{"id":64726,"date":"2026-04-07T03:00:00","date_gmt":"2026-04-06T18:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=64726"},"modified":"2026-04-06T18:35:08","modified_gmt":"2026-04-06T09:35:08","slug":"spending-decades-working-on-one-thing-only-to-realize-you-cant-do-anything-else-guilty-gear-creator-discusses-dangers-of-modern-aaa-developments-overspeci","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/spending-decades-working-on-one-thing-only-to-realize-you-cant-do-anything-else-guilty-gear-creator-discusses-dangers-of-modern-aaa-developments-overspeci\/","title":{"rendered":"\u201cSpending decades working on one thing only to realize you can\u2019t do anything else.\u201d Guilty Gear creator discusses dangers of modern AAA development\u2019s \u201coverspecialization\u201d of staff"},"content":{"rendered":"\n<p>Arc System Works recently released their brand-new top-down action RPG Damon and Baby, a title surprisingly \u201cdifferent\u201d to the studio\u2019s flagship fighting game franchises like Guilty Gear. Discussing the development process of the game in a recent <a href=\"https:\/\/www.4gamer.net\/games\/970\/G097070\/20260324015\/\">4Gamer<\/a> interview, Daisuke Ishiwatari, creator of Guilty Gear, raised concerns about the direction of modern game development, specifically addressing the problem of \u201coverspecialization\u201d of developers within AAA productions.<\/p>\n\n\n\n<p>\u201cIn current game development, localized staff involvement has become a common thing [\u2026] It\u2019s very dangerous to spend decades doing highly specialized work, only to realize later that you\u2019re no longer capable of doing anything else. You\u2019ll find yourself at a loss when the project you\u2019re working on hits a rough patch, and even if you quit your job, your chances of finding another one will be slim,\u201d Ishiwatari explained.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"960\" height=\"540\" sizes=\"auto, (max-width: 960px) 100vw, 960px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-647260001.jpg\" alt=\"\" class=\"wp-image-64729\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-647260001.jpg 960w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-647260001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-647260001-768x432.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em>Damon and Baby gameplay.<\/em><\/figcaption><\/figure>\n\n\n\n<p>He also pointed to a long-running industry joke about developers spending entire projects \u201cjust placing grass on maps,\u201d highlighting that it may be closer to reality than humor in today\u2019s development environment.<\/p>\n\n\n\n<p>Over time, this erosion of versatility, in his opinion, reduces creative opportunities. \u201cPeople join game companies wanting to create their own signature work someday, but in today\u2019s market, those opportunities are extremely rare.\u201d<\/p>\n\n\n\n<p>Ishiwatari suggests addressing AAA development issues by moving away from high-risk, big-budget projects and instead focusing on smaller, more controllable productions. He stresses that proper development requires \u201caccumulated know-how and a proper development environment,\u201d rather than simply pushing teams to work faster, allowing teams to maintain schedules, build experience, and manage time more effectively.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"\u300eDAMON and BABY (\u30c7\u30a4\u30e2\u30f3&amp;\u30d9\u30a4\u30d3\u30fc)\u300f\u30d7\u30ec\u30aa\u30fc\u30c0\u30fc\u30c8\u30ec\u30fc\u30e9\u30fc\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/rdMPiX2r_uQ?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>With Damon and Baby, Ishiwatari intentionally changed the workflow to give the team members more agency and hasten development. For instance, rather than creating detailed character models and making careful revisions, they \u201conly prepared a single rough sketch and left the rest to the modelers,\u201d and instead of splitting the roles of modeling and motion, the modelers were also \u201centrusted with entire characters.\u201d This approach positively impacted development, and allowed the staff to gain experience outside of their primary field of work. \u201cCompared to dividing tasks, it made giving instructions easier, and since they understood the character well, it was easier for them to come up with ideas and make revisions quickly.\u201d \u00a0<\/p>\n\n\n\n<p>Being a top-down action RPG, which is a completely new territory for Arc System Works, Damon and Baby was initially intended to be a project that could allow the devs (who specialize in fighting games) to freshly approach the development process, broaden their perspective and accumulate new know-how.<\/p>\n\n\n\n<p>Damon and Baby is out for PlayStation 4 and 5, Nintendo Switch, and Windows (<a href=\"https:\/\/store.steampowered.com\/app\/3557460\/DAMON_and_BABY\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>).<\/p>\n\n\n\n<p>Related:<\/p>\n\n\n\n<p><a href=\"https:\/\/automaton-media.com\/en\/news\/guilty-gear-creators-new-action-rpg-is-a-project-meant-to-be-on-the-same-scale-as-castlevania-with-the-goal-to-foster-young-devs\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Guilty Gear creator\u2019s new action RPG is a project meant to be on the same scale as Castlevania, with the goal to foster young devs<\/strong><\/a><\/p>\n\n\n\n<p><a href=\"https:\/\/automaton-media.com\/en\/news\/guilty-gear-strives-overseas-publishing-rights-to-be-transferred-from-bandai-namco-entertainment-to-developer-arc-system-works\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Guilty Gear\u00a0Strive\u2019s\u00a0overseas\u00a0publishing rights to be transferred from Bandai Namco Entertainment to developer Arc System Works<\/strong><\/a><\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Guilty Gear creator Daisuke Ishiwatari discusses production of  AAA games and the &#8220;dangers&#8221; of overspecialization of development staff. <\/p>\n","protected":false},"author":87,"featured_media":64728,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[17],"class_list":["post-64726","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>\u201cSpending decades working on one thing only to realize you can\u2019t do anything else.\u201d Guilty Gear creator discusses dangers of modern AAA development\u2019s \u201coverspecialization\u201d of staff - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Guilty Gear creator Daisuke Ishiwatari discusses production of AAA games and the &quot;dangers&quot; of overspecialization of development staff.\" \/>\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\/news\/spending-decades-working-on-one-thing-only-to-realize-you-cant-do-anything-else-guilty-gear-creator-discusses-dangers-of-modern-aaa-developments-overspeci\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"\u201cSpending decades working on one thing only to realize you can\u2019t do anything else.\u201d Guilty Gear creator discusses dangers of modern AAA development\u2019s \u201coverspecialization\u201d of staff - AUTOMATON WEST\" \/>\n<meta property=\"og:description\" content=\"Guilty Gear creator Daisuke Ishiwatari discusses production of AAA games and the &quot;dangers&quot; of overspecialization of development staff.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/automaton-media.com\/en\/news\/spending-decades-working-on-one-thing-only-to-realize-you-cant-do-anything-else-guilty-gear-creator-discusses-dangers-of-modern-aaa-developments-overspeci\/\" \/>\n<meta property=\"og:site_name\" content=\"AUTOMATON WEST\" \/>\n<meta property=\"article:published_time\" content=\"2026-04-06T18:00:00+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/04\/20260406-64726-header.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1080\" \/>\n\t<meta property=\"og:image:height\" content=\"608\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Mohamed Hassan\" \/>\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=\"Mohamed Hassan\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"2 minutes\" \/>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"\u201cSpending decades working on one thing only to realize you can\u2019t do anything else.\u201d Guilty Gear creator discusses dangers of modern AAA development\u2019s \u201coverspecialization\u201d of staff - 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