TEKKEN 8 Technical Director, Satoshi Inagi

Satoshi Inagi
— Could you briefly tell us about your department and what you do for work?
I currently belong to the Technical Section at Production 2 under Group 1 of Studio 1 at Bandai Namco Studios and work on developing TEKKEN 8. More specifically, I work as the Technical Director and oversee all technical aspects of the game. My roles are to optimize the engine, implement new functions, and fix any technical problems that arise. I work very closely with the development team to make sure that the game works smoothly and that we provide players with the best possible experience.
Additionally, demonstrating technical leadership is also an important aspect of my job. That includes being up to date with the latest technology trends, selecting the optimal technology stack, introducing new technology to the team, supporting team members with skill acquisition, and providing technical guidance. I strive to always be at the forefront, technology-wise.
Furthermore, I also work with external technological partners and tool vendors to increase productivity by introducing new technologies or tools, as well as coordinate closely with Project Managers and Designers to act as a bridge to realize a game with excellent controls while understanding the technical restrictions.
New Character Designs for TEKKEN 8
— Have there been any memorable moments from working on TEKKEN 8?
The most memorable moment for me while developing TEKKEN 8 was the meeting we held during the early phases of development where we decided the direction for character design. We needed to find a way to breathe new life into the newest title in the series while still respecting the traditions of the TEKKEN series. Discussions were especially heated when it came to the design for a new character.
As a team, we put a considerable amount of importance on finding the right balance between making existing TEKKEN players happy as well as pulling in new players. The design we chose received great feedback from our fans and I felt a great sense of accomplishment when I saw that. This experience has elevated the team’s spirit and tremendously motivated us to create something even better.
Additionally, we also aimed to increase the quality of the visuals and were able to accomplish something we had to give up on in previous titles for technical reasons. With the introduction of the new rendering engine, we were able to achieve real-time lighting and shadows in a way that we were never able to before.
As a result, the quality of the visuals in the game skyrocketed, and we received very positive feedback from players all around the world, some exclaiming that they had never seen such a beautiful game before.
— The ease of controls as well as the visuals were both outstanding! Do you have any personal rules that you absolutely stick to?
It’s to always think from the players’ perspective. While technical knowledge and creativity is important in game development, the ultimate goal is for the players to enjoy playing the game. I remind myself not to forget the players’ point of view even during development. Specifically, to conduct regular play tests and incorporate the feedback, as well as consistently referencing opinions found on social media for updates. Furthermore, I make sure to share these player perspectives within the team so that everyone can stay on the same page as we make progress. I believe that this mindset leads to a higher quality game.
Another important rule is communicating with team members. The free flow of information within the team is crucial to solving the technological problems that come up every day in game development. I take care to create an environment where people feel free to speak up and report even the smallest issues so the team can get together to brainstorm and find the optimal solution.
Furthermore, I do not compromise on quality. We’re often on tight deadlines in this industry, but if we sacrifice quality to meet deadlines, that ends up affecting the user experience. That’s why I do not skip any testing no matter how busy we are and strive to release the game with as little bugs as possible.
— What is something you’re confident about?
I am confident in my ability to solve technical problems. Having worked on quite a few projects, I’ve faced and solved a wide variety of technical issues. For TEKKEN 8, we moved to a new engine, optimized performance, and implemented a sophisticated algorithm.
I also believe in my skills in collaboratively solving problems with fellow developers. Technical issues are difficult to solve on your own and it is essential for the team to work together. I am good at finding the best solution to a problem by communicating as openly with the team members as possible to share knowledge and ideas with each other.
— Lastly, please tell us your personal mantra.
It’s not exactly a mantra, but it’s to be genuine and sincere. No matter how hard or tough the process is, I still want to deliver the best game that I can to our players. I am very keen to do everything I can to make sure that the players who go out of their way to play our game can enjoy them for as long as possible.
I feel that staying true to this belief, especially when development gets rough, is how you end up with a great game. Additionally, as an engineer, it is also crucial that I endeavor and maintain consistency in learning new technologies and skills. I will keep pushing on in order to deliver fun experiences to our players!
— Thank you very much!
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TEKKEN™8 & ©Bandai Namco Entertainment Inc.