IR Top Page > Developer Interview 2009 > vol03.Jun Takeuchi



- - I’ve heard that "Lost Planet" was developed using the company's own integrated development environment, "MT Framework."
- "Takeuchi"
We used the "MT Framework Version 2.0" to develop "Lost Planet 2". The accelerated processing performance allowed us to make development more efficient. The graphical expression of the programmable shading unit was also improved, such as the effect of light shining on an object. This enabled us to reduce development costs and allocate more personnel to work on creating the actual content of the game.
- - The R&D team for "MT Framework" works independently of the game development teams. How is the upgraded environment applied within the game production process?
- "Takeuchi"
Whenever we upgrade the environment, the "MT Framework" R&D team ends up working together with the game development team for a set period of time. As they work on developing the game, the MT team collects ideas for improvement, information on what developers need, and gets feedback from the game development team. They then use this information to improve the framework.
When we run into a problem, we wait for the MT team to take care of it, and then resume development after it’s fixed. It doesn't sound very efficient, but it IS in reality. If a problem arises and we move ahead without resolving it, we may end up facing a significant problem later. Other game development teams using "MT Framework" also share information within the company. The worst thing to do is to create a development environment that fails to incorporate the input game developers provide.
- - Sharing information is an important part of setting up a development environment.
- "Takeuchi"
Definitely. And there is still room for improving efficiency. Our goal is to review data management methods and other problems, and then construct a development environment that is easy for all teams to use.
- - The movie adaptation of Lost Planet is scheduled to be released. Does your strategy include plans to branch out in different directions, such as consoles and mobile phone games, and other applications?
- "Takeuchi"
Yes, that’s what we intend to do. We're moving ahead with our promotional plans that are designed to complete our strategy of producing "Single Content Multiple Usage" strategy.
- - Do you have any other plans?
- "Takeuchi"
We are always up for anything that is good for promotion. For example, we're considering using manga as a way of promoting the series in Japan.
- - Do you carry out these media strategy plans when the game is released?
- "Takeuchi"
Essentially, these plans work best right around the time the game is released. But, while the biggest sales returns are usually recorded about a month after the game’s initial release, Capcom’s "Monster Hunter Freedom 2G" is bucking this trend.
- - "Monster Hunter" has enjoyed a nice long run.
- "Takeuchi"
"Monster Hunter" has proved that it is possible for a title to remain popular long after its initial release. This may be an indication that the business climate is changing. I believe our original promotional methods will be key, including deciding upon the most effective release dates, and focusing on using word-of-mouth to advertise events held at different locations across Japan. It's important to make the most of a single product and maintain continuous profits, rather than constantly releasing new titles.







