Toward game development that fits in a year
What if tools and workflow could change what a development schedule looks like?
We use tools, software and workflow design to shorten game development that has grown long.
PROBLEM
Game development can be shorter.
Games have grown larger and more complex, and it is no longer unusual for a project to take four or five years. At the same time, plenty of room for improvement remains on the floor: repetitive work, tangled processes, procedures only one person understands, data scattered across systems, and time lost waiting for reviews.
Kachipochi looks at these problems from both sides — the tools and the workflow — and works toward an environment where a game can be finished in less time.
Too much repetitive work
Processes have grown tangled
Work depends on specific people
Data and information are scattered
Rework and waiting for reviews
Tools do not talk to each other
APPROACH
Change the flow of development, not just the tools.
Automating a single task will not move the overall schedule much. Kachipochi combines tools, software, workflow and pipeline work to improve the process as a whole.
01
Tools
Tools that automate repetitive work and simplify complicated operations.
02
Workflow
We map how work actually happens, then design a workflow with less waste and less waiting.
03
Pipeline
We connect tools, data and people into a production foundation the whole team can keep improving.
ABOUT US
About us
Kachipochi plans, builds and sells tools and software that make game development more efficient, and supports studios in setting up workflows and production pipelines.
On a game development floor there are always things slowing production down: repetitive work, tangled processes, procedures only one person knows.
By providing tools and structure that fit the problems a team actually has, we create an environment where developers can concentrate on making games.
MISSION
Mission
Toward game development that fits in a year
Games have grown larger and more complex, and it is no longer unusual for a project to take four or five years.
Kachipochi uses tools, software and workflow design to reduce the time game development takes.
Not by rushing the work, but by removing wasted steps and waiting time — keeping quality and creativity intact while finishing in less time.
Getting games into playable shape sooner, so more ideas reach the world. That is what we are here for.
SERVICES
Three ways we help
From ready-made products to custom development and improving the production environment as a whole, we match the scale of the problem in front of you.
Game development tools for sale
We plan, build and sell tools, plugins and software that cut down the repetitive and administrative work that comes up on a game development floor.
The aim is to free developers from fiddly work so they can stay on the game itself.
Custom tools for your studio
We build tools and software around the problems a specific team or project has — improving efficiency, automating work, and managing data.
We start by looking at the environment and the habits already in place, then propose something the team can realistically keep using.
Workflow and pipeline support
We map the stages of production, how data moves, which tools are used and how people hand work to each other, then help build a workflow and pipeline that suits the project.
The goal is less dependence on individuals, less rework and less waiting, so the whole team can keep moving.
VALUE
What Kachipochi brings
A shorter schedule
Automating repetitive work and rethinking the process reduces the time it takes to finish a game.
More time on the work that matters
Less administration and fewer complicated operations means more hours for developers and artists to spend on making the game.
No more knowledge silos
We take work and knowledge that lives with one person and turn it into something the team can share and run.
Improvement that continues
Not a one-off gain. We aim for an environment the team can keep adjusting as the project and the people change.
PRODUCTS
Products
Unreal Engine editor plugins that cut down the repetitive and administrative work that comes up during production.

Smart Collections
A collection plugin that lets you organise Unreal Engine assets and folders together, in one place.
Supported software
- Unreal Engine 5.5 – 5.8
- Windows
- Plugin
Key features
- Put any mix of assets and folders in a single collection — no type restriction
- Organise collections into parent/child trees. Drag to reorder or re-parent; cycles are detected automatically
- Asset thumbnails in tile view, so you can recognise assets without opening them
- Add from the Content Browser by drag and drop or the right-click menu (multi-selection supported)
- Each collection saves as a plain-text JSON .smc file — diffs read cleanly in Git and Perforce
- Because it is standard JSON, Python scripts and CI can read it without launching the editor
Last updated:2026-07-05

Material Parameter Manager
An Unreal Engine editor plugin that lists parameters across multiple materials and lets you edit Group and Sort Priority in bulk.
Supported software
- Unreal Engine 5.5 – 5.8
- Windows
- Plugin
Key features
- Two modes: a standalone window for working across materials, or a panel scoped to the material open in the Material Editor
- View every parameter across the materials you add in one unified list, and set Group or Sort Priority for several at once
- Changes are staged until you press Apply, then committed as a single transaction (undoable with Ctrl+Z)
- Rows with uncommitted edits are highlighted, so staged and applied are never confused
- Real-time search and filter by parameter or group name
- Supported types: Scalar / Vector / Texture 2D / Texture (all variants) / StaticSwitch / StaticBool
Last updated:2026-07-06
Pricing depends on the license tier. Please check the store page for current pricing.
WORKS
Work and activity
Products we have built and talks we have given. We will add more as there is more to show.
- Products
Smart Collections
An Unreal Engine plugin for managing assets and folders together in one collection. Saved as plain-text JSON so it works with source control and scripts.
- Products
Material Parameter Manager
An Unreal Engine editor extension that lists parameters across materials and edits Group and Sort Priority in bulk.
- Talks
UNREAL FEST 2024 TOKYO
Getting started with Unreal Python for technical artists
An introductory talk for technical artists beginning to use Python in Unreal Engine.
- Talks
CEDEC 2022
Cutting tool maintenance cost: building and running a tool logging service as a technical artist
A talk on building a service that automatically collects and analyses tool usage logs, and how it reduced the cost of maintaining a growing set of tools.
Coming soon
Client Work
Tools and software built under contract.
Coming soon
Workflow
Work on organising and improving workflows.
Coming soon
Pipeline
Production pipeline design and setup.
CONTACT
Shall we work through the problem together?
Get in touch about tool development, automating work, improving workflows, or setting up a production pipeline.
It is fine if the problem is not clearly defined yet. Tell us what is slowing you down and we will work out a direction together.
We will review your message and let you know what we can help with.
Contact form
You can ask us about tool development, automation, workflow improvement or pipeline setup.
If the problem is not clear yet, just describe the work or the situation you are struggling with.