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CEO/Creator
Keiichiro Toyama
I think we have always been credited for the unique and novel game design, also seen in the world-building from our past works. I believe this approach will never change for us. We began this company to continue working on these kinds of games in a free environment.
I strongly – and simply think that life is something that you must enjoy. So even though my responsibilities have increased and I feel a bit nervous, I’m able to enjoy myself even more than before and immerse myself in creating games. This is something we will always pursue with our studio.
While our first game “Slitterhead” was produced by the studio as a whole, my desire is for us to evolve into a studio that can produce a variety of titles with even more diversity.
I also think it’s an important mission for me to utilize my experience to support young creators who have a fresher, creative mind.
Works
- Silent Hill (1999)
- Siren (2004)
- Siren 2 (2006)
- Siren: Blood Curse (2008)
- Gravity Rush (2012)
- Gravity Rush 2 (2017)
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COO/Producer
Kazunobu Sato
I began thinking about starting a company whilst having a drink with Toyama-san. At that time, he and I had been working on separate projects for over 10 years since the SIREN series, but we would still frequently meet for drinks and have a chat(I guess that part still hasn’t changed now…)
I think it was through these conversations that we came to agree on the kind of work we wanted to do for the remainder of our careers. My desire was to continue working as a game creator for as long as possible, while also supporting the younger generation of developers.
I believe that won’t change in the future – and I will always welcome those who are passionate about creating video games, and maybe also like to have some drinks with them(if they don’t mind!)
Let’s share all the despair, setbacks, sense of accomplishment and success together as a team!
Works
- Siren (2004)
- Siren 2 (2006)
- Siren: Blood Curse (2008)
- Puppeteer (2013)
- The Last Guardian (2016)
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CTO/Game Director
Junya Okura
While working at the previous studio I was employed at, I felt many things were about to change – and that was when Toyama-san approached me. Looking back on it now, it was a massive decision to make…but at the time, strangely enough, I didn’t hesitate to say yes. Sato-san(Producer) was involved, and we talked about many things – and took things step by step from then on.
What can we do with just ourselves? What can we offer from our experiences? This was a big challenge for me.
Today, that is still a challenge for all of us.
In the future, I would like to create a place where people can take on serious challenges, and a place where we can support those who take on those challenges. I would also like to continue creating games, which is my passion.
Works
- Siren (2004)
- Siren 2 (2006)
- Siren: Blood Curse (2008)
- Gravity Rush (2012)
- Gravity Rush 2 (2017)
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Senior Artist
Takahiro Fujii
Taking advantage of a small-scale independent company, I am responsible for many aspects such as Art Direction, UI, Video Design, Props etc.
With team members who have deep expertise and cross-sectional knowledge,
It’s exciting to create something that isn’t bound by the concept of game visuals. -
Lead Animator
Yoshio Namiki
I mainly create character animation, and also manage the motion team.Like all games I have worked on, “Slitterhead” is filled with so many elements and its development is very challenging! But I’m looking forward to the day when people who are waiting for it can play it.
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Concept Artist
Miki Takahashi
I design various things. I always explore ways to make the in-game experience richer and more profound.
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Technical Artist
Stephen Oberheim Jr.
I mainly work on cutscenes and narrative aspects,
handling tasks ranging from asset creation to management, DCC tool development and implementation.
I came to Japan with dreams of game development and raising Java finches.
(You can’t have Java finches as pets in Hawaii…)
Now, I have fulfilled both dreams and am happily making games surrounded by three birds,
including a parakeet and a cockatiel.
Team Java finch. -
Environment Artist
Mai Tanigaki
I design the environment for both in-game and cutscenes, as well as adjusting lighting for these. Each day I am thinking how to incorporate the experience and knowledge I have about creating background images into the game. I think Bokeh Game Studio is a great environment for me to do this as I am given freedom to make proposals from design level.
