<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Genki (AUTOMATON WEST の投稿者)</title>
	<atom:link href="https://automaton-media.com/en/author/genki/feed/" rel="self" type="application/rss+xml" />
	<link>https://automaton-media.com/en/author/genki/</link>
	<description>AUTOMATON is a website that covers the Japanese gaming world. We bring you the news on video games from Osaka and Tokyo.</description>
	<lastBuildDate>Tue, 08 Sep 2026 08:50:37 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=7.1.2</generator>

<image>
	<url>https://automaton-media.com/en/wp-content/uploads/2021/03/cropped-automaton-sitelogo-120x120-1-32x32.png</url>
	<title>Genki (AUTOMATON WEST の投稿者)</title>
	<link>https://automaton-media.com/en/author/genki/</link>
	<width>32</width>
	<height>32</height>
</image> 
	<item>
		<title>Denshattack!’s soundtrack was “like trying to turn a train station into music”. We talk to composer Tee Lopes about the creative process</title>
		<link>https://automaton-media.com/en/interviews/denshattacks-soundtrack-was-like-trying-to-turn-a-train-station-into-music-we-talk-to-composer-tee-lopes-about-the-creative-process/</link>
					<comments>https://automaton-media.com/en/interviews/denshattacks-soundtrack-was-like-trying-to-turn-a-train-station-into-music-we-talk-to-composer-tee-lopes-about-the-creative-process/#respond</comments>
		
		<dc:creator><![CDATA[Genki]]></dc:creator>
		<pubDate>Tue, 08 Sep 2026 13:00:00 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[News (Japan-related)]]></category>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=72120</guid>

					<description><![CDATA[<img width="672" height="378" src="https://automaton-media.com/en/wp-content/uploads/2026/09/20260908-72120-header.jpg" class="attachment-full size-full wp-post-image" alt="" style="float:right; margin:0 0 10px 10px;" decoding="async" fetchpriority="high" srcset="https://automaton-media.com/en/wp-content/uploads/2026/09/20260908-72120-header.jpg 672w, https://automaton-media.com/en/wp-content/uploads/2026/09/20260908-72120-header-380x214.jpg 380w" sizes="(max-width: 672px) 100vw, 672px" />Our interview with Tee Lopes, the composer for Undercoders' fast-paced train action game Denshattack!]]></description>
		
					<wfw:commentRss>https://automaton-media.com/en/interviews/denshattacks-soundtrack-was-like-trying-to-turn-a-train-station-into-music-we-talk-to-composer-tee-lopes-about-the-creative-process/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Denshattack! director talks about Japanese influences, &#8220;incredible&#8221; support from Nintendo, and how the studio benefitted from GamePass</title>
		<link>https://automaton-media.com/en/interviews/denshattack-director-talks-about-japanese-influences-incredible-support-from-nintendo-and-how-the-studio-benefitted-from-gamepass/</link>
					<comments>https://automaton-media.com/en/interviews/denshattack-director-talks-about-japanese-influences-incredible-support-from-nintendo-and-how-the-studio-benefitted-from-gamepass/#respond</comments>
		
		<dc:creator><![CDATA[Genki]]></dc:creator>
		<pubDate>Tue, 08 Sep 2026 12:00:00 +0000</pubDate>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Interviews]]></category>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=72076</guid>

					<description><![CDATA[<img width="1600" height="900" src="https://automaton-media.com/en/wp-content/uploads/2026/09/denshattack-20260908-465195-header.webp" class="attachment-full size-full wp-post-image" alt="" style="float:right; margin:0 0 10px 10px;" decoding="async" srcset="https://automaton-media.com/en/wp-content/uploads/2026/09/denshattack-20260908-465195-header.webp 1600w, https://automaton-media.com/en/wp-content/uploads/2026/09/denshattack-20260908-465195-header-380x214.webp 380w, https://automaton-media.com/en/wp-content/uploads/2026/09/denshattack-20260908-465195-header-768x432.webp 768w, https://automaton-media.com/en/wp-content/uploads/2026/09/denshattack-20260908-465195-header-1536x864.webp 1536w" sizes="(max-width: 1600px) 100vw, 1600px" />Interview with Denshattack! director David Jaumandreu about the game's development process and Japanese influences.]]></description>
		
