Sega development studios
Company type | Subsidiary |
---|---|
Industry | Video games |
Key people |
|
Parent | Sega Sammy Holdings |
Website | www.sega.com www.sega.jp |
This is a list of development studios owned by Sega, a Japanese video game developer and publisher based in Tokyo, Japan. Accompanied with the list is their history of game development. Also included are the companies that Sega has acquired over the years. For a full list of games developed and published by Sega, see List of Sega video games, List of Sega mobile games and List of Sega arcade games.
1960–1990
[edit]During the early 1960s, Sega had around 40 developers. One of the developers was Hisashi Suzuki who previously was in charge of autodesign at Tokyu Kogyu Kurogane, he changed jobs to Sega in 1964, which then was called Nihon Goraku Bussan. As the company grew, Suzuki recalls about eight departments dedicated to development, which were arcades, arcade cabinets and consumer products. Sega rarely outsourced their games, much like Namco and Taito, as it was hard to find other companies that could do design, manufacturing, marketing and maintenance all at once.[1]
Another early developer was Hideki Sato, who joined 1971. He recalls, when he joined Sega, they were making pinball tables, electro-mechanical games, however mainly sold jukeboxes. Hideki Sato was part of a development team that mainly had around 20 people, and they were engaged in pinball tables and electro-mechanical games. Sato was assigned to the team that made pinball tables, which were imported from America, but had modifications done to them so they would be more fun.
Sega at that time was owned by a foreign company and led by David Rosen. He brought Pong from Atari to the Japanese offices, which impressed Sato. The developers quickly researched how games with TV's were made, and thus Sega quickly brought its first video game to market with Pong Tron in 1973. Hayao Nakayama, who later became president, joined Sega after the purchase of game distribution company Esco Trading. According to Sato, Nakayama was more than just a manager, he had helpful input into games like Monaco GP as well, as he firmly understood the business of games and that the development division is the most important part of a company.[3] Sega learned a lot about programming and software after purchasing Gremlin Industries in 1978, which was located in San Diego. It was because of this purchase that Sega began using printed circuit boards for games. Sega's first arcade board was the System 1, which debuted with Star Jacker. It was developed by Sato and was their first standardized arcade board, before then each game had individually costumized hardware.[4] Home computers was an interest of Nakayama, the MSX was becoming popular.[4] So a small team of three people were involved in creating the SC-3000. The game capabilities of it were turned into the SG-1000, the first home console of Sega, which was made after Sega learned about Nintendo's plans to release the Famicom. At the same time the System 2 arcade hardware was developed, this time by an engineer called Hiroshi Yagi. The new console Sega Mark III, overseas called Sega Master System, was made with the purpose that System 1 and 2 arcade games could easily be ported. It was thought that spreading home hardware while also developing more powerful arcade hardware would make players go to an actual arcade, and that this would create a virtous cycle.[4] System 2 was also capable of displaying multiple screens which was used in a horse racing medal game called Super Derby. This was useful for the development of the Sega Game Gear, which released in 1990.[5] Since 1985, the Motorola 68000 was used in arcades, and it was modified to suit home consoles, which resulted in the Mega Drive in 1988. According to Sato this was when Sega began sharing the know-how between arcade and home hardware.[3] Sega also increased the amount of female customers in arcades with the UFO Catcher, an improved type of crane game that existed before, and acquiring the Tetris license for arcades.[6]
In terms of software developers, Yoji Ishii joined 1978, and was involved in sound engineering on various titles like Monaco GP and Zaxxon, before being involved in the planning section working on early arcade titles like Up'n Down, Sindbad Mystery, Flicky, Teddy Boy Blues and Fantasy Zone. He also worked with Yu Suzuki on his titles later on, and then moved on to management duties.[7][8] Yu Suzuki joined in 1983, and after a year of doing chores and developing Champion Boxing, he was developing big sensory cabinet games like Hang-On, Space Harrier, OutRun and After Burner. Each took about six months.[9] According to Hisashi Suzuki, it was the environment of being able to do everything in-house that made these kind of cabinets possible.