

Creators at Tango Gameworks
The Team at Tango Gameworks is made up of long-time industry veterans, those who joined the studio since its founding in 2010, and newer talent. But we’ve all come and stayed together because of the type of work we do. Everyone has their own perspective on what they like about the studio, but it’s the collection of experience and new mindsets that culminate in teamwork to form our creative workshop.
Hear from some of our staff below and, if you are interested, look at the positions we are actively hiring!

John
Johanas
Creative Director

John
Johanas
Creative Director
What you do at Tango?
I’m Creative Director at the studio, so outside of directing the titles we develop, I work with the other creative leads and staff to help achieve cohesive creative visions on our projects.
It’s mostly about maintaining the culture that we see for our studio and supporting everyone here creatively!
How do you describe Tango’s development environment?
I feel like Tango has quite an “open” development philosophy. We want team members to casually and freely talk about what’s working or not working when making a game.
That sometimes means the office can be quite noisy at time since we will casually talk about ideas and rope in different people at any moment, but there’s a liveliness to it all that makes it fun!
What do you think makes Tango unique as a game studio?
While any major studio works as a team, I like to think the ownership we push to our team members is a key factor in achieving the best quality and allowing creators to grow their skills. Attachment breeds inspiration, and here we really want you to feel a personal attachment to our games and put your heart into them.
What are your thoughts about the type of people who work at Tango?
Tango just feels like a group of gaming fans being able to work on something they’re excited about. Everyone is passionate (in a supportive way) and we have creators who are industry veterans, younger people getting their start, and everything in between so there is a wide range of inspiration that everyone brings to a project.
Looking to the future, what are you excited for when working at Tango?
Of course it’s working on our future projects. At Tango we’ve jumped through genres before, showing we can pull off the unexpected, even if it’s a challenge. Whatever we make next won’t be easy, but as we all get even better at making games, the next projects we put out will be our best yet!
What’s something you’d like to tell someone interested in the company or working with your team?
Tango may feel a mix of scrappy idealists, but we’re also smart people with passion. Working here requires you to want to have your input makes a difference in a game, because honestly…it does! We welcome anyone who brings positivity to the creative process. Also, those who thrive in teamwork, not just being assigned tasks.

Kazuaki Egashira
Development
Department Head

Kazuaki Egashira
Development
Department Head
What you do at Tango?
As the Development department head, I create project development roadmaps, procure the necessary development environment, and ensure that we have the required headcount to handle a given project. I previously worked as a project manager on Hi-Fi RUSH.
How do you describe Tango’s development environment?
We work to ensure that everyone has the necessary remote environment to focus on their tasks, without forgetting the importance of direct in-office communication. I also think that one of the great things about Tango’s work environment is that it brings together a lot of people passionate about games, and lets them join together to create something really special.
What do you think makes Tango unique as a game studio?
There’s not a single “right” way to develop games; everything depends on a studio’s size and its creative style. At Tango, our top priority is the user’s experience. With that always in mind, our developers have a lot of individual freedom in how and what they create, bouncing ideas off of each other in a very open and unique atmosphere.
What are your thoughts about the type of people who work at Tango?
We’ve managed to gather a very professional group of creators: people who work tirelessly and passionately to create something special for the user, but at the same time are able to take an analytical approach to stay on track and ensure that the game can actually be completed on schedule.
Looking to the future, what are you excited for when working at Tango?
I look forward to continuing what we’ve always done: bringing unique and original games to users around the world, delivering unforgettable experiences that could only come from Tango Gameworks.
What’s something you’d like to tell someone interested in the company or working with your team?
Managing game development is a very behind-the-scenes job; you don’t get much public recognition, and it’s not as glamorous as some of the other positions. However, as the ones creating development environments, polishing project designs, and making daily adjustments to all sorts of things, our performance is what lets everyone else utilize their creative potential. As such, it’s a very important job that has a huge impact on the final quality of the game that will eventually reach users’ hands. It takes a very dedicated self-starter to fill this role, but for the right person it can be enormously rewarding. If you think that’s you, then we look forward to creating something amazing together.

