I'm a veteran game developer and a contributor to several websites, including Gamasutra and Gurashii.
I have worked mainly as a producer and director for 18 years in the industry.
During the years I worked at EAD in Nintendo since 1999 to until 2008, I developed many game titles, like Pikmin, Pikmin2 (as a planner & scenario writer), Super Mario64DS (as a sub director), WiiPlay (as a chief director), Wii Fit (as a training & games director), and so on. Also, at first I was a graphics programmer developing JSystem, 3D graphics engine used to most EAD titles like Super Mario Sunshine, The Legend of Zelda: The Wind Waker, Pikmin2, The Legend of Zelda: Twilight Princess, and other EAD titles.
After I went indevendent from Nintendo in 2008, I started my company, entersphere,developing social media, console games and mobile games.
We released a social media "fg" -- sharing photos of prastic models, character figures, sculptuers,and others. Our team developed a hundheld game Army Corps of Hell (PSV) and some social games of "Evangelion", "City Hunter", "Card Fight Vanguard"(for GREE), and so on. We are working to develop mobile games and a VR games now.
My Twitter Account: https://twitter.com/obakemogura
My Blog: https://motoiokamoto.wordpress.com/
My Medium: https://medium.com/@motoiokamoto
Fire Emblem Heroes had a large success in Japan and the US. I'd like to explain the analysis of game design and monetization of the mobile game, the relationship between battle system and growth and monetization.
Based on my past experience of developing location-based games, I would like to suggest how to approach in order to solve the problem and how to design game balance in location-based AR game.
The fact that Sony's smartphone game Fate/Grand Order (abbreviated as FGO) surpassed Nintendo's Pokémon Go must have surprised people in the game industry outside of Japan. Let me explain the secret of FGO's popularity and the analysis of game design.
Last year, I wrote the articles about the nature of the Japanese mobile game market and so now I briefly summarized the last year's trends and this year's forecast in the industry.
Super Mario Run is an innovative platformer in mobile games and the worst example of selling. I recently responded to some interviews, including the WSJ and so I would like to note my impressions here.
In recent years, many famous Western games are on the film production. On the other hand, many Japanese games are made into anime. Here are 4 case studies that give you valuable insights to know what happens in the Japanese game industry.
[Blog - 02/10/2017 - 10:38]
I agree your opinion that ...
I agree your opinion that the game would raise the sales of FE Series on the console or the handheld. r n r nThe game still has been in Top5 in iOS and Android in Japan. The grossing will be estimated at more than 30M in only Japan until the ...
[Blog - 01/27/2017 - 10:46]
Please would you calm down. ...
Please would you calm down. r nOf course, I am a minority of userbase in the game. r n r nOkay, assuming the KPI of the game, for example, it becomes a model as follows. r n r nA: r n 12288 MAU 1 million r n 12288 Monthly Payment ...
[Blog - 01/23/2017 - 09:44]
Thank you for your valuable ...
Thank you for your valuable comments. r nCertainly, like you, some Japanese developers also consider egg incubator as same as Gacha. r n r nI recognize that egg incubator is a item for time-saving and walking-saving because player can get all of pokemons from egg without it. Egg incubator makes ...