Tuesday 16 May 1997 ZEB(ZAGE Events Building) Tokyo.
The ZEB, which usually hosts ZAGE's main events, is now being used for something different. Zaboru has invited all third-party developers who previously worked with ZAGE, offering them access to the ZEPS 3 development kit along with the ZAGE Unreal Engine Z3.
All of the game developers are excited, and for good reason. It's been nearly a month since the release of ZEPS 3, and in that time, they've had the chance to play through most of the 13 launch titles that ZAGE has released. Across the board, they're impressed—not just with the games themselves, but with the sheer power and performance of the new console. The visual fidelity, load speeds, and gameplay possibilities have shown them what ZEPS 3 is capable of. However, while they understand the console's potential as players, many of them are still in the dark about how to actually develop games for it. That's where Zaboru steps in. His goal today is to close that gap and give these studios the tools and knowledge they need to create for ZEPS 3.
The ZEB booth is packed with rows of PCs, including Zaboru's own high-performance setup. Each computer station is already occupied by groups of four to five developers from various game companies, all eager to take part in this exclusive development session. Even representatives from Akaishidan have shown up in full force. Among them is Ayumi, a well-known developer from the company—who, despite being heavily pregnant, insisted on attending the event. Zaboru initially tried to dissuade her for health reasons, but she wouldn't take no for an answer. She was determined to be here and learn alongside her team.
Joining her is none other than Akechi Hamazou, often called "Rashomon" in the underworld and Ayumi older brother. He arrives with three of his best developers, all of them eager and well-prepared. Their presence signals how seriously Akaishidan is taking this opportunity. These elite creators are ready to absorb everything Zaboru has to teach about developing for the ZEPS 3 platform, and they're not wasting a second.
As for game developers in the USA, Zaboru plans to host a similar event in the future. However, for now, his main focus is on supporting and equipping Japanese developers. This regional priority allows him to ensure a smoother rollout and more focused guidance during the early phase of ZEPS 3 development adoption.
Zaboru then stepped to the front of the room, facing the crowd of developers. "Good morning, everyone," he said with a confident smile. "As you all know, I invited you here today because there's something important we need to discuss—how your game development studios can start creating games for our newest platform, the ZEPS 3. And the good news is—we've been preparing for this moment."
Zaboru smiled and launched the Unreal Engine Z3 on his computer, which was connected to the large screen behind him for everyone to see. "As you're all aware, here at ZAGE, we've been developing our Unreal Engine for quite some time," he began. "Until now, we've primarily used it for arcade machines and PC games because only those platforms could truly take advantage of 32-bit performance and full 3D rendering capabilities.
"Our previous consoles—like the 16-bit ZEPS 2 and the 8-bit handheld ZGB—just didn't have the horsepower. That's why we relied on different engines for those systems. But with the release of the ZEPS 3, everything changes."
He paused, letting that sink in.
"Our home console can now match the performance of modern arcade cabinets and high-end PCs. This means the line between console and arcade is practically erased for now. To support this evolution, we've built a specialized version of our engine, dedicated entirely to ZEPS 3 development. We call it Unreal Engine Z3. It's designed from the ground up to tap into every ounce of performance the ZEPS 3 has to offer. Whether it's complex 3D models, particle effects, or environmental detail—we've structured this engine to handle it with power and precision."
Zaboru grinned and continued his explanation. "With Unreal Engine Z3, you can focus entirely on bringing your game ideas to life within the ZEPS 3 system. This engine is built to guide you through every step of the development process, making it easier to translate your concepts into actual gameplay. It's user-friendly, even for smaller teams, but I won't lie—it's demanding. The engine requires a fairly high-spec PC setup to run efficiently, so some of you may need to upgrade your development hardware to fully utilize its capabilities. But once you do, the creative possibilities will open wide."
A lot of the developers' eyes lit up—they could already tell how powerful and useful this engine was going to be. Zaboru began a live demo by creating a 3D model inside Unreal Engine Z3. After a few swift adjustments, he animated the model and, to the crowd's surprise, it began walking fluidly across the virtual environment.
Zaboru grinned. "Pretty neat, right? This engine supports high-polygon environments, allowing for far more detailed characters, architecture, and world elements. And that's just one of the many functions it brings to the table."
Then come One of the most engaging parts of the session came when Zaboru opened the floor for a Q&A segment. Hands shot up as developers across the room took the opportunity to ask about technical challenges, limitations, and creative possibilities within Unreal Engine Z3.
A developer from Studio BANZ asked, "Does Unreal Engine Z3 support real-time lighting adjustments, or do we still need to bake lighting like in older engines?"
Zaboru nodded. "Great question. Unreal Engine Z3 supports both baked and real-time lighting options. While real-time lighting can be demanding, the ZEPS 3 hardware is more than capable of handling it, especially with smart optimization."
