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{{Company Infobox | {{Company Infobox | ||
|Image = [[File: | |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 11: | Line 11: | ||
}} | }} | ||
Not to be confused with the fictional [[CyberConnect (fictional)|CyberConnect]] Corporation in the setting of the .hack series.<br/> | Not to be confused with the fictional [[CyberConnect (fictional)|CyberConnect]] Corporation ("CC Corp") in the setting of the .hack series.<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/> | CyberConnect was a game development company that was founded on Februray 16, 1996, in Fukuoka, Japan led by then CEO Shinjiro Sugitani (杉谷 伸二郎). In 2001, after a falling out with [[Shinjiro Sugitani]] and Hiroshi Matsuyama over console versus mobile phone game development, it was renamed CyberConnect2 as the [[Matsuyama, Hiroshi|new President]] made efforts to revitalize the company<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. As of 2024, it has three studios located in Japan. <br/> | ||
===Company Outline=== | ===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."'' | ''"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 | * Business: Planning and development of home video game software | ||
<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 94: | ||
* [[CC2 Map (The World Magazine Vol.3)]] | * [[CC2 Map (The World Magazine Vol.3)]] | ||
=== | == History == | ||
{| 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 | |||
|} | |||
* [[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 == | |||
<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> | |||
=== Anniversary Logos === | |||
<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> | |||
== Works == | |||
=== Published Works === | |||
{| class="wikitable" | |||
|+Original IPs | |||
!Title | |||
!Platform | |||
!Publisher | |||
!Release | |||
|- | |||
|Tail Concerto | |||
|PlayStation | |||
|Bandai, ATLUS | |||
|1998 | |||
|- | |||
|Silent Bomber | |||
|PlayStation | |||
|Bandai, Bandai America | |||
|1999 | |||
|- | |||
|.hack Games Tetralogy | |||
|PlayStation 2 | |||
|Bandai | |||
|2002-2003 | |||
|- | |||
|.hack//G.U. Vol.1//Rebirth | |||
|PlayStation 2 | |||
| | |||
| | |||
|- | |||
|.hack//G.U. Vol.2//Reminisce | |||
|PlayStation 2 | |||
| | |||
| | |||
|- | |||
|.hack//G.U. Vol.3//Redemption | |||
|PlayStation 2 | |||
| | |||
| | |||
|- | |||
|.hack//Link | |||
| | |||
| | |||
| | |||
|- | |||
|Solatorobo: Red the Hunter | |||
|Nintendo DS | |||
| | |||
| | |||
|- | |||
|Solatorobo: Sore Kara Coda e (Collectors Edition) | |||
|Nintendo DS | |||
| | |||
| | |||
|- | |||
|Asura's Wrath | |||
| | |||
| | |||
| | |||
|- | |||
|.hack//Versus | |||
| | |||
| | |||
| | |||
|- | |||
|Little Tail Story | |||
| | |||
| | |||
| | |||
|- | |||
|.hack//Guilty Dragon | |||
| | |||
| | |||
| | |||
|- | |||
|.hack//New World | |||
| | |||
| | |||
| | |||
|- | |||
|.hack//G.U. Last Recode | |||
| | |||
| | |||
| | |||
|- | |||
|Fuga: Melodies of Steel + Deluxe Edition | |||
| | |||
| | |||
| | |||
|- | |||
|Fuga: Melodies of Steel 2 | |||
| | |||
| | |||
| | |||
|} | |||
{| class="wikitable" | |||
|+Other IPs | |||
!Title | |||
!Platform | |||
!Publisher | |||
!Release | |||
|- | |||
|Naruto Ultimate Ninja | |||
|PlayStation 2 | |||
| | |||
| | |||
|- | |||
|Naruto Ultimate Ninja 2 | |||
|PlayStation 2 | |||
| | |||
| | |||
|- | |||
|Naruto Ultimate Ninja 3 | |||
|PlayStation 2 | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja 4 | |||
|PlayStation 2 | |||
| | |||
| | |||
|- | |||
|Naruto: Ultimate Ninja Heroes | |||
|PlayStation Portable | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja 5 | |||
|PlayStation 2 | |||
| | |||
| | |||
|- | |||
|Naruto: Ultimate Ninja Heroes 2 | |||
|PlayStation Portable | |||
| | |||
| | |||
|- | |||
|Naruto: Ultimate Ninja Storm | |||
|PlayStation 3, Windows | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja Heroes 3 | |||
