Sign up for our daily and weekly newsletters to receive the latest updates and exclusive content on the top AI industry coverage. Learn More
Established in 2004, Virtuos has emerged as a major player in the game production industry. Serving as an external developer, Virtuos boasts a team of 3,800 skilled game developers who collaborate with game studios and publishers to help finalize their games.
Headquartered in Singapore, the company has a strong presence in Asia and has partnered with nearly all of the top 25 entertainment companies globally, contributing to video and game content.
Over recent years, I have had the opportunity to interview Virtuos CEO Gilles Langourieux multiple times, including a discussion at the Tokyo Game Show last February, where the company showcased its work on the Metal Gear Solid: Snake Eater remake. Our conversations have covered various topics ranging from the state of the game industry job market to the integration of AI in game development.
Gilles Langourieux: A 20-year-old game remade in Unreal 5. It’s a monumental achievement for us to modernize such a classic game.
GamesBeat: That was a very extensive game.
Langourieux: Indeed, it was. This is where our strengths lie. To accomplish this in a timely manner, a large team of engineers and artists is essential.
GamesBeat: Does Snake Eater stand out as one of your largest projects?
Langourieux: Yes, involving hundreds of team members, between 200 and 300. It spanned a three-year period.
GamesBeat: These remakes seem to be beneficial for external development studios like yours.
Langourieux: They play a significant role in our business. Not every studio can undertake such projects. In our game division, remakes contribute to more than a third of our revenue, contrasting with co-development engagements. Our ability to tackle remakes of major titles sets us apart.
GamesBeat: Is it essentially starting from scratch with these projects?
Langourieux: Exactly. There is minimal reuse of existing assets.
GamesBeat: When competing for such projects, what is the process like? Do existing partnerships like the one with Konami in this case give an advantage?
Langourieux: As we are currently in Japan, establishing credibility is crucial. Our relationship with Japan began 15 years ago, primarily managed by our China studio. Proximity plays a vital role, facilitating frequent visits. Our business ties with Japan have grown significantly from our China operations. Initial collaborations with Square Enix laid the foundation for subsequent prestigious projects. Building a reputation for delivering quality and hitting deadlines ultimately positions us as a top choice for challenging projects like those presented by Konami.
Having a team proficient in Japanese becomes imperative. With Japanese producers on board, collaborating with Konami becomes more seamless. A studio in Europe attempting similar ventures faces more obstacles. This geographical advantage has garnered us a favorable reputation in the Japanese gaming industry.
Stay tuned for the continuation of this interview.