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

Concept

This phrase embodies my philosophy of looking beyond the surface of things to grasp and deeply understand their underlying essence. It also conveys my desire to practice unwavering craftsmanship based on a clear vision and to deliver enriching experiences that leave a lasting impression on our players.

WORKS

  • Unannounced AAA Action Game, Enemy Battle Designer
  • Unannounced AAA Action Game, Battle Designer
  • BABYLON’S FALL, Level Designer

Game Designer

Kaichi Sunakawa

Chemical reaction

“The meeting of two personalities is like the contact of two chemical substances: if there is any reaction, both are transformed,” according to the psychologist Carl Jung. I find Jung’s words to be true, both in game development and life as a whole. We are inevitably propelled forward by the connections we make with other people. As CLOVERS brings all kinds of creators together, may it spark Chemical Reactions that lead to games nobody’s ever imagined before.

WORK

  • Dragon Quest Champions, Part Lead Programmer
  • Dynasty Warriors, Part Lead Programmer
  • DEAD OR ALIVE Xtreme 3 Scarlet, Programmer
  • Dynasty Warriors Online, Lead Programmer

Yoshihiro Kayano

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

Convenience

I want to be someone who always seems to be having fun when seen from afar, and who always has what you need when you approach me. Someone with extensive knowledge and experience on every topic, who can handle any problem. When I say "convenience," I want to be the human version of a convenience store: someone my team can turn to any time, who will always have what they need.

PROFILE

  • At Capcom, performed R&D on the company’s in-house game engine while developing PS4 and VR titles
  • At Epic Games Japan, provided technical support for Unreal Engine projects in Japan, gave presentations, and organized events
  • Independently developed physics simulation plugin “KawaiiPhysics,” which won the Excellence Award in the Engineering category at the CEDEC AWARDS 2026
  • Joined CLOVERS after a stint as a senior programmer at Squad Stars, Inc. Currently responsible for reinforcing the company’s technical infrastructure in addition to game development

Programmer

Kazuya Okada

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

    Cohere

    Given that our studio works together to create something for which there’s no single correct approach, I believe coming together as a team is the key to success.

    WORKS

    • NINJA GAIDEN 4, Lead Character Modeling Artist
    • Bayonetta Origins: Cereza and the Lost Demon, Character Modeling Artist

    Character Modeling Artist

    Amane Kobayashi

    Constellation

    A constellation is a group of stars forming a recognizable pattern in the night sky. Just like connecting scattered stars to form constellations filled with meaning and imagination, I see it as a symbol of both imagination and creativity. I chose this word with the hope that each member of our team can shine with their unique personality and ideas—and together, we become a constellation that creates something new.

    WORKS

    • DEATH STRANDING 2: ON THE BEACH, Environment Artist
    • Final Fantasy XVI, Environment Artist
    • Bayonetta 2, Environment Artist
    • Metal Gear Rising Revengeance, Environment Artist

    Environment Artist

    Ryu Hashimoto

    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

    Chorus

    As someone who loves listening to music, I chose the word “Chorus,” which refers to both singing as part of a choir and harmonizing with others. Just as the choruses carefully woven together by singers come together to form a single, grand harmony that resonates in the listener’s heart, I want our team to work together to create games that deeply resonate with players.

    WORKS

    • DEATH STRANDING 2: ON THE BEACH, Environment Artist
    • Final Fantasy XVI, Lead Environment Artist (EXT)
    • Forspoken, Lead Environment Artist
    • Metal Gear Solid 4: Guns of the Patriots, Environment Artist
    • NINJA GAIDEN, Environment Artist, and many more.

    Environment Artist

    Junichi Ikeya

    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

    Coil

    My goal is to create UI/UX that links our players together with the games developed by our incredibly passionate team. Much like a coil, I aim to achieve UI/UX designs that, while consisting of intricate details, can convey in-game information and the game’s world to users in an intuitive and, at times, emotionally resonant way.

    WORKS

    • DEATH STRANDING 2: ON THE BEACH, UI Artist
    • Bayonetta 3, Title Logo Design
    • SOL CRESTA, Lead UI Artist, Title Logo Design, Key Visual Design
    • ASTRAL CHAIN, Lead UI Artist
    • TRANSFORMERS: Devastation, UI Artist

    UI/UX Artist

    Rui Onishi

    Catch

    I chose this word based on my past development experience. By catching ideas and feedback from fellow team members, and steadily improving our games step by step, I believe we can ultimately create something that truly catches the hearts of those who play. I’ll keep striving to turn that belief into reality—again and again.

    WORK

    • AAA Action Title (Unreleased), Lead VFX Artist
    • The Wonderful 101, VFX Artist
    • Bayonetta, Lead VFX Artist
    • Okami, VFX Artist

    VFX Artist

    Norikazu Kudo

    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

    Courage

    In game development, I believe it’s more important to always be trying something, even if it doesn’t lead to direct results, rather than getting paralyzed by the pursuit of perfection.

