Ask the Developer Vol. 21, Tomodachi Life: Living the Dream – Chapter 3
15 April 2026

Some of the images and videos shown in text were created during development.
Some game footage and screenshots are taken from the American English version of the game. This game is fully localised into British English.
This article has been translated from the original Japanese content.
Chapter 3: Nine years’ worth of ideas
Chapter 3: Nine years’ worth of ideas
You never grow tired of watching these Mii characters, who look just like people you know, going about their daily lives. With all those unexpected moments in the game, how did you come up with ideas for scenarios?
Kageyama:
We set up an idea board where anyone on the development team could share their ideas. If someone posted a fun idea, someone else in a totally different role might pick it up and make it happen. Bringing an idea to life meant setting up a proper workflow, which presented challenges. But we trusted the passion of the team members who wanted to drive it forward and encouraged them to refine their ideas. One of the defining features of this project was seeing that kind of collaboration all the way through into the later stages of development.
I see. So this game is packed with scenarios that the developers themselves thought would be fun.
Kageyama:
Even when it came to room designs, we packed in lots of ideas. To be honest, maybe we went a bit overboard adding little touches, as some rooms turned into a headache for the graphics team... (Laughs) But the excitement each team member felt while creating those details really gave the game its energy.
Ueno:
Before I knew it, a bunch of things were moving, objects were making unexpected sounds, and smoke was coming out from somewhere... (Laughs) Things got pretty wild. A lot of the newer team members had played Tomodachi Life on Nintendo DS and Nintendo 3DS, and I think they were the ones most passionate about the series. They’d say things like, “We absolutely have to include this!” with so much enthusiasm.
Kageyama:
Many of the directors and leads were focused on getting development across the finish line, so when the schedule got tight, they were tempted to let things go, thinking, “I'm not sure this'll make it...”. But then, a passionate team member on the ground would insist, “We can’t cut this, it’s absolutely essential!” It was incredibly reassuring to see teammates stepping up, saying, "I'll take charge!" and driving things forward. The game’s quality owes a lot to those passionate individuals who took ownership and responsibility.
Takahashi:
For example, Mii News was something we almost dropped because we didn’t have enough time to fit it in. But then one of the younger designers said, “Without Mii News, it just wouldn’t feel like Tomodachi Life! It’s what really gives the game its character.”
Ueno:
Meanwhile, the veteran developers were grumbling, “We don't have time for that...”. (Laughs)
Takahashi:
That designer went around talking to different people, figuring out how we could make it work, and eventually came up with a realistic plan. It really struck me, how someone who used to play the series as a fan was now a developer, bringing those memories to life in the game.

So the experiences and memories that each developer brought to this game helped shape Tomodachi Life's uniqueness.
Ueno:
Speaking of which, we added a feature called “little quirks,” where players can give their Mii characters traits and behaviours related to their walking style, how they eat their food, and so on.
Takahashi:
The 16 personality types from the first game are still there with their characteristic phrases and movements. But we felt that alone wasn’t enough to represent all the personality types. Things like “Outdoor voice,” “Light eater,” or “Restless sleeper.” If we forced those quirks into the 16 personality types, you’d end up with a Mii that doesn’t feel like the person you intended to create. So we thought if players could add in those details themselves, they could have fun creating Mii characters that feel even closer to the people they're based on. That’s how little quirks came about. It’s totally up to players to decide which little quirks to give their Mii to make it feel like the person they have in mind, and giving them that freedom was a huge breakthrough for this game.
Minegishi:
Some of them go way beyond quirks, though. Like floating in midair. (Laughs)
Takahashi:
Right. You can even make a Mii character that’s not human-like. Floating might not exactly be a quirk, but if it makes that Mii unique, why not? Speaking of little quirks, there was a big debate among the team about whether Mii should be able to...break wind. (Laughs)
I beg your pardon?
Takahashi:
Some people found it hilarious, while others thought it was a bit vulgar. After talking it over, we ended up making it a little quirk. If it's your kind of thing, you can bestow the trait on your Mii. If not, you're under no obligation.
Minegishi:
While we're on the subject, we really obsessed over getting the sound just right...
Ueno:
We did so many retakes. (Laughs)
Minegishi:
Tell me about it. I got comments like, “That’s a bit too realistic for my liking.”
Kageyama:
We tried out all sorts of visual effects, too. For a while, the fart effect looked like an explosion going off. (Laughs)
Everyone:
(Laughs)

