{"id":54321,"date":"2025-11-26T22:00:00","date_gmt":"2025-11-26T13:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=54321"},"modified":"2025-11-26T19:02:39","modified_gmt":"2025-11-26T10:02:39","slug":"it-wouldnt-have-been-possible-anywhere-but-japan-cover-talks-about-hololives-tight-ties-to-japanese-game-development-and-anime-production","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/it-wouldnt-have-been-possible-anywhere-but-japan-cover-talks-about-hololives-tight-ties-to-japanese-game-development-and-anime-production\/","title":{"rendered":"\u201cIt wouldn\u2019t have been possible anywhere but Japan.\u201d COVER talks about hololive\u2019s tight ties to Japanese game development and anime production"},"content":{"rendered":"\n<p>COVER Corporation, the company behind virtual talent agency hololive, has always been tightly connected to the video game industry, be it through gameplay livestreams of their VTuber talents, their own development projects like hololive ERROR and <a href=\"https:\/\/automaton-media.com\/en\/interviews\/not-quite-a-game-not-a-typical-metaverse-what-exactly-is-hololive-productions-open-world-virtual-platform-holoearth\/\" target=\"_blank\" rel=\"noreferrer noopener\">Holoearth<\/a>, or the fan community full of indie developers whose works can be appreciated thanks to the company\u2019s <a href=\"https:\/\/automaton-media.com\/en\/interviews\/hololives-indie-publishing-label-was-launched-to-return-the-favor-to-game-creators-we-ask-ceo-motoaki-tanigo-yagoo-about-the-project\/\" target=\"_blank\" rel=\"noreferrer noopener\">in-house publishing label holo Indie<\/a>. AUTOMATON recently sat down with COVER CEO Motoaki Tanigo (YAGOO) and promotion lead Ryota Aomi to talk about the future of COVER as a bridge between the VTubing business and the video game industry.<\/p>\n\n\n\n<p>\u201cSo far, we\u2019ve done video game livestreams, game development, game tournaments, and even offline game-related events like \u2018hololive GAMERS fes. Cho-Cho-Cho-Cho GAMERS .\u2019 I hope we get the chance to do more things related to video games in various different fields.\u201d As YAGOO said, COVER is looking for opportunities to collaborate with game creators and other companies all across the globe. Right now, they are working on preparing the hololive OFFICIAL CARD GAME (hOCG) for an English release.<\/p>\n\n\n\n<p>Aomi\u2019s aspirations for COVER lie in the constant innovations that go beyond what is traditionally understood as a \u201cgame.\u201d The Holoearth project, for example, was conceived as a platform that offers fans an opportunity to directly become a part of the VTuber experience \u2013 and Aomi hopes that, as the medium evolves, COVER will be able to deliver experiences that go even further.&nbsp;<\/p>\n\n\n\n<p>\u201cAs someone who\u2019s made console games before joining COVER, I can say that, due to game technology evolving so much, it feels like video games are slowly losing their original meaning, if that makes sense\u2026The framework of games is becoming so spread out that there are so many titles stepping into the territory of <em>\u2018Is this really a game?\u2019<\/em> and <em>\u2018It\u2019s game-like but not actually a game.\u2019<\/em> And I believe this evolution will continue, until one day video games are seamlessly integrated into our daily lives. That would just be the natural outcome of the evolution of technology, and it would be amazing if we could provide our fans such new experiences as soon as possible,\u201d Aomi told AUTOMATON.<\/p>\n\n\n\n<p>The VTuber business and the game industry go pretty much hand in hand, and YAGOO admits that one of the reasons COVER is able to continue fostering that relationship is because it serves as the meeting ground for many creatives throughout the different fields of entertainment. For example, \u201creal-time motion technology for 3D models is something that you can only see within the game industry,\u201d says YAGOO. \u201cBut people with skills in TV broadcasting or music-related fields are also a part of that equation. In the case of our studios, people with backgrounds in the video game industry are the ones making the virtual sets, however, operations are led by directors from TV broadcasting stations. It\u2019s kind of like people from different fields of work are being posed with the question <em>How do we utilize video game technology?<\/em>\u2019\u201d<\/p>\n\n\n\n<figure class=\"wp-block-image alignfull size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"567\" height=\"379\" sizes=\"auto, (max-width: 567px) 100vw, 567px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/20251126-543210001.jpg\" alt=\"\" class=\"wp-image-54323\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/20251126-543210001.jpg 567w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/11\/20251126-543210001-380x254.jpg 380w\" \/><figcaption class=\"wp-element-caption\"><em>COVER\u2019s motion capture studio<br>Image Credit: <a href=\"https:\/\/coveredge.cover-corp.com\/list\/497\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/coveredge.cover-corp.com\/list\/497<\/a><\/em><br>\u00a0<\/figcaption><\/figure>\n\n\n\n<p>Aomi adds that COVER being located in Japan and anchoring itself in Japanese culture is what helped elevate the collaborative force of creatives from all corners of the entertainment industry. \u201cLooking at COVER Corp. right now, I am certain that we managed to gather strong human resources precisely because we\u2019re doing our business in Japan. Japan is full of game developers, people who work in the entertainment industry, and the anime industry. And I personally believe that such an environment wouldn\u2019t be possible in any other country. It truly feels like the \u2018generation that grew up with games and anime\u2019 which Japan has fostered throughout decades, is congregating right here,\u201d he comments.<\/p>\n\n\n\n<p>As a company where many different parts of the entertainment industry overlap, COVER has become \u201ca place where all of Japanese culture gathers,\u201d Aomi explains. However, YAGOO reminds us that a lot of COVER\u2019s success is owed not just to the creatives who helped build it, but the fans and community it\u2019s been nurturing throughout the years. \u201cThis is something we\u2019ve constantly been emphasizing, but we aren\u2019t an \u2018IP\u2019 company \u2013 we\u2019re a company of \u2018community.\u2019\u201d<\/p>\n\n\n\n<p class=\"has-text-align-right\">[Interviewer, writer: Kousaku Akano]<br>[Editor: Sayoko Narita]<br>\u00a9 COVER<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with COVER CEO Motoaki Tanigo (YAGOO) and promotion lead Ryota Aomi about hololive&#8217;s ties to Japanese game and anime culture.<\/p>\n","protected":false},"author":1,"featured_media":54322,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[10],"tags":[17],"class_list":["post-54321","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-interviews","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - 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