CyberConnect2 Co., Ltd.: Difference between revisions

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{{Company Infobox
{{Company Infobox
|Image = [[File:CyberConnect2 2007 logo.png|250px|alt="CyberConnect2 Logo"]]
|Image = [[File:Cc2 logo 30th monochrome.png|250px|alt="CyberConnect2 Logo"]]
|Name = CyberConnect2 Co., Ltd. <br/> 株式会社サイバーコネクトツー <br/> ''(Kabushiki gaisha Saibā Konekuto Tsū)''
|Name = CyberConnect2 Co., Ltd. <br/> 株式会社サイバーコネクトツー <br/> ''(Kabushiki gaisha Saibā Konekuto Tsū)''
|Industry = Video game development
|Industry = Video game development
Line 6: Line 6:
|Locations = Fukuoka, Japan (Headquarters) <br/> Tokyo, Japan (Studio) <br/> Osaka, Japan (Studio) <br/> Montreal, Canada (International Studio)<sup>Closed in 2023</sup>
|Locations = Fukuoka, Japan (Headquarters) <br/> Tokyo, Japan (Studio) <br/> Osaka, Japan (Studio) <br/> Montreal, Canada (International Studio)<sup>Closed in 2023</sup>
|Products = Little Tail Bronx series <br/> Silent Bomber <br/> .hack series <br/> Asura's Wrath
|Products = Little Tail Bronx series <br/> Silent Bomber <br/> .hack series <br/> Asura's Wrath
|Number of Employees = 272 <br/> (as of October 2024)<ref>[https://archive.ph/U89o9 Company Outline] (Accessed 01 November 2024) CC2.co.jp, via archive.today  Archived from [https://www.cc2.co.jp/company/company-outline Original] (01 November 2024)</ref>  
|Number of Employees = 299 <br/> (as of May 2025)<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed April 2025)</ref>
|Homepage = [http://www.cc2.co.jp CyberConnect2 Homepage (Japanese)] <br/> [http://cyberconnect2.ca/ Montreal Studio Homepage]
|Homepage = [http://www.cc2.co.jp CyberConnect2 Homepage (Japanese)] <br/> [http://cyberconnect2.ca/ Montreal Studio Homepage]
|Social Media= [https://twitter.com/cc2information English Twitter] <br/> [https://twitter.com/cc2news Japanese Twitter] <br/> [https://twitter.com/cc2_fr French Twitter] <br/> [https://twitter.com/PR_CC2 PR Twitter]  
|Social Media= [https://twitter.com/cc2information English Twitter] <br/> [https://twitter.com/cc2news Japanese Twitter] <br/> [https://twitter.com/cc2_fr French Twitter] <br/> [https://twitter.com/PR_CC2 PR Twitter]  
}}
}}
Not to be confused with the fictional [[CyberConnect (fictional)|CyberConnect]] Corporation ("CC Corp") in the setting of the .hack series.<br/>


Not to be confused with the fictional [[CyberConnect (fictional)|CyberConnect]] Corporation in the setting of the .hack series.<br/>
CyberConnect was a game development company that was founded on Februray 16, 1996, in Fukuoka, Japan led by then-CEO [[Sugitani, Shinjiro]]. In 2001, Sugitani wanted to pursue mobile game development. The rest of the team and Hiroshi Matsuyama thought that phone games were too risky and wanted to continue working on console games. Both parties were unable to come to an agreement, and thus the original CyberConnect came to an end. <br>
[[Matsuyama, Hiroshi]] became the new president made efforts to revitalize the company, which was reformed with the name CyberConnect2.<ref>[https://web.archive.org/web/20011006191921/http://www.cyberconnect2.jp:80/greet1.html CyberConnect2 News (2001 October 06).] Archived from [http://www.cyberconnect2.jp/greet1.html Original] (2001 October 06).</ref>.  The company had an international studio in Montreal for seven years before its closure. As of 2024, it has three studios located in Japan. <br/>


==About==
==About==
CyberConnect was a game development company that was founded on Februray 16, 1996, in Fukuoka, Japan. In 2001, it was renamed CyberConnect2 as the [[Matsuyama, Hiroshi|new President]] made efforts to revitalize the company. The company had an international studio in Montreal for seven years. As of 2024, it has three studios located in Japan. <br/>
===Company Outline===
===Company Outline===
<blockquote>
''"CyberConnect2 is a company that develops and produces a wide range of products from the idea stage to character design, sound, game systems, and game play. We are committed to creating products with the utmost care and attention to detail."''
''"CyberConnect2 is a company that develops and produces a wide range of products from the idea stage to character design, sound, game systems, and game play. We are committed to creating products with the utmost care and attention to detail."''
</blockquote>
* Business: Planning and development of home video game software
* Business: Planning and development of home video game software
* Employees: 250 <br/> (as of February 2023)
 
<br>
<center>
{| class="wikitable"
|+
!Year
!# of Employees
|-
|1996
|10<ref name=":73" />
|-
|2000
|18<ref name=":73" />
|-
|2001
|17<ref name=":73" />
|-
|2013
|177<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed February 2013)</ref>
|-
|2014
|169<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed July 2014)</ref>
|-
|2015
|150<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed April 2015)</ref>
|-
|2016
|178<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed August 2016)</ref>
|-
|2017
|170<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed May 2017)</ref>
|-
|2018
|192<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed October 2018)</ref>
|-
|2019
|210<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed June 2019)</ref>
|-
|2020
|240<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed May 2020)</ref>
|-
|2021
|285<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed April 2021)</ref>
|-
|2022
|279<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed July 2022)</ref>
|-
|2023
|244<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed December 2023)</ref>
|-
|2024
|268<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed September 2024)</ref>
|-
|2025
|299<ref>[https://www.cc2.co.jp/company/company-outline Company Outline] CC2.co.jp (Accessed April 2025)</ref>
|}
</center>


===Locations===
===Locations===
Line 38: Line 97:
* [[CC2 Map (The World Magazine Vol.3)]]
* [[CC2 Map (The World Magazine Vol.3)]]


