idea factory
on 30 september 2013, idea factory opened their international branch based in california, under the name idea factory international .
idea factory is a japanese developer and publisher based in the renowned shibuya district of tokyo. idea factory was founded on october 26, 1994. idea factory has two development subsidiaries - - compile heart and design factory .
a subsection of idea factory develops otome games, under the name of otomate .
idea factory, the company behind hakuoki and hyperdimension neptunia, have opened an international branch, named idea factory international, inc. , which is based in california .
idea factory, the company behind hakuoki and neptunia, opens u. s. branch
“idea factory” is open source software. the following people have contributed to this plugin .
idea factory only has 136 employees in total. this includes all executives, all subsidiaries, all marketing guys, everybody at idea factory international, and the entire development staff .
idea factory, compile heart, nippon ichi software, gust corporation, 5pb. , comcept
idea factory, the company behind hakuoki and neptunia, opens u. s. branch - siliconera
“idea factory” has been translated into 1 locale. thank you to the translators for their contributions .
official idea factory international twitter. esrb info on game sites. visit our store for merch / les :
* looks at list of idea factory games * it' s pretty obvious why they can do it .
if idea factory becomes rich because of doing things like these, then other japanese publishers will do it .
), idea factory began life as an independent entity in 1994. over the years, and after franchises including
idea factory is a japanese videogame developer and publisher, founded on october 26, 1994 by former employees of data east. its subsidiaries are compile heart and design factory .
idea factory itself hasn’t had a direct presence in these western markets before, but now it does, and according to idea factory international’s ceo, harusato akenaga, the purpose of this new office (located in california) is simple: to help promote the brand and engage with the english - speaking community and fan base for idea factory games .
read more stories about hyperdimension neptunia re; birth 2 & idea factory & playstation 3 & playstation vita on siliconera .
get in touch with us: the idea factory 7 plank road, suite 200 st. john’s, nl a1e 1h3
“as it increases the volume of various content it wishes to make available globally, including video games, animation, and social apps, idea factory international, inc. intends to focus on providing general and overall information regarding such idea factory properties to north american and european fans, as well as strengthen the idea factory brand around the globe, ” the company’s statement reads .
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2013 - 09 - 30, idea factory, the company behind hakuoki and neptunia, opens u. s. branch, siliconera
“idea factory international is intended to be a source of information for all idea factory titles, meaning that we are not planning to release retail copies of our titles at this time. we’d love to continue to have supportive and cooperative relationships with third - party publishers, ” he said .
“we wanted to create a community for idea factory fans… a way to communicate directly with fans, and for fans in both north america and europe to directly communicate with us, ” akenaga said. “i hope that they are able to enjoy the idea factory brand even more with our presence. ”
however, idea factory has supported other consoles in the past, and according to akenaga, they will continue to do so where it makes sense in the future .
some of the compile heart branded games are pretty fun. particularly the neptunia series. and idea factory international does better at creating decent pc ports than far larger japanese companies. seriously .
©2017 idea factory / compile heart / tamsoft all rights reserved. neptunia is a trademark of idea factory. licensed to and published by idea factory international, inc. distributed exclusively by sega of america, inc. the
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a website for idea factory international, inc. will go live at this link in the future. the company’s ceo is mr. harusato akenaga, who was the former head of nis america .
for fans of japanese games, this is a big deal. idea factory has actually got a very long history: formed from former data east employees (the guys that made many classic games, including
in an age where japanese developers appear to be running around in circles, idea factory should be commended for having their heads screwed on right even if they don' t cater to one' s tastes .
first things first, apologies for the title, i couldn' t come up with a better idea .
for fans of the company, it is certainly reassuring that idea factory is investing in overseas markets. and it wants to support the fans in terms of the content being localised; unfortunately idea factory’s content is often controversial in nature, containing sexualised content that risks the ire of the broader western market. mugen souls, for instance, contained interactive bath scenes that nisa decided to remove rather than risk having the game banned by the censors. akenaga said he understands the fan’s irritation in the removed content, but unfortunately the company’s hands will be largely tied by the broader cultural context in which these games will be released, and it is possible that future idea factory titles will also have content removed .
idea factory only has 136 employees in total. this includes all executives, all subsidiaries, all marketing, everybody at idea factory international, and the entire development staff. that' s really, really low overhead for a company. for example, square enix has 3, 864 employees. nintendo has 5, 120 employees. in addition, they' re a private corporation that' s not held accountable to stockholders, so they can do whatever the hell they want .
