EMPLOYEE INTERVIEWS

Studio Head

Taking the world by storm, making entertaining games at unprecedented speed

Joined in 1999

RGG Studio
Studio Head Masayoshi Yokoyama

Q1
Our Studio's Style

In May 2026, we changed the name of our 1st Development Division from Ryu Ga Gotoku Studio to RGG Studio. As we continue to develop large-scale games for a worldwide audience, our goal is to establish the brand on a global level. RGG Studio's strength lies in creating intense, story-driven console titles. I'd also say we stand out for our proactive use of cutting-edge technology as a high-end development studio. Like a Dragon & Yakuza is innovative in that we feature the same cities and characters, but entertain players year after year by approaching the series from a new angle—all without having to build every asset from scratch. We make the most of the assets we have on hand. Each title is stuffed with enough depth to create three more games, and everyone here works with that shared understanding. For example, our artists create fleshed-out areas beyond the camera's view without being asked. We absolutely do not compromise on quality. Everyone focuses on one thing: making fun games. That's the kind of studio we are.

Q2
Our Studio's Values

Persistence is fundamental: For the work we do here, persistence and a sense of responsibility are the things that matter most. People often ask if they need to graduate from a vocational school to work in games, or whether having a standard four-year college degree puts them at a disadvantage, but you shouldn't let a lack of specialist knowledge scare you off. If you're willing to work hard, you can quickly acquire the knowledge and skills you need. Personally, the college I went to was nothing special, and I only joined SEGA because it was the biggest company to offer me a job. They were the only game company I applied to. Because I somehow came across as dragon-like, they assigned me to the Like a Dragon project as a new writer even though I had zero experience. On a side note, you'll uncover things like a knack for dialogue or the skill to wrangle longer pieces of text as you work. Talent is something that others help you recognize. As you work here, you'll discover parts of yourself that you didn't even know you had.

Q3
What Inspires the Gripping Drama in Our Games

I'm not really in the habit of reading books, and I don't watch many movies, either. My skills as a writer come from observing people. Flawed people especially fascinate me. I've always been observant, so I help people who look like they're having a hard time and butt in if I notice trouble. In fact, while commuting recently, I helped an elderly woman who became ill, and I was recognized for that. Because I'm that sort of person, I may have built up more life experience than most people. It's difficult to output creative work without having something personal to draw from. That's why I want young people to have as many experiences as they can. New hires often ask me for recommendations on what to do before they start working here, and the main thing I tell them is to go out and spend some money, have some fun. Personally, I'll never forget the taste of the steak I splurged on when I was broke. That's why I encourage everyone to make good memories and accumulate life experience before joining SEGA.

Q4
Personal Goals for the Future

I'm trying to overcome the barriers of language and culture. Over the past few years, I've been especially focused on this goal. And now, that effort is coming to fruition with STRANGER THAN HEAVEN. In fact, even the trailer's global view count is on a completely different scale—roughly 100 times higher than anything we've done before. It's really sinking in that our work is resonating with people around the world. At the same time, while we'll spare no effort in making ourselves a globally recognized name, we refused to localize our work in a way that compromises what makes it unique. Rather than adapting ourselves to the world, we want to draw the world onto our turf. That's the challenge we're taking on right now.

Q5
Studio Goals

My goal is for players around the world to have complete faith in the RGG Studio name. If we make a title with gameplay that's totally different from what we usually offer, I hope people will still expect it to be good because they have confidence in us as a studio. To get there, we need to constantly produce games that are more fun than anything else out there. If the quality isn't there, the RGG Studio name won't mean anything to players. That's why, going forward, we plan to keep delivering great games quickly, without compromising on quality. We're living in an age that demands speed and convenience. People can watch movies on their phones, at double speed. In a lot of ways, we're doing the exact opposite: RGG Studio delivers games people can sit down with on a big screen and really pour their time into. It's my job to come up with ideas worth everyone's while—and to drum up excitement for our titles. We then pull out all the stops and pack in as much as possible.

Q6
Message to Applicants

Large companies offer you chances to take on big challenges. If you want to do everything your own way, you can start your own company. If you don't want to deal with competition, you can join a small or midsize business. However, if you want to test yourself on a bigger stage, only a large company can give you that opportunity. And within the entertainment industry, SEGA is a great place to be if you've got something to prove. That's because, in a good way, SEGA doesn't stick to just one thing. You've got Sonic, Like a Dragon & Yakuza, and Hatsune Miku all under the same roof. It's rare to find a company with IPs that have such completely different visions. Rather than rely on one established image, we're willing to pursue new initiatives if they show potential to be commercially viable and resonate with fans. Our workplace is very open, and I encourage you to take big swings here.

Q7
A Recent Highlight

When the music for STRANGER THAN HEAVEN came in, I found myself tearing up. Everyone's work absolutely floored me, and it hit me that I played a role in its creation too, haha. The visuals in STRANGER THAN HEAVEN have made me cry plenty of times, too. Aside from the quality of the work itself, it's been really fulfilling for me to see the results of our younger staff's talents.

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