The Tokyo Game Show, in its 30th edition, drew heavy crowds. Alongside the traditional console and mobile exhibits, AI-based production tools and conversational character demos emerged as a central theme, showing where the Asian games industry's attention has moved.
The Tokyo Game Show opened for its 30th edition with a packed hall, and console, mobile and independent sections participated at roughly their usual scale.
광고 문의 · 300×250The change this year is the AI zone. Separate booths showed technology generating character dialogue and voice in real time, tools that automatically build backgrounds and terrain, and automated translation and localization. Exhibits about the development pipeline, rather than games themselves, have grown.
The show began in 1996. Its composition shifted with each console generation, and the rising share of independent studios and other Asian developers has turned a Japanese domestic event into a regional one.
How AI is changing production
In tooling, AI use has already reached practice, with reported savings in background asset creation, test automation and multilingual localization. At the same time, the changing role of voice actors and illustrators, and the rights questions that follow, remain contested inside the industry.
That tension shows on the floor. Technology booths emphasize efficiency while studio booths emphasize what humans made. Which becomes the standard is unsettled.
Where Korean, Taiwanese and Chinese studios sit
In Asia's games industry Korea holds position in online and mobile, Taiwan in publishing and hardware, and China in a large mobile market and in-house development. The show has served as a place for those three to talk business, and this year's business days were described as busy.
This paper does not treat an industry show only as attendance figures. What newly appeared on the floor, and how it changes the work of the people who make games, is the part worth recording.