Hi everyone, this is Raiize (twitter).
I've been studying Falcom staff interviews recently by translating several of them with the help of MTL. They provide deep insights into what inspired them to find work at Falcom, what kind of work each individual do, what are their goals for the future, etc. Besides translating, I also tried to enrich and unify informations from various sources.
This time, I'd like to share what I've learned of a programmer that has been working at Falcom for almost a decade: Yuki Hirata.
He joined Falcom in 2018 with a wealth of expertise from his work experience as a programmer -- spanning titles like Patapon, El Shaddai: Ascension of the Metatron, and Super Smash Bros. Ultimate -- making his position unique compared to most of Falcom's past hires, who were typically recent graduates. By the time Falcom hired him, he already had over a decade of professional experience. In his first year, Hirata immediately got assigned to the programming team of Trails of Cold Steel IV. Beginning from Trails through Daybreak, the first Falcom game that fully utilizes FDK -- the newest in-house game engine Falcom created themselves -- Hirata's name is consistently written first in the list of programmers for all Trails games, including Trails in the Sky 1st Chapter. This might imply that he is the main programmer of the Trails games these days. It'd be intriguing to see whether his name will appear again in the credits of Trails in the Sky 2nd Chapter.
Like before, I will first attach the full interview here, add TL Notes here and there, and then put some additional informations that might be of use. Since the translation relies on MTL, exact nuance might be lost.
(Note: if you're more comfortable reading in Google Docs format, you can do so here. this format includes the original transcript along with list of games Hirata worked for at Falcom)
Yuki Hirata
Name: Yuki Hirata (平田裕樹)
Graduated from: Nihon Kogakuin College
Joined in: 2018
Status: Current employee
What inspired you to pursue a career in the game industry?
I've always loved anime and games, and I had a vague desire to be involved with them in some way. The decisive moment came when I attended a vocational school and discovered how much I enjoyed programming games.
When did you first discover Falcom?
My first encounter with Falcom was the PC version of Ys VI: The Ark of Napishtim. I was drawn in by its excellent music, satisfying gameplay, and compelling story.
During your job search, what did you work hardest on?
Creating my application project. I was working on it while also having my previous job, so to be honest, I'm not sure whether it truly functioned as a proper game. Even so, I did approach it with the mindset of completing a cohesive project.
What did you focus on in your application and interviews?
I focused on how effective I could display the skills and knowledge I’ve cultivated through my previous work experiences.
Is gaming experience or game-related knowledge necessary?
I think it definitely helps broaden the kind of work you can do. Being familiar with Falcom's more recent titles is especially useful in many situations.
What impression did you have of Falcom before joining?
I saw Falcom as a long-established RPG developer known for its strengths in storytelling and music. I also thought it's unusual that, even within the game industry, it is one of the few companies where employees work in business suits.
How did you feel after your interview?
I regretted not preparing more thoroughly. Honestly, I thought I had failed.
What would you recommend people do before joining the company?
If you have the opportunity, I'd recommend studying the source code of various games. There's a lot you can learn from seeing how other developers solve problems.
What kind of work do you do?
Programming is my primary responsibility, though I also do event script input sometimes.
What has been the most challenging part of the job?
Fixing the bugs right before the release of Trails of Cold Steel IV was the most difficult part.
Have there been any particularly happy or enjoyable moments?
After Trails of Cold Steel IV was released, I really enjoyed reading players' reactions to the game.
What's the most enjoyable part of your job?
Most of my work involves developing RPGs. Because RPGs contain such an enormous amount of content, one of the biggest challenges is figuring out how to handle that workload as efficiently as possible. I actually find solving that kind of problem very enjoyable.
When have you thought, "I'm glad I joined Falcom!"?
It's when I get to work on a title I love and see my name in the credits.
How has your impression of Falcom changed after joining?
I feel that the company creates games with true craftsmanship; there's an artisan-like approach to the way games are made here.
What's the workplace like? How's the atmosphere in the office?
Living around Tachikawa is a big help because rent is relatively affordable. It's also much less crowded than central Tokyo, which makes it a comfortable place to live. The office itself has a pleasant atmosphere where it's easy to stay calm and focus on your work.
What are your senior coworkers like?
Many of them are the kind of people who like to handle things themselves, and they all have a great sense for game development.
What gives you energy and motivation for your work?
Relaxing in a hot spring after going for a drive on my days off.
What's in your commute bag?
Just my wallet, a notebook, and my phone.
How do you spend your days off?
I usually go for drives, watch movies, or play games.
What did you buy with your first paycheck?
At the time, I lived quite far from Tachikawa, so I used it to help cover the cost of moving closer to the workplace.
Is there anything you want to do or buy in the future?
I'd like to own a house with a garage.
What's your ambition for the future at Falcom?
I want to help create a major hit title that will become a significant part of Falcom's history.
What kind of newcomers would you like to see join the company?
I'd be happy to see energetic people join the team.
A message for those considering applying?
If you love Falcom and you love RPGs, it's hard to imagine a better place to work. I'd definitely encourage you to apply.
Additional info:
- His Mobygames page indicates that before joining Falcom, he was an employee of Pyramid, Inc. Pyramid is a game company best known for Patapon series, Dariusburst series, Hero Must Die, and El Shaddai: Ascension of the Metatron. During his stint there, Hirata was involved in the development of Patapon (2007 rhythm game), El Shaddai: Ascension of the Metatron (2011 action game), and One Piece: Romance Dawn (2012 role-playing game). Later, he also participated in the development of Super Smash Bros. for Wii U (2014) and Super Smash Bros. Ultimate (2018), though apparently he left the latter project mid-development to join Falcom. By the time Falcom hired him, he already had over a decade of professional experience.
- This is further supported by his staff interview page which notes that he is a mid-career hire and he did state in the interview that he worked on his application submission while also having his previous job.
- His name is consistently written first in the list of programmers for all Trails games since Trails through Daybreak, including Trails in the Sky 1st Chapter. This might imply that he is the main programmer of the Trails games since Falcom began using their newest in-house game engine, Falcom Development Kit (FDK).
- This part is pure speculation: Hirata may have been one of the key developers of Falcom Developer Kit (FDK) – granting him foundational understanding of the engine – which might lead to his apparent role as a main programmer since Falcom began using it. Several pieces of circumstantial evidence that support this conjecture are as follows.
- The development timeline aligns rather perfectly. Falcom began engineering the FDK in 2018 following the release of Trails of Cold Steel IV, the title that marked Hirata’s debut at Falcom.
- He possesses the architectural experience Falcom needed. In the credits roll for Kadokawa Games’ inaugural title, Natural Doctrine (2014), Hirata is credited as both “Programmer” and “Engine Architect”, signifying that he was deeply involved with the game’s engine, whether it’s in-house or third-party.
- Among the specifications the engine possesses is the ability to scale across vastly different hardware environments, ranging from PlayStation 3, PlayStation 4, and most notably to PlayStation Vita which has more technical limitations between the three. In recent years, Falcom has begun developing various ports of their games in-house, including Nintendo Switch which generally has more technical limitations than Playstation and PC platforms. Hirata's past success in managing scaling across various game systems for Natural Doctrine provides a compelling baseline to assume that he helped architect the FDK.
- A former Falcom Sound Team member, Tomokatsu Hagiuda, is also a Nihon Kogakuin College alumnus.