Roselle is looking for a large-scale staff. The company succeeded in the development and operation of Fate Grand/Order (GO) as a Delight Works, and was re-launched as Roselle in February this year due to business succession. It is said that the organization has changed significantly due to the arsenal, and this time it is recruiting staff. It is said that not only experienced industry but also inexperienced members are widely recruiting members.
・ Scrip tor
・ Game director
・ Game planner
・ 2D character artist
・ UI artist
・ Background art artist (map)
・ SRE engineer
We are also looking for many other positions. Check the job site below
Risen Gentle Recruit Site Co., Ltd.
While opening the door to new human resources, there are many mysterious parts of Roselle. What kind of organization is Roselle? Some people may be worried about what kind of system is actually developed and operated. So we asked four key people who are now Roselle. Four people who like games and GO anyway, despite being the upper part of the organization. Let’s listen to the current situation of Roselle and the future of Roselle, which they dream. The company is promoting remote work, and previously asked about such a system (related article).
Four keys Parson
── Please introduce yourself.
Rookie Kano (hereinafter, Kano):
My name is Kano. At first, I started my career as a programmer and worked in Sega for about 15 years. He is in charge of a lead planner and director in Sega. After doing a new unreleased title for about a year at Comeback, Mr. Ashikaga (Yoke Ashikaga, GO Project Creative Producer, once belonged to Delight Works) to be the director in the future. I joined Delight Works. After that, he worked as a project manager and has been in charge of the 2nd Development Director since 2018. And he is up to the present.
Kimchi Miramar (hereafter, Miramar):
This is Miramar. He joined the Square at the time in 1999 as a 3D designer and was in charge of the game background. After involved in FF9, FF10 and FF11, I was involved in Unlimited: Saga, Romancing Saga-Minstrel Song-, and Last Remnant, then transferred to a Nagoya Heart, and a mobile game development manager. As a director, he played the role of the director and producer.
After that, he was transferred to De Ne-A and as a producer of Decide 72, after a total of six years, three years in the development of three years from the beginning of the project and three years after the release, and Delight Works. I joined the company.
By the way, I participated in FF10 with Nagoya (Mr. Yusuf Masayoshi described later). When I went to eat rice due to the connection, I was introduced to Shoji (Benito Shoji, Representative Director of Delight Works) and Mr. Ono (President of Shinobi Ono, President and CEO). As I talked about various things, I was asked to send me a resume… (smile)
Currently, we have launched a planner organization called Game Design Studio, and is in charge of the general manager there and the entire development organization called Creative Div. The department is the same as Kansan. I am also involved in GO, and the fun of the game is led by Mr. Kano, and I have comprehensive management, such as planning and development costs such as what system to turn. I’m watching.
Yusuf Masayoshi (hereinafter referred to as Laura):
I’m Laura. He entered the Toe Plan in 1991 and entered Square in 1993. Then he was in charge of the art direction of the FF series, and then joined the SAGA team with Miyamae-kun and was involved in the Last Remnant. After the launch of FF15, he retired from Square Enix (hereinafter referred to as Sudden). After that, Shoji asked him to be a designer.
After that, I was asked, Would you like to draw one conceptual dress for GO ? (Laughs) From such a trend, I joined Delight Works while I was giving advice on leaders’ meetings, and now I work to supervise design creative as a creative art office.
Mr. Hiroshima (hereinafter, Hiroshima):
This is Hiroshima. He joined Unix in 2000. He was initially involved in Cross Gate, mainly MMORPG at Unix. After that, he was hooked on the arcade’s Sangokushi Wars, and invested enough to buy a car. He wanted to create such a game and created a game called Eternal Wheels. Eternal wheels was the first relationship with Shoji (*).
- Shoji Density was once enrolled in Square Enix and was also involved in Eternal Wheels and Lord of Vermilion.
After that, he changed jobs to Goa (now Goa Team Games) after a career in Square. There was also involved in the operation and development of MMO’s Sangokushi ONLINE. He also created a game called Noun’s Ambition on Yahoo Mob age. After that, when I was doing a job change, I found a Delight Works and was invited to contact Shoji and joined the company.
He is now producing Div. He is looking at each project from a bird’s-eye view and strengthening organizational power.
It was hard to change to the Roselle era that changed from the Delight Works era
─ ─ Can you tell us the outline of the tissue transformation that became Basemen?
