Cygames: The Company that Creates the Best Content
The Pursuit of Unrivaled Quality and Building an Organization that Leads Our Games to Success
Founded in 2011, starting with the success of Rage of Bahamut, Cygames has since consistently produced a string of hit titles. Successful games such as Granblue Fantasy and Umamusume: Pretty Derby, are all defined by their superior quality.
To understand how Cygames pursues quality and generates successful original IPs under the vision of being "The Company that Creates the Best Content," we spoke with the heads of the game director, designer, and engineer teams about their approach to organizational development.
Profile
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Hiroki Matsuura
Senior game director / Manager
After gaining experience as a planner and director at a major game company, he joined Cygames in 2012. He has served as a director on several new development and operational titles, including Little Noah: Scion of Paradise and Dragalia Lost (distributed by Nintendo Co., Ltd.). Currently, he is involved in the development of new console titles as a senior game director while also serving as a manager for the game director team. -
Fujiko Nakamura
General Manager / Designer Advancement Department
She joined Cygames in 2012, where she served as a manager of the UI designer team and was responsible for design planning and renovation both within and outside of games. She was appointed General Manager of the designer support team in April 2022 and is currently involved in overall departmental support, including designer training and internal initiatives. -
Katsuya Nakamura
Executive Officer / General Manager, Engineering Dept. 1
He participated in the launch of the Japanese branch of a foreign-affiliated game company, where he served as the main programmer for PS3/Xbox 360 titles. After working at several other companies, he joined Cygames in 2013. He established the engineering organization for smartphone game development and concurrently oversaw the development of foundational game application technology, promoting its adoption in in-house game apps. He is now an Executive Officer in charge of technology, supporting the creation of "the best content" from a technical standpoint by overseeing the engineering organization and game development and operation.
The secret to createing successful original IPs
─ What is the reason behind your ability to make original IPs successful?
Fujiko: The primary reason lies in our organizational strength, which transforms our vision of being "The Company that Creates the Best Content" into a reality. We ensure this vision is more than just a slogan; we embed it into every corner of our organization through concrete actions and systems.
For instance, our executive team, including the president, frequently communicates our vision, three mission statements, and the 25 codes of conduct known as "THE PROJECT" across various platforms like our internal newsletter and media, "Cygames Magazine." This facilitates deep integration into daily operations and unites our collective strength across all departments and roles.
By embedding the vision and mission statements across the entire organization, we've built a structure where every single member is aligned and facing the same direction in their development and creative work. This relentless focus on vision is the very bedrock of the organization, allowing us to build such high-quality games.
https://magazine.cygames.co.jp/archives/15937
Matsuura: Each project leaders meet with the executive team, including the president, twice a week. A key characteristic of our approach is the high frequency with which messages from the executive team are shared, as leaders convey these messages directly to their teams. This allows us to ensure timely dissemination of management's perspectives and strategies throughout the organization.
"THE PROJECT" also lays out a clear mindset for our work, with tenets like "The absolute will to make something good is the most important," and "On a hit project, everyone can feel it." When these words are deeply rooted in the organization, each member naturally acts in accordance with them. I believe this is what creates a powerful sense of unity across us, which ultimately allows us to achieve our ideal game development.
"Scrap and Build" is our standard: The relentless pursuit of quality that exceeds player expectations
─ Speaking of Cygames, the delayed release of Umamusume: Pretty Derby comes to mind, which seems to signal a powerful dedication to quality.
Katsuya: Pursuing quality is simply our natural duty as an IP holder and publisher. Our core belief is that we want users to derive more joy from our games, which is why we are committed to a "quality first" approach to development.
This mentality is exactly why we frequently "scrap and build" during development. It’s a common story: as we're developing a feature, we realize the current layout or game speed feels clunky or awkward. When that happens, we found that overhauling the entire thing—not just patching a small part—often leads to a major leap in quality. Although it often costs more, prioritizing quality is deeply ingrained in our culture. In Princess Connect! Re: Dive, for example, we rebuilt the UI over and over again.
Matsuura: We operate on the principle that you can't really find what needs to be improved until you can actually play the game. So at Cygames, our development approach is to build a prototype first. We then engage with it to discover ways to enhance the user experience, including usability and controls. This has led us to make bold changes, such as shifting the game screen of Umamusume: Pretty Derby from a horizontal to a vertical. We even rebuilt another game from two dimensions to three dimensions.
For both GRANBLUE FANTASY: Relink and Umamusume: Pretty Derby - Party Dash!, we continued to make refinements even after the games were ready to release. We fine-tuned them until the very end, adjusting rules and data and adding new features right up to the end to polish the quality as much as we could go.
Fujiko: I personally had an experience in character design where I redid the angle of an IP character's hand more than 10 times simply because it "didn't feel right." And for Umamusume: Pretty Derby, we obsessed over details down to the flick of an ear or the sway of a tail, all to ensure it would resonate with horse racing fans. Every character has fans, so our team members conducted thorough research. They interviewed people who love that character to gain the fans' perspective or delved deep into the source material themselves. Our goal is always to provide something that fans can truly say they "love."
─ What is the standard of quality at Cygames?
