OUR VALUES

value

Our logo is a four-leaf clover with a letter C forming each of the leaves.

These Cs represent four individual principles that combine to make one whole.

These four Cs bring us together, just like they do in our logo.
In fact, you could call us C-LOVERS!

We promise to take new challenges head-on, to sweat the details, and to create gaming experiences that only we can create. It’s our mission to make the games you’ve always wanted to play.

Cleanness goes beyond mere physical cleanliness. To me, it represents the sincerity and good faith that I strive to show all of our stakeholders. “Meet every task—and everyone—with sincerity.” That’s the creed I live by, and I’d say that CLOVERS is one of the fruits of following that principle. I promise to continue living by that creed by facing everyone with utmost sincerity—our partners in development, my colleagues at CLOVERS, and most importantly, all of you gamers out there. And of course, part of that promise means delivering games you’ll love.

President & CEO Kento Koyama

You could say that Curiosity is the fountain from which my games all flow. “I want to do this... and I want to do that, too... Oh, I just got an idea I’ve got to try out... I can’t wait to put that in motion and see how it feels...” Whenever I feel my curiosity welling up, I let it take the lead. That’s why my heart finds joy in the act of creation—and that joy is where the undefinable miracle we call fun comes from. I’ve never been much for logic or reason, so following my curiosity is the only way I can create. My curiosity has been a huge help throughout my entire career, and I don’t see that changing any time soon. I believe in my curiosity, and I know it’ll keep me filled with passion for making games on into the future.

Studio Head/Chief Game Designer Hideki Kamiya

Our “C”s

Senior Managers

Clever

I chose Clever as my C because it represents my desire to keep up with CLOVERS’ stacked team of whip-smart creators. I want to make sure we never relent on our quest to find fun and inspiration, create new values, and burst with creativity.

WORKS

  • FINAL FANTASY XVI, Lead Cinematic Artist
  • METAL GEAR RISING: REVENGEANCE, Cinematic Artist
  • BAYONETTA / BAYONETTA 2, Lead Cinematic Artist
  • OKAMI, Lead Cinematic Artist
  • Resident Evil 4, Cinematic Artist

Producer

Kunihiko Tsuda

Confidence

I’m constantly aware of all the faith and trust I’ve got riding on my shoulders. That’s why I aim to contribute to not just our games, but the company itself, in such a way that I inspire Confidence. I hope to honor the confidence people have in me and let it be the driving force in my outlook and my actions, no matter what I do.

WORKS

  • AAA Action Title (Unreleased), Producer
  • Teenage Mutant Ninja Turtles: Mutants in Manhattan, Lead Animator
  • Bayonetta 2, Animation
  • Naruto Shippuden: Ultimate Ninja Impact, Character Animation
  • Sengoku BASARA 3, Event Designer

Producer

Rei Yamamoto

Coffee Break

Who do you think is going to enjoy playing your game if you spend your entire time making it with a scowl on your face? Don’t you think true entertainment comes about when the creators are having fun, too? I keep that principle pinned close to my heart and try to remember to always leave a little pressure-free wiggle room. Now, then! Let’s recharge with a Coffee Break and get back to thinking about fun!

WORK

  • AAA Action Title (Unreleased), Lead Game Designer/Assistant Producer
  • Romance of the Three Kingdoms: Hadou, Director
  • Nobunaga’s Ambition: Our Warring States, Lead Planner
  • Dynasty Warriors Online, Lead Planner

Game Designer

Shimpei Miyamoto

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Staff

Captivating

My C is Captivating for two reasons. For one, I hope the games I make will captivate players to the point that they can hardly imagine life without them! The second reason is because I hope to captivate my coworkers at CLOVERS by coming up with interesting ideas as we endeavor to make fun games together. I hope to go on making games, with those two hopes in my heart, until the day I die.

WORKS

  • AAA Action Title (Unreleased), Battle Game Designer
  • BABYLON’S FALL, Game Mechanics Designer
  • Adjunct Lecturer at HAL Osaka

Game Designer

Reiichi Hasegawa

Century

Video games have made all sorts of big, bold strides across nearly a Century of history, leading to the dazzling array of titles that brings color to our lives today. I chose my C out of respect for that grand history. It also represents my resolve to create games so entertaining they’ll linger in memory for the next century to come.

WORKS

  • Granblue Fantasy: Relink, Project Manager / Gameplay System Planner

Game Designer

Ryoya Shiraishi

Constancy

My C is Constancy—steadfastness; the state of staying unchanged—because I approach game development with an unshakeable passion. In the programming world, “const” is a qualifier that keeps variables from changing, and as such, there are situations where it’s best not to use it. But my passion is not one of those situations. I hope it never changes.

