More from TokyoDev
TokyoDev has already reported that Japan really needs international developers. But the more Japanese companies we’ve interviewed, the more we’ve realized that a talent shortage is not the only reason for Japanese companies to hire from overseas. There are a host of other advantages to recruiting internationally, and a growing number of managers are beginning to recognize the benefits. To gain more perspective on how multinational teams enhance their Japanese companies, we conducted interviews with the following businesses: Autify, which provides an AI-based software test automation platform Beatrust, which provides solutions to help companies maximize their human capital Cybozu, Japan’s leading groupware provider DeepX, which automates heavy equipment machinery Givery, which scouts, hires, and trains world-class engineers KOMOJU by Degica, a payment processor MODE, which pioneers innovative solutions to connect the digital and physical worlds Yaraku, which offers web-based translation management Below we’ve compiled the top reasons they gave for hiring international developers, and the specific ways in which those developers have improved their businesses. These range from the obvious—a greater talent pool to draw from—to surprising and even counterintuitive upsides, such as improved domestic recruiting and sheer enjoyment. The global talent pool Because Japan is suffering a developer shortage, and particularly lacks specialized and senior engineers, Japanese companies are expanding their recruiting efforts worldwide to find the staff and skill sets they need. That was DeepX’s initial motive for hiring international engineers: they needed employees with advanced technical skills. At first, when the company was founded in 2016, DeepX only intended to hire Japanese engineers. However, robotics is a fairly rare specialty in Japan, and those engineers who have studied it were reluctant to work at a newly-formed startup. Consequently, in 2018, DeepX hired their first international engineer; now they employ engineers from 20 different countries. Givery ran into the same issue. Though founded in 2009, the company spent five years trying to find enough staff to develop its B2C programming learning service, but struggled to attract talent because the company wasn’t yet well-known in Japan. In 2014 they received an application from a recruitment service, for an international front-end engineer who didn’t speak much Japanese. Since management was already discussing how best to globalize, they decided to seize this opportunity, despite the fact that many managers did not speak English. Seven years later, half of Givery’s development team of 120 are non-Japanese and hail from 20 different countries. The immediate benefits of widening the applicant pool speak for themselves. However Makoto Mizukami, head of Customer Engineering at KOMOJU by Degica, thinks recruiting internationally isn’t just a solution for today: it’s future-proofing. Because Japan is facing a declining and aging population, Mizukami believes that companies will face increased long-term risks if they insist on only hiring Japanese employees. In order for companies to survive, they must expand the range of people they employ. According to Mizukami, this applies to more than international engineers: companies must create an environment that can accept a highly diverse range of workers, including immigrants, women, people with disabilities, and the elderly. As will be seen later in this article, hiring international workers often has the side effect of creating a more favorable work environment for all. Recruiting at home But hiring international workers has a surprising secondary benefit: it improves domestic recruitment as well. KOMOJU found this out firsthand when they hired Shogo Ito as Staff SRE, since his primary motivation for joining KOMOJU was to improve his English. In Ito’s previous job, while he’d had the opportunity to collaborate with overseas teams, he hadn’t felt immersed in an English environment. But since at KOMOJU English is the primary form of communication, Ito felt confident he’d have a chance there to improve his skills. Givery has also benefited from this trend. It was their initial struggle to find engineers locally that led them to recruit internationally. As their multinational development team grew, though, they discovered that their diversity attracted more Japanese talent as well. As a result, Givery is one of the few tech companies in Japan to meet its recruitment goals on a regular basis. International knowledge Companies that hire internationally usually discover that their new employees bring more to the table than expected. It’s not just a question of tech skills—they carry with them fresh information that broadens companies’ knowledge bases overall. In the case of Beatrust, information from international employees contributes directly to their product. “We have a talent collaboration platform,” explained Dr. Andreas Dippon, the Vice President of Engineering at Beatrust. “The focus is [helping] employees better work with each other. Currently we’re focused on selling this product to big clients in Japan, which all already have some diversification. “Of course in Japan it’s mainly Japanese people, but you also have international engineers joining the big companies as well. So how can we support them collaborating in their company where there’s a language barrier, where there are cultural differences?” Having engineers of different backgrounds, especially with our product, helps us better understand how users think. KOMOJU also credits their global team with improving their product. As every country has unique payment methods and financial rules, the “insider knowledge” of employees from that country has proven invaluable. KOMOJU specifically cited China, which uses a number of payment methods such as Alipay and WeChat Pay that are unfamiliar in Japan; according to them, Chinese employees have been extremely helpful in explaining those systems to the rest of the team. Mizukami gave another example of international knowledge proving helpful. A user who had a free Chinese email address was flagged by the fraud detection system. At that time, Mizukami said, a Chinese engineer told them that “People who use this address cannot be trusted, so it’s okay to ignore it.” With that engineer’s assistance, the team was able to respond to the situation appropriately. Other tech companies we spoke to cited the benefits of international knowledge more generally, but Cybozu in particular knows the value of global perspectives. An earlier attempt to take their product, Cybozu Office, to the US via a subsidiary failed—in part, executives decided, due to differences in business customs between the US and Japan. That was why, in 2022, Cybozu approached international expansion differently. This time they created the New Business Division, an English-first multinational development team specifically designed to help Cybozu adapt existing products to the global market. In addition, the team has been tasked with building new products from the ground up, with an international audience in mind. Staying abreast of new tech Another plus to hiring international engineers, and particularly those who speak English, is earlier access to new tools and technology. Ito at KOMOJU pointed out that information on new services and tools is usually spread through English online media, and that most Japanese engineers don’t keep up with English articles on the subject. This means that, until someone writes an “I tried it” style post in Japanese, information on the latest developments isn’t readily available to Japanese developers. Having international engineers on the team, who are accustomed to scanning the English-language web for new tools and methods, accelerates the process. In addition, since KOMOJU’s official company language is English, there’s no concern about finding software with a Japanese UI, which greatly expands their options. Ito explained that KOMOJU uses services that are not very familiar in Japan, such as JumpCloud, Tenable, Vanta, and Honeybadger. Takuma Tatsumi, a recruiter for Yaraku, confirmed that the latest technology is overwhelmingly in English, leading to asymmetry of information. Even at previous companies, Japanese CTOs would ask the international engineers, “What are the current technology trends?” But since Yaraku has hired a number of international members, they’re now able to keep up with the latest development trends and incorporate new technology when it is, in fact, new. Changes in work environment Most Japanese companies with multinational teams end up making substantial culture changes to accommodate international employees. This could be considered a downside; instead, those we spoke to agree that the evolution of their company’s work environment was one of the top benefits of international recruitment. “The advantage I can see is with a mix of mindsets and [thoughts on the] future of work from so many different places,” said Thomas Santonja, VP of Engineering at Autify. I found a lot of very, very rich discussions about what to do, what not to do, and why, and a lot of debate, which is at least in my experience rarer in a pure Japanese environment. “Canadian and American staff are the ones that are the most vocal about why and how to do stuff, and [they] try to engage to get other people’s opinions,” he added. “That actually created a culture which is not necessarily super common. . . . I believe injecting a North American mindset in the mix is very valuable for a Japanese company, from my side of the fence.” Scott Tullis, head of Global Recruiting at MODE, also endorsed a mix of non-Japanese and Japanese work styles. “We’re a unique hybrid,” he said. Thanks to our Bay Area origins, we have the Silicon Valley tech startup culture in terms of entrepreneurship and innovation, and we also incorporate some of the great aspects of Japanese work culture around teamwork and collaboration. “We’re fortunate to not have any of the more notorious elements of Silicon Valley startup culture here,” he added. “The term ‘bro culture’ comes to mind and is well known in the Bay Area, which we thankfully do not have at MODE. Rather, we foster a more collaborative, thoughtful, and humble culture where people are truly trusted.” While the Japanese side of the company has inspired an atmosphere of humility and cooperation, the American side has contributed a fully remote work policy which, as Tullis pointed out, “is a relatively newer concept in Japan.” “We have offices in San Mateo and Tokyo, as it’s still important to have face-to-face interactions to collaborate effectively and continuously build our culture,” he said. “At the same time, the option to work remotely makes our work environment very flexible, which is beneficial for many team members, especially working parents. Our team comes from a diverse range of backgrounds, so this flexibility is key to better meeting the needs of each individual.” When it comes to work policy, Dippon at Beatrust has leaned on his European background. “ So I come from Germany, with German work culture,” he said, “which is like, we take care to take holidays and take time off and don’t do immense overwork and so on. So I try to bring that culture into my team, which is often difficult, because especially [people from] Japan, China, Taiwan, and so on—they used to work lots of overtime all the time.” So when I told them, ‘Please take the day off,’ and they said, ‘Okay, I’ll take the day off, but I can work in the morning and evening,’ I told them, ‘No, take the day off, don’t come in.’ They were confused at first, but over time I think they adapted to some extent, and now they really enjoy it, and when they come back they come back fully-refreshed and eager. That being said, Dippon takes great care not to impose his own European work paradigms too much. In fact, he finds the cultural differences amongst his team members both fascinating and useful. “Every day is very interesting,” he said. “You learn a lot about their countries, about their work style, and you can benefit from their experience in their work style as well.” Like Santonja, Dippon has noted how international hires lead to a more open style of communication. “The culture benefit is huge . . . when you can foster open communication in your engineering team, which we have achieved now. . . . So everybody can clearly state their opinion and not hold back,” Dippon said. “Which is very different from Japanese culture, from what I’ve heard,” Dippon added. “Even the Japanese people we have, they like that, so they can clearly say their opinion without having to fear any rejection.” All three of the executives quoted above are, notably, international hires themselves. But many Japanese managers also cite the benefits of adapting their company’s work environment. In fact, Tatsumi of Yaraku compared the company’s international members to the introduction of Western culture into Japan at the end of the Edo period, which led to profound cultural changes. Makiko Nakayama, Yaraku’s Human Resources manager, agreed with this. Foreign members are very frank about the issues they face, which is why we’ve created an environment that’s easy for them to work in. Those changes include a new approach to employee communication and collaboration. When work output is low or the team runs into difficulties, rather than immediately thinking, “Maybe someone is slacking off,” Yaraku employees tend to ask, “Why is it like this?” and “How can we improve it?” They said that the chance to actively communicate and think of ways to improve together creates a cooperative corporate culture, which has become one of the biggest attractions of working at Yaraku. International hires also led to new policies around paid leave. As Nakayama explained, employees from overseas told HR, “It takes four days to go home and back, so even if I use my paid leave, I really don’t have much time to rest.” As a result, Yaraku now allows employees to work remotely overseas for 30 days a year. Likewise, DeepX reported that its foreign engineers enjoy their new holiday substitute leave system. This system allows engineers to take a lump sum of vacation any time they like, by treating normal Japanese holidays as working days, and granting the same number of paid holidays. In this way, engineers can take longer vacations when returning to their home countries. But according to Satomi Makino, the system isn’t just used by international hires—many Japanese engineers are happy to take advantage of it as well. I feel DeepX is a comfortable working environment that incorporates the good points of overseas companies. In our interview with Givery, they offered some specific recommendations to other Japanese companies looking to build multinational teams. They suggested starting hiring early in the formation of the company, before internal policies had been well-established. Their newly-hired international employees, Givery’s management found, had different needs and expectations from their Japanese workers. For example, international engineers made requests like, “Can I go to the gym for two hours during lunch?” or “I want to go back to my home country in December. Can I take a month off?” Because Givery didn’t have too many procedures in place, it was able to consider suggestions like these and implement more flexible, globalized workplace practices. If Givery had waited to build its multinational development team until its policies were more firmly established, it may have struggled more to adapt to the needs of its international employees. It’s fun It may seem like an odd consideration, but multiple interviewees cited an interesting reason for hiring international employees—it’s fun! Yaraku’s engineering team was born out of CEO Suguru Sakanishi’s question to himself: What would happen if I created a global engineering team in my own company? Before founding Yaraku, Sakanishi had previously been to the US and worked in an international environment. This experience made him realize how fun it is to work with people from various backgrounds, and inspired him to hire people from abroad. KOMOJU shared a story about a newly-hired Indonesian member’s introduction to Japan. In Indonesia he had a 10 megabit Internet line for 6,000 yen a month; then he learned that in Japan, he could get a 10 gigabit line for the same price. The new hire was so surprised he exclaimed, ‘What’s going on?!’ The whole team enjoyed hearing that and sharing in his excitement. Members at KOMOJU believe that seeing and appreciating cultural differences, especially through casual conversations like this, is one of the unique attractions of multinational teams. Dippon, at Beatrust, describes this kind of cultural sharing as “one of the biggest pluses for me.” It’s so interesting, sitting together after work and talking about, ‘Oh, what’s going on in your country?’ . . . You get this kind of information in the news and so on, but you almost never hear from a person from that country. Conclusion For developers interested in working at Japanese companies, these interviews should offer insight into why Japanese managers are also interested in hiring them. Most businesses like these are looking for candidates who can bring more to the table than their work skills alone. They’re searching for applicants who can contribute the international knowledge and English proficiency that their teams need to level up. These companies also don’t necessarily expect candidates to conform to Japanese business norms. In fact, employees who forthrightly (but politely) explain their needs and expectations can benefit all the workers at the company, not just those from overseas. That being said, developers should be prepared to meet these companies halfway, mostly by being genuinely interested in Japan. It isn’t just a question of being willing to adapt to a new country: these managers appreciate the fun and interest of employing someone from another culture, so they’re keen to share their own as well. As Yaraku put it, they place importance on whether or not the candidate is specifically interested in this country, because that’s one of the greatest values that Yaraku can offer: “enjoying Japan.” To learn more about how you can work in (and enjoy) Japan, check out our job board or extensive library of articles. To continue the conversation, join the TokyoDev Discord.
In 2023, I scaled TokyoDev from a one-man operation to a team. The idea was to get some tasks off my plate, but while I’ve succeeded at passing off responsibilities to others, I somehow didn’t gain any more free time. This is because working with new people also created new ideas and opportunities, which I haven’t been able to pass up. In 2024, we saw the first fruits of this collaboration, achieving things I never would have been able to pull off by myself. For instance, we started producing Japanese-language content teaching employers how to build international teams, had a sponsor booth at Japan’s largest Ruby conference, brought the developer community and our clients together through events, and built an editing process that increased the overall quality of our content, and found new contributors who have written some extremely popular articles. As the year winds to a close, I’ve been reflecting on both these accomplishments and the challenges we’ve faced, and how they’re paving the way for what is to come. 65 developers got a job via TokyoDev In 2024, we tracked 65 developers who were successfully hired after applying for a position on TokyoDev. This number was down from last year’s 71 developers. Interestingly, while the total number of hires decreased, the number of companies that hired successfully went up, from 29 to 31. One reason for fewer hires was that several of our most successful clients shifted their focus away from non-Japanese speaking engineers in favour of fluent Japanese speakers. TokyoDev has always been most successful at helping companies with hiring talented engineers with little-to-no Japanese skills, and so with their change in focus, we haven’t been able to help them to the same degree as last year. However, another factor was simply timing. We count successful hires based upon when we receive a fee for them. The time between when a company posts a job to when we receive the fee is typically 3–6 months, as it takes a while for a company to interview candidates, make offers, secure visas, and so on. This means that, even though we currently have a lot of successful hires in the pipeline, they won’t be reflected in this year’s stats. For instance, while we had six successful hires per month in January and February 2024, we have nine projected successful hires in both January and February 2025 I’m optimistic about how we’re going to do next year. 60 articles written by 19 authors One of our greatest accomplishments in 2024 was establishing a repeatable editing process that has allowed us to create extremely high-quality articles. The top five articles by number of visitors were: How I Got a Digital Nomad Visa for Japan by Christian Mack The English Paradox: Four Decades of Life and Language in Japan by Tom Gally The rise and fall of D&D in Japan by Masaki Yanagida How I obtained a J-FIND visa in Japan by Oguzhan Karagözoglu Japan Needs International Developers by Rebecca Callahan The cool thing is that four of the five articles draw upon external contributors’ unique personal experiences, which allowed them to share information with our community that no one else could. Besides our English articles, we also launched a new sub-site that’s helping Japanese companies build global engineering teams. It’s still in its infancy, but we already have 18 articles for it, and we have some other great ideas for the coming year. 18 developer stories published We write developer stories to highlight the experiences of employees at our client companies to give candidates a better understanding of what it’s actually like to work there. This year, we released 18 developer stories. The top five stories by number of visitors were: Realising Dreams of AI and Japan at Recursive “We’re the first global team in Fukuoka”: English Evolution at Money Forward Bringing AI to the Construction Industry with EARTHBRAIN Becoming a Tech Lead at KOMOJU Succeeding as a Senior Engineer at Kraken 814 developers answered our survey Since 2019, TokyoDev has conducted an annual survey of international software developers living in Japan. The 2024 edition was the biggest yet, with 814 developers sharing details on their salaries, working conditions, and the technologies they use. I’ve had people tell me how useful our survey is—some even used it to negotiate better salaries when applying for jobs—so I’m glad it has continued to grow and add to the community. 