SEGA CORPORATION

SENIOR EMPLOYEE

Senior Employee Interviews

Buisiness Console Titles
Producer
Taki

Great games have a way of bringing joy to everyone involved

In my capacity as a producer, I've worked on a variety of arcade games and console games. After producing several arcade titles, including "Maimai", "Code of Joker", "Wonderland Wars", and "Chunithm", I found myself involved in mobile game development. During that time, I served as the Production Manager, supervising multiple projects, while also serving as the vice manager of the arcade and console game departments before they were consolidated. At the moment, I'm directly involved with the development of several titles as a producer. Additionally, I oversee a number of producers and their respective projects.

The joy of an exceptional game extends far beyond the players and the team that developed it. Everyone involved—including arcade operators and our Production and Distribution departments as well—basks in the joy with us. There is no other line of work that provides the same level of satisfaction. I reached this conclusion after reflecting on my previous challenges working in sales.

After graduating from a university in Australia, I initially took on a job at SEGA in a sales role. For five years, I gave sales pitches about our company's arcade machines to overseas arcades. I was placed in charge of a dozen or so countries within Southeast Asia. I feel that it was my love for games and my research on end-user trends that helped me achieve solid results in sales. However, when arcade-goers didn't play the games that we set up, the arcade owners operated these machines at a loss. They put their faith in me and bought our machines, but we weren't able to deliver on our end. It lit a fire in me to create games that would please both end-users and arcade owners. While communicating back and forth with the developers, I was suddenly approached one day to become a producer. They thought my understanding of the market and our customer base would be a good fit, so I made the switch to game development.

Unlike sales, which is often a solitary role, game development requires a collaborative effort. No matter how talented you might be, it's impossible to create a game on your own. At the time, I knew next to nothing about game development, so I had to learn everything I could. I was relentless. I sought out the right mentors, tried to soak up as much knowledge as possible, and constantly asked my team members around me for help. The first game that I produced was the rhythm game Maimai. It's been a popular title at arcades for over a decade. One of the fascinating parts about working on arcade games is that you're able to see people enjoying your games firsthand.

As the leader of a large team, my sincere hope is that the younger team members manage to find success early in their careers. I've been fortunate in my career. Not only have I had the experience of selling arcade cabinets overseas, but the first ever title I worked on as a producer was well-received. This gave me the confidence I needed to find success in my subsequent work. This is why I believe success will provide the groundwork to propel you forward, even in the face of future setbacks.

Building blocks for entering the global market

One of the great things about working at SEGA is that you can freely share your opinion, regardless of your tenure and role. Back when I was starting out in Sales, the producer in charge of development would often hear me out. Then once I became a producer, I distinctly remember my colleagues whispering to me that I was now in a position to discuss plans with our president. In truth, when I spoke with the president, we didn't quite see eye to eye, but at least he heard me out, haha.

It's impossible to make a strong product without having confidence in your idea. However, when you don't bother to listen to someone's input, you can run the risk of taking away their motivation. We have a firmly established culture of trying to hear everyone out, so I'd like younger employees to get involved and speak their mind—this is how brilliant new games get made.

Recently, I've had more opportunities to work with our American branch. As a producer, I'd love to be more involved in game development in America. That way, we could attract a larger audience to what we have to offer. I feel all the pieces of my career are finally falling into place. If our games catch on in America, there's a huge chance they'll gain traction in other English-speaking countries, like Canada or Australia. However, with my experience in overseas sales and as a producer, I'd like to expand beyond the English market and test my skills even further. I encourage everyone to keep an open mind and avoid confining themselves to specific roles, such as working in sales or development, or the domestic or overseas market.

SCHEDULE

9:00 AM Arrive at the office and join meetings with our branch in the US regarding projects in development.

11:00 AM Join a leadership meeting with our company's managers.

12:30 PM Lunch break. I'll eat at my desk as I read emails.

1:30 PM Update upper management about the progress of our projects.

2:30 PM Receive project updates from my team members and offer guidance.

5:30 PM Attend market meeting, then check my emails and authorize any applications that require approval.

7:30 PM Work ends.