{"id":38266,"date":"2024-10-15T10:00:00","date_gmt":"2024-10-15T01:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=38266"},"modified":"2024-10-11T18:26:45","modified_gmt":"2024-10-11T09:26:45","slug":"led-by-japanese-industry-veterans-studio-gptrack50-uses-an-unusual-development-style-its-members-have-always-wanted-to-try-out","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/led-by-japanese-industry-veterans-studio-gptrack50-uses-an-unusual-development-style-its-members-have-always-wanted-to-try-out\/","title":{"rendered":"Led by Japanese industry veterans, studio GPTRACK50 uses an unusual development style its members have \u201calways wanted to try out\u201d\u00a0"},"content":{"rendered":"\n<p>GPTRACK50 is a game studio fully funded by NetEase Games. The company was established by veteran producer Hiroyuki Kobayashi of Dragon\u2019s Dogma and Devil May Cry fame. The new studio is currently working on its first title \u2013 a 3D action RPG that is set to be officially announced in 2025.&nbsp;<\/p>\n\n\n\n<p>As GPTRACK50 recently celebrated its 2<sup>nd<\/sup> anniversary, AUTOMATON talked to Kobayashi and lead engineer Shinya Shigeyoshi about the studio\u2019s approach to development and what we can expect from their upcoming game. This interview follows on from <a href=\"https:\/\/automaton-media.com\/en\/interviews\/interview-after-juggling-5-to-10-titles-at-a-time-at-capcom-devil-may-cry-and-dragons-dogmas-producer-is-now-able-to-pour-all-of-his-energy-into-one-passion-project-at-his-new-studio\/\" target=\"_blank\" rel=\"noreferrer noopener\">our previous talk with Hiroyuki Kobayashi<\/a>.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"engineers-who-want-to-make-programs-vs-engineers-who-want-to-make-games\">Engineers who want to make programs vs engineers who want to make games&nbsp;<\/h2>\n\n\n\n<p><strong>\u2015Please introduce yourselves.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Hiroyuki Kobayashi (hereafter Kobayashi):<\/strong>&nbsp;<br>I\u2019m Hiroyuki Kobayashi, studio GPTRACK50\u2019s representative. I originally worked for Capcom, but resigned and established GPTRACK50. The studio marked its second anniversary just recently, on October 1.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"929\" height=\"619\" sizes=\"auto, (max-width: 929px) 100vw, 929px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-001.jpg\" alt=\"Hiroyuki Kobayashi\" class=\"wp-image-38268\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-001.jpg 929w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-001-380x253.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-001-768x512.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>Shinya Shigeyoshi (hereafter Shigeyoshi):<\/strong>&nbsp;<br>I\u2019m Shinya Shigeyoshi, and I\u2019m the lead engineer of the new title we\u2019re currently working on at GPTRACK50. I initially joined Capcom in 2006 as a programmer and got put on Kobayashi\u2019s development team for Devil May Cry 4 \u2013 this was how my career started. From there, I worked on the enemies and playable characters for Kobayashi\u2019s Sengoku Basara: Samurai Heroes and later became the lead programmer for Sengoku Basara 4. I also worked on Sengoku Basara 4 Sumeragi and Mega Man 11.&nbsp;<\/p>\n\n\n\n<p>Just as I was considering changing jobs, Kobayashi reached out to me.&nbsp; I decided to join GPTRACK50 because I was attracted by the idea of working on a new action game and new characters.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"928\" height=\"618\" sizes=\"auto, (max-width: 928px) 100vw, 928px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-002.jpg\" alt=\"Shinya Shigeyoshi\" class=\"wp-image-38270\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-002.jpg 928w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-002-380x253.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-002-768x511.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2015What kind of programmer is Shigeyoshi in your eyes? (to Kobayashi)<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>He\u2019s an outstanding programmer, and he\u2019s been at it for a long time. There are all kinds of engineers out there \u2013 those who want to make programs, and those who want to make games \u2013 but Shigeyoshi is the latter. He wants to make games, that\u2019s why he\u2019s the kind of programmer who becomes a valuable asset to the director and game designers.&nbsp;<\/p>\n\n\n\n<p>Shigeyoshi doesn\u2019t outright reject proposals \u2013 he thinks about things and makes his own suggestions and workarounds, so he\u2019s the type of engineer that game designers love.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015So, you tend to put everything towards completing the game, rather than focusing on personal tasks as a programmer? (to Shigeyoshi)<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>Yes, for me, it\u2019s about making games, rather than writing programs. The reason I chose to become a programmer in the first place was because I wanted to make games. Since I was bad at art, I considered becoming either a planner or a programmer \u2013 and the latter felt more hands-on, which is why I ultimately chose it.