[1] Yuji Naka joined the company alongside Hiroshi Kawaguchi and was part of the team that developed software for the SC-3000, the PC Division, which according to Naka had about fifteen developers. Only some games were outsourced to Compile, all the software was done in-house. Software developers were only around 50 people at most, 20 or 30 for hardware-related matters. The pace of software development was to develop one game every one to two months, Yuji Naka recalls bragging with Yu Suzuki who worked more overtime, and it was usual to work at weekends too, as they were essentially living at the company.[10] Mark Cerny, the only foreigner in development, recalls the company was very much a sweatshop, saying "It's one programmer, one artist, three months. That's a game. The tokyo group made about 40 games, from which about only two could be played and enjoyed".[11] Yuji Naka already had a reputation as a great programmer early on.[12] Naka had a desire to make games that were not possible on Nintendo hardware, or to port arcade games from more powerful hardware. Examples of this include the 3D Dungeons of Phantasy Star, the Mark III version of Hokuto no Ken (overseas known as Black Belt) or ports of the arcade games Space Harrier, Super Thunder Blade and the Capcom game Ghouls 'n Ghosts. However it was the development plan "a game to beat Mario" that caught the attention of a superior of Naka, which started the development of Sonic the Hedgehog.[10] The Genesis generally marked a turning point were more original software for consoles began development such as Alex Kidd in the Enchanted Castle, The Revenge of Shinobi, Phantasy Star II and Sword of Vermillion.[13]
Early development
[edit]Department | Headed By | Notable Titles/Products | Ref(s) |
---|---|---|---|
Production & Engineering | David Rosen |
|
[14] |
PC Division | Unknown |
1983–1990
[edit]Department | Division | Headed By | Notable Titles/Products | Ref(s) |
---|---|---|---|---|
DD (Development Division) 1 | R&D,
Sega Enterprises |
Hisashi Suzuki, Yoji Ishii | [15][16][17][18][19] | |
DD2 | Mamoru Shigeta, Minoru Kanari |
|
[20][21][22][23][24][25][26][27] | |
DD3 | Hideki Sato | |||
DD4 | Unknown |
| ||
DD5 |
| |||
DD6 | Unknown |
| ||
DD7 | Unknown | |||
Studio 128 | Yu Suzuki | [29] | ||
DD9 | Unknown | [30][31] |
1991–1999
[edit]Yu Suzuki was the first to branch out, with his own studio called Studio 128. After that, many more departments followed, all of which had their roots in R&D1. Hisao Oguchi recalls up to six departments; according to him the environment was extremely competitive. Hisashi Suzuki often asked "what's new?" and had a desire of the development teams to be "first in the world" when looking at their game pitches. Nakayama had harsh opinions on the developers that didn't make money in the arcades, and thus supported developers like Yu Suzuki, who created many hits.[32] Nakayama gave an order to develop a title better than Street Fighter II by Capcom. Namco was also ahead in the arcade industry with Winning Run. To catch up, Yu Suzuki purchased SGI IRIS workstations from Silicon Valley to develop Virtua Racing, which lead to Virtua Fighter, which satisfied Nakayama's expectations. In collaboration with GE, the Sega Model 2 and Sega Model 3 arcade hardware was made possible, and produced further games with very advanced graphics and also multiplayer titles were made possible with Virtua Striker and SpikeOut. At the time, Sega was involved with Vivendi and Universal on Gameworks arcades, and thus had a connection to Steven Spielberg, who visited the Sega offices and saw the prototype of Shenmue, which was something that he was very impressed with. This caused Sega management to further support it. However, according to Hisashi Suzuki this meant Yu Suzuki leaving the arcade business to develop console projects, and no one was able to tame Yu Suzuki, which meants that the project went out of control.[33] Shenmue, which was previously Virtua Fighter RPG,[34] started development on the Sega Saturn. AM2 developed a development environment for the Sega Saturn, called the Sega Graphic Library, due to the Sega Saturn being difficult to make games for.[35]
On the opposite trend, Hisao Oguchi of AM3 was aiming to make games for couples and as another theme to release game that were "cool" rather than otaku like. AM3 developer Mie Kumagai who later garnered attention later on as a female manager of a development department shared this sentiment as "the future of arcades cannot be boys only". Rail Chase, Jurassic Park, Jambo! Safari, Top Skater and a variety of sports games such as Virtua Tennis, were part of this direction. However, most of the income at arcades in Japan came from core players rather than casuals.[32][36][37] AM5 was established which at first made kiddie rides with monitors, which were successful but went on to make large scale attractions, one of which was the VR-1, an early example of Virtual Reality.[38]
