Designer
Visual Art

1999 Graduate Hire

Always taking on new challenges. The decision to go on the offensive as an art director.

As an art director, it’s my role to adhere to the game’s concept words as I provide instruction and oversight regarding artistic direction to the leaders of other aspects of a project. The project for our latest game is underway right now. It’s a game that sees us using art to take on a challenge unlike any we’ve ever faced before. I’m looking forward to seeing how the players will respond. The first title that I ever worked on as art director was Ace Combat 6: Fires of Liberation. The challenge that we faced on that title was making the shift from pre-rendered movies to real-time cutscenes. When I proposed this idea to other members of the project, there were initially lots of opposing opinions and I was hesitant about this new endeavor. But games should be constantly evolving and new challenges should be embraced. I therefore decided to take this approach. As a result, these real-time cutscenes also ended up being used in the later installments and we were able to newly organize the system environment. I think the decision I made back then was the right one.

Serving as a project catalyst for the birth of new ideas.

I’ve loved drawing ever since I was a child, but my parents’ objections meant that I ended up studying law at university instead of art. But I just knew that I wanted to use my love of drawing to make a living, and got onto my current path by studying at university and a CG vocational school at the same time. Looking at my drawing skill alone, there’s no way I could compare with my peers who went to arts universities, but I’m second to none when it comes to considering what it means to create concept-based images and what I want to convey through such images. Also, games are created by the bringing together of various professions. I therefore perform a catalytic role in projects: I first think, from the perspective of an art director, about the fundamental aspect of what players will think of the visuals. I consider whether it’s possible to further improve the visuals based on what the director and programmers want to convey, taking into account aspects such as the programmer’s implementation costs and what the technical limitations are. This all happens while opinions are exchanged among development team members. This process gives rise to new ideas that were initially inconceivable and allows us to unite in tackling challenges head-on. I hope to further develop these management skills in the future.

We have fields that allow people to go all out and develop whatever it is that interests them.

BANDAI NAMCO Studios has a wide variety of franchises. The company operates in a broad range of segments, creating games for areas including commercial, consumer, and smartphone gaming. This means that, in terms of design, the scope of areas you can work in is highly extensive, including games, cabinets, cards, merchandise, posters, and anime characters. I think ours is probably the only studio where so many options are available. During my time as a designer, in addition to games, I’ve also worked on advertising posters and packaging images, giving me a broad overview of media art. We’re a group of professional creators who’ve come together under the leadership of a CEO who was originally a director. Therefore, if you raise your hand and make reasonable suggestions, you’ll be given the responsibility to see those ideas through to completion. I think that our focus on creation has intensified since we became reestablished as the company BANDAI NAMCO Studios. We’ve got an environment that can rival any studio in the world. I hope you’ll join us and compete with the rest of the world in creating entertainment that has the power to inspire. You’ll surely be able to achieve that here.

HOME - EMPLOYEES - Designer Visual Art