&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>I became a programmer for the same reasons. Like Shigeyoshi, I\u2019m not good at making art, and I\u2019m not well fit to be a planner. But I was good at programming, and wished to dabble in 3DCG, which is why I joined Capcom as a programmer, although I quit being one almost immediately (laughs). I think Shigeyoshi and I share the tendency of prioritizing the completion of the whole project.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"gptrack50-s-team-is-made-up-almost-entirely-of-seasoned-veterans\">GPTRACK50\u2019s team is made up almost entirely of seasoned veterans&nbsp;<\/h2>\n\n\n\n<p><strong>\u2015Can you tell us about how experienced your development team members are?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>People with over 15 years in the industry make up the overwhelming majority of the team. It\u2019s basically full of veterans. I think that this is precisely why we\u2019re so passionate about working on a completely new IP. [At my previous job] I had fewer and fewer opportunities to work on new IPs, and when making sequels, there wasn\u2019t much room to do new things.&nbsp;<\/p>\n\n\n\n<p>In this sense, it was hard to get a chance to challenge myself. Although my goal is to make games, this doesn\u2019t mean I want to keep making nothing but sequels. I think GPTRACK50 has put together a team of people who feel the same way.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015It sounds like you\u2019re highly motivated.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>Yes, everyone is very motivated. I digress a bit, but there are also many people on the team who are married and have families. Kobayashi\u2019s policy for the company is that family comes first, allowing people to prioritize their children and special events, so I think this might be another factor contributing to the high level of motivation.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"925\" height=\"619\" sizes=\"auto, (max-width: 925px) 100vw, 925px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-003.jpg\" alt=\"Shinya Shigeyoshi\" class=\"wp-image-38271\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-003.jpg 925w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-003-380x254.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-003-768x514.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Please don\u2019t miss your kids\u2019 school entrance and graduation ceremonies (laughs).&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>I just went to a parents\u2019 day event today.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015That\u2019s a coincidence!<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>I worked from home in the morning, went to the parents&#8217; day to see my kid all embarrassed, and then headed to the office in the afternoon.&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Game development is flexible, and when I first established GPTRACK50, I decided to follow a family first policy. The reason for this is that fathers are blamed when they\u2019re not able to put their families first. But when you take care of your family, you get praised, you become a good father. This makes your life easier both at home and in the office. This is why we put family first. When establishing the studio, I thought that not doing so would affect the team\u2019s work.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015It\u2019s hard to come out and say \u201cI\u2019m going to prioritize my kids\u2019 school events\u201d if no one around you is doing so, after all&#8230;<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>Exactly. We have many team members with similar circumstances, which makes it easier to do so. We\u2019re also pretty heated about our game, and everyone tends to get absorbed in development work, so taking out the time to go to your kid\u2019s event at school helps balance things out.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015So, you have a sense of urgency about your game, but you\u2019re still keeping a healthy balance.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>I feel very confident about the abilities of my team, and I\u2019m confident in how good our game is shaping up to be. That\u2019s precisely why I want them to be balanced so they can keep performing their best.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"925\" height=\"619\" sizes=\"auto, (max-width: 925px) 100vw, 925px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-004.jpg\" alt=\"Hiroyuki Kobayashi\" class=\"wp-image-38272\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-004.jpg 925w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-004-380x254.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-004-768x514.jpg 768w\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"animators-experienced-in-action-games-are-surprisingly-hard-to-come-by\">Animators experienced in action games are surprisingly hard to come by&nbsp;<\/h2>\n\n\n\n<p><strong>\u2015I\u2019ve heard that you have between 20 and 30 people on board, but what would you describe as the teams\u2019 strengths?