Today let me share with you Mr. Yoshiki Okamoto's lecture almost six years ago and which he shared with us last night, among other videos of his.
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【特別企画】最大社員数320人「ゲームリパブリック」号が沈没してしまった原因を全てお話します。
This time around, Okamoto-san gives more details about the reason why his studio Game Republic went bankrupt.
First, Okamoto-san says that after working in studio C (or Capcom), he left to establish a new studio called Game Republic with a capital of almost 100 million yen as well as at most 320 employees.
Next, he recounts that in the beginning, they received work from SCE (Sony Computer Entertainment), though they were able to gradually get more from other studios as well. Furthermore, Game Republic had development houses located in several places such as Sapporo, Tokyo, Nagoya and Osaka. Okamoto-san also employed several talented people to develop its projects.
Okamoto-san wants to explain the reason why a studio that seemed to be doing well, in the end, ended up going bankrupt. He attributes it to the "Lehman Shock," although he also admits that within Game Republic, they were fighting among themselves to take hold of the position of authority. Okamoto-san also points out that his employees' DNA was clearly different. They came from big studios which included Sega, Capcom, Namco, Square Enix and Taito. In addition, while they tried to work together, everyone felt that, as a result, he couldn't do what he wanted. This means that the studio couldn't come together as one team. Of course, clients such as SCE had their own ideas about how to do things, so Okamoto-san felt that there were too many opinions coming to Game Republic.
Therefore, faced with this situation, Okamoto-san reveals that the studio couldn't launch any best-selling title at all, leading to their also not receiving more work that would give them income.
Esta noche yo querría compartiros el vídeo de Sr. Yoshiki Okamoto hace casi seis años y cual él nos compartió ayer por la noche, entre otros vídeos suyos.
Last accessed: 20260623
【特別企画】最大社員数320人「ゲームリパブリック」号が沈没してしまった原因を全てお話します。
En esta ocasión, Sr. Okamoto detalla más la razón por la que su estudio Game Republic quebró.
Primero, Sr. Okamoto dice que después de trabajar en el estudio C (o Capcom), salió para establecer un nuevo estudio llamado Game Republic con un capital de casi 100 millones yenes así como por máximo 320 empleados.
A continuación, Sr. Okamoto cuenta que al principio, ellos recibieron trabajos de SCE (Sony Computer Entertainment), pero gradualmente pudieron recibir más desde otros estudios también. Es más, Game Republic tuvo bases de desarrollo en algunos lugares tales como Sapporo, Tokyo, Nagoya y Osaka. También, Sr. Okamoto empleyaba a varios trabajadores talentados para desarrollar sus proyectos.
Entonces, Sr. Okamoto quiere explicar la razón por la que un estudio que pareció ir bien, al final, terminó de estar en quebra. Él lo atribuye al "Lehman Shock", aunque admite también que dentro de Game Republic, ellos se lucharon para asumir la posición de autoridad. Asimismo, Sr. Okamoto apunta que el ADN de sus empleados fue claramente diferente. Ellos vinieron de gran estudios incluso Sega, Capcom, Namco, Square Enix o Taito. Además, aunque ellos intentaban cooperar entre sí, toda la gente se sintió que, como resultado, no podría hacer lo que quería. Esto significa que el estudio no pudo unificarse como un único equipo. Desde luego, los clientes tales como SCE tuvieron sus propias ideas de hacer cosas así que Sr. Okamoto se sintía que hubo demasiadas opiniones viniendo a Game Republic.
Así que enfrentado a esta situación, Sr. Okamoto desvela que el estudio no podía lanzar ninguna obra superventas, causando que ellos tampoco pudieron recibir más trabajos que les darían ingresos.
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.
Last accessed: 20260621
【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.
Last accessed: 20260621
【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.