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{{short description|Japanese video game producer, illustrator, and businessman}}
{{Infobox person
{{Infobox person
| name = Keiji Inafune
| name = Keiji Inafune
| image = Keiji Inafune 2007.jpg
| image = File:Keiji Inafune - Japan Expo 13- 2012-0706- P1410048.JPG
| caption = Inafune at [[Japan Expo]] 2012
| native_name = 稲船 敬二
| native_name = 稲船 敬二
| native_name_lang = jap
| native_name_lang = jap
| birth_date = {{Birth date and age|1965|05|08}}
| birth_date = {{Birth date and age|1965|05|08}}
| birth_place = [[Kishiwada, Osaka]], [[Japan]]
| birth_place = [[Kishiwada, Osaka]], [[Japan]]
| death_date =
| death_place =
| death_date =
| employer = [[Capcom]] (1987–2010)<br>[[Level-5 Comcept]] (2010–present)
| death_cause =
| death_place =
| occupation = Video game producer, Illustrator
| death_cause =
| years active = 1987-present
| alma mater = Osaka Designers' College
| occupation = Game producer, character designer, game designer
| years active = 1987–present
| notable works = ''[[Mega Man]]'' series <br>''[[Onimusha]]'' series<br>''[[Dead Rising]]'' series
}}
}}
{{nihongo|'''Keiji Inafune'''|稲船 敬二|Inafune Keiji|extra=born 8 May 1965}} is a [[Game producer|video game producer]] and illustrator. He was the former head of Research & Development, as well as Online Business and Global Head of Production at [[Capcom]], best known as the illustrator and co-designer of the [[Mega Man (character)|Mega Man]] character.<ref>{{cite book |title=Mega Man: Official Complete Works |page=6 |date=23 December 2009 |publisher=[[UDON|Udon Entertainment Corp.]]}}</ref> He was also the producer of the ''[[Onimusha (series)|Onimusha]]'' and ''[[Dead Rising]]'' [[video game]] series. In most game credits, he uses the name "INAFKING".
{{nihongo|'''Keiji Inafune'''|稲船 敬二|Inafune Keiji|extra=born 8 May 1965}} is a Japanese [[video game producer]], character designer, game designer, and businessman. In 2009, he was chosen by [[IGN]] as one of the top 100 game creators of all time.<ref>{{cite web|url=https://www.ign.com/top/game-creators/50.html |title=IGN - 50. Keiji Inafune |website=IGN |language=en |access-date=2023-11-14 |archive-url=https://web.archive.org/web/20140420063050/http://www.ign.com/top/game-creators/50.html |archive-date=2014-04-20}}</ref>


Starting his career at [[Capcom]] in the late 1980s, his job was as an artist and illustrator. The first two games he worked on were the original ''[[Street Fighter (video game)|Street Fighter]]'' and [[Mega Man (video game)|''Mega Man'']] in 1987. He was then a character designer and planner of the ''[[Mega Man]]'' series during the [[NES]] and [[Super NES]] era.<ref name = "MegaMan">{{cite book |title=Mega Man: Official Complete Works |page=6 |date=23 December 2009 |publisher=[[UDON|Udon Entertainment Corp.]]}}</ref> For ''[[Mega Man X]]'', he created and designed the character [[Zero (Mega Man)|Zero]].<ref name="Gamespot" />
== Biography ==


Inafune then moved onto the position of [[Video game producer|producer]] with his first title being ''[[Mega Man 8]]'' in 1996. In addition to being the producer for ''[[Mega Man X4]]'', the three ''[[Mega Man Legends]]'' games, the ''[[Mega Man Zero]]'' series, the ''[[Mega Man Battle Network]]'' and ''[[Mega Man Star Force]]'' series and ''[[Mega Man ZX]]'' and ''[[Mega Man ZX Advent|Advent]]'', Inafune was also a producer of the ''[[Lost Planet]]'', ''[[Dead Rising (series)|Dead Rising]]'' and ''[[Onimusha]]'' series. In 2006, he was promoted to Senior Corporate Officer of Research & Development. In 2010, he became Global Head of Production at Capcom.<ref name=":7" />
=== Early life ===
Born in [[Kishiwada, Osaka]],<ref>{{cite web|url=http://kotaku.com/gaming/top/feature-inafune-on-porn-halo-and-deadly-sacred-floats-205466.php |title=Feature: Inafune On Porn, Halo and Deadly Sacred Floats |publisher=Kotaku.com |date=2006-10-05 |accessdate=2010-06-02}}</ref> 22-year-old Keiji joined the [[Capcom]] corporation not long after graduating, in 1987, in search of a job as an [[illustrator]]. His first assignment as [[graphic designer]] was ''[[Street Fighter (video game)|Street Fighter]]'' (1987), and the character Adon was the only one fully designed by him.<ref>{{cite web|url=http://atomix.vg/2013/04/28/keiji-inafune-en-mexico/ |title=Keiji Inafune en México |publisher=Atomix.vg |date=2013-04-28 |accessdate=2013-05-02}}</ref> The title was the first in a very popular [[fighting game]] series after the release of ''[[Street Fighter II]]'' in 1991. At the time, Capcom focused on the expansion of the home video gaming market; particularly the [[Nintendo Entertainment System|Famicom]] from [[Nintendo]]. Previously, most games released to the system were [[porting|ported]] from other [[computing platform|platforms]].


He left Capcom in late 2010, and later founded his own companies [[Comcept]], and Intercept. He also became [[Representative director (Japan)|Representative Director]] of DiNG, a [[mobile game]] studio.<ref name=":3" /> Intercept worked on the game ''[[Kaio: King of Pirates]]'' which was announced in 2011 and cancelled in 2015. While at Comcept, Inafune oversaw work on such games as ''[[Mighty No. 9]]'', ''[[Soul Sacrifice (video game)|Soul Sacrifice]]'', and the unreleased ''[[Red Ash: The Indelible Legend]]''.<ref name=":5">{{Cite web|url=http://bitsummit.org/2015/?page_id=3388|title=Bitsummit|website=bitsummit.org|language=en-US|access-date=2017-06-21|archive-url=https://web.archive.org/web/20180612140537/http://bitsummit.org/2015/?page_id=3388|archive-date=2018-06-12|url-status=live}}</ref> In 2017, Comcept was purchased and became a subsidiary of [[Level-5 (company)|Level-5]], becoming [[Level-5 Comcept]].
==== Rockman series ====
Now wanting to capitalize on the fledgling Nintendo system, Keiji's superiors directed him to create a new video game character called "''[[Mega Man (video game)|Rockman]]''." Capcom's artist and developer teams were still diminutive at that period in time, and so Keiji was directed to be one of the leading artists in the new project.


== Early life ==
When it came to the design for the ''Rockman'' game (which was later changed to "Mega Man" in North America), Keiji developed all the art and design for the characters. Due to the small task force, he also constructed the characters into [[pixel]] form, as well as the game's respective logo, package design, and instruction booklet. As the Famicom was an early gaming system, [[Nintendo Entertainment System#Technical specifications|only 56 colours]] were available for display, the majority of which were blue-tinted. Keiji noted that this affected the decision to colour the character blue (as a result, fans have nicknamed the character "the blue bomber"). The design of Keiji's character was also heavily influenced by Japanese animation, and he notes that he took observations from other video game characters present at the time, such as [[Mario]].
Inafune was born in [[Kishiwada, Osaka]] in 1965.<ref name=":3" /><ref name=":4">{{Cite web|url=http://www.odc.ac.jp/subject/cg/obog.html|title=活躍するセンパイたち {{!}} 学校法人大阪デザイナー専門学校|website=www.odc.ac.jp|language=ja|access-date=2017-06-30|archive-url=https://web.archive.org/web/20170813110831/http://www.odc.ac.jp/subject/cg/obog.html|archive-date=2017-08-13|url-status=live}}</ref> He received a degree in [[graphic design]] in 1987 from the Osaka Designers' College.<ref name=":4" />


== Career==
In development of the game, Inafune incorporated many references to various music genres, such as [[Rock music|Rock]], which is the source of the Japanese name "''Rock''man." Along with this, the team made a gaming system pertaining to the [[rock-paper-scissors]] concept, one which the various [[Mega Man (series)|''Mega Man'' series]] still revolve around today. The first ''Rockman''/''Mega Man'' game was released in December 1987, after which sales in both countries were competent, but as Inafune later notes, "While it did sell more than we had expected, [Rockman 1] wasn't a huge success as far as the numbers go." Noting this, Capcom superiors dictated that the team begin on a new project called ''Professional Baseball Murder Mystery'', which was only released in [[Japan]].


=== Early ===
Nevertheless, the team felt confident about the ''Rockman'' series, and urged that they be permitted to construct another iteration in order to amend the previous failings of the original and continue in the light of creativity. Capcom allowed the ''Rockman'' team to continue, with the prerequisite to complete the port of ''[[Legendary Wings]]'' for the NES and ''Professional Baseball Murder Mystery'' as well. The team did so, completing the project on their own time, and on December 24, 1988, released ''[[Mega Man 2|Rockman 2]]'', with ''Mega Man 2'' being released later in North America in 1989. The project proved to be a huge success, earning more than its previous iteration. Fans widely consider it to be the best ''Mega Man'' game, because of its production values, such as graphics and music. Capcom realized that the ''Mega Man'' series was a profitable investment, and many ports were constructed along with regular installments released on a yearly basis.
Soon after graduating, the 22-year-old Inafune joined the [[Capcom]] corporation in 1987, in search of a job as an [[illustrator]]. Inafune had initially wanted to join [[Konami]], but Capcom was much closer.<ref>{{Cite web|url=http://kotaku.com/gaming/top/feature-inafune-on-porn-halo-and-deadly-sacred-floats-205466.php|title=Feature: Inafune On Porn, Halo and Deadly Sacred Floats|date=2009-03-18|access-date=2017-07-11|url-status=dead|archive-url=https://web.archive.org/web/20090318030752/http://kotaku.com/gaming/top/feature-inafune-on-porn-halo-and-deadly-sacred-floats-205466.php|archive-date=2009-03-18}}</ref> In many early game credits at Capcom, he is credited under the name "INAFKING", which he got by combining the name "Snufkin" from the anime series ''[[Moomin (1969 TV series)|Moomin]]'' with his own name''.''<ref name="Destructoid" /> The first two titles Inafune worked on at Capcom was [[Mega Man (video game)|''Mega Man'']] (known in Japan as ''"Rockman''") for the [[Nintendo Entertainment System|Famicom]] and the original ''[[Street Fighter (video game)|Street Fighter]]'' for [[Amusement arcade|arcades]], both of which were released in 1987.<ref name=":8" /> For ''Street Fighter'', Inafune drew character portraits for the game.<ref>{{Cite book|title=Retro gamer book of arcade classics.|others=White, Jon|year=2016|isbn=9781785464348|edition=Second|pages=96|oclc=960723936}}</ref>