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Character Artist
Yuma Murakami
I mainly work on modeling and creating texture for character. Everyday is a trial & error to try and make characters look more appealing. I feel rewarded when I see the characters I created animated and moving vividly.
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Game Designer
Kai Yoshida
I am currently working on level design, as well as adjusting boss fights in “Slitterhead”. I love extremely spicy food and horror. To put it simple, I am a masochist. While it may seem like unnecessary traits in life, I believe these kind of things are important to work in the entertainment industry.
The road to achieving our goal is difficult, however the rewards that come after hardships shine brighter than any other reward. This can be said for game development too. The development of “Slitterhead” has been hard work, however I will strive to work everyday until I can see everyone’s faces enjoying the game! -
Narrative Designer
Ayumi Inagaki
I mainly support areas in scenario, such as character’s dialogue and setting. I love playing horror games and watching movies, which drew my interest to working with Bokeh Game Studio. This is my first job since graduating, so I’m learning a lot every day. I will continue to do my best, so would appreciate your support.
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Game Programmer
Tatsuya Matsushita
I work in implementing gameplay focused on the behavior of the Player Character. There are many unique team members here at Bokeh, which inspires me and allows me to learn so much while working.
I aim to reach beyond the framework of a programmer, and become a creator to pursue the “fun” in games. -
Project Manager
Takuro Konno
I am responsible for managing the progress of cutscenes, designing and analyzing user tests, and coordinating the QA team.I think the appeal of Bokeh Game Studio is that you can try your hand at anything depending on your motivation.
I would like to continue expanding the range of work I can do and contributing to improving the quality of our games. Starting with “Slitterhead”, I will do my best!! -
Business Development Manager
William Yohei Hart
I oversee all business related communications overseas, all PR/Marketing matters and also support production. I have always loved games from Japan since I was a child, and came from the UK hoping to work with Japanese creators.
At my first workplace I met and had the pleasure to work with Sato-san, who was a producer there. A few years after I had left the company, he approached me with Toyama’s concept for a new game – and I didn’t hesitate for a moment to say yes. If you asked me to make a game by myself I would be helpless, but I specialize in supporting those who can.
I like to work spontaneously and flexibly regardless of what my specified job title is, and Bokeh is definitely the best environment in my career so far that has allowed me to do this. Starting with “Slitterhead”, I believe the team here will strive to create many unique, original titles – and I am excited to help bring these games to life.
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2022.11.17
G-CON 2022
Keiichiro Toyama participated in G-CON 2022, a video gaming event held in Busan, Korea. As a speaker, Toyama reflected on his early career and gave the audience insight into how he approached creating Silent Hill, as well as giving advice to the younger generation of developers. Learn more about G-STAR: https://gstar.or.kr/eng
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2022.3.1
Interview in the latest issue of “EDGE”
Keiichiro Toyama responded to questions regarding “Slitterhead” on the latest issue of EDGE magazine. You can see an overview and purchase the magazine in the link below. https://www.discountmags.com/au/magazine/edge-uk-march-2022-digital-m/in-this-issue/61f236f5310ef
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2022.2.24
4Gamer interview
Following our announcement of “Slitterhead” at The Game Awards last year, we responded to an interview by Japanese video game media outlet 4Gamer. The interview was conducted with Creative Director Keiichiro Toyama, and Audio Director/Composer Akira Yamaoka. https://www.4gamer.net/games/609/G060908/20220217125/
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2021.2.9
2021 The Game Awards
We are pleased to announce that our first project title is called “Slitterhead”. With the support of Geoff Keighley, showrunner of The Game Awards, we were able to debut a teaser trailer today at the honorary event. Additionally, we also welcome Akira Yamaoka who will collaborate as main composer and audio director on this title. Yamaoka also composed the music for this trailer. The development of the game is still at a very early stage, and visual aspects/design of the final game are likely to change, however we hope that the community will enjoy this trailer as an early insight into the world building/atmosphere of “Slitterhead”.