Like a Dragon’s programmers talk about the struggles involved in making game-breaking mechanics like Kiryu’s Dragon Resurgence
Interview with the main programmers of RGG Studio about Like a Dragon: Infinite Wealth's creation, the Dragon Engine, and the series' future.
Interview: Suda51 on the resurrection of Shadows of the Damned, his undying love for Zelda, and getting more directly involved in game development
In-depth developer interview with Grasshopper Manufacture's CEO Suda Goichi, also known as Suda51, about his recent work.
The Steam Deck has seen widespread success, but it’s not stopping there. We ask Valve about the Steam Deck’s challenges and future goals
Interview with Valve's Steam Deck development team about the platform's success so far, challenges it faces and goals for the future.
The secret behind Project SEKAI COLORFUL STAGE! feat. Hatsune Miku’s super expressive animations. We asked the devs how Live2D makes it happen
Interview with the developers of Colorful Palette's Project SEKAI COLORFUL STAGE! feat. Hatsune Miku about how they use Live2D to bring the game to life.
Led by Japanese industry veterans, studio GPTRACK50 uses an unusual development style its members have “always wanted to try out”
Interview with GPTRACK50's CEO Hiroyuki Kobayashi and lead engineer Shinya Shigeyoshi about the studio's development style and upcoming game.
Interview: From abilities that transcend human understanding to fully 3D scenes that left no room for error, Master Detective Archives: RAIN CODE involved challenges incomparably bigger than Danganronpa
Interview with Master Detective Archives: RAIN CODE Plus director Takahiro Suzuki and production manager Tatsuya Marutani.
Interview: After juggling 5 to 10 titles at a time at Capcom, Devil May Cry and Dragon’s Dogma’s producer is now able to pour all of his energy into one passion project at his new studio
Interview with ex-Capcom producer Hiroyuki Kobayashi about his new studio GPTRACK50 and upcoming action RPG.
Like a Dragon: Infinite Wealth’s Sicko Snap was created to solve a very real problem during development. Series director and lead planner talk about the behind-the-scenes of Yakuza content-making
Like a Dragon series director and lead planner talk about the creation of Sicko Snap and other "middle aged guy" content.
Interview: BAKERU’s developers talk about the game’s inspirations, reception in Japan and polished gameplay
Interview with BAKERU producer Etsunobu Ebisu and director Tadanori Tsukawaki about the game's development, inspirations and reception.
Like a Dragon developer interview: How did guys in diapers make it into the game? It’s all about curating content with a clear message, according to series director Horii
Interview with Like a Dragon: Infinite Wealth’s director Ryosuke Horii and lead planner/game design supervisor Hirotaka Chiba. Part 1.
Interview: Dragon Ball Sparking! ZERO is less about balance and more about feeling as overpowered as you should playing Gogeta
Dragon Ball Sparking! ZERO producer Jun Furutani explains how the game takes the legendary Budokai Tenkaichi series to new heights
Interview: Spike Chunsoft plans to keep catering to the niche its known for, with localization full of love towards the source material
Interview with Spike Chunsoft about the publisher's future activities in the US and Europe, as well as their policy regarding localization.
Interview: BOKURA just hit a 600k milestone, and the viral co-op game is getting a successor that’s going to make players “fight even more”
Developer interview with Tokoronyori, the indie creator of BOKURA and its upcoming successor BOKURA: planet.
Exclusive: Like a Dragon: Infinite Wealth’s artists made all of Hawaii’s 3D assets from scratch, creating the series’ largest area to date. What did they do to capture the essence of an all-new location?
In-depth exclusive interview with Like a Dragon: Infinite Wealth's art director and lead designer about the game's development process.
Exclusive: Like a Dragon series’ artists talk about their passion for designing hostess clubs and movie billboards players wish were real
Interview with Ryu Ga Gotoku Studio's art director and lead designer on their behind-the-scenes work on Like a Dragon: Infinite Wealth.
Interview: Taking influence from Persona 4, SunnySide is a farming life simulator that takes you to Japan’s countryside
An interview with the creators of SunnySide - a farm life simulator that offers a range of activities in a fictional Japanese town.
Exclusive: Like a Dragon Infinite Wealth’s artists on RGG Studio’s “think for yourself” policy and the series’ progressive technological advancements
Exclusive interview with RGG Studio's art director and lead character designer about the behind-the-scenes of making Like a Dragon: Infinite Wealth.
Interview: The Exit 8 developer Kotake Create on the perks of being a solo dev and how Platform 8 came to be
We sat down with Kotake Create, the solo Japanese developer behind indie hit The Exit 8 and its sequel Platform 8 to find out about the creative process behind the scenes.
Interview: Granblue Fantasy Versus: Rising world tournament’s top players talk about how they deal with pressure and defeat
Roundtable interview with the finalists of the ARC World Tour 2023 and top of Granblue Fantasy Versus: Rising's competitive scene.
Interview: Granblue Fantasy Versus: Rising World Tournament’s top players talk about why they play GBVSR and how they selected their mains
Roundtable interview with the finalists of the ARC World Tour 2023 and top of Granblue Fantasy Versus: Rising's competitive scene.
Exclusive: Visions of Mana’s directors talk about the high-speed, hands-on game development process that’s only possible at a hybrid studio
Visions of Mana directors Ryosuke Yoshida and Kenji Ozawa reveal how Ouka Studios advantageously combines Japanese and Chinese ways of developing games.
Exclusive: Coming from a veteran Japanese dev, DB² is a PvP twin-stick shooter with rhythm game mechanics and more. We asked him all about it.
DB²: Disco Boogie of the Dead Beats is the latest project of veteran Japanese dev Yukihiro Sasagawa. We asked him all about it.