WORKS

  • AAA Action Title (Unreleased), Programmer
  • Bayonetta Origins: Cereza and the Lost Demon, Programmer
  • Bayonetta 3, Programmer

Programmer

Yu Ishiyama

Crazy

Every wonderful piece of art that impresses and inspires me comes loaded with ideas that are out of the ordinary, bold challenges, and fervent purpose. That’s what stirs my heart. I hope I never stop making such astonishing, joyful encounters with new works. I chose Crazy as my C because I want to step up and create games that fill others with that same kind of madness, too.

WORKS

  • AAA Action Title (Unreleased), Art Director
  • Bayonetta Origins: Cereza and the Lost Demon, Lead Concept Artist

Concept Artist

JunSeung Jin

Colorful

Through the masterful use of Color, artists can inspire all sorts of feelings in their audience. I’ll be especially delighted if my colorful illustrations give gamers an extra burst of pep.

WORKS

  • Resident Evil 4 (Remake), Concept Artist (Environment)
  • Bayonetta 3, Concept Artist (Environment)
  • Teenage Mutant Ninja Turtles: Mutants in Manhattan, Concept Artist (Environment)
  • Kinect Sports Rivals, Art
  • Tanoku Games, Art & Animation

    Concept Artist

    Isra Carrion

    Contrast

    I chose my C because I consider a Contrast between the delightful and the unexpected to be a crucial factor in great entertainment—especially video games.

    WORKS

    • AAA Action Title (Unreleased), Lead Character Modeling Artist
    • Bayonetta Origins: Cereza and the Lost Demon, Lead Character Modeling Artist
    • The World of Demons, Lead Character Modeling Artist

    Character Modeling Artist

    Tadanari Takahashi

    Chain Combo

    Chain Combos are one of my favorite game mechanics. By pressing buttons with the right timing, you can link your attacks together to deal big damage. When I collaborate with my teammates at work, and our ideas all fit together perfectly, we can put out a lot of power—and best of all, it feels great, too! My C is Chain Combo because it expresses that precious feeling through the language of video games.

    WORKS

    • Bayonetta 3, Lead Character Modeler
    • Metal Gear Rising: Revengeance, Character Modeler
    • Anarchy Reigns, Character Modeler
    • Street Fighter IV, Character Modeler

    Character Modeling Artist

    Masaki Yoritomi

    Context

    If there’s one thing I’ve come to believe through all my experiences, it’s that the emotions we feel through gameplay are shaped by the context surrounding them. That’s why I chose Context as my C — to remind myself just how deeply those moments are rooted in meaning.

    WORKS

    • AAA Action Title (Unreleased), Environment Artist
    • Babylon’s Fall, Environment Artist
    • ASTRAL CHAIN, Environment Artist
    • NieR:Automata, Lighting Artist
    • Bayonetta 2, Environment Artist

    Environment Artist

    Shohei Kameoka

    Capture

    I chose the word “Capture” with the hope that we will become a company that creates works so compelling they captivate users and leave a lasting impression — works that draw attention and never let go.

    WORKS

    • Final Fantasy XVI, Cinematic Artist
    • Resident Evil 2 (Remake), Animator
    • Kingdom Hearts series, Animator
    • Metal Gear Rising: Revengeance, Animator
    • Vanquish, Cinematic Artist

    Cinematic Artist

    Eisaku Onishi

    Contribute

    As a cinematic artist, it’s my job to create cutscenes for games. Throughout the development process, I strive to create scenes that players can see themselves in, drawing them deeper into our world and getting them truly engaged with the game. As I go about my day-to-day work, I keep in mind that everything I do goes into the game. Cutscenes aren’t mere mini-movies, but an important Contribution to making games fun and engaging.

    WORKS

    • Bayonetta 3, Lead Cinematic Artist
    • ASTRAL CHAIN, Lead Cinematic Artist
    • NieR:Automata, Cinematic Artist
    • Bayonetta 2, Facial Animation
    • The Wonderful 101, Cinematic Artist

    Cinematic Artist

    Atsuhito Shirai

    Convince

    I chose my C, Convince, in hopes that both my teammates at CLOVERS and gamers at large find my creative output convincing. Convincing work helps build trust and unity among a creative team, and it’s a key part of drawing players into your games and making the worlds and events in them feel real.

    WORKS

    • TRIBE NINE, Art Director
    • STRANGER OF PARADISE FINAL FANTASY ORIGIN, Cutscene Lead
    • MARVEL ULTIMATE ALLIANCE 3: The Black Order, Cutscene Lead
    • Fire Emblem Warriors, Cutscene Lead
    • Attack on Titan, Assistant Cutscene Lead

    Cinematic Artist

    Ryo Sagai

    Cultivate

    Cultivate: To encourage or foster; to promote growth. Day-to-day communication is an important part of creating an environment where ideas can be freely shared and fostered. A small idea can bloom into something great if it’s carefully tended by the whole team’s hands. That’s how I like to approach game development. Great relationships lead to great ideas and eventually, I believe, to great games. If you’re reading this, and CLOVERS sounds like it might be the place for you, I hope you’ll consider clicking that “Apply” button.

