THE BRIDGE

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As Puzzle & Dragons expands, complementary content springs up too

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GungHo Entertainment’s hit game Puzzle & Dragons is probably the most successful mobile game in history, at least in terms of revenue. In the last quarter, the game was making almost $5 million per day. The game has 17 million users in its home market of Japan, but up until just recently we haven’t had many metrics on how it has been doing in North America [1]. Now the game has now reached the 1 million downloads mark in that region, which is still not very much – but it’s a good start. P&D peaked number 7 on the top grossing charts, and it will be interesting to see if it can making good money in that market. Most people outside Japan likely still relatively new to the game. And speaking as a fan of the game myself, I admit it can be a little tricky to understand at first. I’ve given a little bit of an introduction and how-to video for Puzzle & Dragons here if you’d like to check it out. But one of the reasons that I’m optimistic about P&D is the fact that we’ve seen various peripheral fan content and utilities springing up around it. There…

puzzle-dragons-wide

GungHo Entertainment’s hit game Puzzle & Dragons is probably the most successful mobile game in history, at least in terms of revenue. In the last quarter, the game was making almost $5 million per day.

The game has 17 million users in its home market of Japan, but up until just recently we haven’t had many metrics on how it has been doing in North America [1]. Now the game has now reached the 1 million downloads mark in that region, which is still not very much – but it’s a good start. P&D peaked number 7 on the top grossing charts, and it will be interesting to see if it can making good money in that market.

PadGuide
The Korea-made PadGuide

Most people outside Japan likely still relatively new to the game. And speaking as a fan of the game myself, I admit it can be a little tricky to understand at first. I’ve given a little bit of an introduction and how-to video for Puzzle & Dragons here if you’d like to check it out. But one of the reasons that I’m optimistic about P&D is the fact that we’ve seen various peripheral fan content and utilities springing up around it. There is the Puzzle & Dragon Database, the Puzzle & Dragon Forum, and an active sub-Reddit. In addition, their Facebook page now has over 42,000 fans.

And recently there is also the app PadGuide which is a really big help for newcomers to the game. In P&D, there are lots of events that suddenly occur which offer an opportunity to collect rare monsters – but the problem is that you don’t really know when they are going to happen. What PadGuide offers is a calendar of upcoming events so that you can be a little more opportunistic about when you play – you can even set alarms for specific events.

The app also has a library of the games monsters and dungeons, which is handy if you need to check what monsters you’ll meet so that you can prepare your team accordingly.

The app comes from Korean developer D&Tech Consulting, and is available for free with some ads displayed. Surprisingly this app recently broke into the top ten in South Korea’s iOS Utilities category. That’s not too bad for a simple game-tips app of this sort.

On a related note, Puzzle & Dragons also recently surpassed 1 million users in Korea. So GungHo’s strategy is clearly to focus on mature mobile markets where consumers are known to spend money.

It will be interesting to see if they make a move to go after the relatively mature markets of Taiwan and Hong Kong too, perhaps as a testing ground before later hitting the larger but less lucrative mainland China market [2].

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bbs.pndchina.com, an active Chinese chat forum for P&D

  1. Mostly we have just had app store rankings to rely on, which shot up significantly in the past month due to a collaboration with Supercell.  ↩

  2. There are lots of fans in China too, even though the game is not officially there yet (not to my knowledge, anyhow). It is available on various app stores in the country, such as Wandoujia.  ↩

Sports game platform Mobcast hits 3.5 million users, eyes markets beyond Japan

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Tokyo-based gaming company Mobcast announced yesterday that its sports-focused gaming platform now has more than 3.5 million users, adding about 380,000 new members every three months. The company expanded its service to Korea back in February, intensifying its localization efforts by acquiring Korean gaming company Entercrews. Mobcast’s Korean gaming platform surpassed 600,000 users, and 300,000 of those have tried MobaSoccer, a soccer title where both Japanese and Korean users can simultaneously play a Japan vs Korea match. In addition to Japan and Korea, the company has expressed interest in expanding to South East Asian markets, and it has already established a local presence in Indonesia. The company has been seeing good results in user acquisition, thanks to marketing efforts in partnership with sports TV shows and notable football clubs. The company parnered with FC Barcelona and shows off high-profile football players in its online soccer gaming app, including stars like Thierry Henry and Lionel Messi. In a previous interview with the company’s CSO (chief strategic officer) Takashi Sato, he unveiled that the company is aiming to reach at least 30 million users in Japan, and one million users in Korea in this year. To learn more about the service, check…

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Tokyo-based gaming company Mobcast announced yesterday that its sports-focused gaming platform now has more than 3.5 million users, adding about 380,000 new members every three months.