Masaaki Yamada
Lead Game
Designer

Masaaki Yamada
Lead Game
Designer
What you do at Tango?
As a game designer, I work on creating things that directly impact the game’s fun factor and quality level such as game systems, battle designs, and level design… would be a fancy way of saying it, but I pretty much work on whatever needs to be done to make the game more fun and interesting. We used to be called “planners.”
How do you describe Tango’s development environment?
We can work remotely if we want, but a fair number of people come into the office because they prefer it. Want to discuss something? There’s someone right there to talk to. Want feedback on something you made? You can just show it to somebody. You can read the room and get an idea of how things are going, you know?
Of course there will be disagreements, but I think working things out and finding the best solution together can really help improve the final product that the user sees.
What do you think makes Tango unique as a game studio?
I’ve heard it said that there are lots of different styles of game development: treating the director’s word as absolute and working to make it a reality, or dividing everything up between a bunch of people while trying to mitigate risk and avoid confusion, that kind of thing.
I don’t think that those styles are inherently wrong, but you could say that Tango’s style is to avoid locking everyone into a single “correct” way of doing things. There’s a lot of trial and error, finding the best way to do things as we go. What, does that sound like we’re just disorganized? Not at all! Our final goal never changes, we just continue looking for the perfect dev environment that lets everyone flex their creative muscles, and we have no plans of stopping.
What are your thoughts about the type of people who work at Tango?
We have a lot of people who are good at their jobs and care deeply about what they’re making. Everyone has their idiosyncracies, but talking things out helps us to make something great together.
Looking to the future, what are you excited for when working at Tango?
I feel like our horizons have expanded. I’m looking forward to seeing what we can do and what we can make in the future.
What’s something you’d like to tell someone interested in the company or working with your team?
I’ve been doing this job for 30 years now, and I’ll say this: the most important thing is knowing what you like, and working to make it a reality.
Beyond that, if you can learn to work as part of a team, then you’ve got what it takes to become a full-fledged creator at Tango! Come on, what are you waiting for!?


Yosuke Ishikawa
Lead
Character Artist

Yosuke Ishikawa
Lead
Character Artist
What you do at Tango?
As a 3D character artist, I make models for everything from the main characters to enemies (from small basic enemies to huge bosses), as well as NPCs and props. I’m also involved in things like art styles and technical specifications, and anything else related to 3D characters.
We also take the 2D art created by the concept artists and then create suitable 3D models based on it, while keeping in mind gameplay as well as aesthetics, and then increment on the designs based on feedback.
How do you describe Tango’s development environment?
With flexible hours and hybrid work, it’s an environment that’s really good for work-life balance.
When you’re in the office it’s easy to discuss what you’re working on with your team, but it also feels nice to just hang out and talk with people from other teams while you have a coffee break or whatever.
What do you think makes Tango unique as a game studio?
Sometimes you’ll be talking with a few other team members about an idea for something you’d like to add to the game, and everyone starts getting into it and building on the idea. But I’ve also sometimes quietly worked on creating that idea during my downtime, then putting it into the game before finally showing it to the director. That’s what I like about the environment here: people think for themselves instead of just making what they’re told, and it feels really easy to share opinions with everyone, even the director.
What are your thoughts about the type of people who work at Tango?
Well, creative ability is a given, but people here have a lot of flexibility, too. Considering a lot of members had just come off of creating horror games, there was some uncertainty when we were tasked with creating anime-style action for Hi-Fi RUSH. We were experimenting with different ways of doing things, and we were lucky to have a team that can find what works best and then build on it until we have something great.
Looking to the future, what are you excited for when working at Tango?
I’m glad to have the chance to start making games again with Tango Gameworks. Just like before, I’m looking forward to making interesting games without being tied down by things like genre.
What’s something you’d like to tell someone interested in the company or working with your team?
At first, a lot of people might have some trouble shifting gears from making gruesome creature models to making anime-style ones, but Tango has helped me to see that the fun of creation doesn’t change even when you’re working on a totally different genre.
So muster up your courage, and keep trying out new things! Come make interesting games with us!


