Jun Taniguchi
Biz Dev at IRIAM
Jun Taniguchi
Biz Dev at IRIAM
Japan
Overview
Work Experience
Biz Dev/PM/PdM
2022 - Current
https://www.live.iriam.com/
General Manager, Global Strategy Dept.
2019 - 2022
Oversee as GM -Global Strategy Group -Localization Group -Translation Group -Global Marketing Group -International Producer
Senior Vice President
2014 - 2018
-As SVP, I drove establishing the brand new mobile game studio focusing on North American market from scratch in Vancouver, BC, Canada in January 2014. , and I grew the studio over 50 people to focus on mobile game development in line with HQ corporate initiative. -Oversaw all internal mobile game development including co-development. All directors at Engineer, Art, Design, and Production including Dev Support reports to me, and I worked with CEO and executives at HQ closely. -Initiated and released TEKKEN Mobile (Google's Editor Choice) as Chief Producer from scratch and have led over 70 people in Canada and Japan, and worked with the publisher in France. -Development, Biz Dev, Production, Live Ops, Licensing, Legal, HR, Studio culture, Outsourcing, Tax Credit are the main area I have covered. -Extend my network and maintain liaison with licensors, publishers, platformer, government, other game studios, outsourcing contractors, middleware and tool providers by attending from major entertainment related conferences to local meetup regularly. -Create and give a presentation of the regular report including major KPI, updated P&L, risk assessments with Plan B, and major progress of the projects to board members. -In collaboration with Corporate SVP and managing director, create and give a regular presentation to all CEOs at North American BANDAI NAMCO group companies. TEKKEN: Editor's Choice / Google TEKKEN: President Award / BANDAI NAMCO Studios Inc. Speaker at 2015 MGF Seattle http://www.globalmgf.com/seattle/ Speaker at 2015 MGF ASIA http://www.globalmgf.com/asia/
Executive Producer/Business Development
2013 - 2013
-Contributed to establishing the new mobile game studio in Vancouver from scratch together with HQ CEO, CFO, executives, and both Federal and British Columbia government. -Preparation for the first mobile game co-development from Tokyo including Market research, Business Development, Project pitch, P&L, Due diligence, Licensing, Contract, and Hiring. -Visited over 20 game studios in Canada to research and discuss our new co-development projects.
Senior Game Designer/ Lead System Designer at Turn 10 Studio
2007 - 2012
Forza Mortorsport 5 -Designed next generation Drivatar(AI) Forza Motorsport 4 -Strengthened Forza Motorsport Community by establishing new features: Car Club, Club Administration, Rivals, Badges and Titles, log in bonus, and Shared Garage -Improved profit by In-Game Marketplace and Car Token design -Planned, created and balanced the most successful race events: Car Bowling, Autocross, and Passing -Streamlined UI Design for User Created lobby with NAT design Planned and executed DLC Achievements, Badges, and Titles to support community and long tail sales -Evangelized Japanese media as PR representative including demoing at E3 and TGS for Forza Motorsport 2,3 &4. And, I led them to be a competitive contender against Sony’s Gran Turismo series in the Japanese Market. -Supported License negotiations for Japanese car manufacturers and tracks for Forza Motorsport 3&4. Forza Motorsport 3 -Designed and balanced “Level Schedule” (XP/CR/Driver LV/Car Level) to balance the game ecosystem -Accessible System Designs: Quick Upgrade System Difficulty and Assist Setting for broader players -Created all 220 race events for Season play and Grid Play which provides for 60 hours play -Streamlined UI and Flow for Tuning, Upgrade, Benchmark, all Pre-Race, all Post-Race, and all Paused menus -Designed of Forza Metagame (web) and Community Game(web) -Data analysis: Provided the potential online events regularly based on traffic data for 2 million players -Supervised localized Japanese UI text and voice Forza Motorsport 2 -Setting controller vibration for car driving -PR representative spokesman for the Japanese market -Create improvements plan from Forza 2 to Forza 3 -Title ➢ Forza Motorsport 2, 3, 4, and next projects.
