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Hideaki Itsuno
View on WikipediaHideaki Itsuno (伊津野 英昭, Itsuno Hideaki) is a Japanese video game director and designer. He was born in Osaka Japan, and formerly worked at Capcom. He has been a director and producer for several series at Capcom, including Rival Schools, Power Stone, Devil May Cry and Dragon's Dogma.
Key Information
Career
[edit]Early years (1994–2002)
[edit]Hideaki Itsuno was a fighting game fan who was hired by Capcom in 1994; his entrance exam happened the same day as the Super Street Fighter II Turbo location test.[1] He went for it over other companies because it would be an easy commute.[2] There, he was assigned work as a designer on their arcade division (which by 1997 had been reorganized as Production Studio 1), starting with two quiz games. In that first year at the company, a project for a Street Fighter prequel was brewing; Itsuno's superior Noritaka Funamizu saw there was no designer attached, and asked him to take that role in December. Other members of that team came from the same background, all gathered so Street Fighter Alpha had a broader appeal and captured the audience drawn to SNK fighters.[1][2]
His first director job was on another fighter, Star Gladiator, a project he entered halfway through to fulfill a desire: "at the time I wanted to make that kind of game with a large scale cabinet, because Capcom had never done anything like that before. That's why I joined the company". Due to visual effects and hardware constraints, that game runs at 30 frames per second, to Itsuno's chagrin: "At 30fps, I feel you can't have a real competitive fighting game, so I wanted to make a linear fighting game with 60fps in mind". Driven to make a 60fps polygon-based fighting game, he conceived an original project with wide appeal—driven so partly by a more story-heavy approach and the inclusion of role-playing elements—which became Rival Schools: United By Fate.[3][2]
Most of Itsuno's output for the first nine years of his career was fighting games, both in 2D and 3D, as either director or designer. As the genre and the arcade market declined, he worked on console games of various genres, within both positions he'd been in before: One Piece Mansion, GioGio's Bizarre Adventure and Auto Modellista.
Devil May Cry series
[edit]After Itsuno had finished work on Capcom vs. SNK 2, he started conceiving a role-playing video game. Since he appeared to be "idle", his boss ordered him to work on Devil May Cry 2.[4] Itsuno was asked to "reorganize the project" in a supplementary role, which effectively meant taking over leadership, as upper management saw it as director-less.[5] In exchange, he would go uncredited,[6][7] but ended up the only director listed in the final version of the game.[8] Most of Team Devil (the staff on that title) had not worked on Devil May Cry and lacked experience in 3D action-adventure games,[9][10] which resulted in a production severely behind schedule with six months left on the deadline. Itsuno accomplished the request, but was dissatisfied with his level of involvement and the final product's quality.[7]
He didn't want Devil May Cry 2 to be his legacy within the series,[7] so before development had wrapped,[11] Itsuno asked his higher-ups for Devil May Cry 3, with himself as director from the start of the project.[6] He rallied Team Devil to stay for it;[12] some members shared his sentiment,[10] with many wanting to work with what they learned making Devil May Cry 2.[13] Gameplay elements such as the size of environments and the game's battle engine were reconsidered, and common criticisms such as decreases to Dante's cockiness and the game's difficulty were brought back in line with the first game.[14] These changes were met with praise and the game was very well-received.[15]
Itsuno returned to direct Devil May Cry 4.[16] He stated that the visual design sought to deliver a satisfying sensation of floating in the air, and that the actions of Nero's Devil Bringer could not be done on contemporary generation consoles, necessitating a new generation of consoles such as the PlayStation 3.[17] Devil May Cry 4 (2008) was met with both commercial and critical success.
