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An environment where you can take on new challenges and a team that brings out more than just client satisfaction - An i

Posted: Tue Apr 22, 2025 8:19 am
by mdabuhasan
IMAGICA GEEQ Inc. (formerly Bauhaus Entertainment, hereafter referred to as IMAGICA GEEQ) is a 3DCG production studio that mainly produces games. Since its establishment, the company has been involved in the development of many famous domestic consumer games, and has two studios in Tokyo and Osaka, with a total of more than 150 3DCG designers.

Kanamu Takase, who we interviewed this time, is one of the 3DCG designers working at IMAGICA GEEQ. What is the appeal of working at IMAGICA GEEQ? We asked her about her reasons for joining, what she finds rewarding about her work, and her future goals.

Profile Introduction

Kanamu Takase, Visual Design Department, Service Business Division

After graduating from university, he joined a mobile game company and industry email list worked as a 3DCG designer, before joining IMAGICA GEEQ Inc. (formerly Bauhaus Entertainment) in 2020. He
currently works as a 3DCG designer in the background layout team and also serves as the team leader.

What were the thoughts of the division manager who launched IMAGICA GEEQ?

Creating an organization where 3DCG designers can pursue their careers by creating customer value - Interview with Masaya Ishizuka of IMAGICA GEEQ

From mobile games to consumer games. An environment where even inexperienced people can take on the challenge
IMAGICA GEEQ
―― First of all, please tell us about your career so far.

Takase: Ever since high school, I wanted to be involved in the game industry, so after graduating, I moved to Tokyo to attend a vocational school. After two years of studying there, I joined my previous job at a mobile game company as a new graduate. As a 3DCG designer, I was involved in creating characters and peripherals such as weapons and accessories.

However, I was never really into mobile games, and I had a stronger attachment to consumer games. When I was a child, I played games with my brother and had fun with my friends on home consoles. My image of "people enjoying games" was centered around consumer games. So I had a desire to be involved in consumer games someday.

However, I also thought that if I got a job, I wouldn't get much out of it unless I stayed there for at least three years, so I decided to wait until I had gained three years of practical experience before starting to look for a new job.

-- You moved from mobile games to console games. Even though it's the same game industry, was there any difficulty?

Takase: Yes, it wasn't easy. The regulations for game production are completely different for smartphones and home consoles, and the graphic performance of consumer games is orders of magnitude higher than that of smartphone games. Even though smartphone performance has improved recently, I heard during my vocational school days that it would be difficult to keep up with the real-time 3DCG of consumer games if you only work on deformed characters in mobile game development.

In fact, I told a recruitment agency that I wanted to work in the consumer industry, and started looking for a new job, applying to 20-30 companies, but I was rejecte