Mihoko Takahashi
Lead Environment
Designer
What you do at Tango?
I’m on the Environment Design team. I create and place background models based on the concept or design art, and set up the collision in the environments. Occasionally I assist in creating levels, but basically I set up the lighting, adjust post-process effects and optimize everything that creates the final ‘look’ of our game. I also create environment design spec sheets based on the content of a given project.
How do you describe Tango’s development environment?
We have extremely flexible work hours, and we can also work from home, which is perfect for achieving the right work-life balance to fit your personal schedule. I feel that Tango really respects the personal lives of their employees.
What do you think makes Tango unique as a game studio?
In my previous workplaces, we were always told in advance what exactly we should make and where, and it was rare to go beyond your assigned tasks. But at Tango it’s up to you to be creative and express what you want to create, and that requires each one of us to become more involved with our games. We frequently work closely with other sections, so self-management skills become important, too.
What are your thoughts about the type of people who work at Tango?
This team really surprises me with their creativity; they come up with ideas that I would never have considered! And, at times, it reminds me that I need to broaden my horizons more. Everybody is supportive, and I can always count on my team members if I need to talk about something. I learn a lot from talking with the team, and we always inspire each other.
Looking to the future, what are you excited for when working at Tango?
I hope that we can release new IP regularly and become a studio that’s known for always coming up with something new and refreshing. I’m looking forward to the iconic characters of our future games, and it’d be fun if we could create merchandise and spin-offs about them!
What’s something you’d like to tell someone interested in the company or working with your team?
I’m originally from the cinematic field, but one day I was unexpectedly given the opportunity to work on game development. I was immediately drawn into environment design: it’s fun to create a whole new universe that can be viewed from any angle. From that experience, I decided to work in the gaming industry. Environment design is satisfying because you’re involved in the narrative, and your creations fill most of the player’s screen. We have a crucial role in world building, and I’m honored to be a part of it.

Yuxin Cong
Environment Artist
What you do at Tango?
I work as an environment designer, so I’m involved in everything related to designing the environment. I need to have a thorough understanding of the level, along with its design principles and artistic intentions, to incorporate those ideas into the environment in a way that projects the right style and atmosphere.
I also create 3D models, set up lighting, and optimize environments to bring that special Tango style to our worlds.
How do you describe Tango’s development environment?
I joined Tango as a new graduate, and it was a respectful and supportive environment that really helped me to grow. I started out making small 3D models, but my teammates were supportive, patient, and open to new ideas. Whenever I came up with one, they’d help me think of ways to improve it.
I’ve worked on various things now, and I’m very happy to be creating interesting stages. Learning itself is a kind of game, and I’m enjoying every step of it.
What do you think makes Tango unique as a game studio?
One great thing about Tango is that we respect and trust each other.
During development we have regular playtests. You get to play areas that you don’t directly work on, so it’s a great opportunity to get a deeper understanding of the game.
Our team shares a common goal, which is to create high-quality games, so we’re always honest with each other – whether it’s constructive criticism or just compliments!
I think it’s great that we have an open development environment, and we can always talk freely and directly about what is and isn’t working.
What are your thoughts about the type of people who work at Tango?
The creators at Tango are super inventive! They’re skilled in expressing ideas and have high comprehension skills, so communication is always smooth. They’re also fun to be with; it’s like a comedy act sometimes. Everyone has a sharp eye and is on the lookout to create something entirely new.
Looking to the future, what are you excited for when working at Tango?
I’m hoping that we can create something new in terms of style, which the users can also enjoy. I feel nervous, but I’m also really excited about what’s to come!
What’s something you’d like to tell someone interested in the company or working with your team?
As an environment designer, you always face new challenges, and you can never stop learning. That’s the fun part of the job; you really get a sense of accomplishment after a project.
To talk ourselves up a bit, we environment designers are architects and interior designers and sometimes wizards of creative magic (just a metaphor!)
I’d like to welcome anybody who’s interested to join our creative journey!


