This is the English translation of the final part of the interview with Cover Corp CEO Motoaki Tanigo (Mr. Tanigo) and another speaker (Mr. Aoumi), discussing the unique technological and personnel blend within the VTuber industry and Cover Corp's focus on community.
1. The VTuber Industry as a Fusion of Technologies
* VTuber as Technology Application: Mr. Tanigo notes that VTubers themselves are a service that utilizes existing gaming technology.
* Dominance of Gaming Professionals: Both speakers confirm that a large number of Cover Corp employees, especially in creative and operational roles, come from the game industry.
* The reason is simple: The game industry is the only sector with the technology to move 3D models in real-time.
* Cross-Industry Talent: This core game expertise is fused with talent from other fields, such as TV broadcasting and music.
* Studio Example: Game industry veterans create the virtual sets, but the operation is often handled by directors from the TV industry. There is a constant focus across departments on "how to utilize gaming technology."
* Personnel Backgrounds:
* The development team for Hololive ERROR has many console game veterans.
* Other projects feature many developers from the mobile and online game industries.
* PC game industry professionals may be more interested in Cover Corp, as PC games are frequently featured in live streams.
* The "Chemical Reaction" of Talent: Mr. Aoumi highlights the unique and powerful "chemical reaction" that occurs daily when people from so many different industries work side-by-side.
* Mr. Aoumi believes that the concentration of talent at Cover Corp—game developers, plus personnel from the anime and entertainment industries—could only have been achieved in Japan, drawing on decades of culture where generations were raised on games and anime.
2. Community Marketing and Holoearth
* Cover Corp's Core Identity: Mr. Tanigo emphasizes, "We are not an 'IP' company; we are a 'community' company."
* holo Indie as Community Marketing: The game business, including holo Indie, is fundamentally a form of "communication marketing centered around games, talents, creators, and players."
* Since hololive has a strong foundation in community marketing, the business constantly considers "how to involve game creators."
* Focus on Community Activation: The goal is not just to get people to play games, but to activate the community.
* This includes planning events like RTA (speedrun) competitions and ranking events, always aiming to "activate the community." This continuous focus on community remains the core theme for the game business.
* Hololive ERROR (Holoearth): Mr. Aoumi points out that Holoearth has the potential to solve a major issue for international fans who often feel geographically and temporally distant from the talents due to time zones and physical location.
* Many fans express regret about not being able to physically attend events or lives. The team aims to realize the fans' dreams and looks forward to sharing the current state of Holoearth with everyone.
3. A Call for Collaboration
* Invitation to Creators: Mr. Tanigo extends an invitation to all creators and game development companies interested in collaborating with Cover Corp.
* The Importance of "Love": The key factor for collaboration is "love" (passion) for the IP. "We want to collaborate with people who love us."
* Open Door Policy: This invitation is open to individuals and companies, both domestically (Japan) and internationally.
* Conclusion: Cover Corp plans to continue delivering games, in collaboration with creators and companies, that people can enjoy and that serve as a catalyst for connection. He encourages anyone who hasn't done so to play a holo Indie title and look forward to new releases.
Would you like me to look up any further details about Holoearth or the application process for the holo Indie project?