Hiroshima:
Until now, there have been multiple development departments, and the design and art are independent departments have been trial and error. As a Roselle, we decided to set a goal of making it a proper company as a publisher, and to create a system that matches the proficiency and the skill of the site according to that goal.
As a development organization, Nagoya launched Design Studio (Design Studio) for about six months, and then launched a programmer and engineer organization called GAME DESIGN STUDIO (Game Design Studio) and Tech Studio (Tech Studio). It has been officially launched since August. These three studios are creative Div., The top is Mr. Miramar.
On the other hand, there is also produced Div., There are no development staff, and producers and their support, and marketing, QA (quality guarantee), and CS (customer support) are also included in Div. We are working on the idea of creating a block of the members who create things and the block that creates the project as an IP, and is going to be a publisher that can make a decent product in the vertical and horizontal relationship.
Kano:
During the Dilute Works era, it was a vertical group that separated the department by project, so there was a good aspect that the project could be moved as a lump, but it was difficult to create a horizontal connection.
The first order after becoming Roselle and the Ono system was to strengthen the horizontal connection. In that case, on the premise that confidential information for each project is managed firmly, we will discuss the form of an organization that makes it easier to exchange cross-information between projects, and create an organization that summarizes the entire planner beyond the boundaries of the project. I decided to launch Game Design Studio.
Miramar:
The organization should change according to the maturity and growth of the company, and I don’t think there is a correct answer. In the current situation in Roselle, the most recent initiative is to enhance the technical skills. GO is a long-lasting project, so we will focus on the direction of improving our expertise and raising our development capabilities.
Game Design Studio, which packs the concept and specifications of the planning, Tech Studio will also strengthen server client technology and visual programs. Design Studio is aware of technical improvements, including how to make a game graphic according to the terminal performance, how to brush up, and how to make it more efficiently.
Kano:
Now I have a manager in each studio. At the same time as being an organizational counselor, the members belong to the members can see the members of the members with a project crossing. Of course, there is a superior in the project in the project, and we have you look at task management and skills. This is a mentor-like movement that focuses on their skills on the project side through processes such as scripts and level design. In other words, it seems that one member is following one member from a different aspect depending on the manager and the supervisor of the project.
Hiroshima:
The structure of those who are looking at the working environment, career and attendance, the person who viewed the studio, the person who viewed it in terms of skill, and the project administrator in each studio.
Kano:
In addition to this, we have an individual interview. Both bosses and subordinates have the opportunity to speak one-on-one at least once a month. Therefore, it is Roselle to support the growth of each member, including the talks of each staff, the way of attending, the current way of working, and the fact that they want to challenge them in the future.
Laura:
Originally, in terms of Di right Works, it was a company that was created by members to create GO. For this reason, the evaluation of the staff and the career path were difficult to get out of the place linked to GO. GO is a pillar of the company, and putting a large scalpel in the development system was shallow.
However, when taking an enlarged route, there was a problem that it was a complete vertical split. The place where I made a horizontal connection was the first time I was focusing, so I launched Design Studio a little earlier. With the selection and concentration, GO promoted the studio by strengthening its new development capabilities while maintaining a strong development and operating system with GO.
Everyone likes Type-Moon and everyone is responsible
──Please tell us about GO from here. First, please tell us the number of development and operating members and the number of people for each job.
Miramar:
There are about 300 members in the company. The job area is 30 % for planning, 20 % for engineers, and 30 % of designers. In addition, about 20 % of non-development members such as marketing, customer support, QA and analysis are available. In addition, we have an external company cooperate.
──After all, do many staff members like Type-MOON works and GO?
Miramar:
There are many staff members who like Type-Moon’s work.
Laura:
There is also a battle for goods in the company.
Miramar:
is not it. Everyone is satisfied with making goods as prizes at an in-house social gathering. (smile)
Miramar:
By the way, since I became involved, I knew GO in earnest. Of course, I knew, but I was not a so-called core fan. I’ve been playing well since I joined the company, and the story is up to the latest. The surrounding staff will tell you a lot, and it’s fun to talk. And everyone really likes…
Laura:
I talked about drawing a conceptual dress, but the affection of the staff involved at that time was amazing. I thought that this would not be possible to give a fascinating picture, so I decided to write a lot and draw Kiritsugu Emily. Also, watch all Fate/ZERO for study and read the manga version. I wish I knew it sooner.