Yuji Nakamura
Senior Application
Programmer

Yuji Nakamura
Senior Application
Programmer
What you do at Tango?
As an application programmer, I mostly implement the actual gameplay portions of the code.
For The Evil Within 1 and 2, I was in charge of the bosses and interactive objects in the stages.
I was given the role of lead programmer for Hi-Fi RUSH, so I was in charge of implementing all kinds of things, starting from the initial prototype, then moving on to creating characters and various game systems.
How do you describe Tango’s development environment?
We have a lot of opportunities to improve and stay current with our development techniques through lectures and events like CEDEC and GDC, as well as other seminars not open to the public.
We’ve also had the opportunity to take part in these events as presenters, with recent presentations from our team at Unreal Fest, CEDEC, and GDC.
What do you think makes Tango unique as a game studio?
At Tango, it’s pretty common for the final implementation of something to differ significantly from the initial design documents. Once you implement something in the game, you’ll often find that it doesn’t feel quite like the designer expected. It’s then the programmer’s job to discuss things with the designer, giving their own opinions about how they can adjust things to make the game more interesting. We’re constantly communicating and iterating, and at times opinions will clash, but we push through it and never stop working to make something our players will love.
What are your thoughts about the type of people who work at Tango?
We have a lot of members who have been working together for years, so it’s a solid environment that we don’t need to worry too much about. I feel like there are a lot of people who focus on how to make the game as a whole more enjoyable rather than just focusing on the task they’ve been assigned.
Looking to the future, what are you excited for when working at Tango?
I’m really glad that we can get things running again with our current team. I’m also happy that we can look forward to an environment where we can keep making a variety of interesting games, rather than just pumping out sequels.
What’s something you’d like to tell someone interested in the company or working with your team?
Beyond just writing code, if you’re willing to really put thought into what makes a game fun for you personally, and you want to make games for a global audience, then I think we’d be a good fit. We look forward to hearing from you!

Yuriko Takata
Senior Animator

Yuriko Takata
Senior Animator
What you do at Tango?
I’m an animator, and I mainly work on in-game events. For example, before a battle, the camera rotates to show that an enemy has appeared, then seamlessly transitions back to gameplay. My job is to set the camera angle and add believable character motions to make a clear transition, so that players can understand what’s happening without feeling jarring. After receiving rough direction from the director, I get to add animations and effects at my own discretion, which is the part of this job that I find the most fun and fulfilling.
How do you describe Tango’s development environment?
I like that at Tango, we get to work with the director closely. We have frequent discussions with them, even at times when we’re not being evaluated on our work. There’s a casual atmosphere where we can talk about our own ideas and how we feel. And I think that motivates us all to be creative.
What do you think makes Tango unique as a game studio?
As I said before, the encouragement to be creative is one of the reasons we feel connected at Tango, like we have ownership over our games.
Also, I think Tango is unique because we are not tied to a specific genre. If the game is fun, genre won’t matter. Even during casual conversations, you can sense that everyone is passionate and ambitious about creating a unique and fun game.
What are your thoughts about the type of people who work at Tango?
I strongly feel that I can rely on my fellow creators, even when I’m working on something that involves multiple teams. It’s heartening to see how everyone works out problems as something goes further down the development pipeline.
Looking to the future, what are you excited for when working at Tango?
I’m pretty new to Tango, and even though I’ve been in this industry for some time, I’ve never been involved in developing a game from its early development stages up to release. I’m looking forward to being fully on-board and I think it’ll be an exciting challenge that I’ll learn a lot from. I’d like to think I ‘restarted’ my career here at Tango, and though it’ll probably be a big challenge, I’m excited about the journey and how I’m going to grow from it.
What’s something you’d like to tell someone interested in the company or working with your team?
At Tango, it doesn’t matter if you’re new, like me; we’re all given the same chance. If you’re passionate about making awesome games that people all over the world can enjoy, I think Tango will be perfect for you.