Masao Yoshimoto, who joined in 1987, and developed the R-360 among many other arcade cabinets, recalled this period as the golden age of Sega, when both advanced graphics and big motion sensitive cabinets such as the ones for Manx TT Superbike and WaveRunner were made possible.[39]
Putting to use what Naka learned by porting Ghouls 'n Ghosts to the Genesis, he went on to develop Sonic the Hedgehog, along with artist Naoto Oshima and designer Hirokazu Yasuhara. Sonic had a much bigger development period than other Sega games at the time, with Mark Cerny recalling it having ten months development time, and three core developers instead of two.[40][11] Yuji Naka himself worked on it for one year and a half, and did not work on any other games in the meantime, in contrast to the frequent releases he had before.[10] Sega of America marketing strategies made Sonic the Hedgehog a success for Sega, causing them to have 61% market share in North America with their Genesis consoles. Yuji Naka quit Sega due to him feeling that he did not get enough appreciation for his work on Sonic, but then was invited by Mark Cerny to join his development group, the Sega Technical Institute, and he along with ten other developers went to Sega of America and developed the sequels Sonic 2, Sonic 3 and Sonic & Knuckles. In addition to STI, Sega Interactive, Sega Midwest Studio and Sega Multimedia Studio were other studios that Sega of America established at this time.[41][42][43] Japanese game development also expanded externally with SIMS, which was previously Sanritsu, and Sonic Software Planning! which often worked with Climax Entertainment.[12] Other worldwide successes developed by the Japanese group were Streets of Rage II and Phantasy Star IV which were appreciated in all parts of the world.[12]
The Sega CD was developed to get ahead in Japan, as the PC Engine was more popular and also had a CD drive. According to hardware developer Masami Ishikawa, Sega was able to increase performance and storage, and thus was able to release a nice RPG on it.[44] The most famous title for the Sega CD, was Sonic CD, which was developed in Japan without the involvement of Yuji Naka, although ideas were exchanged. It was mainly developed by Naoto Oshima along with much staff that was gathered from all over Sega, many of them young.[45] RPG's were the most popular in Japan, and the RPG's from Game Arts were an important asset for Sega, but those games as well as Sega's own Shining and Phantasy Star series were unable to compete with Dragon Quest, Final Fantasy and Ys I&II.[13] This is why Sega thought of using the Virtua Fighter IP to create an RPG, since it was Sega's most popular IP in Japan, however it eventually evolved to become Shenmue.[34]
Being behind in Japan, motivated Sega to put a lot of resources into the Sega Saturn. The development team of the Saturn was the same that developed by System 32 arcade board.[4] Sato regrets that he did not go with the Model 1 arcade hardware as a base, as he was too concerned of leaving all the developers behind that were focused on sprites rather than 3D, which were the majority of developers.[46] Sega supported five different console hardware, with the first and second department focusing on Sega Saturn, the third and fourth on the Genesis as well as add-ons 32X and Sega CD, a fifth development department existed for Game Gear development and a sixth department existed for RPG's. Also a department of about 40 people dedicated to porting games to PC was established, as Windows 95 became widespread in Japan.[47] Including overseas staff and arcade developers, over 1000 developers were engaged in development.
Sega Saturn projects were much larger in comparison to other teams at the time, scaling up from the five or ten people involved in Master System or Genesis games. An early large project was Panzer Dragoon as about 30 people were involved. Yoji Ishii was transferred from the arcade to console development in 1993,[7] and many others from the arcades followed, making it up to several hundred developers involved in Sega Saturn development.[48] Early on, the 3D capabilities were not shown off well with a lacking port of Daytona USA as well Clockwork Knights, which was mainly 2D. By 1995, the Saturn could compete very well with PlayStation in Japan with ports of Virtua Fighter 2, Virtua Cop and Sega Rally Championship. Particularly Virtua Fighter 2 became the first million-seller for Sega in Japan. RPG's like Sakura Wars, Magic Knight Rayearth and Dragon Force, anime license games such as Neon Genesis Evangelion and sports games also did very well in Japan.[13] Yuji Naka also gone back to Japan and wanted to develop 3D games after being sent videotapes of the games that Yu Suzuki was developing. Naka had no desire to develop for the Sega 32X, which was mainly spearheaded by Sega of America.