===History===
== History ==
<center>
{| class="wikitable"
|+
!Year
!Month
!Day
!Title
|-
|1996
|February
|16
|CyberConnect Co., Ltd. Registered by Sugitani, Shinjiro<ref name=":6">Matsuyama, Hiroshi. (p.31) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref>
|-
|
|
|
|Sugitani, Shinjiro invites Matsuyama, Hiroshi to join his new game company.
|-
|1996
|May
|
|Matsuyama, Hiroshi left his previous job at a concrete company to join CyberConnect as the sixth founding member.<ref name=":62">Matsuyama, Hiroshi. (p.31) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref> There were a total of ten founding members.<ref name=":7">Matsuyama, Hiroshi. (p. 51) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref>
|-
|1996
|November
|
|Development officially begins for Tail Concerto after CyberConnect formed a publishing contract with Bandai.<ref>Matsuyama, Hiroshi. (p. 40) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref>
|-
|1998
|April
|12
|CyberConnect website launched<ref>[https://web.archive.org/web/20001018153703/http://www.cyberconnect.co.jp/whatnew.html CyberConnect News page]. Archived from [http://www.cyberconnect.co.jp:80/whatnew.html Original] (2001 April 08)</ref>
|-
|
|April
|16
|Tail Concerto Released
|-
|1998
|
|
|CyberConnect immediately begins work on Silent Bomber after Tail Concerto was release.<ref>Matsuyama, Hiroshi. (p. 47) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref> Bandai also agreed to publish this title.
|-
|1999
|October
|28
|Silent Bomber Released
|-
|
|
|
|Early development on .hack// started for the new PlayStation2 console.<ref name=":8">Matsuyama, Hiroshi. (p.48) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref> <ref name=":9">Matsuyama, Hiroshi. (p.50) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref>
|-
|
|
|
|Bandai agreed to be the publisher of the in-development .hack//  title.<ref name=":9" />
|-
|2000
|
|
|Around four years after CyberConnect was founded, the [https://dothack.info/Sugitani,_Shinjiro company president] stopped showing up for work.<ref>Matsuyama, Hiroshi. (p. 49) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref>
|-
|
|
|
|Just as the team was trying to get the .hack// project off the ground, the [https://dothack.info/Sugitani,_Shinjiro company president] returned to have a meeting with the founding members. He announced his intent to work with [https://dothack.info/IMode iMode] to develop games for feature phones. The other founding members attempted to convince him to finish .hack// before starting this new venture. Unwilling to compromise with the rest of the team, [https://dothack.info/Sugitani,_Shinjiro Sugitani, Shinjiro] left the company he had founded.<ref name=":92">Matsuyama, Hiroshi. (p.50) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref>
The remaining founders felt unable to tell Bandai what had transpired and try to figure out what to do next.
|-
|
|
|
|CyberConnect is declared dead.<ref name=":72">Matsuyama, Hiroshi. (p. 51) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref>
|-
|2001
|
|
|The following Monday after the president left, all 17 staff members gathered for a meeting.<ref name=":73">Matsuyama, Hiroshi. (p. 51) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref> This included the remaining nine founders and additional staff members who were hired on during the last four years. The team ultimately decided that they wished to continue developing the .hack// project.
Matsuyama steps up to be the next company president.<ref name=":11">Matsuyama, Hiroshi. (p. 52) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref>
|-
|2001
|September
|16
|Company reborn under the new name CyberConnect2<ref name=":12">Matsuyama, Hiroshi. (p.54 ) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref>
|-
|
|
|
|.hack// localization into American English had already begun by this point, though it is unknown when exactly this process was initiated.<ref name=":13">Matsuyama, Hiroshi. (p.57 ) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref>
|-
|
|
|
|Employees now expected to start work at 9am. Matsuyama chose this time to best be able to work with the localization team at [https://dothack.info/Bandai_America Bandai America] while accommodating for time zone differences.<ref name=":132">Matsuyama, Hiroshi. (p.57 ) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref> [https://dothack.info/Fukuoka_Head_Office_(CC2) Fukuoka, Japan] (GMT+9) is 16 hours ahead of Los Angeles, California (GMT-7). The team in the United States would have enough time to update the development team in Japan before leaving the office around 5pm their time.
|-
|
|October
|
|CyberConnect2 homepage transition<ref>[https://web.archive.org/web/20011006175349/http://www.cyberconnect2.jp/ CyberConnect2 Landing Page]. Archived from [http://www.cyberconnect2.jp/ Original] (2001 October 06)</ref>
|-
|2001
|October
|12
|[https://dothack.info/Project_.hack Project .hack] name reveal<ref>[https://web.archive.org/web/20011203072358/http://www.cyberconnect2.jp/news/d011012.html CyberConnect2 News (2001 October 12).] Archived from [http://www.cyberconnect2.jp/news/d011012.html Original] (2001 December 03).</ref>, homepage<ref>[https://web.archive.org/web/20011130003648/http://www.hack.channel.or.jp/ .hack project homepage]. Archived from [http://www.hack.channel.or.jp/ Original] (2001 November 30).</ref> launched
|-
|2002
|January
|24
|[https://dothack.info/Project_.hack Project .hack] official announcment<ref>[https://web.archive.org/web/20020212095313/http://www.cyberconnect2.jp/news/hackann01.html CyberConnect2 News] (2002 January 24). Archived from [http://www.cyberconnect2.jp/news/hackann01.html Original] (2002 February 12).</ref>
|-
|2002
|June
|20
|[[Infection|.hack//]] Vol.1 Released
|-
|2002
|June
|24
|.hack//Vol.1 sells 120,000 copies within 4 days of release<ref>[https://archive.ph/g7voN 「.hack//感染拡大 vol.1」発売4日間で12万本] (26 June 2002) SoftBank Games News. (Archived from [https://nlab.itmedia.co.jp/games/gsnews/0206/26/news02.html Original] 13 May 2025.)</ref>
|-
|
|September
|19
|.hack// Vol.2 Released
|-
|
|December
|12
|.hack// Vol.3 Released
|-
|2003
|April
|10
|.hack// Vol.4 Released
|-
|2005
|November
|
|.hack//frägment Released
|-
|2006
|
|
|10th Anniversary
|-
|2011
|
|
|15th Anniversary
|-
|2016
|
|
|20th Anniversary
|-
|2021
|February
|16
|25th Anniversary Celebration Begins<ref>[https://www.cc2.co.jp/25th/en/ CyberConnect2 25th Anniversary Page]</ref>
|-
|2022
|February
|16
|25th Anniversary Celebration Ends
|-
|2025
|February
|16
|30th Anniversary Celebration Begins<ref>[https://www.cc2.co.jp/30th/en/ CyberConnect2 30th Anniversary Page]</ref>
|-
|2026
|February
|16
|30th Anniversary Celebration Ends
|}
</center>
 