2,800+ people joined our Discord server In 2024, over 2,800 people joined TokyoDev’s Discord server. This community has proved incredibly valuable. Not only has it helped people get their lives up and running in Japan, but it also has been a great source of inspiration for article topics, and a way to find potential contributors to the site. 7 events hosted In 2024, we continued to expand the in-person meetups we held. Highlights included a pair of events in Okinawa during Ruby Kaigi, an excellent beer garden in collaboration with WAY equity partners (at least I hear it was good, I got COVID the day before), and the launch of our TokyoDev Talks. 5 organizations sponsored TokyoDev owes its origins to the developer community in Japan, so it’s important to me that we use our success to give back to it. We have continued to do this through supporting the following organizations: RubyKaigi: The main Ruby conference in Japan. Attending the 2010 edition was what inspired me to start blogging on this site. Rails Girls Japan: Holds free workshops to help women pick up Ruby on Rails. Tokyo Test Fest: The first edition of an international software quality conference in Japan. Women In Technology Japan: A community that bridges the gender gap in tech and promotes diversity and inclusion in Japan. Women Who Code: This one was heartbreaking for me, as they went bankrupt almost immediately after our sponsorship. That community was succeeded by Women in Software Engineering Japan, where I’m serving as an advisor. 9 people contributed to our team Besides the contributors who wrote articles for the site or made illustrations for them, we have a number of people doing work for us on an ongoing basis. Daniel López Prat improved the infrastructure that runs the TokyoDev site, including adding additional monitoring and keeping our libraries up to date. Keiko Kimoto helped with translation and other administrative tasks, including helping us obtain a trademark for TokyoDev. Mathieu Mayer helped with product design, UX, and frontend development, such as refreshing our articles index. Michelle Tan conducted developer story interviews and helped with full stack development by building things like an admin interface for our clients to use. Rebecca Callahan interviewed contributors, wrote articles for us, and led our editorial team and process. Sacha Greif continued to refine the software that runs our survey, and helped with creating this year’s survey. Sayana Takagi acted as our client representative and led the creation of our sub-site aimed at Japanese companies. Scott Rothrock moderated our Discord community, wrote articles for us, and contributed to our editorial team and process. Looking ahead to 2025 We have a number of exciting things in the works. We’re in the planning phase of several in-person events and have plans to sponsor more communities, and are also working on a new way of connecting international developers with Japanese companies that I hope to be able to talk about soon. Thanks to everyone who has supported us this year. I’m looking forward to continuing to grow together through the next!
Given how many of us grew up playing classic Japanese games, it’s no surprise that people are keen to work on games in Japan. But what’s the reality on the ground? What skills do you need to succeed in the Japanese game industry, and what challenges can you expect to encounter? To find out, I interviewed a number of current and former members of the game industry here in Japan, for their thoughts on: What makes Japanese game development different? The upside of working on games in Japan The downside How they got started in the Japanese game industry Their top tips for success Conclusion Our interviewees hail from five different countries, work in roles ranging from studio head to entry-level programmer, and have developed everything from Nintendo games to 18+ eroge. Marc Trudel is the Studio Head at Wizcorp, a studio specializing in visual effects, porting games, and developing custom tools and engines for the Japanese game industry. He’s Canadian and has lived in Japan since 2009. Mathieu Siboulotte is a French developer hired as a game designer at the international creative company Studio No Border in 2020. Tristan Metz came from the Netherlands in 2024 to work as a game programmer at AVR Japan, an XR solution company. Minh Nguyen is a Vietnamese developer who worked for DMM Games, which specializes in erotic games (eroge), from 2017–2020 before switching industries. Jared Hays is an American who was employed by the Nintendo-affiliated company Good Feel between 2011 and 2017. He now works for a gaming company in the US. What makes Japanese game development different? Tristan Metz pointed out the most obvious difference: “In the Netherlands we tend to stick to only English, whereas in Japan both Japanese and English often tend to be required.” I also feel that in Japan there is much more of a hierarchy and emphasis on your position within the company. . . . I do think that even the Japanese language itself inherently makes interacting with people feel more formal. “This might also have to do with the fact that the Netherlands tends to have a very flat hierarchy for many organizations,” Metz concluded. Minh Nguyen doesn’t see as much difference in company structure. “I think in terms of team composition it won’t differ that much compared to other countries. We would have a product owner (the term is “director”) who makes initiatives for overall game direction; planners, who design game specs, feature, and gameplay-balancing; designers, who create art and models for the characters and environments and UIs in-game; and developers, who implement back-end or front-end. Testers are usually from outsourcing companies who do testing and verify behavior, and planners would also have to test new releases themselves.” According to Nguyen, the development process is about the same as well. “We would also use Scrum/Kanban to iterate development cycles, as seen in other software companies,” he said. What he has noticed is that Japan focuses on a different category of games. Games in Japan are mostly RPG-flavored [social] games that have characters and a lottery system called gacha to make money. If you are more into MOBA/FPS/strategy then unfortunately those are nonexistent here. For Marc Trudel, the real appeal of developing in Japan is the intense passion of those in the industry. “I had one client that’s head of R&D,” Trudel told me, “and we’re having dinner together, and we’re talking about what games do we play when we have time off, and he says, ‘I don’t play games.’ I was like, ‘Okay, so what do you do?’ ‘Well, I read about neurology in infants and children, to try to understand how the brain works in the context of gaming.’” “He’s not leading game projects,” Trudel added, “and yet he clearly has an interest in how those game projects can have a beneficial impact on younger people. . . . It impresses me.” That dedication, and that passion [Japanese developers] have . . . I don’t want to say it’s not found overseas, but here it seems to me like it’s so consistent. Everyone I talk to is going to have a story of their own, a focus of their own. But Jared Hays thinks that trademark passion can easily manifest as stubborn single-mindedness. “There’s a certain amount of, ‘If it’s not working, just try harder.’ “One of the biggest differences, and certainly the biggest in work culture, was that in Japan there was very little interest in improving processes. So it was, ‘Well, we made the last game this way and it’s shipped, and it sold, and we made money, so we’re just gonna make the next game the same way.’” And there was really no room to say, ‘Have you tried doing X?’ Or, ‘Yes, we made the game, but we did this thing that drove people crazy, people quit, everyone got burned out.’ It was not a good way to make the game. [They] just said, ‘Yes, but it worked.’ Hays offered an example: “Yoshi’s Woolly World was really built on top of Kirby’s Epic Yarn, on top of the tech stack that they had built, which was in turn built on top of a WarioWare game they had made. So those first two were for the Wii, and then Woolly World was for the Wii U. And as they moved onto the next game, the scale of the game and the things they tried to do got bigger, because players expected more. . . . So, Woolly World had no project management, no production, zero. There was no issue tracking. There was no schedule planning, nothing.” I went to school for both computer science and game development, and one of the courses that I found incredibly valuable was a course, not in the nuts and bolts of programming, but in software engineering that really taught working in a team and coordinating with people, communication, delivering milestones, all of the things that most modern devs consider the other 80 percent of the job. And they just had none of that. “If we could align our schedules so that people aren’t sitting around waiting for other people half the week, maybe people wouldn’t need to work overtime,” Hays said. “Maybe the director wouldn’t need to keep a sleeping bag under his desk.” A lack of project management was the biggest difference Hays found, but he also pointed out that Japanese developers are working with more limited resources than their counterparts overseas. “Japanese devs are really harmed by the lack of a Japanese Stack Overflow.” Because in English, if you Google a programming problem, there is an answer. And in Japanese, you Google and it’s just some random guy’s blog where he’s like, ‘Hey, I tried using Unity for the weekend and here’s what I found out.’ So there’s much less centralized information and information exchange between developers. The upside of working on games in Japan For some developers, the best part about working in the Japanese game industry is the games themselves. “My favourite thing about game development in Japan,” said Metz, “are the cool projects and opportunities it brings, which was also the biggest reason for me to move here. Japan is well-known for its famous games from Nintendo, Sega, Square Enix, and countless more. There are a plethora of opportunities in this country and that really excites me.” Hays concurred. I literally made a game with Yoshi. I would never, ever get that here [in the US]. Hays and Metz agreed that collaborating with their coworkers proved an incredible perk. “Like I said,” Hays told me, “some of the people who started the company were super veterans and were incredibly knowledgeable. And it was really awesome to get to work with most of the people, [though] not all of the people. So experientially, it was great.” Trudel has also enjoyed working with Japanese game developers. They know all the games through and through. They have really pointed opinions on what they think is good. . . . It’s a craft for them. It’s something they dedicate their life to. Sometimes, that dedication proves almost uncomfortable, at least for Nguyen. “The games I had worked on were all 18+. . . . During the title alpha/beta release they made the whole company playtest it. I had to play through explicit content along with the surrounding people.” Still, he was impressed by how wholeheartedly they tackled each project. “For an adult game title, the people around me were extremely serious and very committed to making the game become a hit. That was a unique feeling and experience for me.” It’s a bit different for Mathieu Siboulotte, working at a small studio with an international team. “So far, the working environment in my studio is kind of unique. We almost never do any overtime, we have some flexible hours and some remote work days. We are a very small structure of only four people, so we kind of come when we want and leave when we want, as long as we do our hours! For my project, my team is split between France and Japan, so my hours are mostly in the late morning until the evening, so we can share many hours together!” But like the other designers, he draws inspiration from his colleagues. “I regularly join a meetup of French game devs in Japan or the Tokyo Indie Game Show in Akihabara. It is great to test new prototypes and connect with people there!” The downside As for the downside of game development in Japan, Trudel mourns the vanishing culture of mentorship. “I feel like this is kind of getting lost in Japan,” he explained, “that senpai [older mentor] that’s going to take you under their wing.” Maybe it’s specific to the game industry, but I’m starting to see there are not a lot of people that even want to take those responsibilities—or for those who do, sometimes it’s going to be a bit more of a power trip. In general, he explained, game projects in Japan tend to lack both money and expertise. “They’re all built on custom engines, yet every R&D project is underfunded. And not only is it underfunded, but they just can’t find the resources to really do the job to bring their technological assets to the next level, right? “It’s true in R&D, and to some degree it’s true for game-making proper as well, where they don’t quite have the technical abilities to really fully [realize] their creative vision. So that’s really where we [Wizcorp] come in . . . to try to fill in the gaps.” Hays also noted the lack of good leadership. The mentorship wasn’t great, and people I was supposed to be seeking advice from as more senior engineers often were senior because they’d been there a while, and not necessarily because they were incredibly knowledgeable or good at passing that knowledge along. He explained that “Right after I worked on Woolly World, I worked on a game that was on mobile and on Facebook, and that was part of our foray into self-published first party IP. “It was me and one senior dev. He was doing all of the client stuff, I was doing all of the server stuff. It was in Unity, which I had used in school, and the backend was on Google Cloud Platform, which I had also used in school. And we approached a milestone that was like, it should be playable by now. We got to a point where the server was stood up enough and the client was stood up enough that they should connect and you could actually experience gameplay. “And we turned it on and the client performance was so bad, it was unplayable. And I turned to the senior dev, who, again, has been in the industry probably since I was born. . . . I was like, ‘Did you run the profiler? I looked at the profiler. . . . ‘It’s going crazy doing all of this sprite rendering, but it looks like you wrote this rendering code.’ “He’s like, ‘Well, yeah, that’s how you have to render the sprites.’ No, it’s a game engine. It does that. You didn’t need to do this. And so again, as the only server engineer, I had to take several weeks to rewrite the client because he had no idea what he was doing and didn’t attempt to find any of this information.” In general, Hays found, the emphasis on appearances undermined genuine efficacy. “Shortly after I started, the head of the programming department took me aside. [He said], “People don’t like that you’re leaving on time.’ ‘Am I behind on any of my work?’ ‘No, it just looks bad.’” This was the same head of the programming department who told me that the company wouldn’t hire female programmers because they would distract the male programmers. “Never mind the fact that probably 30 to 40 percent of the company is women,” Hays said. “The art department had no problem hiring them. The design department was fine. It was just the programming department.” Nguyen confirmed that most game developers in Japan fit a narrow profile: young, unmarried, and willing to put in any amount of overtime. “Once you have a family, things change,” he said. “Most game companies’ demographics are single and young people, often with little to no responsibilities outside work, and once your priorities shift from games to family you start feeling like you are an outsider.” The long hours in particular are difficult to manage, according to Nguyen. “There are crunch times before each release, and this can be stressful depending on how the project is managed.” My friend and I used to have to work long hours of overtime during the pre-release period. It can suck when people around you have no responsibilities outside work and happily put in the hours while you can’t. It was these pressures that led Nguyen to switch to a different industry. He also agreed with Trudel that the tech at many game companies is outdated. “There is an inertia to upgrade,” he said. “The most important thing in a game is not tech, it is gameplay and art.” As for Metz, he mostly would like to be paid more. My least favourite thing about game development in Japan is probably the low wages. Wages in Japan are a lot lower than in the Netherlands, but I have the impression that programmers have better financial opportunities in other programming industries outside of gaming. “I have the impression this difference is also not as big in the Netherlands,” he added, “but I could be completely wrong on that.” Hays encountered the same pay problem. “The pay is terrible. Just for reference, I looked up one of my old withholding slips from 2013, and I was taking home less than 4 million. That is bad. And I tripled my salary by moving back to the US.” How they got started in the Japanese game industry Some of our interviewees landed in the Japanese game industry mostly by accident. Trudel, for instance, originally came to Japan for the martial arts. Between 2007 and 2009 he visited Japan whenever he could, for anywhere between a weekend to several months at a time. “During [one of my longer trips], I would basically be training three times a day, five or six days a week,” he said. “I would just be dojo-hopping basically, to kind of get my bearings in terms of figuring out if I saw something in it. But what I ended up sticking to was basically the classical martial arts of Japan.” He finally moved officially to Japan on October 20th in 2009, on a working holiday visa. “I didn’t actually have the job lined up when I came in,” he explained. I had a little bit of money set aside. I figured okay, well, let’s just try to find a job. Now that I’m here [in Japan], I can visit people in person. You didn’t really have Zoom at the time. . . . When I started at Wizcorp, I was hired at the same time as one other person, but I was essentially employee number three.” “At the time I was hired as an engineer,” Trudel said, “and ended up doing all the IT stuff.” His official title was System Architect and Network Administrator. “And from there, once we started to move gradually into games from 2010, I started to take [on a] technical leadership position.” Having also served as CTO and COO of Wizcorp, Trudel became the Studio Head in February of 2023. As of now, he’s worked at Wizcorp for over 15 years. Nguyen also was always interested in coming to Japan. Our uni curriculum offered Japanese lessons and allowed the credits to accumulate as well, so I had studied Japanese and gotten my N1 even before my very first trip to Japan. A big thanks to my uni, which made this miracle happen! By contrast, Siboulotte chose the game industry, but not Japan specifically. He started learning game development with RPG Maker when he was 16, but didn’t study game development in university. “I thought joining this industry was impossible,” he said. Instead, he majored in international trade, while continuing game projects on the side. He then received a bachelor’s degree in cultural product marketing, which gave him the opportunity to join an animation studio as a producer’s assistant. “However, game development was still on my mind,” Siboulotte said, “so I decided to leave and start university again from scratch, to study game design, in 2017.” He got his lucky break with Studio No Border, an international creative studio that’s affiliated with the French entertainment group Ankama. “I joined this project in 2020,” Siboulotte said, “right before Japan closed in a lockdown. It was also my first ‘real’ position in the game industry.” I honestly absolutely arrived here by chance. I was just looking for my first gig after my graduation and internship, and this job happened to be the first one to give me a reply! “I applied on the website AFJV, a French website listing games positions in France or with French language involved, and after around four months of tests and interviews, I finally got a green light to come to Japan!” Hays and Metz were both specifically interested in working on Japanese games. While still a college student, Hays spent time in Osaka and loved it. After graduating in 2011, he returned to Japan and was quickly introduced to Good Feel, where he got to pursue his dream of working on Nintendo games. Metz told me there was a specific moment that clinched his desire to come to Japan. The final push to want to commit to the game dev industry in Japan was a 2017 GDC talk by Nintendo about The Legend of Zelda: Breath of the Wild. However, Metz was also well-prepared for the move. “I have always been fascinated with Japanese culture from a young age,” he said, “and have been self-studying the language off and on for around 9 years.” Their top tips for success The most consistent advice interviewees offered: learn Japanese. “It might be obvious for those wanting to work in Japan,” said Metz, “but I think that game development in Japan is much more reclusive than IT companies in Japan and will require a very high level of language fluency.” Nguyen agreed. You need to speak a very high level of Japanese. N3 or even N2 might not be enough to collaborate effectively. From there, however, the advice began to differ, depending on whether interviewees thought that game development in Japan was a good long-term career goal, or whether it should be for the short-term only. “Be sure to get out of the industry while you are still young and you want to advance your career more in tech,” Nguyen stressed. “The game industry doesn’t usually put as much emphasis on tech as others and it is certainly not a tech-driven industry, so staying there a long time can be detrimental to your career.” If you value experience working with tech, plan your departure even before entering the game industry. My