Concept
Everyone in one room
The studio moved for a reason it states plainly: to keep the whole development floor in one room while taking more space. Trouble is shared as it happens, and so is the moment a game is finished.
Inside that room sit the meeting spaces — glass-partitioned and easy to walk into — where a build can be played on the screen while it is being argued about.

01 · Meeting rooms for guests
A large room and a middle-sized one
The visitor side holds two meeting rooms. The larger has a timber accent wall, a 100-inch monitor and furniture that can be rearranged, with fixed sofas along two walls; the other is papered on every wall with an illustration of the studio at work.

02 · Staff meeting rooms
Three rooms, one of them painted by hand
Three more meeting rooms sit inside the development floor for staff only. One carries a wall painting of Inokashira Park, the landmark of Kichijoji: during the fit-out the company’s own designers drew the lines on the wall and painted it themselves, a one-off made by the people who use it.

03 · Refresh area
A counter with a view, and a step to sit on
The refresh area holds the two things the company names first when it describes the move: counter seats along the windows, nine floors up, and a raised platform floored with tatami.