For ''Mega Man'', Inafune designed several minor enemy characters, and also designed the boss character "Elec Man", who was the first original game character that Inafune designed. Inafune had tried to design him as if he was a character an American comic series such as [[Spider-Man]] or [[X-Men]].<ref>{{Cite news |url=http://www.gamesradar.com/mega-man-9-exclusive-interview-with-the-mind-behind-the-machines/2/ |title=Mega Man 9 - exclusive interview with the mind behind the machines |last=Elston |first=Brett |work=gamesradar |access-date=2017-07-13 |url-status=live |archive-url=https://web.archive.org/web/20170813143443/http://www.gamesradar.com/mega-man-9-exclusive-interview-with-the-mind-behind-the-machines/2/ |archive-date=2017-08-13 |language=en}}</ref><ref name="Gamespot" /> Inafune also drew the Japanese [[Video game packaging|box art]] and promotional illustrations and worked on in-game animations and [[pixel art]].<ref>{{Cite news|url=http://www.gamesradar.com/mega-man-9-exclusive-interview-with-the-mind-behind-the-machines/|title=Mega Man 9 - exclusive interview with the mind behind the machines|work=gamesradar|access-date=2017-07-13|language=en|archive-url=https://web.archive.org/web/20170813105002/http://www.gamesradar.com/mega-man-9-exclusive-interview-with-the-mind-behind-the-machines/|archive-date=2017-08-13|url-status=live}}</ref> Director [[Akira Kitamura]] created the original static pixel art sprite for Rock Man (later called "Mega Man" outside of Japan). This was to ensure that the sprite could be properly seen against the game's backgrounds, and could work in the game. After that, the pixel art was handed over to artist Inafune, who created a refined illustration of the character.<ref name="Destructoid">{{cite web|url=http://www.destructoid.com/keiji-inafune-dropped-mad-mega-man-secrets-on-me-261362.phtml|title=Keiji Inafune dropped mad Mega Man secrets on me|work=Destructoid|date=6 September 2013|access-date=2015-07-30|archive-url=https://web.archive.org/web/20150723080333/http://www.destructoid.com/keiji-inafune-dropped-mad-mega-man-secrets-on-me-261362.phtml|archive-date=2015-07-23|url-status=live}}</ref><ref name="Gamespot">{{cite web |url=http://www.gamespot.com/news/6179759.html |title=TGS '07: Mega Man celebrates 20th anniversary |author=Hirohiko Niizumi |date=23 September 2007 |work=[[GameSpot]] |publisher=[[CBS Interactive Inc.]] |access-date=1 February 2011 |archive-url=https://archive.today/20121216073332/http://www.gamespot.com/news/6179759.html |archive-date=2012-12-16 |url-status=live }}</ref><ref name="MegaMan" /> Inafune refers to this process as "like a reverse character design" as it is the opposite of what typically occurs, where artists create concept art which is then translated into game's graphics.<ref name="Destructoid" /> During a special event at [[Tokyo Game Show|TGS]] 2007, Inafune clarified his role in the creation of Mega Man.
The next game in the "Classic" series was ''[[Mega Man 3]]'', released in Japan on September 28, 1990 and later released in North America in November 1990. Inafune considers ''Mega Man 3'' to be one of his least favorite ''Mega Man'' games. From an interview with ''[[Nintendo Power]]'' in the October 2007 issue, Inafune explained that the reason was because of "...what went into the game and what was behind the release of the game." He also stated that the team was forced to put the game out before they thought it was ready and that during the game's production, the developers had lost the main planner, Inafune having to take his position. Inafune concluded, "I knew that if we had more time to polish it, we could do a lot of things better, make it a better game, but the company (Capcom) said that we needed to release it. The whole environment behind what went into the production of the game is what I least favored. Numbers one and two&nbsp;– I really wanted to make the games; I was so excited about them. Number three&nbsp;– it just turned very different."


{{blockquote|I'm often called the father of Mega Man, but actually, his design was already created when I joined Capcom," he explained. "My mentor [Capcom senior member [[Akira Kitamura]]], who was the designer of the original Mega Man, had a basic concept of what Mega Man was supposed to look like. So I only did half of the job in creating him."<ref name="Gamespot" />}}
The success of the Famicom began to fade into obscurity in light of its successor, the [[Super Nintendo Entertainment System|Super Famicom]], and Keiji set his sights on the development on a new series ''[[Mega Man X (series)|Rockman X]]'', which continued the plot of the original series, but set a darker tone and took place 100 years after the previous storyline. Keiji developed the characters [[Mega Man X (character)|X]], and [[Zero (Mega Man)|Zero]], and as before, released yearly installments of the series, beginning with the first game, ''[[Mega Man X (video game)|Rockman X]]''. Originally, Zero was meant to be the leading character of the ''X'' series, but Capcom executives convinced Inafune to continue with the analogous design from the original game. Ironically Zero became quite popular anyway, obtaining his own game series years later (''Mega Man Zero'').


The first ''Mega Man'' game was released in December 1987, after which sales in both countries were decent, but as Inafune later notes, "While it did sell more than we had expected, [Rockman 1] wasn't a huge success as far as the numbers go."{{Citation needed|date=July 2018}}
During the 32-bit era, Keiji produced the three-dimensional ''[[Mega Man Legends|Rockman DASH/Mega Man Legends]]'' series after receiving requests from Sony to develop a new 3D ''Rockman'' series exclusively for the PlayStation. Although he envisioned high sales and was an ambitious supporter to the development of the game, it was not a massive success. It is one of the series that has spawned the fewest sequels. For nearly 10 years, it seemed like the series would not ever continue, but a full-fledged sequel for the [[Nintendo 3DS]] was in the works garnering much fan praise. However, in July 2011, Capcom cancelled the 3DS installment.


Akira Kitamura suggested to create a contest to solicit designs from fans for Robot Masters for ''Mega Man'' games.<ref>{{Cite book|title=The untold history of Japanese game developers|last=John|first=Szczepaniak|date=2014|publisher=SMG Szczepaniak|isbn=9780992926021|edition= First|location=United States|oclc=927829691}}</ref> The first game to do this was ''[[Mega Man 2]]'' and it was Inafune's job to turn those winning designs into finished professional designs.<ref name="Gamespot" />
Originally, Keiji had intended to end the series' plot at the installment of ''[[Mega Man X5|Rockman X5]]'', and had begun development on the [[Mega Man Zero series|''Rockman Zero'' series]], in order to elaborate on the character of Zero. However, he had departed to another studio in cooperation with [[Inti Creates]], and unbeknown to him, another installment, ''[[Mega Man X6|Rockman X6]]'', was created. This set a slight continuity error in Inafune's intended plot, but through some changes in the storyline, this was alleviated.


Starting with ''[[Mega Man 3]]'', Inafune was not only doing character designs, he was also heavily involved in the game design aspects of the series.<ref>{{cite book|title=Mega Man: Official Complete Works|date=January 6, 2010|publisher=[[UDON|Udon Entertainment]]|isbn=978-1-897376-79-9|page=241}}</ref> However, Inafune considers ''Mega Man 3'' to be one of his least favorite ''Mega Man'' games. From an interview with ''[[Nintendo Power]]'' in the October 2007 issue, Inafune explained that the reason was because of "...what went into the game and what was behind the release of the game." He also stated that the team was forced to put the game out before they thought it was ready and that during the game's production, the developers had lost the main planner, Inafune having to take his position. Inafune concluded, "I knew that if we had more time to polish it, we could do a lot of things better, make it a better game, but the company (Capcom) said that we needed to release it. The whole environment behind what went into the production of the game is what I least favored. Numbers one and two&nbsp;– I really wanted to make the games; I was so excited about them. Number three&nbsp;– it just turned very different."<ref>{{cite magazine | title=Power Profiles: Keiji Inafune | date=October 2007 |magazine=[[Nintendo Power]] | publisher=[[Nintendo|Nintendo of America]] | issue=220 |pages=79–81}}</ref>
One of Keiji Inafune's creations is the ''[[Mega Man Battle Network]]'' series, which is set outside the continuity of the rest of the ''Mega Man'' story lines and introduced [[role-playing video game|role-playing]] and [[strategy game|strategic]] elements. According to Inafune, he received the basis for creating the series from observing his son.


Inafune also designed the original boss characters for the ''Mega Man'' titles on the [[Game Boy]]. These included Enker from ''[[Mega Man: Dr. Wily's Revenge]]'', Punk from ''[[Mega Man III]]'', and Ballade from ''[[Mega Man IV]]'', also known as the "Mega Man Killers".<ref name="Gamespot" /><ref>{{cite book|title=Mega Man: Official Complete Works|date=January 6, 2010|publisher=[[UDON|Udon Entertainment]]|isbn=978-1-897376-79-9|page=101-104}}</ref>
Inafune is also involved in Inticreates' creation of the latest ''Rockman'' project, ''[[Rockman ZX]]''.


Capcom set on the development on a new series for the [[Super NES]], [[Mega Man X (video game)|''Mega Man X'']], which continued the plot of the original series, but set a darker tone and took place 100 years after the previous storyline. Inafune designed the character Zero for the games as well as some of the bosses. "I didn't get to completely design a Mega Man [protagonist] from scratch until Zero (''Mega Man X'', SNES). Back when the SNES was coming out, I was asked to give Mega Man a redesign, so I created this character. But I realized that this design wouldn't be accepted as Mega Man, so I had another designer create the new Mega Man, and I worked on Zero to release him as the 'other main character' that would steal all the good scenes!"<ref name="Gamespot" />
==== Onimusha series ====
On April 2, 2005, Inafune was promoted from corporate officer to senior corporate officer. Keiji also developed another series, the samurai-era Japanese themed ''[[Onimusha (series)|Onimusha]]'', which has spawned various sequels.


Inafune contributed some designs for ''[[Mega Man 7]]'', which was released in 1995. He designed the character of Auto, as well as the initial sketches for two new characters named "Baroque" and "Crush".<ref>{{cite book|title=Mega Man: Official Complete Works|date=January 6, 2010|publisher=[[UDON|Udon Entertainment]]|isbn=978-1-897376-79-9|page=126}}</ref> These characters were handed over to Hayato Kaji who finished the design, and they became known as Bass and Treble.
==== Dead Rising series ====
Inafune and his team's next creation was ''[[Dead Rising]]'' for the [[Xbox 360]]. ''Dead Rising'', released by Capcom in the U.S. on August 8, 2006, is a zombie-slaying game heavily influenced by [[George A. Romero]]'s 1978 movie ''[[Dawn of the Dead]]''. ''Dead Rising'' is the second zombie game Inafune has worked on, the first being ''[[Resident Evil 2]]''. Inafune also created the sequel to ''Dead Rising'', ''[[Dead Rising 2]]'', released in 2010. In addition, he made his director debut in the short film series ''Zombrex: Dead Rising Sun''.<ref>{{cite web|url=http://www.dreadcentral.com/news/38249/english-trailer-dead-rising-based-movie-zombrex-dead-rising-sun|title=English Trailer for Dead Rising Based Movie: Zombrex: Dead Rising Sun}}</ref>


=== Producer ===
=== Capcom's global head of production ===
Long time producer [[Tokuro Fujiwara]], departed Capcom.<ref>{{Cite web|url=https://www.giantbomb.com/tokuro-fujiwara/3040-19467/|title=Tokuro Fujiwara (Person)|website=Giant Bomb|language=en|access-date=2019-12-07}}</ref> Inafune was then made producer for the next Mega Man title, ''[[Mega Man 8]]'' in 1996.{{Citation needed|date=July 2018}} After an internal restructure at Capcom, Inafune became the general manager of Capcom Production Studio 2 in 1998.<ref>{{cite book|isbn=|date=1998 |title=Rockman 10 Years History Book|publisher=Kodansha | pages=72}}</ref> He produced the three-dimensional ''[[Mega Man Legends]]'' series after receiving requests from Sony to develop a new 3D ''Mega Man'' series exclusively for the PlayStation.{{Citation needed|date=July 2018}} Although he envisioned high sales and was an ambitious supporter to the development of the game, it was not a massive success and Inafune likens it to a "clumsy son".<ref name="Gamespot" /> Inafune says it was quite difficult to promote the game, as there was little media interest in yet another ''Mega Man'' title.<ref name=":1">{{Cite web|url=https://www.engadget.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/|title=How Resident Evil 2 helped Keiji Inafune become the indie dev he is today|website=Engadget|access-date=2017-08-15|archive-url=https://web.archive.org/web/20170815181238/https://www.engadget.com/2012/03/08/how-resident-evil-2-helped-keiji-inafune-become-the-indie-dev-he/|archive-date=2017-08-15|url-status=live}}</ref> Inafune was a promotion producer for ''[[Resident Evil 2]]'', which in contrast to ''Mega Man Legends'', had huge interest and was an easy game to sell.<ref name=":1" />
On April 22, 2010, it was announced that Inafune would be Capcom's Global Head of Production. Inafune stated "I want to end comments that Capcom games made in Europe aren't really Capcom games ... basically saying that whether games are created in America or Japan or anywhere in the world, I will be the one overlooking it and so it will have that Capcom flavor that fans know and love."<ref>{{cite web|url=http://kotaku.com/5516739/mega-man-creator-to-assure-capcoms-future |title=Mega Man Creator To Assure Capcom's Future |publisher=Kotaku.com |date=2010-04-22 |accessdate=2010-06-02}}</ref> Inafune has voiced various negative views on Japanese game developers, stating that they are behind Western developers in innovation.<ref>{{cite web|url=http://gonintendo.com/viewstory.php?id=136726|title=Inafune&nbsp;— Japan is making terrible games, Capcom is barely keeping up}}</ref>