friend and I struggled a lot when we were trying to jump ship. Hays concurred with Nguyen’s advice. “Treat it like a gap year,” he said. “Spend three, four, five years doing this because it’s what you really want to do. And then probably take that and go home.” “I’m not going to say, ‘No, never do it, stay away, don’t touch it with a 30 foot pole’,” Hays also said. “But make sure you understand what you’re getting yourself into and that in all likelihood, you’re probably sacrificing some career progression and certainly income for the sake of this opportunity.” Above all, Hays believes it’s important to do your research before going in. I will say as someone who loves video games, loves Japan, loves Japanese video games, if you’re doing it because you have an idealized vision of what working on your favorite games must be like, then you should spend time looking at real-world information. “Look for testimonials of people who worked at [those] companies, look for information about the pay and the working conditions. Just because it’s your dream doesn’t mean you shouldn’t research the company like you would a company in your home country.” Trudel also emphasized the need for research beforehand. “Do visit first. Being a tourist is not the same thing as living here, but it’ll give you some idea.” From there, Trudel’s advice differs, because he’s more optimistic about game development prospects in Japan. It does require, he believes, a great deal of commitment and the willingness to adapt. Japanese society works very differently. The game industry works very differently. Every client is going to work very differently, culturally speaking, and you need to find a way to acclimate to that, and blend in to some degree. “You need to be able to find a way to communicate,” Trudel went on, “where it’s going to make things move in the right direction.” It can be tricky, he told me, but “it’s not impossible.” Japanese ability of course helps immensely: “I mean, the one big mistake that I made was not learning the language enough before coming here,” Trudel admitted. “This set me back some years.” But language skills aren’t the whole picture. “I know that for me, as much as I struggled with language early on because I couldn’t understand what people were saying. . . . Because I couldn’t understand, I had to pick up on nonverbal cues more and on all etiquette stuff a lot more quickly, just to not get into trouble. Basically, it made me pay more attention to things.” Language is not enough. Language is just the gateway to the culture, really. From there, you have to walk through it. “I think a good way to do that,” Trudel advised, “is to engage in cultural activities. It could be sports, I mean, you can go and join a volleyball team for all I care, but having these kinds of activities where you need some form of interaction, some form of communication, verbal and nonverbal, to be able to engage in the activity, will make a big difference. “Plus it’s going to give you a bit of a network, beyond just having colleagues at work.” Trudel is strongly in favor of all forms of networking, even before you come to Japan. “Reach out,” he suggested. “I mean, you have LinkedIn, you have Facebook, you have all these social networks where there are some groups for the Japanese gaming industry. Talk to people, ask questions, see what they’re about.” He clarified, though, that you’ll get better results if you focus on gathering information over clinching a job. “[Those who message me about jobs], every time I’m going to tell them there’s an application process and a candidate selection process, and I’m out of the loop there. “But if you were just asking about whether you might find something to your liking [in Japan], I’m happy to jump on a 30 minute call with you and try to figure it out and just have that discussion. I’m assuming that not everyone is going to be necessarily as willing to engage like that, but it’s just a numbers game, right? “You know, the more people you reach out to, the more people are going to answer back, and then you’re going to be better informed.” Conclusion While the experiences shared here have been subjective, two of the major points—the low wages and the need for Japanese ability—were confirmed in TokyoDev’s 2024 survey. The gaming and education industries had the lowest compensation, with respondents making a median of ¥8 million a year. 37% of respondents in the gaming industry always used Japanese with their colleagues, the highest percentage of any industry. So if you’re interested in being a game developer in Japan, it’s best to start studying Japanese as soon as possible (and perhaps to be independently wealthy). But if a conventional Japanese game company isn’t for you, there are also a number of international game studios that can offer a more flexible and English-speaking environment. If you’re both ambitious and determined, like Siboulotte, you might aim to strike out on your own. The [Japanese] indie scene looks huge, and it gave me the will to make my own indie game besides work. I am really looking forward to BitSummit in Kyoto to try and show my prototype at a big fair again! Wizcorp and other game companies in Japan are hiring now, so check out our game development jobs page. Want to hear more experiences? Continue the discussion in our Discord community.
Are you working remotely for a Japanese company? What happens if your company suddenly issues a return-to-office mandate? Will you have to move back to Tokyo? What if remote work is in your contract—do you have the right to refuse to return to the office? What standing do you have to negotiate with your company? What are your chances of persuading management to change their minds? These are the questions TokyoDev set out to answer, because return-to-office mandates are on the rise in Japan. Return-to-office mandates: the numbers The TokyoDev 2024 survey showed that, among respondents, only 9% worked five days a week in the office. However, companies are increasingly switching from fully-remote to a hybrid working pattern. In 2023, 43% of survey-takers could work fully remotely if they wished, but in 2024, only 38% could say the same. This trend is not confined to Japan. According to Morgan McKinley, in Hong Kong 91% of companies insisted their employees return to the office, while only around 40% of companies in the UK and Canada are asking the same. Japanese companies come in around the middle, with 62% requesting that their employees come back into the office at least some days. Return-to-office orders are having a direct impact on employee attrition. While only 10% of TokyoDev survey respondents who could choose whether or not to work remotely were interested in changing jobs, 18% of those in a hybrid environment were job-hunting, and 39% of those required to work full-time at the office were actively searching for new roles. 49% of survey-takers valued the ability to work remotely over everything else. Meanwhile, those who had to attend an office were more negative about their workplace in every aspect except job security than those who could work fully remotely. In short, tech companies in Japan should be advised that insisting on in-office work, or even hybrid work, could strongly affect their recruitment and retention of employees. By contrast, those who allow fully-remote work can expect to see a rise in applications. What the Tokyo Labor Bureau has to say For those developers whose companies issue a return-to-office mandate, what are their rights under Japanese law? And what is the experience like for those developers who try to enlist the help of Japan’s foreign worker resource centers? To find out, I called them myself. Each time I represented myself as a developer dealing with an increasingly typical situation: though I had always worked remotely, and had moved to a distant prefecture while doing so, I was suddenly being ordered to report to the Tokyo office once a week. What could I do about it? Labor Standards Advice Hotline I started by calling this hotline, which quickly set me up with an interpreter. With each question she listened to me in English, then spoke to her superiors in Japanese and translated their reply back to me. The upshot of their advice was that I should contact either my local prefectural labor bureau, or (since my hypothetical employer was based in Tokyo) the Tokyo Labor Bureau. There wasn’t much legal advice or support that they could offer other than directing me to the appropriate resources. However, they did tell me that most of my case depended on the exact wording of my contract. If it was specified in my contract that I could work fully remotely, regardless of changes in the company’s work plans, then I had a good chance of insisting on continuing to do so—or, at the very least, negotiating from a position of strength. If, however, my contract said that I could work remotely with the company’s permission, or contingent upon company circumstances, then my only hope was to ask for some kind of compromise. If remote work was specified in my contract, I was told, and the company continued to insist that I come to the Tokyo office when I already lived in another prefecture, then I could be eligible for leave allowance, or a payment of 60% of my salary. They weren’t able to give further details on the subject, however, and again directed me to one of the labor bureaus for more details. The Tokyo Labor Bureau When I rang the Tokyo Labor Bureau and presented them with the same dilemma, it was easy to locate someone who spoke English, but their answers were less optimistic. Essentially, the woman on the phone said, there was no provision for return-to-office mandates—-or indeed, anything about remote work—in Japanese law. This left me with limited options. The Tokyo Labor Bureau has a “resolution system” designed to help employees and companies mediate conflicts. This is available only in Japanese, so I would need to bring a friend or translator; however, it is free of charge. In general, while certainly willing to help, she didn’t seem too optimistic about my chances of pushing back against the company’s order. It would be “kind of hard,” she admitted. Since this was more about my particular contract than general labor law, she also suggested that this was really a matter for the lawyers, and gave me the number for the Foreign Residents Support Center. The Foreign Residents Support Center When I first called the center, their lawyer was busy, but the woman on the phone apologized profusely and asked if they could call me back, which they did within a few hours. The lawyer I spoke to had yet another set of suggestions for my return-to-office scenario, but of the people I’d asked so far, he seemed the most optimistic regarding my chances. Unfortunately, it seems that hard-and-fast answers are difficult to come by. In principle, he said, I should not have to obey the mandate if my contract states that fully-remote work is allowed. In fact, I might be able to do so even if fully-remote work wasn’t specified in my contract. If there was correspondence exchanged when I signed the contract that promised fully-remote work, or possibly even verbal statements (though this would naturally be harder to prove), I could argue that fully-remote