I.T. Pro shares why former producers from big studios fail💡🇵🇭 #startup #raw
I.T. Pro begins by admitting that he had wanted to try out Nintendo's Pikmin game, only he didn't have a console like the GameCube at the time, or when he did have the console he was undergoing a period of time in his life spanning about 10 years when he had stopped playing video games.
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ピクミン3 Direct 2013.6.26
Meanwhile, back in university, he met students who enrolled in his class and who, he found, were very interested in learning about what he knew about the video game industry. While it would take a much longer time for them to be able to actually make video games, what they were able to build were interactive storybooks, which, in fact, began as a thesis project related to pediatric care that helped health workers diagnose childhood illnesses using feature phones. But because there were also other people who were working on a similar idea using the newer Android smartphones at places like the University of Washington and were getting more funding besides to do tests in Africa, he thought of other ways he could make use of the technology.
As with other R&D laboratories, he eventually wondered how he could make money from the project. Starting with family and friends, who helped out by buying his apps on the Google Play Store and unlocking available features inside the apps, he was led to the discovery that he could get the proceeds directly to his credit card, unlike in the Apple App Store or the Steam Store where the developer has to first accumulate at least 100 USD per month in order to receive the payments.
Yet because the amounts that were coming in to his account were really only small, he concludes that sub-contractual or outsourcing work is really how developers could make money; however, as we can learn from new studios established by veteran Japanese producers like Mr. Yoshiki Okamoto and Mr. Shinji Mikami who had left a big studio like Capcom to do just that, being able to hire the right people and managing them effectively are key in ensuring success in our ventures.
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【対談】“自分もゲームを作りたい!”カプコン独立後に設立した会社『Tango Gam...
## Points for Reflection:
1) What is your metric for hiring the right people?
2) How would you manage people who've worked at other studios and who bring along their own preconceived notions of how things should be done?
3) Why would you not hire your own family member or relative if he hasn't worked at a reputable and well-established company yet?
Today let me share with you Mr. Yoshiki Okamoto's lecture five years ago about what happened after Mr. Tokuro Fujiwara left Capcom.
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【魔界村生みの親】大ヒットメーカー藤原得郎氏がカプコンを辞めた後に起こった悲劇
Okamoto-san recounts that the truth is that he himself wanted to leave Capcom, but while he had conveyed his desire to Capcom's president, Mr. Kenzo Tsujimoto, in the end, Tsujimoto-san first approved the departure of Fujiwara-san, who conveyed his own desire just before finishing the game, Resident Evil.
Okamoto-san admits that during that time, he was still negotiating with Tsujimoto-san when he could leave the studio, and given that, according to Tsujimoto-san, Fujiwara-san, who was one of Capcom's first employees since the studio's beginning, was very stubborn, he approved the latter's desire.
Okamoto-san, for his part, agreed with Tsujimoto-san's decision given two conditions.
One is that he wanted, at least, 2 million yen each month as salary, explaining that it's because he would work for two divisions: arcades as well as consoles. He also mentions that he actually wanted more that the said amount, and reveals that he was able to obtain what he really wanted in the end.
Next is that the studio would end interviews with magazines. Okamoto-san explains that he was very frustrated seeing that Mr. Akira Nishitani, the creator of Street Fighter II, was using more time to negotiate with the magazines than other tasks, such that, as a result, the quality of the projects was going down. This decision created, in fact, outburts from the magazines for the studio, but Okamotos-an kept the importance of this condition.
Finally, Okamoto-san wanted to leave Capcom, because for many years since the studio's establishment, they were creating games in 2D, and, while Capcom's arrival to the world of 3D was slow, he felt that it was already the best time to leave after entering 3D through Resident Evil. However, as what we heard, Okamoto-san would continue working in the studio much longer.
Esta noche yo querría compartiros el vídeo de Sr. Yoshiki Okamoto hace cinco años sobre lo que sucedió después de que Sr. Tokuro Fujiwara salió de Capcom.
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【魔界村生みの親】大ヒットメーカー藤原得郎氏がカプコンを辞めた後に起こった悲劇
Sr. Okamoto cuenta que la verdad es que él mismo quería salir de Capcom, pero aunque había comunicado su deseo al presidente de Capcom, Sr. Kenzo Tsujimoto, al final, Sr. Tsujimoto le aprobó primero la salida de Sr. Fujiwara, quien comunicó su propio deseo justo antes de acabar el juego Resident Evil.
