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StarTopic Nintendo First Party Software Development |ST| Nintendo Party Superstars

Personally, I'm not talking about about what is or what is not "OK" here, because I have not the intention to be moralizing. I just think that an important project from a game studio which is not an editor, should be entirerly handled by this studio. But once again, maybe it's an awful thing to say, and if it's the case, I apologize.
 
Personally, I'm not talking about about what is or what is not "OK" here, because I have not the intention to be moralizing. I just think that an important project from a game studio which is not an editor, should be entirerly handled by this studio. But once again, maybe it's an awful thing to say, and if it's the case, I apologize.
what you have to understand is that video game studios literally aren't real

for example approximately nine billion companies worked on the spyro remakes




video game studios don't make games anymore, they just get them made
 
Personally, I'm not talking about about what is or what is not "OK" here, because I have not the intention to be moralizing. I just think that an important project from a game studio which is not an editor, should be entirerly handled by this studio. But once again, maybe it's an awful thing to say, and if it's the case, I apologize.
why is this so important? it's not like IS ain't got oversight. it's not like IS hasn't proven they can do HD development. this is literally a non-issue
 
IS isn't a big company (below 200 people...
As of 2022 they have 190. While we don't have a dedicated page like Monolith for IS (we should, Im down for that) they have been hiring up to recently and they have a nice web page and recruitment breakdowns.


 
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IS used to be very important in the development of dev kits. I wonder if they're still a part of that
They mentioned on their "Works" page 3DS development tools for licensees (2015). I am sure for the Switch kits they had some say, but they might not be one of the main parties like previous hardware.

 
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what you have to understand is that video game studios literally aren't real

for example approximately nine billion companies worked on the spyro remakes

video game studios don't make games anymore, they just get them made

Honestly…yeah. The idea that people have that there’s a universally-agreed upon idea for what a video game studio even is is just sort of…off. Different entities define it in different ways.

Microsoft, for example, lists World’s Edge as one of their 15 “Xbox Game Studios.” But World’s Edge does no actual development. They’re just a (very small) business unit created to oversee the Age of Empires series. They partner with external developers for, uh, everything. But Microsoft gave that team a name and a logo, which apparently makes them a “studio” by Microsoft standards. (Microsoft also counts XGS’s publishing arm, XGS Publishing, as one of the fifteen XGS “studios” as well, despite the fact that XGS Publishing just handles publishing for other studios’ games.)
 
Personally, I'm not talking about about what is or what is not "OK" here, because I have not the intention to be moralizing. I just think that an important project from a game studio which is not an editor, should be entirerly handled by this studio. But once again, maybe it's an awful thing to say, and if it's the case, I apoapologize.
at the end of the day, all that matters is if the game's good.

What's the difference for MK/Zelda/FE receiving help from partners and other companies if the final product is good?
 
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That they need help is not my point.

You’re not getting that across well when you’re also throwing in points like:

Likewise, I hope that EPD's internal growth plans will one day allow Kyoto to run Mario Kat entirely in-house.

This is mostly irrelevant to the Three Houses scenario, but let’s follow this train of thought. What does Mario Kart gain from being developed solely in-house, rather than having the support of a studio as large as Bandai Namco? They simply contribute to model creation (on 8, 8DX and Tour; also ARMS) and more recently side-content design (as mentioned on their site, and as the job listing below proves they still do, they work on the bonus challenges for Tour).


This doesn’t mean EPD are incapable or inept for letting such a major property be contributed to by an external party; it’s appropriately allocating resources and relying on an external workhorse where they know they can. A Bandai Namco artist’s models of Chargin’ Chuck and his Combo Cruiser kart aren’t inherently lesser than a Nintendo artist modeling the same thing.

MKT_Chargin%27_Chuck.jpg
 
The question of mastering the development process is fundamental. we have seen how the transition to HD has been a huge difficulty for many studios. Nintendo EPD has announced that they will literally take over a new building to strengthen its workforce in the future. So it would seem that the subject is not so trivial as what some seem to say. It's not just about having help, which is commonplace in the industry, but literally being able to manufacture what you want to sell. it's even more crucial when you're first and foremost a developer like IS because it's their activity and their know-how, to make games. They don't have a job other than that. So the fact that it's important for them, not to succeed without anyone's help of course, but simply to be comfortable in a complicated technological environment for a lot of people, that just seems like an observation and a wish that does not lend itself to any particular controversy.
 
