Osaka Cygames: A Growing Base for Console Game Development
Osaka Cygames was founded in 2015 as a base for the company’s development of high-end titles, centering around console games. In addition to their current work on the “Granblue Fantasy” PS5®/PS4®/Steam action RPG “Granblue Fantasy: Relink” (referred to below as “Relink”), they are also channeling their efforts into the development of new AAA games. We asked the representative of Osaka Cygames about the organization’s future to come.
- Osaka Cygames Representative Tsutomu
- After transitioning to the CG industry from plastic arts production, he created full CG and live-action composite videos for a video production company. He then went on to work in video production and AAA game development at a major console game company before joining Cygames in 2016.
He is currently responsible for console game and CG video production at Osaka Cygames, as well as leading the entire base of operations as its representative.
Expanding with “Granblue Fantasy: Relink”—Osaka Cygames, where passionate staff gather.
I understand that Osaka Cygames acts as a base for the company’s console game development, but how did that come to pass?
It all started with the desire to create an engine for developing console games at Cygames. Members of the Osaka staff formed a team, and when word spread that they were going to begin console game development, it became a magnet for people with skill and experience in that field.
Later, when Osaka took on the development of “Relink,” the organization expanded and grew to become a base for creating console games. That being said, we are by no means bound by this designation and hope to produce AAA games on a variety of platforms in the future.
What are the strengths of Osaka Cygames?
Because Osaka Cygames is a relative latecomer to the console game industry, I believe we’re comprised of workers driven to make quality products from scratch, without being bound by existing methods. And since there aren’t as many game companies based in Osaka as in Tokyo, I think the people who join us are highly passionate and determined to make good games.
Is communication within the company lively as well?
Before the COVID-19 pandemic caused us to move primarily to remote work, every day was filled with noise and chatter—in a good way. I feel like a large number of our employees have an eagerness to create something great while communicating with those around them.
Do you see the value of communication in your position as representative too?
Absolutely. The more experience I gain, the more I understand the importance of being proactive in conversation to move things forward, so I think I’ve naturally become more mindful of the need for a lively exchange of ideas.
A major difference between remote and in-person meetings is that in remote meetings, we tend to discuss only the essential points. However, it’s not uncommon for ideas to be born spontaneously out of otherwise idle conversation. That’s why we’ve always placed an emphasis on communication, partly in hopes of uncovering hints for creating quality games. I also believe that more discussion leads to a greater entertainment value in the end. We’ve finally switched back to coming into the office recently, so it’s exciting to see life starting to return to the workplace.
What is the current scale of your department and team structure?
Broadly speaking, our organization consists of engineering, designer, planner, sound, and back-office teams, and our staff members number just over 250. When I joined the company in 2016 around a year after Osaka Cygames was established, we had only a handful of employees and were using a rented office space. Over the next several years, we grew to our current size, and we plan to continue expanding in the future.
Is Osaka Cygames capable of developing console games completely on its own at present?
Depending on the scale of the project, it is possible. We installed a cutting edge motion capture studio in 2022 to help us with our goal of delivering the best in entertainment, so I believe we need to produce works commensurate with that from here on out.
Searching for ways to contribute—assisting in organizational development.
Let’s talk a little about your own career. How did you come to join Osaka Cygames?
I was born in Kyoto and originally worked in plastic modeling. I later developed an interest in making things with computers and took my studies in that direction, and from around my mid-twenties I helped produce CG videos and console games in Tokyo before eventually returning to the Kansai region. While on the hunt for a new job, I read in a magazine that Cygames was beginning console game development in Osaka, and I thought the company sounded interesting, so I went to learn more.
What sort of work have you done since joining Osaka Cygames?
When I first joined the company, I was the only artist. As a result, I searched for ways to contribute and ended up being involved in many aspects of business, not just production. I’ve created videos to promote console game development, worked in recruitment and organizational development to bring in talent, and helped turn our office into a base of operations. I originally joined the company to do that type of work, so it’s been a very enjoyable experience.
So by doing various jobs within the company, you came to be in charge of it today.
As our staff grew, I was given more leadership roles and gradually shifted toward management, and after supervising designers and performing promotional duties, I became the head of the entire Osaka organization. I started out wanting to deliver quality products with my own hands and did everything myself, but as my position changed, the way I approached my work did as well. Now I’m happy to see our staff members shining in projects that I’m involved in.
I’m sure you face many challenges in your work as a representative and leader, but what do you find particularly difficult?