					<wfw:commentRss>https://automaton-media.com/en/interviews/denshattack-director-talks-about-japanese-influences-incredible-support-from-nintendo-and-how-the-studio-benefitted-from-gamepass/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>&#8220;It&#8217;s a sad decision.&#8221; Clair Obscur: Expedition 33 developers on the end of physical disc production and why they pushed for a physical release despite the drawbacks </title>
		<link>https://automaton-media.com/en/interviews/its-a-sad-decision-clair-obscur-expedition-33-developers-on-the-end-of-physical-disc-production-and-why-they-pushed-for-a-physical-release-despite-the-drawbacks/</link>
					<comments>https://automaton-media.com/en/interviews/its-a-sad-decision-clair-obscur-expedition-33-developers-on-the-end-of-physical-disc-production-and-why-they-pushed-for-a-physical-release-despite-the-drawbacks/#comments</comments>
		
		<dc:creator><![CDATA[Genki]]></dc:creator>
		<pubDate>Tue, 28 Jul 2026 15:01:00 +0000</pubDate>
				<category><![CDATA[Interviews]]></category>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=70193</guid>

					<description><![CDATA[<img width="1468" height="823" src="https://automaton-media.com/en/wp-content/uploads/2026/07/20260728-70193-header.jpg" class="attachment-full size-full wp-post-image" alt="" style="float:right; margin:0 0 10px 10px;" decoding="async" srcset="https://automaton-media.com/en/wp-content/uploads/2026/07/20260728-70193-header.jpg 1468w, https://automaton-media.com/en/wp-content/uploads/2026/07/20260728-70193-header-380x213.jpg 380w, https://automaton-media.com/en/wp-content/uploads/2026/07/20260728-70193-header-768x431.jpg 768w" sizes="(max-width: 1468px) 100vw, 1468px" />Interview with Sandfall Interactive's core members about what physical games mean to them.]]></description>
		
					<wfw:commentRss>https://automaton-media.com/en/interviews/its-a-sad-decision-clair-obscur-expedition-33-developers-on-the-end-of-physical-disc-production-and-why-they-pushed-for-a-physical-release-despite-the-drawbacks/feed/</wfw:commentRss>
			<slash:comments>4</slash:comments>
		
		
			</item>
		<item>
		<title>Clair Obscur: Expedition 33 director says eliminating limitations in development is a &#8220;big mistake.&#8221; We talk to Sandfall Interactive about staying small, Japanese influences, and what&#8217;s next </title>
		<link>https://automaton-media.com/en/interviews/clair-obscur-expedition-33-director-eliminating-limitations-is-a-big-mistake-we-talk-to-sandfall-interactive-about-staying-small-japanese-influences/</link>
					<comments>https://automaton-media.com/en/interviews/clair-obscur-expedition-33-director-eliminating-limitations-is-a-big-mistake-we-talk-to-sandfall-interactive-about-staying-small-japanese-influences/#comments</comments>
		
		<dc:creator><![CDATA[Genki]]></dc:creator>
		<pubDate>Tue, 28 Jul 2026 15:00:00 +0000</pubDate>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Interviews]]></category>
		<guid isPermaLink="false">https://automaton-media.com/en/?p=70179</guid>

					<description><![CDATA[<img width="1520" height="855" src="https://automaton-media.com/en/wp-content/uploads/2026/07/20250731-50619-002.jpg" class="attachment-full size-full wp-post-image" alt="" style="float:right; margin:0 0 10px 10px;" decoding="async" loading="lazy" srcset="https://automaton-media.com/en/wp-content/uploads/2026/07/20250731-50619-002.jpg 1520w, https://automaton-media.com/en/wp-content/uploads/2026/07/20250731-50619-002-380x214.jpg 380w, https://automaton-media.com/en/wp-content/uploads/2026/07/20250731-50619-002-768x432.jpg 768w" sizes="auto, (max-width: 1520px) 100vw, 1520px" />Interview with Sandfall Interactive at the Clair Obscur: Expedition 33 postmortem in Yokohama, Japan.]]></description>
		
					<wfw:commentRss>https://automaton-media.com/en/interviews/clair-obscur-expedition-33-director-eliminating-limitations-is-a-big-mistake-we-talk-to-sandfall-interactive-about-staying-small-japanese-influences/feed/</wfw:commentRss>
			<slash:comments>3</slash:comments>
		
		
			</item>
	</channel>
</rss>