The question of mastering the development process is fundamental. we have seen how the transition to HD has been a huge difficulty for many studios. Nintendo EPD has announced that they will literally take over a new building to strengthen its workforce in the future. So it would seem that the subject is not so trivial as what some seem to say. It's not just about having help, which is commonplace in the industry, but literally being able to manufacture what you want to sell. it's even more crucial when you're first and foremost a developer like IS because it's their activity and their know-how, to make games. They don't have a job other than that. So the fact that it's important for them, not to succeed without anyone's help of course, but simply to be comfortable in a complicated technological environment for a lot of people, that just seems like an observation and a wish that does not lend itself to any particular controversy.
You keep talking like Intelligent Systems has difficulty with modern development when they have repeatedly shown they don't. They just have a lot on their plate with Paper Mario, a successful mobile game that needs a constant stream of updates, Warioware, and planning and leading not one, but two Fire Emblems (according to rumors).
 
The question of mastering the development process is fundamental. we have seen how the transition to HD has been a huge difficulty for many studios. Nintendo EPD has announced that they will literally take over a new building to strengthen its workforce in the future. So it would seem that the subject is not so trivial as what some seem to say. It's not just about having help, which is commonplace in the industry, but literally being able to manufacture what you want to sell. it's even more crucial when you're first and foremost a developer like IS because it's their activity and their know-how, to make games. They don't have a job other than that. So the fact that it's important for them, not to succeed without anyone's help of course, but simply to be comfortable in a complicated technological environment for a lot of people, that just seems like an observation and a wish that does not lend itself to any particular controversy.
If anything, IS is one of the first studios partners to Nintendo to master the HD transition.
@ILikeFeet Do they also help in some manner with the Warriors' games?
 
If anything, IS is one of the first studios partners to Nintendo to master the HD transition.
@ILikeFeet Do they also help in some manner with the Warriors' games?
“Regarding the design aspect – Koei Tecmo didn’t do so much. It was especially us at Intelligent Systems who did all of the graphics and design. For example, we had the help of a freelance illustrator Kazuma Koda [Nier Automata, Bayonetta 2] and also Chinatsu Kurahara [Uta no Prince-sama, Tokyo Twilight Ghost Hunters], who was the character designer. My team and I were in charge of designs like weapons, monsters and other details like that. So in design terms, it was mainly Intelligent Systems.” – Kusakihara
“The main plot, the game system, all the ideas, all the gameplay mechanics – that basis was all decided with Intelligent Systems also. Then after a lot of discussion with Koei Tecmo, we figured out all of the details, and Koei Tecmo helped with programming the game.” – Yokota
It’s a little harder to find anything about Fire Emblem Warriors in this regard.

Here is them on 3H
So this game marks a joint-development with Koei Tecmo games, in the same vein as Fire Emblem Warriors.

Kusakihara:
Yes, FE Warriors had a lot to do with our decision to work with Koei Tecmo on this one.

Yokota: We decided that we wanted to release a Fire Emblem game on Nintendo Switch by the end of 2019 at the latest. However, it was looking like regular development was going to take some extra time, so we looked into getting another developer in the mix in order to shorten the length of production. At pretty much that exact same time, Koei Tecmo was making FE Warriors for us, and as a result of consulting with Mr. Hayashi (head of Koei Tecmo’s Team Ninja), we ended up asking the Kou Shibusawa team to help out. That’s how things went.

Kusakihara: Speaking of the Kou Shibusawa team, they’re well-renowned for making SRPGs – they’re the best of the best. We knew it’d be great if we could get them on board, so we started hashing plans out again. It was only after we decided to work with the Kou Shibusawa team that we considered their sense of world-building with three balanced kingdoms.

That’s interesting. The setting in Three Houses where three different kingdoms are at war is certainly like Romance of the Three Kingdoms.

