music and gameplay system had to be adjusted to lessen concerns about players being embarrassed to play the arcade game. The staff wanted to strike a balance with the character designs so they would not appear too moe. It was decided from the start the characters would be rendered using 3D graphics, so Toshiyuki Kubooka was chosen to do the character design because his art could be easier translated into 3D. The developers employed motion capture to present a realistic view of the characters—not only during normal gameplay, but also during performances, which were rendered using motion capture from professional dancers. It was originally planned that the game would include 12 or 13 idols, and at least two of these extra characters also had character designs. The idols of Morning Musume were used as an influence to create character types in The Idolmaster traditionally found in bishōjo games. Following the success of the arcade game, Namco (now Namco Bandai Games following their merger with Bandai) went on to develop its Xbox 360 port starting in early 2006, though a port of the game had been discussed as early as May 2005. Namco Bandai Games producer Yōzō Sakagami was initially unsure if The Idolmaster would be suited for a video game console due to hardware and network limitations, but he felt that the Xbox 360 and its Xbox Live network could handle the game's specifications. This would also allow the developers to improve the game's quality and attract attention from those who never played the arcade game. Many people who were interested in the arcade game but never played it would tell Sakagami that this was either because their local arcade did not have The Idolmaster, or because they were embarrassed to play it in public. According to Sakagami, to the development team of the port, there was a large significance in correcting these issues. Their other focus was on allowing players to comfortably play the game and enjoy its various scenarios without the rushed gameplay found in the arcade version. When developing the Xbox 360 port of The Idolmaster, the characters had to be entirely redone, including the motion capture, which used the same actors as before. Further details were able to be added to the character designs because of the Xbox 360's improved, high-definition hardware. The Idolmaster was first unveiled in February 2004 at the All Nippon Amusement Machine