Visual Arts Inc. has developed the game brand "Key" and has produced many hit titles such as "CLANNAD" and "Heaven Burns Red." The entertainment company offers a variety of business solutions, including animation and game production, related character goods, and live events.
We spoke with CEO Genki Amanumo about the type of creator Visual Arts is looking for and what it's like to work at the company.
Profile Introduction
Visual Arts Inc.
CEO:
Genki Tenun
In 1999, he joined Visual Arts Inc. as a scenario writer. Since then, he has worked on numerous scenarios under the name "Okano Toya" while advancing in his career to director and producer positions. In August 2023, he was appointed President and CEO.
What kind of "imagination" is required of creators?
Mr. Genki Tenun, Visual Arts Co., Ltd.
- First, please tell us about your career history.
Tenun: I joined Visual Arts Inc. in 1999 and started my career as a scenario writer. Our company places emphasis on storytelling, and various projects are driven by stories. It is not uncommon for scenario writers to come up with plans and lead projects themselves. I also worked as a scenario writer, then as a director and producer, and gained management experience. In 2023, the previous representative, Baba, retired from his position, and I took over as representative director.
-- This time, you are recruiting a wide variety of creators, including game planners, scenario writers, and graphic designers. Can you tell us the background to this?
Tenun: The main reason is that we want to lay the foundations for growth. We are now in our 33rd year since our founding, and fortunately, our business performance has been going well. To prepare for the next 30 years, or even beyond, we need to increase the number of creators. Of course, it takes time for a creator to become fully-fledged, so after considering the training period, we thought that now is the time to start making big moves in hiring.
- What points do you focus on when hiring creators?
Tenun: First of all, the quality of the finished product is paramount, but I think it's also important phone number library to have the imagination to think from the customer's perspective. Unlike artists who pursue their own expression, creators must combine "what they want to do" with "what the customer wants." When it comes to scenario writing, I think it's very important to be able to clearly imagine things like "what kind of stories are in demand now" and "what will those trends be in three years' time."
Of course, that doesn't mean you should try to conform too much to society. Works that suppress your own personality and conform to society will end up being superficial and soulless. I think creators are expected to keep in mind trends and social conditions and then work to fine-tune what they want to do.
-- This recruitment is open to people with no work experience. What kind of training and education will be provided after joining the company?
Amanumo: We don't offer classroom training or educational periods, and instead place emphasis on getting people to get their hands dirty on the job. You get involved in the work as part of a team, and the feedback you receive on your work from your seniors and directors is what you might call "education." In addition to direct feedback like "You could do it more like this," or "We'll use some of it, but we'd like you to change this part," we also give advice from a long-term perspective like "How about trying a more stylistic approach like this," or "This work will serve as a reference, so why don't you take a look at it," and we place emphasis on close communication on the job.
From no work experience to becoming a mobile game project manager
What is the "sense of play" and "imagination" that creators need to create IP that can be used worldwide? -- An intervie
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