The goal of this subsidiary is to develop mid to high-scale 3D games in collaboration with third party game developers, as well as small-scale 2D games in-house.
Staff[]
Kazuya Niinou - Studio Director
Credited as a producer on Fate/EXTRA, characters and game supervisor on Fate/EXTRA CCC, and worked on Final Fantasy XIV: A Realm Reborn and the Dragon Quest Builders series for Square Enix.[1]
Nice to meet you, I'm Yoshikazu Takenouchi and my fateful bonds leads to be working as the new art director for Studio BB.
My job involves mainly designing concept arts, backgrounds and assets.
I have experience working with President Takeuchi in Fate/Grand Order and with Director Niinou and Writer Tsukuda in Dragon Quest Builders 2, and due these bonds they called me to work with them in whatever project they're currently making.
In this industry it's common to meet again the people you're bonded to... but I never expected this to be how it would go (sweats).
Now I'm like a have to do a good job wherever I go to preserve and connect more bonds.
Well, now seems like a good show some of the art I did for Fate/Grand Order.
This set are rough sketches used for Part 2 Chapter 4, the Yuga Kshehtra arc.
When I first started drawing these art, I kept getting the wild ideas and the respective story writer incorporated a lot of them into canon.
This is rough indoor assets for Part 2 Chapter 5, the Atlantis/Olimpus arc.
The worldbuilding shared between both arcs was already defined from the start, so I remember needing to ask the respective story writer(s) a lot about how far I was allowed to mess around with the line of design.
Here's another art I did for the Atlantis/Olympus arc.
This was produced long before the chapter, so my memory about it is not very detailed, but I remember I had the time of my life drawing this one. (laughs)
This big crystal-ish mountain filling most of the screen was designed after Mt. Olympus.
As for the project I'm currently working on, I again got the wildest ideas in my conversations with Director Niinou, so I was officialized for jobs and it's time for me to make a few pieces of concept art like the ones I just presented.
Due to the current state of national emergency, the meetings and the art processing are being done online but everything is running in a relatively steadier pace.
We on the staff are all working diligently, looking forward to the day we can present you with an enjoyable experience.
Give out games a try whenever they are complete.
Nice to meet you, I'm Ueyama the programmer.
It's an honor to be joining Studio BB.
I'm here due to my previous connections with mr. Niinou, as we already worked together developing Last Ranker and Black Rock Shooter: The Game for a company named Image Epoch.
Both titles were extremely enriching experiences, leaving so much of an impression that I could say they formed my future development philosophy.
When I was hoping for a chance to work with Niinou one more time, destiny brought us together again.
My previous work is comprised mainly of developing apps and their client software.
My most recent job has been programming some of the missions in Ace Combat 7: Skyes Unknown.
I have a bad habit of commenting on any detail I notice, and this usually ends with me having to do someone else's work to fix the detail I pointed out. Ace Combat 7 was a project where this habit of mine allowed me to experience an impressive variety of fields in game development, more so than any other before.
That was the largest project I've ever worked on, and I'm very lucky to have contributed to it as I could. It gave me the confidence I need.
Up until now, I aimed to be a programmer that does anything. But Studio BB, with our low member count, is a work environment where I have to do not only anything but everything.
I need to see the big picture of the projects I'm involved in and I'm not expecting it to be easy, but I'm excited to learn everything I can learn here.
Studio BB is currently starting work on a new in-house title.
Please wait, as we are still going to need a lot of time.
My name is Kouya Tsukada and I will be the writer for Studio BB.
Since this is my first time here, I'll start with a brief introduction of my career history.
Now I am a writer for video games, but my career started in the movie industry. I lurked around film production jobs, holding my dream of one day becoming a director close to my heart. But to be a director, I needed to create stories, which got me engaged to creating scenarios until the script writing became my main job.
Years later, unexpectedly enough, I considered writing for video games and got accepted immediately, leading me to where I am now. As someone who always loved video games, being a game creator was a dream on par with being a movie creator. After my first time in the work field, I got fascinated with games' unique way of expression and storytelling and ended up a prisoner to game creation.
I took part as a writer in many titles, but I believe the most noteworthy among them are Yuugure no Valkyries (the first game script I wrote), Digimon Story: Cyber Sleuth (the game that showed me how fun game writing can be, although I wasn't the main writer there), Dragon Quest Builders 1 and 2 (games I worked with Mr. Niino and handled the entire script all by myself), among others.
I poured my blood and tears into the scripts of all these titles, so I'd love to know that any of played one of them.
Speaking of scripts and scenarios... the Studio BB's mother, Type-Moon, is THE Kinoko Nasu's studio. I believe a lot of you expect high quality stories from Studio BB, too. The pressure weighing on me is outrageously huge, but I hope I can stay chill and enjoy my storywritting.
I'll be devoting myself to writing a script that leave all of you satisfied, so thank you in advance for your support.
Since July we've been introducing our staff members one per month, and with me that all of them. Here's the links to all of them.
Now, about me, Yanagi, the project manager.
I worked PR and administration for Square Enix's online games. Most members of the Studio BB staff are people who worked with Niinou before, so I believe some of already guessed I'd be connected through Square Enix. I'd be wrong about that! I never personally met Niinou before (I have a vague feeling we worked on the same floor on the Square Enix office but we'll never know...), so our work together here started from introducing ourselves.
Since we're such a small team, I'll have to handle both the progress management and the PR. I look forward to my opportunities to share Studio BB's developing process, state and even some pre-release screenshots with you all.
The present state of Studio BB
How's Studio BB like?
Let's move on to my report on the state of Studio BB.
All 7 of our members are working with gusto! is what I'd say under ideal circumstances, but with the coronavirus pandemic (COVID-19) on the news everyday, society is going through a big period of anxiety. Due to this situation, we from Studio BB have been working from home since the start of March.
Comes April with no signs of life returning to normality, and we even officially go into an state of emergency.
We had to seriously consider a long-term home office practice, and rearranged our houses so we could work from home just as efficiently was we could work from the office.
Later the state of emergency was lifted, but as you know, we're still in a situation where we can't afford to be careless.
Since we from Studio BB already have all the setup we need to perfectly communicate as a team, and because this work model is more convenient for everyone involved, we decided to keep working from home going forward.
Please do not worry, as our development is progressing without a hitch!
What's Studio BB doing?
I can't give you a concrete title yet, but we're currently doing 2 game projects.
One of them is a joint project with another developer, who has been collaborating with us since late 2019.
We're holding web meetings with members of both companies every day while we make our progress.
The other one is a smaller project that Studio BB can complete on its own, from our starting point in 2020.
We're currently testing engines and 3DCG softwares to see if we can implement what we want, while still being open to reconsider what lore elements and gameplay can use.
Niinou already explained the direction Studio BB games are going to take, so please read it if you're interested.
...and that's pretty much all I have to report on how things are in Studio BB.
Look forward to future updates.