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    Details About Kuro Games’ New Game Project NAMI Revealed

    Details About Kuro Games’ New Game Project NAMI Revealed

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    EDENS ZERO Officially Launches Today Across Multiple Platforms

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    Grok’s New AI Companions Include a Goth Anime Girl

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    Mobile Game Development Costs in Japan Have Increased Nearly 5 Times in the Past Decade

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      Details About Kuro Games’ New Game Project NAMI Revealed

      Details About Kuro Games’ New Game Project NAMI Revealed

      EDENS ZERO Officially Launches Today Across Multiple Platforms

      EDENS ZERO Officially Launches Today Across Multiple Platforms

      Azur Promillia Closed Beta

      Azur Promillia Closed Beta Showcase Reveals Major Gameplay and Visual Overhauls

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      Mobile Game Development Costs in Japan Have Increased Nearly 5 Times in the Past Decade

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      Hatsune Miku Expo 2025 Announces Asia Tour, Coming To Malaysia This November

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      Haikyu!! FLY HIGH Launches Globally on July 31, Pre-Registration Now Live

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      Details About Kuro Games’ New Game Project NAMI Revealed

      Details About Kuro Games’ New Game Project NAMI Revealed

      EDENS ZERO Officially Launches Today Across Multiple Platforms

      EDENS ZERO Officially Launches Today Across Multiple Platforms

      Azur Promillia Closed Beta

      Azur Promillia Closed Beta Showcase Reveals Major Gameplay and Visual Overhauls

      Grok’s New AI Companions Include a Goth Anime Girl

      Grok’s New AI Companions Include a Goth Anime Girl

      Gearbox Software Would Love to Make a Borderlands Dating Sim, Says Creative Director

      Gearbox Software Would Love to Make a Borderlands Dating Sim, Says Creative Director

      Mobile Game Development Costs in Japan Have Increased Nearly 5 Times in the Past Decade

      Mobile Game Development Costs in Japan Have Increased Nearly 5 Times in the Past Decade

      Hatsune Miku Expo 2025 Announces Asia Tour, Coming To Malaysia This November

      Hatsune Miku Expo 2025 Announces Asia Tour, Coming To Malaysia This November

      Street Fighter Live-Action Movie Casts Indian Action Star as Dhalsim

      Street Fighter Live-Action Movie Casts Indian Action Star as Dhalsim

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      Haikyu!! FLY HIGH Launches Globally on July 31, Pre-Registration Now Live

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      Junzo Hosoi Discusses the Journey of Atelier Resleriana from Mobile to Console

      [EXCLUSIVE] Creative Masterminds from Gearbox Software Reveal What Makes Borderlands 4 Worth the Wait

      [EXCLUSIVE] Creative Masterminds from Gearbox Software Reveal What Makes Borderlands 4 Worth the Wait

      Hideo Kojima and Yoji Shinkawa Open Up About Death Stranding 2: Connection, Creativity, and Walking Through Loneliness

      Hideo Kojima and Yoji Shinkawa Open Up About Death Stranding 2: Connection, Creativity, and Walking Through Loneliness

      RAIDOU Remastered Interview – Director Yamai Kazuyuki on Reviving a Classic Detective RPG for Modern Audiences

      RAIDOU Remastered Interview – Director Yamai Kazuyuki on Reviving a Classic Detective RPG for Modern Audiences

      Pac-Man Goes Dark – Producer Seigo Aizawa Reveals the Making of Shadow Labyrinth

      Pac-Man Goes Dark – Producer Seigo Aizawa Reveals the Making of Shadow Labyrinth

      Honor of Kings Producer Reveals Game-Changing Hero Flowborn and Major Updates

      Honor of Kings Producer Reveals Game-Changing Hero Flowborn and Major Updates

      [ASIA EXCLUSIVE] Bringing Back a Classic: Inside the Making of FINAL FANTASY TACTICS – The Ivalice Chronicles

      [ASIA EXCLUSIVE] Bringing Back a Classic: Inside the Making of FINAL FANTASY TACTICS – The Ivalice Chronicles

      Onimusha: Way of the Sword Developers Reveal Details About the Long-Awaited Comeback

