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Have you had to increase your staff
at all? It seems like you're doing more games more frequently than
you used to.
MM: Yeah, that's true, but as I told
you, we are focusing on the early stage of the game, so it requires
the power [at that time]. Especially, it's kind of a very rapid type
of power. So, we can't spend a year to make the prototype. So every
time, I am trying to find new talent to make my ideas obvious. This
is our current staff -- this kind of company.
For some people, like Dewi-san, or
other people, these [versatile] working trans-project type of people
are helping our job. But, some certain people are working on certain
parts, like graphics, or programming. So these people are [changing]
every time.
Yeah. Contracted, specific for
projects.
MM: Sometimes many people come back for
[another NanaOn-Sha] game, and sometimes they have another job.
So, with this style of model, can
you only work on small games, or will you ever do a large console
production again?
MM: I think both. A big company doesn't
realize that that kind of [development] style is good, even for them.
So many old-style Japanese companies [concentrate on] how many
employees they have. This kind of thing is important for a big
company, especially for the open market company.
Yeah. Openly traded company. Some
companies in the U.S. now are doing things like this -- it's somewhat
similar. They have small core staff, and when they are ready to make
a game, they make the prototype, and the first of every kind of asset
-- and things like that -- and then they outsource and contract. But
it seems like the hardest thing is managing the other people. So how
are you working with that?
MM: Yeah. Yes. It's a very good
question. That is the point. Currently, the similar people who have
long experience -- you know, [at] a company -- already had their own
company right now. So already they picked NanaOn-Sha.
But a new company, of course they are
the new owner of the company, but some parts are invested by us from
NanaOn-Sha, and of course they are an independent company, so they
are working as they like, basically. But if we have kind of a big
project, so we are sharing the mission.
Of course, these kinds of people had a
more educated experience with NanaOn-Sha, so they know our company
very much. So, they are controlling the production, but it looks
exactly like NanaOn-Sha's work. So, they are kind of manager of the
production. So we can have this relationship with them, and very
tight, very precise communication.
Right. So the easiest to work with
are the companies that you know well already. Yeah. But what about
when you outsource to Texas? Do you have people on staff whose job it
is to manage outsourced development? Do you have project managers in
NanaOn-Sha, that are in charge of making sure that contract companies
do the job right?
MM: Yeah, actually. NanaOn-Sha is just
three people. Just us.
Oh. OK.
MM: So, controlling the production is
basically my mission, as a general producer. But we are helping each
other to keep good relations with [the companies we work with].
It seems really difficult to manage
a larger production with that style of work.
MM: It's very difficult. (Sighs) It's
very difficult.
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