The company expanded its service to Korea back in February, intensifying its localization efforts by acquiring Korean gaming company Entercrews. Mobcast’s Korean gaming platform surpassed 600,000 users, and 300,000 of those have tried MobaSoccer, a soccer title where both Japanese and Korean users can simultaneously play a Japan vs Korea match. In addition to Japan and Korea, the company has expressed interest in expanding to South East Asian markets, and it has already established a local presence in Indonesia.

mobcast-girls
Mobcast Girls cheer and promote the game platform in Japanese media.
(Image: Mobcast website)

The company has been seeing good results in user acquisition, thanks to marketing efforts in partnership with sports TV shows and notable football clubs. The company parnered with FC Barcelona and shows off high-profile football players in its online soccer gaming app, including stars like Thierry Henry and Lionel Messi.

In a previous interview with the company’s CSO (chief strategic officer) Takashi Sato, he unveiled that the company is aiming to reach at least 30 million users in Japan, and one million users in Korea in this year. To learn more about the service, check out a couple of its commercials which we have included below.

Japanese TV commercial:

 

Korean TV Commercial:

 

Scottish game studio mashes up Origami and Tamagotchi in unique iPhone game

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One of the great things about the Internet Age is that we get to see lots of collaborative projects taking place across great distances. A good example of this is the Mr. Shingu Paper Zoo app, a game created by a three-man Scottish development studio, Stormcloud Games, and a Japanese origami expert Fumiaki Shingu. Despite living on opposite sides if the world, the two parties managed to collaborate on the Paper Zoo game, which is a combination of origami instruction and a virtual pet game (think Tamagotchi). The game itself is a fun little diversion for anyone with young kids, or for anyone with an interest in learning origami. The app encourages them to fold a (virtual) piece of paper into one of many possible animals, such as hippos, pelicans, or elephants. Of course attentive kids or ones with parental guidance can even try making them with real paper. After that you can care for their animals too, dress them up, feed them, and even clean up their poops. Check out the short trailer below to learn a little more. Stormcloud’s managing director Frank Arnot explained a little about how this collaboration got started: We found Fumiaki via his website,…

mr_shingu_paper_zoo

One of the great things about the Internet Age is that we get to see lots of collaborative projects taking place across great distances. A good example of this is the Mr. Shingu Paper Zoo app, a game created by a three-man Scottish development studio, Stormcloud Games, and a Japanese origami expert Fumiaki Shingu.

Despite living on opposite sides if the world, the two parties managed to collaborate on the Paper Zoo game, which is a combination of origami instruction and a virtual pet game (think Tamagotchi). The game itself is a fun little diversion for anyone with young kids, or for anyone with an interest in learning origami. The app encourages them to fold a (virtual) piece of paper into one of many possible animals, such as hippos, pelicans, or elephants. Of course attentive kids or ones with parental guidance can even try making them with real paper. After that you can care for their animals too, dress them up, feed them, and even clean up their poops. Check out the short trailer below to learn a little more.

Stormcloud’s managing director Frank Arnot explained a little about how this collaboration got started:

We found Fumiaki via his website, Origami Club, and as soon as we saw his origami we knew he was the person we wanted to partner with for the game. His origami was very Nintendo-esque – it was simple but very cute and above all, fun.

But then there was the language gap to overcome, since Frank doesn’t speak Japanese and Shingu doesn’t speak English. How could the two parties possibly work together?

Frank credits a government body called Scottish Development International which facilitates exports and overseas business. An SDI representative made contact with Shingu and presented the game idea, and then found a translator to help with the contract. Frank notes that the project likely would not have been possible without their help.

It’s great to see this kind of collaboration succeed thanks to help from a a body like this. I’m not aware of many organizations that exists here in Japan for this purpose (my colleagues point out Jetro), but it would be great to see some formalized efforts as more and more Japanese companies look abroad.