Kusakihara:
In regards to staffing, Intelligent Systems provided Koei Tecmo with a minimum crew of several designers, a music composer, and an adviser to the programmers – not including myself, of course. We then left Koei Tecmo in charge of basic game development.
Based on these comments I can imagine the level of support was about the same for the first FE:Warriors

Going a little further I found this about 3Hopes
Iwata: In terms of formulating the story, as Yokoda-san and Kusakihara-san said, we made sure to not include developments or factors that would negate FE Three Houses. The story and characters remained in the hands of the writing team that worked on FE Three Houses, so as soon as the direction was decided the details were left to them entirely. Thus, my position was more like that of a fan, and I was excited every time progress was made on the plot (laughs).
In terms of game mechanics, the Battle Map where one could see territory expansion on a map of Fodlan didn’t actually exist in our proposal to Nintendo and IS. As said earlier, we received feedback from Kusakihara-san of “I want that territory-stealing feel”, so we added that. To be honest, I thought, “Here comes a tough order…” (laughs). We happened to be considering elements for game progression in lieu of the calendar from FE Three Houses, so we fit it there. In the end, I think it was a good suggestion that made the game’s progression more immersive.
Also, as a game that has gameplay from various genres such as tactical, RPG, and action all packed in, it became a game with lots of explanation needed, so we received a lot of ideas on how the tutorials should be structured. I remember that every time we shared a new version, the structure was revamped. Thanks to that, we created a flow that is easy to get into, understandable by just playing naturally. You can experience the flow of the tutorials by playing the demo.
–It seems assets were not reused from FE Three Houses, and are instead newly made for this game, so what kind of work did KT have to do?

Iwata
: KT was responsible for creating the CG resources for FE Three Houses. Because of that, the documents and resources needed for asset creation were all organized in an environment where they could be referenced. But, we did not just reuse those resources.
This game was created on the latest version of KT’s proprietary “Katana Engine”, and we tried to greatly improve the visual presentation. As a title created three years after the release of FE Three Houses, we wanted to put out something that has been powered up visually as well. This put a huge burden on staff such as the CG artists or programmers, which I feel bad about (laughs). But, I think you can experience the results in game!
 
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“Regarding the design aspect – Koei Tecmo didn’t do so much. It was especially us at Intelligent Systems who did all of the graphics and design. For example, we had the help of a freelance illustrator Kazuma Koda [Nier Automata, Bayonetta 2] and also Chinatsu Kurahara [Uta no Prince-sama, Tokyo Twilight Ghost Hunters], who was the character designer. My team and I were in charge of designs like weapons, monsters and other details like that. So in design terms, it was mainly Intelligent Systems.” – Kusakihara

Is that translation credible? I mean there's literally like 100 character artists, 30 environment artists, 35 animation artists, 10 cinematic artists, 9 UI artists, 8 XVF artists, 8 Technical Artists - around 200 Koei-Tecmo artists versus 5 artists from Intelligent Systems?

Design is rather similar. While I'm sure the IS (Kusakihara) /EPD game director (Yokota) and EPD assistant game director (Nakanishi, Toriyama) were in charge, the brunt of designers/scenario planners all come from Koei-Tecmo.

Being in charge is one thing -- but that translation / quote is implying something disingenuous about IS doing "all the graphics and design".
 
Is that translation credible? I mean there's literally like 100 character artists, 30 environment artists, 35 animation artists, 10 cinematic artists, 9 UI artists, 8 XVF artists, 8 Technical Artists - around 200 Koei-Tecmo artists versus 5 artists from Intelligent Systems?

Design is rather similar. While I'm sure the IS (Kusakihara) /EPD game director (Yokota) and EPD assistant game director (Nakanishi, Toriyama) were in charge, the brunt of designers/scenario planners all come from Koei-Tecmo.

Being in charge is one thing -- but that translation / quote is implying something disingenuous about IS doing "all the graphics and design".
"Regarding the design aspect - Koei Tecmo didn't do so much," Kusakihara clarifies. "It was especially us at Intelligent Systems who did all of the graphics and design. For example, we had the help of a freelance illustrator Kazuma Koda [Nier Automata, Bayonetta 2] and also Chinatsu Kurahara [Uta no Prince-sama, Tokyo Twilight Ghost Hunters], who was the character designer. My team and I were in charge of designs like weapons, monsters and other details like that. So in design terms, it was mainly Intelligent Systems."
That’s where it is pulling from. I can’t find another translation so we’ll need the original source to get further clarification.
 
