Gamasutra: The Art & Business of Making Gamesspacer
A Meaningful Collaboration: The Eidos And Square Enix Interview
View All     RSS
September 19, 2018
arrowPress Releases
September 19, 2018
Games Press
View All     RSS
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

A Meaningful Collaboration: The Eidos And Square Enix Interview


June 12, 2009 Article Start Previous Page 5 of 5
 

So it sounds like you guys have a strong process. Your greenlight process is an established process that you've spent time thinking about working on. Are processes something that could map across, and share not just your tech or staff, but processes?

PR: Well, massively. I mean, we've recently done some process analysis on certain data flows around sales, and marketing, and publishing; and, actually, when you look at the "hardware", if you like, of how we work, of course there are huge similarities. Then you've got the "software", if you like, the people side, on how we get these things to work.

But there are lots of similarities in terms of what we do. And therefore, efficiencies that we can achieve, or best-of-class... You know, again, knowledge transfer to improve things. We've got a process for greenlight that I think is very logical. You can read it, it's documented, and you understand it; but it in turn takes people to actually make that thing work.

So sharing best practices is something that you see as a definite possibility.

PR: Of course. It's the first step -- whether it's internal, or even looking outside and seeing what other people are doing -- and trying to achieve more.

Around GDC time, I spoke to Fumiaki Shiraishi, who is establishing the U.S. studio of Square Enix, and I wonder, does this have any effect on him at all? Does it have any effect, positive, negative, or indifferent on what he's establishing?

YW: Eidos has multiple numbers of studios because of the multiple numbers of the territories. And it just so happens that we only have one, in Tokyo area. So it's not too unusual that there's going to be multiple numbers of studios. Plus there is going to be more diversity.


Square Enix's Final Fantasy XIII

I've heard some things kind of come through the grapevine from American developers that Square Enix has recently been working with on their projects, that they're finding it really good to work with Square Enix as a publisher, compared to both Western and Japanese publishers that they've worked with in the past. I was wondering -- have you heard that from the people you've been working with in the U.S.? And why do you think that is, honestly?

YW: Maybe the budget is better? They can use more money?

(laughter)

PR: The currencies!

YW: Just kidding! But, actually, in the past, we've never placed an order to an overseas studio. But, actually, only with the domestic [Japanese] studios, we will not be able to address all of the global market and global needs. And because of that, in the early portion of last year, we started to place orders to U.S. studios and European studios.

And because it's the first time, we want to be able to do a thorough job -- and also because it's the first time, it's exciting, and I believe that transcends; that it's communicated to the developers that are working.

And Phil has mentioned this a couple of times, but the big point, the big key word is "diversity," I believe, and we have to be able to acknowledge that we are a different entity, and a different people. So based on this acknowledgment that we are different, there is going to be a mutual respect for each other, and we believe that that is something that we need to be able to adhere to and embrace.


Article Start Previous Page 5 of 5

Related Jobs

Schell Games
Schell Games — Pittsburgh, Pennsylvania, United States
[09.19.18]

Senior Unreal Game Engineer
Schell Games
Schell Games — Pittsburgh, Pennsylvania, United States
[09.19.18]

Senior Designer
Wombat Studio
Wombat Studio — Silicon Valley, California, United States
[09.19.18]

Product Designer
NERD KINGDOM
NERD KINGDOM — IRVING, Texas, United States
[09.19.18]

Lead Gameplay Programmer





Loading Comments

loader image