* [[CyberConnect2 .hack News Archive]]
* [[CyberConnect2 .hack News Archive]]
* [[CyberConnect2 in Mass Media]]
* [[CyberConnect2 in Mass Media]]
* [[CyberConnect2 General Timeline]]
===Internet Presence===
* [[CyberConnect2 Web History|CyberConnect2 Website History]]
* [[CyberConnect2 Web Media]]
* [[CyberConnect2 Social Media]]
== Day-to-day Operations ==
=== Company Rules ===
When Matsuyama became president, he decided on some concrete rules for the company as a starting point.<ref>Matsuyama, Hiroshi. (p. 55) ''[[Digital Daydreams: A Tale of a Japanese Video Game Creator (Nonfiction)|Digital Daydreams: A Tale of a Japanese Video Game Creator]]'' (CyberConnect2) (03 April 2019, Kindle Edition, English).</ref>
<center>
{| class="wikitable"
|+Company Rules
|Make sure to clip your nails. Don't let them grow out too long.
|-
|Don't have an overbearing hairstyle/haircut (mohawk, crazy hair colors, hair tattoos, etc.)
|-
|Don't have tattoos or piercings that scare people.
|-
|Don't move in shoes that make a lot of sound.
|-
|Take a bath every day.
|-
|Regularly wash your clothes.
|-
|Trim your nose hair. Don't let it grow out.
|-
|Don't eat food off the floor.
|-
|Work is all about greeting your teammates.
|-
|Work starts at 9 a.m.
|}
</center>
While the rules have been corrected or added to over the years, the list is still up on the company's server. All new employees are expected to read them.
Much of the reasoning and general ideology behind the company's operations and creative methods are based on Matsuyama's philosophy. According to Matsuyama, the most important rule is '''work is all about greeting your teammates'''. Even now, employees are expected to greet visitors. Unenthusiastic greetings require practice sessions after the guest has left, though Matsuyama no longer scolds people about it as much anymore.
=== Staff Roles ===
<center>
{| class="wikitable"
|+Positions
!Department
!Title
!Description
|-
| rowspan="3" |Programming
|Game Programmer
|
|-
|Technical Programmer
|
|-
|Network Programmer
|
|-
| rowspan="5" |Game Design
|Game Designer
|
|-
|Level Designer
|
|-
|Scenario Designer
|
|-
|Director
|
|-
|Assistant Producer
|
|-
| rowspan="9" |Art
|Character Modeler
|
|-
|Character Animator
|
|-
|Environment Artist
|
|-
|Visual Effects (VFX) Artist
|
|-
|Cinematic Animator
|
|-
|UI/UX Designer
|
|-
|Technical Artist
|
|-
|Art Director
|
|-
|Storyboard
|
|-
|Audio
|Sound Programmer
|
|-
|
|Composer
|
|-
|
|Sound Designer
|
|}
</center>
=== Daily Schedule ===
Each work week spans Monday-Friday, 9:00am to 6:00pm. Work starts at 9 a.m. for every employee. After taking up the role of president, Matsuyama chose this starting time in order to best accommodate for time zone differences the Bandai America localization team in the United States.<ref name=":132" /> Work generally ends around 6:00pm, though sometimes staff can stay longer for training and other reasons like club activities or company outings.
The company offers Company Days off, Paid Vacations (2-3 weeks depending on how many years of service at the company), as well as National Holidays. Depending on the year the total amount can vary, for example; 2021 had a total of 123 days off (including weekends, Company Days Off, and 18 Japanese National Holidays.)<ref>CyberConnect2 OFFICIAL CHANNEL. (13 July 2022). ''[https://www.youtube.com/watch?v=fOB7csUIFtQ Online employment seminar by CyberConnect2 - Jul. 13, 2022 Livestream] (Video)'', via Youtube.</ref>
<center>
{| class="wikitable"
|+Game Designer Schedule<ref>[https://archive.ph/KpZRf Staff Introduction – Game Designer], via CC2 Recruit Site. (Archived from [https://www.cc2.co.jp/recruit/?page_id=7320 Original] 15 May 2025)</ref>
!Time
!Task
|-
|9:00am
|Arrtive at work
|-
|9:30am
|Morning Assembly
|-
|10:00am
|Start Work
|-
|12:00pm
|Lunch Break
|-
|1:00pm
|Resume Work
|-
|3:00pm
|Siesta (15 minute break)
|-
|5:30pm
|Closing Ceremony
|-
|6:00pm
|Leave Work
|}
</center>
<center>
{| class="wikitable"
|+Programmer Schedule
!Time
!Trainee Programmer Schedule<ref>[https://archive.ph/k1Rz3 Staff Introduction – Programmer], via CC2 Recruit Site. (Archived from [https://www.cc2.co.jp/recruit/?page_id=7131 Original] 15 May 2025.)</ref>
!Time
!Programmer Schedule<ref>[https://archive.ph/rRwjP Staff Introduction – Programmer], via CC2 Recruit Site. (Archived from [https://www.cc2.co.jp/recruit/?page_id=7175 Original] 15 May 2025.)</ref>
|-
|9:00am
|Arrtive at work
|9:00am
|Arrtive at work
|-
|9:30am
|Programmer Morning Assembly
|9:10am
|Morning Assembly
|-
|10:00am
|Programmer Trainee Morning Assembly
| rowspan="2" |9:30am
| rowspan="2" |Work
|-
|10:30am
|Work
|-
|12:00pm
|Lunch Break
|12:00pm
|Lunch Break
|-
|1:00pm
|Resume Work
|1:00pm
|Resume Work
|-
|4:30pm
|Programmer Trainee Closing Ceremony
|3:00pm
|Siesta (15 minute break)
|-
|5:00pm
|Programmer Trainee Code Review
|3:15pm
|Resume Work
|-
|5:40pm
|Recording of work progress
|4:30pm
|Closing Ceremony
|-
|6:00pm
|Leave Work
|6:00pm
|Leave Work
|}
</center>
<center>
{| class="wikitable"
|+Character Animator<ref>[https://archive.ph/LW28g Staff Introduction – Character animator], via CC2 Recruit Site. (Archived from [https://www.cc2.co.jp/recruit/?page_id=7159 Original] 15 May 2025.)</ref>
!Time
!Task
|-
|9:00am
|Arrtive at work
|-
|9:05am
|Progress Report
|-
|9:10am
|Work
|-
|12:00pm
|Lunch Break and English Lessons
|-
|1:00pm
|Resume Work
|-
|5:00pm
|Closing Ceremony
|-
|6:00pm
|Finish Work
|-
|6:30pm
|Independent Training
|-
|8:00pm
|Leave Office
|}
</center>
<center>