Hiroshima:
The first thing I was involved in at Delight Works was Melty Blood: Type Alumina and Tsukihime-A Piece of Blue Glass Moon-, so the characters knew that. The other day, GO contained Awkward Arch Type: Earth, so I was very summoned. Fortunately I was close. (smile)
All:
(smile)
Hiroshima:
When I first entered Di right Works, I was not a heavy user of GO, but I became more and more fond of it. Anyway, the character love has become stronger.
Kano:
I originally liked it, but I definitely became more liked since I was involved in development together with Delight Works. Not only Fate but also Type-Moon, who is involved in Fate, also likes it. There are many opportunities to directly contact NASA and Takeuchi-san, so in such a case, I feel like I’m creating this character with this feeling, and I understand the scenario points. While you can check the scenario with comments and show the plot in advance, he wrote that the lines at this time are actually from this feeling and background and deepen their understanding. Also! It is a great way.
I feel the depth of the work nearby, so I like Fate more. There is also a place that is attracted to Type-Moon’s humanity. So, when you go out to events and live broadcasts, the most concerned is whether you can speak for Type-Moon’s thoughts and heat. In such a place, I have appeared with Type-Moon’s spokeswoman, so I can never make mistakes. As for the development, the desire to tell users is growing year by year, with 100 % or beyond that Type-Moon wants to convey.
──It is also a developer and a fan. By the way, is there a scene that Kansan likes the most?
Kano:
It is difficult to choose one… Mash’s scene at the end of Part 1 cried completely. However, I have been crying several times in Part 2 Chapter 6. Oh, I’m crying in Chapter 2 of Part 2… I can’t count in the number of crying. In Part 2 6.5, there was a scene where the master said, Come, ■■■■■■■■■!
─ As I said, many staff members want to deliver Type-Moon’s thoughts and heat to users?
Kano:
As a team, I want to make Type-Moon’s thoughts firmly, and I want to see that shape. What I often say in interviews is that it is essential to create things that can only be done with Roselle in order to create the character of GO. It is difficult to develop, but the root of the driving force is I like GO. We are looking forward to this work, and we have a strong desire to deliver to users in the form of imagination, and we believe that it is important to work on it.
Miramar:
The GO team all wants to deliver good things to users with responsibility and love as a developer. With that kind of feeling, we will overcome the difficult timing. Many members have respect as developers.
Laura:
As a supplement, from a recruitment point of view, it doesn’t mean that you can’t create it unless you’re an enthusiastic fan of GO. I hope there is a respect for works and games.
Development and operating system of GO that can only be done by Roselle
─。 Please tell us about the development and operating system about GO. How do you move to implementation in the latest events and scenarios?
Kano:
First, the annual schedule is determined. At a meeting with Type-Moon, we will discuss and adjust the schedule on a yearly basis. After deciding which servant to be placed, we will start producing servants one and a half years ago. As a scenario configuration, this servant can be put out, so you can plot, create a scenario, decide how to play in the main chapter, and drop it into development.
─ Is it an image you are thinking about a few years ahead? I think the roadmap of the project itself is big.
Kano:
We are looking forward to it, but there are some parts that cannot be tight. For example, we will tell users at the timing of Chapter 6 of Part 2, but sometimes it will be 2021 swimwear (unlike usual) in September! However, if you need to keep pace with the users, you will tell them, I will do this, but I will do this.
For the schedule, I change the order and adjust it internally. There are various factors, but in addition to development convenience, if there is something like Let’s make the servant ahead here and implement it at the next event, we will re-assemble the schedule for the servant.
──It seems to be the fear of development and fun.
Miramar:
Not only GO, but in the early stage of development, even if you imagine the finished form to some extent, there are quite a lot of things that you feel ordinary or know when you try it. 。 From the development standpoint, I think that the GO team is the best strength that can be said from the development of the GO team when it is not possible to face it and change it. I would like to develop such a difficult time to overcome the results and lead to another project as an organizational development experience. And I want to create fun that can not be experienced with other titles.
Laura:
I’m not a planner, but I think the mechanism that recreates the game one-off for each episode is out of the ordinary.
Hiroshima:
The biggest feature is to create something new every time, and I think this is quite different in the game industry.
Laura:
As game development is becoming large-scale, it is Zara that several years have passed from joining the company to release. But GO has a variety of play genres, like an old arcade, and is a trial and iteration in one game. I think that being involved in such a game is a good thing in terms of career and experience.