nice op, i didn' t expect it to be as neutral as it is. also for the people asking the op what his complaints are, i don' t think he is really picking a side or complaining but is asking for a genuine discussion. idea factory definitely doesn' t deserve the rep. the fact that people keep bringing it up as the
this is what is wrong with jrpgs
is because idea factory actually puts out rpgs. the real anger towards the state or jrpgs should be on the companies that used to make jrpgs but no longer are making them or funding them the way they did during ps2 and earlier. people who don' t like idea factory for the skeeve, fair enough but because of how niche the company is they shouldn' t really blame idea factory for the industry. omega quintet is by many accounts really fun (i haven' t gotten to play it yet) and neptunia and moero are really funny and entertaining. i' m a big idea factory fan and supporter because they never fail to make me smile, and i can always rely on them for new games. also consistent and quick localization and excellent limited editions .
ah, idea factory. who hasn' t heard the name? well, quite a few people i' d assume, despite its notoriety. so, a brief history of the company that not too long ago celebrated its 20th birthday .
so what does this new office mean for fans of idea factory’s unique and quite niche spin on game development? for a start, it means that we could start seeing more of its games localised. more than any other japanese developer, idea factory localisations can seem like a matter of luck for fans. we get mugen souls, we miss out on monster monpiece. while i couldn’t get akenaga to commit to a port of monster monpiece (“you must be a true fan of our titles! thank you very much! ” he said to me when i raised the question), it seems that part of his role will be to figure out the viability to bring more idea factory games to the west in the future .
idea factory was born out of necessity, and the frustration of the lack of plugins that did exactly what i wanted it to do. this plugin allows users to submit new ideas from the front - end, and vote on them. currently it allows a user to vote once per idea, then locks them out. it’s also currently limited to logged in users, for now .
idea factory only has 136 employees in total. this includes all executives, all subsidiaries, all marketing guys, everybody at idea factory international, and the entire development staff. that' s really, really low overhead for a corporation. for example, square enix has 3, 864 employees. nintendo has 5, 120 employees. being so small allows them to flourish with much smaller sales than major companies. in addition, they' re a private corporation that' s not held accountable to shareholders, so they can do whatever the hell they want .
stay on topic. bondstein idea factory is here to help people use bondstein products and technologies more effectively. unless otherwise noted, do not add submissions about other topics. your submission should be within the category identified on the community site. constructive feedback about product features is welcome as well .
yep. copy the file from idea - factory / templates / template - ideas into your theme and it will use your file instead. note, you’ll need to keep track of updates to the source file and update accordingly. check out using hooks, actions, or filters for adding, or changing things .
the argument that idea factory are somehow to blame for the downfall of rpg' s (which in translation generally means they are to blame for making the games the speaker dislikes) doesnt really seem to hold up. they are objectively a small developer making niche games that sell small numbers to a dedicated fanbase. unless their dedicated fanbase includes the game designers of larger companies rpg' s how can anyone realistically assign them this sinister influence they apparently have over the entire genre? idea factory games might, at worse, be emblematic of the type of rpg elements the speaker dislikes but its patently obvious they dont have the influence to ruin anything .
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the immediate response to the news amongst fans of japanese games was ‘this is bad news for nisa, ’ but according to akenaga, it is not the intention of idea factory international to localise its games itself. it’s a marketing resource, and as such it’s going to be a benefit for nisa and the other publishing and localisation partners moving forwards, akenaga claimed .
i get that fanservice can be offputting, especially in a franchise where it makes up a large portion of the appeal. bolded part on the other hand is why i wish them success. in an industry that laments the death of mid - tier developers, idea factory is succesfully budgeting and creating games that apparently turn enough of a profit to continue to do so .
the heron “idea factory” was built as a low - energy industrial building. instead of fossil fuels it uses geothermal power, which provides energy for heating and cooling through a sophisticated heat pump system. the necessary pipes are integrated into 270 ground poles, on which the building is standing. triple pane windows, a special glazing and a highly efficient insulation result in energy saving values usually only reached in low - energy homes. a heat recovery ventilation system is another essential part of the energy concept of the heron idea factory. an additional positive effect of this system is a high oxygen level in the air, which is crucial for concentration and productivity of the employees working in the building. an innovative control system manages low energy lighting and the blinds .
