Polyphony Digital - ポリフォニー・デジタル Polyphony Digital - ポリフォニー・デジタル

WHO WORKS HERE

People Staff Interview

CG Artist

STAFF INTERVIEW

Joined Polyphony Digital part-time job after working in CG production in Japan and overseas. Became a full-time employee in 2014. Has been responsible for course production as a CG artist on the course team since Gran Turismo 6.

  • Childhood with grandmother in nature

    As a child, I spent a lot of time with my grandmother at her house. Where she lived was surrounded by nature, and I would observe the insects and birds and also paint and make crafts from flowers and other natural materials. She also taught me some old-fashioned handmade games and I think those experiences sparked my love for creating things and drawing.

  • Awe at being able to draw on the TV

    The first time I played on a games console was in elementary school. For a while, I just sat and watched my sister play, but I was captivated by the moving images and ever-changing stories on the TV screen. Eventually, we got the game Mario Paint and being able to draw anything you wanted and see it appear on the screen was incredible. It gave me a vague desire to create my own game.

    As we moved into the PlayStation era, I was captivated by the beauty of the graphics. The game Arc the Lad and the Final Fantasy series had a big impact on me, and I was awestruck by the transition from pixel-based worlds to fully realised 3D computer graphics. If a game featured CG, I would play it regardless of the genre. My interest in CG started with my exposure to the beautiful graphics in those games and this led me to study at Joshibi University of Art and Design. It was unique for the time as it offered CG-focused classes, and it was there that I learned the basics of digital art, including tools such as Photoshop and MAYA.

  • From CG production work in Japan and overseas to Polyphony Digital

    After graduating from university, I got a job at a development company that made arcade games, where I worked on CG production. I was working on a race game project, and I would also often check out the beautiful graphics in Gran Turismo. After that, I switched jobs and worked overseas for about two years on CG animation production. I then got married and returned to Japan, and was a little anxious about how I was going to balance work and family in the future. I learned that Polyphony Digital was hiring part-time artists, and I applied and was hired. I spent about a year working part-time while figuring out my work-life balance, then became a full-time employee and have been here ever since.

    When I joined the company, the production of Gran Turismo 6 was in full swing, so I was assigned to help with the production of the Silverstone Circuit. There was also training, but I was happy to be able to join the production team and contribute on the front lines right away.

    The Course Team conducts a lot of domestic and overseas captures, and I've also participated in these. One thing that surprised me when I joined the company was how Polyphony Digital constantly seeks to introduce the latest technology and equipment to ensure tracks are captured meticulously. Another thing is the sheer volume of production materials available, and being able to experience automotive culture through captures and events is truly special. There are opportunities to attend academic conferences both in Japan and abroad, and technical research is continuously conducted, making it possible to learn a great deal about cutting-edge CG technology and game production.

  • Characteristics of Polyphony Digital

    I think the high level of transparency with internal communication is a big thing that I should mention. At Polyphony Digital, we use a purpose-built internal communication tool that enables real-time information sharing. It allows you to stay informed about projects beyond your own team, and everyone can share their opinions on topics. Another characteristic of the company is the Super Flex work system, which allows employees to balance work and personal life. I work full-time while raising children, and the support from the Human Resources department of SIE (Sony Interactive Entertainment) is very good and the number of employees taking maternity and childcare leave while continuing to work and raise children is increasing.

  • People who should consider Polyphony Digital

    Students and those who may not feel confident in their knowledge of CG production, cars, racing, or circuits might be hesitant to apply, but you'll have plenty of opportunities to learn and gain hands-on experience in these areas after joining. When producing a track, it's not just about creating it with computer graphics; production management plays a crucial role as well. This includes tasks like overseeing capture sessions, and so individuals with experience in project coordination or directing will also shine here. I believe this is the ideal workplace for people who are curious and passionate about learning.

PEOPLE

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