[10] Game producer Takayuki Kawagoe called the line-up for the 32X quite weak, as games like Knuckles Chaotix were previously just 16-bit titles, but praised the original titles such as Metal Head.[49] Yuji Naka, along with Naoto Oshima developed NiGHTS Into Dreams and Burning Rangers, with the latter not having much involvement from Naka.[45] Much like how Sonic was made to succeed in America, NiGHTS was made to succeed in Europe, although that was the desire by the development team, rather than marketing.[40] According to manager Hisashi Suzuki, the turning point was the release of Final Fantasy VII. It and the influence of Dragon Quest was far too great for Sega to overcome. It did not only influence the fortune of Sega in console development, but also the relevancy of arcades was put into question as well.[1] To combat Final Fantasy VII, Team Andromeda, the team behind Panzer Dragoon was instructed to develop an RPG, which was Panzer Dragoon Saga.[50]
Isao Okawa, the chairman of CSK, which was the parent company of Sega, said "let's try one more time",[34] in regard to Sega hardware. Sonic Adventure, Virtua Fighter 3, an early version of Skies of Arcadia[51] and Shenmue moved from Saturn to the new Dreamcast and in-house development for Sega Saturn completely halted in 1998. The NAOMI arcade hardware was developed to make porting titles to the Dreamcast without loss of quality. Therefore, home and arcade hardware became equal.[13] Isao Okawa personally instructed Yuji Naka, to create an online game for the new Dreamcast. Naka released Chu Chu Rocket as a test for the online capabilities for the Dreamcast. The turnover of staff was the largest at Sega since 1986, as staff began to establish new companies such as Artoon.[48][52] Visual Concepts was acquired by Sega of America to develop sports titles, while No Cliche was established by Sega Europe.[53][54]
1991–1995
[edit]Department | Division | Members From | Headed By | Notable Titles/Products | Ref(s) |
---|---|---|---|---|---|
AM1 | Amusement
R&D, Sega Enterprises |
Sega R&D1 | Rikiya Nakagawa | [55][56][57] | |
AM2 | Studio 128 | Yu Suzuki |
|
[58][56][59] | |
AM3 | Sega R&D1 | Hisao Oguchi | [60][56] | ||
AM4 | Sega R&D4, R&D5 | Masao Yoshimoto |
|
||
AM5 | Tokinori Kaneyasu | ||||
AM6 | Tomoji Miyamoto |
| |||
CS1
(includes Team Andromeda) |
Consumer
R&D, Sega Enterprises |
Sega R&D2, Sega R&D6 | Makoto Oshitani, Yoji Ishii |
|
[61] |
CS2 | Hiroshi Aso, Makoto Oshitani | ||||
CS3 | |||||
CS4 | Koichi Nagata | ||||
CS5 | Motoshige Hokoyama | ||||
RPG Production | Tomio Takami |
1996–1999
[edit]Department | Division | Members From | Headed By | Notable Titles/Products | Ref(s) |
---|---|---|---|---|---|
AM1 | Amusement
R&D, Sega Enterprises |
Same | Rikiya Nakagawa |
|
[55] |
AM2 | Yu Suzuki | ||||
AM3 | Hisao Oguchi | [60] | |||
AM4 | Masao Yoshimoto |
| |||
AM5 | Tokinori Kaneyasu |
|
|||
AM6 | Tomoji Miyamoto |
| |||
AM11 | Sega AM2 | Toshihiro Nagoshi | |||
AM Annex/ AM12 | Sega AM3 | Tetsuya Mizuguchi | |||
CS1/AM6
(includes Team Andromeda) |
Consumer
R&D, Sega Enterprises |
Sega CS1
+ Sega CS2 + Sega CS3 + Sega CS4 + Sega CS5 + RPG Production |
Noriyoshi Oba |
|
[62][56] |
CS2/AM7 | Noriyoshi Oba |
|
[62][56] | ||
CS3/AM8
(includes Sonic Team) |
Yuji Naka | [62][56] | |||
CS4/AM9 | Tetsuya Mizuguchi | ||||
Sega PC | New | Hiroyuki Okata | |||
Sega Digital Studio/AM10 | New | Yukifimi Makino |
|
||
AM1 (US Team) | Sega of America | Sega AM1 | Roger Hector, Makoto Uchida | [63] |
2000–2004
[edit]Sega officially announced their withdrawal from the console hardware market on January 31, 2001, to develop games for other hardware.[3] In addition, the development team was split off into separate companies in April 21 of 2000, which were about ten different ones. Each headed by their own president, with their own philosophies and they were responsible for their own finances. All the different companies also supported different consoles after ending support for the Dreamcast, with the Xbox being supported by WOW Entertainment, Hitmaker and Smilebit, the Gamecube being supported by Sonic Team and Amusement Vision and the PlayStation 2 being supported by Overworks, AM2, United Game Artists and Smilebit.[64] Tetsuya Mizuguchi, head of United Game Artist, saw this initially as a move of Sega of being more similar to Hollywood, where distribution and development were becoming more and more separated.[65] Toshihiro Nagoshi recalls this period as labour of love from Sega, "teaching the creatives the way of managing a business".[66] Hisao Oguchi who lead the Hitmaker studio had a suspicion that this structure was made to separate the creators who were able to make profit and the ones who didn't, as they were many projects that didn't hit the mark, and at one point Sega was hiring hundreds of developers a year, effecting costs that were no longer manageable.[32] However journalists praised the innovation of Sega's titles during this period as a "brief moment of remarkable creativity''.[67]