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>In terms of what&#8217;s unique to us, we have a lot of people who are experienced in action games. Myself included, we have many developers on board who have worked on core aspects of action games, such as making playable characters and enemies. Everyone also has their own quirks and things they\u2019re meticulous about when it comes to action games.&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Our studio\u2019s strength is definitely action game development. All of our members are very experienced in making action games \u2013 especially the battles.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015What would you say is your weakness then? Or something you would like to reinforce.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>This is something essential when making a game, but we currently don\u2019t have a sound engineer. Also, we don\u2019t have enough animators (laughs). We\u2019re enthusiastically hiring.&nbsp;<\/p>\n\n\n\n<p>\u2015<strong>I\u2019m a bit surprised that you\u2019re short on animators. I had the impression that they are quite abundant in the industry.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>We have some special circumstances regarding that.&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>I think the requirements we have for 3D action game animators may be high, which probably comes from our years of working on action games.&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>There are many animators who can make choreography-like sequences in which characters don\u2019t come into contact with each other and their movements are just coordinated using timing. However, there are very few animators who can make characters actually come into contact with each other in real time. The kind of action animation where the playable character is palpably coming into contact with the enemy is very difficult to pull off.&nbsp;We want to make something new, and we want to make it entertaining&nbsp;<\/p>\n\n\n\n<p><strong>\u2015Moving on to the game you\u2019re working on, what kind of mechanics are you particularly focusing on?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>I\u2019m not sure how much I\u2019m allowed to tell you at this point, but as we\u2019ve revealed, it\u2019s an action RPG, which I think will come close to Capcom titles in terms of the quality of the 3D action. The game\u2019s strategy, game loop and similar aspects are shaping up into something we can be confident about.&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Also, as I\u2019ve mentioned in interviews so far, it is not an open world game. It revolves around a cycle of the protagonist going up against enemies and progressing to the next area, so the overall composition is easy to imagine.&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>The gameplay doesn\u2019t revolve strongly around combos either.&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Also, as I\u2019ve mentioned previously, it is unlike Devil May Cry, it\u2019s not a \u201cstylish\u201d game.&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>An action game only we can make, with new characters of our own \u2013 this is the idea we\u2019re approaching development with, so we\u2019re feeling really motivated.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"925\" height=\"616\" sizes=\"auto, (max-width: 925px) 100vw, 925px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-005.jpg\" alt=\"Shinya Shigeyoshi\" class=\"wp-image-38273\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-005.jpg 925w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-005-380x253.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-005-768x511.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2015It\u2019s become common to look at what\u2019s selling and trace the same steps, but you don\u2019t seem to be doing that, are you?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>We\u2019re making our choices by thinking about what kind of action our game needs, and what can be done to best enhance the playing experience.&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Everyone here loves action games, and we are prioritizing the idea of \u201cproviding action game players with a new action game.\u201d&nbsp;<\/p>\n\n\n\n<p><strong>\u2015You mentioned you\u2019re using Unreal Engine for development. Can you tell me more about this, including what version you\u2019re using?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>We\u2019re using Unreal Engine 5, version 5.3 now. We\u2019re looking to adjust to updates on a daily basis.&nbsp;<\/p>\n\n\n\n<p>Also, we\u2019re considering using externally sold plug-ins, if there are any that suit our needs. Somewhat uniquely, NetEase Games has its group of engineers, or rather a technical center, so we actively collaborate with them and ask them to provide us with technology, such as useful tools or functions that would help make development more efficient.&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>That\u2019s the good part of belonging to a group.