Shuichi Kobori
Audio Director
What you do at Tango?
I’m the audio director, which means that I oversee everything sound-related for a project. In addition, I also do hands-on work like creating music, sound effects, voice data, and so on.
On the business end, I’m also involved with studio operations such as managing the sound team.
How do you describe Tango’s development environment?
Instead of a top-down style, our team environment is one with lots of people from different backgrounds, so everyone (including younger staff members) can comfortably and freely exchange ideas with each other. In the course of your work it’s easy to feel engaged, to try out new things and proactively plan to overcome challenges.
Regarding the work environment, I’ve found that the hybrid system really helps us work more efficiently. For example, when creating or implementing sounds you can work remotely and really concentrate by yourself, then when making adjustments to things or getting feedback you can go into the office and talk to people directly.
What do you think makes Tango unique as a game studio?
Compared to a lot of other studios, we have a dev environment where it’s very easy to talk directly to team members from other sections and exchange opinions and ideas.
Of course we can’t veer too wildly off-course from the director’s vision, but it really feels like the various creators in each section respect each other and everyone works together to improve the final product.
What are your thoughts about the type of people who work at Tango?
Everyone is very opinionated (in a good way) about what makes a good game, and the team has a mix of strong individual styles and creative abilities.
That’s not to say they’re hard to get along with, though! Everyone communicates well and we build bonds of trust and respect as we work together.
Looking to the future, what are you excited for when working at Tango?
At the new and improved Tango Gameworks, I’m looking forward to working together with like-minded team members to create something even greater than we have in the past, to be enjoyed by people all over the world!
What’s something you’d like to tell someone interested in the company or working with your team?
At Tango Gameworks, it’s our policy to never settle, to never take the easy path, and to keep pushing the envelope of creativity in order to make interesting games. There are a lot of challenges on that path, but for anyone who thinks they’re up to the task, let’s take it on together!

Masatoshi Yanagi
Senior Composer
What you do at Tango?
I’m involved with the entire process of sound design, primarily deciding specifications for, creating, and implementing music, but my responsibilities also extend to other tasks like creating and implementing sound effects. We have an environment where individual team members are free to suggest ideas, and we work every day to to improve our gaming experience through sound design.
How do you describe Tango’s development environment?
Rather than being a “top-down” dev environment, each team member is expected to proactively use their own creative abilities to contribute to a project. Everyone is free to propose ideas, and the environment is one that encourages everyone to add a little bit of themselves to the team’s creations. I find that it’s a very satisfying atmosphere for a creator.
Additionally, since our team members come from a wide range of backgrounds and have varying preferences, when we work together it can really spark new insights and help to bring out our creativity.
What do you think makes Tango unique as a game studio?
I feel like one of our strongest points is the chance to work on varied projects based on brand-new IP. This can really appeal to creators who want to be there to build something from the ground up, and it sets Tango apart from a lot of other studios.
What are your thoughts about the type of people who work at Tango?
We’ve really gathered together a group of creators with a pure passion for creating fresh, interesting games. You can really feel that passion come through during development, where everyone is able to collaborate on equal footing regardless of age or seniority.
Looking to the future, what are you excited for when working at Tango?
I can’t overstate how much I’m looking forward to working alongside everyone as we embark from Tango Gameworks’s new starting line. Whether working on a sequel or new IP, I can’t wait to put Tango’s mark on all kinds of new games to be enjoyed by people all over the world.
What’s something you’d like to tell someone interested in the company or working with your team?
We always have a really outstanding creative process for game development where all of the individual team members bring their ideas to the table, then we try to put everything together and craft it into something amazing. We’d love to have you with us to help take on our next challenge, so why not give it a try? Let’s create something amazing, Tango-style.


