EMPLOYEE INTERVIEWS

Artist

A Motion Designer who uses heavy data to replicate intricate movements

Joined in 2023

Artist K.W.

\ Career Path /

Gained experience as a motion designer at multiple developers.
Joined the SEGA Motion Capture Studio, focusing on post-production.
Improved operational efficiency by creating support tools.
Aspires to become a Technical Artist.
01STEP 1
02STEP 2
03STEP 3

Q1
Before Joining SEGA

After graduating from college, I worked for about 20 years as a Motion Designer at multiple developers. That experience covered a wide range of games, from arcade to console and mobile. As I hit the middle of my career, I started taking on other tasks as well, like building rigs, developing scripts and other support tools, and building pipelines.

Q2
Why I Joined SEGA

Around the time I started thinking of becoming a technical artist, a job ad for the Motion Capture Studio caught my eye. As a motion designer, I'd worked on a lot of different tasks over the years, and motion capture was about the only thing I'd never done. To round out my time as a motion designer, I figured I had to work with capture data at least once, so the SEGA position was a perfect fit.

Q3
My First Assignments at SEGA

I worked mostly on post-processing for capture data when I first joined. That involves smoothing out motions by cleaning up marker jitter and other noise. I'd worked with MotionBuilder before, so it was a smooth transition on the technical side of things. In my previous job, I'd worked on hand-keyed animations, creating movements from scratch, so every work process was new.

Q4
Biggest Surprise After Joining SEGA

What surprised me at first was how focused everyone was on a single goal: making the best games possible. I've worked in the games industry for a long time, and more often than not, deadlines are prioritized over quality. At SEGA, there are absolutely no compromises when it comes to quality, to the point where we have motion designers who specialize in certain dance styles because we want to be sure to get the dances right. We'll spend a whole day—or more—making fine adjustments to smooth out knee motions. Long, long ago, when I was fresh out of college, I had a lot of passion for the games industry, and that's come roaring back at SEGA.

My team creates tools that run on MotionBuilder, which is the main software we use at the Motion Capture Studio.

Q5
Current Duties

Right now I do checks for motion capture post-processing, create final data for submission, and design tools to improve operational efficiency. Motion designers have to sift through mountains of capture data. There are dozens of takes for each motion, and long cutscenes can run for several minutes. We process out noise from all the data for the characters, which involves a lot of repetitive work, so we improve efficiency by automating certain tasks.

Q6
Motivation and Successes

At first I did mainly editing work, and I started making support tools to help with my own workload, but then my team started using them, and now I've been getting more and more requests to make them. The one people have been happiest to have is a tool that ensures all the necessary data is included before submission. Before this tool, we had to check dozens of folders' worth of files one at a time. Now, with this tool that I made, files are checked automatically without us even needing to open them, and that's helped shorten development time.

Q7
Future Goals

I want to be the first person people come to when they need advice. "Stuck on something? Ask K.W.!" To try to grow into that role within the team, I go around and ask people if they're stuck on anything, if there are bugs or issues—just trying to be a catch-all for the team. I also plan to improve operational efficiencies down to the network level, so I want to learn core programming languages like C++ and C#. My goal is to eventually pursue a career as a technical artist.

Q8
SEGA's Appeal

At my previous companies, I used to just try to learn things on my own, but SEGA has specialists in so many different areas that it's easy to get help when I'm wrestling with technical problems. They also have a system that supports employees in doing the work they want to do and having the career they want to have. I love that.

Q9
Message to Applicants

SEGA is the sort of company where you can realize your personal ambitions, which is why it's really important to be aware of your own strengths and goals. When applying, make sure you can clearly talk about your dreams and your passion for what you want to achieve at SEGA.

Q10
A Recent Highlight

A highlight for me has been my team incorporating tools that I made into their normal workflows. It's not the first time I've had tools adopted for team use, but it's the first time they've been designated as required tools. That's a whole new level of satisfaction.

A Typical Day

9:45 AM 
Arrive at the office
10:00 AM 
Prep real-time rendering systems for studio shoots
12:00 PM 
Lunch break
1:30 PM 
Create edit data
3:00 PM 
Check finalized edit data, create submission data
5:00 PM 
Discuss operational efficiency, create tooling
6:00 PM 
Pre-shoot meeting with project leader
7:00 PM 
Prep for tomorrow's shoot
8:00 PM 
Leave the office
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