If you’d like to try our the Paper Zoo app, you can get it for $2.99 over on the App Store. An Android version is said to be coming soon.

raceday

Customise

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ZooNight

Line’s ‘Fluffy Diver’ game takes cute to the next level

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We’ve written about many cute games and apps over the past few weeks, but a recently release game from Line Corporation may have just out-cuted them all. Developed by Korea-based Hot Dog Studio, Fluffy Diver is about as kawaii as any game can get, with a lost baby seal (Fluffy) cast as the hero, on a quest to find his mother. Can you think of anything cuter than that? Me neither. Like all of Line’s casual games, the one-tap controls for Fluffy Diver are incredibly simple. The game is a landscape-oriented side-scroller [1], and you need to make Fluffy dive into and jump out of the water to avoid obstacles and collect valuable items. But even with the simple controls, mastering the flow of Fluffy’s swimming can take a while. So far, like most of Line’s games, this title is performing ok in the Asia region, ranking as a top 10 iOS adventure game in Thailand, while ranking 19th in its home market of Japan, and 40th in Taiwan [2]. If you’d like to try out Fluffy Diver, you can get it as a free download for iOS or Android. Line’s repertoire of games have done incredibly well so far,…

fluffy-diver-logo

We’ve written about many cute games and apps over the past few weeks, but a recently release game from Line Corporation may have just out-cuted them all. Developed by Korea-based Hot Dog Studio, Fluffy Diver is about as kawaii as any game can get, with a lost baby seal (Fluffy) cast as the hero, on a quest to find his mother.

Can you think of anything cuter than that? Me neither.

Like all of Line’s casual games, the one-tap controls for Fluffy Diver are incredibly simple. The game is a landscape-oriented side-scroller [1], and you need to make Fluffy dive into and jump out of the water to avoid obstacles and collect valuable items. But even with the simple controls, mastering the flow of Fluffy’s swimming can take a while.

So far, like most of Line’s games, this title is performing ok in the Asia region, ranking as a top 10 iOS adventure game in Thailand, while ranking 19th in its home market of Japan, and 40th in Taiwan [2].

If you’d like to try out Fluffy Diver, you can get it as a free download for iOS or Android.

Line’s repertoire of games have done incredibly well so far, thanks to the company’s popular chat platform which has more than 190 million users to date.

On a somewhat related note, just last week Line Corporation announced that it would be establishing a new location in Fukuoka which will be dedicated to helping its Asia expansion.

For more information on the growth of Line and its vast repertoire of apps, including Fluffy Diver, please check out our interactive Line Timeline which chronicles its growth from its launch back in 2011 up until the present day.

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fluffy-diver-1


  1. Sort of like Line’s Wind Runner.  ↩

  2. These numbers are not outstanding compared to some of Line’s other recent releases. But still solid considering its reach in other markets.  ↩

Japanese team pitches game app engine at Microsoft’s Imagine Cup

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The Imagine Cup is an annual global competition organized by Microsoft, with the aim of nurturing students to be competitive in the international arena. The finals are taking place in St. Petersburg, Russia, where finalists from 71 counties come together to competing for the top awards in five categories, with the winners will be announced late on Thursday night (Japan Time). It will be livestreamed here if you’d like to tune in. The team of Teppei Yoneyama and Chester Lee Chin Zhen (who are both attending Japan’s oldest computer vocational school) are finalists from Japan, proposing a new gaming app development environment. It’s called the Knowall Library, and it has taken about four years to complete. The development suite allows game developers to create a 2D or 3D gaming app relatively easily. To date many people have already developed several gaming titles using the environment, giving it high praise since it is just as sophisticated as many existing products in terms of technical features. The video below shows you how Yoneyama presented the work at his vocational school. It’s in Japanese, but it will give you a better but idea of how it works. We are told that it’s not…

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Project N at World Finals venue: Chester Lee Chin Zhen, Teppei Yoneyama
(Picture courtesy of Microsoft)

The Imagine Cup is an annual global competition organized by Microsoft, with the aim of nurturing students to be competitive in the international arena. The finals are taking place in St. Petersburg, Russia, where finalists from 71 counties come together to competing for the top awards in five categories, with the winners will be announced late on Thursday night (Japan Time). It will be livestreamed here if you’d like to tune in.