The next game in the series, DmC: Devil May Cry, was developed by British developer Ninja Theory; Itsuno was the supervising director on that project.[18] When discussing this decision, Itsuno said: "With DmC this time, we wanted to avoid the problem that befalls some series where you keep making it with the same team, same hardware, and it tends to decrease and fans move away from it... We don’t want the series to die."[19] The development team included over ninety members, several of whom were from Capcom. Alex Jones and Motohide Eshiro acted as producers, aiming to help Ninja Theory make DmC play like the previous Devil May Cry games.[20] Devil May Cry 5, was released in 2019.[21]
Dragon's Dogma
[edit]Itsuno later directed Dragon's Dogma.[22] During the press conference at Capcom's Captivate event in 2011, he called it a game he had been dreaming of making since his school days, which could be finally realized due to technological advancements. At the time of the press conference, he had been directing a staff of 150 people at Capcom Japan for three years of concept and project development.[23][24] In the process, the team developed techniques that allow the feel of playing in 60fps on a 30fps game.[25]
Itsuno stated that his team had "come up to this point through our experience of action games. We're trying to make a new genre: We're using our action heritage and putting that into an action RPG."[22] He cited the influence of Capcom's previous works (such as Breath of Fire,[22] Resident Evil, Devil May Cry, and Monster Hunter), other Eastern RPGs such as Dragon Quest, and Western RPGs such as Fable and Oblivion.[22] Itsuno later explained that they had "seen a great deal of open-world action RPGs over the years, [but never] one that really put everything together in the action parts. We figured that if there hasn't been a game made by people who understand how action works, then we ought to do it ourselves. We wanted a game where the player is thrown into the world and needs to figure out how to stay alive via nothing but his own controller".[26]
However, the game was designed to allow players to take a less action-oriented approach, with Itsuno stating that they "[made] this game such that you can beat the monsters even if you build up EXP, collect good companions and/or pawns, and sit back and watch the battle unfold." He elaborated that while it is an action game, "that's not all that it is. You can fully configure your party and put as much thought as you like into battle, which is something we're doing for people who really want to get into this world".[26]
Initially, Dragon's Dogma was intended to be a Western fantasy game.[27] In March 2012, Itsuno said he hoped the game would sell 10 million copies worldwide and one million in Japan.[28][29] It was successful upon release, prompting Capcom to begin development on a sequel.[30] Itsuno reports that the team was only able to accomplish 60-70% of what they had wanted to in the first game, and hope to include those ideas in the sequel.[31]
Itsuno would return to direct the sequel Dragon's Dogma 2, which released in 2024.[32]
Future
[edit]In 2012, Itsuno hinted that the Rival Schools and Capcom vs. SNK series may see a revival.[33][34] The former series was once again hinted in the next year alongside the possibility of a new Devil May Cry entry. Itsuno has also expressed interest in developing a fighting game that would recreate the influence Street Fighter II had on the genre.[35]
Departure from Capcom
[edit]On August 31, 2024, Itsuno announced on his Twitter that he was leaving Capcom after working at the company for 30 years and 5 months.[36] He stated he was planning to start development of a new game in a new environment.
LightSpeed Japan Studio
[edit]On November 12, 2024, Hideaki Itsuno joined LightSpeed Studios. Itsuno now leads LightSpeed Japan Studio, which operates in Tokyo and Osaka, focusing on developing original AAA action games.[37]
Works
[edit]References
[edit]- Notes
- Citations
- ^ a b Takayuki Nakayama. "ROUND 2: Hideaki Itsuno Part 1". Activity Reports > Guests. Shadaloo Combat Research Institute. Capcom, Capcom Fighters Network. Retrieved 5 January 2022.
- ^ a b c Martin Robinson (3 March 2019). "The devil within: Hideaki Itsuno on 25 years at Capcom". Interviews. Eurogamer. Eurogamer Network. Retrieved 24 June 2022.
- ^ Takayuki Nakayama. "ROUND 2: Hideaki Itsuno Part 3". Activity Reports > Guests. Shadaloo Combat Research Institute. Capcom, Capcom Fighters Network. Retrieved 5 January 2022.
