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41. Starts on Capcom.

  Sironic Arts withdrew from the project that Lux ics wao develop, it has led to the searany panies, but all the responses have been unsatisfactory. So they started looking for Japanese panies with branches in North America. By sheer ce, one of the first pao respond is . Or is it, not just a simple ce?

  In life, there are always breadcrumbs floating along the river of people bound to a certain pne, and they all i in a strangely ected way. A simple smile in a job interview be enough to nd the role, the job.

  What does the publiow about USA Inc.? Established in 1985, they have started produg great games, including Mega Man. If possible, they could be the best pany to develop Lux ics games. Perhaps these individuals create a better game tharonic Arts. After all, it will be years before EA reaches its peak.

  Their headquarters at that time were in Sunnyvale, California (1990), and their most eye-catg games are arcade games, which have bee a geional milestone. In the following years, eve gamers will seek the embrace of the inal arcade mae's joystid buttons. Therefore, is one of the best options that Billy choose to produce games. Only a cult game lead to his broader desire.

  Takashi Nishiyama, the designer, director, and artist of Street Fighter, has been an incredible producer for the franchise and one of the important executives who a the Uates as head of the North Ameri se. With a good uanding of the market, he is not unfamiliar with this pany. In Japan, he is well known for his imprint of anime in Ameri ics.

  It's not a bad idea to match the style. It's worse that this pany has created two outstanding works, and in Japan, there is some distent about a fner creating works of their kind with better skill. So, Billy has read the tent, and it's undeniable that the author has read a lot of manga. The designs, settings, and even edies are simir to those used in Japan. It just has a North Ameri twist that a Japanese person would never do.

  The desire to get to know the faces of this pany prompted him to immediately respond to some questions about the reason behind his drawings. It wouldn't be a bad idea to strike a good business deal either. The North Ameri audience is enormous, and with a good game, it work wonders for .

  As a gesture of goodwill, he headed to San Jose to meet at a café he airport. He came alone, having already produced two successful games and possessing a deep uanding of the sce behind game development. His decision was enough to kickstart any project. A sequel to Street Fighter 2 would be a good title for the year, he thought.

  iations always carry a hint of ay for the parties involved, as they are both looking to it in some way. Hehere are different approaches to handling the meeting. One of them is to be guided by culture, particurly the Oriental style that focuses on personal retionships. It involves making the other party fortable, emphasizing respect, etiquette, and subtle unication.

  The other cultural style of iation is the Ameri one, which tends to be fast, direct, and immediate. It often causes upheaval among people from different cultures due to the way iations unfold, leading to some degree of mistrust. Will everything be done as we iated? So quickly, no need for further discussion? The legal aspects are always cumbersome and disruptive. heless, Ameris always have a sense en carrying out their tasks, something time in the Uates has taught them as a polite and learned reality.

  That's why he residered many thoughts he had previously. Ameris tend to iate based on facts, statistics, and is. They have a strong work ethid a colborative approach to iating for mutual be. Additionally, they must have a clear uanding of objectives, expectations, and is from the very beginning to the end.

  The power of the dolr is iial.

  Takashi was sipping his coffee. He arrived an hour early, as flights tend to be deyed, so he decided to always be two hours ahead.

  Mr. Carson arrived, wearing a pletely bck office suit and a nice gray vest. His whitish blond hair gave him a youthful appearance. In trast, his son had much darker blond hair, almost ash blond with some darker to the roots, but there was no doubt that he was his father's son.

  Both parties arrived half an hour early, which impressed them both as it was a fortable attitude when such ces occur. Thus, the iation started on the right foot.

  -...game designer, particurly of Street Fighter, producer, and ma in North America, - Takashi Nishiyama proudly said, having worked hard for the pany for nine years.

  -Pleasure to meet you, Mr. Takashi. I am Thomas Carson, Billy Carson's father, and I am his wyer. He is the reason why we insist on fidentiality since he is still a minor, - Mr. Thomas said, as straightforward as he was in his retionships.