it' s not rocket science. what are good sales for a company of the size of idea factory are not good at all for a company the size of square enix, especially considering the difference between the quality of work between the two companies (as far as production values go). idea factory is probably ecstatic if their game sells 50k copies. if a sqex games sold only 50k copies, that would be shit tier sales for them, a total & utter failure. and for dq remakes, we aren' t talking of sales all that much better than 50k outside japan, at least not for the ones released here so far. maybe 3ds gamers are starved enough for games that they can push the sales a bit higher .
isn' t idea factory sort of the roger corman of video game companies? i think part of what makes their games available in english so readily is their low quality, low cost production values. their games are cheap to make, they likely don' t have expensive licensing fees for their voice talent (because they work cheap in japan as well), and the quality of their writing doesn' t lose anything with a sloppy translation .
isn' t idea factory sort of the roger corman of video game companies? i think part of what makes their games available in english so readily is their low quality, low cost production values. their games are cheap to make, they likely don' t have expensive licensing fees for their voice talent (because they work cheap in japan as well), and the quality of their writing doesn' t lose anything with a sloppy translation .
, spectral souls and a range of dating games that have never seen a release outside of japan, idea factory and its subsidiaries, compile heart, otomate and design factor, have been right at the centre of an unofficial club of developers that target almost exclusively the “akihabara crowd. ” by that i mean they make games designed solely to appeal to japanese men that like cute anime girls and the westerners that appreciate a rather edgy sense of irreverent humour .
if it’s video, it’s idea factory. it’s what we do. way back when, it used to be on two or three black - and - white channels on a box in your living room. now, it’s in more places than ever before. computer screens. phones. cars. soon, it will be in places we can’t even imagine. if you’re not using video, you’re not reaching all of your audience. we can help! contact us today to get started !
don' t hate the player, hate the game .
this is apt for the situation because this company knows their strengths / weaknesses and play to them, the know their audience and they are thriving because they cater to them. and as durante said, they make good pc ports. in an age where japanese developers appear to be running around in circles, idea factory should be commended for having their heads screwed on right even if they don' t cater to one' s tastes .
“naturally, we’d like to listen to the voices of our north american and european fans, and take their opinions and suggestions under consideration, ” akenaga said. “the the if brand is a very niche one, so i do not believe it will become a ‘major’ brand in america and europe. however, we know that there are plenty of fans of niche japanese titles in these regions. what we aim to do is reach out to and communicate with these fans, and create a stable market for idea factory brand titles. ”
“this is a delicate matter to approach. honestly, we wouldn’t like to do any modifications or ‘take out’ anything from our games, ” akenaga said. “i also understand that there are many fans who hope to have an uncensored / unmodified version of our titles. however, it is also true that each region of the world has a different level of acceptance and tolerance toward certain subject matter. therefore, we will have to decide our baseline for these situations as idea factory international while considering esrb / pegi / usk rating standards. ”
i actually enjoy some idea factory games. especially the first two agarest games. first one is better than zero though. i haven' t played agarest 2 although i have the game. i heard the battle system is super complicated? they teamed up with sting and made generations of chaos: pandora' s reflection which also happens to be a really good game. extremely low budget, but the battles are fun and the story is actually quite good. i still play it on my psp at times. haven' t played any of their other games though .
fanservice may be something they rely on a lot, i honestly have no idea, but i don' t think it' s their games which have any influence over others bigger jrpg, or if it' s the case the problem is that bigger seller / production values are influenced by < 50k sellers lol .
the new 6000 m² “idea factory” and world headquarters of the heron group and subsidiaries servus robotics, robotunits, heron - cnc - technik and vecon provides optimal working and manufacturing conditions. the heron innovation plant also serves as a living showroom. the ideal result is that when a customer visits us to discuss a concrete project, he will see new ideas and applications. the customer can experience all our products and solutions live in a way that directly relates to the customers needs. for example, all the office furniture is cleverly constructed from the modular automation system. the servus transport robots, the heron groups newest innovation, takes over the company’s internal logistical responsibilities. every department, from receiving to shipping, is in some way connected to servus .