&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>Thanks to NetEase Games helping us out with infrastructure, we\u2019re able to focus on game development. The workload gets distributed and it\u2019s quite a good environment to work in.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015How would you describe your studio\u2019s development style and personality?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>In terms of our development style, in contrast to studios that start from graphics, we think about the system first. The game designer comes up with the system, consults the engineers, and after a consensus is reached about what is possible to make, we move onto graphics. This method is a bit different in terms of order.&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>We start from thinking about what kind of systems and game cycle are needed to achieve the playing experience we have in mind. Then, we use commercially available models and animations to make a playable mockup, and we tweak the heck out of it. Of course, we are working on things like character designs in the meantime, but we are generally leaving graphics for later.&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Normally, assets need to be taken care of first.&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>Using this method, we completed a prototype for our game in about six months. Honestly, I had never experienced this kind of speed before, so I was quite surprised. It made me wonder why we never did things this way before (laughs). I think our approach to development is quite unique in this sense.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015Did you have any concerns or hesitations about not completing the game\u2019s graphics first? (to Kobayashi)<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>No, we didn\u2019t have the staff for it anyways.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"925\" height=\"618\" sizes=\"auto, (max-width: 925px) 100vw, 925px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-006.jpg\" alt=\"Hiroyuki Kobayashi\" class=\"wp-image-38274\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-006.jpg 925w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-006-380x254.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-006-768x513.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>Everyone:<\/strong>&nbsp;<br>(laughs)&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Since we didn\u2019t have artists on board at first, the director and engineers went ahead and created the new game\u2019s systems and verified them, which I think is a good thing actually. Otherwise, we could have run the risk of having to redo the graphics.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015The project is kind of led by game design.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Indeed, the director was originally a game designer, and the engineers are also passionate about game-making, so we kind of made the game\u2019s insides first. If anything, we were even working on the game before creating the programing environment (laughs).&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>Personally, I\u2019ve always wanted to do things this way. When you\u2019re working on a new game while implementing graphics, the validation of the game inevitably slows down. That\u2019s why I had a lot of fun finally doing things the way I wanted to.&nbsp;<\/p>\n\n\n\n<p>Someone on our team once said that putting in the graphics makes the game more pleasant, but it doesn\u2019t make it more entertaining, and I really agree with that.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"a-highly-motivated-development-team-full-of-action-game-enthusiasts\">A highly motivated development team full of action game enthusiasts&nbsp;<\/h2>\n\n\n\n<p><strong>\u2015What kind of graphics are you going for in your new title?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Unreal Engine is generally suited for photorealistic graphics, but our game isn\u2019t going to be photorealistic \u2013 we&#8217;re leaving that to the big guns. We\u2019re going for something new, which Unreal Engine is less suited for.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015So, it\u2019s not going to be about high-fidelity graphics with glaring shaders and lighting?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Exactly.&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>We\u2019re trying to make use of Unreal Engine\u2019s advantages while taking things in a different direction.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015As I understand it, you have the core components of both your team and your game secured, so the next step is basically to get started on \u201cmass production?\u201d<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Indeed, as we talked about previously, we have about 20 people on board. When we include the external companies supporting us, there\u2019s about 100 staff on the project \u2013 so the scale is already fairly big. From here on, we will add even more people and start working on the volume-intensive parts.