Originally, Inafune had intended to end the series with ''[[Mega Man X5]]'', stating, "I had very little to do with ''X5''. I just told the team to 'finish off the series with this title,' and left it at that. That's why the game itself has a real feel of finality to it."<ref>{{cite book|isbn=978-1-897376-80-5 |date=January 6, 2010 |title=Mega Man X: Official Complete Works|publisher=[[UDON|Udon Entertainment]] | pages=48–55}}</ref> Instead, he became co-producer for the new ''Mega Man'' game that [[Inti Creates]] had been commissioned to develop, and requested that they make Zero the main character.<ref>{{cite book|isbn=978-1-897376-01-0|date=June 10, 2008|title=Mega Man Zero: Official Complete Works|publisher=[[UDON|Udon Entertainment]]|pages=168–74}}</ref> However, Capcom chose to continue the X series without him, extending it to ''[[Mega Man X8]]''.
=== Post Capcom ===
On October 29, 2010, Inafune announced on his blog that he would be leaving Capcom at the end of the month with the intention of "starting his life over". He had been with the company for 23 years.<ref>{{cite web|url=http://kotaku.com/5676403/mega-mans-creator-quits-capcom|title=Mega Man's Creator Quits Capcom (Update)}}</ref><ref>[http://blog.daletto.net/inafunekeiji/archives/1247962.html 社長のblogは11/1をもって公開終了いたしました。ご愛顧ありがとうございました。 :<!-- Bot generated title -->]</ref> On December 15, 2010, Inafune launched a new company called {{sic|Com|cept|hide=y}}.


Inafune also developed another series, the samurai-era Japanese themed ''[[Onimusha (series)|Onimusha]]'', which has spawned various sequels.{{Citation needed|date=July 2018}}
The fresh company's first relation to a video game as of late is the upcoming company-collaborative RPG ''[[Hyperdimension Neptunia|Hyperdimension Neptunia mk2]]'', in which a scanned image of Inafune himself makes an appearance as a summon for the main character Nepgear during a special attack.


Keiji Inafune was producer for the ''[[Mega Man Battle Network]]'' series, which is set outside the continuity of the rest of the ''Mega Man'' story lines and introduced [[role-playing video game|role-playing]] and [[strategy game|strategic]] elements.{{Citation needed|date=July 2018}} According to Inafune, he received the basis for creating the series from observing his son.{{Citation needed|date=July 2018}} Inafune contributed the ''Battle Network'' redesign of Punk from ''[[Mega Man III (Game Boy)|Mega Man III]]'', and he says it took quite a bit of convincing for the artists to let him do it, and even then they made additional changes to Inafune's redesign.<ref name="Gamespot" />
== Works ==


=== ''Rockman/Mega Man'' ===
=== Senior Corporate Officer ===
In 2006 Inafune was promoted from corporate officer to senior corporate officer.<ref name=":3" /><ref>{{Cite web|url=http://comcept.co.jp/en/vision/|title=VISION|comcept, Inc.|website=comcept.co.jp|language=en|access-date=2018-07-15|archive-url=https://web.archive.org/web/20171211061848/http://www.comcept.co.jp/en/vision/|archive-date=2017-12-11|url-status=live}}</ref><ref name=":5" /> Inafune and his team's next creation was ''[[Dead Rising]]'' for the [[Xbox 360]]. ''Dead Rising'', initially started as a sequel to ''[[Shadow of Rome]]'', with the same team members, before changing story, setting, and time period.<ref>{{Cite web|url=http://www.1up.com/news/1up-interviews-keiji-inafune|title=1UP Interviews Keiji Inafune: News from 1UP.com|date=2016-03-05|access-date=2017-08-21|archive-url=https://web.archive.org/web/20160305000556/http://www.1up.com/news/1up-interviews-keiji-inafune|archive-date=2016-03-05}}</ref> The game is a zombie-slaying game heavily influenced by [[George A. Romero]]'s 1978 movie ''[[Dawn of the Dead (1978 film)|Dawn of the Dead]]''.{{Citation needed|date=August 2017}} It was released by Capcom in the U.S. on August 8, 2006.{{Citation needed|date=July 2018}}
''Note: Keiji Inafune has not been involved directly with some iterations of the Mega Man series (such as [[Mega Man X6]] and [[Mega Man X: Command Mission]]).''


Inafune became acquainted with [[Ben Judd]] when he was working on ''[[Dead Rising]]''.<ref>{{Cite news|url=http://www.mtv.com/news/2456412/why-bionic-commando-is-finally-back-in-2008-and-how-the-psp-played-two-key-roles/|title=Why 'Bionic Commando' Is Finally Back In 2008 - And How The PSP Played Two Key Roles|publisher=MTV News|access-date=2018-07-17|language=en|archive-url=https://web.archive.org/web/20180717100033/http://www.mtv.com/news/2456412/why-bionic-commando-is-finally-back-in-2008-and-how-the-psp-played-two-key-roles/|archive-date=2018-07-17|url-status=dead}}</ref> After this, Judd would often act as a translator for Inafune in public events.<ref>{{Cite magazine|url=https://www.gameinformer.com/b/news/archive/2011/02/17/capcom-producer-leaving-company-for-talent-agency.aspx|title=Capcom Producer Leaves Company For Talent Agency|magazine=Game Informer|access-date=2018-07-17|language=en|archive-url=https://web.archive.org/web/20180717100229/https://www.gameinformer.com/b/news/archive/2011/02/17/capcom-producer-leaving-company-for-talent-agency.aspx|archive-date=2018-07-17|url-status=dead}}</ref>
During a special event at [[Tokyo Game Show|TGS]] 2007, Inafune revealed that he was not responsible for the creation of Mega Man himself. "I'm often called the father of Mega Man, but actually, his design was already created when I joined Capcom," he explained. "My mentor (Capcom senior member Akira Kitamura), who was the designer of the original Mega Man, had a basic concept of what Mega Man was supposed to look like. So I only did half of the job in creating him. I didn't get to completely design a Mega Man [protagonist] from scratch until Zero (Mega Man X, SNES). Back when the SNES was coming out, I was asked to give Mega Man a redesign, so I created this character. But I realized that this design wouldn't be accepted as Mega Man, so I had another designer create the new Mega Man, and I worked on Zero to release him as the 'other main character' that would steal all the good scenes!"<ref>{{cite web |url=http://www.gamespot.com/news/6179759.html |title=TGS '07: Mega Man celebrates 20th anniversary |author=Hirohiko Niizumi |date=23 September 2007 |work=[[GameSpot]] |publisher=[[CBS Interactive Inc.]] |accessdate=1 February 2011}}</ref>


==== [[Mega Man Classic|Original ''Rockman/Mega Man'' series]] ====
Inafune was a producer for Inti Creates' game ''[[Mega Man ZX]]'', and the sequel title ''[[Mega Man ZX Advent]]''.
* ''[[Mega Man (video game)|Mega Man]]'' (1987) — Character Designer
* ''[[Mega Man 2]]'' (1988) — Character Designer
* ''[[Mega Man 3]]'' (1990) — Character Designer, Sub Planning
* ''[[Mega Man 4]]'' (1991) — Planner, Special Designer
* ''[[Mega Man 5]]'' (1992) — Object Designer, Advisor
* ''[[Mega Man 6]]'' (1993) — Object Designer
* ''[[Mega Man Soccer]]'' (1994) — Illustration
* ''[[Mega Man 7]]'' (1995) — Object Designer
* ''[[Mega Man 8]]'' (1996) — Producer
* ''[[Mega Man 2: The Power Fighters]]'' (1996) — Special Thanks
* ''[[Mega Man Battle & Chase]]'' (1997) — Producer
* ''[[Mega Man & Bass]]'' (1998) — Producer
* ''[[Mega Man (video game)|Mega Man Powered Up]]'' (2006) — Executive Producer
* ''[[Mega Man 9]]'' (2008) — Producer, Character Designer
* ''[[Mega Man 10]]'' (2010) — Producer


Inafune had the idea of going back to the simple gameplay of the original ''Mega Man'' series, and was a producer for the game ''[[Mega Man 9]]''. The game was developed by [[Inti Creates|Inti-Creates]] along with Capcom, and Inafune contributed two designs for the project: Splash Woman and Plug Man.<ref>{{Cite web|author=blackoak|url=http://shmuplations.com/megaman9/|title=shmuplations.com|website=shmuplations.com|language=en|access-date=2017-07-11|archive-url=https://web.archive.org/web/20170619132926/http://shmuplations.com/megaman9/|archive-date=2017-06-19|url-status=live}}</ref> The game was followed up by a similar sequel, ''[[Mega Man 10]]'' in 2010.
==== [[Mega Man X (series)|''Rockman X/Mega Man X'']] ====
* ''[[Mega Man X (video game)|Mega Man X]]'' (1993) — Character Designer
* ''[[Mega Man X2]]'' (1994) — Character Designer
* ''[[Mega Man X3]]'' (1995) — Character Designer
* ''[[Mega Man X4]]'' (1997) — Producer
* ''[[Mega Man X5]]'' (2000) — Special Thanks
* ''[[Mega Man Xtreme]]'' (2000) — Special Thanks
* ''[[Mega Man Xtreme 2]]'' (2001) — Special Thanks
* ''[[Mega Man X7]]'' (2003) Special Thanks
* ''[[Mega Man X8]]'' (2004) — Special Thanks
* ''[[Mega Man Maverick Hunter X]]'' (2005) — Executive Producer


Inafune was a producer for the ''[[Dead Rising 2]]'', and opted to hire [[Canadians|Canadian]] developer [[Blue Castle Games]] as a developer rather than having it developed in-house at Capcom like the first game was.<ref name=":0">{{Cite web|url=https://www.destructoid.com/tgs-09-keiji-inafune-dumps-on-tokyo-game-show-2009-149909.phtml|title=TGS 09: Keiji Inafune dumps on Tokyo Game Show 2009|website=Destructoid|date=25 September 2009|language=en|access-date=2017-08-11|archive-url=https://web.archive.org/web/20170528204625/https://www.destructoid.com/tgs-09-keiji-inafune-dumps-on-tokyo-game-show-2009-149909.phtml|archive-date=2017-05-28|url-status=live}}</ref> The game was released in 2010. In addition, he made his director debut in the short film series ''Zombrex: Dead Rising Sun''.<ref>{{cite web|url=http://www.dreadcentral.com/news/38249/english-trailer-dead-rising-based-movie-zombrex-dead-rising-sun|title=English Trailer for Dead Rising Based Movie: Zombrex: Dead Rising Sun|access-date=2010-06-28|archive-url=https://web.archive.org/web/20100923103210/http://www.dreadcentral.com/news/38249/english-trailer-dead-rising-based-movie-zombrex-dead-rising-sun|archive-date=2010-09-23|url-status=live}}</ref><ref name=":9" />
==== [[Mega Man Legends (series)|''Rockman DASH/Mega Man Legends'']] ====
* ''[[Mega Man Legends (video game)|Mega Man Legends]]'' (1997) — Producer
* ''[[The Misadventures of Tron Bonne]]'' (1999) — Game Concept, Producer
* ''[[Mega Man Legends 2]]'' (2000) — Producer