  -Oh, it's a pleasure. We at value our retionships, - Takashi said. - It surprises me that Billy is the creator, but it expins a lot, - he added.

  -It's o meet you. I must say that the Street Fighter arcade mae is quite impressive, although I only py on rare occasions, - Billy said.

  -A fan, huh? To create a game, you need a pyer. I'll send you an arcade mae as a gift. Street Fighter holds a special p my heart. I was thinking about it during the flight while anticipating the creation of Street Fighter 2, - Takashi said.

  -Well, that's very kind of you. I deeply appreciate the gift, - Thomas Carson said.

  -Thank you, - Billy replied, somewhat surprised by the gift.

  -Mr. Takashi, I feel the o reciprocate. I will send you the first two pition volumes of Yu Yu Hakusho, - Billy said.

  - Oh, that's a niame, - Mr. Takashi remarked.

  -Well, without further ado, let's get started with the iations, - Takashi said.

  To which Billy nodded. His father had been teag him about iation, ating, and ma for some time now. This was the sed iation he had been involved in this year.

  -Alright, among our initial proposals, we would like to create a game using the pany's IPs. We are sideriher Hellboy or Samurai Jaics. Our idea is to develop an open-wame in a Metroidvania style, set in a dungeon-like maze with key objectives. I want to create a game that provides a new challenge for pyers, with a non-linear story, special puzzles, and uems that are essential tress through the storyline, - Billy expined.

  >>That's why we believe it's best to entrust this to the expertise of a game development pany. We have analyzed the current growth of Lux ics, and we expect to have two million readers nationwide in two years, not to mention our new endeavors to expand into multiple tries such as ada, Engnd, Irend, Sd, Spain, France, and Italy. -said, Billy.

  - Well, undoubtedly, you have a groundbreaking idea. As a pany, we sider taking on the game, but as you know, this industry is filled with challenges, - Takashi said.

  -Oh, well, as long as the terms are fair, we are willing to i in the game, either in terms of resources or financially, - Billy replied. - The pany's financial situation is healthy. Four months ago, we didn't have the resources for su iment, but now it's entirely different. Providing 2 million is signifit, as long as I meet your point system and improve my skills, the moary iment is just paper, - he added.

  - Iing? - Mr. Takashi asked.

  - Yes, indeed. In the industrial aspect, Lux ics focus on promoting the game upon its release, - Billy expined. - I also design the game covers, and posters, and provide support with logistics. I have a stroionship with an animation studio in Hollywood that reduce costs and colborate with . Additionally, I i 2 million in the game's development if there are any s, - Billy proposed.

  -Well, that's a good start. The iment food game usually ranges from 10 to 20 million, sometimes even mame development be challenging and uable. However, we have stable finances. I am particurly ied in the advertising and animation aspects, which be a promising start, - Takashi aowledged.

  -It's a pleasure. If the pany requests it, I create a short, animated film. I have received some training in animation, so that wouldn't be a problem, - Billy offered.

  -Good, good. This partnership entails that the rights of the game belong to , which is the encoded framework of the game. Everything developed within it by the pany, as well as the right to tihe series in future installments, - Takashi crified.

  - Of course, if you develop the game, the intellectual property belongs to the creatarding the tinuity, we sider signing a three-game deal, and then we reassess, - Billy stated.

  -I see. Well, would be pleased to produce the game. However, in the proposal, you mentioned a historical guide for the game, sidering that you, young Billy, want to be the writer, graphic designer, and publicist. At this point, the team o review the dot I sent and assess its feasibility, - Takashi expined.

  -Absolutely, I would appreciate it if they could review it and sider various details, as well as create a list of sarios that be rearranged acc to how you envision developing the game, - Billy replied.

  -Very well the's create a great game together, - Takashi said.

  Takashi khat this retionship was different. He was fag a passionate young individual, which is a rare find as such passion is ofterained by colleagues. But as long as he had a passionate colborator, the pany would only thrive. He knew only a few passionate individuals who were not driven by mohey were all filled with great ideas, and the rest would depend on their wyers.

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