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why is idea factory international able to pull off what other, arguably bigger japanese pubs are not? the wish list for every localized japanese game is always the same: dual audio, physical media and a release on steam. ifi knows this and has been consistently been able to pull them off with most of their international releases so far. they' ve also openly said that they are no longer willing to censor their games for western localization, but they still have them released in english for those who want to import. i' m never worried when they release a new game in japan, it' s more likely than not that their games will come out in english. you may not like their games, but their practices as international japanese publishers are the best. if ifi can do it, what is stopping bigger japanese pubs ?
i know ch / if have a following here, so i' ll watch what i say. but yeah, i think their games are ass, but i wouldn' t go so far as to accuse them of
ruining
rpgs. their products are incredibly niche and sell to an incredibly small audience. they ain' t affecting shit on the grand scale. what idea factory does has absolutely no bearing on the industry as a whole. they can exist and keep catering to their audience without any negative impact. people who like their games are going to keep buying them and supporting the company, and that' s totally fine. they' ll keep doing what they do and the more
acclaimed
and broadly appealing rpg houses will keep doing what they do. the sad part is those who get left behind. imageepoch may not have been trailblazers of 7th gen rpgs, but it' s still a shame to see them eat dirt. isn' t nis in some trouble too ?
they make low - ish budget games that are fun and sell well enough for them to continue operation. compared to many other japanese publishers they seem to know how to run a company and know their audience at least. the negative impressions about their games are extremely hyperbolic. neptunia games are good and fun, moe chronicle is a decent drpg. if the themes don' t appeal to you you' re free to ignore them. i have absolutely no idea why people hate the company so much. i' m not sure what else there is to say .
voice actors can have problematic contracts, especially more profilic ones. sometimes using japanese already - done voice overs might actually be considerably more expensive than just going through the process of getting & recording english vas, so if some publisher goes through the effort of recording english vas, they might not want to pay (over) double to have dual audio. maybe idea factory' s games' voice actors don' t have as strict / expensive contracts so it' s easier for them to do dual audio. releasing games on pcs / steam is considerably easier when your games look like early 2000s games in hd & don' t push even the current console hardware in any way, let alone more powerful pcs. big publishers need games to sell tons more copies than smaller publishers, meaning they need a bigger audiences, meaning sometimes some more offensive / erotic / risky imagery etc. might be deemed offputting to too many people, meaning they' d rather change some aspects of the game than satisfy the lust of the pervier portion of the fanbase. niche stuff has always been more risky while more mainstream stuff has to usually go for something that doesn' t offend / turn off too many people from paying for their products .
founded in 1994 by ex - data east employees, the company has been churning out rpgs and female - oriented visual novels ever since, sometimes releasing upwards of 20 titles a year. a great majority of these titles were japan exclusive; after all they were, and still remain, super low budget and rather niche products. while more active back in the 90s and early 2000s, ideafactory still make quite a lot of games these days, but mostly defers to its left and right hand associates / subsidiaries: design factory (who makes vns and other female - oriented products for the otomate label), and compile heart .
* shrug * i don' t see how it affects things really. idea factory continuing or not continuing to exist isn' t suddenly going to make breath of fire 6 a console game or revive wild arms from its absence. to be honest, i' m pretty glad a company like them exists to make low - budget stuff. personally, i have no interest whatsoever in pandering nonsense but i' m not affected in the way that some people are in that they can' t even see it in a game without heaving. i can take it or leave it so long as there' s not too much of it. so i' ve played through a number of compile heart games with it in just as jrpg' s and you know... they weren' t perfect, but i had a lot of fun playing them. (it' s still a little much for me in games like moe chronicle or monster monpiece though, so i skipped those games). one other thing - they' re getting better too. compare the original neptunia to re; birth 1. worlds apart. fairy fencer f was - i felt - a big step up in terms of story - telling too. so yeah. not even that i have no problem with them, i actually quite like having them around .
as someone who has enjoyed jrpgs since the snes days, they are my sworn enemy. it' s not even because it offends my sensibilities due to fanservice, it' s because they feel like a soulless product that was pumped out from, well, a factory. i don' t mind fanservice one bit so it says something when i played neptunia on ps3 for an hour and suddenly i was waking up the next morning. what a bore. and this is coming from someone who is very much anticipating smtxfe. that' s their thing though and if it works for them then it works for them and there' s really nothing anybody can do for it. not my thing though .