The last mainline Street Fighter game was ''[[Street Fighter EX3]]'' in 2000, and there was reluctance at Capcom to release another numeric entry in the series.<ref name="EGM">{{cite magazine|title=The Big Comeback|last=Bettenhausen|first=Shane|date=January 2008|magazine=Electronic Gaming Monthly|publisher=Ziff Davis|volume=224|pages=62–72}}</ref> Producer [[Yoshinori Ono (game producer)|Yoshinori Ono]] pitched ''[[Street Fighter IV]]'' to Inafune, who was head of R&D at the time.<ref name="EGM" /><ref>{{Cite web|url=https://www.vice.com/en_ca/article/wd7m4b/meeting-yoshinori-ono-the-man-who-brought-street-fighter-back-from-the-dead-925|title=How Yoshinori Ono Brought Street Fighter Back from the Dead|website=Vice|language=en-us|access-date=2017-08-13|archive-url=https://web.archive.org/web/20170728192009/https://www.vice.com/en_ca/article/wd7m4b/meeting-yoshinori-ono-the-man-who-brought-street-fighter-back-from-the-dead-925|archive-date=2017-07-28|url-status=live}}</ref> Inafune approved the project, due to the positive reception to ''[[Street Fighter II#Hyper Fighting|Street Fighter II' Hyper Fighting]]'' on [[Xbox Live Arcade]] and fans interest.<ref name="EGM" /> Street Fighter IV was released first in arcades in Japan in 2008, and then on home consoles in 2009. The original console version of SFIV went on to sell 3.4 million copies.<ref>{{Cite web|url=http://www.capcom.co.jp/ir/english/finance/million.html|title=CAPCOM {{!}} Platinum Titles|website=CAPCOM IR|language=en|access-date=2017-08-13|archive-url=https://archive.today/20170102231700/http://www.capcom.co.jp/ir/english/finance/million.html|archive-date=2017-01-02|url-status=live}}</ref>
==== ''Rockman Zero/Mega Man Zero series'' ====
* ''[[Mega Man Zero (video game)|Mega Man Zero]]'' (2002) — Producer
* ''[[Mega Man Zero 2]]'' (2003) — Producer
* ''[[Mega Man Zero 3]]'' (2004) — Producer
* ''[[Mega Man Zero 4]]'' (2005) — Producer


On April 22, 2010, it was announced that Inafune would be Capcom's Global Head of Production. Inafune stated "I want to end comments that Capcom games made in Europe aren't really Capcom games ... basically saying that whether games are created in America or Japan or anywhere in the world, I will be the one overlooking it and so it will have that Capcom flavor that fans know and love."<ref>{{Cite news|url=https://www.eurogamer.net/articles/2010-09-03-capcoms-keiji-inafune-interview|title=Capcom's Keiji Inafune|work=Eurogamer.net|access-date=2018-07-15|language=en|archive-url=https://web.archive.org/web/20180715181218/https://www.eurogamer.net/articles/2010-09-03-capcoms-keiji-inafune-interview|archive-date=2018-07-15|url-status=live}}</ref><ref name=":7">{{Cite news|url=https://www.eurogamer.net/articles/inafune-to-oversee-capcoms-global-r-and-d|title=Inafune to oversee Capcom's global R&D|work=Eurogamer.net|access-date=2018-07-15|language=en|archive-url=https://web.archive.org/web/20180715152054/https://www.eurogamer.net/articles/inafune-to-oversee-capcoms-global-r-and-d|archive-date=2018-07-15|url-status=live}}</ref><ref>{{Cite news|url=https://www.primagames.com/games/dead-rising-2/strategy/interview-keiji-inafune-capcom|title=Interview with Keiji Inafune of Capcom|work=Prima Games|access-date=2018-07-15|language=en|archive-url=https://web.archive.org/web/20180715151957/https://www.primagames.com/games/dead-rising-2/strategy/interview-keiji-inafune-capcom|archive-date=2018-07-15|url-status=live}}</ref>
==== ''Rockman ZX/Mega Man ZX series'' ====
* ''[[Mega Man ZX]]'' (2006) — Producer
* ''[[Mega Man ZX Advent]]'' (2007) — Producer


=== Modern Japanese games ===
==== ''Rockman EXE/Mega Man Battle Network series'' ====
Inafune has voiced various negative views on modern Japanese game developers, stating that they are behind Western developers in innovation. At the 2009 [[Tokyo Game Show]] while promoting ''Dead Rising 2'', and speaking through his translator and Capcom employee Judd, Inafune stated "Personally when I looked around [at] all the different games at the TGS floor, I said 'Man, Japan is over. We're done. Our game industry is finished.'"<ref name=":0" /><ref>{{Cite news|url=https://www.ft.com/content/b16a6d7c-af74-11de-ba1c-00144feabdc0|title=Games fatigue at Tokyo show|website=Financial Times|date=2 October 2009|language=en-GB|archive-url=https://web.archive.org/web/20180722184842/https://www.ft.com/content/b16a6d7c-af74-11de-ba1c-00144feabdc0|archive-date=2018-07-22|url-status=live|access-date=2018-07-22}}</ref><ref>{{Cite web|url=https://www.theguardian.com/technology/2014/oct/02/dojin-japan-indie-gaming-scene-part-two|title=Dōjin nation: inside Japan's indie gaming scene, part two|last=Ellison|first=Cara|date=2014-10-02|website=The Guardian|language=en|access-date=2018-07-22|archive-url=https://web.archive.org/web/20180723003539/https://www.theguardian.com/technology/2014/oct/02/dojin-japan-indie-gaming-scene-part-two|archive-date=2018-07-23|url-status=live}}</ref><ref name=":10" /> He also said "“I look around Tokyo Games Show, and everyone’s making awful games; Japan is at least five years behind.”<ref>{{Cite news|url=https://www.nytimes.com/2010/09/20/technology/20game.html|title=To Regain Video Game Lead, Japan Looks to West|last=Tabuchi|first=Hiroko|author-link=Hiroko Tabuchi |work=The New York Times |date=20 September 2010 |access-date=2018-07-15|language=en|archive-url=https://web.archive.org/web/20180715153820/https://www.nytimes.com/2010/09/20/technology/20game.html?_r=2|archive-date=2018-07-15|url-status=live}}</ref>
* ''[[Mega Man Battle Network (video game)| Mega Man Battle Network]]'' (2001) — Producer
* ''[[Mega Man Battle Network 2]]'' (2001) — Producer
* ''[[Mega Man Battle Network 3]]'' (2002) — Producer
* ''[[Mega Man Battle Network 4]]'' (2003) — Producer
* ''[[Mega Man Battle Network 5]]'' (2004) — Producer
* ''[[Mega Man Battle Network 6]]'' (2005) — Producer


In 2012, Inafune defended [[Phil Fish]]'s statements criticizing modern Japanese video games, saying: "It's very severe, but very honest. Unless Japanese people feel embarrassed from the experience of getting harsh comments, saying [new games] could have been better is not an opinion they would take seriously. When they're embarrassed and they feel obliged to change, it would make a difference."<ref name=":10">{{Cite magazine|url=https://www.wired.com/2012/04/keiji-inafune-qa/|title=Q&A: Mega Man Creator Wants Japan to Admit Failure|magazine=WIRED|access-date=2018-07-15|language=en-US|archive-url=https://web.archive.org/web/20180715123237/https://www.wired.com/2012/04/keiji-inafune-qa/|archive-date=2018-07-15|url-status=live}}</ref> In 2012 at the [[Game Developers Conference|Game Developer's Conference]] in [[San Francisco]], Inafune again disparaged the state of Japanese gaming.<ref name=":8">{{Cite news|url=https://www.eurogamer.net/articles/2015-07-03-keiji-inafune-video-gamings-harshest-critic|title=Keiji Inafune: video gaming's harshest critic|work=Eurogamer.net|access-date=2018-07-15|language=en|archive-url=https://web.archive.org/web/20180715152031/https://www.eurogamer.net/articles/2015-07-03-keiji-inafune-video-gamings-harshest-critic|archive-date=2018-07-15|url-status=live}}</ref> He said, "Back in the day Japanese games were used to winning and were used to success. We celebrated all sorts of victories. However at some point these winners became losers. Not accepting that fact has led to the tragic state of Japanese games today."<ref>{{Cite news|url=https://www.eurogamer.net/articles/2012-03-08-mega-man-creator-laments-tragic-state-of-japanese-games-industry|title=Mega Man creator laments|work=Eurogamer.net|access-date=2018-07-15|language=en|archive-url=https://web.archive.org/web/20180715152048/https://www.eurogamer.net/articles/2012-03-08-mega-man-creator-laments-tragic-state-of-japanese-games-industry|archive-date=2018-07-15|url-status=live}}</ref>
==== ''Shooting Star Rockman/Mega Man Star Force series'' ====
* ''[[Mega Man Star Force]]'' (2006) — Executive Producer
* ''[[Mega Man Star Force 2]]'' (2007) — Executive Producer
* ''[[Mega Man Star Force 3]]'' (2008) — Executive Producer


=== Comcept, Intercept, Ding ===
=== [[Resident Evil (series)|''Biohazard/Resident Evil'']] ===
On October 29, 2010, Inafune announced on his blog that he would be leaving Capcom with the intention of "starting his life over".<ref>[http://blog.daletto.net/inafunekeiji/archives/1247962.html 社長のblogは11/1をもって公開終了いたしました。ご愛顧ありがとうございました。 :] {{webarchive |url=https://web.archive.org/web/20101031010414/http://blog.daletto.net/inafunekeiji/archives/1247962.html |date=October 31, 2010 }}</ref> He had been with the company for 23 years.<ref name=":6">{{Cite news|url=https://www.gamasutra.com/view/news/124214/Inafune_Forms_Two_New_Companies_Intercept_And_Comcept.php|title=Inafune Forms Two New Companies, Intercept And Comcept|last=Alexander|first=Leigh|access-date=2018-07-15|language=en|archive-url=https://web.archive.org/web/20180715181543/https://www.gamasutra.com/view/news/124214/Inafune_Forms_Two_New_Companies_Intercept_And_Comcept.php|archive-date=2018-07-15|url-status=live}}</ref> In an interview with [[4Gamer.net|4Gamer]] he stated "The reason why I'm quitting is basically because I think that the game industry itself must change the way it goes about making games,". He cited that job security creates complacency among staff, and big budgets with very large staff, as problems with current Japanese game companies.<ref>{{Cite web|url=http://www.4gamer.net/games/084/G008467/20101029004/|title=稲船敬二氏は,何を思い,何を考え,何を目指してカプコンを辞めていくのか。渦中の氏に直撃インタビュー|last=Inc.|first=Aetas|website=4gamer.net|language=ja|access-date=2018-07-15|archive-url=https://web.archive.org/web/20180715181409/http://www.4gamer.net/games/084/G008467/20101029004/|archive-date=2018-07-15|url-status=live}}</ref><ref>{{Cite news|url=https://gamasutra.com/view/news/31299/Inafune_Japanese_Publishers_Turning_Creators_Into_Salarymen.php|title=Inafune: Japanese Publishers Turning Creators Into 'Salarymen'|last=Graft|first=Kris|access-date=2018-07-15|language=en|archive-url=https://web.archive.org/web/20180715182951/https://gamasutra.com/view/news/31299/Inafune_Japanese_Publishers_Turning_Creators_Into_Salarymen.php|archive-date=2018-07-15|url-status=live}}</ref>
* ''Resident Evil: Director's Cut'' - producer
* ''[[Resident Evil 2]]'' – promotion producer
* ''[[Biohazard 4D-Executer]]'' - executive supervisor
* ''[[Resident Evil 4]]'' – executive producer (PS2 version)
*'' [[Resident Evil 5]]'' – executive producer (uncredited)