Another developer from HUHU Soft chimed in, "How does the physics engine compare to what we've seen in the arcade version of your engine?"
Zaboru replied, "It's nearly identical, though the Z3 version has been tailored specifically for home console performance. We made some trade-offs to balance memory usage and ensure stable framerates, but the core simulation quality is still extremely high."
One question that stood out came from an IIJA Tech developer: "If we've worked with the OG Unreal Engine before, how much of that knowledge can we carry over?"
Zaboru smiled. "Quite a bit, actually. Unreal Engine Z3 is conceptually similar to Unreal Engine, same core logic, similar scripting foundation—but more addition and focused on ZEPS 3 overall."
The answers sparked excitement and curiosity. Developers scribbled notes and whispered ideas to teammates, already brainstorming how to adapt their projects using ZEPS3 with new engine. The energy in the room was electric.
After the Q&A session wrapped up, Zaboru addressed the developers once more, his tone shifting slightly to a more formal and serious one. "Now, let's talk about access," he began. "You can use Unreal Engine Z3 for free—yes, completely free—but there's a condition. All the data you generate while using the engine will be sent to us. Why? Because your development data helps us improve and refine the engine itself. We want this tool to grow alongside your games. Every stuff you create , every bug you hit, every optimization trick you discover—it all becomes part of the evolution of Z3."
He walked slowly across the front of the room as everyone listened intently. "If you're interested in joining the program, just fill out the registration form. Once that's done, a representative from ZAGE will personally visit your office, install Unreal Engine Z3, and spend a full week acting as your on-site tutor to help your team get started. You won't be going in blind."
Zaboru raised a hand and pointed to a stack of large manuals. "We've prepared a full guidebook—step-by-step instructions, best practices, troubleshooting, everything you'll need. And that's not all. We're also launching an Unreal Engine Z3 forum dedicated exclusively to developers like you. A place to share tips, solve problems, and collaborate. I'll be personally active on that forum from time to time as well."
The developers nodded in approval. Many of them had worked under similar data-sharing agreements before when Zaboru shared the original Unreal Engine, so this wasn't new to them. In fact, most seemed relieved by the level of support being offered. One by one, teams started forming lines to register. The atmosphere was buzzing with excitement and motivation as the hands-on showcase continued. Groups huddled around PCs, exploring the engine, trying out tools, and running early test builds. It was clear—the future of ZAGE's next generation had officially begun.
After a while, the showcase wound down. Most of the developers had packed up and left, but Zaboru stayed behind with the members of Akaishidan, who lingered as if waiting for something more. The room had quieted, filled now only with the soft hum of monitors and low chatter. Zaboru walked over to Ayumi, who was seated with a slight lean, one hand resting over her baby bump.
He sighed, a mixture of concern and admiration in his voice. "Ayumi, you really didn't have to come all the way out here today, you know?" Zaboru caress her head.
Ayumi looked up and smiled, her tone light but firm. "It's fine, Zabo. I might be pregnant, but I'm not that fragile. I wanted to be here. This matters to me."
She chuckled softly, and Zaboru couldn't help but smile in return. Akechi, who had been standing nearby with his arms crossed, let out a resigned sigh.
Zaboru turned to him. "Akechi-san… why did you let her come? She should be resting."
Akechi shrugged with a smirk. "You know how she is, Zaboru. Once she decides something, that's it. There's no changing her mind. Honestly, I didn't even try."
Zaboru laughed under his breath, shaking his head. "Well, I guess it's pointless to argue then." He glanced between the two of them, a fond look in his eyes. "Besides, Akaishidan isn't just any studio. It's where my wife works, and it's owned by my brother-in-law. Of course you're getting special treatment."
He checked his watch. "I've still got some time before I need to wrap up. How about we head to your office? I'll give you a personal walkthrough of Unreal Engine Z3—something a bit deeper than what the others got today. Call it a bonus lesson."
Akechi's grin widened. "It will be my pleasure". Then Akechi thought Having Japan's top developer as your sister's husband really does come with some insane perks.
Ayumi giggled again, standing slowly with help from oZaboru. The rest of the Akaishidan team started gathering their materials, energized by the promise of guideline from Zaboru himself. This kind of access was rare—practically unheard of—and none of them were going to waste it.
With that, Zaboru and the Akaishidan team headed to their studio office, the atmosphere charged with quiet excitement. The team, still energized from the earlier presentation, gathered around as Zaboru began setting up his personal development environment. For the next few hours, he would deliver an in-depth, hands-on lecture covering advanced features of Unreal Engine Z3—from optimizing rendering pipelines to leveraging memory management tools specific to the ZEPS 3 architecture.
This wasn't just another technical session—it was a rare opportunity to learn directly from the engine's creator. For Akaishidan, it was a game-changing moment. For Zaboru, it was a way to honor the bond between family, business, and the craft o
f game development.
To be continue
