi Hino and Masamichi Abe; produced by Shigeru Miyamoto and Hiroyuki Kimura

    Pikmin

    Explore & play

    About this object

    Nintendo GameCube Game Disc · 8 cm. A Dæmon display study using artwork from the work, rather than a reproduction of its retail label. A physical edition of this work is represented. The printed face uses existing work artwork as an interpretation, rather than claiming to reproduce that edition’s original label. The GameCube Game Disc is an 8 cm proprietary optical disc; the geometry’s mini-cd model describes its diameter, not its encoding.

    Artwork source · Physical edition