- ^ ゴジラ太田 (3 November 2021). "『デビル メイ クライ』20周年記念インタビュー。ディレクターの伊津野英昭氏に20年分の思い出話を訊いた". ファミ通.com [Famitsu.com]. Kadokawa Game Linkage. Retrieved 5 January 2022.
- ^ Bob Mackey (29 June 2015). "The Devil's Own: Capcom's Hideaki Itsuno on a Decade-Plus with Dante". USgamer. Gamer Network. Archived from the original on 29 April 2016. Retrieved 9 March 2016.
- ^ a b 3•1•4•2 Graphic Arts 2015, p. 220.
- ^ a b c 3•1•4•2 Graphic Arts 2015, p. 221.
- ^ Capcom (25 January 2003). Devil May Cry 2. Capcom Entertainment, Inc. Scene: staff credits.
- ^ Note of Naught 2006, p. 088.
- ^ a b 3•1•4•2 Graphic Arts 2015, p. 204.
- ^ Note of Naught 2006, p. 092.
- ^ 3•1•4•2 Graphic Arts 2015, p. 208.
- ^ 3•1•4•2 Graphic Arts 2015, p. 205.
- ^ Brightman, James (2005-04-06). "Devil May Cry 3 Poised for Success". GameDaily. Archived from the original on September 29, 2007. Retrieved 2007-04-12.
- ^ "Devil May Cry 3: Dante's Awakening". Metacritic. Archived from the original on 2012-12-27. Retrieved 2017-06-14.
- ^ Christian Nutt (2012-06-23). "Devil May Cry 4's creative minds". GamesRadar. Archived from the original on 2013-10-25. Retrieved 2014-01-24.
- ^ "IGN: New Hero for DMC4". IGN. 6 September 2006. Archived from the original on 2008-09-05. Retrieved 2008-07-08.
- ^ "Capcom devs describe the 'long-distance romance' with Ninja Theory that led to DmC". Polygon. 2013-01-30. Archived from the original on 2014-02-01. Retrieved 2014-01-24.
- ^ "DmC Devil May Cry: "We don't want the series to die" | NowGamer". NowGamer. 2012-12-12. Archived from the original on 2018-08-08. Retrieved 2017-06-14.
- ^ "DmC Devil May Cry Development Team Has Over 90 Members". Siliconera. October 16, 2012. Archived from the original on January 23, 2013. Retrieved October 16, 2012.
- ^ "Capcom Brings Back Hideaki Itsuno for Devil May Cry 5". Bleeding Cool. 10 June 2018. Archived from the original on 2018-06-18. Retrieved 2018-06-15.
- ^ a b c d "Dragon's Dogma: How Hideaki Itsuno is taking on Skyrim and the world". VideoGamer.com. 20 March 2012. Archived from the original on 25 May 2012. Retrieved 16 April 2012.
- ^ Gantayat, Anoop (April 13, 2011). "Dragon's Dogma Revealed". andriasang. Archived from the original on December 25, 2012. Retrieved April 13, 2011.
- ^ Anoop Gantayat (April 13, 2011). "A Few Bits About Dragon's Dogma". andriasang. Archived from the original on June 6, 2013. Retrieved April 13, 2011.
- ^ Yin, Wesley (2012-11-05). "Dragon's Dogma taught Capcom new tricks that give Devil May Cry the feel of 60 frames per second, publisher claims". Eurogamer. Archived from the original on 2014-02-01. Retrieved 2014-01-24.
- ^ a b Gifford, Kevin (2011-04-13). "Dragon's Dogma Explained By Staff: A single-player multiplayer RPG?". 1UP.com. Archived from the original on 2011-07-21. Retrieved 17 April 2012.
- ^ JC Fletcher (2011-06-12). "Dragon's Dogma preview: A song of 'ice and fire'". Joystiq. Archived from the original on 2014-02-01. Retrieved 2014-01-24.