The team of Teppei Yoneyama and Chester Lee Chin Zhen (who are both attending Japan’s oldest computer vocational school) are finalists from Japan, proposing a new gaming app development environment. It’s called the Knowall Library, and it has taken about four years to complete. The development suite allows game developers to create a 2D or 3D gaming app relatively easily. To date many people have already developed several gaming titles using the environment, giving it high praise since it is just as sophisticated as many existing products in terms of technical features.

The video below shows you how Yoneyama presented the work at his vocational school. It’s in Japanese, but it will give you a better but idea of how it works. We are told that it’s not common for gaming app development environment to be chosen as a finalist for the Imagine Cup event.

We certainly wish them the best of luck during the rest of the competition!

Line’s new ‘Neko Copter’ game is the top iPhone app in Thailand

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This week Japan’s Line Corporation released a new game in cooperation with Square Enix. It’s called Neko Copter, and like most of Line’s mobile games it’s a pretty casual with easy-to-use controls and social integration with Line’s chat app. We’ve seen many of Line’s games rocket to the top of the app ranking charts here in Japan upon their release. But what’s interesting about the first few days of Neko Copter is that it has first reached the top of the charts in Thailand, while in Japan it is still only in 69th spot overall. This is a strong indication that the Line chat app platform is working well as a game distribution channel in Thailand too, where the company has already racked up more than 15 million downloads. If you’d like to get a closer look at the gameplay for Neco Copter you can check out our quick video demo above. If you want to try it for yourself, you can get it over App Store or on Google Play. This is not Line’s first collaboration with Square Enix, as the two companies previously worked together on Slime Shot which was released late last month. For more information on…

This week Japan’s Line Corporation released a new game in cooperation with Square Enix. It’s called Neko Copter, and like most of Line’s mobile games it’s a pretty casual with easy-to-use controls and social integration with Line’s chat app.

We’ve seen many of Line’s games rocket to the top of the app ranking charts here in Japan upon their release. But what’s interesting about the first few days of Neko Copter is that it has first reached the top of the charts in Thailand, while in Japan it is still only in 69th spot overall.

This is a strong indication that the Line chat app platform is working well as a game distribution channel in Thailand too, where the company has already racked up more than 15 million downloads.

If you’d like to get a closer look at the gameplay for Neco Copter you can check out our quick video demo above. If you want to try it for yourself, you can get it over App Store or on Google Play.

This is not Line’s first collaboration with Square Enix, as the two companies previously worked together on Slime Shot which was released late last month.

For more information on the growth of Line and its vast repertoire of apps, including Line Neko Copter, please check out our interactive Line Timeline which chronicles its growth from its launch back in 2011 up until the present day.

neko-copter-2 neko-copter-2

Raising Titan: Japan’s latest disgustingly cute iPhone game

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Readers may recall that a few months back we mentioned a really strange, but really fun game from Japan called Alpaca Evolution. The game can be described as kimo kawaii or “disgustingly cute”, and millions of downloads later Japanese mobile users have really taken to it. In case you thought that sort of hit was a one time thing, another equally weird mobile game is number one in Japan’s App Store today. It’s called Raising Titan. Update: This app appears to have been removed from the App Store. I’ll keep you posted if I learn why. When you start the game you’re given a little newborn character to care for, with options to feed or bathe it when needed. After a while, you level up to become a new, stranger looking giant, and it continues in this way until you become something quite monstrous. There’s also a mini game that looks very much inspired by Alpaca Evolution, where your giant has to eat up as many tiny humans as possible within the given time. The title is was the top free iOS app in Japan for a while today, and is also doing well in Taiwan and Hong Kong. If…

Readers may recall that a few months back we mentioned a really strange, but really fun game from Japan called Alpaca Evolution. The game can be described as kimo kawaii or “disgustingly cute”, and millions of downloads later Japanese mobile users have really taken to it.

raising-titan

In case you thought that sort of hit was a one time thing, another equally weird mobile game is number one in Japan’s App Store today. It’s called Raising Titan.

Update: This app appears to have been removed from the App Store. I’ll keep you posted if I learn why.

When you start the game you’re given a little newborn character to care for, with options to feed or bathe it when needed. After a while, you level up to become a new, stranger looking giant, and it continues in this way until you become something quite monstrous. There’s also a mini game that looks very much inspired by Alpaca Evolution, where your giant has to eat up as many tiny humans as possible within the given time.

