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===Development divisions=== In its beginning few years, Capcom's Japan branch had three development groups referred to as "Planning Rooms", led by [[Tokuro Fujiwara]], [[Takashi Nishiyama]] and [[Yoshiki Okamoto]].<ref>{{cite journal |journal=Gameside |script-title=ja:ゲーム業界を"爆発"させた"ストライダー"の父 「四井浩一」 ディスコグラフィー |date=February 2009 |issue=16 |language=ja |publisher=Micro Magazine}}</ref><ref>{{cite video game |title=[[Strider (arcade game)|Strider Hiryū]] |developer=Capcom Co., Ltd |publisher=Capcom Co., Ltd. |date=March 7, 1989 |scene=staff credits}}</ref> Later, games developed internally were created by several numbered "Production Studios", each assigned to different games.<ref>{{cite web|url=http://psp.ign.com/articles/775/775450p1.html |title=The Future of PSP – Capcom |author=Nix, Marc |date=March 23, 2007 |work=[[IGN]] |publisher=IGN Entertainment, Inc |access-date=May 11, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110223004104/http://psp.ign.com/articles/775/775450p1.html |archive-date=February 23, 2011 }}</ref><ref name="annualreport2009"/> Starting in 2002, the development process was reformed to better share technologies and expertise, and the individual studios were gradually restructured into bigger departments responsible for different tasks.<ref name="annualreport2009"/> While there are self-contained departments for the creation of arcade, pachinko and pachislot, online, and mobile games, the Consumer Games R&D Division is an amalgamation of subsections in charge of game development stages.<ref name="annualreport2009"/><ref>{{cite web |url=http://www.capcom.co.jp/ir/english/interview/2008/ |title=Developer Interview 2008 |publisher=Capcom Co., Ltd |access-date=July 24, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20101004135608/http://www.capcom.co.jp/ir/english/interview/2008/ |archive-date=October 4, 2010 }}</ref><ref name="annualreport2007">{{cite web|url=http://www.capcom.co.jp/ir/english/data/pdf/2007annual/Annual2007e.pdf |title=Annual Report 2007 |publisher=Capcom Co., Ltd |access-date=July 22, 2010 |url-status=live |archive-url=https://web.archive.org/web/20121020035102/http://www.capcom.co.jp/ir/english/data/pdf/2007annual/Annual2007e.pdf |archive-date=October 20, 2012 }}</ref> Capcom has two internal Consumer Games Development divisions: * Division 1, headed by [[Jun Takeuchi]], develops ''[[Resident Evil]]'', ''[[Mega Man]]'', ''[[Devil May Cry]]'', ''[[Dead Rising]]'', ''[[Ōkami]]'', and other major franchises (usually targeting global audiences). * Division 2, headed by [[Ryozo Tsujimoto]], develops ''[[Ace Attorney]]'', ''[[Onimusha]]'', ''[[Sengoku Basara]]'', and other franchises with more traditional IP (usually targeting audiences in Asia) alongside online-focused franchises such as ''[[Monster Hunter]]'', ''[[Street Fighter]]'', ''[[Marvel vs. Capcom]]'', and ''[[Lost Planet]]''.<ref>{{cite web|url=http://www.capcom.co.jp/ir/english/interview/2015/|title=Developer Interview 2015|author=Capcom}}</ref><ref>{{Cite web|url=https://www.gamesindustry.biz/articles/2015-10-13-capcoms-resident-evil-division-focusing-on-vr|title=Capcom's Resident Evil division "focusing" on VR|website=GamesIndustry.biz|date=October 13, 2015 }}</ref><ref>{{Cite web|url=https://www.capcom.co.jp/ir/english/company/officer02.html|title=CAPCOM | Corporate Officers|website=CAPCOM IR|date=April 2023 }}</ref> In addition to these teams, Capcom commissions outside development studios to ensure a steady output of titles.