      Onimusha: Way of the Sword Developers Reveal Details About the Long-Awaited Comeback

      Diving Deep into the Digital World – Producer Ryosuke Hara Discusses the Direction of Digimon Story Time Stranger

      Diving Deep into the Digital World – Producer Ryosuke Hara Discusses the Direction of Digimon Story Time Stranger

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      LEVEL UP SPACEBAR: On global self-publishing for Playstation with John Eternal and Shuhei Yoshida

      Kit by Kit
      5 years ago
      in All, Industry, Interview
      Reading Time: 4 mins read
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      At LEVEL UP SPACEBAR, one half of the digital events replacing this year’s LEVEL UP KL, saw Shuhei Yoshida (Head of Indies Initiative) and John Eternal (Global Account Director) presenting a panel on “Global self-publishing for Playstation”.

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      John Eternal (Global Account Director) and Shuhei Yoshida (Head of Indies Initiative) from Sony Interactive Entertainment (SIE) will share an overview on global self-publishing for PlayStation platform and SIE’s initiatives to support indies in Southeast Asia.

      It’s more to the benefit of developers, for sure. Yoshida acknowledges the enormous size of the network of studios under Playstation, that often they do not want to take risks to work on something untried and untested. This is where the indies come in, as Eternal puts it, showing their passion in their work to release it to the world.


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      Now that Yoshida has moved to being head of the Indies Initiative, he expresses the importance of needing that diversity of voices, mentioning how Playstation has, since the very beginning, encouraged these kinds of titles – anywhere from PaRappa the Rapper to Journey – to bring something new to the table.

      Yoshida can’t provide too much details regarding the opening of the Sony studio within Malaysia, but he can say that its establishment has doubtless been delayed by the ongoing COVID-19. Playstation 5-related questions were also not fielded during the panel’s Q&A session. In regards to the Playstation 4, the console won’t be phased out for its successor anytime soon. Plenty of games are still being released for the PS4, least of all The Last of Us Part II and Ghost of Tsushima, after all.

      “There’s 106 million units, so that means there’s 106 million users, or households, I should say… as long as people still play games on the console, it’ll be supported.”

      John Eternal

      Interested developers, publishers are recommended to reach out to be partners with Playstation to get on the first step. Eternal explains it can take one to two weeks to get you onboard, then working your way through the dev portal, and development itself. Dev kits can be loaned out to those who qualify, as well as providing help in obtaining licenses for game engines to keep the cost as low as possible, outside of developing for a separate platform. You’ll still have to foot the bill yourself somewhere, especially in regards to recruitment, or any use of highly specific tools.

      Getting a game on the Playstation store would require your title to pass on the technical level, then QA at the very least. Eternal recommends for developers to reach out as soon as possible if you wish to publish, at least two months at the worst. This is especially important if you want to publish a title in a market like China, which has quite stringent requirements for games in the region. He, with Yoshida, pretty much encourage developers to push out their passion projects, so that they can keep the ecosystem varied.

      Within the indie landscape, one can make the argument it allows these developers to tackle more charged, sensitive topics. The general answer is that they will work to adhere accordingly to age ratings (e.g. ERSB) as countries will vary in their reactions to things like LGBT+ issues, racism, and some such. They’ll work within the constraints from region to region.

      The bundle had grown in size since the first time we’d covered it. Maybe someday this will be tackled in a game.

      In any case, the ongoing COVID-19 situation means there’ll be no foreseeable events in the near future, and Yoshida acknowledges this inability to attend physical events means indies will find it even harder to get attention for their games. Hence, the importance of online events such as this panel as an example, to get your name out there. He hopes there will be more opportunities arising for developers, like how they may get a playable build of their game for people to play at home.


      It would seem that there’s still plenty of chances for developers to get their leg up into publishing their works, especially if you can obtain assistance from being a Playstation partner. As it were, the Playstation 5 presentation saw plenty of colourful titles with a mix of both AAA and indies, for a highly varied selection of games on the next-gen console. There really would be a game for everyone, and it can only just go up from there.

      Here’s to a bright future for indies, least of all the students whose projects we’ve covered (Blood Moon: Genesis, Don’t Stop the Party). How far will the industry go? Time will tell.


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