So really my work style, my style of production, has not really changed over the years. What are some of the major differences between working at Comcept and at Capcom? I’m used to running and leading multiple projects all at the same time and actually at Capcom there were a ton of meetings I would have to attend as well so I was very busy even then. Keiji Inafune: Well the biggest difference is at Capcom we had internal production teams. Would you ever want to focus on a single project for an extended period of time? We have core members that help lead the concept for some games but still the actual brunt of the production work, making the models graphics, etc, a lot of that is done with outsource production companies, so that’s one key difference Right now at Comcept we don’t have really internal production teams. Keiji Inafune: Running multiple projects all at the same time is actually really something that fits my core personality.
I’ve lived my life going back and forth between foreign countries and Japan. Even now I go back and forth between Tokyo and Osaka West Japan all the time and just that style of moving around as well as when I’m working on projects thinking from one project to the next is actually very efficient, because what happens is fortunately the progression speed for projects usually isn’t on the same loop.
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Usually you have one prototype started and then another game that’s in full production, so there are different intervals of how busy you’re going to be on each project and each project is going to have periods where there are problems and periods where things are going really great. What it allows someone with my core personality to do, is that if one game has problems and I’m trying to figure out solutions on it but they’re not really coming to light right away I can focus on other projects that are moving along rather smoothly, and then later I can go back to that problem. What happens to a lot of creators if they focus on a single game is they’ll sit there and focus and get so entrenched on just that problem over and over, then actually that focus on the single title makes the game get delayed and the production slow down more than what you’d think. You’d think one person focusing on one project would be the opposite but it’s not because you get fixated on that problem. So someone like me with my personality wants to work on multiple things to be as efficient as possible. 9 and even Azure Striker Gunvolt are the Mega Man games that Capcom isn’t making. Are there negative feelings there? Are they upset? Is Capcom is frustrated by that? Has there been any blowback? I’m sure you’re still friendly with some members of Capcom. Keiji Inafune: Honestly, we have not heard anything from the people we know at Capcom about it, about any sort of frustration or stress.
There are a ton of 2D sidescrolling games. There are actually a ton of sidescrolling games where you shoot, and there’s actually a ton of games that have robots in them, as well. We are thrilled to be creating this with a partner like Funcom, who is so adept at capturing the rich detail and wonder of cinematic worlds for the gaming audience.I think those comparisons are drawn because it’s me that made those original games and now I’m making another game that’s in a similar genre, but you can’t tell a painter to change his painter style. VP of Interactive Media at Legendary Entertainment, Sam Rappaport, adds, “Dune: Awakening truly promises to bring the world of Dune to life in an exciting new way. With Dune: Awakening we’re bridging the survival and MMO genres to create something truly unique and ambitious within a universe we’re all so passionate about.” We built on that with Conan Exiles, our first big success in the survival space. Rui Casais, CEO of Funcom, says, “Funcom has been pushing boundaries in the MMO genre for 20 years. Plot your rise to power and build your influence within the Landsraad through careful intrigue. Hunt for spice blooms and deploy your harvester, then protect it from rival factions in fast-paced, deadly combat that shifts seamlessly from armored groundcars to ornithopters in the sky. Narrowly escape colossal sandworms, build your home from shelter to mighty base, and traverse the dunes in iconic vehicles from the universe. Head into unmapped sectors and be the first to discover secrets and riches before the coriolis storms once again shift the sands and alter the landscape.