On December 15, 2010, Inafune launched a new company called Comcept, based in [[Osaka]].<ref name=":6" /> Comcept was a design and production studio, which does not develop games internally, but rather pairs up with studios to co-develop them, and was to work on media outside of games.<ref name=":2" /><ref name=":6" /> In January 2011, he launched another new company called Intercept, based in [[Tokyo]].<ref name=":3">{{Cite web|url=http://ding-inc.co.jp/|title=株式会社DiNG(ディング)|date=2014-05-16|archive-url=https://web.archive.org/web/20140516191518/http://ding-inc.co.jp/|access-date=2018-07-15|archive-date=2014-05-16}}</ref><ref name=":6" /> Intercept was focused on game development.<ref name=":6" /> Inafune's guiding philosophy behind Comcept was to work on multiple games at once, work on ideas they themselves created, and to have flexibility of doing multiple genres. Inafune cites the need for flexibility as being necessary for the company to survive.<ref name=":2" /> During his time at Comcept, he was often given the credit of "Conceptor" on the games he has worked on.<ref>{{Cite web|url=https://www.famitsu.com/news/201310/03041076.html|title=週刊ファミ通2013年10月17日号(2013年10月3日発売)でPS Vita版『艦これ改(仮題)』などの新情報を公開 - ファミ通.com|website=ファミ通.com|language=ja|access-date=2017-06-21|archive-url=https://web.archive.org/web/20170816021529/https://www.famitsu.com/news/201310/03041076.html|archive-date=2017-08-16|url-status=live}}</ref>
=== ''[[Onimusha]]'' ===
* ''[[Onimusha: Warlords]]'' and ''[[Onimusha 2: Samurai's Destiny]]'' – producer
* ''[[Onimusha Blade Warriors]]'', ''[[Onimusha 3: Demon Siege]]'' and ''[[Onimusha: Dawn of Dreams]]'' – executive producer
* ''[[Onimusha (series)#Film adaptation|Onimusha]]'' – writer (film)


In December 2011, Inafune became [[Representative director (Japan)|Representative Director]] of DiNg, a [[smartphone]] game developer.<ref name=":3" />
=== Other games ===

* ''[[Street Fighter]]'' – Graphic designer
Intercept began work on the game Kaio: King of Pirates, in 2012. Set for a release on the 3DS console, it was a pirate themed game starring loosely based on [[Journey to the West]]. The game was cancelled in 2015 by its publisher [[Marveolous Inc]] and they lost 461 million yen (roughly US$3.8 million) on the project.<ref>{{Cite web|url=http://www.siliconera.com/2015/03/13/kaio-king-pirates-keiji-inafunes-3ds-title-cancelled/|title=Kaio: King of Pirates, Keiji Inafune's 3DS Title, Has Been Cancelled|date=2015-03-13|website=Siliconera|access-date=2017-07-12|archive-url=https://web.archive.org/web/20170612094707/http://www.siliconera.com/2015/03/13/kaio-king-pirates-keiji-inafunes-3ds-title-cancelled/|archive-date=2017-06-12|url-status=live}}</ref>
* ''Pro Yakyuu? Satsujin Jiken! (Professional Baseball Murder Mystery)'' – graphic designer

* ''[[Chip 'n Dale Rescue Rangers (video game)|Chip 'n Dale Rescue Rangers]]'' – graphic designer
Inafune has made several cameo appearances in games. In the 2011 game ''[[Hyperdimension Neptunia Mk2]]'', a scanned image of Inafune himself makes an appearance as a summon for the main character Nepgear during a special attack. Comcept was a co-developer along with [[Idea Factory]] on the [[otome game]] ''[[Sweet Fuse: At Your Side]]''. The protagonist of ''Sweet Fuse'' is Saki Inafune, a fictitious niece of Inafune. Inafune appears in the game with his likeness and name, with his kidnapping serving as a plot device.<ref>{{cite web |url=http://www.siliconera.com/2013/07/25/sweet-fuse-the-otome-game-with-keiji-inafune-has-a-release-date/ |title=Sweet Fuse, The Otome Game With Keiji Inafune, Has A Release Date |publisher=Siliconera |date=2013-07-25 |access-date=2013-11-06 |archive-url=https://web.archive.org/web/20131103042111/http://www.siliconera.com/2013/07/25/sweet-fuse-the-otome-game-with-keiji-inafune-has-a-release-date/ |archive-date=2013-11-03 |url-status=live }}</ref>
* ''[[DuckTales (video game)|DuckTales]]'' – graphic designer

* ''[[Yo! Noid]]'' – character design, illustrations
''[[Yaiba: Ninja Gaiden Z]]'' was a collaboration between Comcept, [[Team Ninja]] and [[Spark Unlimited]] and it is a spin-off of the Ninja Gaiden series. Released in 2014 it received both poor sales and reviews.<ref name=":2">{{Cite web|url=https://www.polygon.com/features/2016/2/1/10863910/keiji-inafune-five-years-of-comcept|title=Keiji Inafune looks back on five years of Comcept|last=Leone|first=Matt|date=2016-02-01|website=Polygon|access-date=2017-08-15|archive-url=https://web.archive.org/web/20170816005745/https://www.polygon.com/features/2016/2/1/10863910/keiji-inafune-five-years-of-comcept|archive-date=2017-08-16|url-status=live}}</ref> Inafune says poor timing is to blame for the sales, as players were transitioning to the [[PlayStation 4]] console, and defends the title saying it had good gameplay.<ref name=":2" />
* ''[[Capcom's Gold Medal Challenge '92]]'' – graphic designer

* ''[[Breath of Fire]]'' – character design, illustrations
On August 31, 2013, Inafune started a [[Kickstarter]] project for a game Comcept and [[Inti-Creates]] were working on that is a [[spiritual successor]] to Mega Man series, known as ''[[Mighty No. 9]]''.<ref>{{Cite web|url=https://www.engadget.com/2013/08/31/keiji-inafunes-the-mighty-no-9-hits-kickstarter/|title=Keiji Inafune's 'The Mighty No. 9' hits Kickstarter|website=Engadget|access-date=2017-07-12|archive-url=https://web.archive.org/web/20180112042437/https://www.engadget.com/2013/08/31/keiji-inafunes-the-mighty-no-9-hits-kickstarter/|archive-date=2018-01-12|url-status=live}}</ref>
* ''[[Capcom Fighting Evolution]]'', ''[[Shadow of Rome]]'' and ''Black Cat'' – executive producer

* ''[[Legend of Zelda: Minish Cap]]'' – producer
After multiple delays, the game was released in 2016 and was met with a mixed critical reception.<ref>{{Cite news|url=https://www.nytimes.com/2017/05/10/technology/personaltech/video-game-raised-148-million-from-fans-now-its-raising-issues.html|title=Video Game Raised $148 Million From Fans. Now It's Raising Concerns.|work=The New York Times |date=10 May 2017 |access-date=2018-07-15|language=en|archive-url=https://web.archive.org/web/20180715153842/https://www.nytimes.com/2017/05/10/technology/personaltech/video-game-raised-148-million-from-fans-now-its-raising-issues.html|archive-date=2018-07-15|url-status=live|last1=Parker |first1=Laura }}</ref> A livestream on the [[Twitch (service)|Twitch]] platform was done during the release of the game. Speaking through his agent and translator Judd, Inafune said: "You know, I want to word this in a way to explain some of the issues that come with trying to make a game of this size on multiple platforms." adding "I'm kind of loath to say this because it's going to sound like an excuse and I don't want to make any excuses. I own all the problems that came with this game and if you want to hurl insults at me, it's totally my fault. I'm the key creator. I will own that responsibility."<ref name="Eurogamer">{{Cite web|url=http://www.eurogamer.net/articles/2016-06-22-sonic-sticks-the-boot-into-mighty-no-9-as-inafune-admits-i-own-all-the-problems-that-came-with-this-game|title=Sonic sticks the boot in to Mighty No. 9 as Inafune admits: "I own all the problems"|last=Yin-Poole|first=Wesley|date=2016-06-22|website=Eurogamer|language=en-UK|access-date=2016-12-14|archive-url=https://web.archive.org/web/20161216120401/http://www.eurogamer.net/articles/2016-06-22-sonic-sticks-the-boot-into-mighty-no-9-as-inafune-admits-i-own-all-the-problems-that-came-with-this-game|archive-date=2016-12-16|url-status=live}}</ref><ref name="ArsTechnia">{{cite web|url=https://arstechnica.com/gaming/2016/06/what-can-we-learn-from-mighty-no-9s-troubled-launch/|title=Amid Mighty No. 9's launch troubles, a lesson for us all|first=Kyle|last=Orland|work=[[Ars Technica]]|date=June 22, 2016|access-date=June 26, 2016|archive-url=https://web.archive.org/web/20180715152010/https://arstechnica.com/gaming/2016/06/what-can-we-learn-from-mighty-no-9s-troubled-launch/|archive-date=2018-07-15|url-status=live}}</ref> Judd added that he thought the game's problems stemmed from doing all the ports of the game and the base game at the same time, and that they had under-estimated the amount of work the project would require.<ref name="Eurogamer" /><ref>{{Cite web|url=http://www.pcgamer.com/mighty-no-9-creator-says-its-better-than-nothing/|title=Mighty No. 9 pre-launch livestream: 'It's better than nothing' [Updated]|website=PC Gamer|date=21 June 2016 |access-date=2016-12-14|archive-url=https://web.archive.org/web/20161021181902/http://www.pcgamer.com/mighty-no-9-creator-says-its-better-than-nothing/|archive-date=2016-10-21|url-status=live}}</ref>
* ''[[Shadow of Rome]]'' - executive producer

* ''[[Final Fight: Streetwise]]'' – special thanks
Inafune is an advisor for Inflexion Point Capital, who announced in 2014 that they would be giving out seed investments of 100 to 500 thousand to Japanese mobile developers.<ref>{{Cite news|url=http://www.gamasutra.com/view/news/222024/Inafune_advising_new_15M_investment_fund_for_indie_game_startups.php|title=Inafune advising new $15M investment fund for indie game startups|last=Wawro|first=Alex|access-date=2017-07-13|language=en|archive-url=https://web.archive.org/web/20160601014430/http://www.gamasutra.com/view/news/222024/Inafune_advising_new_15M_investment_fund_for_indie_game_startups.php|archive-date=2016-06-01|url-status=live}}</ref><ref>{{Cite web|url=http://www.gamesinasia.com/more-than-just-a-15m-gaming-fund-inflexion-point-capital-wants-to-help-game-studios-focus-on-being-creative/|title=More than just a $15m gaming fund, Inflexion Point Capital wants to help game studios focus on being creative|date=2014-08-02|access-date=2017-07-13|archive-url=https://web.archive.org/web/20140802214445/http://www.gamesinasia.com/more-than-just-a-15m-gaming-fund-inflexion-point-capital-wants-to-help-game-studios-focus-on-being-creative/|archive-date=2014-08-02}}</ref>
* ''[[Lost Planet: Extreme Condition]]'' – producer, original story

* ''[[Dead Rising]]'' – producer
At [[Electronic Entertainment Expo]] 2015 it was announced the Inafune was working with [[Armature Studio]] to make a new video game for the [[Xbox One]] called ''[[ReCore]]''. On July 4, 2015 Inafune announced that he was once again using Kickstarter to fund a Mega Man Legends spiritual successor along with an anime based on the game called ''[[Red Ash (video game)|Red Ash]]'', which failed to reach its funding goal.
* ''[[Street Fighter IV]]'' – executive producer

* ''[[Bionic Commando (2009 video game)|Bionic Commando]]'' – executive producer
In June 2017, Comcept was purchased by [[Level-5 (company)|Level-5]] and became [[Level-5 Comcept]], with Inafune becoming its [[chief communications officer]].<ref>{{Cite news|url=http://gematsu.com/2017/06/level-5-acquires-comcept-now-level-5-comcept|title=Level-5 acquires Comcept, now Level-5 Comcept - Gematsu|date=2017-06-13|work=Gematsu|access-date=2017-07-13|language=en-US|archive-url=https://web.archive.org/web/20170616202351/http://gematsu.com/2017/06/level-5-acquires-comcept-now-level-5-comcept|archive-date=2017-06-16|url-status=live}}</ref>
* ''[[Super Street Fighter IV]]'' – executive producer

* ''[[Dark Void]]'' – executive producer
In May 2022, Inafune started an [[NFT]] project called ''Beastroid'' inspired by the Mega Man series. <ref>{{cite news|url=https://www.videogameschronicle.com/news/mega-mans-keiji-inafune-is-back-with-beastroid-a-range-of-nfts/|title= Mega Man’s Keiji Inafune is back with ‘Beastroid’, a range of NFTs - VG Chronicle|date=2022-05-17|work=Video Games Chronicle}}</ref>
* ''[[Lost Planet 2]]'' – executive producer

