"Top Game Creators Academy" Special Talk Event with Akihiro Hino and Kenji Ozawa: "Young People Should Input More" and "How to Self-Produce" #TGS2025

Event

The talk event for the "Top Game Creators Academy (hereinafter, TGCA)" was held at Tokyo Game Show 2025 (hereinafter, TGS2025) on Saturday, September 27, 2025.
We present the atmosphere of the venue where they passionately discussed TGCA, which launched in April 2025!

The "TGCA" Talk Event Was Held! A Look at the One-Hour Talk

The "TGCA" is a training program where next-generation young game creators receive guidance from mentors who lead the game industry, including creative and business advisors, helping them utilize their ideas and technical skills to create games.

Hino Akihiro (Left), Ozawa Kenji (Right)
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For this talk event, Akihiro Hino (@AkihiroHino), President and CEO of LEVEL5 Inc. and CEO Principal of TGCA, and Kenji Ozawa (@KenjitheEMO), President and CEO of Studio Sazanka Inc. and a TGCA mentor, took the stage.

Hayashi Katsuhiko
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Katsuhiko Hayashi (@Famitsu_Hayashi), President of the Famitsu Group, KADOKAWA Game Linkage, appeared as the MC and guided the discussion on the TGCA, which launched in April 2025.

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(Following blockquotes are translated from Japanese.)

— Please share your feelings, what has been positive, and the challenges you've faced while serving as a TGCA mentor since April.

Ozawa: I have great respect for everyone participating in TGCA and everyone making games elsewhere. Some have been able to touch an engine and create something that actually moves since they were students or at an early stage.
On the other hand, when it comes to a game's concept, scenario, or bringing the entire game to completion, many things require persistent thought, and there are times when I wish they had more time to grapple with those issues.
When you write a proposal or think, "I'm going to create something like this!", you probably have something quite amazing in your head. But when what is currently moving in front of you in reality is not yet at that stage, you have no choice but to face it for a long time to map the process line between the present and the future you want to reach.

Hino: I also often tell junior creators, "Properly imagine that 'I want to create something like this!' and then create documents and strive to properly communicate it to people." Some people try to create documents when they don't have enough imagination in the first place, so I tell them to stop doing that.

Ozawa: That's right.
It has become a world where it's easier to create something that moves, but precisely because of that, I think that from now on, the time and energy for imagination will be necessary.

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— How many groups are you mentoring?

Ozawa: There are 10 selected creator groups.
We've divided them into 4 teams, and I am mentoring 2 or 3 of those teams.
Since multiple mentors are looking after multiple teams (it's not one-on-one), there are times when even the dedicated mentors' opinions are divided.

Hino: When I first launched this program, I also thought, "one-on-one is a little awkward, isn't it?"
I think the pressure would be immense.
So, I thought a relaxed state for both the mentor and the mentee would allow for better game creation.
That's why I made that suggestion.
Are you a kind mentor?

Ozawa: I am kind! (laughs)
I absolutely never say things like "That won't work!" Instead, after listening to the original concept's direction, I share my thoughts and impressions with each mentor, and we have the creators choose. Even if there is a discrepancy, we address it again later.

Hino: The people who have been selected now are individuals who could be called professionals, capable of creating games to a certain extent on their own. Therefore, conversely, it might be good for them to select the information that is beneficial to them and the information that is not.

Ozawa: All the mentors, including myself, are still active in the industry.
They have a very keen sense for when things might be moving in the wrong direction.
Disagreement itself isn't a big problem; I feel that we are moving toward a better direction.

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— Following the discussion on the importance of input in game creation, what are your views on the approach to input among young creators?

Ozawa: The main thing is that I want them to watch and experience things much more.
Now, with gameplay live streaming, it has become easier to absorb only the knowledge—such as a game's behavior and specifications—without actually playing it. However, I believe that the emotional changes one can experience by touching the game and taking damage are extremely important.
So, I really want them to directly play more!
I want them to personally experience and input things, whether it's anime, movies, or novels.

Hino: You need a lot of information related to what you are trying to create, right?
If I talk about my company (LEVEL5), having knowledge about our works is very important.
We conduct an internal test for employees.
It covers information about our self-produced games and related industry information.
For example, if we have a staff member who is a knowledgeable fan and knows a lot about past "Inazuma Eleven" titles, their knowledge allows us to think of situations that fans would appreciate.
So, depending on the results of that test, salaries change quite significantly, regardless of the individual's ability (laughs).
That's how important I believe it is to have solid knowledge of the works and the industry.

— What are your views on the TGCA program's content and the significance of what is being taught?

Ozawa: As a dedicated mentor, I can see what kind of lectures were given to all groups, just like the students, not just my team and creators. The content is quite amazing.
It contains a lot of things I wish I had this much broad knowledge when I was young.
It covers not only game development but also how to sell, how to communicate, and how to deliver.
They talk about the user's perspective, and the program was packed with the necessary knowledge on what kind of viewpoint is needed to get closer to that.
I believe that this foundational knowledge can be developed further, even as times and methods of selling and creating change. It was that amazing.

— Who creates the program content?

Ozawa: The business advisors give lectures in a seminar format.
This includes people currently producing booths (at TGS2025).
Marketing is handled properly by marketing specialists.
I was recently impressed by the materials, which showed that the Tokyo Metropolitan Government and the national government are offering subsidies to small-scale parties setting up booths and distributing materials.
The content was packed with both information that can be used immediately tomorrow and the knowledge one wants to acquire.

— How has the TGCA progressed six months after its launch?

Hino: I provided behind-the-scenes support, discussing things like how the lectures should be conducted.
Once the mentors were decided and the program started, I really felt that it looked fun.
It is extremely valuable to be able to create works while listening to the current voices of people active on the front lines. Therefore, I want them to make the most of this meaningful program and grow into the world-class creators we envision.

Ozawa: I hope it becomes a place where many creators are born, who will make the world think, "Japan is amazing after all."

— Finally, please share a message for young creators.

Ozawa: First, thank you for listening to the stage event.
I might have sounded strong when I said things like "Input!" in the talk, but conversely, I want you to be reassured that everyone is doing it. To put it another way, I don't think there are any shortcuts.
I am running alongside you, and the number of young people joining the race is increasing. I hope you think, "I'm not alone," even if you can't see us, and that we can all set off together into the great ocean of game creation.
Thank you for today!

Hino: I am really rooting for the creators selected for this program to do their best, and I am looking forward to seeing what happens.
The game and entertainment industry is ultimately a world where you are chosen by people—chosen by customers, chosen by your boss, chosen by your company—and given a chance. Because of this, I believe you need to think about how to self-produce yourself from now on.
Therefore, when you give a presentation or show your work to someone, each one is a crucial moment. I want you to firmly seize the chance to be chosen by others and move forward.
Thank you for today.

The passionate talk by the leaders who continue to drive the game industry ended with applause.
The archive is being streamed on the Tokyo Game Show Official YouTube Channel, and a video in which Kenji Ozawa reflects on his stage appearance has also been released, so be sure to check it out!
We look forward to the future of the young creators participating in TGCA!

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