\ Career Path /
Simultaneously researched psychology and design, getting hands-on programming experience.
Learned development tools, and designed methods to speed up and improve asset creation.
Q1What 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.

Q2Why 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.
Q3My 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.

Q4Biggest 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
Q5Current 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.






