Pole To Win is an established leader in game debugging, but their new concept is “More Than Just Debugging.” We asked them about what’s changed
Pole to Win is a leader in Japan’s debugging industry, but that’s not all they do. The company exhibited at TGS 2024 in September under the tagline of "More Than Just Game Debugging." AUTOMATON spoke with Pole to Win’s Teppei Komiya during the event to find out more about where the company is headed.
ShapeHero Factory lets you enjoy those fun early stages of a factory builder over and over with a blend of tower defense and roguelite elements
We take a detailed look at ShapeHero Factory, a factory simulator by Asobism that just launched in Early Access on Steam.
The secret behind Project SEKAI COLORFUL STAGE! feat. Hatsune Miku’s super expressive animations. We asked the devs how Live2D makes it happen
Interview with the developers of Colorful Palette's Project SEKAI COLORFUL STAGE! feat. Hatsune Miku about how they use Live2D to bring the game to life.
Interview: Taking influence from Persona 4, SunnySide is a farming life simulator that takes you to Japan’s countryside
An interview with the creators of SunnySide - a farm life simulator that offers a range of activities in a fictional Japanese town.
Earth Defense Force 6 launches July 25, bringing collab with VTubers Takanashi Kiara, Gawr Gura and IRyS
Earth Defense Force 6 will launch on the West on July 25 for the PC and PlayStation. It will be a direct sequel to EDF5.
The Idolmaster Shiny Colors: Song for Prism’s ambitious switch to 3D and the CRI middleware technology that aided the process
An interview with the creators of The Idolmaster Shiny Colors: Song for Prism about how they made the impressive leap from 2D to 3D.
Pole To Win overcame 10 years of struggle to become a leader in Japan’s debugging industry – we asked them what it took
Interview with Pole To Win, a Japan-based debugging company recently making a comeback in the game industry.
Exclusive: Ex-BlazBlue producer shows key visuals of new game and talks about “surpassing overseas creators from Japan once again”
An interview with former BlazBlue producer Toshimichi Mori about his upcoming video game projects and future goals with Studio Flare, his newly established studio.
How to deal with the issue of “too small 2D images” when remastering games? ImageStudio has become a prominent solution
Interview with CRI Middleware, the developers of the ImageStudio series, which allows 2D image reduction and enlargement while maintaining high quality.
How’d they do it? Crisis Core -Final Fantasy VII- Reunion’s small video sizes and fantastic lip syncing [PR interview]
Square Enix & Tose managed to successfully remaster Crisis Core -Final Fantasy VII- Reunion for a wide range of platforms. We asked the developers about the challenges and innovative approaches taken during the development process. [PR interview]
Like a Dragon: Ishin! devs discuss why they chose Unreal Engine over Dragon Engine [PR interview]
Like a Dragon: Ishin! developers discuss reasons behind choosing Unreal Engine over Dragon Engine. [PR] The game also uses CRI Middleware's sound middleware CRI ADX and high-compression, high-quality movie middleware CRI Sofdec.
Interview with Yoshinori Ono: Why he became president of Lasengle and insights into the future of FGO developers [PR]
Why did Yoshinori Ono become the president of Lasengle, the developer of Fate/Grand Order (FGO)? What did he bring to the company, and what are his goals for the future [developer interview]?
How CRI Middleware’s HCA codec aids the development of Final Fantasy and other Square Enix titles [PR]
[Sponsored Content] From Final Fantasy to Dragon Quest, one of the technologies that has aided Square Enix in creating their game audio over the years is the HCA codec, audio technology that has been developed and maintained over the past 20 years by CRI Middleware. But how exactly does the HCA codec aid Square Enix in their sound development?