Please tell us what you have done so far and what you are doing now.
In addition to selecting electrical components such as circuit boards, sensors, and lights, I also do wiring design and conduct basic research on gimmicks in cooperation with the person in charge of mechanical mechanisms. One title I worked on was "House of the Dead: Scarlet Dawn", for which I did electric design. Since I was involved from the early stages of planning, I was able to be involved in cabinet gimmicks and design concepts. That was a good experience. Currently, I'm looking into new technologies and doing basic research for future titles.
What do you find enjoyable or rewarding about your work?
I am happiest when I hear reviews of cabinets I worked on from players who have actually played the games, like when they tell me that they were amazed by a new gimmick. When I see people waiting in line for a long time to play my games at location tests, I feel highly motivated to meet their expectations. Even during development, I find my work to be enjoyable and rewarding when ideas that I proposed are adopted, or when my game runs for the first time in the prototype cabinet.
What are your dreams, ambitions and future goals at the SEGA Group?
I want to work on a blockbuster game that becomes a social phenomenon, so I can brag about it to my friends.
What does the SEGA workplace feel like?
There are always conversations going on here. People don't sit and work in silence; most are always consulting each other about their work and enjoying casual conversations while they do their work. Because of that atmosphere, I think it's an environment where anyone can easily express their opinions and ideas.
Do you have any advice for students?
I think the arcade game industry has room to realize a wide range of ideas. Come and help usher in new technologies and ideas that are not bound by the framework of existing games!
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