    WORKS

    • ASTRAL CHAIN, Lead VFX Artist
    • Metal Gear Rising: Revengeance, Lead VFX Artist
    • Bayonetta Series, VFX Artist
    • Okami, Lead VFX Artist
    • Resident Evil 4, VFX Artist

    Composer

    Takuo Yamamoto

    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

    Commitment

    For me, commitment is a word that encapsulates both the determination to get involved with something, and the sense of responsibility to see it through to the end. I believe that ignoring someone in need or an issue that you’ve picked up on only ever leads to regret. That’s why I make it a priority to take the initiative and, once I’ve gotten involved, to approach the situation with a sense of responsibility until the very end. I believe that this consistent effort builds trust with my teammates and leads to the creation of better games.

    WORKS

    • NINJA GAIDEN 4, Sound Designer
    • Bayonetta Origins: Cereza and the Lost Demon, Sound Supervisor
    • NieR:Automata, Lead Sound Designer
    • Bayonetta 1/2/3, Sound Designer
    • The Wonderful 101, Lead Sound Designer

    Sound Designer

    Misaki Shindo

    Cycle

    I want to share with players the deep emotions I’ve felt while playing games, and feed off their reactions to create even better games in the future. I chose the word “Cycle” because I want to create games that can sustain this cycle of emotional resonance.

    WORKS

    • Bayonetta 3, Sound Designer
    • Bayonetta Origins: Cereza and the Lost Demon, Sound Designer
    • NINJA GAIDEN 4, Sound Designer
    • Metal Gear Solid Δ: Snake Eater/Guy Savage Δ, Sound Designer

    Sound Designer

    Hiroki Niwa

    Can

    There’s a pressure and anxiety that comes with age and experience. But I always give myself that extra little push by telling myself, “You can do this.” It’s my own way of cheering myself on to keep moving forward with confidence.

    WORKS

    • Bayonetta 3, Music Supervisor/Composer (including the main theme)
    • Super Smash Bros. Ultimate, Arranger
    • The Wonderful 101, Original Score/Composer (including the main theme)
    • Bayonetta, Lead Composer
    • Okami, Composer

    Composer

    Hiroshi Yamaguchi

    Cheerful

    I believe you can’t create good music unless I’m enjoying myself,, so I make it a point to cheerfully brush aside the challenges of balancing work and family life and look on the bright side while keeping everything fun! No matter what, I always cherish that sense of excitement and positive energy as I strive to create the best possible music that resonates with listeners’ hearts.

    WORKS

    • Bayonetta Origins: Cereza and the Lost Demon, Composer (Music Concept Development, Main Theme, and more)
    • Bayonetta 3, Composer
    • The Wonderful One: After School Hero, Lead Composer
    • Okami, Composer
    • The Wonderful 101, Composer

    Composer

    Hitomi Kurokawa

    Cantabile

    In musical terminology, this phrase, which means “as if singing,” refers to playing with expression and breath control, infusing the melody with emotion. I chose this phrase out of a conviction to craft music that embodies a sense of purpose and conveys deep emotion, thereby bringing the charm of the game’s world to life more vividly. I strive to create game experiences that resonate with players’ hearts, and discover the sounds that perfectly complement each title.

    WORKS

    • Bayonetta Origins: Cereza and the Lost Demon, Lead Composer
    • Bayonetta 3, Composer
    • BABYLON’S FALL, Composer

    Composer

    Aoba Nakanishi

    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

    Office Management

    Shogo Kozakai

    Candid

    To me, being candid means being frank, genuine, and true to myself. I want to approach others, myself, and my work with honesty and without putting on a facade. I chose this word due to my determination to continuously grow and refine my genuine self.

    WORKS

    • Gained extensive experience in general affairs operations, including managing various documents and applications, as well as administering employee benefits, at two companies during their growth phases
    • Played a leading role in office relocations, layout changes, equipment installations, and disaster prevention management, dedicating efforts to building a supportive work environment
    • Currently focused on optimizing the workplace environment and supporting employees so they can perform at their best

    Composer

    Sanae Kitanoya

    Connectivity

    As the person in charge of IT and Systems, I believe that creating an environment where employees can connect to the systems and information they need with confidence is my most important mission. I chose this C because I believe that ensuring stable access to networks, the cloud, and remote environments leads to a more comfortable work environment for employees and improved productivity across the entire company.

    PROFILE

    • Worked as a systems engineer for approximately 20 years, focusing on system development and infrastructure deployment
    • Responsible for the operation and improvement of CLOVERS’ overall IT environment, including networks, servers, cloud systems, and security
    • Dedicated to creating a safe and comfortable IT environment where employees can work with peace of mind, and to driving operational improvements

    ICT

    Satoru Oyamada

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