- ^ "A million sales pretty much guaranteed for Dragon's Dogma in Japan". Videogamer.com. 20 March 2012. Archived from the original on 2014-02-01. Retrieved 2014-01-24.
- ^ Dutton, Fred (2012-03-20). "Dragon's Dogma can sell 10 million worldwide, reckons Capcom". Eurogamer. Archived from the original on 2014-02-01. Retrieved 2014-01-24.
- ^ Evans-Thirlwell, Edwin (25 June 2012). "Dragon's Dogma 2 on the way, original ships one million worldwide". Official Xbox Magazine. Archived from the original on 6 January 2013. Retrieved 21 July 2012.
- ^ "Game Creators Are Constantly Looking To The Future. Here's What A Few Of Them Are Looking At". Kotaku. 26 July 2012. Archived from the original on 2014-02-01. Retrieved 2014-01-24.
- ^ Bueno, Daniel (September 25, 2023). "Interview: Dragon's Dogma 2 Director Talks Mechanics, Hidden Themes". Siliconera. Retrieved December 6, 2023.
- ^ "News: Rival Schools and Capcom Vs. SNK 2 revivals teased". ComputerAndVideoGames.com. 2012-10-18. Archived from the original on 2013-10-23. Retrieved 2014-01-24.
- ^ "Could There Be 'Rival Schools' And 'Capcom vs. SNK' Remakes In Our Future?". Multiplayerblog.mtv.com. 2012-10-19. Archived from the original on 2013-10-23. Retrieved 2014-01-24.
- ^ "Dragon's Dogma Director Wants to Make a Sequel on PS4, Also Rival Schools 3 and Devil May Cry 5". DualShockers. dualshockers.com. 2013-10-21. Archived from the original on 2017-01-03. Retrieved 2016-11-21.
- ^ Tai, Anita (2024-08-31). "Dragon's Dogma Game Director Hideaki Itsuno Leaves Capcom". Anime News Network. Retrieved 2024-08-31.
- ^ Writer, Sophie McEvoy Staff (2024-11-12). "Lightspeed launches new Japan studio led by Hideaki Itsuno". GamesIndustry.biz. Retrieved 2025-03-11.
- Bibliography
- 青柳昌之, ed. (30 March 2006), "3: Interviews", デビル メイ クライ 3 設定資料集 Note of Naught [Devil May Cry 3 Material Archive -Note of Naught-], enterbrain, pp. 087–099, ISBN 4-7577-2767-4.
- 北裏裕章, ed. (June 2015) [14 March 2013], "Extra: Interviews", Devil May Cry 3•1•4•2 Graphic Arts, translated by Caleb Cook; M. Kirie Hayashi, Udon Entertainment, ISBN 978-1-927925-48-5.
External links
[edit]Hideaki Itsuno
View on GrokipediaCareer at Capcom
Early years (1994–2001)
Hideaki Itsuno was born around 1971 in the Osaka region, Japan. As a young man, he developed a strong interest in video games, particularly fighting titles like SNK's King of Fighters series, which influenced his early career aspirations.[6][2] In 1994, at age 23, Itsuno joined Capcom as a planner and programmer, initially handling miscellaneous tasks like cleanup before contributing to game development. He first worked on two unnamed quiz games in the arcade division, then moved to fighting games under mentor Noritaka Funamizu after expressing his passion for the genre.[2][2] Itsuno's early credits included planning roles on arcade titles, notably Street Fighter Alpha: Warriors' Dream (1995), where he designed characters such as Birdie and Rose while helping shift the series toward an anime-inspired aesthetic to attract a wider audience beyond traditional fighting game fans. This foundational work honed his skills in character creation and gameplay balance for competitive arcade environments.[2][2] Itsuno made his directorial debut as co-director on Star Gladiator: Episode I - Final Crusade (1996), Capcom's first 3D fighting game using polygonal graphics and a plasma sword-based combat system. He followed with directing Rival Schools: United by Fate (1997), a 3D fighting game set in a high school environment inspired by anime and manga tropes. Development faced challenges in transitioning from 2D to 3D graphics, but Itsuno prioritized smooth 60 frames-per-second performance for responsive polygon-based combat, introducing innovative mechanics like tag-team battles and environmental interactions that emphasized school rivalries and combo-driven fights. The title's blend of accessible storytelling and fluid 3D mechanics marked a departure from rigid 2D fighters, earning praise for its energetic, character-focused approach.