Sr. Okamoto admite que en ese tiempo todavía negociaba con Sr. Tsujimoto cuándo podría salir del estudio, y ya que, según dice Sr. Tsujimoto, Sr. Fujiwara, quien era uno de primeros empleados de Capcom desde el comienzo de estudio, fue muy obstinado, acordó el deseo del último.
Sr. Okamoto, por su parte, acordó esta decisión de Sr. Tsujimoto dado dos condiciones.
Una es que quiso, por mínimo, 2 millones yenes cada mes como salario, explicando que es porque trabaría para dos divisiones: las recreativas así como las consolas. Además, menciona que de verdad quería más que la dicha cantidad, y desvela que al final pudo obtener la que le gustaría realmente.
Segunda es que el estudio terminaría las entrevistas de las revistas. Sr. Okamoto explica que se hacía muy frustrado viendo que Sr. Akira Nishitani, el creador de Street Fighter II, utilizaba más tiempo para negociar con las revistas que otras tareas, así que, como resultado, la calidad de los proyectos estaba bajando. Esta decisión creó, en hecho, una tormenta desde la revistas para el estudio, pero Sr. Okamoto mantuvo la importancia de esta condición.
Por fin, Sr. Okamoto quería salir de Capcom, porque por muchos años desde el establecimiento del estudio ellos creaban juegos en 2D, y, aunque tardó la llegada de Capcom al mundo de 3D, se sintió que ya era el mejor tiempo para salir a partir de entrar a 3D a través de Resident Evil. Sin embargo, como lo que escuchamos, Sr. Okamoto seguiría trabajando en el estudio mucho más largo.
Today let me share with you Mr. Yoshiki Okamoto, Ms. Tanu and Ms. Tapi's YouTube LIVE video.
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ゲームプロデューサー岡本吉起のYouTubeライブ(26年6月19日)
This time around, Okamoto-san talks about a new Roblox game that has sold 3 million copies. Further, it's been developed by only two people in two months (five months if we add improvements). Also, given that a copy sells at 750 yen to 790 yen, the two developers have earned around 200 million yen, a very enormous amount.
For this reason, very quickly, immitations of the game, which is a type of "hide and seek," have appeared. In this game, players must look for a chameleon, which changes its color depending on the environment.
Okamoto-san admits that the problem of pirated copies cannot be solved simply and will only persist. However, as what Mr. Kenzo Tsujimoto, the president of Capcom, has said, these copies would help the studio later on in terms of its stocks in the stockmarket.
Finally, I'd like to also emphasize that Okamoto-san has revealed that June 10 was his birthday, and it was also on this day when Street Fighter II was released. Further still, it's the same day when his studio, Game Republic, went bankrupt. Also, the following day, June 11, was the day when Capcom was established.
This is all. There's more that Okamoto-san has shared with us, but I should already stop here.
Esta noche Sr. Yoshiki Okamoto, Srta. Tanu y Stra. Tapi tienen un vídeo en directo.
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ゲームプロデューサー岡本吉起のYouTubeライブ(26年6月19日)
En esta ocasión, Sr. Okamoto habla de un nuevo juego de Roblox que ha vendido 3 millones copias. Es más, se ha desarrollado por solo dos personas en dos meses (cinco meses si añadimos unas mejoras). También, ya que una copia se vende a 750 yenes hasta 790 yenes, los dos desarrolladores han ganado alrededor de 200 millones yenes, una cantidad muy enorme.
Por esta razón, muy rápido, se han aparecido las imitaciones de juego que es una forma de "hide and seek (las escondidas)" en donde los jugadores deben buscar a un camaleón que cambia su color depende del ambiente.
Sr. Okamoto admite que el problema de copias pirateadas no se puede resolver simplemente y solo persistirían más. Sin embargo, como lo que le ha dicho Sr. Kenzo Tsujimoto, el presidente de Capcom, estas copias ayudarían al estudio más adelante en términos de las acciones en la bolsa.
Por último, yo querría destacar también que Sr. Okamoto ha desvelado que el 10 de junio fue su cumpleaño, y fue también en este día cuando se lanzó el Street Fighter II. Además, es el mismo día cuando su estudio Game Republic quebró. Asimismo, el siguiente día, el 11 de junio, fue el día cuando se estableció Capcom.
Ya está. Hay mucho más que Sr. Okamoto nos ha compartido, pero ya debo terminar aquí.