In the end, Yuji Naka, who lead Sonic Team, was considered to be the most successful in home software development, with Oguchi, who lead Hitmaker, being the arcade counterpart. Sonic Team produced the high selling Sonic games and Phantasy Star Online, which won several awards within the Japanese game industry. Hitmaker was attributed the successful card arcade games in Japan that Sega was developing at the time, which started with Derby Owners Club and continued with World Club Champion Football, Mushiking: The King of Beetles and Love & Berry: Dress up and Dance!. Particularly Mushiking and Love & Berry supported Sega with very strong sales in the Japanese market, although Hitmaker was not involved with those titles. Amusement Vision, led by Toshihiro Nagoshi, was not very involved with Dreamcast games, however landed a hit with Super Monkey Ball on the Nintendo Gamecube and was involved with Nintendo management when dealing with them for the development of F-Zero GX. Nagoshi observed Nintendo management from the bottom all the way to the top,and was very surprised with how uniform the opinions at the company were, saying "no wonder we lost!".[68] This activity also made him very favourable for a management position within Sega. However, Nagoshi saw himself as sort of an in-between of Oguchi and Naka, and not on the same level as them.[69] Sega did not make anymore custom hardware on its own after the Sega Hikaru arcade board in 2001,[4] however many tenured engineers continued to work on Sega arcade technologies such as card systems, internet infrastructure and future arcade boards such as the Xbox-based Chihiro.[70][71][5] Many hardware developers also joined pachinko and pachislot company Sammy Corporation, who soon merged with Sega. Hideki Sato pushed for leftover Dreamcast parts being used as displays in the machines that Sammy develops, including the very successful Fist of the North Star pachinko machines.[72]
In 2003, Oguchi became president of Sega,[73] and multiple studios were merged into another,[74][75] as several developers left Sega during the era of spunning off their development studios. Including Nakagawa from WOW Entertainment[76] and Mizuguchi. Yu Suzuki formed his own studio, Digital Rex, but within Sega.[77] The development studios merged back into Sega on July 1 of 2004.[78] Visual Concepts was sold to Take Two Interactive in 2005.[53]
2000–2002
[edit]Studio | Division | Members From | Headed By | Notable Titles | Ref(s) |
---|---|---|---|---|---|
WOW Entertainment Inc. | R&D Holdings,
Sega Corporation |
Sega AM1 R&D | Rikiya Nakagawa | [79] | |
Sega AM2 Co., Ltd./AM2 of CRI | Same as before | Yu Suzuki |
|
[79] | |
Hitmaker Co., Ltd. | Sega AM3 R&D | Hisao Oguchi |
|
[79] | |
Amusement Vision Ltd. | Sega AM11 R&D | Toshihiro Nagoshi |
|
[79] | |
Sega Rosso Co., Ltd. | Sega AM12 R&D | Kenji Sasaki | [79] | ||
Smilebit Corporation | Sega AM6 R&D | Shun Arai |
|
[79] | |
Overworks Ltd. | Sega AM7 R&D | Noriyoshi Oba |
|
[79] | |
Sonic Team Ltd. | Same as before | Yuji Naka | [79] | ||
United Game Artists Co., Ltd. | Sega AM9 R&D | Tetsuya Mizuguchi |
|
[79] | |
Wave Master Inc. | Sega AM10 R&D | Yukifimi Makino |
|
[79] | |
Sega Mechatro | AM6 | Unknown |
|
||
Mirai R&D | AM5 | Hiroshi Uemera |
|
||
Sonic Team USA | Sega of America | Sonic Team Ltd. | Takashi Iizuka | ||
WOW Entertainment (US Team) | AM1, WOW Entertainment Inc. | Makoto Uchida | [63] |
2003–2004
[edit]Department | Division | Members From | Headed By | Notable Titles | Ref(s) |
---|---|---|---|---|---|
Sega WOW Inc. | R&D,
Sega Corporation |
WOW Entertainment Inc.
+ Overworks Ltd. |
Rikiya Nakagawa |
|
[79] |
Sega AM2 Co., Ltd. | Same as before | Hiroshi Kataoka |
|
[79] | |
Digital Rex Co., Ltd. | Sega AM2 Co., Ltd. | Yu Suzuki | |||
Hitmaker Co., Ltd. | Hitmaker Co., Ltd.
+ Sega Rosso Co., Ltd. |
Mie Kumagai |
|
[79] | |
Amusement Vision Ltd. | Amusement Vision Ltd.
+ Smilebit Corporation |
Toshihiro Nagoshi |
|
[79] | |
Smilebit Corporation | Amusement Vision Ltd.
+ Smilebit Corporation |
Takayuki Kawagoe |
|
[79] | |
Sonic Team Ltd. | Sonic Team Ltd.+ United Game Artists Co., Ltd. | Yuji Naka | [79] | ||
Wave Master Inc. | Same | Yukifimi Makino |
|
[79] | |
Sega Mechatro | Same | Unknown |
|
||
Mirai R&D | Same | Hiroshi Uemura |
|
||
Sonic Team USA | Sega of America | Same | Takashi Iizuka |
2005–2008