work was a “specific condition” of my employment. If there is some rational reason for the once-a-week visit to the office, he went on, then the company would be obligated to pay my commuting costs from the distant prefecture to the Tokyo office. However, like me, he considered it unlikely that the weekly meeting was really all that necessary. Instead, he thought I could press for doing the meeting via video call, and that this would fulfill my obligation to the company without incurring additional hassle or expense for either side. The tricky part was that all of this was speculative, and a lot would depend on specific qualifications. For example, when discussing whether the return-to-office order was actually illegal, he said it depended on several different factors: Was fully-remote work promised in my contract? Could my job be done fully remotely? Does the company have an important reason for this order? Of course, the last question is the hardest to nail down. The company has to compare the necessity of the order to the disadvantage of the employee, I was told, which appears to leave a lot of legal wiggle room for a strict or unscrupulous company. And contrary to what the Labor Standards Advice Hotline had suggested, he did not think I would be eligible for leave allowance. If the company refused to budge, he said I should contact my local bar association or city hall to find representation. If I was unable to locate a lawyer on my own, I was free to call back and they would assist me again. However, like everyone else I spoke to, the lawyer strongly suggested that I attempt to negotiate with my company instead. Given my specific circumstances, he suggested that if the company covered the commuting costs, I could perhaps offer to return to the office once every two weeks. In general, he assured me that I shouldn’t be afraid to bargain in this way, particularly if I worked for a small company that might find me difficult to replace. A less positive experience Sadly, sometimes neither negotiation nor legal action are possible. Several TokyoDev members spoke anonymously on their companies’ return-to-office mandates, and one of them described his own experience in consulting a lawyer. It was a lawyer [where] you get 30 minutes of pre-consultation. I sent him my job description, my contract and stuff, and then he looked it up. He said that even though it’s written in the contract that remote work is possible, there’s no precedent in the Supreme Court. . . . He said that if you want to fight, of course I can help you fight it. But in the end, if you lose or if the company dismisses you in the middle of it, then you have bigger problems. Although the opportunity for remote work had been promised in his job description, the actual employment contracts were more vague in their terms. Technically, the company wasn’t violating the contracts. Employees suspected that the company was using this return-to-office mandate to reduce their workforce without violating Japanese employment laws, but such an assertion would be difficult to prove. In the end, the developer decided against legal action. “I did not try to lawyer my way through because I know, once I file a lawsuit or something like that, then it’s going to be big trouble for me.” He is, however, actively searching for a new role, as were other developers we spoke to who had been ordered back to the office. To be clear about the prospect of retaliation, Japan law is strict about the circumstances under which an employee can be terminated. An employee negotiating in good faith around remote work isn’t an acceptable reason, and would run afoul of Japanese law: An employer is only allowed to dismiss an employee if there are objectively reasonable grounds for dismissal, and dismissal is deemed to be appropriate in light of socially accepted ideas. Furthermore, all possible grounds for dismissal must be clearly stated in the work rules if the dismissal of an employee is to be valid. The union option To Dennis Tesolat, General Secretary at the General Union, the solution to these return-to-office mandates is obvious. He calls it “union math.” If tech workers were to get together, they could command a lot at the negotiation table. I met with both Tesolat and Sonomi Terao, the Executive Officer at the General Union. They believe most developers don’t consider unionizing because they’re office workers rather than in the trades, but they are in a great situation to do so. “There’s power in numbers,” Tesolat said, “but [also] just one person joining can be effective.” The General Union, which is headquartered in Osaka but accepts members from all over Japan, already has at least one worker dealing with an unwanted return-to-office mandate. They wouldn’t mind taking on more such cases. Companies don’t want to fight, they want to make money. But we’re a union, it’s our job, so we don’t mind. In fact, Tesolat said, sometimes zero confrontation is required. Just sending in the notification of an employee’s General Union membership often causes management to back off their demands. “At least somebody else now is watching you,” said Tesolat. “Is it a big help, is it going to change your whole situation? No, but they might leave you alone.” And if they don’t, “You just have more options [with a union]. The chance to negotiate, to be supported by colleagues, the right to dispute. The option of court is always there, but it’s not the first option. Nine out of ten times we solve things without using that court option.” What’s key, he said, is not approaching the negotiating table alone. “Dispute and negotiating—that’s our job. . . . And once you [mess] it up, we can’t help you at that point.” This is especially true if you’re an international developer working for a Japanese company, “because the whole manner of negotiation is different. . . . The chance for a lot of misunderstanding is there.” That’s the thing about negotiating on your own. It’s hard, you don’t always know what to do it . . . and if there’s retaliation from that, ‘So what?’ But if the union does it, and there’s retaliation, there’s trade union law that says you can’t do that. What about retaliation for joining a union? Tesolat laughed and said that in his thirty years of experience, he’s seen fewer than ten straightforward retaliation cases. That leaves open the possibility of indirect retaliation, but Tesolat again pointed out that the union exists to deal with precisely that sort of issue. In short, “I would worry about a lot of other things before I’d worry about joining a union.” Two years ago, the General Union didn’t even have an IT branch. During the pandemic, however, the General Union—which had initially confined its membership to the Kansai area—began accepting applications from all over Japan, and from a greater variety of professions. “People were getting fired, they weren’t getting paid, and we couldn’t say no,” Tesolat said, “so we opened the door.” As a result, membership shot up by 35%. Recently, they’ve seen another surge in tech worker applications: “A lot of people started getting scared after the layoffs in America.” With return-to-office mandates increasing, the General Union may see their numbers continue to rise—and that’s good for “union math.” How to reverse your company’s return-to-office policy One anonymous developer we spoke to successfully reversed the return-to-office policy for his entire team. During Covid, he told us, the team worked fully remotely, but after the pandemic was over the management team insisted that developers return to the office five days a week. Eventually our interviewee was able to persuade them to restore remote work, first on a hybrid basis, and later full-time. “This was at a very small company though,” he explained, “where we had more leverage than what you would normally expect in a midsize or big company. Since the push also came from me as the lead developer, management eventually accepted it.” “I was the first developer in the company,” he added, “and I was often asked about what we needed to do to get a dev department running. “One of the things I mentioned is that it is hard to keep developers for a long time, so you need incentives. You either give them a raise, or benefits, or both. Since it was a small company it had no way to compete with bigger ones when it came to benefits and salary. So, what else can you do? If you are small and agile, you can afford to give remote work benefits, as it will cost you little or nothing to do so.” From the company’s perspective, my point was more about being able to retain people and also have an easier time finding new ones. The cost of hiring and onboarding a new developer is quite high in my experience. If you have a good worker and you are not in a position to be giving raises to everyone, remote work is an easy way to keep your devs happy. The fact that other companies do not offer it also means that it is harder for them to be poached. I asked if he had any advice for other developers who wanted remote work. “If I were to give any tips to other developers that are unhappy with their situation,” he said, “it would be to let their company know about it. “For example, they probably have a one-on-one discussion with their manager every so often. This is a good opportunity to ask if the company is considering remote work, [explain] why they want it, and so on. I would not expect a change immediately, especially if they are in a more traditional Japanese company. But consistently asking about it and showing that it really matters is what made the devs here get remote work. ”[Ask the company to] try running a trial with just one developer or two, and evaluate the pros and cons. If the company outright states that it will never allow it no matter what, or it becomes clear that they will not do it, I would start looking for new opportunities that provide the benefit.” So, it is always about leverage. If the company does not think you are worth what you are asking, your only choice is to go to a place that thinks you are worth it. And, of course, keep studying and learning to improve the chances of someone thinking that you are. Conclusion In the TokyoDev 2024 survey, there’s a clear correlation between in-office work and job-hunting. Full-time office workers are looking for new opportunities at the highest rate, followed by hybrid workers, whereas only 10% of fully-remote workers are looking for new roles. As more companies become aware of how highly their employees prioritize remote work, we should expect to see a decline in return-to-office mandates. Even those who don’t wish to change jobs may be able to use this trend to negotiate with their companies. Of course, not all of those negotiations will be successful, and the advice offered by Japanese labor bureaus and legal support centers can be highly variable. However, most of the people I contacted were supportive and helpful. Perhaps, if you encounter negativity or opposition from government workers, you should avail yourself of the old immigration tactic: if you don’t like the answer you got, ask someone else. Has your company asked you to return to the office? We have a list of fully remote developer jobs for you. If you want to continue the conversation, join our Discord community.
