Sega of America Die Hard Arcade artwork

Sega of America - Sega Technical Institute

Role: Designer, Animator

Year: 1995 – 1997

Relationships

My first real job became my education.

Straight out of ArtCenter College of Design, I landed my dream job in the R&D division of Sega — Sega Technical Institute. I was the youngest and least experienced person in the room, surrounded by masters. STI wasn't organized around job titles; it was organized around ideas. Artists, engineers, designers, and directors explored concepts together, and I got to help. It was the best possible place to learn how creative work actually happens — between people, not inside them.

Diagram highlighting the Vision, Integration, Identity, and Expression relationships

The framework, assembled

I didn't arrive with a way of seeing. I built it here, one edge at a time, from four masters who each embodied a different relationship.

  • Aesthetics ↔ Strategy (Vision — Andrew Probert)
  • Aesthetics ↔ Engineering (Integration — Makoto Uchida)
  • Brand ↔ Strategy (Identity — Hirokazu Yasuhara)
  • Brand ↔ Aesthetics (Expression — Tony DeZuniga)
Sega concept art and promotional artwork, short view
Sega concept art and promotional artwork, full view

Vision

You have to see the world before you can build it.

Andrew Probert was one of the first famous production designers I'd ever met — and, like me, an ArtCenter alum. He taught me concept design and, just as much, presentation: a vision is only real once you can make other people see it. That's where the promotional work came in too — artwork for gaming magazines became practice in making an idea look inevitable before it existed.

Outcome: I learned to picture the whole before defending the parts.

Die Hard Arcade and NFL '97 production stills, short view
Die Hard Arcade and NFL '97 production stills, full view

Integration

A workflow is a design problem.

Makoto Uchida ran the Die Hard Arcade team — the one project where I worked on design, animation, and 3D. Watching him, I learned that how you organize people determines what they can build: process isn't bureaucracy, it's the shape creativity takes.

R&D demanded range. I moved between concept art, interface design for NFL '97, animation, and 3D — never owning a discipline, always helping the team see an idea clearly and quickly.

Outcome: A multidisciplinary instinct, and the understanding that structure is what lets a team move.

Character sketches and creature designs, short view
Character sketches and creature designs, full view

Identity

A world is built one small creature at a time.

Hirokazu Yasuhara made me draw hundreds of little creatures and throwaway enemies. It felt endless. What he was really teaching me was character — that identity is built one small, believable, sellable creature at a time, and that volume is how you find the good ones. I also built one of the earliest 3D models of Sonic, learning that a character has to hold up from every angle.

Outcome: Identity isn't a logo. It's a personality made consistent across everything.

Illustration and character craft studies, short view
Illustration and character craft studies, full view

Expression

Craft is the fastest path to something true.

Tony DeZuniga was old-school — a comic book master who could finish a stunning illustration in the time it took me to rough one out. He showed me how professional artists use reference: not as a crutch, but as the shortest route to something that reads as real. Under every concept and character was this — the craft that turns an idea into something people can actually feel.

Outcome: Execution is not the last step. It's what makes the idea believable.

In Closing

Not everything shipped.

I helped ship Die Hard Arcade and NFL '97; the Sonic 3D project I worked on never did — and at an R&D studio, that was the point.

Sega gave me the first four edges of the framework I still use today. The fifth — and eventually the sixth — would come later, as I learned how to connect great ideas into organizations that could sustain them.

View Excite@Home Case Study