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Kazutaka kodaka's tips for greenlighting crazy projects

Kazutaka Kodaka's Cunning Advice | Deceiving Companies for Greenlit Projects

By

Emily Thompson

Feb 6, 2026, 04:24 PM

Edited By

Marco Silva

2 minutes of duration

Kazutaka Kodaka sharing insights on creative projects at a conference
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Kazutaka Kodaka, known for his work on Danganronpa and The Hundred Line, recently sparked conversation with his unconventional advice on getting projects approved. He suggests that sometimes, companies require a bit of deception to see the value in unique ideas.

Taking Risks with Unhinged Projects

Kodaka's approach emphasizes the importance of thinking outside the box. He believes that companies may not initially recognize the potential of seemingly outrageous concepts. He stated, "You have to deceive your company" to get even the wildest ideas off the ground. This advice resonated with many gamers and developers, igniting a thread of discussions across user boards.

Varied Reactions on User Boards

The feedback on this notion was mixed:

  • Some fans likened The Hundred Line to a subversion of Danganronpa, commenting on its less conventional themes.

  • Others argued it strays too far from classic Danganronpa-style storytelling, with one user noting that only one of its 22 routes mimics that style.

  • While several players applauded Kodaka's tactics, others raised concerns about the ethical implications of misleading stakeholders.

"Its a wonderful tactic, really. I canโ€™t count how many times I said in my job something like that and then just didnโ€™t do anything."

Why Worthwhile Projects Get Rejected

An interesting perspective shared among commenters highlights that creativity often gets stifled by gatekeepers, with many believing that unorthodox ideas face significant hurdles.

  • "Thereโ€™s probably a bunch of unhinged stuff that didnโ€™t get greenlit for a reason. Unhinged or unique is not the same thing as good."

  • Another pointed out how other iconic titles like Smash Bros had similar beginnings, where developers used prototypes to test their ideas informally.

What Can We Learn?

The conversation reveals a tension between creative vision and corporate expectations. While some endorse deceptive measures, others caution about their feasibility.

Key Insights

  • ๐Ÿ”น Innovation vs. Approval: Many agree that creativity often battles against company norms.

  • ๐Ÿ”ธ Prototype Strategy: Successful titles have roots in unapproved or less formal prototypes.

  • โš ๏ธ Ethical Risks: Deceiving stakeholders can be a slippery slope, leading to potential backlash.

As the discussions continue, one must wonder: Is bending the truth a necessary evil to foster creativity in gaming?

Future of Creative Ventures in Gaming

Experts predict a growing acceptance of unconventional project proposals in the gaming industry. Thereโ€™s a strong chance that companies will begin to adopt a more open-minded stance towards ideas that initially seem wild. With the success of titles that started as prototypes, itโ€™s likely that weโ€™ll see more developers advocating for loose experimentation. This shift could happen as early as the next few years, as organizations realize the value of creative risk-taking in driving innovation. Some analysts speculate that about 60% of game studios may implement these new strategies by 2028 to keep pace with evolving player expectations.

Echoes of the Past in Creative Conquests

A comparable moment in history can be found in the early days of rock โ€˜nโ€™ roll. Just as Kodaka suggests deceiving corporations to get projects greenlit, many musicians in the 1950s faced skepticism from record labels about their unconventional sounds. However, artists like Chuck Berry and Little Richard pressed on, using informal showcases to prove their worth. Their persistence led to a musical revolution, fundamentally changing the industry. This parallel illustrates that sometimes, challenging the norm and bending expectations can yield groundbreaking resultsโ€”much like the evolving landscape of gaming today.