── April Fool’s Day project is also amazing.
Miramar:
That is the case, but the time and effort is amazing.
Kano:
I did some directions for April Fool’s Day, but I focused on it. At last, I included everything I want to do. I have received many opinions that it will not end in one day, but I am sorry… (smile)
Laura:
It may be the motivation of the creator, which is just right to do too much.
Kano:
It may be over the degree, but it is also the character of GO, so I would like to challenge as much as you can.
──Is young members actively participating in new events and initiatives?
Kano:
Every time I do all the direction, it doesn’t work for the company, so among the game designers, we are looking for members who want to do April Fool’s Day projects, have them submit a proposal, and leave the director to support them. 。
The April Fool’s Day project is done with a few people regardless of career, so young members are writing a crunchy specification. Well, it may not be decided whether to do April Fool’s Day every year, so the opportunity may be limited…
Hiroshima:
Regarding April Fool’s Day project, I propose to Type-Moon with 10 proposals, How about this next year?
Kano:
I think it would be better to have various ideas, such as gaming designers in the company, other sections, and advertising teams, and it would be better to think and discuss them from various perspectives. When.
Even those who want to do only GO, people who don’t do it
──Please tell us about this job background again.
Miramar:
GO itself is still aiming for the future, so if you think that it will create a more stable development system, the members are not enough. Therefore, we are looking for a large-scale recruitment of members who will be a member of Roselle’s fellow in the future.
──What kind of career is active in the GO project?
Kano:
There are many people from the game industry, but for example, there are members from the game maker and some members other than the game industry. However, for example, in terms of level design, it may be difficult without experience in the game industry, so there are occupations that emphasize industry experience.
Miramar:
Many server engineers, etc., are not the game industry that starts with career. Some people from IT and the web industry.
Laura:
I agree. And the members who were in charge of production in the anime industry are strong because they are going through the shambles. Some people come from video, and the design is diverse.
Miramar:
We four are from a consumer company, but we don’t always have a career start as a game company.
─ ─ ─ の の の い い い 広 広 広 広 広 広 広 広 広 広 広 広 広 広 広 広
Hiroshima:
GO also challenges new measures every time. So there is not enough people. Especially when trying to create something more interesting and new. It is not endless, but it is the ideal of GO to answer various requests flexibly. First, I want to increase the number of members who can respond there. I still want to do various things and are frustrating.
In addition, I would like to create a world-class game with content other than GO as a publisher and deliver it to users. Neither of the Egos to create new things while exciting. The motivation for the application can be enthusiastic about GO, or the enthusiasm to create a new one.
There were a lot of chairs when I thought, Let’s create a lot of things, GO, let’s do more interesting things, we need promotion, and we need more analysis. You need a member to sit on the chair.
Publishers are in charge of promotion and sales, and there are quality managers. Roselle has some development members in the sense of a company that creates GO, but there are still many pieces that are not enough in the publisher. Finally, a company that only creates games has come to be able to become a publisher who can fight the world.
Laura:
The advantage of having you come as a fellow of Roselle is to see the core of the creative. Game development in GO will be studied not only for development skills but also for expressiveness. In that sense, I think that it will be a place where you can increase your muscles, with your own skills and perspective nutrition.
──In such a development process, he has obtained management and know-how to create IP content.
Miramar:
I have been involved in the development of RPG so far, but my experience gained from the past year’s GO was very great. With this experience, I think I might have created more interesting games. Until now, I have come to my career desperately, but Roselle still has new discoveries and experience.
The door is large, and the enthusiasm is high
──Please tell us about the human resources image you are looking for this time. Is there any position you want?
Kano:
In the position, everything is… Among them, I especially want a game designer. There are a lot of things I want to do, so if they don’t form them, nothing will go on. I want it with priority.
I also want more scripts. In recent years, Type-Moon has also released adventure games such as the Tsukihime remake, and we are playing, but we are shocked by the script production. We are aware that we are still there, and we are also looking for scripts to enhance the performance.
I also want a level designer who designs and adjusts the game balance. GO creates new play for each event, so it is an essential and expansion job to always explore quality.
Miramar:
At Tech Studio, you are a member who prepares an internal environment. How to prepare the engineer development environment. Not only servers and clients, but also members who need to improve service quality and improve development environment, such as SRE (Site Reliability Engineering).
