RPG Developer Bakin

A Fantasy of Shadows and Prayers, Woven by MAKOTO KEDOUIN

Made with RPG Developer Bakin – Dev Blog #1
Through an unexpected connection, we had the opportunity to collaborate with MAKOTO KEDOUIN, the creator best known for Corpse Party, to create a brand-new sample game using “RPG Developer Bakin” (hereafter referred to as Bakin). This has led to the launch of a special interview series on the official Bakin website, where we will explore the joys and challenges of game development—perfect for those who are thinking about creating their own games or are currently working on one. In this first installment, we explore the origins of Mr. Kedouin’s journey as a creator and hear his thoughts on what makes RPG Developer Bakin so compelling.

MAKOTO KEDOUIN

He is a Japanese game creator and scenario writer. He was born in Amagasaki City, Hyogo Prefecture. He first gained attention as a student with his self-made horror game Corpse Party, which began as a doujin (indie) project and was later developed into a commercial title.
The series has since expanded beyond games into novels, drama CDs, anime, and more, earning critical acclaim both in Japan and internationally.

1.The Origins of Game Creation
1. What made you want to try making your own game in the first place?
—— Well, looking back, I was a child who loved imagining stories.
I would pass around notebooks with friends and draw pencil-drawn relay comics, or create new characters in the margins of textbooks during class and get scolded by teachers.
That’s when I started playing the Famicom, and when I encountered adventure games and RPGs that placed a strong emphasis on story, I was inevitably hooked.
I played them with all my might, enthusiastically sharing them with friends, and even recorded games like “Famicom Detective Club” on video to show others (laughs).
At the time, game hardware wasn’t as high-spec as it is now, so looking back, it was like a showcase of how creators could express their “inner universe” within those limited constraints.
“Can a game console do this?” “Wow, it’s like a movie!”… The way I felt back then was a bit different from how I feel now.
As I played, marveling at how amazing it was and thinking, “This is exactly what I wanted to see!” I eventually started to think, “If I were to do this, I’d do it like this…” I think this gradually led me to shift toward wanting to create games myself. And the moment I truly decided to “give it a try” was when I encountered an “RPG creation tool” for the PC-9801 during  my school days. 
I had the thought, “I want to create a story,” and “If I’m going to make one, I want it to be in the game I love.” But at the same time, programming was a specialized skill, and I thought it would be impossible without professional help. However, this tool was designed to allow anyone to create games without programming knowledge, and it provided an intuitive user interface tailored for beginners. It was the moment when game creation suddenly felt within reach, and I thought, “Maybe I can do this too.” Compared to modern game development tools, it had limitations and simpler features, but it was something that made me feel the joy of creating something on my own.
 
2. How did you feel when you first completed it?
—— I felt a huge sense of accomplishment! I created an ending credit roll that showed my name over and over again, along with a long list of friends who had nothing to do with it—and I basked in the satisfaction for a while.
But within a day, I was already back at it. I think this applies to all forms of creativity—creation is so enjoyable that it feels like there’s no end to the pursuit of perfection. Even now, after mastering a project, I still want to make adjustments and find myself saying things like, “Can we tweak this effect in the next update?” (laughs).
 
3. What would you recommend to someone who wants to make games but doesn’t know how to program?
—— Above all, what will keep you going is having characters—the protagonists—who you can constantly interact with and who watch over you as you create. The more appealing they are to you, the more you’ll want to work hard for them. Start by creating a character filled with your own “favorite” elements. From there, consider game development tools as the optimal brushes and palette to bring those characters into the game you envision, just as I did.
 
If you’re someone with strong confidence in your communication skills and sense of responsibility, then nowadays it’s a great option to use the internet to reach out to programmers or find game development communities to collaborate with. That said, if you want to pour all your ideals, selfish desires, and maybe even obsessive love (?) for your characters into your project, it’s actually best to start in an environment where you can do everything by yourself.
 
In other words, game development tools like “RPG Developer Bakin,” which can be used by individuals, can become the strongest allies for you and your characters in your journey to create games.
 
4. Have you ever faced setbacks? What motivated you to keep going?
—— I was creating a game called “Corpse Party” using an RPG creation tool for the PC-9801, but then the Great Hanshin Earthquake of 1995 struck, and I was unable to continue my work. The university I was attending at the time closed, and after cleaning up and helping with relief efforts in the area, I found myself with a lot of time at home. It was during this period that my motivation to create returned, and I started working on this game again. 
 
I would work on it until late at night, and the first thing I did when I woke up in the morning was turn on my PC. Inspired by the characters in the scenario who were fighting through their hardships, and the connections with my friends who were helping me create the music and backgrounds, I found myself once again immersed in the project and was able to finish it all at once. 
 
Doing something, even if it’s small, is “moving forward.” I think that mindset was what supported me during that time. I believe that the environment at the time and “Corpse Party” had a significant influence on my creative work.

Terminology

Famicom Detective Club

Famicom Detective Club is an adventure game released for the Nintendo Famicom(NES) in 1988. Published by Nintendo, it was a mystery game themed around detective work that gained popularity. The story follows a young detective solving various cases, and it was notable for its heavy storyline and cinematic presentation, which were rare at the time.

 

PC-9801

A series of personal computers released by NEC in 1982. It dominated the Japanese personal computer market from the 1980s to the early 1990s, becoming a national icon.

 

Great Hanshin-Awaji Earthquake

A devastating earthquake that struck southern Hyogo Prefecture on January 17, 1995, causing extensive damage. The earthquake claimed many lives and injured countless others, serving as a catalyst for significant changes in Japan’s disaster preparedness and influencing urban planning policies.

