SEGA Co., Ltd.


New Hire Interviews

Designer Rikito Chikaarashi Joined in 2018

I was attracted to SEGA's stance of creating games that put the player first.

I started playing games when I was in kindergarten. As soon I got home, I would dash to my father's room where he kept the Super Nintendo. When I was in elementary school, I started to find games that I could play with my friends and I got more into gaming than ever. There is nothing more fun to do with your friends than play games, and I spent every day playing them. Since I was a junior high school student, I wanted to work in the game industry in the future. I devoted myself to games in high school and university, and I only applied to work at game companies when searching for my first job after graduation.
I chose SEGA because I shared their attitude toward making games. I participated in briefing sessions and internships, and I felt that SEGA gives first priority to the user's experience and feelings when making games. I had the opportunity to present a plan for a game as part of an internship. Games are a product, so I thought it was important to sell a lot of them But when I made my presentation, I was asked why the game would be fun and how the player would experience it. Players matter more to SEGA than anything else, and if the players love a game then it will sell. I really felt that SEGA thinks that way, and I put great emphasis on who I would work with when choosing companies to apply to, so I decided SEGA was the only place for me.

Having responsibilities delegated to me from my first year made my work rewarding.

The first thing that impressed me when I joined the company was its training. For about 1 month starting in April, the company taught me and other new hires in the group about proper manners, greetings, and hospitality worthy of a professional. This was a lot of fun, and I really learned a lot. At first I thought that I wouldn't like training, but it turned out to be a great experience because I could go beyond the framework of my company to interact with other new hires in the group.
I chose to be a game designer because this job allows me to be deeply involved in game production and I can decide how to make games fun. Currently, I'm involved in the development of a new mobile title and am in charge of a wide range of tasks, ranging from reviewing of new specifications to implementation, debugging, and improvement proposals.

One thing I keep in mind when doing my job is to take responsibility for what I say. In the SEGA game production process, even first year game designers have the right to judge and decide the pros and cons of the part they are in charge of. I can't give half-baked answers to questions from programmers and artists. Even if we're just chatting in the office, one word from me can result in changes to the design. If I can't make a judgment right away, I go home and think about it. If I can answer on the spot, I try to convey my thoughts with clear reasoning. This heavy responsibility makes the job rewarding.

I want to hone my skills and become a game design mastermind who amazes the world.

The appeal of working at SEGA is that you can work in a position where you're entrusted with responsibilities, so what you say can lead to decisions about games from your first year at the company. Furthermore, if you raise your hand and say you want to take on a challenge, you can. At normal companies, employees simply follow orders from their superiors, but at SEGA, if you find something you want to do and raise your hand to do it, they'll delegate that job to you. Even if you don't have much experience yet, they respect your will as an individual. I have always enthusiastically raised my hand since I joined the company, and have gotten to do many different jobs as a result.
I want to maintain this stance as I continue to work on various games and become the mastermind behind games that amaze audiences in the future. I'm only involved in a small part of games right now, but my job is important in its own way and one day I would like to work on games from the most fundamental details to the overall product. I aim to be a mastermind in charge of the overall production process from conception to marketing.

Game development is very intellectual work, but I also trust my own "sense" when making games, and make sure to synergize with many other people. This is the best part of my job, and I do my best every day to share that experience with as many players as possible. I think SEGA offers plenty of opportunities to do this.


10:30 I get to the office, check my email and my schedule for the day.

10:40 Morning meeting. (Where we share our tasks for the day among team members.)

11:00 Creation of new specifications and consultation.

12:30 I have lunch with colleagues near the office. Sometimes I eat at the company cafeteria.

15:00 I check implemented specifications on an actual game console. Next I implement fixes in consultation with programmers and artists.

16:00 I play the game on an actual console and do debugging work. If I'm concerned about something, even if it is not my responsibility, I actively offer my opinion.

19:00 I check my schedule for the next day, then leave the office. When I get home, I relax with games and TV.