\ Career Path /
Gained experience with motion production at 2 different companies over 7 years.
Q1Before Joining SEGA
I've been a gamer since I was a kid, and cutscenes were the best part. I loved them so much, I'd reload past saves just to rewatch them. While I was in college, I made up my mind that game development was my calling in life, so I transferred to vocational school. After graduating, I joined a game company where I worked on cutscenes and motion production. I moved to Tokyo in the midst of the COVID pandemic, so we were pretty much fully remote. In the two years I worked there, I went to the office maybe a dozen times. If I was to improve as a creator, I needed feedback rather than working quietly on my own. That meant it was time to change jobs.

Q2Why I Joined SEGA
I was a huge Like a Dragon fan. I still remember the impact it had on me the first time I played it at a friend's house. I just had to play a part in making those games, and the thought of working in an environment full of industry veterans who had already achieved what I was aiming for excited me like nothing else.
Q3My First Assignments at SEGA
I was assigned to RGG Studios and immediately tasked with creating battle cutscenes for Like a Dragon Gaiden: The Man Who Erased His Name. Since making cutscenes had been my dream, I was stoked to get my wish right after joining. My creation process had a lot of trial-and-error, so I was definitely nervous when my boss checked them for me, but they said I'd done a good job, and that gave me a confident boost.

Q4Biggest Surprise After Joining SEGA
Based on my impressions from the Like a Dragon games, I was sure a whole bunch of scary people worked here, haha. I was bracing myself for a macho place with a top-down structure, but it was actually nothing like that at all. Everyone has a real love for the games we make, and they're constantly thinking about how to make them as fun as possible for the players. People here can be stoic, but they're friendly, not scary. It's a strong group where everyone is self-driven, always thinking about what they need to do next.
Using the Dragon of Dojima style, Like a Dragon protagonist Kiryu executes a powerful Dragon Finisher
Q5Current Duties
Right now, I spend most of my time making battle cutscenes for the Like a Dragon series, and also work on progress management and motion capture direction. I know most players aren't like me—they'll watch a cutscene once, not a hundred times. So it's important to make it easy to understand what happened in that first viewing. And to make battles more fun for the player, I do my best to include some nifty camerawork so my scenes look cool.






