\ Career Path /
Aspired to join SEGA because of its proprietary engines and appealing IPs.
Focused on enhancing visual quality through the implementation and improvement of weather systems and visual effects.
Q1What I Studied
I developed my own game engine as part of the curriculum at my vocational school. After learning the fundamentals, I focused my research on in-engine graphics technologies capable of achieving higher-quality visuals. I also enjoy working with people, so I had a part-time job at a restaurant where I cooked and handled customer service. Through that experience, cooking became a hobby of mine, and I still make my own meals almost every day.

Q2Why I Joined SEGA
I was drawn to SEGA by its commitment to pursuing realistic visuals through its proprietary game engines, and by its portfolio of compelling IPs, including the Like a Dragon & Yakuza Series. What ultimately convinced me was that, even when I was considering withdrawing from the hiring process, SEGA still gave me the opportunity to attend a final interview and tour the company. The support I received throughout the hiring process helped me envision what it would be like to work at SEGA and showed me it's a company that truly values its people.
Q3My First Assignments at SEGA
Shortly after joining the team, I was responsible for creating data for an automated testing system that plays the game, detects issues, and generates reports. The system records gameplay actions as someone plays through minigames and side quests, then uses that data to automatically reproduce those actions. I was surprised to learn that, including the engine development team, only around 20 to 30 programmers worked on the Like a Dragon & Yakuza Series and still managed to deliver a new title every year.

Q4Biggest Surprise After Joining SEGA
Before joining the company, I thought that a large organization would probably have a culture of seniority and a tendency for managers' opinions to carry the most weight. In reality, however, I found myself surrounded by creators who freely exchanged ideas, regardless of title or seniority, all with the shared goal of making better games. Even when a proposal comes from a new employee, it isn't rejected out of hand. Colleagues take the time to consider how that proposal could be made even better. Another pleasant surprise was how approachable managers are—both in terms of physical distance and attitude. There's an open culture that makes it easy to ask for advice and discuss ideas.
Checking the visual effects for the final battle during development of Yakuza Kiwami 3 & Dark Ties
Q5Current Duties
I currently work on graphics programming for the Like a Dragon & Yakuza Series. My main responsibilities include programming and managing weather-related effects, such as rain, along with effects that dynamically respond to the movements of characters and vehicles. For example, in Like a Dragon: Pirate Yakuza in Hawaii, I implemented effects that change based on the situation, such as dynamically adjusting the amount of spray based on a ship's speed and where it contacts the water. I'm also involved in evaluating new technologies and updating engine features.