[2][9][10] He followed this with directing Power Stone (1999) and its sequel Power Stone 2 (2000), arena-based 3D brawlers that expanded on multiplayer chaos with up to four players collecting power-ups in destructible environments to unleash transformations and special attacks. These games received acclaim as a fresh take on the fighting genre, moving away from one-on-one duels toward free-roaming, item-driven battles that prioritized fun, party-style multiplayer over technical precision, influencing later arena fighters with their steampunk aesthetic and over-the-top action.[2][11][12] Itsuno also directed Project Justice (2000), the sequel to Rival Schools, which expanded the narrative across interconnected school storylines involving global conspiracies and personal motivations for its cast. Building on the original's foundation, it introduced team-based gameplay with squads of three fighters, allowing for strategic swaps, assists, and combo chains that deepened tactical depth while maintaining the series' humorous, rivalry-driven tone. The game's enhanced story mode and larger roster solidified Itsuno's reputation for weaving character arcs into accessible action mechanics.[2][13][14] During this period from 1994 to 2001, Itsuno transitioned from planner to lead director, gaining expertise in action-oriented design through iterative work on fighting games that emphasized fluid controls, narrative integration, and multiplayer innovation—elements that foreshadowed stylish action in his later projects like the Devil May Cry series.[2]Devil May Cry series
Hideaki Itsuno assumed the directorial role for Devil May Cry 2 in 2003, stepping in mid-development with only six months remaining after the project had stalled under previous leadership. This transition from Hideki Kamiya's original vision posed significant challenges, as the team struggled to salvage a troubled production that had made little progress.[2] Despite completing the game on time, it faced widespread criticism for simplifying the core gameplay mechanics, reducing the intense, challenging combat that defined the first installment and resulting in what Itsuno later described as a critical low point for the series.[2] Determined to revitalize the franchise, Itsuno directed Devil May Cry 3: Dante's Awakening in 2005, positioning it as a prequel that explored Dante's early years and his rivalry with his twin brother Vergil, thereby expanding the lore while restoring the series' momentum.[2] The game marked a high point in Itsuno's tenure, reintroducing deeper combo-based combat that rewarded creative and varied attacks, fostering a sense of achievement through skillful execution.[2] This iteration emphasized Itsuno's emerging philosophy on "stylish action," where players balance risk and reward by chaining attacks in fluid sequences to overcome increasingly demanding encounters, a core tenet iterated across subsequent titles.[15] Itsuno continued directing with Devil May Cry 4 in 2008, introducing dual protagonists Dante and the new character Nero to broaden the narrative scope and gameplay variety.[2] Nero's Devil Bringer mechanic added a grappling and pulling element to combat, allowing for new tactical depths in enemy engagement and environmental interaction.[16] The development coincided with Capcom's strategic shift toward multi-platform releases, making Devil May Cry 4 the first in the series to launch simultaneously on PlayStation 3 and Xbox 360, expanding its audience amid the growing console competition.[17] For Devil May Cry 5 in 2019, Itsuno served as director, overseeing a project that provided narrative closure to long-running story arcs while bringing back classic characters like Dante, Nero, and Vergil for a cohesive ensemble.[15] The game advanced technical aspects, achieving smooth 60 FPS action at high resolutions on contemporary hardware, enhancing the fluidity of risk-reward combat systems refined over the series.[15] Itsuno's vision prioritized pure action challenges rooted in iterative practice and mastery, avoiding unnecessary repetition from prior entries to deliver a focused experience.[15] Throughout his leadership, Itsuno collaborated closely with key team members, including senior producer Michiteru Okabe on Devil May Cry 5, to iterate on stylish action mechanics that defined the genre.[15] His approach—treating "ridiculous ideas" like motorcycle-based attacks with utmost seriousness—helped evolve the series into Capcom's flagship action portfolio, influencing broader studio pursuits in dynamic, combo-driven gameplay.[2] Early influences from Itsuno's work on the Power Stone series informed the foundational action elements that propelled Devil May Cry's development.[2]Dragon's Dogma series
