BALITA
THU | 2026-06-25

https://github.com/usbong... ; last accessed: 20260624 | LATEST


Stories from Game Producer Yoshiki Okamoto: Why Game Republic Went Bankrupt

Writer: Michael B. Syson

Publication Date: 2026-06-24


Dear friends,

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.


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。


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.

This is all.

Thanks very much.

Regards,

Mike

https://github.com/usbong... ; last accessed: 20260624 | LATEST


Cuentos del Productor de videojuegos Yoshiki Okamoto: ¿Por qué el estudio Game Republic quebró?

Redactor: Michael B. Syson

Fecha de publicación: El 23 de junio de 2026


Queridos amigos:

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.

Ya está. Muchísimas gracias como siempre.

¡Hasta pronto!

Saludo,

Mike

https://github.com/usbong... ; last accessed: 20260624 | LATEST


游戏制作者岡本吉起老师的故事:为何Game Republic公司最终必须破产

记者:施能崙

发布日期:2026年6月23日


各位朋友们,

今晚,我想给你们分享岡本吉起老师的几乎6年前的视频。他把这个视频等等昨天晚上再次发布过。


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。


对于这个视频的内容,岡本老师详细说明为何他自己的Game Republic公司最终必须破产。

首先,岡本老师讲述,他辞职C(Capcom)公司之后,他建立一家新公司叫做Game Republic。他们有资本金额几乎1亿日元以及采用过最高320员工。

接下来,起初,他们得到从SCE(Sony Computer Entertainment)工作,但他们也逐渐能够取得从其他公司来的工作。另外,Game Republic有多数的开发基地包括札幌(Sapporo),東京(Tokyo),名古屋(Nagoya)及大阪(Osaka)。岡本老师也采用了多种天才员工来帮助发展Game Republic的企业。

所以岡本老师想解释为何一家公司似乎做得好,最终破产了。他将其归因于"Lehman Shock",不过他也承认,Game Republic公司内,他们挣扎谁有权力。岡本老师指出,他员工们的DNA到底是不同样的。他们来自Sega公司,Capcom公司,Namco公司,Square Enix公司或者Taito公司。虽然他们想在一起合作,但结果是大家觉得他不能做他个人要的。这意味着,Game Republic公司没办法统一。当然,他们客户如SCE也有它自己想法如何做什么东西,所以岡本老师觉得有太多意见来到Game Republic公司.

由于这个情况,岡本老师披露,Game Republic公司不能发售任何畅销游戏,导致他们并不能得到更多工作会给他们收入。

以上。谢谢你们。

麦克

https://github.com/usbong... ; last accessed: 20260623 EN


Stories from I.T. Pro: Why Former Producers from Big Studios Fail

Writer: Michael B. Syson

Publication Date: 2026-06-23


I.T. x Startup


Last accessed: 20260623

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.


Last accessed: 20260622

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.


Last accessed: 20260622

【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?

Audio recorded on June 21, 2026.

For Educational Purposes Only

## Reference:

1) https://philnits.org/

2) https://clipchamp.com/en/

3) ピクミン3 Direct 2013.6.26

4) https://github.com/usbong/e-imci/

5) https://ictd.cs.washington.edu/docs/talks/2017/wrb_mobisys_2017.pdf

6) 【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...

## Acknowledgment:

Pan de Manila: Whole Wheat Bread (No Sugar Added)

https://github.com/usbong... ; last accessed: 20260622


Stories from Game Producer Yoshiki Okamoto: The Events After Tokuro Fujiwara Left Capcom

Writer: Michael B. Syson

Publication Date: 2026-06-22


Dear friends,

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.

This is all.

Thanks very much.

Regards,

Mike

https://github.com/usbong... ; last accessed: 20260622


Cuentos del Productor de videojuegos Yoshiki Okamoto: Los sucesos después de que Tokuro Fujiwara salió de Capcom

Redactor: Michael B. Syson

Fecha de publicación: El 21 de junio de 2026


Queridos amigos:

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.

Ya está. Muchísimas gracias como siempre.

¡Hasta pronto!

Saludo,

Mike

https://github.com/usbong... ; last accessed: 20260622


游戏制作者岡本吉起老师的故事:藤原得郎老师辞职Capcom公司之后发生的事情金

记者:施能崙

发布日期:2026年6月21日


各位朋友们,

今晚,我想给你们分享岡本吉起老师的5年前的视频关于藤原得郎老师辞职Capcom公司之后发生的事情。


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


岡本老师讲述,其实,他本身想离开Capcom公司,但虽然他已经给Capcom总裁辻本憲三(Kenzo Tsujimoto)老板他要求,可是终于辻本老板首先决定承认藤原老师的辞职。

岡本老师披露,当时他跟辻本老板还在交涉什么时候他可以离开。同时,藤原老师是Capcom公司的第一批员工,而《Resident Evil》游戏刚完成之前,他给辻本老板他要求。因根据辻本老板,藤原老师蛮固执,所以最终老板愿意让他先离开公司。

岡本老师承认辻本老板的这个决断,却他有两个条件。

一个是他每个月收入应该是最低200万日元。他解释说,是因为他已经在两个部门必须工作了:街机游戏以及家用游戏机。岡本老师也提及,老实说,他要更高金额,而后来他最终能够得到他实际上要的。

另一个是Capcom公司必须停止它跟杂志公司的对谈。岡本老师解释,他看《Street Fighter II》游戏制作者,西谷亮(Akira Nishitani)老师,花很多时间跟杂志公司交涉时,他觉得非常辛苦。并且,结果是他们作品的质量也降低。这个决断导致一个骚动从杂志公司对Capcom公司,但岡本老师坚持这个条件的重要性。

最后,岡本老师想辞职,因为从第一天起他们很多年制作了2D游戏,而虽然Capcom公司迟到了来进入3D世界通过《Resident Evil》游戏,但老师觉得已经是最佳时机离开了。不过正如我们会听见,岡本老师还留在Capcom公司,也更多年继续工作。

以上。谢谢你们。

麦克