EMPLOYEE INTERVIEWS

Programmer

A Lead Graphics Programmer building new game engines pairing in-house and external talent

Joined in 2012

Programmer Y.I.

\ Career Path /

Conducted research in a civil engineering laboratory as a student.
Developed an interest in graphics programming while visualizing simulator results.
Implemented enemy and interactive object logic for Sonic Lost World, building a strong technical foundation in his first year at SEGA.
Became a Lead Graphics Programmer after seven years at SEGA, working on Sonic Frontiers and numerous other titles.
Currently serves as Lead Graphics Programmer on the engine development team, working on new game engines.
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Q1
What I Studied

In grad school, I did fluid simulation research in a civil engineering laboratory. There, I worked on programs that visualized simulation results and discovered how engaging graphics programming could be. Gaming had always captured my interest to a degree, and I started to seriously consider a career in the gaming industry.

Q2
Why I Joined SEGA

When I joined, commercial game engines were not as widely available as they are today. SEGA interested me because it was one of the few companies that developed in-house engines with strong graphics capabilities. I applied to infrastructure companies because of my background in civil engineering, but I was really hoping to work in the game industry. SEGA was my top pick, and they ended up being the first to offer me a job, so I jumped at the opportunity.

Q3
My First Assignments at SEGA

On Sonic Lost World, I was responsible for implementing enemy behavior and interactive stage objects. Because gravity differs from place to place in this game, "up" is not always the same direction. This initially made it difficult to ensure the game handled terrain orientation correctly. Solving this issue gave me extensive hands-on experience with coordinate transformations and boosted my technical expertise.

Q4
Biggest Surprise After Joining SEGA

Before joining, I imagined everyone here worked quietly at their keyboards. In reality, there is much more communication than I expected—in a good way! A lot of it is around work topics like implementation and design challenges and gameplay direction, but there's some casual banter mixed in as well. I came from an engineering background and hadn't formally studied programming fundamentals, so I was worried whether I would be up to the task. Those initial concerns quickly faded, however, since the environment is so supportive and it's easy to ask for help.

Real-time rendering of a figurine in an engine under development.

Q5
Current Duties

Game engines have to meet a lot of different requirements. They need to render massive photorealistic environments spanning several kilometers. On top of that, they need to scale effectively across platforms ranging from handheld devices to high-end PCs. As the Lead Graphics Programmer on the engine development team, my main duties revolve around guiding the implementation strategy for graphics features with these points in mind. Adding more features creates more technical conflicts, increasing the number of tuning parameters and potentially leading to technical debt. I clarify priorities, make trade-offs, and look for the best overall solutions.

Q6
Motivation and Successes

I found it rewarding to see a feature we developed with an external partner implemented in an actual game. It was an experience of firsts: it was my first time collaborating on an engine with another organization and my first time working with engineers from other countries. Seeing that project come to fruition felt amazing. Working with external partners also came with many valuable learning opportunities to gain new expertise—even a single line of code could reveal something new.

Q7
Future Goals

First, I'm planning to deliver a major update to an in-house game engine we're developing for future titles. As our games grow in scale, so does the pressure. Even so, I look forward to advancing the project by working closely with the team and continuing to collaborate with our external partners. Going forward, I also hope to showcase this engine more widely and have it adopted for more titles.

Q8
SEGA's Appeal

I find the emphasis on tackling new challenges especially appealing. SEGA has given me a lot of chances to try new things throughout my time here, including development of the current game engine. Even junior employees can pursue what they want to do if they have the passion.

Q9
Message to Applicants

Employees here are encouraged to speak their minds regardless of seniority, so don't hesitate to share your ideas. By inspiring one another, we can build even better creations.

Q10
A Recent Highlight

I've been making an effort to broaden my horizons outside of gaming. The amazing cinematography and performances in the movie KOKUHO left me in awe.

A Typical Day

9:00 AM 
Arrive at the office
9:30 AM 
Check emails
11:00 AM 
Team meeting
12:30 PM 
Lunch break
4:00 PM 
Meeting with external development partners
6:00 PM 
Meeting for development on an upcoming title
7:00 PM 
Write code
7:30 PM 
Leave the office
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