Interview with the Producer of "Monster Hunter Outlands": Wanting to Bring More People Joy Through Mobile Gaming [TGS2025]

Note: the original Japanese article can be found at:
https://www.4gamer.net/games/667/G066758/20250930008/

Editorial Department: Akasaka Photographer: Nagayama Wataru | 2025/10/03 06:28 (UTC)

TiMi Studio Group (hereinafter “TiMi”) held a stage event titled “Producers’ Frontline: Exploring the Hunting Island” at the Level Infinite booth during Tokyo Game Show 2025 on September 25.

Image Gallery No.015 thumbnail / Interview with the producer of “Monster Hunter Outlanders.” Want to let more people enjoy mobile gaming [TGS2025]

At this event, Mr. Huang Dong, a producer at TiMi, and Mr. Sunano Genki, a producer from Capcom, took the stage to unveil the latest information about the new smartphone app, “Monster Hunter Outlanders” (available on iOS / Android, hereafter referred to as MHO).

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Experience Monster Hunter action on smartphones. Report from the stage unveiling the latest updates for “Monster Hunter Outlanders” at TGS2025

Experience Monster Hunter action on smartphones. Report from the stage unveiling the latest updates for “Monster Hunter Outlanders” at TGS2025

On September 25, TiMi Studio Group hosted the stage event “Producers’ Frontline: Exploring the Hunting Island” at the Level Infinite booth during TGS 2025. The event featured Mr. Huang Dong from TiMi Studio Group and Mr. Sunano Genki from Capcom, who revealed the latest updates on the new smartphone app, “Monster Hunter Outlanders.”

[2025/09/26 11:51]

Following the announcement, we had a chance to speak with Mr. Huang and Mr. Sunano about various topics of interest. Below is our report from that conversation.

(Right) Producer Huang Dong, TiMi Studio Group
(Left) Producer Sunano Genki, Capcom Image Gallery No.003 thumbnail / Interview with the producer of “Monster Hunter Outlanders.” Want to let more people enjoy mobile gaming [TGS2025]

The Development Team’s Vision: “To Bring Monster Hunter to Even More People Than Ever Before”

4Gamer:
Today we’re glad to have you here. First, could you tell us a bit about TiMi Studio Group? I know it’s quite large and well-known in China—could you share its history and distinctive features?

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Mr. Huang:
The history of TiMi’s development is quite complex, and if I go into too much detail, it would be hard to cover the game itself. So I’ll keep it brief.
TiMi is a major studio under Tencent Games, headquartered in Shenzhen, China. It was formed in 2008 through the merger of several predecessor studios.
The J1 Studio responsible for developing MHO specializes in action games and previously worked on titles like Pokémon UNITE.

4Gamer:
How exactly is Capcom involved with MHO?

Mr. Sunano:
Capcom provided the “Monster Hunter” license to TiMi, making TiMi the primary developer. Meanwhile, Capcom acts as a supervisor, ensuring that the project aligns with the overall direction of the Monster Hunter series.

4Gamer:
So originally, who proposed this project?

Mr. Sunano:
The initiative came from TiMi. The planning and implementation were handled by TiMi, while Capcom reviewed each development phase to ensure alignment.

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4Gamer:
Developing a Monster Hunter title for smartphones involves many challenges in planning and operations. How did MHO approach these difficulties?

Mr. Huang:
Launching Monster Hunter on mobile was an enormous challenge. The vision of our development team has always been “to let even more people enjoy Monster Hunter than ever before.”

Smartphones used worldwide vary greatly in performance, brand, and specifications. These devices evolve rapidly, making it extremely difficult to deliver a high-quality, full-fledged action game to as many players as possible.

To overcome this, I believe the most important thing is listening closely to players—understanding exactly what they value most.

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4Gamer:
The closed beta test starts in November. What kind of feedback are you hoping to receive from players?

Mr. Huang:
We’d appreciate your advice on gameplay, as well as feedback regarding game quality and performance. We also welcome suggestions about what kinds of content you’d like to see added going forward.