Development is not just to make actual data. The way of communication is diversifying, and since I was talking directly and writing on a whiteboard, I often take consensus with materials etc. under the remote, so while I make data from the idea. It is also necessary to pass. There are also occupations that make such a development environment more effective. Also, in terms of graphic, GO requires the background and map quality, so I want a member of that part.
Kano:
Some people want to make UI or servants. It’s really all.
──The recruitment needs are high, but I don’t think everyone wants to enter. What are the points you want to work as a friend?
Hiroshima:
You need a member who can move as a motor even if it is smaller than a large gear. You can create something.
Kano:
Well, it’s important to be able to move on your own.
Hiroshima:
In particular, what you want is not only to use your head, but also to add something to what you have put out.
Miramar:
In a sense, creatives tend to be al1. I have experience when I am young, but the selfishness, This is beautiful and cool may be out of the whole. Therefore, there is a mind that can correct the trajectory when hitting the project and the individual gap. And I think it is important to understand the project policy and move forward.
Hiroshima:
Don’t give up even if you can’t. It is important to be able to think about why you are not good.
Kano:
The rest is that you have something important. I love GO ! So I want to work here!, Game development is fine, and only other fields and animation technologies have passed. Whether it finally goes well with our vector.
──In our vector.
Kano:
Including GO, we are particular about taking care of the characters that appear in the game and delivering them to users in the best form.
Laura:
It is easy to imagine the design and paintings that look like characters, but the appearance of the character is only a part of the overall impression. There are a variety of character components, such as behavior, life, techniques, and voices. The drama that these characters woven each other is the good thing about GO, and Roselle’s strength is to create them.
GO is a title that can be seen from the world view of the UI, fonts, and the scars of the background, so all the elements that require each one are elements to make use of the characters.
Kano:
It may be easier to convey to those who play GO, but in the battle, even in one action that the servant takes, AI and gimmicks are designed in detail to express their individuality and implement them. I’m doing it.
Miramar:
Performance is also an important factor in the character. Incorporate the jobs of each part and create characters together. I think that many staff members have the commitment of other part-time representatives, and they have the feeling that they are creating them together with their commitment.
Interviews are carefully seen
─ ─ ─ キャ キャ キャ キャ キャ キャ キャ キャ キャ キャ キャ 方 方 方 方 方 方 方 方 方 方 方 方 方 方 方 方 方 方 方 方 方 方 should I have a mind even if I don’t have much skill?
Kano:
Some people apply in the so-called open position, but minimal skills are required for each type of job. For example, if you are a level designer of GO, you will need some experience.
Miramar:
In mid-career recruitment, if you are in your thirties immediately, you will naturally look at your points and skills. Young members expect to grow through experience, and they also have the direction of hiring and raising young people after the second graduate.
Kano:
The recent recruitment has been in the industry for 4-5 years.
Miramar:
Ono said, Think about your career, so that you can grow up properly. So I made a career plan firmly.
──What kind of training system or policy?
Hiroshima:
Produced Div. There is also a policy of recruiting producers and developing producers. I don’t want an active Bali producer. Producers need a business sense, so if they have the skills there, they will gain experience. I want some experience in the top of the department that develops overseas, but I think that young staff can train.
In addition, the new planning and production bureau has a device that says, Let’s make a small number and make a lot of failures. It’s an area where you can make 100 games, and it’s amazing if you make one truth. We are also trying to try a lot of small things and try to extend them. Including the future of Roselle, it is in the flow of the Basemen Training Plan. From such a viewpoint, I think there is an environment to develop people who can create games.
Kano:
We have prepared the house of each staff member of the studio, so we will nurture it based on it. We are also parents, and we are responsible for the development and growth of the staff.
Miramar:
TECH STUDIO also educates while leading each member because the sense of tasks that each member has is different.
──Both young and veterans are welcome.
Kano:
In the interview, we will tell you the story individually. Anyone who wants to create a game has a chance. Since career and skills are not judged alone, I hope that both young and veterans who are still inexperienced can apply.
── Thank you .
[List man / writing: DAILY RAMAYANA]
[List man / edit: AUO Keybase]
[Cooperation: AYA Kurosawa]
[Shooting: Mao ITEMS]
Recruitment occupation (partial)
・ Scrip tor
・ Game director
・ Game planner
・ 2D character artist
・ UI artist
・ Background art artist (map)
・ SRE engineer
Check the following for job information such as occupations
Risen Gentle Recruit Site Co., Ltd.