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thanks ifi guys! it' s great to see mizuno and tsunako again. hope they enjoyed their visit out here. the demo is going in the right direction. it was great meeting people with high waifu dedication power (wdp). i' ll continue showing my support. # neptunia # ax2018 urltoken
@ ideafactoryintl great panel and booth at ax2018! i hope you guys come again next year. thank you, mizuno and tsunako, for signing my figures! urltoken
join nepgear' s va, yue horie for the showmaker panel today at 1: 30 in ws1 / 403b at @ animeexpo - see ms. monochrome live on sat, 3pm in jw marriott lp2! - buy a penlight for $ 20 and get 2 art cards + a @ steam _ games key for showmaker! only at booth # 4106 ~ urltoken
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this plugin hasnt been tested with the latest 3 major releases of wordpress. it may no longer be maintained or supported and may have compatibility issues when used with more recent versions of wordpress .
the only thing i would like to be able to change, is for public voting to be optionally controlled via cookie instead of ip. i know this wouldn’t work for public stuff, but i’m using this within an intranet for internal suggestion box, and we all come from the same ip .
i have been looking for an ‘ideas’ plugin for a while, this one just looks perfect as its neat, tidy and compact but i am so frustrated that it doesn’t work with the latest wordpress 🙁 no matter what i try, i just can’t get the ideas to show on the front - end, it simply states “no ideas exist, why not create one” .
such a shame, if the author can revamp this plugin, i promise and commit to make a donation .
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fixed – added high priority to load the plugin styles after the theme styles to avoid css override and to not use! important .
so you need stuff to happen. get that sales chart moving north - east. figure out why nobody has heard of your new ‘this - will - change - the - world’ service. maybe just understand how to get your insanely great little company to stand out in the big bad digital world. you want it to be great, and you want to work with people who are as passionate as you are. and you want it to happen now .
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you look, you could easily mistake the famed media lab at the massachusetts institute of technology for a robotics laboratory. or an architecture firm. or a computer - programming office. or maybe a hospital. the truth is, the engineers, designers, scientists, and physicians who constitute the two dozen research groups housed there work in what may be the world’s most interesting, most hyper - interdisciplinary think tank .
also see: slideshow: 9 mit media lab ideas that are changing lives (or will soon) futuristic cars, musical video games, bionic legs. these are just a few of the cutting - edge innovations to come .
over the past 26 years, the lab has spawned the technology behind the kindle, guitar hero, and a host of other groundbreaking innovations. today, researchers within the building are creating self - driving cars, genetically engineered neurons, and chatty robots—and the fact that they’re doing such disparate work in close proximity helps account for their success. researchers end up pollinating other projects with insights and ideas, within a hive of serendipitous collaboration .
this fall, joichi ito—a tech entrepreneur who didn’t finish college—takes the reins as the lab’s new director. he’s looking for ways to encourage even more connecting, more spontaneous creativity. “we’re going to be thinking about how we innovate, how we work together, how the space is laid out, ” he says. “i want to focus on how we can enhance positive serendipity even more, because i think we can. ”
ito’s new colleagues are, as always, running hundreds of projects poised to change how we live, work, and play. here’s how a handful of the most audacious ideas overlap with some others down the hall .
also see a conceptual map of the mit media lab, from the lifelong kindergarten group to the mediated matter group .
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on october 26, 1994 headed by company chairman shingo kuwana and president yoshiteru sato .
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a western branch was opened in the united states of america in september 2013. this branch is primarily meant as a central hub for marketing and discussing its titles outside of japan, even those that are not yet localized. however, they started localizing titles by themselves of their subsidiaries that other publishers declined to release as of may 2014. they also are beginning to dabble in pc ports via steam, staring with the three hyperdimension neptunia: re; birth games and fairy fencer f
hyperdimension neptunia { compile heart, gust corporation, nippon ichi & 5pb. }
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founded on october 26, 1994 headed by company president koichi ota and vice president shingo kuwana .
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oh, here' s another name that should ring a few bells (maybe alarm bells for some too). good ol' compile heart. rumor has it that by 2006, the ideafactory brand name had quite a few negative connotations, so what better way to escape them than by creating a new identity? and lo and behold, compile heart was born, taking the reigns of game development as a subsidiary of if, who did the publishing. now, outside of having the old ceo of compile heading the company, compile heart had nothing to do with the original compile, who made many classic shmups, rpgs and the puyo puyo series. well, up till 2012 anyway, when said ceo retired of old age and compile heart acquired the rights to all the old compile games and began digital distribution of them in japan (save for puyopuyo, still owned by sega) .
alright, enough of the history lesson. so compile heart, and by association ideafactory, make a lot of rpgs (and also ds games for children but those don' t really matter here). low budget rpgs. sexualized male - oriented rpgs. bad rpgs. or at least that' s the general impression .
some of the most common features of these games include overly complex mechanics (or by contrast very simple ones), reliance on grinding, reliance on sexualization, throwaway plots, asset reuse, and so on. quite the melting pot of negativity. and yet the company still trucks on as if unaffected, successful in the west and east, quite to the chagrin of a few. you' ll often hear comments to the tune of
why' d they localize ch games instead of game x or y ?