|PlayStation Portable | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja Storm 2 | |||
| | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja Impact | |||
|PlayStation Portable | |||
| | |||
| | |||
|- | |||
|SoulCalibur V | |||
| | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja Storm Generations | |||
| | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja Storm 3 | |||
| | |||
| | |||
| | |||
|- | |||
|Naruto: Powerful Shippuden | |||
|Nintendo 3DS | |||
| | |||
| | |||
|- | |||
|JoJo's Bizarre Adventure: All Star Battle | |||
| | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja Storm 3 - Full Burst | |||
| | |||
| | |||
| | |||
|- | |||
|Full Bokko Heroes | |||
| | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja Storm Revolution | |||
| | |||
| | |||
| | |||
|- | |||
|JoJo's Bizarre Adventure: Eyes of Heaven | |||
| | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja Storm 4 | |||
| | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja Storm 4 - Road to Boruto | |||
| | |||
| | |||
| | |||
|- | |||
|Naruto Shippuden: Ultimate Ninja Storm Legacy | |||
| | |||
| | |||
| | |||
|- | |||
|Dragon Ball Z: Kakarot | |||
| | |||
| | |||
| | |||
|- | |||
|Final Fantasy VII: Remake - Intergrade | |||
| | |||
| | |||
| | |||
|- | |||
|Dragon Ball Z: Kakarot + A New Power Awakens Set | |||
| | |||
| | |||
| | |||
|- | |||
|Demon Slayer: Kimetsu no Yaiba - The Hinokami Chronicles | |||
| | |||
| | |||
| | |||
|- | |||
|JoJo's Bizarre Adventure: All-Star Battle R | |||
| | |||
| | |||
| | |||
|- | |||
|Naruto X Boruto: Ultimate Ninja - Storm Connections | |||
| | |||
| | |||
| | |||
|- | |||
|Demon Slayer: Kimetsu no Yaiba - Sweep the Board! | |||
| | |||
| | |||
| | |||
|- | |||
|Final Fantasy VII G-Bike | |||
| | |||
| | |||
| | |||
|} | |||
=== Unreleased Works === | |||
{| class="wikitable" | |||
|+ | |||
!Title | |||
!Platform | |||
!Notes | |||
|- | |||
|Cecile | |||
| | |||
| | |||
|- | |||
|Tokyo Ogre Gate | |||
| | |||
| | |||
|} | |||
=== Cancelled Works === | |||
{| class="wikitable" | |||
|+ | |||
!Title | |||
!Platform | |||
!Announced | |||
!Cancellation | |||
!Notes | |||
|- | |||
|Strelka Stories | |||
|PlayStation 3 | |||
|2010 July | |||
|2017? | |||
| | |||
|} | |||
== Staff == | |||
===Notable People=== | ===Notable People=== | ||
<center> | <center> | ||
Line 257: | Line 1,079: | ||
.hack//OUTBREAK | .hack//OUTBREAK | ||
.hack//QUARANTINE | .hack//QUARANTINE | ||
|- | |||
| | |||
|[[Miyoshi, Makoto]] | |||
| | |||
|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> | |||
|} | |} | ||
</center> | </center> | ||
Line 272: | Line 1,100: | ||
==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 15:37, 16 May 2025
![]() | |
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
|
272
(as of October 2024)[1] |
Homepage
|
|
Social Media
|
Not to be confused with the fictional CyberConnect Corporation ("CC Corp") in the setting of the .hack series.
About
CyberConnect was a game development company that was founded on Februray 16, 1996, in Fukuoka, Japan led by then CEO Shinjiro Sugitani (杉谷 伸二郎). In 2001, after a falling out with Shinjiro Sugitani and Hiroshi Matsuyama over console versus mobile phone game development, it was renamed CyberConnect2 as the new President made efforts to revitalize the company[2]. The company had an international studio in Montreal for seven years. As of 2024, it has three studios located in Japan.
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

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]

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]
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
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]
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 |
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 |
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 |
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
-
1996-2001 "CyberConnect corp."