Ayana Muraoka
Lead UI
Designer

Ayana Muraoka
Lead UI
Designer
What you do at Tango?
As a UI designer, I create and propose interface designs that fit in naturally with the in-game universe. I’m the UI team lead, so I’m also involved in tasks associated with managing the development team.
How do you describe Tango’s development environment?
There’s a lot of face-to-face communication at Tango. In the office I hear a lot of conversations going around: people having discussions, giving each other feedback, or just making small talk. I think the fact that we communicate with each other so frequently is part of the reason that we’re able to create such groundbreaking games.
Also, we have a hybrid work environment, and it’s great for maintaining a good work-life balance. Especially when you can work from home during busy periods, I’ve found it easier to keep in good condition while maintaining work efficiency.
What do you think makes Tango unique as a game studio?
I feel that the creators are given authority to make the games ‘better.’ We structure and build the game around the core concept, so it’s very important for us to be proactive in considering how to flesh that concept out more fully to make a fun and engaging game.
What are your thoughts about the type of people who work at Tango?
I think there are really a lot of talented people at Tango. Everybody is very professional and I’m always amazed when I see the things that they come up with, or when I see how different designs have been implemented to the game. This team really inspires me to do my best.
Looking to the future, what are you excited for when working at Tango?
I’m looking forward to getting involved in projects that are creative and unique to Tango. I’m also personally interested about how Tango will evolve as a company, considering that it has some unique history.
What’s something you’d like to tell someone interested in the company or working with your team?
I previously worked on social networking games, and didn’t have any experience in developing traditional console games. I know myself that there are a lot of differences between the UI of social networking games and console games, but the most important thing is always to have passion for what you’re doing. I think if you have the necessary passion, you’ll be able to overcome any challenge.


Koei Kikuchi
Lead
VFX Artist
What you do at Tango?
I’m a VFX artist, so I design and create the visual effects that show onscreen during the game.
More and more of my work has been slowly moving toward management and organization since I became a team leader, but I’m still out there on the front making effects as an artist.
How do you describe Tango’s development environment?
We’ve got a lot of colorful characters on our team, and they all add a bit of their own flavor to things. I think that’s a good way to describe it? It’s an environment where people from all different nationalities and personalities come together to collaborate on a project while respecting each other’s tastes and opinions.
What do you think makes Tango unique as a game studio?
I think the respect that everyone has for each other is really something special about Tango. Of course some people are officially higher or lower ranking than others, but nobody really thinks that way, if you know what I mean. Everyone fulfills their own role, and there’s really just a singular feeling of all being in it together. There’s not a single person who I would really call “arrogant” or anything on this team. We’re a very humble bunch (laughs).
What are your thoughts about the type of people who work at Tango?
Looking to the future, what are you excited for when working at Tango?
Since we’re just now all starting up together on a new page in the studio’s history, we’re at the place in development where we’re looking forward to seeing where things will go from here. I’m also looking forward to seeing how Tango will transform thanks to our incoming new members. It’ll be an interesting science experiment!
What’s something you’d like to tell someone interested in the company or working with your team?

Yuka Matsui
VFX Artist
What you do at Tango?
I’m a VFX artist, and I’m in charge of creating in-game visual effects. Specifically, I mostly create character battle effects and environmental effects (like fire, water or explosions) that enhance the player’s experience.
How do you describe Tango’s development environment?
At Tango, we work as a team to create our unique design elements, and artists also have a chance to incorporate their ideas into the game.
As for the VFX team, the senior members always look out for us, but they also give us a chance to try things for ourselves. There’s a lot of, “Why don’t you give it a try? You can always come to me if you have any questions.” I’m glad that the team approves of us experimenting and trying things out for ourselves.
What do you think makes Tango unique as a game studio?
We don’t feel any ‘walls’ between us and the director, and I think that’s something different from other studios. Our job goes beyond only creating things that the director has in mind; we also add our own colors and ideas to build a unique universe.
We communicate frequently to establish common goals, and during that process we’re able to be creative and fun. That open communication is one of the great things about Tango.
What are your thoughts about the type of people who work at Tango?
I think a lot of people at Tango have a philosophy like “every cloud has a silver lining,” and use every setback as motivation to be creative. We’re full of people passionate about game development, and also optimists who have helped guide Tango through tough times.
Tango’s members are unique, and we’re full of people with all sorts of hobbies, indoors, outdoors, whatever, so I think it’ll be easy to find somebody that you get along with.
Looking to the future, what are you excited for when working at Tango?
At Tango you get to work on variety of styles, from photorealistic games to comic-book-style games, and for me that’s the best part, because I get to take on the challenge of creating different effects in different styles.
I’m really looking forward to working on future projects!
What’s something you’d like to tell someone interested in the company or working with your team?
I think the feeling of excitement never changes. It’s that same feeling from when you were a child, when you took on your first challenge, when you go to a place you’ve never gone before, or when you first lay your hands or eyes on a new game or anime. I’d like to welcome anybody who cherishes that feeling and can have fun while taking on challenges in a new environment. Let’s go wild in game development together!

