MIRAIKEN studio

A studio that seamlessly connects the real and virtual, the physical and cyber, to create and distribute next-generation entertainment.

  • Business Spaces
  • It makes it possible for real and virtual spaces to transcend the dimensional barrier and connect without boundaries at a single base.

    It makes it possible for real and virtual spaces to transcend the dimensional barrier and connect without boundaries at a single base.

  • By combining virtual space with game and live performance materials, performers in the real world can enter the virtual space, transcending the dimensional barrier between real and virtual space and allowing filming to take place without boundaries.

    By combining virtual space with game and live performance materials, performers in the real world can enter the virtual space, transcending the dimensional barrier between real and virtual space and allowing filming to take place without boundaries.

  • Beyond the real world, a completely different virtual world unfolds

    Beyond the real world, a completely different virtual world unfolds

  • The virtual space in the background is surrounded by LEDs on all four sides, including the walls and floor. The large Video display and Spatial Production effects allow for a high degree of freedom in spatial expression.

    The virtual space in the background is surrounded by LEDs on all four sides, including the walls and floor. The large Video display and Spatial Production effects allow for a high degree of freedom in spatial expression.

  • The virtual space will transform in a variety of ways to match the worldview of the target content.

    The virtual space will transform in a variety of ways to match the worldview of the target content.

  • In the real world, which is connected to the virtual world, the unfinished structure is gradually completed to create a complete space.

    In the real world, which is connected to the virtual world, the unfinished structure is gradually completed to create a complete space.

  • Symbol Counter: A place where creators, engineers, and staff who use MIRAIKEN studio can communicate with each other

    Symbol Counter: A place where creators, engineers, and staff who use MIRAIKEN studio can communicate with each other

  • In addition to the main studio, there is also a soundproof studio. It is capable of handling a wide range of tasks, including motion capture, radio recording, and multiple simultaneous operations.

    In addition to the main studio, there is also a soundproof studio. It is capable of handling a wide range of tasks, including motion capture, radio recording, and multiple simultaneous operations.

  • Logo Design for "MIRAIKEN studio." The variability of the design expresses the many possibilities of "MIRAIKEN" beyond the logo.

    Logo Design for "MIRAIKEN studio." The variability of the design expresses the many possibilities of "MIRAIKEN" beyond the logo.

  • MIRAIKEN studio
  • By combining virtual space with game and live performance materials, performers in the real world can enter the virtual space, transcending the dimensional barrier between real and virtual space and allowing filming to take place without boundaries.
  • Beyond the real world, a completely different virtual world unfolds
  • The virtual space in the background is surrounded by LEDs on all four sides, including the walls and floor. The large Video display and Spatial Production effects allow for a high degree of freedom in spatial expression.
  • The virtual space will transform in a variety of ways to match the worldview of the target content.
  • In the real world, which is connected to the virtual world, the unfinished structure is gradually completed to create a complete space.
  • Symbol Counter: A place where creators, engineers, and staff who use MIRAIKEN studio can communicate with each other
  • In addition to the main studio, there is also a soundproof studio. It is capable of handling a wide range of tasks, including motion capture, radio recording, and multiple simultaneous operations.
  • Logo Design for "MIRAIKEN studio." The variability of the design expresses the many possibilities of "MIRAIKEN" beyond the logo.

Photo: Taichi Misonoo

About the Project

Overview This is an in-house studio that opened within the Bandai Namco Future Research Institute (headquarters) to create and disseminate next-generation entertainment. It is fully equipped with xR technology and real-time motion capture, and is equipped with a giant LED display stage. By challenging various possibilities of "unknown" such as "future", "unfinished", "unexperienced" and "unknown" in expressing various content, it brings a more entertaining experience to the audience.
Issues/Themes In this day and age where online communication has become mainstream, we aim to create a studio that will serve as a base for constantly challenging ourselves to create new expressions, technologies, and experiences.
Space Solution/Realization A studio of the future where the real and the virtual come together: By creating expressions where real-world cast members and virtual IP (intellectual property) and spaces intersect without boundaries, we have created a studio that brings the IP and worldview of BANDAI NAMCO Entertainment Inc. into the real world, expanding the possibilities of communication that transcends the barriers of dimensions.

Basic Information

Client BANDAI NAMCO Entertainment Inc.
Services Provided Facility Concept Planning, Design, Layout, Logo Design, Production, Construction, System Direction
Our Team Creative Direction: Jun Yamashita
Design, Layout: Masao Okada, Tomoyuki Ochi
Production, Construction: Norikazu Uemura
System Direction: Wataru Kamoto
Project Management: Hayato Sano, Narumi Watanabe
Location Tokyo, Japan
Open May 2021
Website https://miraikenstudio.bn-ent.net/
Tag
Jun Yamashita

Creative Direction

Jun Yamashita

We consider designs that are centered on the "experience" of people who visit a real space. We use the power of design to propose and realize solutions for the "experience" required in a wide range of fields, including entertainment, e-Sports-related events and permanent stores, corporate Showrooms, retail stores, and events.

Main Achievements

eXeField Akiba, MORI Building DIGITAL ART MUSEUM: EPSON teamLab Borderless, Space Museum TeNQ, Red Bull 5G 2016 FINAL, etc.

*The shared information and details of the project is accurate as of the date they were posted. There may have been unannounced changes at a later date.

Masao Okada

Design, Layout

Masao Okada

He has experience in spatial design in a variety of fields, including restaurants, commercial complexes, corporate exhibition spaces, university facilities, and events. In recent years, he has worked on highly specialized spaces, mainly flagship retail stores and experiential Spatial Production spaces. In addition to proposing interior design, he designs to enhance the experiential value of the space from a comprehensive perspective. He excels at solving problems by working closely with his clients.

Main Achievements

Onmyoji booth Niconico Chokaigi 2017, TAMASHII NATION 2017, MORI Building DIGITAL ART MUSEUM: EPSON teamLab Borderless, TAMASHII NATIONS TOKYO, etc.
Tomoshi Ochi

Design, Layout

Tomoshi Ochi

He is mainly involved in creating spaces related to exhibitions, events, entertainment, and e-Sports. Armed with a strong sense of curiosity, he is unashamedly challenging himself with new designs that broaden the scope of Tanseisha's proposals, and co-creating with his clients.

Main Achievements

MIRAIKEN studio, MORI Building DIGITAL ART MUSEUM: EPSON teamLab Borderless, Red Bull 5G 2016 FINAL, Toukaigi 2018 Sony Interactive Entertainment (SIE) booth, Call of Duty WWII Pro League, etc.