I used to work at an electric appliance manufacturer [NEC Corporation], where I have worked on security-related research and development and service production based on research results. So I joined Nintendo mid-career as a security engineer. Our customers expect us to protect their account information. Of course, protecting personal information is a very important task, so in the network security team I am a part of, in the sense of protecting the fun of Nintendo, a wider role is required.
Nintendo's consoles are widely used on a global scale; because they are connected to a network, some access is not legitimate, such as when cheating occurs. For example, to gain an advantage in a competitive game [such as Splatoon or Super Smash Bros.], certain players could tamper with the system, so they could perform unintended operations, such as acquiring duplicate items. When such cheating is performed, not only does it threaten the intellectual property of Nintendo, it also deprives the general public of the ability to [legitimately] play games for fun. So, it's important that we make security measures both before and after the games are released.
First of all, as a preventative measure, we aim to perfect the security measures for online services before the game is released, we work with the developers to get the gist of the functions of the game, and then we actually emulate the gameplay, we verify the weaknesses (vulnerabilities) of the games, then we try to create the measures. That is, we also have the job of imagining what kind of fraud could occur after the game is released, so no matter how meticulous we are, we cannot prevent 100% of fraudulent activity
Therefore, so we have the feeling that "our real work begins after the game is released" after game development is completed, it is important that we find this fraudulent activity as soon as we can. As time goes by, the wound is getting bigger and bigger [this is a metaphor about how the security measures weaken over time], so we must apologize for inconveniences to many customers [when game servers have to temporarily shut down for maintenance], the fanbase of the game can also get smaller. In addition, it is difficult to minimize the damage if we start our work after the problem occurs, so we try to be aware of possible outcomes on a daily basis.
However, for example, similar to how some people get the flu even if they got the flu shot, no matter what measures we take, players will still cheat. In such cases, we push out updates that modify the programs for the functions of the game and main system. Unfortunately, some people who play online games cheat. Such an act, since it is a violation of the agreement between the customer and Nintendo [the EULA and the Nintendo Account User Agreement], if we find it, we may use measures to prohibit the use of online services, which we call a "BAN". In other words, if you cheat [and you get caught], you won't be able to play online.
In my previous job, I was a corporate partner, I was doing so-called business-to-business work, so seeing the faces of our customers was the main difference when I joined Nintendo. For these customers, the developers make the game with the feeling of "we want you to play like this" delivered as it is. In addition, these games can also be enjoyed for a long time. So, I think that the role of the security engineer is important.
Jun Noda joined mid-career in 2016. In his previous job, Noda worked in security-related research and development and service production at an electric appliance manufacturer. Since he joined Nintendo, Noda has been active as a full-stack security engineer. He has been in charge of a large variety of tasks, including planning, designing, developing, and operating technical measures that improve the security of network services, as well as collaborating with related departments related to in-house IT and technical support.