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Author Topic: Seth Killian Leaves Capcom  (Read 419 times)
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« on: June 19, 2012, 12:40:44 PM »

http://metalmusicman.com/files/pictures/evo2k11/sethkillian.JPG
Seth Killian Leaves Capcom
Capcom is quickly losing people to count on in the fighting game area of things.  Seth Killian--who Street Fighter 4's character, Seth, is named after--is one of the most important and influential people in the Fighting Game Community; as a player, a representative, and a gameplay consultant for Capcom, he has been a constant aid to the fighting community over the last 10+ years.  I very much hope that Seth finds another position where he can somehow influence the community after his departure from Capcom.

Thank you so much for everything up until this point, and best of luck in the future, Seth!

Quote from: Seth Killian
...to the FGC: In no uncertain terms, you have been my reason for everything. A game can be incredible, but it’s the players and where they take it that elevate it into legend. Both as individuals and as a group, you have taught me more than I could have ever thought possible. Every hour on the road and every air mile towards my first million doesn’t begin to repay the debt I feel to all of you. You are a family to me. Today, the community is strong, and growing stronger. We fight, we make mistakes, we argue, and we compete but in the end we have each other. To you, I can only say ”thank you.” You continue to electrify the world and show the power not just of a game, but of a living, breathing community. Strive to be your best selves, to share our magic with the next generation, and above all else, take care of each other. We are a family.


Seth Killian, longtime member of the fighting game community and community manager at Capcom, recently announced that he will be parting ways with the company. While the blog entry obviously doesn’t go into specifics, he touches on his history with the Street Fighter series and the fantastic opportunity he was given to help make Street Fighter IV a reality. We’ve included a short excerpt from the post, but be sure to head over to Capcom-Unity to read the entire thing.

We would like to extend our deepest gratitude to Seth for everything he’s done over the years and wish him success in his future endeavors, whatever they may be.


« Last Edit: June 19, 2012, 12:44:03 PM by MetalMusicMan » Logged
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« Reply #1 on: June 24, 2012, 10:32:43 PM »

http://i.imgur.com/f1jV7.jpg
Seth Killian Leaves Capcom


I'm posting today to say that Friday, June 22nd will be my last day at Capcom.

Writing this is incredibly difficult. In no uncertain terms, Capcom
has been a dream for me.

I have chosen a new path which will let me embrace a new dream, but to everyone that ever believed in this dream we shared together, let me say this final thanks. I will leave as I began--a Capcom fan for life, looking forward to all the great games still to come.

My brother Pete introduced me to Street Fighter II in 1991, and it was love at first sight. Even at the height of my early fan fever dreams, however, I could never have guessed that this game would take me around the world. From my first fumblings with the fireball, to battling for local arcade supremacy, and even on to competing in Japan, I still never let myself imagine I could someday meet, much less work alongside the people responsible for these games. To think back on the fact that it's been my real life for these years is hard for me to believe, even now.

Lured by news of a new project that would eventually become Street Fighter IV, I gave up a happy little life to join Capcom in 2006 with the naive hope of playing some part--any part--in waking up the world to remember something I have known in my blood since the SF2 era: fighting games are amazing. At the time I came on, fighters were few and far between, and Street Fighter had been asleep for a long time. Through the combination of some great games and an incredible community, I'm happy to think that we've hit that early target--fighting games are strong again--perhaps stronger than they've ever been before.

Based around the early success of SFIV, we were able to create a small model internally to show that the positive impact community can have on our games. From there, the insights and passion from fans across our franchises have made Capcom a far more open, engaged place than the company I knew growing up. Fan-facing events and conversations have become a top priority, and even our typically reserved producers have opened up to the joys and challenges of talking directly to their players. Even as you give us hell and ask us to do better, remember the progress we've made together and know that this company is full of great individuals who share your love for the games, and that they are always trying to chart the path to make games that are worthy of your dedication.

To everyone that's helped me along my path, I'm left only with words that seem hollow from overuse, but: Thank You.

Thank you to Ono-san, and to the now-passed Mark Beaumont, who trusted me with the game and believed in my passion from the very start.

To Niitsuma-san, who invited me on his journey to embrace the crazy heart beating inside the Versus series, and produced games that still thrill me even after thousands of hours.

