
Made with RPG Developer Bakin – Dev Blog #1
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?
3. What would you recommend to someone who wants to make games but doesn’t know how to program?
4. Have you ever faced setbacks? What motivated you to keep going?
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.
2.What Makes Game Development So Fascinating
1. What are the things you absolutely won’t compromise on when creating a game?
2. Where do you usually start: the story, the characters, or the game system?
3. How do you bring the things you love to life in your work?
- “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.”
3.What Makes Storytelling Fun?
1. Why have you always focused on ‘horror’ and “fear” as themes?
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?
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?
4.What Makes Bakin So Special?
1. What aspects of Bakin do you find appealing?
2. Finally, please share your thoughts on this series and a message for the readers.
About Corpse Party
