\ Career Path /
Fostered a stronger awareness of the creative process by watching the cast act.
Continues to pursue new ways to entertain players.
Q1What I Studied
During college, I made magazines as part of the publishing club. I was also vice chair of the student committee that organized our campus festival, performed in a band, and dabbled in playwriting. Instead of tying myself down to one pursuit, I spent my time exploring different creative outlets. Those experiences continue to inspire my work in game development in various ways.

Q2Why I Joined SEGA
As a lifelong gamer, I've always loved SEGA—enough to have eight SEGA Saturns. Plus, I wanted to apply because I'd be able to put my experiences from college, especially those in music and writing, to good use. Games are a unique form of entertainment built upon many forms of creative expression. To me, someone who loves creating things that inspire people, SEGA was the perfect place to be.
Q3My First Assignments at SEGA
I started out assisting the voice recording sessions for Yakuza 2. I prepared scripts, managed the approved takes, and jotted down revisions on the spot to ensure that dialogue was implemented correctly. Seeing Tetsuya Watari and other high-caliber actors and voice actors up close as they tackled their roles and lines stuck with me. Observing their respect toward their craft as creators was an invaluable learning experience.

Q4Biggest Surprise After Joining SEGA
I was surprised to learn that age isn't the defining factor—any employee with enough skill and passion can play a major role. As a large company with a long history, I had expected seniority to be a part of the culture here. Instead, SEGA treats even newer employees as valuable contributors and listens to their ideas. As long as you're willing to keep learning new things, you'll find many opportunities for creative growth.
Horii speaking at an event in Malaysia to celebrate the launch of Yakuza Kiwami 3 & Dark Ties, a title he produced
Q5Current Duties
I oversee the direction and production of large-scale console titles, primarily in the Like a Dragon & Yakuza Series. As chief director, I define each project's overall vision, identify core concepts for new gameplay, and review both game design and story content. It's my job to make sure that new games are fun. As a producer, I collaborate with our advertising and merchandising teams on ways to convey the appeal of our games.