Mr. Sunano:
Since this is a unique opportunity, we hope TiMi will incorporate their own originality rather than just creating another smartphone version of Monster Hunter.
We’d especially appreciate honest feedback on whether the new features—such as crafting—are fun and engaging, and where improvements could be made. This input will help us clearly define our ultimate goal.

4Gamer:
In the demo version, players experienced three types of crafts used for movement. Will these remain primarily tools for moving around in the final release?

Mr. Huang:
Yes—besides the movement-focused crafts shown during the presentation, many other new craft varieties will be available in the full version.

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4Gamer:
In previous Monster Hunter games, players could craft weapons or traps—so how is this different from the existing production mechanics?

Mr. Huang:
The concept behind crafts is to provide various advantages during field exploration. Beyond traditional crafting systems, these will connect with character progression, companions (Otomo), and other game elements—so stay tuned for more details in future updates.

Mr. Sunano:
Since crafts are placed directly on the field, they enable new kinds of environmental interaction.
In particular, when you bring along an Otomorutacon, your hunting strategy will involve crafting as well. While traps have existed before, now players can place them more freely and creatively—this adds a whole new dynamic to monster encounters.

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4Gamer:
Unlike previous Monster Hunter games, MHO displays the monster’s movement path on the map. In the demo version, this led to players following monsters in a straight line using crafts—despite having many mobility options, it felt like a single route. How do you address that?

Mr. Huang:
We aim to give players full freedom in choosing how they track monsters. The demo version showed linear craft placement due to time constraints, but in the actual game, players can place their own crafts and design custom exploration routes.

4Gamer:
How long is a typical play session expected to last?

Mr. Huang:
It varies depending on the monster and difficulty level, but since it’s a mobile title, we aim for short, accessible sessions that allow easy pick-up-and-play gameplay.

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4Gamer:
Compared to earlier Monster Hunter titles, the characters in MHO appear more strikingly attractive—almost reminiscent of TiMi’s flagship title Honor of Kings. Was there any discussion about character design direction?

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Mr. Sunano:
If a design goes too far outside the Monster Hunter universe, we request adjustments. However, MHO features a wide variety of adventurers as key characters—this is one of its defining traits. We’ve received many suggestions on how to make these characters stand out visually and through their backstories.

4Gamer:
The title changed from “Hunter” to “Adventurer”—was this done to allow TiMi more room for originality?

Mr. Sunano:
In past games, hunters typically didn’t craft equipment themselves. But in MHO, with new mechanics like crafting, we redefined the role as “adventurers”—characters with different professions and skills from traditional hunters.

4Gamer:
Will introducing adventurers increase the story-driven aspects of the game?

Mr. Huang:
We’ll maintain the series’ classic storytelling style—traditional Monster Hunter-style narratives will remain.

4Gamer:
Does this mean there won’t be any PvP elements introduced with the new adventurer characters?

Mr. Huang:
No, we’ve decided against adding PvP because it doesn’t align with the core spirit of traditional Monster Hunter.

4Gamer:
Any decisions made yet regarding the business model?

Mr. Huang:
We’ve confirmed a free-to-play structure. Beyond that, we’ll gather player feedback before official release to determine the final monetization approach.

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4Gamer:
Are there plans for multi-platform releases, such as PC or console?

Mr. Huang:
MHO is planned as a mobile-exclusive title.

4Gamer:
So no support for gamepads—only touch controls are in the works?

Mr. Huang:
Originally not planned—but we’ve been receiving strong feedback from players requesting gamepad compatibility. We’re now seriously considering it.

4Gamer:
Finally, as the closed beta test approaches in November, do you have a message for readers?

Mr. Huang:
Throughout this project, our vision has remained clear: “To help more people discover the charm of Monster Hunter.” So we warmly invite everyone to join the test and share your feedback actively. Your input will allow us to create an even better game.

Mr. Sunano:
MHO includes many new elements not seen in previous Monster Hunter titles—and we’re finally at a point where players can enjoy it.
That said, we don’t want to force our own ideas on the experience. Instead, we must carefully observe whether these new features truly bring enjoyment to players and refine them accordingly.
Please join the closed beta test and share your thoughts with us!

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Official Website for “Monster Hunter Outlanders”

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