-
2001-2003 "Cyber Connect 2 corp. GAMESOFT DEVELOPMENT COMPANY"
-
2003-2007 "Cyber Connect 2 Co., Ltd. GAMESOFT DEVELOPMENT COMPANY"
-
2007-2025 CC2 CyberConnect2 (Green)
-
2025 "CC2 CyberConnect2" (Monochrome)
Anniversary Logos
-
20th Anniversary
-
25th Anniversary
-
30th Anniversary
Works
Published Works
Title | Platform | Publisher | Release |
---|---|---|---|
Tail Concerto | PlayStation | Bandai, ATLUS | 1998 |
Silent Bomber | PlayStation | Bandai, Bandai America | 1999 |
.hack Games Tetralogy | PlayStation 2 | Bandai | 2002-2003 |
.hack//G.U. Vol.1//Rebirth | PlayStation 2 | ||
.hack//G.U. Vol.2//Reminisce | PlayStation 2 | ||
.hack//G.U. Vol.3//Redemption | PlayStation 2 | ||
.hack//Link | |||
Solatorobo: Red the Hunter | Nintendo DS | ||
Solatorobo: Sore Kara Coda e (Collectors Edition) | Nintendo DS | ||
Asura's Wrath | |||
.hack//Versus | |||
Little Tail Story | |||
.hack//Guilty Dragon | |||
.hack//New World | |||
.hack//G.U. Last Recode | |||
Fuga: Melodies of Steel + Deluxe Edition | |||
Fuga: Melodies of Steel 2 |
Title | Platform | Publisher | Release |
---|---|---|---|
Naruto Ultimate Ninja | PlayStation 2 | ||
Naruto Ultimate Ninja 2 | PlayStation 2 | ||
Naruto Ultimate Ninja 3 | PlayStation 2 | ||
Naruto Shippuden: Ultimate Ninja 4 | PlayStation 2 | ||
Naruto: Ultimate Ninja Heroes | PlayStation Portable | ||
Naruto Shippuden: Ultimate Ninja 5 | PlayStation 2 | ||
Naruto: Ultimate Ninja Heroes 2 | PlayStation Portable | ||
Naruto: Ultimate Ninja Storm | PlayStation 3, Windows | ||
Naruto Shippuden: Ultimate Ninja Heroes 3 | PlayStation Portable | ||
Naruto Shippuden: Ultimate Ninja Storm 2 | |||
Naruto Shippuden: Ultimate Ninja Impact | PlayStation Portable | ||
SoulCalibur V | |||
Naruto Shippuden: Ultimate Ninja Storm Generations | |||
Naruto Shippuden: Ultimate Ninja Storm 3 | |||
Naruto: Powerful Shippuden | Nintendo 3DS | ||
JoJo's Bizarre Adventure: All Star Battle | |||
Naruto Shippuden: Ultimate Ninja Storm 3 - Full Burst | |||
Full Bokko Heroes | |||
Naruto Shippuden: Ultimate Ninja Storm Revolution | |||
JoJo's Bizarre Adventure: Eyes of Heaven | |||
Naruto Shippuden: Ultimate Ninja Storm 4 | |||
Naruto Shippuden: Ultimate Ninja Storm 4 - Road to Boruto | |||
Naruto Shippuden: Ultimate Ninja Storm Legacy | |||
Dragon Ball Z: Kakarot | |||
Final Fantasy VII: Remake - Intergrade | |||
Dragon Ball Z: Kakarot + A New Power Awakens Set | |||
Demon Slayer: Kimetsu no Yaiba - The Hinokami Chronicles | |||
JoJo's Bizarre Adventure: All-Star Battle R | |||
Naruto X Boruto: Ultimate Ninja - Storm Connections | |||
Demon Slayer: Kimetsu no Yaiba - Sweep the Board! | |||
Final Fantasy VII G-Bike |
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, Hiroshi | CEO, Director, Graphics | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Niizato, Hiroto | Director | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Noguchi, Yasuhiro | CyberConnect2 Graphics Team | Motion Director | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE |
![]() |
Isobe, Takayuki | Art Director | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Mitoma, Kotaro | Graphics | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Sakamoto, Mitsutaka | Graphics | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Nishikawa, Yuuki | Graphics | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Abe, Taizo | Graphics | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Kawano, Masayuki | Motion & Streaming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Ueno, Miyuki | Motion & Streaming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Oda, Kazuhiro | Motion & Streaming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Irikawa, Yoshinari | Motion & Streaming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Sugata, Kentarou | Motion & Streaming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Yamaguchi, Takashi | Motion & Streaming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Higashi, Hideyuki | Motion & Streaming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
![]() |
Soyano, Shinji | CyberConnect2 Programming Team | Programming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE |
![]() |
Usami, Kousuke | Programming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
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Kashino, Masao | Programming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
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Hashimoto, Naoki | Programming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
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Watanabe, Masao | Programming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
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Arizono, Youichi | Programming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
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Oota, Kazuki | Programming | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
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Fukuda, Norikatsu | CyberConnect2 Sound Team | Sound Programmer | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE |
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Fukuda, Chikayo | Sound | .hack//INFECTION
.hack//MUTATION .hack//OUTBREAK .hack//QUARANTINE | |
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Nakata, Seizo | Sound | .hack//INFECTION
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Miyoshi, Makoto | Logo, UI | CyberConnect2 Logo[50] |
External Links
References
- ↑ Company Outline (Accessed 01 November 2024) CC2.co.jp, via archive.today Archived from Original (01 November 2024)
- ↑ CyberConnect2 News (2001 October 06). Archived from Original (2001 October 06).