<ref>{{cite web|url=http://www.capcom.co.jp/ir/english/interview/2009/vol08/index.html |title=Developer Interview 2009: vol08.Keiji Inafune |publisher=Capcom Co., Ltd |access-date=November 6, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100407010514/http://www.capcom.co.jp/ir/english/interview/2009/vol08/index.html |archive-date=April 7, 2010 }}</ref><ref>{{cite web|url=http://www.capcom.co.jp/ir/english/interview/2010/vol01/03.html |title=Developer Interview 2010: vol01.Jun Takeuchi |publisher=Capcom Co., Ltd |access-date=November 6, 2010 |url-status=live |archive-url=https://web.archive.org/web/20101003125751/http://www.capcom.co.jp/ir/english/interview/2010/vol01/03.html |archive-date=October 3, 2010 }}</ref> However, following poor sales of ''[[Dark Void]]'' and ''[[Bionic Commando (2009 video game)|Bionic Commando]]'', its management has decided to limit outsourcing to sequels and newer versions of installments in existing franchises, reserving the development of original titles for its in-house teams.<ref>{{cite web|url=http://kotaku.com/5540859/bionic-commando-dark-void-last-straws-for-capcom |title=Bionic Commando, Dark Void Last Straws For Capcom |author=Orsini, Lauren |date=May 17, 2010 |work=[[Kotaku]] |access-date=November 6, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100620062228/http://kotaku.com/5540859/bionic-commando-dark-void-last-straws-for-capcom |archive-date=June 20, 2010 }}</ref> The production of games, budgets, and platform support are decided on in development approval meetings, attended by the company management and the marketing, sales and quality control departments.<ref name="annualreport2009" /> Although the company often relies on existing franchises, it has also published and developed several titles for the [[Xbox 360]], [[PlayStation 3]], and [[Wii]] based on original intellectual property: ''[[Lost Planet: Extreme Condition]]'', ''[[Dead Rising (video game)|Dead Rising]]'', ''[[Dragon's Dogma]]'', ''[[Asura's Wrath]]'', and ''[[Zack and Wiki]]''.<ref name="New Blood">"Lost Planet & Dead Rising; Capcom Brings New Blood to Xbox 360." EGM [i] 2006: 1-41. ProQuest Research Library. Web. May 30, 2012.</ref> During this period, Capcom also helped publish several original titles from up-and-coming Western developers, including ''[[Remember Me (video game)|Remember Me]]'', ''[[Dark Void]]'', and ''[[Spyborgs]]'', titles other publishers were not willing to gamble on.<ref>{{cite web |author=Douglass C. Perry |date=August 21, 2009 |title=How Airtight Games started a console game studio with just $24,000 |url=https://venturebeat.com/2009/08/21/how-airtight-games-started-a-console-game-studio-with-just-24000/ |url-status=live |archive-url=https://web.archive.org/web/20150204042337/http://venturebeat.com/2009/08/21/how-airtight-games-started-a-console-game-studio-with-just-24000/ |archive-date=February 4, 2015 |access-date=February 8, 2015 |work=VentureBeat}}</ref><ref>{{cite web |author=Stephany Nunneley |date=November 27, 2012 |title=Remember Me developer discusses amicable split with Sony, Capcom's {{sic|nolink=y|reason=error in source|enthusiasim}} |url=http://www.vg247.com/2012/11/27/remember-me-developer-discusses-amicable-split-with-sony-capcoms-enthusiasim/ |url-status=live |archive-url=https://web.archive.org/web/20150128135356/http://www.vg247.com/2012/11/27/remember-me-developer-discusses-amicable-split-with-sony-capcoms-enthusiasim/ |archive-date=January 28, 2015 |access-date=February 8, 2015 |work=[[VG247]]}}</ref> Other games of note are the titles ''[[Ōkami]]'', ''[[Ōkamiden]]'', and ''[[Ghost Trick: Phantom Detective]]''.
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