* ''[[Dead Rising 2]]'' – executive producer
== Works==
* ''[[Ghost Trick: Phantom Detective]]'' – executive producer

* ''[[Asura's Wrath]]'' – executive producer
=== Video games ===
* ''[[Phoenix Wright: Ace Attorney]]/[[Apollo Justice]]'' - executive producer
{| class="wikitable plainrowheaders sortable"
* ''[[Hyperdimension Neptunia Mk2]]'' - special guest appearance (summon character)
!Year
* ''[[Hyperdimension Neptunia Victory]]'' - special guest appearance again (summon character)
!Game
* ''[[Guild01#Sequel|Guild02]]'' - designer (Mushikera Sensha)<ref>{{cite web|title=Keiji Inafune, Other Creators Announced as Working on Guild02 Game|url=http://www.animenewsnetwork.co.uk/interest/2012-05-23/kenji-inafune-other-creators-announced-as-working-on-guild02-game|publisher=Anime News Network}}</ref>
!Role
* ''[[Yaiba: Ninja Gaiden Z]]'' - producer
|-
* ''[[Soul Sacrifice (video game)|Soul Sacrifice]]'' - Game and concept designer
| scope="row" rowspan="2" |1987
|''[[Street Fighter (video game)|Street Fighter]]''
|Graphic designer
|-
|''[[Mega Man (video game)|Mega Man]]''
|rowspan="2" |Character designer
|-
| scope="row" rowspan="2" |1988
|''[[Mega Man 2]]''
|-
|''[[List of Capcom games: N–R|Pro Yakyuu? Satsujin Jiken!]]''
|rowspan="3" |Graphic designer
|-
| scope="row" |1989
|''[[DuckTales (video game)|DuckTales]]''
|-
| scope="row" rowspan="3" |1990
|''[[Chip 'n Dale Rescue Rangers (video game)|Chip 'n Dale Rescue Rangers]]''
|-
|''[[Yo! Noid]]''
|Character design, illustrations
|-
|''[[Mega Man 3]]''
|Character designer, sub planner
|-
| scope="row" rowspan="3" |1991
|''[[Mega Man: Dr. Wily's Revenge]]''
|Character designer
|-
|''[[Mega Man 4]]''
|Planner, special designer
|-
|[[Mega Man II (Game Boy)|''Mega Man II'' (Game Boy)]]
|Character designer
|-
| scope="row" rowspan="3" |1992
|''[[Capcom's Gold Medal Challenge '92]]''
|Graphic designer
|-
|''[[Mega Man 5]]''
|Object designer, advisor
|-
|[[Mega Man III (Game Boy)|''Mega Man III'' (Game Boy)]]
|rowspan="3" |Character designer
|-
| scope="row" rowspan="4" |1993
|''[[Breath of Fire (video game)|Breath of Fire]]''
|-
|[[Mega Man IV (Game Boy)|''Mega Man IV'' (Game Boy)]]
|-
|''[[Mega Man 6]]''
|Object designer
|-
|''[[Mega Man X (video game)|Mega Man X]]''
|Planner, character designer, writer
|-
| scope="row" rowspan="4" |1994
|''[[Mega Man Soccer]]''
|Illustration
|-
|[[Mega Man V (Game Boy)|''Mega Man V'' (Game Boy)]]
|rowspan="2" |Character designer
|-
|''[[Mega Man: The Wily Wars]]''
|-
|''[[Mega Man X2]]''
|Planner, character designer
|-
| scope="row" rowspan="2" |1995
|''[[Mega Man 7]]''
|Object designer
|-
|''[[Mega Man X3]]''
|Character designer
|-
| scope="row" |1996
|''[[Mega Man 8]]''
|rowspan="4" |Producer
|-
| scope="row" rowspan="3" |1997
|''[[Mega Man: Battle & Chase]]''
|-
|''[[Mega Man X4]]''
|-
|''[[Mega Man Legends (video game)|Mega Man Legends]]''
|-
| scope="row" rowspan="3" |1998
|''[[Resident Evil 2]]''
|Promotion producer
|-
|''[[Mega Man & Bass]]''
|rowspan="2" |Producer
|-
|''[[Resident Evil (1996 video game)#Director's Cut Dual Shock Ver.|Resident Evil: Director's Cut Dual Shock Ver.]]''
|-
| scope="row" |1999
|''[[The Misadventures of Tron Bonne]]''
|Producer, game concept
|-
| scope="row" |2000
|''[[Mega Man Legends 2]]''
|rowspan="9" |Producer
|-
| scope="row" rowspan="3" |2001
|''[[Onimusha: Warlords]]''
|-
|''[[Mega Man Battle Network (video game)|Mega Man Battle Network]]''
|-
|''[[Mega Man Battle Network 2]]''
|-
| scope="row" rowspan="3" |2002
|''[[Onimusha 2: Samurai's Destiny]]''
|-
|''[[Mega Man Zero (video game)|Mega Man Zero]]''
|-
|''[[Mega Man Battle Network 3]]''
|-
| scope="row" rowspan="4" |2003
|''[[Mega Man Network Transmission]]''
|-
|''[[Mega Man Zero 2]]''
|-
|''[[Onimusha Blade Warriors]]''
|Executive producer
|-
|''[[Mega Man Battle Network 4]]''
|rowspan="3" |Producer
|-
| scope="row" rowspan="5" |2004
|''[[Onimusha 3: Demon Siege]]''
|-
|''[[Mega Man Zero 3]]''
|-
|''[[Capcom Fighting Evolution]]''
|Executive producer
|-
|''[[The Legend of Zelda: The Minish Cap]]''
|rowspan="2" |Producer
|-
|''[[Mega Man Battle Network 5]]''
|-
| scope="row" rowspan="6" |2005
|''[[Shadow of Rome]]''
|Executive producer
|-
|''[[Mega Man Zero 4]]''
|Producer
|-
|''[[Vampire: Darkstalkers Collection]]''
|rowspan="2" |Executive producer
|-
|''[[Resident Evil 4]]'' (PlayStation 2 port)
|-
|''[[Mega Man Battle Network 6]]''
|Producer
|-
|''[[Mega Man Maverick Hunter X]]''
|rowspan="2" |Executive producer
|-
| scope="row" rowspan="6" |2006
|''[[Onimusha: Dawn of Dreams]]''
|-
|''[[Mega Man Powered Up]]''
|Executive producer, character designer
|-
|''[[Mega Man ZX]]''
|rowspan="2" |Producer
|-
|''[[Dead Rising (video game)|Dead Rising]]''
|-
|''[[Mega Man Star Force]]''
|Executive producer
|-
|''[[Lost Planet: Extreme Condition]]''
|Executive producer, original story
|-
| scope="row" rowspan="6" |2007
|''[[Apollo Justice: Ace Attorney]]''
|rowspan="2" |Executive producer
|-
|''[[Kabu Trader Shun]]''
|-
|''[[Mega Man ZX Advent]]''
|Producer
|-
|''[[Zack & Wiki: Quest for Barbaros' Treasure]]''
|rowspan="4" |Executive producer
|-
|''[[Mega Man Star Force 2]]''
|-
|''[[We Love Golf!]]''
|-
| scope="row" rowspan="3" |2008
|''[[Street Fighter IV]]''
|-
|''[[Mega Man 9]]''
|Producer, character designer
|-
|''[[Mega Man Star Force 3]]''
|rowspan="5" |Executive producer
|-
| scope="row" rowspan="4" |2009
|''[[Resident Evil 5]]''
|-
|''[[Bionic Commando (2009 video game)|Bionic Commando]]''
|-
|''[[Ace Attorney Investigations: Miles Edgeworth]]''
|-
|''[[Monster Hunter Tri]]''
|-
| scope="row" rowspan="5" |2010
|''[[Mega Man 10]]''
|Producer
|-
|''[[Super Street Fighter IV]]''
|rowspan="6" |Executive producer
|-
|''[[Lost Planet 2]]''
|-
|''[[Ghost Trick: Phantom Detective]]''
|-
|''[[Dead Rising 2]]''
|-
| scope="row" rowspan="3" |2011
|''[[Marvel vs. Capcom 3: Fate of Two Worlds]]''
|-
|''[[Ultimate Marvel vs. Capcom 3]]''
|-
|''[[Hyperdimension Neptunia Mk2]]''
|rowspan="2" |Production support
|-
| scope="row" rowspan="3" |2012
|''[[Hyperdimension Neptunia Victory]]''
|-
|''[[Mugen Souls]]''
|Producer, character designer
|-
|''J.J. Rockets''
|Project lead
|-
|scope="row" rowspan="2" |2013
|''[[Soul Sacrifice (video game)|Soul Sacrifice]]''
|Concept
|-
|''[[Bugs vs. Tanks!]]''<ref>{{cite news|url=http://www.animenewsnetwork.com/interest/2012-05-23/kenji-inafune-other-creators-announced-as-working-on-guild02-game|title=Keiji Inafune, Other Creators Announced as Working on Guild02 Game|work=Anime News Network|access-date=2012-09-10|archive-url=https://web.archive.org/web/20120628095018/http://www.animenewsnetwork.com/interest/2012-05-23/kenji-inafune-other-creators-announced-as-working-on-guild02-game|archive-date=2012-06-28|url-status=live}}</ref>
|Game designer
|-
| scope="row" rowspan="3" |2014
|''[[Soul Sacrifice (video game)|Soul Sacrifice Delta]]''
|rowspan="2" |Concept
|-
|''[[Yaiba: Ninja Gaiden Z]]''
|-
|''[[Azure Striker Gunvolt]]''
|Executive producer, action supervisor
|-
| scope="row" |2015
|''[[Mighty Gunvolt]]''
|Executive producer
|-
| scope="row" rowspan="3" |2016
|''[[Mighty No. 9]]''
|Concept
|-
|''[[ReCore]]''
|Executive producer, concept
|-
|''[[Azure Striker Gunvolt 2]]''
|Executive producer, action supervisor
|-
| scope="row" |2019
|''Dragon & Colonies''
|Producer<ref>{{cite web |last1=Romano |first1=Sal |title=Dragon & Colonies now available in Japan |url=https://gematsu.com/2019/06/dragon-colonies-now-available-in-japan |website=Gematsu |date=18 June 2019 |access-date=18 July 2019}}</ref>
|-
| scope="row" rowspan="1" |2022
|''[[Azure Striker Gunvolt 3]]''
|Executive producer, action supervisor
|-
| scope="row" rowspan="1" |2025
|''[[Fantasy Life i: The Girl Who Steals Time]]''
|Producer
|}

===Canceled games===
*''[[Mega Man Legends 3]]'' – Executive producer
*''[[Red Ash: The Indelible Legend]]'' – Executive producer, concept
*''[[Kaio: King of Pirates]]'' – Project lead


=== Film ===
=== Film ===
{| class="wikitable"
* ''Zombrex: Dead Rising Sun'' - director
!Year
{{Commons category|Keiji Inafune}}
!Title
!Role
|-
|2000
|''[[Biohazard 4D-Executer]]''
|Executive Supervisor
|-
|2010
|''Zombrex: Dead Rising Sun''
|Director<ref name=":9">{{Cite book|title=Directory of world cinema Volume 11, Japan 2|date=2012|publisher=Intellect|others=Berra, John.|isbn=9781841505985|location=Bristol|page=199|oclc=860602860}}</ref>
|}


