Hello.
My name is Obi, and I am the director of the new game currently in development at Arc System Works titled Donutal.
Today, I would like to share the secret story behind the birth of Donutal!
▶️Arc-style "Just-Make-It Project"
Donutal was born from an initiative called the "Just-Make-It Project," proposed by Arc System Works' President Kidooka. Simply put, it is an in-house pitch competition open to all employees of Arc System Works and its group companies.
To make it easier for junior staff to take on the challenge, length of service and job title have zero impact on evaluation. Instead, it purely comes down to "strength of concept" and the "core element of fun".
For me—a planner in my fourth year after joining as a new graduate at the time—this project was a rare opportunity to give tangible shape to my own vision.
▶️A Turning Point in My Career and Ambition
At the time of application, I was in my fourth year at the company, working within the fighting game team. As an "outer planner"*, my duties included taking in-game screenshots, capturing gameplay videos, implementing dialogue sequences, creating specifications for new screens, and managing project progress.
*Outer Planner: A job title responsible for creating specifications for non-battle (external) elements in fighting games. It might be a role rarely heard of outside of Arc System Works...?
Through my daily tasks, I had many opportunities to learn about game production processes and structures, which gradually built up my desire to "challenge unfamiliar areas and grow". Eventually,
I clearly realized my inner ambition as a creator: "I want to be involved in creative work that builds something from scratch."
"After all, since I entered the game industry, I want to create a game based on a concept I generated entirely on my own."
I think almost everyone working in a game company holds that dream, but only a select few actually get to realize it. Naturally, I didn't have the confidence that I could be one of those few when I applied.
However, realizing that overthinking before starting wouldn't help and that "you never know until you try!", I decided to take the leap.
Alongside my daily duties, I put together the proposal for Donutal. While people might associate planners with "writing proposals," in reality, that rarely happens in day-to-day work. I created the proposal through trial and error, constructing the game in my mind. After submitting it, passing the first document screening, and completing the final presentation in the second round, Donutal was selected and greenlit for full commercial development!
▶️Gratitude to Everyone Who Gave Advice
I quickly came to realize that this product was certainly not something I could have accomplished alone.
It was all thanks to the feedback and advice from senior colleagues who shared candid opinions and precise feedback, peers who inspired each other, and my workplace drinking buddies(?).
"How does it differentiate itself from competing titles?"
"Character design to full-body portrait creation for one character seems like it'll take this much labor."
"This part is catchy, but this other part is confusing."
"A story with a stronger hook might be better."
The list of advice that shaped the current state of Donutal goes on and on.
I am truly filled with gratitude for everyone around me.
Once again, thank you very much!

That covers the behind-the-scenes story of how Donutal came to be!
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■ Today's Note
I might have written a lifetime's worth of text this fiscal year.
