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      [EXCLUSIVE] Inside Japan’s Indie Game Revolution – An Interview with BitSummit Organizer Masahiko Murakami

      Ralph by Ralph
      1 year ago
      in All, Event, Games, Interview
      Reading Time: 5 mins read
      0 0
      [EXCLUSIVE] Inside Japan’s Indie Game Revolution – An Interview with BitSummit Organizer Masahiko Murakami

      Masahiko Murakami, CEO of Skeleton Crew Studio | Image Credit: BitSummit

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      In the heart of Kyoto, a grassroots movement that began with approximately 200 total attendees, including developers, media, and industry guests has transformed into Japan’s largest independent game festival, recently reaching nearly 40,000 visitors in 2024. We recently had the exclusive opportunity to sit down with Masahiko Murakami, CEO of Skeleton Crew Studio and one of the original BitSummit organizers, to discuss the festival’s remarkable journey and its impact on Japan’s indie game landscape.

      From Humble Beginnings to Industry Cornerstone

      BitSummit’s origin story reflects the determined spirit of indie game development itself. “BitSummit started back in 2013,” explains Murakami. “At that time, PlayStation Store was just starting to open up, making it possible for even small developers to publish their games. But in Japan, people didn’t really understand what ‘indie culture’ meant.”

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      While the PlayStation Store had originally launched in November 2006 alongside the PlayStation 3, 2013 marked a significant shift as Sony expanded the service with a web browser version and new self-publishing tools specifically designed for indie developers.

      What began in a small music venue has evolved into a major cultural institution that now occupies multiple floors and attracts sponsors from competing giants like Nintendo, PlayStation, and Microsoft. This growth didn’t happen overnight—and wasn’t even intentional.


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      Number of Visitors During BitSummit Drift | Image Credit: BitSummit

      “After the second event, we actually had no plan to continue. It was just too much for us,” Murakami recalls. “But then, developers started asking us, ‘Are you doing BitSummit this year?’ And around that time, Indie Megabooth—one of the biggest indie showcases in the U.S.—contacted us.”

      Building Bridges in the Industry

      One of BitSummit’s most remarkable achievements has been bringing together typically competitive companies under one roof. When asked how he managed this delicate balance, Murakami shared his straightforward approach:

      “From the very beginning, I made it clear that BitSummit isn’t about commercial competition—it’s about supporting creators. I told our sponsors that their goal here should be to help indie developers, not to promote products or outshine competitors.”

      BitSummit Drift (July 2024) | Image Credit: BitSummit

      This philosophy has created a unique space where industry rivals collaborate for the greater good of indie development.

      Navigating Challenges and Platform Preferences in the Japanese Market

      Japan’s indie scene differs significantly from Western counterparts, primarily due to language barriers. “Most Japanese developers only speak Japanese, so their access to global information is limited,” Murakami points out. “This means they’re less influenced by global trends and often create games in their own unique way.”

      This isolation has resulted in distinctively Japanese indie creations that stand out in the global market. However, it also creates challenges when developers try to reach international audiences.

      BitSummit Drift (July 2024) | Image Credit: BitSummit

      While PC gaming has been growing in Japan, with Steam users now exceeding 17 million and increasing rapidly, console gaming still maintains a strong position.  “Many indie developers focus on Nintendo Switch,” Murakami explains. “That said, building for PC is easier than for consoles, so a lot of developers publish on both Steam and Switch.”

      He adds that PlayStation releases are less common among Japanese indies, while Xbox presence is minimal unless supported through programs like Xbox Game Pass.

      Weathering the Pandemic

      Like most events, BitSummit faced significant challenges during COVID-19. In 2020, they pivoted to an online format, though replicating the hands-on experience proved difficult. By 2021, they held a physical event exclusively for developers, media, and sponsors.

      “Surprisingly, people really liked that format,” Murakami notes. “Without the pressure of managing huge crowds, developers could have deeper discussions, and media or sponsors could more easily access creators.”

      BitSummit Drift (July 2024) | Image Credit: BitSummit

      This experience led to the current hybrid model featuring both business and public days, which has continued successfully since 2022.

      Looking Forward: BitSummit 2025

      For the next BitSummit, Murakami and his team are expanding their vision further. With over 600 game submissions competing for just 100 spots, they’ve created additional opportunities for emerging talent.

      “To support student creators, we’ve been running a BitSummit Student Game Jam. This year, around 250 students from across Japan formed teams and created games, and we showcased all of those titles at the event,” he explains.

      BitSummit 13th Summer Of Yokai | Image Credit: BitSummit

      The 2025 event will also incorporate elements inspired by the Osaka Expo. “We’re working with many international partners to create a special international area, and we hope to bring some of those games to the Expo afterward,” Murakami shares.

      When asked to describe his expectations for the upcoming festival in one sentence, Murakami responded: “This is an ‘expo year’ for Japan and Kansai, and we hope BitSummit reflects that with a truly international atmosphere.”

      Memorable Games and Creator Stories

      Despite seeing hundreds of games annually, certain projects still stand out to Murakami. “If I have to mention one, I’d say Cassette Boy by Wonderland Kazakiri. It was one of our award winners last year, and I found it really fascinating,” he shares.

      Guests Attending BitSummit Drift (July 2024) | Image Credit: BitSummit

      “It has that nostalgic Game Boy-style look, but combined with three-dimensional mechanics. What I really love is the story behind it—it’s a solo dev project, and his son actually helped with debugging. That kind of personal touch really stays with you.”

      Supporting Japan’s Indie Developers

      When asked about the greatest needs facing Japanese indie developers today, Murakami identifies both financial support and business knowledge as critical areas.

      “Many Japanese developers today are aiming to bring their games to a global audience, but they lack the knowledge on how to do that effectively,” he explains. “They’re often looking for investors—especially overseas ones—but they’re not very good at pitching, not comfortable talking about money, and they don’t really understand how to publish games outside of Japan.”

      Group Photo – BitSummit Drift (July 2024) | Image Credit: BitSummit

      To address these challenges, Murakami’s team hosts educational events at their Shibuya space, inviting financial industry representatives to share knowledge about business matters that many developers struggle with.

      A Growing Community

      From its inception as a small gathering of passionate creators to its current status as a major industry event, BitSummit represents the evolution of Japan’s indie game scene. What hasn’t changed is the festival’s core mission: supporting creators and fostering connections across borders.

      As Murakami puts it: “Games have the power to bring people together, and we want BitSummit to be a place where creators from different countries support each other.”

      Group Photo BitSummit Drift (July 2024) | Image Credit: BitSummit

      With its continued growth and commitment to showcasing unique talents, BitSummit stands as a testament to the vibrant creativity of independent game development in Japan and increasingly serves as a gateway connecting Japanese developers with the global gaming community.


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      Ralph

      Ralph

      I currently have a degree in communication and have been in love with games ever since playing on the SEGA Dreamcast. Nothing but JRPGs and fighting games in my bloodstream.

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