[edit]In 2005 a new structure of game development was announced, after Sega became a subsidiary of Sega Sammy Holdings, and was under new management, with Hajime Satomi from Sammy Corporation at the top. The Consumer Business Group Division contained the Global Entertainment R&D and New Entertainment R&D departments, which all together were divided into six departments, each focusing on something different, such as network, sports,[80] cinematic and character based games.[81][82][83][84] Particularly the Yakuza / Like a Dragon games by the New Entertainment department already became a franchise for Sega in 2006, and they were motivated to develop it into a character brand similarly to Sonic the Hedgehog, Mushiking and Love & Berry.[85][86] According to the now former manager Hisashi Suzuki, the Like a Dragon series was only possible due to the experience of Shenmue,[1] and it also inherited elements of the SpikeOut arcade games.[34] Next generation console development with PlayStation 3 exclusives Ryū ga Gotoku Kenzan! by NE and Valkyria Chronicles by GE2, and the multi-platform Sonic the Hedgehog 2006 by Sonic Team, also became a focus.[87] Later, developer Takashi Iizuka admitted that Sonic Team had prioritized shipping games over quality during this period, resulting into several poorly received games in the Sonic the Hedgehog series[88] Sega Europe president Mike Hayes said that Japanese origin IP became less popular around 2004, with Sega America president Simon Jeffery showing a similar sentiment.[89] Specifically there was motivation to be seen less like just like another Japanese company by Sega of America,[90] with them being more picky what to bring over from the Japanese studios since 2005.[91][92] This was a conscious decision on Japanese management.[93]
Trading card arcade games continued to be successful for Sega, with the latest example being Sangokushi Taisen, being developed by developers previously engaged in console games such as Sakura Wars.[34] Sega also showcased the Lindbergh arcade board along with Virtua Fighter 5, Virtua Tennis 3 and The House of the Dead 4, which was the first arcade board to be based on PC architecture.[94] The Nintendo DS versions of kids arcade games Mushiking, Love & Berry and Dinosaur King were released, and particularly Love & Berry was successful as it became the first million-seller for Sega in Japan since Virtua Fighter 2. Tastes for arcade games changed on both sides of the world with Yoshimoto saying that potential new employees mentioned in interviews that the newer arcade games with flat panel card readers are the reasons for joining Sega, rather than machines like the R-360. Large driving game cabinets are not as appealing to the Japanese youth anymore and are more popular overseas.[39] Western arcades became focused on casual players, while core players remained in Asia. Which motivated Sega to establish a development base to develop games that better suit the western market, called Sega Amusements Europe.[95]
Yuji Naka left during this period in 2006 with Yu Suzuki following in 2011.[96][97]
Department | Division | Members From | Headed by | Notable Titles | Ref(s) |
---|---|---|---|---|---|
GE1 (includes
Sonic Team) |
Consumer R&D,
Sega Corporation |
Sonic Team | Akinori Nishiyama |
|
[98][99][100][101] |
GE2 | Sega WOW | Akira Nishino |
|
[102][103][101] | |
GE3 (includes
Sonic Team) |
Sonic Team | Takao Miyoshi |
|
[101][104] | |
Network Business
Promotion |
New | Takeshi Tokunaga |
|
[105] | |
NE | Amusement Vision | Toshihiro Nagoshi |
|
[106][107][101] | |
Sports Design | Smilebit | Takaya Segawa |
|
||
AM1 | Amusement R&D,
Sega Corporation |
Sega WOW | Yasuhiro Nishiyama |
|
|
AM2 | Sega-AM2 | Hiroshi Kataoka | |||
AM3 | Hitmaker | Mie Kumagai | [108][109] | ||
AM Plus | Sega-AM2 | Yu Suzuki | |||
Family Entertainment | Mirai R&D | Hiroshi Uemura |
|
[110] | |
Products | Sega Mechatro | Unknown |
|
||
Sega Amusement Europe | New Studio | Paul Williams | |||
Sega Studios Shanghai | Sega of China | Sega WOW | Makoto Uchida | ||
Sega Studio USA | Sega of America | Sonic Team USA | Takashi Iizuka |
2009–2017
[edit]Sega management had high expectations for Nagoshi to develop a worldwide hit after creating the successful Yakuza series, which eventually became Binary Domain.[111] Similarly the developers behind IP that sold well in Japan such as the Phantasy Star series had a desire to aim for worldwide audiences, much like the developers behind the Sonic the Hedgehog, Super Monkey Ball and Mario & Sonic games. Binary Domain was not very successful, which made the team reflect on to keep making authentic Japanese games rather than being anything else.[112] Games for smartphones became a huge focus, particular with the keywords free to play and cross play. Sega learned from its experience from Kingdom Conquest which it translated to Samurai & Dragons for PlayStation Vita. Particularly Phantasy Star Online 2 was very much developed to be multi-platform with the addition of the PC platform and Vita, it also having versions available on iOS and Android.[113] Arcade staff also began developing for smartphones with Alexandria Bloodshow and Samurai Bloodshow, which lead to Chain Chronicle, a successful earner for Sega.[114][115] AM2 also began to develop smartphone games with Soul Reverse Zero.[116]