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You keep talking like Intelligent Systems has difficulty with modern development when they have repeatedly shown they don't. They just have a lot on their plate with Paper Mario, a successful mobile game that needs a constant stream of updates, Warioware, and planning and leading not one, but two Fire Emblems (according to rumors).
I just see that they needed help on their most important franchise, which to my knowledge has never happened before for the main series Fire Emblem in its history. I'm just saying that we can't compare a developer like IS with an editor like EPD when it comes to outsourcing, which to my knowledge is just factual.

I'm not speculating, I'm talking about what happened and is proven. Rumors are rumors, meanwhile, that IS didn't develop a Fire Emblem installment without outside help is not a rumor. That's all I say when I note a change if ever they were able to handle the next episode on their own.

I certainly didn't expect the discussion to drift, for example, to the value of outsourcing when I was mostly talking about adjusting to technology. And no, talking about this does not mean that I do not know they are capable of it, contrary to what you are trying to attribute to me :).
 
I just see that they needed help on their most important franchise, which to my knowledge has never happened before for the main series Fire Emblem in its history. I'm just saying that we can't compare a developer like IS with an editor like EPD when it comes to outsourcing, which to my knowledge is just factual.

I'm not speculating, I'm talking about what happened and is proven. Rumors are rumors, meanwhile, that IS didn't develop a Fire Emblem installment without outside help is not a rumor. That's all I say when I note a change if ever they were able to handle the next episode on their own.

I certainly didn't expect the discussion to drift, for example, to the value of outsourcing when I was mostly talking about adjusting to technology. And no, talking about this does not mean that I do not know they are capable of it, contrary to what you are trying to attribute to me :).
then you clearly misunderstand how development works and how studios operate with various workloads. either that or you're trying to invent a problem that doesn't actually exist
 
That…doesn’t exactly scream “Remember Jungle Beat”.

They seem to hardly ever talk about or reference anything specifically from that game. There are no bosses or animal buddies from JB on that calendar.
In addition, the calendar makes a direct reference for the Country series in the description
 
then you clearly misunderstand how development works and how studios operate with various workloads. either that or you're trying to invent a problem that doesn't actually exist
I dont think that saying that IS was helped by Koei Tecmo on Three Houses in an invention of any sort. I dont know what else to say.

My point not about outsourcing in general. For example, I would be delighted if Nintendo decided to finally release a brand new 2d Zelda, no matter which studio works on it.
 
I'm not speculating, I'm talking about what happened and is proven. Rumors are rumors, meanwhile, that IS didn't develop a Fire Emblem installment without outside help is not a rumor. That's all I say when I note a change if ever they were able to handle the next episode on their own.
I dont think that saying that IS was helped by Koei Tecmo on Three Houses in an invention of any sort. I dont know what else to say.

I don't think the fact that IntSys has relied on outside support is really in contention. They had help, a fair bit of it even, but that in itself doesn't say a whole lot about whether they're meeting standards, whatever those standards might be.

I just see that they needed help on their most important franchise, which to my knowledge has never happened before for the main series Fire Emblem in its history. I'm just saying that we can't compare a developer like IS with an editor like EPD when it comes to outsourcing, which to my knowledge is just factual.

This is really the direction game development is going, with increased workload and increased development time for the different projects. It's the reason support studios exist (and have for some time). Especially for roles that come and go, it's often found more effective to outsource.

As a whole, the industry has become more reliant on outside support. Add in the sheer quantity of projects IntSys is managing, and it's no surprise they'd follow along this trend.

While it's moved to a looser structure over recent years, EPD does develop games as a developer, while also utilizing outside assistance, just as it also oversees projects from outside developers, and just as it has done both for a long time.

It almost looks as though, to support its consistent output, IntSys is adopting a system more akin to that, and that in itself isn't a mark against them.

I certainly didn't expect the discussion to drift, for example, to the value of outsourcing when I was mostly talking about adjusting to technology.

Basically, one might assume changes in technology will lower development times or resource requirements, but those still keep increasing. It's similar here, in that it might not be so much a question of adjusting to technology, when all those other factors continue their trajectory industrywide. Adjusting to technology won't necessarily solve the issues at hand, at which point it becomes a question of managing these increased demands otherwise.

I think people will generally be more amiable to suggestions that this trajectory throughout the industry might not be sustainable, but IntSys' reliance on outside support is, at worst, a symptom of that and not the problem in itself.
 