{| class="wikitable"
|+UI Artist<ref>CyberConnect2 OFFICIAL CHANNEL. (08 December 2021). ''[https://www.youtube.com/watch?v=8fD0xX4Pshs Ep2. Designing at a game company / Interface Designer as an option | Artist Edition #CC2Seminar]'' (Video), via Youtube. </ref>
!Time
!Task
|-
|8:50am
|Arrive at office
|-
|9:00am
|Start Workday
|-
|9:05am
|Morning Assembly
|-
|10:30am
|Meeting
|-
|12:00pm
|Lunch Break
|-
|1:00pm
|Resume Work
|-
|2:30pm
|Meeting
|-
|3:00pm
|Siesta (15 minute break)
|-
|5:00pm
|Closing Ceremony
|-
|6:00pm
|Finish Work
|-
|6:30pm
|Leave Office
|}
</center>
== Branding History ==
<center>
<gallery widths="200" perrow="3">
File:Cyberconncet logo 1996-2000.jpg|1996-2001 "CyberConnect corp."
File:Cc2 logo 2001 corp.png|2001-2003 "Cyber Connect 2 corp. GAMESOFT DEVELOPMENT COMPANY"
File:Cc2 logo 2001.png|2003-2007 "Cyber Connect 2 Co., Ltd. GAMESOFT DEVELOPMENT COMPANY"
File:CyberConnect2 2007 logo.png|2007-2025 CC2 CyberConnect2 (Green)
File:Cc2 logo 30th monochrome.png|2025 "CC2 CyberConnect2" (Monochrome)
</gallery>
</center>
=== Anniversary Logos ===
<center>
<gallery widths="200" perrow="3">
File:Cc2 anniversary 20th.png|20th Anniversary
File:Cc2 anniversary 25th.png|25th Anniversary
File:Cc2 anniversary 30th.png|30th Anniversary
</gallery>
</center>
== Works ==
=== Completed Works ===
<center>
{| class="wikitable"
|+Original IPs
!Release
!Title
!Platform
!Publisher
|-
|1998
|Tail Concerto
|PlayStation
|Bandai
|-
|1999
|Silent Bomber
|PlayStation
|Bandai
|-
|2002
|.hack//Infection
|PlayStation 2
|Bandai
|-
|2002
|.hack//Mutation
|PlayStation 2
|Bandai
|-
|2002
|.hack//Outbreak
|PlayStation 2
|Bandai
|-
|2003
|.hack//Quarantine
|PlayStation 2
|Bandai
|-
|2005
|.hack//frägment
|PlayStation 2
|Bandai
|-
|2006
|.hack//G.U. Vol.1//Rebirth
|PlayStation 2
|Bandai Namco Games
|-
|2007
|.hack//G.U. Vol.2//Reminisce
|PlayStation 2
|Bandai Namco Games
|-
|2007
|.hack//G.U. Vol.3//Redemption
|PlayStation 2
|Bandai Namco Games
|-
|2010
|.hack//Link
|PlayStation Portable
|Bandai Namco Games
|-
|2010
|Solatorobo: Red the Hunter
|Nintendo DS
|Bandai Namco Games
|-
|2010
|Solatorobo: Sore Kara Coda e (Collectors Edition)
|Nintendo DS
|Bandai Namco Games
|-
|2012
|Asura's Wrath
|PlayStation 3, XBOX 360
|Capcom
|-
|2012
|.hack//Versus
|PlayStation 3
|
|-
|2012
|.hack//Guilty Dragon
|Android, iOS
|
|-
|2013
|Shadow Escaper
|Android, iOS
|
|-
|2014
|Shinigami Messiah
|Android, iOS
|
|-
|2014
|Little Tail Story
|Android, iOS
|Bandai Namco Games
|-
|2016
|.hack//New World
|Android, iOS
|Bandai Namco Entertainment
|-
|2017
|.hack//G.U. Last Recode
|
|Bandai Namco Entertainment
|-
|2021
|Fuga: Melodies of Steel + Deluxe Edition
|
|CyberConnect2
|-
|2023
|Fuga: Melodies of Steel 2
|
|CyberConnect2
|-
|2025
|Fuga: Melodies of Steel 3
|
|CyberConnect2
|}
{| class="wikitable"
|+Other IPs
!Release
!Title
!Platform
!Publisher
|-
|2003
|Naruto Ultimate Ninja
|PlayStation 2
|Bandai
|-
|2004
|Naruto Ultimate Ninja 2
|PlayStation 2
|Bandai
|-
|2005
|Naruto Ultimate Ninja 3
|PlayStation 2
|Bandai
|-
|2006
|Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress
|PlayStation Portable
|Bandai
|-
|2007
|Naruto Shippuden: Ultimate Ninja 4
|PlayStation 2
|Bandai Namco Games
|-
|2007
|Naruto: Ultimate Ninja Heroes
|PlayStation Portable
|Bandai Namco Games
|-
|2007
|Naruto Shippuden: Ultimate Ninja 5
|PlayStation 2
|Bandai Namco Games
|-
|2008
|Naruto: Ultimate Ninja Storm
|PlayStation 3, Windows
|Bandai Namco Games
|-
|2009
|Naruto Shippuden: Ultimate Ninja Heroes 3
|PlayStation Portable
|Bandai Namco Games
|-
|2010
|Naruto Shippuden: Ultimate Ninja Storm 2
|PlayStation 3, XBOX 360
|Bandai Namco Games
|-
|2011
|Naruto Shippuden: Ultimate Ninja Impact
|PlayStation Portable
|Bandai Namco Games
|-
|
|SoulCalibur V
|
|
|-
|2012
|Naruto Shippuden: Ultimate Ninja Storm Generations
|
|
|-
|2013
|Naruto Shippuden: Ultimate Ninja Storm 3
|
|
|-
|
|Naruto: Powerful Shippuden
|Nintendo 3DS
|
|-
|2013
|JoJo's Bizarre Adventure: All Star Battle
|
|
|-
|2013
|Naruto Online
|Browser
|Bandai Namco Games, Tencent Games, Oasis Games
|-
|
|Naruto Shippuden: Ultimate Ninja Storm 3 - Full Burst
|
|
|-
|
|Full Bokko Heroes
|
|
|-
|2014
|Naruto Shippuden: Ultimate Ninja Storm Revolution
|PlayStation 3, Xbox 360, Windows
|Bandai Namco Games
|-
|2014
|Final Fantasy VII G-Bike
|Android, iOS
|Square Enix
|-
|2014
|Full Bokko Heroes X
|Android, iOS
|Drecom
|-
|2015
|JoJo's Bizarre Adventure: Eyes of Heaven
|PlayStation 3, PlayStation 4
|
|-
|2016
|Naruto Shippuden: Ultimate Ninja Storm 4
|
|
|-
|2017
|Naruto Shippuden: Ultimate Ninja Storm 4 - Road to Boruto
|
|
|-
|2017
|Naruto Shippuden: Ultimate Ninja Storm Legacy
|
|
|-
|2020
|Dragon Ball Z: Kakarot
|
|
|-
|2020
|Final Fantasy VII: Remake - Intergrade
|
|
|-
|2021
|Dragon Ball Z: Kakarot + A New Power Awakens Set
|
|
|-
|2021
|Demon Slayer: Kimetsu no Yaiba - The Hinokami Chronicles
|
|
|-
|2022
|JoJo's Bizarre Adventure: All-Star Battle R
|
|
|-
|2023
|Naruto X Boruto: Ultimate Ninja - Storm Connections
|
|Bandai Namco Entertainment
|-
|2024
|Demon Slayer: Kimetsu no Yaiba - Sweep the Board!
|
|Aniplex, Sega
|-
|2025
|Demon Slayer: Kimetsu no Yaiba – The Hinokami Chronicles 2
|
|Aniplex, Sega
|}
</center>
=== Unreleased Works ===
<center>
{| class="wikitable"
|+
!Title
!Platform
!Notes
|-
|Cecile
|
|
|-
|Tokyo Ogre Gate
|
|
|}
</center>
=== Cancelled Works ===
<center>
{| class="wikitable"
|+
!Title
!Platform
!Announced
!Cancellation
!Notes
|-
|Strelka Stories
|PlayStation 3
|2010 July
|2017?
|
|}
</center>
== Staff ==