According to AM2 developer Makoto Osaki, Sega shifted its focus to internet games in the arcades rather than huge cabinets after server maintenance costs went down.[117] Profits for arcade games were still higher than for console, mobile and PC games all the way to the fiscal year of 2014.[118] Border Break became a huge success being supported for many years in arcades.[119] Music games was another area of success for Sega with Hatsune Miku: Project Diva Arcade and Maimai, both of which received many updates. Long time musician Takenobu Mitsuyoshi has said that the arcade industry in Japan is "fundamentally not strong" right now, mentioning that only music games have developed long standing popularity.[120][121][122] Ports of arcade games were developed primarily as downloadable games for PlayStation 3 and Xbox 360 with Virtua Fighter 5: Final Showdown, Daytona USA (previously Sega Racing Classic) and After Burner Climax, among others.[123]
The market in North America and Europe was seen as very "tough", with Sega taking sight on the wider Asian market instead.[113] Sega announced that for the West they will focus on fewer franchises which were Sonic the Hedgehog, Total War, Football Manager and Aliens, with Sonic being the only Japanese IP.[124] Atlus became part of Sega in 2013,[125] with the acquisition of Atlus USA being finalized in 2016. Atlus USA made it possible to localize Japanese Sega IP Yakuza and Hatsune Miku: Project DIVA to the western market. With the new policy of increasing localized titles, the "bridge team" was founded in 2017, to better support communication between Sega of America and Sega of Japan.[126]
Department | Division | Members From | Headed by | Notable Titles | Ref(s) |
---|---|---|---|---|---|
CS1
(includes Ryu Ga Gotoku Studio) |
Consumer R&D,
Sega Corporation (2009-2015) Sega Games Co., Ltd. (2015-2018) |
NE R&D
+ Sports R&D |
Toshihiro Nagoshi |
|
[127][128][129][130] |
CS2
(includes Sonic Team) |
GE1 R&D
+ Sega Studio USA + Sports R&D |
Takashi Iizuka, Osamu Ohashi |
|
[131][132][133][134][135][136][137][138][139] | |
CS3 | GE2 R&D
+ GE3 R&D |
Akira Nishino |
|
[140] | |
Sega Networks | NE R&D
+ Network Business Promotion |
Masayoshi Kikuchi |
|
||
Online | GE3 R&D
+ Network Business Promotion |
Takaya Segawa |
|
[141] | |
AM1 | Amusement R&D,
Sega Corporation (2009-2015) Sega Interactive Co., Ltd. (2015-2018) |
AM1
+AM3 |
Yasuhiro Nishiyama |
|
[142] |
Sega AM2 | AM2
+ AM3 + AM Plus |
Hiroshi Kataoka |
|
||
Products | Same as before | Unknown |
|
||
N.Pro | Products R&D | Yuji Sugimori |
|
||
Sega Amusements Europe | Same as before | Paul Willams |
|
||
Sega Studios Shanghai | Sega of China | Makoto Uchida |
2018–present
[edit]The COVID-19 pandemic caused Sega to restructure their arcade business and place some of its developers onto console and smartphone games.[143]
Sega plans to release "Super Game", a framework of game development that has the following requirements: online, IP utilization, multi-platform, multi-language, simultaneous worldwide release and AAA. According to Sega Sammy CEO Haruki Satomi, Lost Judgment and Phantasy Star Online 2: New Genesis are first steps into fulfilling this framework.[144] Additionally this Super Game development team will be a hybrid of developers that were previously involved in console, mobile and arcade games that eventually will add up to several hundred people.[145] Unreal Engine 5 will be used, with Unreal Engine 4 already being used prior by other development teams. First by the arcade divisions,[146] and then Ryu Ga Gotoku Studio with its remake of Like A Dragon: Ishin!.[147] In terms of IP utilization it is planned to resurrect past IP for these projects. Virtua Fighter 5: Ultimate Showdown is an example of this.[148] The first game of this category will be releasing by the fiscal year of 2026.[149] The name Super Game was chosen to differentiate it from the Metaverse.[150] From the four development divisions, 3 is confirmed to be developing these titles, which have experience developing GaaS type titles, including Phantasy Star Online 2 as well as various mobile games, and has over 600 employees. Division 1 and 2 are focused on developing their typical titles that are known including Sonic the Hedgehog and Like a Dragon games, while Division 4 focuses on mobile.[151][152]
A secondary development base called Sega Sapporo Studio was established in 2021.[153]
Nagoshi and Daisuke Sato left Ryu Ga Gotoku Studio in 2021.[154]
Department | Members From | Headed by | Notable Titles | Ref(s) | |
---|---|---|---|---|---|
Div. 1
(includes Ryu Ga Gotoku Studio) |