The title is was the top free iOS app in Japan for a while today, and is also doing well in Taiwan and Hong Kong.

If you’d like to get a closer look at the wacky gameplay, check out our video demo below.

app-annie-raising-titan
Via App Annie

How can Line monetize its 150 million users?

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See the original story in Japanese. This is part of our coverage of the Infinity Ventures Summit 2013 in Sapporo, Japan. You can read more of our reports from this event here. In contrast with that GREE and Mobage (by DeNA) who released a wide range of web-based game titles, native apps are grabbing much more attention, notably Puzzle & Dragons and Line’s repertoire of gaming apps. But can their revenue be sustained? And how will they lead the smartphone app market? We had a chance to hear from Jun Masuda, chief officer at Line Corporation, where he spoke about how to monetize apps and open the platform to the third-party developers. According to the stats from App Annie CEO Bertrand Schmitt, the Line app was ranked in 4th as of last March, based on consolidated global revenues from the iOS Appstore and Google Play. Masuda: For message app developers, you usually make money by selling stickers, ads, and charging for derivative services. For social network providers, you may might make your living with advertising. But if you rely only on that revenue stream, it’s far too difficult to sustain your business. It’s important to mix up revenue streams, both…

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See the original story in Japanese.

This is part of our coverage of the Infinity Ventures Summit 2013 in Sapporo, Japan. You can read more of our reports from this event here.


In contrast with that GREE and Mobage (by DeNA) who released a wide range of web-based game titles, native apps are grabbing much more attention, notably Puzzle & Dragons and Line’s repertoire of gaming apps. But can their revenue be sustained? And how will they lead the smartphone app market?

We had a chance to hear from Jun Masuda, chief officer at Line Corporation, where he spoke about how to monetize apps and open the platform to the third-party developers.

According to the stats from App Annie CEO Bertrand Schmitt, the Line app was ranked in 4th as of last March, based on consolidated global revenues from the iOS Appstore and Google Play.

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Masuda: For message app developers, you usually make money by selling stickers, ads, and charging for derivative services. For social network providers, you may might make your living with advertising. But if you rely only on that revenue stream, it’s far too difficult to sustain your business. It’s important to mix up revenue streams, both charging users and with advertising, and keep that in balance. Sale of stickers is showing good numbers, and the app is ranked in first place if you exclude gaming apps, both on the Google Play and the iOS app store.

Popular stickers, popular characters

Masuda: We’ve had success acquiring users in the Thai market, so non-Japanese also like this concept of decorative communications, adding stickers in chat. Our revenue comes primarily from the Japanese market. Prices for our stickers are common in all around the world. Prices are relatively high for Thai users, but they still like to buy the stickers.

In terms of sticker sale trends, we’re not seeing any apparent gap between the globally version and locally-optimized versions. A sticker showing familiar characters, Brown & Cony, is the best selling one in the global markets. In the countries where local people typically watch Japanese animation films or understand what kawaii means, the Line app business does well. In the rest of the world, however, business is not so good.

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Make the most of 150 million users

Masuda: In the latter half of last year, the Line Pop app was the best selling of our gaming apps. For games there have been 140 million downloads, and 25 titles. I can’t disclose revenue numbers, but our strategy is to acquire new gaming users on the Line user base.

We intend to keep introducing titles that female users will like, but we carefully set prices that won’t force them to pay too much. They typically play the games where they like to talk with someone over the phone. We’ll try to think further on how to monetize.

If an app has its name associated with the Line app, it usually has a very high rank in the app store. Prior to the launching the app in the gaming app category, we check if the app behaves as intended, and assure the quality of its user experience.

Opening the platform to third-party developers

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Line’s Jun Masuda

Masuda: We are actually receiving many inquires about opening the platform to third-party developers. But there’s no plan for the time being. As we’ve been doing until now, we’ll work with partner developers who have ideas on what kind of games are suitable for Line users. We shutdown the in-company gaming studio team back in April. Kakao has more than 200 gaming titles, which makes me feel the life-cycle of a title is getting shorter. We’re now carefully thinking what to do next.

For more information on the growth of Line, please check out our interactive Line Timeline which chronicles its growth from its launch back in 2011 up until the present day.