    WORKS

    • Bayonetta Origins: Cereza and the Lost Demon, Lead Animator
    • ASTRAL CHAIN, Animator

    Animator

    Junya Okai

    Cherish 

    I chose Cherish as my C because I want to make games that people will treasure. There are too many video games out there to count, but if ours can catch their eyes and stir their hearts, even just a little bit, I’ll be happy.

    WORKS

    • Dragon’s Dogma 2, Animator
    • Bayonetta 3, Cinematic Artist
    • ASTRAL CHAIN, Cinematic Artist
    • Kingdom Hearts III, Animator
    • Metal Gear Rising: Revengeance, Cinematic Artist

    Animator

    Kazuki Tanabe

    Congrats! 

    I could have gone with “congratulations,” but I didn’t want my C to be something so grandiose. No, Congrats! is more in line with the space I want to create. It’s a place where I can celebrate even small achievements every single day—both my own and other people’s. This goes for games, too! I want to pack our games with little delights that gamers will want to celebrate.

    WORKS

    • XDefiant, UI/UX Designer
    • Rocksmith+, UI/UX Designer

    UI/UX Artist

    Madoka Nara

    Comet

    I want to create things that entrance our players like a Comet sparkling across the night sky. As a VFX artist by trade, I’ve made my share of visual effects that actually look like comets, too, so that’s a bit of extra background that went into my choice of C.

    WORKS

    • TRIBE NINE, Lead VFX Artist
    • Final Fantasy VII: The First Soldier, Lead VFX Designer
    • Marvel Ultimate Alliance 3: The Black Order, VFX Lead
    • Dead or Alive 5 / 6, VFX Lead
    • Ninja Gaiden II / Sigma 2 / 3 / 3: Razor’s Edge, VFX Lead

    VFX Artist

    Takamitsu Watanabe

    Clarify

    As a project manager, my task is to Clarify the challenges that my team faces and guide them to effective solutions. I hope to offer them my full support as they put clearly exceptional games out into the world.

    WORKS

    • Forspoken, Project Manager
    • Kabaneri of the Iron Fortress -Ran-, Project Manager
    • Twilight Syndrome: Forbidden Urban Legend, Director
    • Viewtiful Joe: Scratch, Lead Planner
    • Resident Evil Code: Veronica, Planner

    Project Manager

    Ryo Fujii

    Concordia 

    Concordia is made up of two parts: con meaning “together,” and cordia meaning “hearts.” I chose this word because it embodies my commitment to work with our partner companies, bringing our hearts together as one in pursuit of the Thee Cs of the CLOVERS Spirit. I treasure our connection to each and every one of our partners, and I work hard to make sure that gets across to our players in the form of excellent games.

    PROFILE

    • Involved in the development and production of dozens of titles across various platforms, including arcade and console games, feature phone and smartphone apps, and educational toys
    • Later worked in the outsourcing division, focusing on strengthening collaboration with external partners
    • Currently responsible for optimizing production structures and creating an environment that facilitates seamless game development

    Partnership Development

    Atsushi Kurooka

    Cherish

    Cherish is the word that describes the love I feel for the people and things closest to me, and my conviction to hold tightly to them. I cherish everyone who joins up with us, inspired by the CLOVERS Spirit; our business partners, who support our creations; and of course, my colleagues, who take formless ideas and work hard to bring them to life. I want to continue to protect and preserve everything that I cherish.

    PROFILE

    • Over 20 years of industry experience, engaged in a wide range of support roles across game projects
    • Responsible for administrative assistance, office management, project support, license agreement review, legal affairs, and more
    • Dedicated to creating an environment where creators can deliver their best work and share it with the world

    Assistant Producer

    Chiyasu Mathieson

    Communication

    When it comes to establishing connections between people in different positions, and with all the different perspectives that entails, it’s important for us to come close together and exchange words with respect. To me, Communication means talking to people where they’re at—and listening, too. That kind of communication builds a vital foundation of trust.

    PROFILE

    • Worked as a producer on numerous projects, including the Disgaea and Senran Kagura game and TV anime series
    • Later joined a startup as Head of Administration, contributing to the company’s founding and leading overall management and operations
    • Currently focused on building organizational structures that maximize on-site capabilities by leveraging expertise in both development and administration

    Back Office

    Shogo Kozakai

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