Mikhail
Ignatov
Senior
Concept Artist
What you do at Tango?
I am a concept artist, which means I’m responsible for the visual design of our games. Occasionally I also function as John’s spel checkr.
How do you describe Tango’s development environment?
The dev environment is pretty open and collaborative. We are not a huge team, so everyone has a good bit of responsibility for their individual work, but people often exchange ideas that go beyond their specific areas.
What do you think makes Tango unique as a game studio?
Tango is a unique place because of where we are in terms of scale, standards, aspirations, and geography. We are small enough that everyone can take pride and ownership in their work, but we do have high standards of quality and aspire to make games that have something novel, which pushes us outside our comfort zones. We are also a Japanese studio but have a mix of people from all over and, at the risk of over-generalizing, I don’t think we fit neatly into a strictly-Japanese or strictly-Western development mold. I think this combination gives us our unique sensibilities and studio culture.
What are your thoughts about the type of people who work at Tango?
Well, as in any company there are all kinds of people here. The one thing that they share is a commitment to their craft, and I respect that very much. Then again, it is a club that would have me as a member, so I don’t know what that says about them.
Looking to the future, what are you excited for when working at Tango?
The one thing I know I can count on here is that we will try to make something interesting and fresh, especially in terms of game design and visuals. I am excited about that. Also, as I said earlier, we have a kind of collaborative environment where I can have an idea, pass it on to the next person in the pipeline and they add something of their own to it, then they pass it on, and so on and so forth. By the time it is implemented a decent idea has transformed into something special. I love seeing that. It’s a great feeling.
What’s something you’d like to tell someone interested in the company or working with your team?
I’d say something like: You there! The one who isn’t afraid of taking chances, and enjoys making games in a fun, creative environment. The one who isn’t satisfied with the good-enough. Yeah, you. Come join the party! We’ll just be here. Waiting.

Keita Sakai
Lead
Concept Artist
What you do at Tango?
As a concept artist, I try to find the perfect world design and visual style for our project, creating and proposing various artwork of stages/areas, characters, environmental props, and so on.
As leader of the art team, I’m also responsible for ensuring the quality of our team’s output.
How do you describe Tango’s development environment?
Our dev environment really feels like everyone joins together and works to make something great. We respect each other’s styles and preferences, and anyone can toss out ideas and opinions regardless of things like their section or seniority.
Hybrid work also gives us a lot of flexibility. For tasks where you need to directly collaborate with others you can go in to the office, and when you really just need to put your head down and focus on something, you can do it at home. It also makes for very good work-life balance.
What do you think makes Tango unique as a game studio?
I think Tango is a studio always on the lookout for new ideas that can give our games a unique style and personality. Not that it’s ever a straightforward process.
There’s no “right answer” when creating games, so we really appreciate the value of trial and error. Everybody shares their ideas, then we polish things down to hone in on the game’s unique personality. Sounds like an inefficient way to do things, but the payoff is worth the effort, and I think it’s part of what gives our games that “Tango” feeling.
What are your thoughts about the type of people who work at Tango?
We’re a collection of people who love to create, with strong individual preferences and ideas. It’s easy to discuss ideas, and sometimes talking them through will help you improve them, or it turns out something would be too hard to implement and so you talk and find an alternate way to do things… It feels good to have this team on your side.
Looking to the future, what are you excited for when working at Tango?
I’m looking forward to continuing to bring out each title’s individuality as we keep sharing great games from different genres with the world.
What’s something you’d like to tell someone interested in the company or working with your team?
In Tango Gameworks’s concept art team, we work hard to ensure that our art and designs fully incorporate the spirit of the title they represent, its fundamental themes and world settings.
We then consider what’s enticing about the title, then think up and propose various designs that fit into the style we’re aiming for. If you’re passionate about art’s ability to bring out and enhance a game’s appeal, then we’d love to work with you.