That’s some serious attention to detail. From what I've seen of the game, it looks to be packed with things that make you chuckle or go, “Wait, what?”
Takahashi:
It's nine years’ worth of ideas crammed into one game. (Laughs)
Ueno:
When it came to in-game food, we wanted to include items that would be familiar to players, so some of them are extremely local.
Takahashi:
Because food varies so much by region, we made sure the items that appear in shops early on match the player’s region settings. If you set the game's region to Japan, you’ll see things like rice balls or matcha. Change it to the US and you'll come across s’mores, which aren't well-known in Japan.
Ueno:
Eventually, all foods become available no matter what region you're set to, but if you've set it to Japan and the first thing you see in the shop is chicken pot pie, it might be a tad jarring. We thought that if it’s set to Japan, it should be something people in Japan are familiar with, like rice balls. We applied the same thinking to currency. Prices are set by region, so players will see familiar currencies like yen, dollars or euros. Introducing a fictional currency like “Tomodachi Coins” just didn't seem right and would have instantly made the world seem unfamiliar.
I see. So localisation isn’t just about translating words, but about creating a world that feels relatable and familiar to players in each region. Speaking of world creation, the music really adds to Tomodachi Life's unique atmosphere.
Minegishi:
Right. When I first joined the project, I shared a rough demo with Sakamoto-san and Takahashi-san, asking if they thought it would be suitable for the upcoming game. I recall the music being fairly simple, inspired by the relaxed, lighthearted aura that Mii characters give off. But they weren't very impressed... The same was true of the reworked version. I can laugh about it now, but back then, I spent months trying to figure out what to do. (Laughs) As I wrestled with the question, “What kind of music truly captures the essence of Tomodachi Life?”, I revisited the soundtracks from previous titles. Then, one day, I tried playing the main theme from the original Nintendo DS game (8) on the piano, and realised how complex, jazzy, and full of character it was.
(8) The first Tomodachi Life game was released for Nintendo DS in Japan only.
When you listen to it in the game, it sounds playful with a folk dance-esque rhythm, giving it a warm, laid-back feel. But when I played it on the piano and focused on its core structure, I discovered it was surprisingly deep. That’s when it hit me – it’s actually a rich, nuanced piece of music, but by layering those playful sounds and carefree rhythms on top, it creates a delicate balance. I realised that this balance is one of the things that gives Tomodachi Life its unique musical character. Based on that idea, I wrote the main theme that serves as the world music for this title. When I shared it with Sakamoto-san and Takahashi-san, they said, “Sounds good.” (Laughs)
Once the main theme was set, we continued to build out the rest of the soundtrack, adding more and more music.
So the music's looseness is an illusion caused by its laid-back tone, when in fact the piece itself is quite rich. And the fact that you can listen to the music in such a relaxed, effortless way is what gives it that Tomodachi Life vibe.
Minegishi:
Exactly. It may sound playful and simple, but there’s real complexity under the surface. As I worked on the music, I began to think this might be true for Tomodachi Life as a whole, not just the soundtrack.
That makes sense. I can see now how the various elements, including the music, are delicately balanced to create Tomodachi Life's unique atmosphere. To wrap things up, could each of you share what you’d like players to look out for in the game?
Minegishi:
Given the long hiatus since the release of the previous game, I focused on making the soundtrack feel current while preserving the essence of Tomodachi Life. The previous games were on handheld consoles, but now that it’s on Nintendo Switch, some players will hear it through the console’s speakers, while others will play it in their living room and hear it through their TV's speakers. When developing the music and sound effects, I considered how they'd sound on a handheld console versus a TV. However you're listening to it, the audio will feel distinct from what you’ve heard before. I hope you enjoy it.
Kageyama:
With the expanded customisation features, it’s easier than ever to make Mii characters that closely resemble your friends and acquaintances. By placing them on the island you've designed using Island Builder, you'll get to see all kinds of funny situations. I’m sure you’ll have moments you just can't keep to yourself, so I hope you'll have fun telling your friends and family, "Guess what so-and-so did!"
Ohnishi:
Previously, Tomodachi Life was only available on handheld consoles, so the game screen could only be seen by the person playing. Now that the game can be displayed on a large TV screen, I hope you'll gather together with your family and friends to bond over such moments. And if you're playing on Nintendo Switch 2, the game is designed to take advantage of its improved hardware performance, providing a smoother, more comfortable gaming experience. Plus, with GameChat (9), you can share your game screen with friends or family members you're not living with, so we hope you'll enjoy it on Nintendo Switch 2 as well.
(9) A feature on Nintendo Switch 2 that lets a group of up to 12 people chat while playing games. If you connect a compatible USB-C camera (sold separately), you can also see each other while playing with GameChat. Up to four people can share their game screen or take part in video chat simultaneously. Find out more about GameChat.
To use online services, you must create a Nintendo Account and accept the related agreement. The Nintendo Account Privacy Policy applies. Internet connection and paid Nintendo Switch Online membership required. Mobile phone number registration required to use GameChat. Children must get approval from a parent or guardian via the Nintendo Switch Parental Controls app to use GameChat. A compatible USB-C camera, such as the Nintendo Switch 2 camera (sold separately), is required to use video chat.
Ueno:
In previous games, you could only see how the Mii characters lived inside their apartment building, but now they can explore the island and interact in all sorts of ways. You can pick them up and take care of them anytime you want. It was a major technical challenge to make all these interactions possible, so I hope you’ll enjoy caring for your Mii characters.
Takahashi:
It’s been over ten years since the previous title, and we're truly thankful to everyone who’s been waiting. Your support and encouragement has kept us going. I hope longtime fans, as well as first time players, will enjoy this brand-new, evolved Tomodachi Life. It’s a quirky game where you create Mii characters of people you know and spend time watching and caring for them. The more you do that, the more attached to them you'll become. And who knows, maybe you'll even come to like the real person more? (Laughs) Beyond the in-game relationships, this game might even bring you closer to your family and friends in real life. I hope you’ll get to experience that, have fun playing together, and make wonderful memories.
An island packed with nine years’ worth of ideas. I’m looking forward to creating some Mii characters, deciding what kind of lives to give them, and discovering the stories they’ll tell. Thank you all so much.