===Notable Works===
===Notable People===
===Notable People===
<center>
<center>
Line 257: Line 1,144:
.hack//OUTBREAK
.hack//OUTBREAK
.hack//QUARANTINE
.hack//QUARANTINE
|-
|
|[[Miyoshi, Makoto]]
|Graphics
|Logo, UI
|CyberConnect2 Logo<ref>Miyoshi, Makoto. CyberConnect2. [@miyoshi_cc2] [https://archive.is/3Hy4B Twitter Response], 27 January 2024. (Archived from [https://twitter.com/miyoshi_cc2/status/1751364243252039899 Original] 07 May 2025)</ref>
|-
|
|[[Higashi]]
|
|Art
|
|-
|
|[[Shimako (CC2)]]
|
|Art
|
|-
|
|[[Ankate (CC2)]]
|
|Art
|
|-
|
|[[Oiji (CC2)]]
|
|Art
|
|}
|}
</center>
</center>
* [[Higashi]]
* [[Shimako (CC2)]]
* [[Ankate (CC2)]]
* [[Oiji (CC2)]]


==External Links==
==External Links==


 
* [https://www.cc2.co.jp Homepage]
* [[wikipedia:CyberConnect2|Article Wikipedia]]
* [https://dothack.fandom.com/wiki/CyberConnect2 Article on .hack//Wiki (Fandom)]
* [https://www.giantbomb.com/cyberconnect2-co-ltd/3010-1562/ GiantBomb Entry]
* [https://www.mobygames.com/company/3494/cyberconnect2-co-ltd/ MobyGames Entry]<br />


==References==
==References==
<references/>
<references/>
<br/>
{{CyberConnect2 Navbox}}


[[Category:Credits]][[Category:Companies]][[Category:Staff]][[Category:Publisher]][[Category:Developer]]
[[Category:Credits]][[Category:Companies]][[Category:Staff]][[Category:Publisher]][[Category:Developer]]

Latest revision as of 08:55, 29 May 2025

"CyberConnect2 Logo"
CyberConnect2 Co., Ltd.
株式会社サイバーコネクトツー
(Kabushiki gaisha Saibā Konekuto Tsū)
Industry
Video game development
Foundation
February 16, 1996
Locations
Fukuoka, Japan (Headquarters)
Tokyo, Japan (Studio)
Osaka, Japan (Studio)
Montreal, Canada (International Studio)Closed in 2023
Products
Little Tail Bronx series
Silent Bomber
.hack series
Asura's Wrath
Number of Employees
299
(as of May 2025)[1]
Homepage
Social Media


Not to be confused with the fictional CyberConnect Corporation ("CC Corp") in the setting of the .hack series.

CyberConnect was a game development company that was founded on Februray 16, 1996, in Fukuoka, Japan led by then-CEO Sugitani, Shinjiro. In 2001, Sugitani wanted to pursue mobile game development. The rest of the team and Hiroshi Matsuyama thought that phone games were too risky and wanted to continue working on console games. Both parties were unable to come to an agreement, and thus the original CyberConnect came to an end.
Matsuyama, Hiroshi became the new president made efforts to revitalize the company, which was reformed with the name CyberConnect2.[2]. The company had an international studio in Montreal for seven years before its closure. As of 2024, it has three studios located in Japan.

About

Company Outline

"CyberConnect2 is a company that develops and produces a wide range of products from the idea stage to character design, sound, game systems, and game play. We are committed to creating products with the utmost care and attention to detail."