I believe we need to strengthen our capabilities a bit more to become a world-class organization. Although we’re starting to see glimpses of what’s to come, we need to further expand our talent, broaden the scope of our work, and increase our focus on creativity. Our future challenge will be to build up our strength and become a solid organization in order to deliver the best in entertainment to the world.
“There’s no point if it isn’t good”—developing “Granblue Fantasy: Relink.”
Osaka Cygames is currently developing “Relink,” which is scheduled to be released in 2023, correct?
Yes, that’s right. The game was actually first announced in 2016. There were a number of twists and turns after that as we shifted to in-house development at Cygames, but we can finally see the light at the end of the tunnel.
How is the actual development proceeding?
Development is centered in Osaka, but staff members in Tokyo are involved as well. Our company creed is to always keep in mind that we’re part of Team Cygames, and thus we’re able to work seamlessly even with colleagues located far away. We don’t separate our internal network or systems by location, so communication is smooth. In addition, we have a system in which staff are assigned to a project from each section—such as 3DCG and engineering—making it easy to select the right person for the right job, which I believe is having a positive effect on the development process.
I understand that Osaka Cygames is working on other new AAA titles as well. Can you tell us more about that?
In addition to “Relink,” we’re in the process of developing several other console games. All of them are firmly rooted in the Cygames production mindset, so you can feel confident looking forward to our future titles.
Training personnel from the ground up—nurturing a world-class studio.
You mentioned that staff members in Tokyo are involved in the development of “Relink,” but how exactly does Osaka Cygames collaborate with the Tokyo office?
We adhere to the Team Cygames philosophy that I mentioned before. The staff members coming from Tokyo aren’t merely supplemental resources, but rather part of the same team of developers working together. If they have the type of person we’re looking for in Tokyo, we ask them to join us, and conversely if the Tokyo office needs help, we send someone from Osaka. Having multiple offices means we need to work remotely, but online meetings have been routine at Cygames since before COVID, so I think we’re well aware of the importance of communicating when distance is a factor. It’s also common for us to take business trips or travel between offices when necessary.
Osaka Cygames puts a lot of effort into personnel development as well. Could you explain what that entails?
Several years ago, we established a team for training personnel. They teach the basics of working as a game creator to employees who have no experience or who are coming from other industries. I think training designers, engineers, planners, and others will continue to be important in the future.
Are there people who have blossomed thanks to these efforts?
A number of staff members are already in important positions. Despite being hired based on their potential alone with no prior experience, some were moved up within a few years to positions that normally take ten or so years to reach. These were obviously large promotions, but it was decided that the individuals had put in the effort and could handle the job. As a result, they’re doing very well.
So even inexperienced staff members can grow rapidly depending on their potential and training.
Exactly. We typically recruit mid-career hires with experience, but we sometimes bring in newcomers because we believe in their talent. There are those who end up working hard to develop their abilities precisely because they’re starting from square one, so it all depends on the effort they put in.
It’s clear that there are many opportunities for mid-level staff to assume leadership roles, but what is expected of veteran staff members?
The qualities we look for in our mainstay staff members are a strong desire to deliver the best games possible to players, as well as the ability to play a lead role in communication. Also, at Cygames we have “The Project,” which outlines behaviors that are critical to our work environment such as clear communication, and I think it’s important that they’re able to implement those in their day-to-day.
What do you want Osaka Cygames to become in the future?
I hope to turn Osaka Cygames into a world-class studio. I want to continue creating games with our sights on the world stage, so that people overseas will see us as an interesting company located in Osaka, Japan that puts out quality games they can always look forward to.
Like I mentioned previously, our staff members come from a wide range of professional backgrounds—some followed their passion in from other game companies, while others moved over from different fields, such as the film and animation industries. Because of this, I feel our team is equipped with the tech-savviness, awareness, and creativity needed to make entertaining games.
Are the studio’s new console games being developed with an eye on the global market as well?
Of course, our console game development centers around being competitive at an international level. We’d like all the games we develop, including “Relink,” to see worldwide releases.
Finally, do you have a message for those who might be considering working at Osaka Cygames?
As we’ve discussed, Osaka Cygames is a studio that aims to deliver quality games to the world. We put a lot of effort into hiring new graduates as well as experienced workers, so we welcome anyone who shares our beliefs and ideas to apply, whether they’re young or already have a career. Let’s take on the challenge and chase our dreams together!
That’s it for our in-depth look at Osaka Cygames.