Maybe kind of off topic, but it’s interesting the Tikis got a month on the calendar but no mention/reference of Tiki Tong.

Edit: Also, Bashmaster being the only TF boss to get a reference besides Fredrik. They could also easily have not included Bashmaster on there at all.
 
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Dumb question but has it been confirmed that Vanpool is working on the Return to Dreamland remake or is that just an assumption based off them saying they’re working on a remake and most of their Switch efforts being Kirby related
 
Dumb question but has it been confirmed that Vanpool is working on the Return to Dreamland remake or is that just an assumption based off them saying they’re working on a remake and most of their Switch efforts being Kirby related

It's an assumption based on the job recruitment + their work on Super Kirby Clash and Kirby Fighters 2 (and absence from Dream Buffet) yes. A very safe and easy assumption to make though.
 
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I'll save people the time of skipping through the video; I went and found the site myself (and i'm not going to watermark it lol).

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Considering Retro were still hiring for Prime 4 a week ago, I don't think Doctre's conclusion that Prime 4 is "about to come out" is totally on the money though; but I think we could probably lock in 2024 at this point.

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I'll save people the time of skipping through the video; I went and found the site myself (and i'm not going to watermark it lol).

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Considering Retro were still hiring for Prime 4 a week ago, I don't think Doctre's conclusion that Prime 4 is "about to come out" is totally on the money though; but I think we could probably lock in 2024 at this point.

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That wording implies the opposite, the roles are for games like prime 4 and not prime 4 itself (or could just be a general thing)
 
I def dont believe in "around the corner". We will see in the next 2 months i suppose but chances are mp4 wont release in 2023 lol.

Still, imagine if retro does release mp remake this year and then mp4 next and then after the (presumed) success of mp4 they go on a big expand to have two teams and all?
 
That wording implies the opposite, the roles are for games like prime 4 and not prime 4 itself (or could just be a general thing)

Eh, "such as Metroid Prime 4" does come across as an example of where the open roles might land you, though it doesn't necessarily indicate that's where all the roles will lead. Depending how precise Daniel was with his wording, it could even be simply an example of the Nintendo projects they work on.

But the overall emphasis does read to me as being on Nintendo games in general, which one might assume would be the focus if it's for overall Retro Studios hiring rather than for-this-project hiring.

In any case, the listing of "unannounced Nintendo game" would point to something new being in the works.

Still, imagine if retro does release mp remake this year and then mp4 next and then after the (presumed) success of mp4 they go on a big expand to have two teams and all?

Expansion efforts after that point would likely take a while yet to bear any fruit. While it might be preferable to see those efforts begin sooner, Retro hasn't really released a new project in some time, and adding another team might seem unfeasible at this point for that reason.

I always thought it might have made sense to have a smaller team as well, though, to work on projects alongside the larger team. Perhaps they might have tried to do some variation of that Metroid Tactics or that Boo game, or perhaps the team would have begun work on a third Donkey Kong Country and used that to train new hires.
 
Eh, "such as Metroid Prime 4" does come across as an example of where the open roles might land you, though it doesn't necessarily indicate that's where all the roles will lead. Depending how precise Daniel was with his wording, it could even be simply an example of the Nintendo projects they work on.

But the overall emphasis does read to me as being on Nintendo games in general, which one might assume would be the focus if it's for overall Retro Studios hiring rather than for-this-project hiring.

In any case, the listing of "unannounced Nintendo game" would point to something new being in the works.



Expansion efforts after that point would likely take a while yet to bear any fruit. While it might be preferable to see those efforts begin sooner, Retro hasn't really released a new project in some time, and adding another team might seem unfeasible at this point for that reason.

I always thought it might have made sense to have a smaller team as well, though, to work on projects alongside the larger team. Perhaps they might have tried to do some variation of that Metroid Tactics or that Boo game, or perhaps the team would have begun work on a third Donkey Kong Country and used that to train new hires.
i agree, it would make sense to have a small indie like team at retro to deal with smaller titles, like intsys does. I think that should happen with all nintendo studios, personally.

Also yes, it would take several years until the second team managed to released their first game, but its better to start now than to wait.

