EMPLOYEE INTERVIEWS

Artist

A Technical Artist who creates tools to support fellow artists

Joined in 2022

Artist S.U.

\ Career Path /

Majored in Information Science with a specialization in Information Design.
Simultaneously researched psychology and design, getting hands-on programming experience.
Researched automation of cutscene writing after joining SEGA.
Learned development tools, and designed methods to speed up and improve asset creation.
Currently developing tools to automate natural facial animations.
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Q1
What I Studied

I majored in Information Science at college, and chose information design courses from my sophomore year onward. My undergraduate thesis was on perceptual psychology, while in graduate school I wrote about a design-related topic. In my creative projects, I incorporated LEDs and sensors controlled via programming, and that experience combining design and programming has led me to the work I do today.

Q2
Why I Joined SEGA

As I searched for work that would let me use both my design and programming skills, I came across the role of Technical Artist and applied. Throughout the selection process, the recruiters and interviewers were personable and made me feel at home. I wanted a job where I could make people happy while supporting my colleagues, and SEGA fit the bill. I could both create games that players around the world can enjoy and use my skills to help the developers.

Q3
My First Assignments at SEGA

I started out researching ways to improve an existing system for automating cutscene lighting. I studied the development tools and learned through trial-and-error what would make them more practical. Understanding exactly how the lighting system worked meant asking some of the veteran staff for help. Even though I was new, they all took the time to listen and offer advice, and that really stuck with me.

Q4
Biggest Surprise After Joining SEGA

What surprised me was how much the work rules and atmosphere differ between departments. Talking to others who joined at the same time made me realize that what's natural to isn't the same for them. It made me appreciate just how diverse the company is internally. I was also surprised by how approachable managers are. Sometimes we'll even end up chatting casually on the way home. Before joining the company, I'd always thought that big companies like SEGA had really strict hierarchies. I'm glad I was wrong.

Key Visual for Yakuza Kiwami 3 & Dark Ties, the most recent game S.U. worked on

Q5
Current Duties

Right now, I'm on the facial animation team, developing tools for artists and managing data. My aim is to make production more efficient by automating tasks that are currently done by hand, and simplifying complex processes so they can be done at the push of a button. This will let us rapidly create a lot of cutscenes and do lip-synching in multiple languages. I also organize audio assets and other data, and help check and fix facial animations when production gets busy.

Q6
Motivation and Successes

One of my biggest achievements was taking the lead on introducing a new external tool. To do that, I had to get my boss to buy in, figure out the workflow with the artists, bring the necessary tools online, and then get everything running. When I joined SEGA, I had no experience with the Python and 3D computer graphics tools I now use every day. As I got more comfortable with them, I could tell I was developing my skills. My core motivator comes from those around me—it's gratifying to hear that my work has been helpful for them.

Q7
Future Goals

Right now, I'm mostly developing tools for the facial animation team, but I'd like to apply what I've learned to other areas of design, such as motion or backgrounds. My goal is to streamline each stage of production, freeing up more time for new ideas and creative expression. I believe that understanding the workflow for each stage and improving efficiency in the right ways leads to higher overall project quality. I also want to continue developing my skills by tackling things outside the scope of my current team.

Q8
SEGA's Appeal

It's easy to ask the people around you for help when you get stuck. There are still areas where I feel like I don't know enough, and there are lots of people who are happy to answer even basic questions. There's a great atmosphere within the team, the kind of environment where it's easy to try new things. We're spoiled for choice when it comes to lunch at the office: we've got a cafeteria, convenience stores, restaurants, and a selection of food trucks that rotate daily. There's also quite a lot of freedom in how we dress for work.

Q9
Message to Applicants

Having experience and specialized knowledge is certainly an advantage, but even if you're new to 3D computer graphics, you'll be able to pick it up through training and your day-to-day work. I had very little experience with computer graphics tools when I joined, but I've been able to gradually broaden the scope of my tasks by learning from those around me. What's important is that you communicate in your own words and through your work what you've learned, what excites you, and what you're good at. If you want to make good use of your experience and continue to grow with skilled, ambitious veterans, then we'd love to have you.

Q10
A Recent Highlight

I'd been wanting to visit a particular aquarium in Ibaraki for a long time, and I finally made it out there. I love aquariums, and since moving to Tokyo, I've gone around to all the local ones and developed a particular interest in sharks. There were so many different types there, including some that I'd never seen before, and I was thrilled to tick that item off my bucket.

A Typical Day

10:20 AM 
Arrive at the office
10:30 AM 
Group meeting to share company and department updates
11:00 AM 
Check and reply to emails
11:30 AM 
Facial animation team meeting to share project updates
12:30 PM 
Lunch break
1:30 PM 
Data management tasks
2:30 PM 
Develop tools and systems
7:00 PM 
Dinner at the company cafeteria
7:30 PM 
Wrap up work and plan the next day
8:30 PM 
Leave the office
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