When you purchase through links on our site, we may earn an affiliate commission.Heres how it works.

However, she left the project and Tango later that year, due in part to health problems.

In part, that refers to Unseen’s hybrid mode of working.

Ikumi Nakamura�s Kemuri

Indeed, Nakamura refers to the studio’s developers, regardless of discipline, as artists.

“A lot of companies are publisher-driven but I dont like that,” she says.

“This place is driven by passionate artists.”

The Evil Within

An artist’s touch

This feature originally appeared in Edge Magazine.

Has running a videogame studio always been an ambition of yours?

Since I was in middle school, I wanted to be a game developer.

The latest cover of Edge, which features Star Wars: Outlaws

That’s what I had in my mind to pursue, and it hasnt changed since.

So I was told to become an environment artist, and that’s how I started.

During that time, I always wanted to be a concept artist.

Ghostwire: Tokyo

2D art was something I was most interested in, so I was a full-on artist back then.

I had never dreamed of running my own studio as a CEO.

So thats what I decided to do.

Kemuri

Creating and running a game company was what I became focused on.

In my previous workplace, I faced challenging interpersonal dynamics where there was a culture of hierarchy and rigidity.

It often felt like standing out would lead to being pushed down, even if you excelled.

The Evil Within 2

I was responsible for art direction in a relatively small team.

That’s when I saw an opportunity and stepped up, offering to take on the role myself.

I saw it as a chance to create a project with a forward-looking perspective.

A drawing of a shinobi with horns and demonic eyes in Assassin�s Creed Shadows, with an On The Radar frame

I didn’t hesitate to volunteer because I believed I could craft a game for the next generation.

Crafting pitch decks and presenting to Bethesda was an incredibly exciting journey.

It was where I learned the art of securing budgets and resources.

The Blood of Dawnwalker

I seized opportunities, displayed leadership, and took initiative when the situation demanded it.

That’s when I began to realise that I was not in the right environment to achieve personal growth.

I experienced the kind of environment in which other big studios make games.

South of Midnight Big Preview hero image showing Hazel looking out across a vast landscape with the Benji tree drawing central focus

So that’s why I built this studio from the ground up, to suit that need.

It was designed as our vision together.

So there were all kinds of influences in how this place looks.

Naoe drinks a cup of ritual water in Assassin�s Creed Shadows

This place is, as we speak, still evolving.

Things are constantly changing, but it starts from here.

We’re actually attracting more generalist developers instead of specialists, so there is more flexibility there.

Vampire Survivors

Based on that, we are actually building a team where 50 people can perform like 100.

We don’t really envision our company growing much larger than what we currently are.

Instead, we want to have a very focused team.

GTA 6 trailer screenshots

We’ll outsource, too, but even outsourcing is very selective.

I don’t like the term ‘outsourcing’, actually.

I guess that’s just a characteristic of my development style!

GTA 6

To be honest, it’s quite difficult to find generalist talent, but we do find them.

As far as hiring junior talents go, I’ve seen younger developers who can also be generalists too.

That’s really important, because you want your lead to be awesome, right?

GTA 6

In some companies, juniors are brought in but it doesnt lead to growth at all.

Especially in Japan, anything that sticks out gets hammered down, which I really hate.

That’s why a more generalist artist is a better fit for this team.

Cult of the Lamb

That said, I do get told I have a very similar personality to Kamiya.

We’re both quite childish and mischievous in our own ways.

Kamiya-san actually told me, “Be wild!”

GTA 6

Basically, get noticed.

Whether you’re a director or concept artist, ensure you’re being wild, active and energetic.

So that’s something he taught me that I guess I’m doing.

Hayden Christensen as Anakin Skywalker in Star Wars: Revenge of the Sith

How do you feel about being a studio figurehead?

How did you feel about that?

So that’s how I feel about that.

A screenshot from Super Mario Odyssey showing Mario throwing Cappy in New Donk City.

Youre one of very few female studio heads in Japan, certainly at this kind of scale and visibility.

Does that bring extra pressure?

And do you feel more conscious responsibility for helping other women or minority groups to thrive in the industry?

Mavix M7�s Elemax massage and heating backrest

Being female certainly does have some influence on how you run a company.

In some companies out there, you might’t actually bring your child to the office.

You might have also noticed the floor of this studio is also all slopes.

Clair Obscur: Expedition 33

We are ready for everybody!

Nakamura worked on The Evil Within games, two of thebest horror gamesever.

Scalebound actually got cancelled a few years after I had left the team.

Ritual Remnants appear in various rooms in The Horror at Highrook

So during my career I haven’t experienced a game getting cancelled while I was working on it.

I definitely think there’s a reason that decisions like that are made.

As for Ghostwire: Tokyo, it’s something that I did actually have to leave in the middle.

Articulate box, cards, board, and tokens on a wooden table

Though this child was just four years old, their personality and individuality were already taking shape.

It was time to embrace change and keep moving forward.

Is that a fair observation?

The cast of Thunderbolts standing in an elevator during the trailer for the upcoming Marvel Phase 5 movie.

The concept for a project like this has been brewing in my mind since my middle-school days.

Scratch that, even earlier.

We are actually building a team where 50 people can perform like 100.

Jonah Hauer-King as Conrad in Doctor Who: ‘Lucky Day’.

My intention is to craft a game within my expertise [that’s] mysterious and otherworldly.

Somehow, we have forgotten old tales, lost our beliefs, and misplaced the sense of mystery.

Nevertheless, in this world, they persist as an unending presence among us.

The brilliance of the unknown intensifies as it gradually unveils itself.

It is an infinite process, and attempting to quantify its extent is a formidable undertaking.

This feature originally appeared inEdge magazine.