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Kinki Game Developers Talk Finishing Games at Osaka Indie Summit

The session frames finishing and selling a game, not starting it, as the hard problem, which is the argument behind the Kinki bureau's survey and demonstration work on building a regional development ecosystem.

Reporting from 1 source: 4Gamer.net.

Kinki Game Developers Talk Finishing Games at Osaka Indie Summit

A public session at OSAKA INDIE GAMES SUMMIT 2026 on October 3 gathered six committee members from developers and universities across the Kinki region to discuss how new game IP can emerge from the area. Speakers included room6's Masafumi Kimura, HexaDrive's Masakazu Matsushita, PLAYISM's Shunji Mizutani, Skeleton Crew Studio's Masahiko Murakami, Osaka Electro-Communication University's Son Yongyong, and Directors Unib's Koya Yokota.

The panel opened with each member describing their ties to Kinki game development before facilitator Akihiko Hata asked what making a game actually means. Mizutani answered that it is work like hell, and the conversation settled on a shared diagnosis: engines and AI have lowered the barrier to starting, but finishing, and then selling, remain the walls.

Kimura said indie work starts from wanting to make something rather than from market research, which is why teams with real progress management are rare. room6 has hired a dedicated person for it. Murakami, who runs BitSummit, described the event as a save point rather than a cause of development.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

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