  • Business: Planning and development of home video game software


Year # of Employees
1996 10[3]
2000 18[3]
2001 17[3]
2013 177[4]
2014 169[5]
2015 150[6]
2016 178[7]
2017 170[8]
2018 192[9]
2019 210[10]
2020 240[11]
2021 285[12]
2022 279[13]
2023 244[14]
2024 268[15]
2025 299[16]

Locations

CC2 Global Offices Map as of 2024. Japanese locations indicated with green markers. Closed Montreal location indicated with black marker.
CC2 Offices Map (Global) 2024. Closed Montreal Studio in Black, Japanese locations in Green.

CyberConnect2 was founded in Fukuoka, Japan in 1996. Its second studio was founded in Tokyo in 2010.[17] In 2016 they opened an international studio in Montreal, Canada,[18] which ran for seven years before closing in July 2023.[19] In 2024, they opened a studio in Osaka[20]

CC2 Japan Offices Map as of 2024. Locations indicated with green markers: Tokyo, Osaka, Fukuoka
CC2 Offices Map (Japan) 2024. From Right to left: Tokyo, Osaka, Fukuoka offices.

Studios:

Behind the Scenes

History

Year Month Day Title
1996 February 16 CyberConnect Co., Ltd. Registered by Sugitani, Shinjiro[21]
Sugitani, Shinjiro invites Matsuyama, Hiroshi to join his new game company.
1996 May Matsuyama, Hiroshi left his previous job at a concrete company to join CyberConnect as the sixth founding member.[22] There were a total of ten founding members.[23]
1996 November Development officially begins for Tail Concerto after CyberConnect formed a publishing contract with Bandai.[24]
1998 April 12 CyberConnect website launched[25]
April 16 Tail Concerto Released
1998 CyberConnect immediately begins work on Silent Bomber after Tail Concerto was release.[26] Bandai also agreed to publish this title.
1999 October 28 Silent Bomber Released
Early development on .hack// started for the new PlayStation2 console.[27] [28]
Bandai agreed to be the publisher of the in-development .hack// title.[28]
2000 Around four years after CyberConnect was founded, the company president stopped showing up for work.[29]
Just as the team was trying to get the .hack// project off the ground, the company president returned to have a meeting with the founding members. He announced his intent to work with iMode to develop games for feature phones. The other founding members attempted to convince him to finish .hack// before starting this new venture. Unwilling to compromise with the rest of the team, Sugitani, Shinjiro left the company he had founded.[30]

The remaining founders felt unable to tell Bandai what had transpired and try to figure out what to do next.

CyberConnect is declared dead.[31]
2001 The following Monday after the president left, all 17 staff members gathered for a meeting.[3] This included the remaining nine founders and additional staff members who were hired on during the last four years. The team ultimately decided that they wished to continue developing the .hack// project.

Matsuyama steps up to be the next company president.[32]

2001 September 16 Company reborn under the new name CyberConnect2[33]
.hack// localization into American English had already begun by this point, though it is unknown when exactly this process was initiated.[34]
Employees now expected to start work at 9am. Matsuyama chose this time to best be able to work with the localization team at Bandai America while accommodating for time zone differences.[35] Fukuoka, Japan (GMT+9) is 16 hours ahead of Los Angeles, California (GMT-7). The team in the United States would have enough time to update the development team in Japan before leaving the office around 5pm their time.
October CyberConnect2 homepage transition[36]
2001 October 12 Project .hack name reveal[37], homepage[38] launched
2002 January 24 Project .hack official announcment[39]
2002 June 20 .hack// Vol.1 Released
2002 June 24 .hack//Vol.1 sells 120,000 copies within 4 days of release[40]
September 19 .hack// Vol.2 Released
December 12 .hack// Vol.3 Released
2003 April 10 .hack// Vol.4 Released
2005 November .hack//frägment Released
2006 10th Anniversary
2011 15th Anniversary
2016 20th Anniversary
2021 February 16 25th Anniversary Celebration Begins[41]
2022 February 16 25th Anniversary Celebration Ends
2025 February 16 30th Anniversary Celebration Begins[42]
2026 February 16 30th Anniversary Celebration Ends

Internet Presence

Day-to-day Operations

Company Rules

When Matsuyama became president, he decided on some concrete rules for the company as a starting point.[43]

Company Rules
Make sure to clip your nails. Don't let them grow out too long.
Don't have an overbearing hairstyle/haircut (mohawk, crazy hair colors, hair tattoos, etc.)
Don't have tattoos or piercings that scare people.
Don't move in shoes that make a lot of sound.
Take a bath every day.
Regularly wash your clothes.
Trim your nose hair. Don't let it grow out.
Don't eat food off the floor.
Work is all about greeting your teammates.
Work starts at 9 a.m.

While the rules have been corrected or added to over the years, the list is still up on the company's server. All new employees are expected to read them.

Much of the reasoning and general ideology behind the company's operations and creative methods are based on Matsuyama's philosophy. According to Matsuyama, the most important rule is work is all about greeting your teammates. Even now, employees are expected to greet visitors. Unenthusiastic greetings require practice sessions after the guest has left, though Matsuyama no longer scolds people about it as much anymore.

Staff Roles

Positions
Department Title Description
Programming Game Programmer
Technical Programmer
Network Programmer
Game Design Game Designer
Level Designer
Scenario Designer
Director
Assistant Producer
Art Character Modeler
Character Animator
Environment Artist
Visual Effects (VFX) Artist
Cinematic Animator
UI/UX Designer
Technical Artist
Art Director
Storyboard
Audio Sound Programmer
Composer
Sound Designer

Daily Schedule

Each work week spans Monday-Friday, 9:00am to 6:00pm. Work starts at 9 a.m. for every employee. After taking up the role of president, Matsuyama chose this starting time in order to best accommodate for time zone differences the Bandai America localization team in the United States.[35] Work generally ends around 6:00pm, though sometimes staff can stay longer for training and other reasons like club activities or company outings.