More in programming
Most of our cultural virtues, celebrated heroes, and catchy slogans align with the idea of "never give up". That's a good default! Most people are inclined to give up too easily, as soon as the going gets hard. But it's also worth remembering that sometimes you really should fold, admit defeat, and accept that your plan didn't work out. But how to distinguish between a bad plan and insufficient effort? It's not easy. Plenty of plans look foolish at first glance, especially to people without skin in the game. That's the essence of a disruptive startup: The idea ought to look a bit daft at first glance or it probably doesn't carry the counter-intuitive kernel needed to really pop. Yet it's also obviously true that not every daft idea holds the potential to be a disruptive startup. That's why even the best venture capital investors in the world are wrong far more than they're right. Not because they aren't smart, but because nobody is smart enough to predict (the disruption of) the future consistently. The best they can do is make long bets, and then hope enough of them pay off to fund the ones that don't. So far, so logical, so conventional. A million words have been written by a million VCs about how their shrewd eyes let them see those hidden disruptive kernels before anyone else could. Good for them. What I'm more interested in knowing more about is how and when you pivot from a promising bet to folding your hand. When do you accept that no amount of additional effort is going to get that turkey to soar? I'm asking because I don't have any great heuristics here, and I'd really like to know! Because the ability to fold your hand, and live to play your remaining chips another day, isn't just about startups. It's also about individual projects. It's about work methods. Hell, it's even about politics and societies at large. I'll give you just one small example. In 2017, Rails 5.1 shipped with new tooling for doing end-to-end system tests, using a headless browser to validate the functionality, as a user would in their own browser. Since then, we've spent an enormous amount of time and effort trying to make this approach work. Far too much time, if you ask me now. This year, we finished our decision to fold, and to give up on using these types of system tests on the scale we had previously thought made sense. In fact, just last week, we deleted 5,000 lines of code from the Basecamp code base by dropping literally all the system tests that we had carried so diligently for all these years. I really like this example, because it draws parallels to investing and entrepreneurship so well. The problem with our approach to system tests wasn't that it didn't work at all. If that had been the case, bailing on the approach would have been a no brainer long ago. The trouble was that it sorta-kinda did work! Some of the time. With great effort. But ultimately wasn't worth the squeeze. I've seen this trap snap on startups time and again. The idea finds some traction. Enough for the founders to muddle through for years and years. Stuck with an idea that sorta-kinda does work, but not well enough to be worth a decade of their life. That's a tragic trap. The only antidote I've found to this on the development side is time boxing. Programmers are just as liable as anyone to believe a flawed design can work if given just a bit more time. And then a bit more. And then just double of what we've already spent. The time box provides a hard stop. In Shape Up, it's six weeks. Do or die. Ship or don't. That works. But what's the right amount of time to give a startup or a methodology or a societal policy? There's obviously no universal answer, but I'd argue that whatever the answer, it's "less than you think, less than you want". Having the grit to stick with the effort when the going gets hard is a key trait of successful people. But having the humility to give up on good bets turned bad might be just as important.
Humanity's Last Exam by Center for AI Safety (CAIS) and Scale AI
As well as changing the way I organise my writing, last year I made some cosmetic improvements to this site. I design everything on this site myself, and I write the CSS by hand – I don’t use any third-party styles or frameworks. I don’t have any design training, and I don’t do design professionally, so I use this site as a place to learn and practice my design skills. It’s a continual work-in-progress, but I’d like to think it’s getting better over time. I design this site for readers. I write long, text-heavy posts with the occasional illustration or diagram, so I want something that will be comfortable to read and look good on a wide variety of browsers and devices. I get a lot of that “for free” by using semantic HTML and the default styles – most of my CSS is just cosmetic. Let’s go through some of the changes. Cleaning up the link styles This is what links used to look like: Every page has a tint colour, and then I was deriving different shades to style different links – a darker shade for visited links, a lighter shade for visited links in dark mode, and a background that appears on hover. I’m generating these new colours programatically, and I was so proud of getting that code working that I didn’t stop to think whether it was a good idea. In hindsight, I see several issues. The tint colour is meant to give the page a consistent visual appearance, but the different shades diluted that effect. I don’t think their meaning was especially obvious. How many readers ever worked it out? And the hover styles are actively unhelpful – just as you hover over a link you’re interested in, I’m making it harder to read! (At least in light mode – in dark mode, the hover style is barely legible.) One thing I noticed is that for certain tint colours, the “visited” colour I generated was barely distinguishable from the text colour. So I decided to lean into that in the new link styles: visited links are now the same colour as regular text. This new set of styles feels more coherent. I’m only using one shade of the tint colour, and I think the meaning is a bit clearer – only new-to-you links will get the pop of colour to stand out from the rest of the text. I’m happy to rely on underlines for the links you’ve already visited. And when you hover, the thick underline means you can see where you are, but the link text remains readable. Swapping out the font I swapped out the font, replacing Georgia with Charter. The difference is subtle, so I’d be surprised if anyone noticed: I’ve always used web safe fonts for this site – the fonts that are built into web browsers, and don’t need to be downloaded first. I’ve played with custom fonts from time to time, but there’s no font I like more enough to justify the hassle of loading a custom font. I still like Georgia, but I felt it was showing its age – it was designed in 1993 to look good on low-resolution screens, but looks a little chunky on modern displays. I think Charter looks nicer on high-resolution screens, but if you don’t have it installed then I fall back to Georgia. Making all the roundrects consistent I use a lot of rounded rectangles for components on this site, including article cards, blockquotes, and code blocks. For a long time they had similar but not identical styles, because I designed them all at different times. There were weird inconsistencies. For example, why does one roundrect have a 2px border, but another one is 3px? These are small details that nobody will ever notice directly, but undermine the sense of visual together-ness. I’ve done a complete overhaul of these styles, to make everything look more consistent. I’m leaning heavily on CSS variables, a relatively new CSS feature that I’ve really come to like. Variables make it much easier to use consistent values in different rules. I also tweaked the appearance: I’ve removed another two shades of the tint colour. (Yes, those shades were different from the ones used in links.) Colour draws your attention, so I’m trying to use it more carefully. A link says “click here”. A heading says “start here”. What does a blockquote or code snippet say? It’s just part of the text, so it shouldn’t be grabbing your attention. I think the neutral background also makes the syntax highlighting easier to read, because the tint colour isn’t clashing with the code colours. I could probably consolidate the shades of grey I’m using, but that’s a task for another day. I also removed the left indent on blockquotes and code blocks – I think it looks nicer to have a flush left edge for everything, and it means you can read more text on mobile screens. (That’s where I really felt the issues with the old design.) What’s next? By tidying up the design and reducing the number of unique elements, I’ve got a bit of room to add something new. For a while now I’ve wanted a place at the bottom of posts for common actions, or links to related and follow-up posts. As I do more and more long-form, reflective writing, I want to be able to say “if you liked this, you should read this too”. I want something that catches your eye, but doesn’t distract from the article you’re already reading. Louie Mantia has a version of this that I quite like: I’ve held off designing this because the existing pages felt too busy, but now I feel like I have space to add this – there aren’t as many clashing colours and components to compete for your attention. I’m still sketching out designs – my current idea is my rounded rectangle blocks, but with a coloured border instead of a subtle grey, but when I did a prototype, I feel like it’s missing something. I need to try a few more ideas. Watch this space! [If the formatting of this post looks odd in your feed reader, visit the original article]
