[Interview Articles] In commemoration of the release of "CHOGOKIN ASTRO BOT & DUAL SPEEDER"! Interview with Nicolas Doucet, representative of Team ASOBI Studio

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The game "Astro Bot," released in September 2024, became a global hit.
This 3D action game fully utilizes the hardware capabilities and innovative controller technology of the PlayStation™5, allowing players to control "Astro," the mascot character of PlayStation™.
そんな『アストロボット』と『超合金』のコラボレーションにより誕生した商品「超合金 アストロボット & デュアルスピーダー」が2026年6月27日(土)に、ついに発売を迎える。

How did this product come into being?
How did they manage to express the appeal of the game through the merchandise?
We interviewed Nicolas Doucet, head of Team ASOBI Studio, which is producing the game "Astro Bot," and Terashima from BANDAI SPIRITS' Collectors Division, who is in charge of planning this product.

The inspiration behind the commercialization of CHOGOKIN ASTRO BOT & DUAL SPEEDER"

TerashimaI've always loved game consoles as gadgets, and in the past, when I was working at BANDAI SPIRIT Hobby Division, I even had the opportunity to plan a plastic model kit of the original PlayStation.
Later, after transferring to the Collectors Division and starting to plan figures, I had several product planning consultations with Sony Interactive Entertainment, and during those consultations, I was told about a new development for "Astro Bot," which is how I learned about the existence of "Dual Speeder"!
"I can't believe the controller transforms into a spaceship...!!"
As a fan of video game consoles, I couldn't help but be excited, and since I was also involved in the planning of CHOGOKIN at the time, I remember immediately starting to create a project proposal.
Even so, this "Dual Speeder" really has an excellent design, doesn't it?
I'm amazed that the DualSense™ wireless controller can transform...!

—Could you tell us about the story behind the creation and design of the "Dual Speeder"?

NicolaThis is an interesting topic. Thank you for your question.
At Team ASOBI, we've always considered "how to transform cool PlayStation™ hardware into something magical that doesn't exist in reality." We've evolved little by little with each project, starting with "THE PLAYROOM" (2013, PS4), where we represented the controller as the bots' home. In subsequent VR developments, we added digital faceplates and voices to the controller, making it feel as if it were alive in your hands. And in "Astro Bot," by adding retractable wings and propulsion, Astro transformed into his own personal spaceship for flying from planet to planet.

NicolaThe PlayStation™ controller already has an aerodynamically superior shape, so this evolution was very natural. This is how the "Dual Speeder" was born.

NicolaAfter that, we went through a lot of trial and error before arriving at the final design. And finally, we completed a design that fully expresses the cool and playful values that Astro Bot and PlayStation embody.

TerashimaThe fact that the ergonomically designed DualSense is also aerodynamically efficient is exciting news for a gadget enthusiast like me (laughs).
I couldn't sit still even before receiving the game's concept materials for product development, so I created a prototype of a mechanism where the controller transforms into a humanoid robot, a quadruped robot, and a spaceship.
"By leveraging the strengths of CHOGOKIN brand, we can do fun things like this!"
"Please let us commercialize this under CHOGOKIN brand!"
...and so, I showed them the prototype, much like a salesperson trying to sell something.

—Could you tell us about your impressions when you saw the prototype, and any anecdotes from within Team ASOBI?

Nicola: When we first heard the idea of "recreating the Dual Speeder in the real world," we were truly thrilled! It felt like a dream come true, and it was especially special that it came from such a highly regarded company. The three early prototypes each had their own merits, but we were very impressed by the design team's bold ideas and the variety of options they presented. Ultimately, we adopted the same Dual Speeder design as it appears in the game, which in itself was a very challenging technical task. I still vividly remember seeing and touching the first prototype. I was truly amazed by its level of completion. It was still just a 3D printed prototype, but the attention to detail and meticulous craftsmanship were already outstanding. What was particularly impressive was that it was made to the exact same size as the DualSense™ wireless controller, and there was already a clear plan for how each part would take shape and result in a satisfying finish. It felt like a sign that this project was going to be something amazing.

NicolaThat day, we invited the 3D artists from Team ASOBI to see the prototype, and they smiled broadly but didn't comment. Actually, that's usually a very good sign! 😊

Product Development and Supervision

TerashimaTo commercialize the DualSpeeder, we started by 3D scanning the actual DualSense™ device.
Based on that data, and taking into account the provided design documents, we will incorporate the transformation mechanism.
It was extremely challenging to recreate the transformation into a spaceship while preserving the outline of the controller as much as possible (sweat).

—Could you tell us any behind-the-scenes stories about the Dual Speeder's transformation sequence, what you prioritized during the supervision process, and your impressions of the product development process?