- ↑ 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).
- ↑ Company Outline CC2.co.jp (Accessed February 2013)
- ↑ Company Outline CC2.co.jp (Accessed July 2014)
- ↑ Company Outline CC2.co.jp (Accessed April 2015)
- ↑ Company Outline CC2.co.jp (Accessed August 2016)
- ↑ Company Outline CC2.co.jp (Accessed May 2017)
- ↑ Company Outline CC2.co.jp (Accessed October 2018)
- ↑ Company Outline CC2.co.jp (Accessed June 2019)
- ↑ Company Outline CC2.co.jp (Accessed May 2020)
- ↑ Company Outline CC2.co.jp (Accessed April 2021)
- ↑ Company Outline CC2.co.jp (Accessed July 2022)
- ↑ Company Outline CC2.co.jp (Accessed December 2023)
- ↑ Company Outline CC2.co.jp (Accessed September 2024)
- ↑ Company Outline CC2.co.jp (Accessed April 2025)
- ↑ Romano, Sal. CyberConnect 2 opening studio in Tokyo Gematsu, via archive.today (24 June 2010) Archived from Original (01 November 2024)
- ↑ Romano, Sal. CyberConnect2 Montreal Studio official website opened Gematsu, via archive.today (27 April 2016) Archived from Original (01 November 2024)
- ↑ Romano, Sal. CyberConnect2 Montreal Studio to close at end of July Gematsu, via archive.today (17 April 2023) Archived from Original (01 November 2024)
- ↑ Romano, Sal. CyberConnect2 to open Osaka studio in spring 2024 Gematsu, via archive.today (03 July 2023) Archived from Original (01 November 2024)
- ↑ Matsuyama, Hiroshi. (p.31) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ Matsuyama, Hiroshi. (p.31) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ Matsuyama, Hiroshi. (p. 51) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ Matsuyama, Hiroshi. (p. 40) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ CyberConnect News page. Archived from Original (2001 April 08)
- ↑ Matsuyama, Hiroshi. (p. 47) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ Matsuyama, Hiroshi. (p.48) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ 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).
- ↑ Matsuyama, Hiroshi. (p. 49) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ Matsuyama, Hiroshi. (p.50) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ Matsuyama, Hiroshi. (p. 51) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ Matsuyama, Hiroshi. (p. 52) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ Matsuyama, Hiroshi. (p.54 ) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ Matsuyama, Hiroshi. (p.57 ) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ 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).
- ↑ CyberConnect2 Landing Page. Archived from Original (2001 October 06)
- ↑ CyberConnect2 News (2001 October 12). Archived from Original (2001 December 03).
- ↑ .hack project homepage. Archived from Original (2001 November 30).
- ↑ CyberConnect2 News (2002 January 24). Archived from Original (2002 February 12).
- ↑ 「.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.)
- ↑ CyberConnect2 25th Anniversary Page
- ↑ CyberConnect2 30th Anniversary Page
- ↑ Matsuyama, Hiroshi. (p. 55) Digital Daydreams: A Tale of a Japanese Video Game Creator (CyberConnect2) (03 April 2019, Kindle Edition, English).
- ↑ CyberConnect2 OFFICIAL CHANNEL. (13 July 2022). Online employment seminar by CyberConnect2 - Jul. 13, 2022 Livestream (Video), via Youtube.
- ↑ Staff Introduction – Game Designer, via CC2 Recruit Site. (Archived from Original 15 May 2025)
- ↑ Staff Introduction – Programmer, via CC2 Recruit Site. (Archived from Original 15 May 2025.)
- ↑ Staff Introduction – Programmer, via CC2 Recruit Site. (Archived from Original 15 May 2025.)
- ↑ Staff Introduction – Character animator, via CC2 Recruit Site. (Archived from Original 15 May 2025.)
- ↑ CyberConnect2 OFFICIAL CHANNEL. (08 December 2021). Ep2. Designing at a game company / Interface Designer as an option | Artist Edition #CC2Seminar (Video), via Youtube.
- ↑ Miyoshi, Makoto. CyberConnect2. [@miyoshi_cc2] Twitter Response, 27 January 2024. (Archived from Original 07 May 2025)
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