NewsLooking Back on 3 Years of GPTRACK50 – Anniversary Interview


2025/10/01

Game

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A 150-Strong Team Working Full-Throttle on Our Flagship Title

―GPTRACK50 is now celebrating its third anniversary. Looking back, how do you feel about these past three years?

Kobayashi: They really flew by. When I think back, it feels like we’ve been constantly recruiting and hiring, and over these three years, our team has grown significantly. As for the title currently in development (an action RPG), we’re finally entering the home stretch. It’s a bit surreal-at the start, I never imagined I’d be working with the members we have now, all coming together to create such an exciting game.
Some positions took longer than expected to fill. Securing artists in particular was delayed by about half a year compared to our initial plans, so development on the graphics side was a bit tough. But apart from that, things have gone smoothly. Looking at the project as a whole, there haven’t been any major delays, and development has been progressing steadily.

―From your perspective, what kind of team is GPTRACK50’s development team?

Kobayashi: Honestly, it’s an incredible team. I’ve experienced many development teams in the past, but this one has an unusually high number of veterans. Once we communicate the game’s concept and the director’s vision, each member quickly grasps the intent and takes initiative on their own, which drives development forward at a rapid pace.
Everyone not only understands things quickly but also has outstanding technical skills. Once they get moving, I can fully trust them to carry things out. Right now, it’s not just our in-house team-we’re also working with more than 20 partner companies, bringing together over 150 creators united on this project.

―How has communication been with those partner companies?

Kobayashi: I think it’s going very well. We’ve gathered creators with a strong passion for making a brand-new title. For example, the action segments are handled by a company that specializes in action games-matching the right people to the right roles is something we’re proud of. This is a company we built from scratch, with a team of people who came together for the first time. Yet despite that, I truly believe we’re producing a title of remarkably high quality and fun.

―How large is GPTRACK50’s in-house development team specifically?

Kobayashi: After this spring’s round of hiring, we now have just under 30 employees, and for now, that’s where we’ve fixed the headcount. At the start, I thought we might be able to manage with half that-about 15 people-but that turned out to be unrealistic, so we doubled it. We don’t have much slack, but with this number, we can just about keep the production on track.
Of course, there are still some roles where I’d like to add more staff. But as teams grow larger, communication gaps become more likely. That’s why it’s so important for the vision of the director and art director to remain clear and consistent. We concluded that around 30 members is the optimal balance, so that’s where we’ve settled.

Packing in Our Passion, Pushing the Fun Even Further

―Looking back on development so far, were there areas that turned out differently than you originally planned, or parts that became even more exciting than you expected?

Kobayashi: The core of the project hasn’t really changed since we first drafted the concept. What’s happening now is that all the ideas we’ve been layering on top of that foundation-things to make it even more fun-are finally coming together. Of course, along the way, there were plenty of ideas where I thought, “That sounds interesting, but can we really pull it off?”
When I first heard the idea, I was pretty skeptical. But it ended up being realized within the proposed budget-and on top of that, it genuinely boosted the overall fun of the game. I was honestly impressed by the creativity and technical skill of our team members.

―Can you give us a concrete example?

Kobayashi: For example, I personally didn’t plan to be too particular about the user interface, but the staff kept bringing forward ideas to improve it, one after another. The same happened with the 3D action segments-lots of suggestions came in. I thought many of them were great, but at the same time, I worried: “How much time and money is this going to cost us?” There were stretches where I watched the progress with some anxiety.

―But in the end, those concerns turned out to be unfounded?

Kobayashi: Exactly. There were many things I worried about, but in the end, all of them contributed to making the game more fun. Right now, we’re in the final stretch, fine-tuning the details. In a good way, the game has ended up much sharper, much more entertaining than I ever imagined at the start. Honestly, I’m itching to finally announce the details.

―You mentioned the project is in its final stage. In total, how many years has development taken?

Kobayashi: The company itself is three years old, but development didn’t begin the moment we were founded. It took about a year just to gather the right members. From there, we’ve been working on the game for about two years now. By the time it’s announced and then released, the total development cycle will be roughly three years.

―That’s fairly quick, isn’t it?

Kobayashi: For a brand-new company starting completely from scratch on an original IP, yes, I think it’s quite fast. And that’s really thanks to the great chemistry between our director and art director. Their visions aligned perfectly, so once ideas were proposed, development kept advancing rapidly.
Once the character designs were locked in, it was time for the 3D team to step up-and they worked with incredible speed. Thanks to that, the 3D assets were completed much faster than expected, which allowed us to spend extra time polishing the action elements. We even reshot motion capture sessions multiple times until we were fully satisfied. That’s how we were able to build this game carefully and thoroughly.

Promotional Preparations Quietly Underway

―I know you can’t reveal too many details yet, but could you share what kind of play experience players can expect from your upcoming title?