Fujiko: Our standard for quality is all about user satisfaction. That's our top priority. We hold internal review sessions where we can carefully watch players' genuine reactions, and we use their feedback as a benchmark. If there's still room for improvement, we don't spare time or cost—we stick to our "quality first" principle. The fact that we redesign the UI for Princess Connect! Re: Dive multiple times is a perfect example. We strive for an uncompromising level of perfection by continually asking, in every department, "Is this something users will be satisfied with?"
Matsuura: Our team members are avid gamers; they have an intuitive sense of the quality required for any given genre and titles. On top of that, there's a deep-seated drive to create something that not only surpasses the industry standard but also exceeds our own previous work. We are always focused on improving things and never letting quality slip.
Katsuya: As professional game developers, we have a strong desire to amaze players and create something no one has ever seen. However, we know it’s not just about chasing novelty. It’s critical that we carefully listen to and integrate feedback from both our users and our teams. I believe this attitude is what ultimately leads to quality that surpasses player expectations.
Fujiko: It's important to be "quality first," but it's just as important to execute within the constraints of limited resources. It's about finding the right balance between quality and resources, ensuring we don't look back with regrets. We believe that when every member on a project works together with this mindset, the result is the "best content" for players.
─ To achieve the highest quality, talent development is also essential. Coudl you tell us about the training initiatives at Cygames?
Katsuya: Every year, we host an internal conference called "CyStudy." The goal is to share the know-how accumulated within each project across the entire company and deepen everyone's expertise. Because it's an internal-only event, we can share highly sensitive knowledge. The sessions aren't limited to game development; they also cover introductions to different departments, internal tools, and services, making it incredibly valuable for our staff. All presentation slides and videos are accessible at any time, so even new hires can quickly access the company's vast knowledge base.
Matsuura: In addition to input-focused sessions, we also host an internal game jam to provide our staff with hands-on output experience. We issue an open call for participants, who then form teams and spend half a year developing a game from scratch, competing for the final product. Game development cycles have become longer, often taking years, which means our staff have fewer opportunities to experience a full release. So we started this contest to address that issue. The 2024 contest had 45 teams and around 600 staff members participating.
Fujiko: We focus not only on hard skills but also on developing soft skills, such as mindset, within each department. In the design department, for example, we proactively disseminate information through multiple approaches—including department-wide sharing sessions and regular meetings—to foster better communication and a shared understanding of our creative philosophies.
─ What are the key principles you focus on in management?
Katsuya: I believe that talent allocation and a system for swift problem-solving are crucial. For this reason, we have adopted a matrix-style organizational structure, managing our engineers along two axes: "project" and "department." Within a project, the project leader provides development support, while in the department, the manager fosters both technical and personal growth.
By adopting this dual-axis system, we have empowered our engineers to consult the appropriate person for various work-related issues, depending on the situation. This structure, which provides support from managers with different perspectives, leads to swift problem resolution, individual growth, and the strengthening of our overall organizational capabilities.
Fujiko: In the design department, our mission is to "visually convey the game's world." We ask all our staff to "pursue high quality and the best possible expression." While more specific expectations are set for each section, we universally emphasize balancing "skill improvement" with "effective team collaboration." Through this policy, we aim to cultivate designers who possess both advanced expertise and strong teamwork skills.
Matsuura: Since game directors are responsible for leading a game's development, our mission is to "create the best content," to align with our corporate vision. To help them broaden their perspectives and increase their input, we offer platforms for sharing knowledge and information, as well as fostering connections among them.
Continuing to Create "The Best Content"
─ What defines a "Cygames-like" game? Also, could you share your thoughts on what constitutes "the best content"?
Matsuura: I believe a "Cygames-like" game is one that feels classic, is meticulously crafted, and enjoyable for everyone. Being able to make that kind of game without cutting any corners—that’s what makes creating here so rewarding.
Katsuya: I define "the best content" as "what emerges from the best performance." Because of that, I focus on building teams where every single person can perform at their absolute best and sustain it. I strongly encourage my staff to work with the confidence that their best efforts will inevitably lead to the "best content." This is how I unlock the full potential of the team and create exceptional work.
Fujiko: I believe that "the best content" is a game that our entire staff can be proud to call "the best," which in turn brings joy to our customers. The excitement of creating games at Cygames comes from having a culture and a system that make this possible.
─ What are your ambitions for the future?
Fujiko: My ambition is that everyone will say, "Cygames' visual design is incredible." So we keep our antennas up high, always searching for new information. We work hard to deliver high-quality content that will be loved for a long, long time.
Matsuura: I will, of course, continue to create interesting games. Beyond that, I aim to build an organization where everyone involved can take pride in and recognize their significant contributions to a game's success. I would like to create an environment where every person's hard work and creativity can be fully unleashed and channeled into the team's collective achievement. Moving forward, Cygames will continue to create "the best content" that exceeds user expectations.
Katsuya: We are extremely serious about becoming the number one tech team in the world for game development. To continue supporting "the best content" on the technical side, we are building a flexible engineering organization that can adapt to changing times with speed and agility.
[Copyright Information ]
Umamusume: Pretty Derby,: © Cygames, Inc.
Princess Connect! Re:Dive: © Cygames, Inc.
GRANBLUE FANTASY: Relink: © Cygames, Inc.
Umamusume: Pretty Derby Party Dash!: © Cygames, Inc. Developed by ARC SYSTEM WORKS
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