Group Senior Manager/Senior Program Manager/ Art Manager
2006 - 2007
-Group Senior Manager for the Blue Dragon project, directing the MGS-A Project Leads in management of development, and handling daily development negotiations between developer Artoon and Mistwalker's Hironobu Sakaguchi (creator and father of Final Fantasy series). -Drove Blue Dragon to successful product release; title received Famitsu Magazine's Platinum Award, and achieved the highest sales of any titles in Japan for Xbox 360 (180,000 units sold), greatly contributing to driving console sales. -As a final decision maker, ran bug triage for more than a month with Mr. Sakaguchi, and Artoon. We also successfully moved forward the development schedule. -Managed the external CG movie production, Robot inc. in order to meet Microsoft 1st party quality and schedule. Supervised voice recording sessions and MA recordings as a representative from Microsoft. -Art Manager until November 2006, responsible for a 5-member art team handling 4 projects. -Title➢ Blue Dragon (X Box 360)
Producer
2004 - 2006
-Total formulation and creating complete Production Schedules, all Budgets and Quality control of titles. -Major contributions in creating game concepts, strategy of attack and mapping construction plans and schedules with director of Production. -Complete communication with and management of all subcontracted production activity, through all levels and phases of the project. -Initial to final license negotiations for the produced games. -Title➢ Sega Rally 2006 (PS2)
Producer
2003 - 2004
-Won a design competition, and established a project “GUNDAM Card Builder (Arcade)” which unified Arcade with Card game. -Total formulation and creating complete Production Schedules, all Budgets and Quality control of titles. -Major contributions in creating game concepts, strategy of attack and mapping construction plans and schedules with director of Production. -Complete communication with and management of all subcontracted production activity, to all levels and phases of the project. -Initial through final license negotiations with Bandai for the produced games. -Title➢ GUNDAM 0079 Card Builder (AC)
Director (Board member) / Executive Producer
2000 - 2003
-All Business Plan decisions for the company regarding all tiles, and negotiation of terms and conditions of agreements with Sega Co., Ltd. Japan. -Total formulation and creating complete Production Schedules, all Budgets and Quality control of titles. -Project and Staff Management of 3 Managers and 50 staff in the production department. -Managed Initial D Arcade Stage to the most successful franchise with low budget as director. -Major contributions in creating game concepts, strategy of attack and mapping construction plans and schedules with director of Production. -Complete communication with and management of all subcontracted production activity, to all levels and phases of the projects. -Initial through final license negotiations for the produced games. -Titles➢ Initial D (Arcade)/Initial D Ver 2 (Arcade)/Initial D (PS2)/Soul Surfer (Arcade)/ Sega Rally (GBA)/Cosmic Smash (Arcade) (DC) / Quiz Title (Arcade) / EA SPORTS Nascar Arcade / Star Wars Racer Arcade / Card Capter Sakura (DC)
Chief Producer /Assistant Producer
1995 - 2000
-Total Project and Staff Management of 3 producers and 3– 4 game designers in the Producer team. -Handling complete License negotiations with Lucas Arts Entertainment. -Titles➢ Star Wars Trilogy Arcade (Arcade) -Drove the team and accomplished US$35million in sales as the first race game networked with the launch of Dreamcast. -Titles➢ Sega Rally 2 (DC) 950,000 sets -Complete publicity & PR of Sega Touring Car Championship and Sega Rally2 (AC). -Handling complete License negotiations with Mercedes Benz, Fiat, Opel, Toyota, Castrol, CIBIE and Michelin. -Titles➢ Sega Touring Car Championship (Arcade) and (Sega Saturn) /Sega Rally 2 (Arcade)
Manager
1993 - 1995
-Asian Sales section (Selling SEGA's arcade game to Asian customers.) -Export section, Overseas Dept. (Triangular Trade)
Education
Bachelor of Arts (B.A.)
1988 - 1993