Kobayashi: In short, it’s an action game created by creators who truly love action games, aiming to deliver a brand-new type of experience for fans of the genre. Think of it as an action game made by action game lovers, for action game lovers.
That said, it’s designed to satisfy both ends of the spectrum. For those who have played every action game out there, it will still feel fresh and engaging. And for players who’ve rarely touched an action game before, we’ve built in RPG-style growth systems. That way, even if you don’t have refined technical skills, you can take your time, play steadily, and still defeat tough enemies or progress further in the game.

―So regardless of skill level, it’s an action game anyone can enjoy?

Kobayashi: Exactly. But I especially hope players who are craving a new kind of action game will give it a try. At first, you’ll need to get used to some unique controls-but once you do, the gameplay really flows smoothly. I’d love for people to experience this new style of play for themselves.

―Do you think you’ll be able to announce it within 2025?

Kobayashi: Yes. Let me state it clearly here: we will announce the title this year (2025) and release it in 2026. In fact, preparations for the announcement are almost complete-we’re now just considering the timing. I can’t share the exact format yet, but we’re also planning to provide opportunities before release for players to get hands-on, perhaps through a demo or similar experience.

―It sounds like preparations for promotion after the announcement have already begun?

Kobayashi: They’re not finalized yet, but yes-we’ve already started holding meetings to map out how we’ll approach promotion. The game itself is basically ready to be revealed, but as of this interview (early September 2025), the key art?arguably the most important element for the announcement?hasn’t been completed yet. Once that’s done, we’ll move quickly to announce the title and share more detailed information.
At that stage, we plan to have the director and art director step into the spotlight and speak directly about the project. Honestly, it’s reached the point where I can’t keep doing all the talking myself. (laughs) They both have plenty they want to share, so when the time comes, I hope you’ll come back and interview them as well!

Looking Back on the Game Producers Interview with Kobayashi

―Since GPTRACK50 was founded, Famitsu.com has regularly hosted dialogue features between you and notable creators from other companies. Could you share your thoughts on these sessions, and what insights you’ve gained through them?

Kobayashi: First of all, I’m truly grateful?we were able to hold this series five times in total. What made me happiest, and what excited me the most each time, was the opportunity to actually visit each company and have conversations with the creators right there in their offices.

The first session was with Yosuke Saito from Square Enix. It was the first time I’d ever had such a long conversation with him, and it was an invaluable experience. I got to hear his thoughts on what it means to be a producer, and he kindly and thoroughly answered all of my questions. I really appreciated that.

The second session was with Suda51 from Grasshopper Manufacture. I’ve known Suda-san since Killer7, but it was the first time we’d ever had a public discussion that later became an article. It felt very fresh, and I also got to hear perspectives from him that I hadn’t heard before. It was a really enjoyable time.

The third session was with Katsura Hashino from Atlus, right after the release of Metaphor: ReFantazio. Since he had founded Studio Zero and was leading the creation of a brand-new IP, I felt a strong sense of kinship. The conversation was full of useful insights and proved to be an excellent learning experience for me.

The fourth session featured Katsuhiro Harada from Bandai Namco Studios. I had spoken with Harada-san several times before, but this dialogue went much deeper into the art of producing. He shared his approach to communication, engaging with players, and global expansion, answering my questions in detail. I was very grateful for that opportunity.

And finally, the fifth session was with Yosuke Hayashi from Koei Tecmo Games. He spoke about the company’s proactive stance on launching and expanding new IP, as well as its broader corporate philosophy. He also shared the background behind the establishment of their AAA studio, which gave me a lot to reflect on.

Plans for Hands-on in the Works… And Don’t Miss the Art Style!

―I imagine these dialogues have been stimulating not only for you, but also for your counterparts. Thank you again for your cooperation. Now, as your current title enters its final stretch of development, could you share your mindset going forward?

Kobayashi: After the title is announced, I want to bring more of our core development members into the spotlight so they can share their passion directly with players. Above all, I can’t wait for people to get their hands on the game. We’re considering various initiatives to make that possible-such as releasing a demo-so there’s really a lot to do before launch.
We’ll also be releasing plenty of videos that showcase the game’s appeal, and I’d love for people to watch them first. If those videos make you think, “This looks fun” or “I want to try it,” that would make me really happy. And of course, we’d be delighted to hear everyone’s feedback.

―And is there anything you’d like to say directly to the fans who have been following your career closely?

Kobayashi: First and foremost, I want action game fans to give this title a try-that’s my biggest wish. And there’s one more point: I believe that many players will also fall in love with this game because of its art style.
It’s hard to convey before the official reveal, but we’ve put a tremendous amount of effort into the visuals. I want people to look at it and think, “Wow, this is a stunningly beautiful game.” We’ve poured so much care into designing the characters as well, so I hope that players will not only enjoy the gameplay itself but also come to love the characters.