Also, i pointed this would be after mp4, which assuming everything goes well should release to critical acclaim and etc.
 
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Updated this with Splatoon 3. Sudo, Minegishi, and Nagamatsu will likely stay on for the DLC and new map music, though that doesn’t necessarily stop them from working on other games. There’s also evidence from the Ask the Developer interview that Minegishi is also involved in an EPD 7 project. Tomodachi Life maybe? The two main composers for the series left Nintendo some time ago, so I wouldn’t be surprised.

Wakai, Kataoka, and Kubo are the only active composers who haven’t been credited since at least 2018. Defintely not working on Tears of the Kingdom or a new 3D Mario.

Still not sure whether Mahito Yokota will return to composing or just remain as a manager/supervisor. Maybe he’s involved with Tokyo’s 2D game?

The list still isn’t entirely accurate, as we don’t know who worked on Happy Home Paradise (I think the second OST left those themes out for some reason) and the Booster Course Pass, so take that into account.
Question about the criteria for the list: Minako Hamano is credited as Sound Coordinator for both Samus Returns and Dread, does that not qualify for the list and should we maybe add info about production roles like this for certain key departments?
I'll save people the time of skipping through the video; I went and found the site myself (and i'm not going to watermark it lol).

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Considering Retro were still hiring for Prime 4 a week ago, I don't think Doctre's conclusion that Prime 4 is "about to come out" is totally on the money though; but I think we could probably lock in 2024 at this point.

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It's worth remembering that "unannounced" is a mostly meaningless descriptor in these linkedin listings. As detailed in that earlier CV, they're usually not allowed to disclose even games that have been announced so depending on how much effort you wanna put into signaling what you're working on, you might just list everything as "unannounced" until it's basically sitting on store shelves.
That wording implies the opposite, the roles are for games like prime 4 and not prime 4 itself (or could just be a general thing)
the wording implies the opposite of the opposite. "such as" precedes concrete examples. I can choose condiments, such as ketchup. Which means ketchup is one of the condiments you could get. It implies there are also other condiments you could get that fit this criteria but it explicitly includes ketchup as one of the possible condiments you might receive, not that you might receive condiments at are similar to ketchup.
 
Also you don't need two teams to work on two games. Once a game is far enough along in development people who do a lot of tasks, such as writing, design, and art, are ready for the next game, even if there is still months of programming, tuning, and debugging left.
 
@lite_agent clarified that FE Engage is indeed made on Unity. This is a big change for Intelligent Systems and will be interesting to see how they continue to grow on a new toolset

Post in thread 'Media Create Sales: Week 1, 2023 (Jan 02 - Jan 08)' https://www.installbaseforum.com/fo...es-week-1-2023-jan-02-jan-08.1308/post-128880
Its interesting that they are using Unity, since Unreal has really taken the mindshare from a lot of jp devs. Unity has been working on a bunch of things, maybe we will see them more in future titles.
 
Question about the criteria for the list: Minako Hamano is credited as Sound Coordinator for both Samus Returns and Dread, does that not qualify for the list and should we maybe add info about production roles like this for certain key departments?
It's more of an active composer list. Mahito Yokota for example was also involved with Mario Odyssey and Smash Ultimate, despite not actually composing/arranging anything.

A sound staff list might be a good idea. There are still people at Nintendo that used to compose music (Taro Bando, Ryoji Yoshitomi) but are credited for sound design/effects nowadays. I'm guessing Nintendo made a hard split at some point, separating the people specifically hired for composing from everyone else.
 
Is there Gust confirmation or deconfirmation yet
Apparently the game already leaked online, if anyone knows anybody or any thread and could ask for the credits it would be much appreciated.

But so far nothing, except the game not having Koei Tecmo on the copyrights like Three Houses had, so it's probably primarily IS.
 
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1-Up new yearbook is out and they have 8 level designers now,for comparation mario odyssey had 9 level designers total,epd tokyo support studios alone have 2x odyssey design team,suspicious....
 
I'll save people the time of skipping through the video; I went and found the site myself (and i'm not going to watermark it lol).

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Considering Retro were still hiring for Prime 4 a week ago, I don't think Doctre's conclusion that Prime 4 is "about to come out" is totally on the money though; but I think we could probably lock in 2024 at this point.

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Invincible season 3 is already in production? 👀
 
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