Hideaki Itsuno directed the original Dragon's Dogma (2012), Capcom's first open-world action RPG and a new intellectual property not tied to prior franchises like Breath of Fire.[18] The game's concept drew inspiration from Western RPGs such as Skyrim, Dragon Age, Fallout, Fable, and Oblivion, aiming to blend Capcom's action heritage with expansive fantasy worlds to create a novel genre.[19] Central to Itsuno's vision was the pawn system, an AI-driven companion mechanic that simulates co-operative play without requiring online multiplayer; players recruit customizable AI pawns from a shared online rift, which learn from battles and share knowledge like monster weaknesses to assist others.[19] This innovative feature allowed for emergent gameplay, where pawns provide strategic advice and adapt to player styles, enabling solo exploration of a vast, seamless peninsula roughly 1-2 hours across on foot.[18] Development challenges centered on balancing the open-world scale with fluid action combat, as the team adapted Capcom's MT Framework engine—originally designed for linear titles—to support physics, customization, and interactivity.[18] Itsuno incorporated dynamic elements like player climbing on massive enemies (inspired by Shadow of the Colossus) to target weak points, requiring precise timing and agility to disrupt foes during large-scale battles.[19] The vocation class system further enhanced flexibility, letting players switch between nine roles (such as fighter, mage, or archer) to level skills and tailor party compositions with pawns, adapting stylish combat influences from Itsuno's prior work on Devil May Cry to an RPG framework.[20] These mechanics emphasized player agency in a reactive world filled with unscripted encounters, though resource constraints limited the scope compared to Itsuno's ambitions. The 2013 Dark Arisen expansion addressed player feedback by expanding content with a new region (Bitterblack Isle), higher difficulty, and refined mechanics, which Itsuno's team used to inform future iterations.[21] A direct sequel was delayed due to modest sales of the original and the Japan-exclusive Dragon's Dogma Online (2015), alongside resource allocation toward other projects; Itsuno prioritized Devil May Cry 5 despite Capcom's approval for a follow-up.[21] For Dragon's Dogma 2 (2024), directed by Itsuno, the team shifted to the RE Engine for improved visuals and performance, realizing his original vision through greater world reactivity—such as dynamic NPC behaviors, simultaneous boss fights, and events like pawn "Dragonsplague" that spread and evolve interactions.[21] Enhanced pawn AI now includes more lifelike guidance, server-based sharing, and adaptive responses, fostering deeper emergent gameplay over five years of development.[20] In interviews, Itsuno described the series' themes around the "Arisen"—a prophesied hero's perilous journey of self-discovery and risk—blending Japanese action precision with Western fantasy's open-ended exploration to evoke a sense of authentic adventure and trial-and-error discovery.[21] He emphasized creating player-driven narratives that encourage community sharing without spoilers, prioritizing freedom and unique outcomes over universal accessibility.[20]Other projects
Throughout his tenure at Capcom, Hideaki Itsuno contributed to a diverse array of projects beyond his directorial work on the Devil May Cry and Dragon's Dogma series, often in planning, design, and support capacities that demonstrated his versatility across genres. Early in his career, Itsuno served as a planner and designer on the Street Fighter Alpha series, helping refine mechanics for the 2D fighting genre during its arcade and console releases in the mid-1990s.[22] He later directed the Rival Schools series, including the original 1997 arcade title and its 2000 sequel Project Justice, where he oversaw scenario writing, character balance, and team-based combat systems that emphasized schoolyard rivalries and tag-team mechanics.