To the many talented people throughout the fighting teams that gave me a literal schooling of the kind possible nowhere else in the world--I'm a proud graduate of "Capcom U" and have the scars to prove it Smiley

To everyone who has worked alongside me on our community teams, and to Christian Svensson who made it possible, through good times and bad, trying to fight the good fight and make sure our biggest fans had a voice at the decision-making table.

To my many other friends and colleagues at Capcom around the world, I'm proud to realize there are far too many of you to thank directly, so let me say simply "otsukare-sama desu," and I hope we will meet again.

And finally, to the FGC: In no uncertain terms, you have been my reason for everything. A game can be incredible, but it's the players and where they take it that elevate it into legend. Both as individuals and as a group, you have taught me more than I could have ever thought possible. Every hour on the road and every air mile towards my first million doesn't begin to repay the debt I feel to all of you. You are a family to me. Today, the community is strong, and growing stronger. We fight, we make mistakes, we argue, and we compete but in the end we have each other. To you, I can only say "thank you." You continue to electrify the world and show the power not just of a game, but of a living, breathing community. Strive to be your best selves, to share our magic with the next generation, and above all else, take care of each other. We are a family.

-Seth
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« Reply #2 on: June 24, 2012, 10:36:16 PM »

Dat fucking Ryu pic...
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« Reply #3 on: June 24, 2012, 10:55:21 PM »

Dat fucking Ryu pic...

Man, I know, right?  /tear
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« Reply #4 on: July 01, 2012, 01:36:45 AM »

http://shoryuken.com/2012/06/30/thanks-seth-more-than-a-community-manager/
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« Reply #5 on: July 02, 2012, 12:32:52 PM »

http://shoryuken.com/2012/07/02/seth-killian-joins-sony-santa-monica-studios/

Wow... this is a pretty big move.  Seth is now a lead game designer for Sony Santa Monica Studios-- the branch responsible for the new PlayStation All-Stars Battle Royal, among other things.  I would imagine that Seth must have gotten a great offer / had very high hopes for the direction Sony is going in.  Sony has always been a huge sponsor at Evo (despite many members of the community preferring Xbox, Sony has consistently supported Evo and provided consoles for the entire tournament), and this year it looks like there are "big things in store" regarding Sony's presence.

Quote from: Seth Killian
Fighting games are very close to my heart, and as someone that’s spent much of my life with traditional fighters, All-Stars has been a great opportunity to take a step back and rethink fighting fundamentals from the ground up. The entire team was put together from scratch to create this game, and they are loaded with fighting game superstars (including some impressive tournament credentials–I’m not even the first EVO finalist to join the team!) who love great combat just as much as I do.


I must say, this is making my ears perk regarding All-Star Battle Royal... I didn't give it the time of day before, but if Seth is at the helm, who knows?


Check out the PlayStation All-Stars Battle Royal trailer below.
PlayStation® All-Stars Battle Royale E3 Trailer Small | Large


More regarding Seth's departure from Capcom:

What prompted your decision to leave Capcom? After devoting so many years of life to that company I’m sure it was not something you settled upon lightly.

    Capcom was (and is) very close to my heart. The teams there have been extremely gracious with me, and showed me a great deal of trust in me to work on the fighting titles specifically. Towards the end of my time, that trust extended to titles even outside of the fighting genre, but to focus purely on the design-side at Capcom would have required that I move to Japan full time, which wasn’t a path for me (also my Japanese is really, really bad).

   Why did you decide to join Sony Santa Monica? Had you considered other developers?

    I’ve been lucky enough to have a variety of interesting opportunities, but the decision to join Sony Santa Monica came down to the people and the projects. Frankly, I think they’re one of the best kept secrets in the industry–everyone knows their work from AAA giants like God of War to more personal games like The Unfinished Swan, but I don’t think people realize so many of these great projects are coming through the same studio. Also, between the internal group working on God of War and externals like SuperBot, they’re loaded with fantastic combat designers, who make me feel right at home. They speak my language.

   What lessons from Capcom will you be brining into your new role at Sony Santa Monica?

    One of my key take-aways was that attention to detail–right down to individual frames, a super crisp responsive feeling, or a piece of key music–is what can elevate a good or decent game to real greatness that people will remember or play for years. If you think about why Facebook paid a billion dollars for Instagram with so many other similar photo sharing apps around, even if that’s an extreme example, it’s a very clear illustration of how important the little differences in products are to people who use them a lot. I’d like to apply that same level of craft in my future Santa Monica Studio games.
« Last Edit: July 02, 2012, 12:35:44 PM by MetalMusicMan » Logged
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