== References ==
== References ==
{{Commons category|Keiji Inafune}}
{{wikiquote}}
{{refbegin}}
{{refbegin}}
#{{note|His2}} {{cite web | author = MegaMan Network | publisher = Capcom | year = 2004 | url = http://megaman.retrofaction.com/articles/interviews/interview002.php | archiveurl = http://web.archive.org/web/20060512200335/http://megaman.retrofaction.com/articles/interviews/interview002.php | archivedate = 2006-05-12 | title = Interview with Keiji Inafune | accessdate = May 4, 2006}}
#{{note|His2}} {{cite web | author = MegaMan Network | publisher = Capcom | year = 2004 | url = http://megaman.retrofaction.com/articles/interviews/interview002.php | archive-url = https://web.archive.org/web/20060512200335/http://megaman.retrofaction.com/articles/interviews/interview002.php | archive-date = 2006-05-12 | title = Interview with Keiji Inafune | access-date = May 4, 2006}}
#{{note|His2}} {{cite web | author = MegaMan Neoseeker | publisher = Capcom | year = 2005 | url = http://megaman.neoseeker.com/archive.php?storyid=1249 | title = Interview with Keiji Inafune 2 | accessdate = May 4, 2006}}
#{{note|His2}} {{cite web|author=MegaMan Neoseeker |publisher=Capcom |year=2005 |url=http://megaman.neoseeker.com/archive.php?storyid=1249 |title=Interview with Keiji Inafune 2 |access-date=May 4, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20060324120142/http://megaman.neoseeker.com/archive.php?storyid=1249 |archive-date=March 24, 2006 }}
#{{note|His2}} {{cite web | author = Gamespy | publisher = Capcom | year = 2005 | url = http://archive.gamespy.com/interviews/january04/onimusha3/ | title = Interview with Keiji Inafune 3 | accessdate = May 8, 2006}}
#{{note|His2}} {{cite web|author=Gamespy |publisher=Capcom |year=2005 |url=http://archive.gamespy.com/interviews/january04/onimusha3/ |title=Interview with Keiji Inafune 3 |access-date=May 8, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20060503035544/http://archive.gamespy.com/interviews/january04/onimusha3/ |archive-date=May 3, 2006 }}
#{{note|His2}} {{cite web | author = Xbox 360 official magazine site | publisher = Capcom | year = 2005 | url = http://www.oxm.co.uk/features/horror/keiji_rising_the_keiji_inafune_interview | archiveurl = http://web.archive.org/web/20080101121446/http://www.oxm.co.uk/features/horror/keiji_rising_the_keiji_inafune_interview | archivedate = 2008-01-01 | title = Interview with Keiji Inafune 4 | accessdate = May 8, 2006}}
#{{note|His2}} {{cite web | author = Xbox 360 official magazine site | publisher = Capcom | year = 2005 | url = http://www.oxm.co.uk/features/horror/keiji_rising_the_keiji_inafune_interview | title = Interview with Keiji Inafune 4 | access-date = May 8, 2006}}{{dead link|date=June 2016|bot=medic}}{{cbignore|bot=medic}}

{{refend}}
{{refend}}


=== Inline ===
=== Inline ===
{{reflist|2}}
{{reflist}}

{{Capcom}}
{{Mega Man}}

{{Authority control}}


{{Persondata <!-- Metadata: see [[Wikipedia:Persondata]]. -->
| NAME = Inafune, Keiji
| ALTERNATIVE NAMES =
| SHORT DESCRIPTION = Japanese video game designer
| DATE OF BIRTH = May 8, 1965
| PLACE OF BIRTH = Kishiwada, Osaka
| DATE OF DEATH =
| PLACE OF DEATH =
}}
{{DEFAULTSORT:Inafune, Keiji}}
{{DEFAULTSORT:Inafune, Keiji}}
[[Category:1965 births]]
[[Category:1965 births]]
[[Category:Capcom people]]
[[Category:Japanese video game businesspeople]]
[[Category:Japanese video game designers]]
[[Category:Japanese video game producers]]
[[Category:Living people]]
[[Category:Living people]]
[[Category:Mega Man]]
[[Category:Mega Man]]
[[Category:People from Kishiwada, Osaka]]
[[Category:People from Kishiwada, Osaka]]
[[Category:Video game artists]]
[[Category:Japanese video game artists]]
[[Category:Video game producers]]

Latest revision as of 03:03, 6 January 2025

Keiji Inafune
稲船 敬二
Inafune at Japan Expo 2012
Born (1965-05-08) May 8, 1965 (age 59)
Alma materOsaka Designers' College
Occupation(s)Game producer, character designer, game designer
Years active1987–present
Employer(s)Capcom (1987–2010)
Level-5 Comcept (2010–present)
Notable workMega Man series
Onimusha series
Dead Rising series

Keiji Inafune (稲船 敬二, Inafune Keiji, born 8 May 1965) is a Japanese video game producer, character designer, game designer, and businessman. In 2009, he was chosen by IGN as one of the top 100 game creators of all time.[1]

Starting his career at Capcom in the late 1980s, his job was as an artist and illustrator. The first two games he worked on were the original Street Fighter and Mega Man in 1987. He was then a character designer and planner of the Mega Man series during the NES and Super NES era.[2] For Mega Man X, he created and designed the character Zero.[3]

Inafune then moved onto the position of producer with his first title being Mega Man 8 in 1996. In addition to being the producer for Mega Man X4, the three Mega Man Legends games, the Mega Man Zero series, the Mega Man Battle Network and Mega Man Star Force series and Mega Man ZX and Advent, Inafune was also a producer of the Lost Planet, Dead Rising and Onimusha series. In 2006, he was promoted to Senior Corporate Officer of Research & Development. In 2010, he became Global Head of Production at Capcom.[4]

He left Capcom in late 2010, and later founded his own companies Comcept, and Intercept. He also became Representative Director of DiNG, a mobile game studio.[5] Intercept worked on the game Kaio: King of Pirates which was announced in 2011 and cancelled in 2015. While at Comcept, Inafune oversaw work on such games as Mighty No. 9, Soul Sacrifice, and the unreleased Red Ash: The Indelible Legend.[6] In 2017, Comcept was purchased and became a subsidiary of Level-5, becoming Level-5 Comcept.

Early life

[edit]

Inafune was born in Kishiwada, Osaka in 1965.[5][7] He received a degree in graphic design in 1987 from the Osaka Designers' College.[7]

Career

[edit]

Early

[edit]

Soon after graduating, the 22-year-old Inafune joined the Capcom corporation in 1987, in search of a job as an illustrator. Inafune had initially wanted to join Konami, but Capcom was much closer.[8] In many early game credits at Capcom, he is credited under the name "INAFKING", which he got by combining the name "Snufkin" from the anime series Moomin with his own name.[9] The first two titles Inafune worked on at Capcom was Mega Man (known in Japan as "Rockman") for the Famicom and the original Street Fighter for arcades, both of which were released in 1987.[10] For Street Fighter, Inafune drew character portraits for the game.[11]

For Mega Man, Inafune designed several minor enemy characters, and also designed the boss character "Elec Man", who was the first original game character that Inafune designed. Inafune had tried to design him as if he was a character an American comic series such as Spider-Man or X-Men.[12][3] Inafune also drew the Japanese box art and promotional illustrations and worked on in-game animations and pixel art.[13] Director Akira Kitamura created the original static pixel art sprite for Rock Man (later called "Mega Man" outside of Japan). This was to ensure that the sprite could be properly seen against the game's backgrounds, and could work in the game. After that, the pixel art was handed over to artist Inafune, who created a refined illustration of the character.[9][3][2] Inafune refers to this process as "like a reverse character design" as it is the opposite of what typically occurs, where artists create concept art which is then translated into game's graphics.[9] During a special event at TGS 2007, Inafune clarified his role in the creation of Mega Man.

I'm often called the father of Mega Man, but actually, his design was already created when I joined Capcom," he explained. "My mentor [Capcom senior member Akira Kitamura], who was the designer of the original Mega Man, had a basic concept of what Mega Man was supposed to look like. So I only did half of the job in creating him."[3]

The first Mega Man game was released in December 1987, after which sales in both countries were decent, but as Inafune later notes, "While it did sell more than we had expected, [Rockman 1] wasn't a huge success as far as the numbers go."[citation needed]

Akira Kitamura suggested to create a contest to solicit designs from fans for Robot Masters for Mega Man games.[14] The first game to do this was Mega Man 2 and it was Inafune's job to turn those winning designs into finished professional designs.[3]

Starting with Mega Man 3, Inafune was not only doing character designs, he was also heavily involved in the game design aspects of the series.[15] However, Inafune considers Mega Man 3 to be one of his least favorite Mega Man games. From an interview with Nintendo Power in the October 2007 issue, Inafune explained that the reason was because of "...what went into the game and what was behind the release of the game." He also stated that the team was forced to put the game out before they thought it was ready and that during the game's production, the developers had lost the main planner, Inafune having to take his position. Inafune concluded, "I knew that if we had more time to polish it, we could do a lot of things better, make it a better game, but the company (Capcom) said that we needed to release it. The whole environment behind what went into the production of the game is what I least favored. Numbers one and two – I really wanted to make the games; I was so excited about them. Number three – it just turned very different."[16]

Inafune also designed the original boss characters for the Mega Man titles on the Game Boy. These included Enker from Mega Man: Dr. Wily's Revenge, Punk from Mega Man III, and Ballade from Mega Man IV, also known as the "Mega Man Killers".[3][17]

Capcom set on the development on a new series for the Super NES, Mega Man X, which continued the plot of the original series, but set a darker tone and took place 100 years after the previous storyline. Inafune designed the character Zero for the games as well as some of the bosses. "I didn't get to completely design a Mega Man [protagonist] from scratch until Zero (Mega Man X, SNES). Back when the SNES was coming out, I was asked to give Mega Man a redesign, so I created this character. But I realized that this design wouldn't be accepted as Mega Man, so I had another designer create the new Mega Man, and I worked on Zero to release him as the 'other main character' that would steal all the good scenes!"[3]

Inafune contributed some designs for Mega Man 7, which was released in 1995. He designed the character of Auto, as well as the initial sketches for two new characters named "Baroque" and "Crush".[18] These characters were handed over to Hayato Kaji who finished the design, and they became known as Bass and Treble.

Producer

[edit]

Long time producer Tokuro Fujiwara, departed Capcom.[19] Inafune was then made producer for the next Mega Man title, Mega Man 8 in 1996.[citation needed] After an internal restructure at Capcom, Inafune became the general manager of Capcom Production Studio 2 in 1998.[20] He produced the three-dimensional Mega Man Legends series after receiving requests from Sony to develop a new 3D Mega Man series exclusively for the PlayStation.[citation needed] Although he envisioned high sales and was an ambitious supporter to the development of the game, it was not a massive success and Inafune likens it to a "clumsy son".[3] Inafune says it was quite difficult to promote the game, as there was little media interest in yet another Mega Man title.[21] Inafune was a promotion producer for Resident Evil 2, which in contrast to Mega Man Legends, had huge interest and was an easy game to sell.[21]

Originally, Inafune had intended to end the series with Mega Man X5, stating, "I had very little to do with X5. I just told the team to 'finish off the series with this title,' and left it at that. That's why the game itself has a real feel of finality to it."[22] Instead, he became co-producer for the new Mega Man game that Inti Creates had been commissioned to develop, and requested that they make Zero the main character.[23] However, Capcom chose to continue the X series without him, extending it to Mega Man X8.

Inafune also developed another series, the samurai-era Japanese themed Onimusha, which has spawned various sequels.[citation needed]

Keiji Inafune was producer for the Mega Man Battle Network series, which is set outside the continuity of the rest of the Mega Man story lines and introduced role-playing and strategic elements.[citation needed] According to Inafune, he received the basis for creating the series from observing his son.[citation needed] Inafune contributed the Battle Network redesign of Punk from Mega Man III, and he says it took quite a bit of convincing for the artists to let him do it, and even then they made additional changes to Inafune's redesign.[3]

Senior Corporate Officer

[edit]

In 2006 Inafune was promoted from corporate officer to senior corporate officer.[5][24][6] Inafune and his team's next creation was Dead Rising for the Xbox 360. Dead Rising, initially started as a sequel to Shadow of Rome, with the same team members, before changing story, setting, and time period.[25] The game is a zombie-slaying game heavily influenced by George A. Romero's 1978 movie Dawn of the Dead.[citation needed] It was released by Capcom in the U.S. on August 8, 2006.[citation needed]

Inafune became acquainted with Ben Judd when he was working on Dead Rising.[26] After this, Judd would often act as a translator for Inafune in public events.[27]

Inafune was a producer for Inti Creates' game Mega Man ZX, and the sequel title Mega Man ZX Advent.