The company offers Company Days off, Paid Vacations (2-3 weeks depending on how many years of service at the company), as well as National Holidays. Depending on the year the total amount can vary, for example; 2021 had a total of 123 days off (including weekends, Company Days Off, and 18 Japanese National Holidays.)[44]

Game Designer Schedule[45]
Time Task
9:00am Arrtive at work
9:30am Morning Assembly
10:00am Start Work
12:00pm Lunch Break
1:00pm Resume Work
3:00pm Siesta (15 minute break)
5:30pm Closing Ceremony
6:00pm Leave Work
Programmer Schedule
Time Trainee Programmer Schedule[46] Time Programmer Schedule[47]
9:00am Arrtive at work 9:00am Arrtive at work
9:30am Programmer Morning Assembly 9:10am Morning Assembly
10:00am Programmer Trainee Morning Assembly 9:30am Work
10:30am Work
12:00pm Lunch Break 12:00pm Lunch Break
1:00pm Resume Work 1:00pm Resume Work
4:30pm Programmer Trainee Closing Ceremony 3:00pm Siesta (15 minute break)
5:00pm Programmer Trainee Code Review 3:15pm Resume Work
5:40pm Recording of work progress 4:30pm Closing Ceremony
6:00pm Leave Work 6:00pm Leave Work
Character Animator[48]
Time Task
9:00am Arrtive at work
9:05am Progress Report
9:10am Work
12:00pm Lunch Break and English Lessons
1:00pm Resume Work
5:00pm Closing Ceremony
6:00pm Finish Work
6:30pm Independent Training
8:00pm Leave Office
UI Artist[49]
Time Task
8:50am Arrive at office
9:00am Start Workday
9:05am Morning Assembly
10:30am Meeting
12:00pm Lunch Break
1:00pm Resume Work
2:30pm Meeting
3:00pm Siesta (15 minute break)
5:00pm Closing Ceremony
6:00pm Finish Work
6:30pm Leave Office

Branding History

Anniversary Logos

Works

Completed Works

Original IPs
Release Title Platform Publisher
1998 Tail Concerto PlayStation Bandai
1999 Silent Bomber PlayStation Bandai
2002 .hack//Infection PlayStation 2 Bandai
2002 .hack//Mutation PlayStation 2 Bandai
2002 .hack//Outbreak PlayStation 2 Bandai
2003 .hack//Quarantine PlayStation 2 Bandai
2005 .hack//frägment PlayStation 2 Bandai
2006 .hack//G.U. Vol.1//Rebirth PlayStation 2 Bandai Namco Games
2007 .hack//G.U. Vol.2//Reminisce PlayStation 2 Bandai Namco Games
2007 .hack//G.U. Vol.3//Redemption PlayStation 2 Bandai Namco Games
2010 .hack//Link PlayStation Portable Bandai Namco Games
2010 Solatorobo: Red the Hunter Nintendo DS Bandai Namco Games
2010 Solatorobo: Sore Kara Coda e (Collectors Edition) Nintendo DS Bandai Namco Games
2012 Asura's Wrath PlayStation 3, XBOX 360 Capcom
2012 .hack//Versus PlayStation 3
2012 .hack//Guilty Dragon Android, iOS
2013 Shadow Escaper Android, iOS
2014 Shinigami Messiah Android, iOS
2014 Little Tail Story Android, iOS Bandai Namco Games
2016 .hack//New World Android, iOS Bandai Namco Entertainment
2017 .hack//G.U. Last Recode Bandai Namco Entertainment
2021 Fuga: Melodies of Steel + Deluxe Edition CyberConnect2
2023 Fuga: Melodies of Steel 2 CyberConnect2
2025 Fuga: Melodies of Steel 3 CyberConnect2
Other IPs
Release Title Platform Publisher
2003 Naruto Ultimate Ninja PlayStation 2 Bandai
2004 Naruto Ultimate Ninja 2 PlayStation 2 Bandai
2005 Naruto Ultimate Ninja 3 PlayStation 2 Bandai
2006 Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress PlayStation Portable Bandai
2007 Naruto Shippuden: Ultimate Ninja 4 PlayStation 2 Bandai Namco Games
2007 Naruto: Ultimate Ninja Heroes PlayStation Portable Bandai Namco Games
2007 Naruto Shippuden: Ultimate Ninja 5 PlayStation 2 Bandai Namco Games
2008 Naruto: Ultimate Ninja Storm PlayStation 3, Windows Bandai Namco Games
2009 Naruto Shippuden: Ultimate Ninja Heroes 3 PlayStation Portable Bandai Namco Games
2010 Naruto Shippuden: Ultimate Ninja Storm 2 PlayStation 3, XBOX 360 Bandai Namco Games
2011 Naruto Shippuden: Ultimate Ninja Impact PlayStation Portable Bandai Namco Games
SoulCalibur V
2012 Naruto Shippuden: Ultimate Ninja Storm Generations
2013 Naruto Shippuden: Ultimate Ninja Storm 3
Naruto: Powerful Shippuden Nintendo 3DS
2013 JoJo's Bizarre Adventure: All Star Battle
2013 Naruto Online Browser Bandai Namco Games, Tencent Games, Oasis Games
Naruto Shippuden: Ultimate Ninja Storm 3 - Full Burst
Full Bokko Heroes
2014 Naruto Shippuden: Ultimate Ninja Storm Revolution PlayStation 3, Xbox 360, Windows Bandai Namco Games
2014 Final Fantasy VII G-Bike Android, iOS Square Enix
2014 Full Bokko Heroes X Android, iOS Drecom
2015 JoJo's Bizarre Adventure: Eyes of Heaven PlayStation 3, PlayStation 4
2016 Naruto Shippuden: Ultimate Ninja Storm 4
2017 Naruto Shippuden: Ultimate Ninja Storm 4 - Road to Boruto
2017 Naruto Shippuden: Ultimate Ninja Storm Legacy
2020 Dragon Ball Z: Kakarot
2020 Final Fantasy VII: Remake - Intergrade
2021 Dragon Ball Z: Kakarot + A New Power Awakens Set
2021 Demon Slayer: Kimetsu no Yaiba - The Hinokami Chronicles
2022 JoJo's Bizarre Adventure: All-Star Battle R
2023 Naruto X Boruto: Ultimate Ninja - Storm Connections Bandai Namco Entertainment
2024 Demon Slayer: Kimetsu no Yaiba - Sweep the Board! Aniplex, Sega
2025 Demon Slayer: Kimetsu no Yaiba – The Hinokami Chronicles 2 Aniplex, Sega

Unreleased Works

Title Platform Notes
Cecile
Tokyo Ogre Gate

Cancelled Works

Title Platform Announced Cancellation Notes
Strelka Stories PlayStation 3 2010 July 2017?

