\ Career Path /
Later got into theater sound production at the urging of a friend.
Influenced and inspired by Western music.
Reached over 300 million streams with the Sonic Frontiers soundtrack.
Q1What I Studied
As a student, I played in a band. When I wanted to record a demo for one of our original songs, I bought a bunch of recording equipment to try different things. While the band hadn't been taking off, a friend of mine, an actor, asked me to handle the audio for a stage production. Unlike band performances, audio makes up only one part of the overall experience—you have to look at the script and the stage plan to figure out what music and sound effects will enhance the show. I discovered how fun it was to produce audio behind the curtains, and also learned what works in terms of sound production.

Q2Why I Joined SEGA
I hadn't actually planned to look for full-time work—I wanted to focus on my music. When a friend at my part-time job encouraged me to at least check what was out there, I came across some sound designer positions at game companies while looking for music-adjacent jobs. I'd liked games since I was a kid, and thought my knowledge of theatrical sound production might also apply to games. After sending some of my work to a few game companies, I luckily received an offer from SEGA.
Q3My First Assignments at SEGA
SEGA decided to turn the minigame we made during new hire training into a full-fledged commercial game, so right off the bat, I got to experience the whole process from development through release. After that, I produced the music for Sonic Adventure 2. Part of that involved traveling to New York City, the birthplace of hip-hop, to record rap vocals. The experience left a lasting impression on me, as I got to see the sound team's commitment to great music firsthand. To achieve the sound they're looking for, they were willing to allocate budget towards an overseas recording session. That trip inspires my creative approach to this day.

Q4Biggest Surprise After Joining SEGA
When I joined the company, the sound team was eager to create something fresh and fun. Younger generations might find this hard to imagine, but back then, game music went through a revolution. Instead of using MIDI-based music played through a console's built-in sound hardware, games began streaming pre-recorded tracks. That gave us more room for creative expression in game music, so we were in the process of throwing out the old rulebook and writing a new one. We tried anything we thought might fit our games—and we're still doing that now.
T.O. doing a DJ set and tossing plushies to the crowd at the Sonic Music Experience concert
Q5Current Duties
As a sound producer, I manage all aspects of sound production, from deciding conceptual direction for the entire game to things like budgets and team-building exercises. I also compose and arrange my own tracks. Games are different from movies and music in one crucial way: they require a bigger time investment. For that reason, when envisioning the audio for an entire game, I need to constantly think about how I want the player's emotions to shift. My job doesn't end when development ends—I have other important jobs, including making music videos to showcase the soundtrack and creating promotions to heighten anticipation for launch. I see my job as "total sound production," from planning to promotion.






