Ex-Naughty Dog game director launches Japan indie studio after Sony cancels 7-year multiplayer project
Summary
Former Naughty Dog game director Venneith left one of the industry's most prestigious studios
to found an independent studio in Japan after Sony cancelled his nearly-complete multiplayer title
Studio currently at 10 people, targeting 30 by end of 2025
Major publisher investment deal reportedly near close — name undisclosed
Departure signals broader tension: creative vision vs. publisher-controlled AAA development cycles
"Despite reaching basically the top of the game industry, being a game director at one of the best game companies in the world — the only better thing I can do is to make my own company."
01
The cancellation that triggered independence
Sony/Naughty Dog cancelled a standalone Last of Us multiplayer title in 2023
Game was ~80% complete after nearly 7 years of development (2016–2023)
Director received notice just 24 hours before the public announcement
Cancellation driven by post-COVID industry contraction: overspending unwound as engagement declined
Sony prioritized Neil Druckmann's next flagship title over the experimental multiplayer project
"It killed me that people couldn't play it."
02
Japan as a strategic studio base
Studio founded in Japan — deliberate choice combining personal affinity and creative strategy
Hybrid team structure: Japanese developers on-site, US-based creative director (Joe) remote
Development philosophy blends Japanese top-down vision with Western collaborative debate
Visual style: 90s anime aesthetic with Western narrative and gameplay treatment
"I'm here to bring those together — I've got a Japanese spirit and grew up with the value of open thinking in the US."
03
Funding and scale
Near-closing on a full-project funding deal from a major publisher (undisclosed)
Current headcount: 10 people
Scaling plan: 30 people by end of year
Deal structured as publisher investment, not just licensing — full project backing
04
Creative philosophy: against data-driven design
Venneith frames data-driven development as a systemic risk for the industry
Argues over-reliance on analytics produces "local optima" — optimized within existing trends but unable to break new ground
Draws parallel between AI-generated content and data-driven game design: both optimize history, neither invents new territory
"When you're optimizing here, you're just following the trend line — it's not letting you jump."
Contrasts with Naughty Dog's cinematic, vision-led approach as the model he carries forward
05
What's next
New untitled title is the studio's first project — multiplayer, online, survival-scavenge concept
Inspired thematically by the cancelled Last of Us multiplayer experience
Publisher partnership expected to fund full development cycle
Studio targeting a team of 30 as it moves into full production phase
Events
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Games
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Locations
Japan
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