,
ideafactory, more like ideafuck
, and my favourite
compile heart is giving rpgs a bad rep !
. and you still get your neptunias, agarests, curry, and other assorted moe games .
so at some point, ideafactory / compileheart became the end - all be - all of all negative rpg traits .
ugh, why is fireemblem pandering like compileheart trash
,
man smtxfe looks like some shitty ideafactory game
,
don' t compare game x to ideafactory, it' s way better than that !
,
i' d rather have a million lightning games than more of those games
... you get the point .
the thing here is, ideafactory has been playing it safe for around a decade now. reuse assets to lower production costs (although asset recycling should not be mistaken for such a negative thing as it can be used cleverly), have low poly models that don' t fully utilize the hardware they' re on, make heavy use of vn sequences instead of actual cutscenes, target hardcore japanese niches that will guarantee you sales (and maybe get a couple bucks from the west too). and hey, it worked. they' re still in business, and doing better than ever since comcept gave them a boost a while back .
so here' s the question. is the reputation of if / ch as some evil company ruining rpgs deserved? should they be blamed for playing it safe and pandering to that small loyal audience to get guaranteed sales? should they go make more mainstream (and better quality) stuff ?
personally i feel like this whole issue is severely overblown by internet hyperbole. ignoring the quality of their games for a moment, here' s their top sales for 2014 (many thanks to the media create thread and hiska - kun) :
20. compile heart total software: 278. 138 01. [ psv ] genkai totsuki moero chronicle # < rpg > (compile heart) { 2014. 05. 15 } (¥7. 344) - 61. 024 02. [ psv ] hyperdimension action neptunia u # < act > (compile heart) { 2014. 08. 28 } (¥6. 458) - 45. 481 03. [ psv ] hyperdimension neptunia re; birth 2: sisters generation # < rpg > (compile heart) { 2014. 03. 20 } (¥6. 090) - 42. 398 04. [ psv ] chou megami shinkou noire: gekishin black heart # < slg > (compile heart) { 2014. 05. 29 } (¥7. 344) - 40. 654 05. [ psv ] hyperdimension neptunia re; birth 3: v century # < rpg > (compile heart) { 2014. 12. 18 } (¥6. 264) - 30. 455
hardly impressive. any other company would be bankrupted by such small numbers. supposedly their games sell better in the west, but that could be attributed to the larger overall market .
this isn' t to say that the company is blameless. on the contrary, they' re rather subpar compared to many other producers, albeit showing signs of improvement here and there. and yet i can' t find it in me to condemn people that enjoy their games .
the above fireemblem / smt quotes seem to highlight a minor move towards if' s sort of elements in more mainstream games (or well, as mainstream as an srpg can get). a shift that' s rather disliked by some in the west. intelligent systems, when faced with the threat of closure (edit: i was corrected here, is were not being closed but would simply stop making fe games if their next one did not sell well), used some of those elements (although mildly) and found success. should they be blamed for doing that? or maybe it' s the japanese audience' s fault for not buying
normal
games? after all these elements are still niche stuff. this isn' t as much a shift in consumer preferences over there so much as general disinterest for video games at hand .
so yeah. interested in hearing opinions. sorry if i didn' t make much sense or rambled on at parts. please feel free to point any errors or fallacies i made.
idea factory ( アイディアファクトリー株式会社 aidia fakutorī kabushiki-gaisha ) is a japanese video game developer and publisher founded by former employees of data east on october 26 , 1994 headed by company chairman shingo kuwana and president yoshiteru sato . on 30 september 2013 , idea factory opened their international branch based in california , under the name idea factory international . a subsection of idea factory develops otome games , under the name of otomate . 
idea factory (アイディアファクトリー株式会社 aidia fakutorī kabushiki-gaisha) is a japanese video game developer and publisher founded by former employees of data east on october 26, 1994 headed by company chairman shingo kuwana and president yoshiteru sato. on 30 september 2013, idea factory opened their international branch based in california, under the name idea factory international. a subsection of idea factory develops otome games, under the name of otomate.
idea factory (アイディアファクトリー株式会社 aidia fakutorī kabushiki-gaisha) is a japanese video game developer and publisher founded by former employees of data east on october 26, 1994 headed by company chairman shingo kuwana and president yoshiteru sato. on 30 september 2013, idea factory opened their international branch based in california, under the name idea factory international. a subsection of idea factory develops otome games, under the name of otomate.