Fun Japanese photo app lets you snap pics in classic games

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For all you old school gamers out there, here’s a fun new photo app from Tokyo-based Mfro that will take you back to the early days of console gaming. It’s called Famikon Camera, an allusion to Nintendo’s first game system released in Japan in the early 80s [1]. What’s fun about this camera app is that parts of it actually feel like a game, taking on a faux Mario Bros look, with a choice of four pipes – each one corresponding to different kinds of photo framing options: nomikai (or drinking party), meals, going out, and other. From there you’ll be presented with a variety of photo frames and overlays that you can apply, with looks corresponding to many of your favorite classic games. When you add your own photo (it can be a picture taken live with your camera, or one from your album), you can then apply one of many pixelating filters so that it blends well with the 8-bit style. For example, below you can see a street scene with the fun Mario Bros frame applied. If you’d like to check out Famikon Camera, you can get it over on the App Store. The company has also…

famikon-camera

For all you old school gamers out there, here’s a fun new photo app from Tokyo-based Mfro that will take you back to the early days of console gaming. It’s called Famikon Camera, an allusion to Nintendo’s first game system released in Japan in the early 80s [1].

What’s fun about this camera app is that parts of it actually feel like a game, taking on a faux Mario Bros look, with a choice of four pipes – each one corresponding to different kinds of photo framing options: nomikai (or drinking party), meals, going out, and other.

From there you’ll be presented with a variety of photo frames and overlays that you can apply, with looks corresponding to many of your favorite classic games. When you add your own photo (it can be a picture taken live with your camera, or one from your album), you can then apply one of many pixelating filters so that it blends well with the 8-bit style. For example, below you can see a street scene with the fun Mario Bros frame applied.

If you’d like to check out Famikon Camera, you can get it over on the App Store. The company has also recently released its HadoukenCamera camera app, which is somewhat similar to the Kame Camera app that we featured last week.

A regular street scene becomes Mario World?


  1. Or Famicom, as it’s usually referred to in English.  ↩

Namco Bandai hopes to increase global presence with new subsidiaries in Vancouver and Singapore

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Japanese game developer and publisher Namco Bandai (TYO:7832) has announced that it will be establishing subsidiaries in Vancouver and Singapore, with the intention of improving its presence in global markets [1]. The Vancouver office, to be called ‘Namco Bandai Studios Vancouver,’ will develop online social games for North American and European markets. It is set to begin operations in June, and will be located within the Center for Digital Media, a post graduate school supported by local universities. The British Columbia provincial government said it its announcement that it provided ‘significant assistance’ to Namco Bandai, including tax credits. Vancouver is quickly becoming an international hub in the gaming space with over 85 studios there so far. As for Singapore, the new Namco Bandai Studios Singapore will also start operations in June, and it will be located at Mediapolis at One North district. Namco Bandai says that this office will be instrumental as the company has many development partners in the region, many of which have also set up shop in Singapore. For both subsidiaries, the company plans to bring in locally hired staff, with help and support from its Tokyo headquarters. Namco Bandai’s announcement is here (PDF). I’m aware that…

namco-bandai

Japanese game developer and publisher Namco Bandai (TYO:7832) has announced that it will be establishing subsidiaries in Vancouver and Singapore, with the intention of improving its presence in global markets [1].

The Vancouver office, to be called ‘Namco Bandai Studios Vancouver,’ will develop online social games for North American and European markets. It is set to begin operations in June, and will be located within the Center for Digital Media, a post graduate school supported by local universities.

The British Columbia provincial government said it its announcement that it provided ‘significant assistance’ to Namco Bandai, including tax credits. Vancouver is quickly becoming an international hub in the gaming space with over 85 studios there so far.

As for Singapore, the new Namco Bandai Studios Singapore will also start operations in June, and it will be located at Mediapolis at One North district. Namco Bandai says that this office will be instrumental as the company has many development partners in the region, many of which have also set up shop in Singapore.

For both subsidiaries, the company plans to bring in locally hired staff, with help and support from its Tokyo headquarters.


  1. Namco Bandai’s announcement is here (PDF). I’m aware that the company writes its name in all caps, but in the interests of readability and common sense, I’ll refrain from doing that in this article.  ↩