No newsletter next week, I'm teaching a TLA+ workshop. Speaking of which: I spend a lot of time thinking about formal methods (and TLA+ specifically) because it's where the source of almost all my revenue. But I don't share most of the details because 90% of my readers don't use FM and never will. I think it's more interesting to talk about ideas from FM that would be useful to people outside that field. For example, the idea of "property strength" translates to the idea that some tests are stronger than others. Another possible export is how FM approaches nondeterminism. A nondeterministic algorithm is one that, from the same starting conditions, has multiple possible outputs. This is nondeterministic: # Pseudocode def f() { return rand()+1; } When specifying systems, I may not encounter nondeterminism more often than in real systems, but I am definitely more aware of its presence. Modeling nondeterminism is a core part of formal specification. I mentally categorize nondeterminism into five buckets. Caveat, this is specifically about nondeterminism from the perspective of system modeling, not computer science as a whole. If I tried to include stuff on NFAs and amb operations this would be twice as long.1 1. True Randomness Programs that literally make calls to a random function and then use the results. This the simplest type of nondeterminism and one of the most ubiquitous. Most of the time, random isn't truly nondeterministic. Most of the time computer randomness is actually pseudorandom, meaning we seed a deterministic algorithm that behaves "randomly-enough" for some use. You could "lift" a nondeterministic random function into a deterministic one by adding a fixed seed to the starting state. # Python from random import random, seed def f(x): seed(x) return random() >>> f(3) 0.23796462709189137 >>> f(3) 0.23796462709189137 Often we don't do this because the point of randomness is to provide nondeterminism! We deliberately abstract out the starting state of the seed from our program, because it's easier to think about it as locally nondeterministic. (There's also "true" randomness, like using thermal noise as an entropy source, which I think are mainly used for cryptography and seeding PRNGs.) Most formal specification languages don't deal with randomness (though some deal with probability more broadly). Instead, we treat it as a nondeterministic choice: # software if rand > 0.001 then return a else crash # specification either return a or crash This is because we're looking at worst-case scenarios, so it doesn't matter if crash happens 50% of the time or 0.0001% of the time, it's still possible. 2. Concurrency # Pseudocode global x = 1, y = 0; def thread1() { x++; x++; x++; } def thread2() { y := x; } If thread1() and thread2() run sequentially, then (assuming the sequence is fixed) the final value of y is deterministic. If the two functions are started and run simultaneously, then depending on when thread2 executes y can be 1, 2, 3, or 4. Both functions are locally sequential, but running them concurrently leads to global nondeterminism. Concurrency is arguably the most dramatic source of nondeterminism. Small amounts of concurrency lead to huge explosions in the state space. We have words for the specific kinds of nondeterminism caused by concurrency, like "race condition" and "dirty write". Often we think about it as a separate topic from nondeterminism. To some extent it "overshadows" the other kinds: I have a much easier time teaching students about concurrency in models than nondeterminism in models. Many formal specification languages have special syntax/machinery for the concurrent aspects of a system, and generic syntax for other kinds of nondeterminism. In P that's choose. Others don't special-case concurrency, instead representing as it as nondeterministic choices by a global coordinator. This more flexible but also more inconvenient, as you have to implement process-local sequencing code yourself. 3. User Input One of the most famous and influential programming books is The C Programming Language by Kernighan and Ritchie. The first example of a nondeterministic program appears on page 14: For the newsletter readers who get text only emails,2 here's the program: #include /* copy input to output; 1st version */ main() { int c; c = getchar(); while (c != EOF) { putchar(c); c = getchar(); } } Yup, that's nondeterministic. Because the user can enter any string, any call of main() could have any output, meaning the number of possible outcomes is infinity. Okay that seems a little cheap, and I think it's because we tend to think of determinism in terms of how the user experiences the program. Yes, main() has an infinite number of user inputs, but for each input the user will experience only one possible output. It starts to feel more nondeterministic when modeling a long-standing system that's reacting to user input, for example a server that runs a script whenever the user uploads a file. This can be modeled with nondeterminism and concurrency: We have one execution that's the system, and one nondeterministic execution that represents the effects of our user. (One intrusive thought I sometimes have: any "yes/no" dialogue actually has three outcomes: yes, no, or the user getting up and walking away without picking a choice, permanently stalling the execution.) 4. External forces The more general version of "user input": anything where either 1) some part of the execution outcome depends on retrieving external information, or 2) the external world can change some state outside of your system. I call the distinction between internal and external components of the system the world and the machine. Simple examples: code that at some point reads an external temperature sensor. Unrelated code running on a system which quits programs if it gets too hot. API requests to a third party vendor. Code processing files but users can delete files before the script gets to them. Like with PRNGs, some of these cases don't have to be nondeterministic; we can argue that "the temperature" should be a virtual input into the function. Like with PRNGs, we treat it as nondeterministic because it's useful to think in that way. Also, what if the temperature changes between starting a function and reading it? External forces are also a source of nondeterminism as uncertainty. Measurements in the real world often comes with errors, so repeating a measurement twice can give two different answers. Sometimes operations fail for no discernable reason, or for a non-programmatic reason (like something physically blocks the sensor). All of these situations can be modeled in the same way as user input: a concurrent execution making nondeterministic choices. 5. Abstraction This is where nondeterminism in system models and in "real software" differ the most. I said earlier that pseudorandomness is arguably deterministic, but we abstract it into nondeterminism. More generally, nondeterminism hides implementation details of deterministic processes. In one consulting project, we had a machine that received a message, parsed a lot of data from the message, went into a complicated workflow, and then entered one of three states. The final state was totally deterministic on the content of the message, but the actual process of determining that final state took tons and tons of code. None of that mattered at the scope we were modeling, so we abstracted it all away: "on receiving message, nondeterministically enter state A, B, or C." Doing this makes the system easier to model. It also makes the model more sensitive to possible errors. What if the workflow is bugged and sends us to the wrong state? That's already covered by the nondeterministic choice! Nondeterministic abstraction gives us the potential to pick the worst-case scenario for our system, so we can prove it's robust even under those conditions. I know I beat the "nondeterminism as abstraction" drum a whole lot but that's because it's the insight from formal methods I personally value the most, that nondeterminism is a powerful tool to simplify reasoning about things. You can see the same approach in how I approach modeling users and external forces: complex realities black-boxed and simplified into nondeterministic forces on the system. Anyway, I hope this collection of ideas I got from formal methods are useful to my broader readership. Lemme know if it somehow helps you out! I realized after writing this that I already talked wrote an essay about nondeterminism in formal specification just under a year ago. I hope this one covers enough new ground to be interesting! ↩ There is a surprising number of you. ↩
Trump is doing Europe a favor by revealing the true cost of its impotency. Because, in many ways, he has the manners and the honesty of a child. A kid will just blurt out in the supermarket "why is that lady so fat, mommy?". That's not a polite thing to ask within earshot of said lady, but it might well be a fair question and a true observation! Trump is just as blunt when he essentially asks: "Why is Europe so weak?". Because Europe is weak, spiritually and militarily, in the face of Russia. It's that inherent weakness that's breeding the delusion that Russia is at once both on its last legs, about to lose the war against Ukraine any second now, and also the all-potent superpower that could take over all of Europe, if we don't start World Word III to counter it. This is not a coherent position. If you want peace, you must be strong. The big cats in the international jungle don't stick to a rules-based order purely out of higher principles, but out of self-preservation. And they can smell weakness like a tiger smells blood. This goes for Europe too. All too happy to lecture weaker countries they do not fear on high-minded ideals of democracy and free speech, while standing aghast and weeping powerlessly when someone stronger returns the favor. I'm not saying that this is right, in some abstract moral sense. I like the idea of a rules-based order. I like the idea of territorial sovereignty. I even like the idea that the normal exchanges between countries isn't as blunt and honest as those of a child in the supermarket. But what I like and "what is" need separating. Europe simply can't have it both ways. Be weak militarily, utterly dependent on an American security guarantee, and also expect a seat at the big-cat table. These positions are incompatible. You either get your peace dividend -- and the freedom to squander it on net-zero nonsense -- or you get to have a say in how the world around you is organized. Which brings us back to Trump doing Europe a favor. For all his bluster and bullying, America is still a benign force in its relation to Europe. We're being punked by someone from our own alliance. That's a cheap way of learning the lesson that weakness, impotence, and peace-dividend thinking is a short-term strategy. Russia could teach Europe a far more costly lesson. So too China. All that to say is that Europe must heed the rude awakening from our cowboy friends across the Atlantic. They may be crude, they may be curt, but by golly, they do have a point. Get jacked, Europe, and you'll no longer get punked. Stay feeble, Europe, and the indignities won't stop with being snubbed in Saudi Arabia.