Hidetaka Suehiro is a Japanese game director and writer known for his bold, unconventional approach to storytelling. His latest project, HOTEL BARCELONA, is a love letter to horror expressed through gameplay. Set in a remote hotel on the border between Pennsylvania and West Virginia, the game’s luxurious setting hides a terrifying secret — it’s a trap built for America’s most dangerous serial killers.
Our winning title, HOTEL BARCELONA, received 3 Grand and 6 Gold awards at the NYX Game Awards. Co-created with Goichi Suda (SUDA51), it’s a love letter to horror expressed through gameplay.
My studio is White Owls Inc., and our motto is “From Osaka to the World!”
I fell in love the moment the story and control shared the same temperature. Today, I deepen that feeling through loop design that makes you say “one more run,” and with ma (negative space) in pacing.
We focus on small details to reach deeper meaning, subtracting the unnecessary to reveal true identity — from Osaka to the world.
The concept is an homage to horror itself. Each stage is built around the question, “What if this were a film?”, and introduced with a movie-style poster. We translate cinema’s memory—and its real-world weight—into the feel of action.
Slasher Phantom — where your dead self fights for you — and co-op/invasion PvP (Doppelgänger) introduce a new layer of tension. Dropping other players’ presence into solitary fear deepens both the tension and the release.
Assists: we reworked Easy Mode, healing and relief items, and tuned weapon identities, skill order, and prices down to the millimeter — widening the door without dulling the core.
Feel first. Prototype → verify → remove. We keep only what the hands truly need.
Everyday VR/MR combines short sessions with subtle social presence, a space with plenty of room to grow.
We will continue working in VR, where technology that brings presence and intimacy into games connects naturally with narrative.
Fear and humor, combined with the joy of mastery — that fingertip thrill with a small dose of euphoria.
Horror is love!
We aim to further dissolve the border between reality and fiction, touching the player’s now.
We’re working on post-launch support for HOTEL BARCELONA alongside new projects in the VR space. We’ll share more when we’re ready.
Discoverability and community: we emphasize events and conversation, improving in small and fast iterations.
Atmosphere - the rhythm of sound, color, and placement until the place speaks.
I was fortunate to collaborate with SUDA51 on this project. I’m drawn to creators who let humanity and strangeness coexist — across disciplines, too.
Start small, ship it. Have the courage to subtract — your flavor emerges by taking away.
 
                                 
                         
                         
                         
                         
                         
                         
                         
                         
                        