[23] These efforts built on his initial role as a planner, where he contributed to scenario elements in early arcade games, including writing content for quiz titles to hone narrative integration in competitive formats.[2] Itsuno's involvement extended to innovative crossover projects, particularly the Capcom vs. SNK series, where he acted as a planner for the first entry in 2000, focusing on character balance and integration of fighters from both companies' rosters.[24] He then directed Capcom vs. SNK 2: Mark of the Millennium 2001, expanding the groove system for customizable playstyles and managing a larger ensemble of characters, which required coordinating with SNK developers to ensure fair matchmaking and combo synergies.[25] Similarly, he directed the arena brawler Power Stone in 1999 and its 2000 sequel, introducing 3D multiplayer chaos with item collection and transformation mechanics that supported up to four players in free-for-all battles.[26] These titles showcased his ability to blend crossover elements with dynamic multiplayer, skills that later informed cooperative features in his primary series. In support roles, Itsuno provided consultant expertise for Capcom Fighting Evolution in 2004, advising on fighter balance and evolution mechanics to bridge 2D and 3D styles. He also extended special thanks to the Resident Evil Outbreak series (2003–2004).[27] Additionally, he directed One Piece Mansion in 2001, a puzzle-strategy game adapting the manga into room-building simulations with comedic scenarios.[27] Such diverse engagements sharpened Itsuno's proficiency in multiplayer dynamics and crossover integrations, enabling seamless application of balanced, genre-blending systems in his later directorial efforts.[28]Post-Capcom career
Departure from Capcom
On August 31, 2024, Hideaki Itsuno announced his departure from Capcom after 30 years and five months with the company.[29] In a post on X, he expressed gratitude for the long-term support from fans for the games and characters he had worked on, stating that he would begin developing a new game in a new environment starting the following month.[30] In a subsequent interview, Itsuno detailed his motivations for leaving, citing his age in his mid-50s as a key factor, describing it as his "last chance" to pursue greater creative freedom and riskier projects outside Capcom's established structure.[1] He expressed frustration with the company's emphasis on sequels to existing intellectual properties like Devil May Cry and Dragon's Dogma over developing new original titles, noting that the gaming industry's reduction in AAA releases made him unwilling to continue iterating on familiar series at this stage in his career.[1] Itsuno emphasized a desire to explore uncharted territory in game development, feeling he could no longer grow within Capcom's evolving framework.[1] Regarding the impact on Capcom's ongoing series, Itsuno confirmed that both Devil May Cry and Dragon's Dogma would continue under new leadership, as the company viewed sequel development as a top priority.[1] He reflected on Capcom's transformation from its arcade-focused roots in the 1990s to a modern AAA powerhouse with global operations, acknowledging how these changes had shaped his three-decade tenure but ultimately prompted his exit.[1] Itsuno conveyed deep appreciation to his teams for their collaboration across projects and to fans for their enduring support, crediting them for the success of his work.[1] Prior to his departure, Itsuno had wrapped up his final major responsibilities at Capcom, including the promotion of Dragon's Dogma 2, which launched on March 22, 2024, and served as a capstone to his directorial efforts at the studio.[31]Lightspeed Japan Studio
