Andrew Szymanski

President and Representative Director, The Irregular Corporation K.K. at The Irregular Corporation
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Contact Information
us****@****om
(386) 825-5501
Location
Within 23 wards, Tokyo, Japan, JP
Languages
  • English Native or bilingual proficiency
  • Japanese Native or bilingual proficiency

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Experience

    • United Kingdom
    • Computer Games
    • 1 - 100 Employee
    • President and Representative Director, The Irregular Corporation K.K.
      • Sep 2019 - Present

      (下記に日本語があります)The mission of The Irregular Corporation K.K. is to continually foster the wonderful tradition of Japanese games by publishing the works of Japanese creators globally. We seek out and support the efforts of Japanese developers and game studios, large and small, and provide them with the assistance they need to compete in the world marketplace, from development funding to marketing and promotional strategies. Our goal is to ensure that the best ideas born from the fertile minds of the most creative people in Japan are given their chance to shine in the sun. If you are developing content in Japan and want to bring it to the world please get in touch!株式会社イレギュラー・コーポレーションは日本の素晴らしいゲームコンテンツを世界にお届けして販売することを使命としております。日本のゲームには、国境を越えて各国の人々を「遊び」で繋ぎ、結びつける力があります。我々は従来のゲーム開発チームが制作するコンテンツだけでなく、個人などで行っている小規模開発のプロジェクトを発掘、支援し、開発費用の援助やプロモーション戦略などを提供することで世界と勝負します。国内でゲームコンテンツの開発を行っている方、世界に販売していきたい意欲があればぜひご連絡ください!

    • Self Employed
      • Apr 2019 - Present

      Various client consultation work, mainly in game software production disciplines, as well as preparation and establishment of Japanese corporate entity

    • Japan
    • Software Development
    • 700 & Above Employee
    • Producer/Product Manager
      • Aug 2014 - Mar 2019

      Created initial concept brief and managed all development through 2018 on marquee title World of Demons, developed by Platinum Games and announced in April 2018.I'm very excited for players around the world to experience this title when it is released.

    • Japan
    • Computer Games
    • 500 - 600 Employee
    • Producer, Project Lead
      • Dec 2009 - Jul 2014

      Lead Producer, STRIDER - Released February 2014(PS4, PS3, Xbox One, Xbox 360, Steam)•Managed all aspects of project from start to finish, including schedules, budgets, developer assignments, marketing/PR plans, and sales initiatives.•Composed initial core concept and project brief, established internal Capcom team, hired and managed external developer, guided the production through to submission and release.•First Capcom title to be released on next-gen platforms (PS4 and Xbox One).•Game Informer Game of the Month, April 2014 issue (score 8.75).•One of Kotaku's Best 12 Games on Xbox One (see link below)•Top-Selling game on the North American PS4 Store in February 2014 (see link below)Lead Producer, LOST PLANET 3 - Released August 2013(PS3, Xbox 360, Steam)•Took over in 2010 and guided all aspects of the project to completion within guidelines established by Capcom's global development initiative.•Achieved the mandated creative goal by shifting franchise focus to a narrative-driven character-oriented execution. The game was recognized as having one of the most well-written stories of 2013, and was nominated for a 2014 Writer's Guild Award (please see links below).Unreleased Projects:Lead Producer, Next-Gen Shooter Project (2011/2012)•Led production of experimental shooter project from initial project concept and approval up to full Vertical Slice prototype level on next-gen Alpha hardware.Lead Producer, Horror Shooter Project (2010/2011)•Oversaw development of ambitious horror shooter from initial concept development and pitches through to 2 full Vertical Slice levels with different playable characters running on current-gen hardware.

    • External Producer
      • Sep 2007 - Dec 2009

      External Producer on an unreleased title developed by a Japanese start-up company for a Western publisher. Worked in concert with internal leadership to manage 30 to 50 artists, designers, and engineers. Worked closely with publisher and developer production teams worldwide to develop and execute milestone schedules and deliverables. Bridged communication between the developer’s internal art and design staff and the publisher’s creative team to ensure a solid creative vision on both sides. Participated in all design, story, and game mechanic discussions during the creative development process so as to ensure relevance in overseas markets.•Created one of several game design concept proposals and headed a team to flesh out the artwork, vet the engineering hurdles, and produce assets for the creative pitch. Spearheaded the concept pitch to publisher executives by preparing extensive audio/visual presentation materials. Led the developer creative team to build the concept pitch into a working prototype for executive review.•Assisted in the negotiation of the development contract between the publisher and developer.•Championed an initiative to introduce established project management methodologies to increase productivity and ensure schedule and budget compliance.

    • Computer Games
    • 1 - 100 Employee
    • Creative Director and Localization Project Manager
      • Mar 2003 - Sep 2007

      Shipped titles as member of Team NINJA:NINJA GAIDEN 2•Played key role in creating action, weapons, and core game mechanics. Singlehandedly designed and documented co-op and versus-based online modes for the title. Interfaced with Microsoft’s Global Partner Publishing to implement feedback from user research initiatives and to address geopolitical issues facing the title.NINJA GAIDEN SIGMA and NINJA GAIDEN DRAGON SWORD•Served as creative advisor and regional director, overseeing teams on both titles to insure that game design and story elements remained attractive to Western gamers.DEAD OR ALIVE XTREME 2•Charged with design and documentation for the game progression mechanics, online features and game modes, and mini-games.DEAD OR ALIVE 4•Designed and documented game progression mechanics, and worked closely with lead designer on creation of the title’s online features (including a real-time lobby with avatars) and fighting game dynamics. Wrote data scripts for move sets, animation, frame timings, and damage values, and helped to tune overall game balance. Entrusted with the responsibility of working with Bungie to design, model, and implement the hidden Halo SPARTAN character.NINJA GAIDEN BLACK•Created concepts and design documentation for this award-winning title’s Mission Mode feature. Implemented level design, enemy placement, and scripting for Mission Mode stages.•Served as localization project manager for a total of 9 distinct titles, writing all scripts and text, directing all voiceovers, and interfacing with localization contractors around the world to obtain translated assets, then implement and test them. •Made numerous media appearances in print media, Internet sites, and video (including “behind the scenes” documentaries) to publicize and promote all Team NINJA titles during my tenure.

Education

  • Sophia University
    Bachelor of Arts (BA), Japanese Linguistics
    -

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