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In the talk, entitled "The Cutting Edge of Preservation," a group of individuals including the Square Enix lead AI researcher Youichiro Miyake, Capcom digital content archive team producer Yasuyuki Makino, Sega producer Yosuke Okunari, and Taito producer Yuichi Toyama all spoke about what they are doing to save materials from the company's past.
Miyake, for instance, went over the work being done as part of Square Enix's SAVE project, which originally started back in Spring 2020 and was previously the subject of a talk at CEDEC 2022.
Similar to that talk, he went over how the team started preserving the company's vast archives, before talking about its internal and external applications. In doing this, he stated that some of this data had already appeared at various conferences and events, including SIGGRAPH ASIA in 2021, with the goal of these showcases being to make these archival efforts more widely known and to encourage other companies to start their own similar initiatives.
Yasuyuki Makino from Capcom, meanwhile, spoke about the Capcom Illustrations Archive System, which is an internal initiative being used to preserve "promotional materials such as game key art, logos, and character illustrations." He explained how this was being used to make licensing easier via a publicly available database, and talked about the scanning and retouching process to get these assets ready. As he stated, right now, only key art and sprites are being archived, but in the future, it is hoped that this initiative will expand to commercials, ROMs, background music, and design documents.
Similar to Miyake, he gave some examples of where this material had been used, referencing the bonus features of Capcom Arcade Stadium, the 40th-anniversary website Capcom Town, and public exhibitions.
As for Taito, it seems its own preservation efforts are spread across a bunch of different locations, with these various pockets each striving to digitize what they can. Among the items kept include game design specs, arcade boards, EP-ROMs, Microfilms, manuals, and printed materials.
Kevin Edwards ( Retro Videogame development ) (@kevedwardsretro.bsky.social)
This is amazing news! Square Enix, Capcom, Taito, and Sega aim to "archive past development materials" to preserve historical assets for research and exhibitions. Use your browser translate feature to read this great article - unless you can read Japanese anyway...

In the talk, entitled "The Cutting Edge of Preservation," a group of individuals including the Square Enix lead AI researcher Youichiro Miyake, Capcom digital content archive team producer Yasuyuki Makino, Sega producer Yosuke Okunari, and Taito producer Yuichi Toyama all spoke about what they are doing to save materials from the company's past.
Miyake, for instance, went over the work being done as part of Square Enix's SAVE project, which originally started back in Spring 2020 and was previously the subject of a talk at CEDEC 2022.
Similar to that talk, he went over how the team started preserving the company's vast archives, before talking about its internal and external applications. In doing this, he stated that some of this data had already appeared at various conferences and events, including SIGGRAPH ASIA in 2021, with the goal of these showcases being to make these archival efforts more widely known and to encourage other companies to start their own similar initiatives.
Yasuyuki Makino from Capcom, meanwhile, spoke about the Capcom Illustrations Archive System, which is an internal initiative being used to preserve "promotional materials such as game key art, logos, and character illustrations." He explained how this was being used to make licensing easier via a publicly available database, and talked about the scanning and retouching process to get these assets ready. As he stated, right now, only key art and sprites are being archived, but in the future, it is hoped that this initiative will expand to commercials, ROMs, background music, and design documents.
Similar to Miyake, he gave some examples of where this material had been used, referencing the bonus features of Capcom Arcade Stadium, the 40th-anniversary website Capcom Town, and public exhibitions.
As for Taito, it seems its own preservation efforts are spread across a bunch of different locations, with these various pockets each striving to digitize what they can. Among the items kept include game design specs, arcade boards, EP-ROMs, Microfilms, manuals, and printed materials.