1. What are the things you absolutely won’t compromise on when creating a game?
—— It’s probably my love for the characters.
There are many aspects of game creation that I want to focus on, such as the story’s appeal, the addictive gameplay, playability, UI comfort, and coolness. However, the core of a game, in my opinion, is the charm of the characters, so I always strive to prioritize that above all else.
 
2. Where do you usually start: the story, the characters, or the game system?
—— It depends on the project, but in my case, I usually start by outlining the overall story and then building the characters that will inhabit it. From there, I consider what systems would effectively highlight each character’s unique traits, refine those ideas, and incorporate them into the system… that’s the general flow.
 
3. How do you bring the things you love to life in your work?
—— I think passion comes first. It’s a vague expression, but at its core, the most important thing is to cherish your love for the things you like as your motivation. From there, you carefully translate that into characters and systems.
 
In my case, I have a lot of horror ideas, so I start with a central theme like, “This time, I want to do this genre of horror,” and then
 
  •  “Then we need a villain like this,”
  •  “Then the protagonist should be like this,”
  •  “We need a character who’s a bit of a show-off.”
  •  “Poor thing! We need to include a tragic character too!”
  •  “Animals must never be harmed.”
…and so on. Once the direction and characters are decided in my mind, I flesh out their appearances and systems and incorporate them into the game to bring them to life.
1. Why have you always focused on ‘horror’ and “fear” as themes?
—— I think it’s simply because I love it.
Believe it or not, I’ve always been a pretty timid person—both back then and even now—so I still scream when I play horror games.
I used to think I just “wasn’t good with” scary things, but over time, as I kept forcing myself to watch them half-covered eyes, I started to realize that they’re actually a safe form of entertainment. Eventually, that fear turned into fun.
 

Whether it’s movies or games, I believe one of the core joys they offer is the thrill of diving into the unreal. Even for those who aren’t good with scary stuff, I hope they can experience, like I did, the sense of relief and comfort that comes after pushing through the fear.

 
2. Are there any parts of the characters in your work that reflect yourself or people around you?

—— Yes. Not only characters, but I often incorporate elements of my own experiences into my work, including everyday events. However, I don’t impose my thoughts or ideas on the characters, and if I find any, I cut them out completely. That said, if a character starts acting on their own and asserting their own thoughts, I find it interesting and allow it. It’s proof that the character has come to life. They might say things that are completely opposite to my own thoughts, which is why character development is so fascinating.

 
3. What do you find interesting about creating a “story” in the form of a game?
—— As I mentioned earlier, as you create a story, there comes a moment when the characters come to life and start speaking on their own. While the narrative thread is firmly established through the plot, the characters try to overcome it. As they become more developed and their personalities solidify, there’s a sense of bringing them to life, which is truly enjoyable.
 

Additionally, the advantage of using games as an expression medium is that players can actively immerse themselves in the story alongside the characters by controlling them. I strive to create experiences that allow players to engage as much as possible. I feel that this is one of the unique joys of game development.

 
4. What do you think has changed, and what has stayed the same between your past and current works?
—— Hmm… (long pause).
I think the core of my creative approach hasn’t really changed much over time.
When working on console games, since I’m not creating them alone, I try to fully respect the creative input and individuality that others bring to the table. At the same time, I pour all my energy into the parts that fall within my own territory, so to speak.
 
Compared to my past works, what the current project has—something my solo creations lacked—is probably a sense of universality that others have helped bring in. (laughs)
1. What aspects of Bakin do you find appealing?
—— I think that people like me, who grew up with early-generation “RPG creation tools”—2D game development software—might feel a bit intimidated by 3D game development tools. Adding the Z-axis (height) to the X and Y axes significantly increases freedom and expressiveness, but it also makes things more challenging to create. I went through that phase myself. To be honest, I still see that skeptical version of myself in front of me.
 
By chance, I was introduced to Bakin, and when I started thinking, “I want to create something again—something where I can freely pour in all my selfish ideas,” I timidly began exploring Bakin’s editor and sample games. Before I knew it, I was completely hooked. The interface is thoughtfully designed to be easy to use. The manual just keeps going—no matter how much you read, there’s always more. And lying before me was a vast, layered world full of creative potential. That nostalgic feeling…! It reminded me of the excitement I used to feel before setting off on the adventure of “Can I actually finish making this game?” The more I explore Bakin, the more fascinated I become with it—as one of the ever-evolving tools for game development.
 
2. Finally, please share your thoughts on this series and a message for the readers.
— And so begins the adventure of me, who grew up using 2D game development tools, as he takes on the challenge of working with the cutting-edge engine.
 
I’ve heard that Bakin already has many creators who’ve truly mastered it. I’m only at the very beginning of this mountain climb, but I want to follow in the footsteps of those who came before me—with respect—and hopefully enjoy the view along the way!
 
Maybe this series will give hope to other “veteran creators” like me who still feel intimidated by 3D game development tools. (laughs)
First, I’ll start by getting my sense for things back.
If you’re interested, I’d be honored to have you join me on this journey.
 
I can’t wait to see what kinds of characters and worlds I’ll discover!

A representative work by MAKOTO KEDOUIN This is a school horror series that originated from a doujin horror adventure game released in 1996. It gained popularity and was commercialized, expanding into various media such as games, anime, manga, and novels. A Nintendo Switch™ version titled “Corpse Party TETRALOGY PACK” which allows players to enjoy all four series titles together, is scheduled for release in Japan only on August 7, 2025, by MAGES.
 
Note: “Corpse Party” is a work by Team GrisGris. “Corpse Party BR, BS, 2U, BD, TP” are also copyrighted works by Team GrisGris/MAGES.

ⒸTeam GrisGris/MAGES.
ⒸTeam GrisGris/MAGES.
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