Lightspeed Japan Studio was established on November 12, 2024, as a subsidiary of the Tencent-owned Lightspeed Studios, with its primary base in Osaka and additional operations in Tokyo.[6][32] Hideaki Itsuno was appointed as the studio's head, leveraging his over 30 years of experience to direct the creation of original AAA action games.[5] The studio emphasizes a flexible and inclusive working environment designed to foster innovation and attract global talent.[6] Itsuno's vision for the studio involves blending elements from his previous works, combining the fast-paced, stylish combat mechanics of the Devil May Cry series with the expansive open-world exploration and RPG depth of Dragon's Dogma.[33] This approach aims to develop innovative, high-risk projects that Capcom had deemed too ambitious or uncommercial, including potential open-world action titles to appeal to a global audience.[1] The focus is on original content rather than sequels, prioritizing creative freedom to explore "Japanese-style" action games that push boundaries in gameplay and narrative.[34] Early developments include the announcement in 2025 of the studio's debut project, a cross-platform AAA action game currently in production, with details kept under wraps to maintain focus on iterative development.[35] This initiative underscores Itsuno's emphasis on creative control, allowing the team to experiment without the constraints of established franchises.[1] In interviews, Itsuno has articulated the studio's ethos as one centered on passion-driven projects, even amid industry market challenges like high development costs and shifting player preferences.[36] Starting with a small initial team, the studio has recruited key veterans from Capcom, including writers and producers from Devil May Cry and Street Fighter, to build a core group committed to ambitious storytelling and mechanics.[8]Video game credits
As director
Hideaki Itsuno's directorial work spans ten major titles at Capcom, marking his evolution from innovative 3D fighting games in the late 1990s to defining action-adventure and role-playing experiences in the 2000s and beyond.[27] His early projects emphasized dynamic multiplayer combat in arena-style fighters, transitioning to narrative-driven solo campaigns with stylish mechanics in the Devil May Cry series, and culminating in expansive open-world action RPGs with Dragon's Dogma. This progression reflects his focus on fluid action, character growth, and emergent gameplay, influencing Capcom's action genre output over nearly three decades.[37]- Rival Schools: United by Fate (1997 Arcade, 1998 PlayStation, 3D fighting game): Itsuno directed this tag-team school brawl fighter, introducing unique character pairings and environmental interactions to the genre.[9][38]
- Power Stone (1999, Arcade/Dreamcast, 3D arena fighter): As director, Itsuno pioneered chaotic three-dimensional brawling with item collection and transformations, emphasizing free-roaming multiplayer battles.[39]
- Power Stone 2 (2000, Arcade/Dreamcast, 3D arena fighter): Itsuno expanded the series with four-player support and tag-team mechanics, enhancing the collectathon-style combat for broader ensemble fights.[12][40]
- Project Justice (2000 Arcade, 2001 Dreamcast, 3D fighting game): Directing the sequel to Rival Schools, Itsuno incorporated story-driven modes and combo-based supers, deepening the narrative ties in team-based martial arts combat.[41][23]
- Devil May Cry 2 (2003, PlayStation 2, action-adventure): Itsuno helmed this entry, introducing dual protagonists and gunplay-focused exploration while refining the series' hack-and-slash foundation amid demonic threats.[42][37]
- Devil May Cry 3: Dante's Awakening (2005, PlayStation 2, action-adventure): As director, Itsuno revitalized the franchise with a prequel storyline, trickster-style combat, and adjustable difficulty, emphasizing stylish aerial combos and sibling rivalry.[43]
- Devil May Cry 4 (2008 PlayStation 3/Xbox 360, 2011 PC, action-adventure): Itsuno directed the introduction of Nero as a playable character, blending devil arms mechanics with orchestral scoring to expand the lore of human-demon hybrids.[44][45]
- Dragon's Dogma (2012 PlayStation 3/Xbox 360, 2016 PC, action RPG): Itsuno crafted an open-world fantasy epic centered on pawn AI companions and emergent quests, innovating class-based progression in a dragon-slaying narrative.[46]
- Devil May Cry 5 (2019, PlayStation 4/Xbox One/PC, action-adventure): Itsuno directed the latest entry, reuniting Dante, Nero, and introducing V, with enhanced combat styles and a cinematic narrative against demonic forces.[47][48]
- Dragon's Dogma 2 (2024, PlayStation 5/Xbox Series X/S/PC, action RPG): Directing the sequel, Itsuno emphasized vocation flexibility and unscripted encounters in a vast, physics-driven world, building on the original's emergent storytelling without traditional maps.[49][50]