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"working-steadily-towards-an-announcement-in-2025\">Working steadily towards an announcement in 2025&nbsp;<\/h2>\n\n\n\n<p><strong>\u2015To wrap things up, do you have a message for the people waiting for your new game?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>When I look at my career so far, I really consider the game we\u2019re making right now to be something unique. I think it will be very entertaining from the player\u2019s perspective, and I\u2019m having a lot of fun working on it too, so please look forward to it.&nbsp;<\/p>\n\n\n\n<p>Also, I\u2019d like to take this opportunity to do some recruiting (laughs). Fellow engineers, if you want to work on a new game in a fun environment that allows you to express your opinions \u2013 please consider applying to our studio. Also, if you\u2019re an animator confident in your skills as an action game animator \u2013 please reach out to us!&nbsp;<\/p>\n\n\n\n<p><strong>Kobayashi:<\/strong>&nbsp;<br>Our game has progressed significantly, and I\u2019m confident in how it\u2019s taking shape. We still have many challenges, but in a good way, this game is going to be something different from all of my previous works. I regret that I\u2019m only able to talk about the game and can\u2019t show you anything yet, but we\u2019re confident that we\u2019ll be able to make an announcement in 2025, so please keep supporting GPTRACK50. If you\u2019re a gamer looking for a new IP in the action RPG genre, keep an eye on our future updates!&nbsp;&nbsp;<\/p>\n\n\n\n<p><strong>\u2015Thank you very much for your time! Was there anything else you wanted to add?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Shigeyoshi:<\/strong>&nbsp;<br>No, I think we\u2019ve talked <em>too<\/em> much, so that\u2019s quite alright (laughs).&nbsp;<\/p>\n\n\n\n<p><strong>Everyone:<\/strong>&nbsp;<br>(laughs)&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"927\" height=\"617\" sizes=\"auto, (max-width: 927px) 100vw, 927px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-007.jpg\" alt=\"Hiroyuki Kobayashi and Shinya Shigeyoshi\" class=\"wp-image-38275\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-007.jpg 927w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-007-380x253.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-007-768x511.jpg 768w\" \/><\/figure>\n\n\n\n<p>GPTRACK50 is currently developing an action RPG. The studio is hiring staff, so those interested in applying can check out the <a href=\"https:\/\/www.gptrack50.com\/en\/\" target=\"_blank\" rel=\"noreferrer noopener\">official homepage<\/a>.&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with GPTRACK50&#8217;s CEO Hiroyuki Kobayashi and lead engineer Shinya Shigeyoshi about the studio&#8217;s development style and upcoming game.<\/p>\n","protected":false},"author":1,"featured_media":38276,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[10],"tags":[],"class_list":["post-38266","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-interviews"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Led by Japanese industry veterans, studio GPTRACK50 uses an unusual development style its members have \u201calways wanted to try out\u201d\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Interview with GPTRACK50&#039;s CEO Hiroyuki Kobayashi and lead engineer Shinya Shigeyoshi about the studio&#039;s development style and upcoming game.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/interviews\/led-by-japanese-industry-veterans-studio-gptrack50-uses-an-unusual-development-style-its-members-have-always-wanted-to-try-out\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Led by Japanese industry veterans, studio GPTRACK50 uses an unusual development style its members have \u201calways wanted to try out\u201d\u00a0 - AUTOMATON WEST\" \/>\n<meta property=\"og:description\" content=\"Interview with GPTRACK50&#039;s CEO Hiroyuki Kobayashi and lead engineer Shinya Shigeyoshi about the studio&#039;s development style and upcoming game.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/automaton-media.com\/en\/interviews\/led-by-japanese-industry-veterans-studio-gptrack50-uses-an-unusual-development-style-its-members-have-always-wanted-to-try-out\/\" \/>\n<meta property=\"og:site_name\" content=\"AUTOMATON WEST\" \/>\n<meta property=\"article:published_time\" content=\"2024-10-15T01:00:00+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2024\/10\/20241011-38266-header.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"927\" \/>\n\t<meta property=\"og:image:height\" content=\"618\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"AUTOMATON WEST\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:site\" content=\"@AUTOMATON_ENG\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"AUTOMATON WEST\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"14 minutes\" \/>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Led by Japanese industry veterans, studio GPTRACK50 uses an unusual development style its members have \u201calways wanted to try out\u201d\u00a0 - 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