Inafune had the idea of going back to the simple gameplay of the original Mega Man series, and was a producer for the game Mega Man 9. The game was developed by Inti-Creates along with Capcom, and Inafune contributed two designs for the project: Splash Woman and Plug Man.[28] The game was followed up by a similar sequel, Mega Man 10 in 2010.

Inafune was a producer for the Dead Rising 2, and opted to hire Canadian developer Blue Castle Games as a developer rather than having it developed in-house at Capcom like the first game was.[29] The game was released in 2010. In addition, he made his director debut in the short film series Zombrex: Dead Rising Sun.[30][31]

The last mainline Street Fighter game was Street Fighter EX3 in 2000, and there was reluctance at Capcom to release another numeric entry in the series.[32] Producer Yoshinori Ono pitched Street Fighter IV to Inafune, who was head of R&D at the time.[32][33] Inafune approved the project, due to the positive reception to Street Fighter II' Hyper Fighting on Xbox Live Arcade and fans interest.[32] Street Fighter IV was released first in arcades in Japan in 2008, and then on home consoles in 2009. The original console version of SFIV went on to sell 3.4 million copies.[34]

On April 22, 2010, it was announced that Inafune would be Capcom's Global Head of Production. Inafune stated "I want to end comments that Capcom games made in Europe aren't really Capcom games ... basically saying that whether games are created in America or Japan or anywhere in the world, I will be the one overlooking it and so it will have that Capcom flavor that fans know and love."[35][4][36]

Modern Japanese games

[edit]

Inafune has voiced various negative views on modern Japanese game developers, stating that they are behind Western developers in innovation. At the 2009 Tokyo Game Show while promoting Dead Rising 2, and speaking through his translator and Capcom employee Judd, Inafune stated "Personally when I looked around [at] all the different games at the TGS floor, I said 'Man, Japan is over. We're done. Our game industry is finished.'"[29][37][38][39] He also said "“I look around Tokyo Games Show, and everyone’s making awful games; Japan is at least five years behind.”[40]

In 2012, Inafune defended Phil Fish's statements criticizing modern Japanese video games, saying: "It's very severe, but very honest. Unless Japanese people feel embarrassed from the experience of getting harsh comments, saying [new games] could have been better is not an opinion they would take seriously. When they're embarrassed and they feel obliged to change, it would make a difference."[39] In 2012 at the Game Developer's Conference in San Francisco, Inafune again disparaged the state of Japanese gaming.[10] He said, "Back in the day Japanese games were used to winning and were used to success. We celebrated all sorts of victories. However at some point these winners became losers. Not accepting that fact has led to the tragic state of Japanese games today."[41]

Comcept, Intercept, Ding

[edit]

On October 29, 2010, Inafune announced on his blog that he would be leaving Capcom with the intention of "starting his life over".[42] He had been with the company for 23 years.[43] In an interview with 4Gamer he stated "The reason why I'm quitting is basically because I think that the game industry itself must change the way it goes about making games,". He cited that job security creates complacency among staff, and big budgets with very large staff, as problems with current Japanese game companies.[44][45]

On December 15, 2010, Inafune launched a new company called Comcept, based in Osaka.[43] Comcept was a design and production studio, which does not develop games internally, but rather pairs up with studios to co-develop them, and was to work on media outside of games.[46][43] In January 2011, he launched another new company called Intercept, based in Tokyo.[5][43] Intercept was focused on game development.[43] Inafune's guiding philosophy behind Comcept was to work on multiple games at once, work on ideas they themselves created, and to have flexibility of doing multiple genres. Inafune cites the need for flexibility as being necessary for the company to survive.[46] During his time at Comcept, he was often given the credit of "Conceptor" on the games he has worked on.[47]

In December 2011, Inafune became Representative Director of DiNg, a smartphone game developer.[5]

Intercept began work on the game Kaio: King of Pirates, in 2012. Set for a release on the 3DS console, it was a pirate themed game starring loosely based on Journey to the West. The game was cancelled in 2015 by its publisher Marveolous Inc and they lost 461 million yen (roughly US$3.8 million) on the project.[48]

Inafune has made several cameo appearances in games. In the 2011 game Hyperdimension Neptunia Mk2, a scanned image of Inafune himself makes an appearance as a summon for the main character Nepgear during a special attack. Comcept was a co-developer along with Idea Factory on the otome game Sweet Fuse: At Your Side. The protagonist of Sweet Fuse is Saki Inafune, a fictitious niece of Inafune. Inafune appears in the game with his likeness and name, with his kidnapping serving as a plot device.[49]

Yaiba: Ninja Gaiden Z was a collaboration between Comcept, Team Ninja and Spark Unlimited and it is a spin-off of the Ninja Gaiden series. Released in 2014 it received both poor sales and reviews.[46] Inafune says poor timing is to blame for the sales, as players were transitioning to the PlayStation 4 console, and defends the title saying it had good gameplay.[46]

On August 31, 2013, Inafune started a Kickstarter project for a game Comcept and Inti-Creates were working on that is a spiritual successor to Mega Man series, known as Mighty No. 9.[50]

After multiple delays, the game was released in 2016 and was met with a mixed critical reception.[51] A livestream on the Twitch platform was done during the release of the game. Speaking through his agent and translator Judd, Inafune said: "You know, I want to word this in a way to explain some of the issues that come with trying to make a game of this size on multiple platforms." adding "I'm kind of loath to say this because it's going to sound like an excuse and I don't want to make any excuses. I own all the problems that came with this game and if you want to hurl insults at me, it's totally my fault. I'm the key creator. I will own that responsibility."[52][53] Judd added that he thought the game's problems stemmed from doing all the ports of the game and the base game at the same time, and that they had under-estimated the amount of work the project would require.[52][54]

Inafune is an advisor for Inflexion Point Capital, who announced in 2014 that they would be giving out seed investments of 100 to 500 thousand to Japanese mobile developers.[55][56]

At Electronic Entertainment Expo 2015 it was announced the Inafune was working with Armature Studio to make a new video game for the Xbox One called ReCore. On July 4, 2015 Inafune announced that he was once again using Kickstarter to fund a Mega Man Legends spiritual successor along with an anime based on the game called Red Ash, which failed to reach its funding goal.

In June 2017, Comcept was purchased by Level-5 and became Level-5 Comcept, with Inafune becoming its chief communications officer.[57]

In May 2022, Inafune started an NFT project called Beastroid inspired by the Mega Man series. [58]

Works

[edit]

Video games

[edit]
Year Game Role
1987 Street Fighter Graphic designer
Mega Man Character designer
1988 Mega Man 2
Pro Yakyuu? Satsujin Jiken! Graphic designer
1989 DuckTales
1990 Chip 'n Dale Rescue Rangers
Yo! Noid Character design, illustrations
Mega Man 3 Character designer, sub planner
1991 Mega Man: Dr. Wily's Revenge Character designer
Mega Man 4 Planner, special designer
Mega Man II (Game Boy) Character designer
1992 Capcom's Gold Medal Challenge '92 Graphic designer
Mega Man 5 Object designer, advisor
Mega Man III (Game Boy) Character designer
1993 Breath of Fire
Mega Man IV (Game Boy)
Mega Man 6 Object designer
Mega Man X Planner, character designer, writer
1994 Mega Man Soccer Illustration
Mega Man V (Game Boy) Character designer
Mega Man: The Wily Wars
Mega Man X2 Planner, character designer
1995 Mega Man 7 Object designer
Mega Man X3 Character designer
1996 Mega Man 8 Producer
1997 Mega Man: Battle & Chase
Mega Man X4
Mega Man Legends
1998 Resident Evil 2 Promotion producer
Mega Man & Bass Producer
Resident Evil: Director's Cut Dual Shock Ver.
1999 The Misadventures of Tron Bonne Producer, game concept
2000 Mega Man Legends 2 Producer
2001 Onimusha: Warlords
Mega Man Battle Network
Mega Man Battle Network 2
2002 Onimusha 2: Samurai's Destiny
Mega Man Zero
Mega Man Battle Network 3
2003 Mega Man Network Transmission
Mega Man Zero 2
Onimusha Blade Warriors Executive producer
Mega Man Battle Network 4 Producer
2004 Onimusha 3: Demon Siege
Mega Man Zero 3
Capcom Fighting Evolution Executive producer
The Legend of Zelda: The Minish Cap Producer
Mega Man Battle Network 5
2005 Shadow of Rome Executive producer
Mega Man Zero 4 Producer
Vampire: Darkstalkers Collection Executive producer
Resident Evil 4 (PlayStation 2 port)
Mega Man Battle Network 6 Producer
Mega Man Maverick Hunter X Executive producer
2006 Onimusha: Dawn of Dreams
Mega Man Powered Up Executive producer, character designer
Mega Man ZX Producer
Dead Rising
Mega Man Star Force Executive producer
Lost Planet: Extreme Condition Executive producer, original story
2007 Apollo Justice: Ace Attorney Executive producer
Kabu Trader Shun
Mega Man ZX Advent Producer
Zack & Wiki: Quest for Barbaros' Treasure Executive producer
Mega Man Star Force 2
We Love Golf!
2008 Street Fighter IV
Mega Man 9 Producer, character designer
Mega Man Star Force 3 Executive producer
2009 Resident Evil 5
Bionic Commando
Ace Attorney Investigations: Miles Edgeworth
Monster Hunter Tri
2010 Mega Man 10 Producer
Super Street Fighter IV Executive producer
Lost Planet 2
Ghost Trick: Phantom Detective
Dead Rising 2
2011 Marvel vs. Capcom 3: Fate of Two Worlds
Ultimate Marvel vs. Capcom 3
Hyperdimension Neptunia Mk2 Production support
2012 Hyperdimension Neptunia Victory
Mugen Souls Producer, character designer
J.J. Rockets Project lead
2013 Soul Sacrifice Concept
Bugs vs. Tanks![59] Game designer
2014 Soul Sacrifice Delta Concept
Yaiba: Ninja Gaiden Z
Azure Striker Gunvolt Executive producer, action supervisor
2015 Mighty Gunvolt Executive producer
2016 Mighty No. 9 Concept
ReCore Executive producer, concept
Azure Striker Gunvolt 2 Executive producer, action supervisor
2019 Dragon & Colonies Producer[60]
2022 Azure Striker Gunvolt 3 Executive producer, action supervisor
2025 Fantasy Life i: The Girl Who Steals Time Producer

Canceled games

[edit]

Film

[edit]
Year Title Role
2000 Biohazard 4D-Executer Executive Supervisor
2010 Zombrex: Dead Rising Sun Director[31]

References

[edit]
  1. ^ MegaMan Network (2004). "Interview with Keiji Inafune". Capcom. Archived from the original on 2006-05-12. Retrieved May 4, 2006.
  2. ^ MegaMan Neoseeker (2005). "Interview with Keiji Inafune 2". Capcom. Archived from the original on March 24, 2006. Retrieved May 4, 2006.
  3. ^ Gamespy (2005). "Interview with Keiji Inafune 3". Capcom. Archived from the original on May 3, 2006. Retrieved May 8, 2006.
  4. ^ Xbox 360 official magazine site (2005). "Interview with Keiji Inafune 4". Capcom. Retrieved May 8, 2006.{{cite web}}: CS1 maint: numeric names: authors list (link)[dead link]

Inline

[edit]
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  28. ^ blackoak. "shmuplations.com". shmuplations.com. Archived from the original on 2017-06-19. Retrieved 2017-07-11.
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  40. ^ Tabuchi, Hiroko (20 September 2010). "To Regain Video Game Lead, Japan Looks to West". The New York Times. Archived from the original on 2018-07-15. Retrieved 2018-07-15.
  41. ^ "Mega Man creator laments". Eurogamer.net. Archived from the original on 2018-07-15. Retrieved 2018-07-15.
  42. ^ 社長のblogは11/1をもって公開終了いたしました。ご愛顧ありがとうございました。 : Archived October 31, 2010, at the Wayback Machine
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