NicolaWhen considering hardware transformations within a game, we always place particular emphasis on making it feel "realistic." Our art director and concept artists have a deep understanding of realistic product design, which allowed us to naturally connect the mechanical design of the DualSense™ with the design of the fictional vehicle, the Dual Speeder. Of course, since the game takes place in a virtual space, there's also the advantage of being able to use various tricks and "tricks" to fit all the parts inside the controller as needed. For example, we can enlarge or shrink the size of parts when they appear or disappear. But that's not possible in the real world. That's why we are so impressed with what Mr. Terashima and BANDAI SPIRITS team have achieved with CHOGOKIN series.

TerashimaThe challenge lies in how to recreate in an "analog" way, as a toy, what is "digitally" represented within the game.
This was a chance for us as a toy manufacturer to really show off our skills! (laughs)
In terms of "recreation," both "Astro" and "Dual Speeder" had comical movements and expressive digital displays as their charm points, so we considered how we could express them in an interesting way in the product.
I would have liked to incorporate an LCD panel, but that would be far too expensive...
Therefore, we focused on lenticular printing (a printing technique where the image changes depending on the viewing angle).
It's an old-fashioned, analog technique, but it was perfect for expressing a digital-like feel.

—What was important to you in expressing emotions in Astro? Also, how was the reproduction of those emotions using lenticular technology in the final product?

NicolaAstro's eye design can be traced back to the origins of the character in THE PLAYROOM for PlayStation™4. At the time, we didn't have time to create a complex character, so we decided on a very simple yet striking face with two large blue LED eyes on a black panel. And that feature became the most memorable element of the character. This iconic design has served as a guiding principle for the character design of Astro Bot for many years to come.

NicolaAs time has passed, the range of emotions we can express has gradually expanded, and we've been able to incorporate partial transformations, but we always value respecting the DNA of the digital world. The lenticular idea was low-cost yet perfectly reflected Team ASOBI's philosophy, and we thought it was a great idea. One of our core values is "Techno-Magic." This is the idea that no matter how simple or how advanced and complex the technology, it must deliver a magical experience to the user. The lenticular idea perfectly embodies that spirit. It's a playful touch that infuses the product with a little bit of magic.

My impressions after actually holding and touching the product.

TerashimaThe comfortable fit in the hand in controller mode, the satisfying weight of the die-cast parts, the satisfying feel of transforming it by pressing each button, the toy-like approach with lenticular and LED light-up gimmicks...
This product was perfected by leveraging the strengths of CHOGOKIN brand to recreate the "Dual Speeder," and we believe you will truly appreciate the attention to detail once you actually get your hands on the finished product!

—Could you tell us your honest impressions of the product, what you liked about it, and any aspects you particularly focused on during its development?

NicolaTo be honest, I think this is one of the best products ever made in connection with the Astro Bot series, or perhaps even the best. The attention to detail far exceeds our expectations, and I'm sure it will delight fans all over the world. There's something surreal, almost impossible, about seeing this idea come to life. I'd like to take this opportunity to express my heartfelt gratitude to Mr. Terashima and BANDAI SPIRITS team.

NicolaThrough this project, we have gained immense respect and learned a great deal. A tremendous amount of passion, knowledge, and dedication went into its realization. We feel incredibly fortunate to have worked with the best possible partners in bringing the Dual Speeder to life. Thank you so much.

Team ASOBI has also won numerous awards, including "GAME OF THE YEAR." Let's take a closer look at Team ASOBI's future plans.

TerashimaThe game "Astro Bot" was released during the planning stages of CHOGOKIN toy) project, and I immediately played it. It was a truly wonderful game!
The game fully utilized the potential of the PS5, and while the controls were simple, it offered a variety of fun gimmicks and actions.
Having won numerous awards, including "GAME OF THE YEAR," it has truly become a flagship title for PlayStation™.

--We'd like to hear your thoughts on the public reception of the game "Astro Bot," and, to the extent possible, your vision for Team ASOBI's future.

NicolaThank you for your kind words! Astro Bot is Team ASOBI's first title as a new studio. We approached the project with a strong sense of responsibility to create a high-quality game and to showcase the potential of PlayStation™5. I believe the key to our success ultimately lies in the fact that each member of the team took responsibility for their work, found enjoyment in it, paid attention to detail, continuously solved problems, and never forgot that "this is a game for the players." I strongly believe that passion and respect for those who experience the work are essential elements in creating something memorable. I felt this very strongly in CHOGOKIN project as well. When I first met Mr. Terashima, I was impressed by his deep understanding of the philosophy behind Astro Bot. I think that's also why this collaboration worked so well. As time went on, we realized that we share very similar product design values. Team ASOBI learned a great deal from this project. We don't know what the future holds, but we hope to work together again. We extend our heartfelt thanks from all of us at Team ASOBI.

--Thank you for today.

"CHOGOKIN ASTRO BOT & DUAL SPEEDER" will be released on June 27, 2026.

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