I asked Rey Jimenez, producer of Super Street Fighter II HD Remix here at Capcom, to write up a little introduction of himself and the game, sort of as a guest blogger. He did a write-up for my LP blog about X06 Canada last year. You’ll definitely be hearing more from him in the future.
Click to read more.
As this is the first blog entry, let me tell you a little about myself.My name is Rey Jimenez and I’m an Associate Publishing Project Manager here at Capcom. I started in the industry at Namco, then did a short stint at 3DO (when they were still around), and came over to Capcom, where I’ve been for the past 6+ years. I started here doing customer service and moved up from there. Funny thing actually, everyone in my department started in customer service. I guess Capcom’s pretty good at moving employees up. I moved into development about 4 years ago, mainly handling the development process between Capcom and all of the 1st party companies. From there, I started working as Associate Producer and Producer on some of the collection titles that we’ve developed here in the US.
That’s when I got the huge honor that I have now. I was given the task of working as producer for Super Street Fighter II Turbo HD Remix. Long title, yes, but I’m sure many Capcom fans get the intended joke.
Some of you may wonder how the project started. Well, as many of you may know, most of Capcom’s development is done in Japan and our studios are currently busy hammering away on our new upcoming titles. So, so our department here in the US uses outside developers and we found a great one in Backbone Entertainment. We have used them before in our successful Capcom Classics Collection series of games and, amongst other things, they’re very good at porting, emulation, and working with 2D (which is becoming harder to find nowadays).
The idea to do Super Street Fighter II Turbo HD Remix came from my boss, Robert Johnson. He’s been at Capcom for a very long time and is a big Street Fighter fan. Given Backbone’s experience, Robert came up with the idea of using their porting and 2D skills to take Super Street Fighter II Turbo and have all of the art redrawn to next-gen resolution, with online play. The obvious choice for us was to use Udon Comics for the art. They have been drawing the SF comic and they do a great job. If you haven’t heard of them or seen the comic, check out some of their work at udoncomics.com.
I’m a pretty huge SF fan myself. I’ve played Street Fighter since it hit the arcades and finally got Super Street Fighter II for the Genesis (I wanted a Genesis instead of a SNES). It was kinda hard using the Genesis controller, because I only had the one with the 3 buttons and you had to press start to change them from punch to kick. I guess I was ok at playing Street Fighter back then, but it really didn’t “click” for me how to play until college when there were a couple of Street Fighter Alpha machines on campus. Not to say I’m great at the game, but I’m no slouch.
So I think that about sums it up for now.
I’ll be working with Brian to post more stuff about Street Fighter when I have time, and definitely providing new SF art to Brian to post when it becomes available.
And to put a face to the picture, here’s Rey, part of his SF figure collection, and the cubicle where he resides:


Part of Rey’s collection at work

Rey’s cubicle
This blog will feature a behind-the-scenes look at the development of all of Capcom's downloadable titles, and exclusive content you won't find anywhere else, at least until it's picked up by all the gaming news sites.
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