Home Interview: Silent Hill Creator Keiichiro Toyama

Interview: Silent Hill Creator Keiichiro Toyama

The world of anime is indubitably connected with the video game industry. If you are of a certain age, it’s only natural that you are familiar with a video game that left a mark on the horror genre: we are talking about the horror game Silent Hill.

Thanks to Lucca Comics & Games, we have the opportunity to interview Silent Hill creator Keiichiro Toyama, including his inspirations, work process, and views of the game industry.

Let’s dive into the mind of a master of horror!


Keiichiro Toyama took part in many panels and interviews at Lucca Comics & Games. Photo by Tony Lamanna.

Portions of this interview have been lightly edited for clarity. This interview was conducted with the assistance of an interpreter.

Q: Toyama-san, Japanese horror has something unique in movies, novels, and video games. What are the key elements that made it appreciated worldwide?

A: Today, compared to the past, many mysteries have been discovered, so maybe some of them are no longer of interest. But an interesting key element that still makes it popular is the insight into the people, what makes us who we are. For example, the dark parts of our hearts, the darkness of our souls.

Q: Were you inspired by any classical Japanese novels in your video games?

A: I was born in 1970, so at that time, our generation loved manga and TV. We also read many books at the bookshop. I have watched things that maybe I shouldn’t have been watching at the time, but I really wanted to watch those things. As for other references, I got inspired by Kazuo Umezz [author of The Drifting Classroom] and Hideshi Hino [author of Panorama of Hell].

The Drifting Classroom © Kazuo Umezu / Shogakukan. All rights reserved.

Q: Nowadays, you see many indie horror games with short gameplay but interesting plots. Do you think the horror industry has changed? If so, in which ways?

A: In the indie horror genre, originality is more important than perfection and actual volume or length of the gameplay. This is ideal for young creators who don’t have a big budget. That way, it is even easier for it to stay in the market.

Q: What can the horror genre convey to people that other genres can’t?

A: The horror genre is connected with death. So everyone has a connection to it. We are all curious about the topic.

Q: You also have worked in more action-focused games, like Gravity Rush. How was your approach different from your horror games?

A: I think it’s the same in the end; my approach to horror games hasn’t changed much. Because the protagonists enter an unknown world in the same way, they must explore this world with curiosity and fear.

© Sony Interactive Entertainment Inc. Gravity Rush is a trademark of Sony Interactive Entertainment LLC.

Q: The production of a video game involves a joint effort between many artists. What does a team need to achieve cohesive work?

A: I try not to tell too many things or to define too much the process we are going to undertake. I focus more on the core concept of a project. Then every staff member taps into their own abilities to collaborate. The result becomes coherent naturally.

Q: Finally, can you please share a message for your overseas fans, and for starting video game creators inspired by your work?

A: When I started from the bottom, I was inspired by those who were already there. I really respected the experts and people who were already working in the field. Nowadays, if the new generations get inspired by me and my work, that creates a connection, which really makes me happy. Please keep creating. I can’t wait to see you grow.


We’d like to extend our thanks to Keiichiro Toyama for taking the time to talk with us during his stay at Lucca Comics & Games. As a convention with a myriad of activities, it was refreshing for us to dive a bit more into gaming.

Cover photo: Leonardo Grida, thanks to Lucca Comics & Games.

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