Staff

Notable People

Name Role
Matsuyama Portrait Matsuyama, Hiroshi CEO, Director, Graphics .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Niizato Portrait Niizato, Hiroto Director .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Nog Portrait Noguchi, Yasuhiro CyberConnect2 Graphics Team    Motion Director .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Isobe Portrait Isobe, Takayuki Art Director .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Mitoma Portrait Mitoma, Kotaro Graphics .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Sakamoto Portrait Sakamoto, Mitsutaka Graphics .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Nishikawa Portrait Nishikawa, Yuuki Graphics .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Abe Portrait Abe, Taizo Graphics .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Kawano Portrait Kawano, Masayuki Motion & Streaming   .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Ueno Portrait Ueno, Miyuki Motion & Streaming   .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Oda Portrait Oda, Kazuhiro Motion & Streaming   .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Irikawa Portrait Irikawa, Yoshinari Motion & Streaming   .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Sugata Portrait Sugata, Kentarou Motion & Streaming   .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Yamaguchi Portrait Yamaguchi, Takashi Motion & Streaming   .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Higashi Portrait Higashi, Hideyuki Motion & Streaming   .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Soyano Portrait Soyano, Shinji CyberConnect2 Programming Team Programming .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Usami Portrait Usami, Kousuke Programming .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Kashino Portrait Kashino, Masao Programming .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Hashimoto Portrait Hashimoto, Naoki Programming .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Watanabe Portrait Watanabe, Masao Programming .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Arizono Portrait Arizono, Youichi Programming .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Oota Portrait Oota, Kazuki Programming .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Fukuda N Portrait Fukuda, Norikatsu CyberConnect2 Sound Team Sound Programmer .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Fukuda C Portrait Fukuda, Chikayo Sound .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Nakata Portrait Nakata, Seizo Sound .hack//INFECTION

.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE

Miyoshi, Makoto Graphics Logo, UI CyberConnect2 Logo[50]
Higashi Art
Shimako (CC2) Art
Ankate (CC2) Art
Oiji (CC2) Art

External Links

References

  1. Company Outline CC2.co.jp (Accessed April 2025)
  2. CyberConnect2 News (2001 October 06). Archived from Original (2001 October 06).
  3. Jump up to: 3.0 3.1 3.2 3.3 Matsuyama, Hiroshi. (p. 51) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  4. Company Outline CC2.co.jp (Accessed February 2013)
  5. Company Outline CC2.co.jp (Accessed July 2014)
  6. Company Outline CC2.co.jp (Accessed April 2015)
  7. Company Outline CC2.co.jp (Accessed August 2016)
  8. Company Outline CC2.co.jp (Accessed May 2017)
  9. Company Outline CC2.co.jp (Accessed October 2018)
  10. Company Outline CC2.co.jp (Accessed June 2019)
  11. Company Outline CC2.co.jp (Accessed May 2020)
  12. Company Outline CC2.co.jp (Accessed April 2021)
  13. Company Outline CC2.co.jp (Accessed July 2022)
  14. Company Outline CC2.co.jp (Accessed December 2023)
  15. Company Outline CC2.co.jp (Accessed September 2024)
  16. Company Outline CC2.co.jp (Accessed April 2025)
  17. Romano, Sal. CyberConnect 2 opening studio in Tokyo Gematsu, via archive.today (24 June 2010) Archived from Original (01 November 2024)
  18. Romano, Sal. CyberConnect2 Montreal Studio official website opened Gematsu, via archive.today (27 April 2016) Archived from Original (01 November 2024)
  19. Romano, Sal. CyberConnect2 Montreal Studio to close at end of July Gematsu, via archive.today (17 April 2023) Archived from Original (01 November 2024)
  20. Romano, Sal. CyberConnect2 to open Osaka studio in spring 2024 Gematsu, via archive.today (03 July 2023) Archived from Original (01 November 2024)
  21. Matsuyama, Hiroshi. (p.31) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  22. Matsuyama, Hiroshi. (p.31) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  23. Matsuyama, Hiroshi. (p. 51) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  24. Matsuyama, Hiroshi. (p. 40) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  25. CyberConnect News page. Archived from Original (2001 April 08)
  26. Matsuyama, Hiroshi. (p. 47) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  27. Matsuyama, Hiroshi. (p.48) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  28. Jump up to: 28.0 28.1 Matsuyama, Hiroshi. (p.50) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  29. Matsuyama, Hiroshi. (p. 49) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  30. Matsuyama, Hiroshi. (p.50) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  31. Matsuyama, Hiroshi. (p. 51) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  32. Matsuyama, Hiroshi. (p. 52) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  33. Matsuyama, Hiroshi. (p.54 ) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  34. Matsuyama, Hiroshi. (p.57 ) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  35. Jump up to: 35.0 35.1 Matsuyama, Hiroshi. (p.57 ) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  36. CyberConnect2 Landing Page. Archived from Original (2001 October 06)
  37. CyberConnect2 News (2001 October 12). Archived from Original (2001 December 03).
  38. .hack project homepage. Archived from Original (2001 November 30).
  39. CyberConnect2 News (2002 January 24). Archived from Original (2002 February 12).
  40. 「.hack//感染拡大 vol.1」発売4日間で12万本 (26 June 2002) SoftBank Games News. (Archived from Original 13 May 2025.)
  41. CyberConnect2 25th Anniversary Page
  42. CyberConnect2 30th Anniversary Page
  43. Matsuyama, Hiroshi. (p. 55) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
  44. CyberConnect2 OFFICIAL CHANNEL. (13 July 2022). Online employment seminar by CyberConnect2 - Jul. 13, 2022 Livestream (Video), via Youtube.
  45. Staff Introduction – Game Designer, via CC2 Recruit Site. (Archived from Original 15 May 2025)
  46. Staff Introduction – Programmer, via CC2 Recruit Site. (Archived from Original 15 May 2025.)
  47. Staff Introduction – Programmer, via CC2 Recruit Site. (Archived from Original 15 May 2025.)
  48. Staff Introduction – Character animator, via CC2 Recruit Site. (Archived from Original 15 May 2025.)
  49. CyberConnect2 OFFICIAL CHANNEL. (08 December 2021). Ep2. Designing at a game company / Interface Designer as an option | Artist Edition #CC2Seminar (Video), via Youtube.
  50. Miyoshi, Makoto. CyberConnect2. [@miyoshi_cc2] Twitter Response, 27 January 2024. (Archived from Original 07 May 2025)