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I'm Itagaki Tomonobu, Valhalla's Chief Technical Officer. A lot of people have asked me, "Why go independent?" The biggest reason is my resolve to create the best entertainment in the world with my partners. I want to create a game that will stir emotion in fans across the world and energize gamers of the future. As many of you know, mythological Valhalla was the place where the strongest chosen warriors gathered. To this end, I have prepared a battlefield where warriors with true strength may battle to their hearts' content.
At the moment, the game industry is not the only thing going through reformation in Japan. However, we're not looking for a position of relativity. We operate in absolutes, and we decide where, when, and for whom we fight.
For whom? For gamers: for those who bring our games to life. For our comrades, for our families. My philosophy has never wavered for the past 18 years. Today, the Japanese game industry is bending greatly from perverse capitalist theory. What the future holds, I won't discuss it here. However, I'm not happy-go-lucky enough to decide my position after the destination becomes clear to everyone.
Valhalla is not a big company, but we've chosen gifted warriors to ride with us. We have assembled a team of high talent and experience. Therefore, we go with confidence as we start our journey. As such, I have gone independent to follow through on this passion.
Looking back, I have created video games for almost 30 years. I began back in junior high school. The game had to do with Gundam shooting. I decided the design, and my younger brother wrote assembly code. I created the pixels of Gundam and Zaku. Now that I think about it, my first job was pixel coloring.
In high school and university, I separated myself from video games. Gambling was a lot more stimulating. On a gambling table, it is no wonder that a young boy feels a pleasant sensation by continuously winning against elders, who he could never win against in society. Consequently, I had to sing the song of Waseda University for 10 years. Anyway, I thought I would become a professional gambler. It was then that I met the founder of a game developing company.
"What did you study in school?" he asked me. "Gambling", I replied. Within a split second, he said, "Meaningless. Work is the greatest gamble of all. Don't you know that?" I still remember today. Of course I didn't think so. But I wanted to beat him on his gambling table. Consequently, his words threw me onto the road as a game designer. In the sixteen years since that point, I've created many games and I've worked with many great colleagues, people who knew games well. Game after game, each one a battle, always a struggle of will and wit. But it was fun.
From now on, time will travel fast. The ocean is our battlefield. There isn't a single person in Valhalla who doesn't understand the rise and fall of tides, the deceptive complexity of wind. Our ship is in good hands and we will create a game that will rock the world.
In 2010, I will redefine myself. I will lead the charge of mighty warriors who know everything about the art of fighting and we will create a brilliant game for the ages. The warriors of Valhalla will shine. For me, there is no greater joy.
March 1st, 2010
Tomonobu Itagaki
Favorite phrase:
"Now carrying with a tough thousand thoughts, the whistle blows once more.
Now carrying a thousand thoughts, the train departs once more.
As one journey ends, another is about to begin.
Farewell, Maetel. Farewell, Galaxy Express 999. Farewell, Days of Youth."
Leiji Matsumoto
| 1967/4/1 | Born in Tokyo |
|---|---|
| 1985/3 | Graduated from Waseda University Senior High School |
| 1992/3 | Graduated from Waseda University Dept. of Legal Education |
| 1992/4 | Joined Tecmo Co., Ltd. |
| 2000/4 | - Served as Corporate Officer / General Mgr. of the 3rd Creative Dept. |
| 2001/10 | - Served as Corporate Officer / General Mgr. of Team NINJA |
| 2004/6 | - Served as Executive Corporate Officer / General Mgr. of Team NINJA |
| 2006/2 | - Served as Executive Corporate Officer / President of High-End Production |
| 2008/7/1 | Resigned from Tecmo Ltd. to become independent. |
DEAD OR ALIVE (Arcade / Nov. 1996) Producer & Director
DEAD OR ALIVE (Saturn / Oct. 1997) Producer & Director
DEAD OR ALIVE (PS / Mar. 1998) Producer & Director
DEAD OR ALIVE ++ (Arcade / Oct. 1998) Producer & Director
DEAD OR ALIVE 2 (Arcade / Nov. 1999) Producer & Director
DEAD OR ALIVE 2 Millennium (Arcade / Jan. 2000) Producer & Director
DEAD OR ALIVE 2 (PS2 / Mar. 2000) Producer & Director
DEAD OR ALIVE 2 (Dreamcast / Sep. 2000) Producer & Director
DOA2 HARD・CORE (PS2 / Dec. 2000) Producer & Director
DEAD OR ALIVE 3 (Xbox / Feb. 2002) Producer & Director
DEAD OR ALIVE Xtreme Beach Volleyball (Xbox / Jan. 2003) Producer & Director
NINJA GAIDEN (Xbox / Mar. 2004) Producer & Director
DEAD OR ALIVE Ultimate (Xbox / Nov. 2004) Producer & Director
NINJA GAIDEN Black (Xbox / Sep. 2005) Producer & Director
TECMO CLASSIC ARCADE (Xbox / Oct. 2005) Producer & Director
DEAD OR ALIVE 4 (Xbox 360 / Dec. 2005) Producer & Director
DEAD OR ALIVE Xtreme 2 (Xbox 360 / Nov. 2006) Chief Designer & Software Architect
NINJA GAIDEN Σ (PS3 / Jun. 2007) Executive producer
NINJA GAIDEN Dragon Sword (DS / Mar. 2008) Executive producer
NINJA GAIDEN 2 (Xbox 360 / Jun. 2008) Producer & Director
(All works developed and published by TECMO)
≪ DEAD OR ALIVE ≫
≪ DEAD OR ALIVE 2 ≫
≪ DEAD OR ALIVE 3 ≫
≪ DEAD OR ALIVE Xtreme Beach VolleyBall ≫
≪ NINJA GAIDEN ≫
≪ DEAD OR ALIVE Ultimate ≫
≪ NINJA GAIDEN Black ≫
≪ DEAD OR ALIVE 4 ≫
≪ DEAD OR ALIVE Xtreme 2 ≫
≪ NINJA GAIDEN Σ ≫
≪ NINJA GAIDEN Dragon Sword ≫
≪ NINJA GAIDEN Series ≫
* Above are the excerpt of major awards only.
Photo: Weekly Famitsu Magazine