Consumer R&D,
Sega Games Co., Ltd. (2018-2020) Sega Corporation (2020-present) |
CS1 R&D
+ Sega AM2 |
Masayoshi Yokoyama | ||
Div. 2
(includes Sonic Team) |
CS2 R&D
+ CS3 R&D + Sega AM1 |
Osamu Ohashi |
|
||
Div. 3 | Online R&D
+ Sega Networks + Sega AM1 + Sega AM2 |
Yuya Kimura |
|
[155][156][157] | |
Div. 4 | Sega Networks | Katsutoshi Kioka |
|
[158] | |
Div. 5 #1 | Amusement R&D,
Sega Interactive Co., Ltd. (2018-2020) Sega Corporation (2020-2024) Sega Fave Corporation (2024-present) |
Sega AM1
+ Sega AM2 |
Takashi Mori | ||
Div. 5 #2 |
|
||||
Div. 5 #3 | |||||
Div. 5 Products | Same as before |
|
|||
Sega Amusements International | Sega Interactive Co., Ltd. (2018-2020) Sega Corporation (2020-2021) Kaizen Entertainment (2021-present) |
Sega Amusements Europe | Patrick Michael, Shinichi Osagawara |
|
|
Sega Studios Shanghai | Sega of China | Same as before | Makoto Uchida |
Acquired/founded studios
[edit]Studio | Division | Year of purchase/founding | Notable titles |
---|---|---|---|
Creative Assembly | Sega Europe | 2005 | |
Sports Interactive | 2006 |
| |
Hardlight | 2012 | ||
Atlus | Sega Corporation | 2013 |
|
Play Heart | Sega Corporation, Mobile | 2015 |
|
Two Point Studios | Sega Europe | 2019 | |
Rovio Entertainment | 2023 |
|
Former studios
[edit]Studio | Division | Year of purchase/founding | Year of release/dissolution | Fate | Notable titles |
---|---|---|---|---|---|
Gremlin Industries | Sega Enterprises | 1978 | 1983 | Sold and Merged into Bally Manufacturing | |
Sega Technical Institute | Sega of America | 1990 | 1996 | Dissolved | |
SONIC! Software Planning | Sega of Japan | 1991 | 1995 | Merged into Camelot Software Planning |
|
CRI | 2004 | Remained with CSK following their divestiture of Sega |
| ||
SIMS | Dissolved | ||||
Sega Interactive | Sega of America | 1992 | 2000 | ||
Sega Midwest Studio | 1995 | ||||
Sega Multimedia Studio | 1997 | ||||
SegaSoft | 1995 | 2000 | Initially created as a joint venture with CSK. Dissolved in 2000 and remaining staff moved to the Sega.com entity | ||
No Cliché | Sega Europe | 1999 | 2004 | Dissolved | |
Visual Concepts | Sega of America | 1999 | 2005 | Sold to Take-Two Interactive |
|
Sega Racing Studio | Sega Europe | 2005 | 2008 | Sold and Merged into Codemasters | |
Sega Studios San Francisco | Sega of America | 2006 | 2010 | Dissolved |
|
Sega Studios Australia | Sega Europe | 2006 | 2013 | Dissolved | |
Three Rings Design | Sega of America | 2011 | 2016 | ||
Relic Entertainment | Sega Europe | 2013 | 2024 | Became independent with assistance from external investor[159] |
|
Demiurge Studios | Sega of America, Mobile development | 2015 | 2020 | Sold back to co-founder[160] and then to Embracer Group under Saber Interactive[161] | |
Amplitude Studios | Sega Europe | 2016 | 2024 | Management buyout[162] |
See also
[edit]References
[edit]- ^ a b c d "ビデオゲームの語り部たち 第11部:鈴木久司氏が魂を注いだセガのアーケードゲーム黄金時代". 4Gamer.net (in Japanese). Retrieved 2022-09-10.
- ^ a b c "『Beep21』特別企画「セガ歴史写真館」Vol.1|Beep21|note". note(ノート) (in Japanese). 21 December 2021. Retrieved 2022-10-02.
- ^ a b c "セガハードの父・佐藤秀樹 特別インタビュー『セガハードヒストリア』コンプリート版|Beep21|note". note(ノート) (in Japanese). 19 December 2021. Retrieved 2022-09-10.
- ^ a b c d e 株式会社インプレス (2016-05-23). "「Game On」トークイベント「セガハードの歴史を語り尽くす」レポート 歴代セガハードの生みの親が集結した夢のキャスティングが実現!". Game Watch (in Japanese). Retrieved 2022-10-15.
- ^ a b "理想を追求したゲームギア,時代の先端を行ったアーケード基板……セガのハードに込められた矢木 博氏の矜持 ビデオゲームの語り部たち:第21部". 4Gamer.net (in Japanese). Retrieved 2022-10-15.
- ^ "『むかしセガ・エンタープライゼスという会社があった』 (2) - テーマパーク VR アトラクション のトリビア。歪珠から近未来". 2021-05-07. Archived from the original on 7 May 2021. Retrieved 2022-09-22.
- ^ a b "発掘!セガのDNA 【第1回】 石井洋児インタビュー(前編) 鶴見六百 with 堀井直樹 / 奥成洋輔|Beep21|note". note(ノート) (in Japanese). 20 July 2022. Retrieved 2022-09-10.
- ^ "発掘!セガのDNA【第1回】石井洋児インタビュー(中編) 鶴見六百 with 堀井直樹 / 奥成洋輔|Beep21|note". note(ノート) (in Japanese). 10 August 2022. Retrieved 2022-09-10.
- ^ "セガレジェンドクリエイター・鈴木裕 特別インタビュー『セガハードヒストリア』コンプリート版|Beep21|note". note(ノート) (in Japanese). 2 April 2022. Retrieved 2022-09-10.
- ^ a b c d "セガレジェンドクリエイター・中裕司 特別インタビュー『セガハードヒストリア』コンプリート版|Beep21|note". note(ノート) (in Japanese). 10 August 2022. Retrieved 2022-09-10.
- ^ a b CHM Revolutionaries: Game Changers- Mark Cerny with EA's Rich Hilleman, 30 November 2012, retrieved 2022-09-10
- ^ a b c 奥成洋輔 (2022-06-10). "セガの名機 メガドライブの軌跡① メガドライブの誕生". ミライのアイデア (in Japanese). Retrieved 2022-09-11.
- ^ a b c d "セガハード大百科". セガハード大百科 (in Japanese). Retrieved 2022-09-11.
- ^ "History MENU". backup.segakore.fr. Retrieved 2024-02-18.
- ^ "Hitmaker Home Oage!". 22 April 2003. Archived from the original on 22 April 2003.
{{cite web}}
: CS1 maint: bot: original URL status unknown (link) - ^ "名作アルバム - 『フリッキー』 - 2". sega.jp. Retrieved 2022-09-01.
- ^ shmuplations (2021-12-25). "Fantasy Zone – 2014 Developer Interview - shmuplations.com". Retrieved 2022-09-01.
- ^ "【インタビュー】「SEGA AGES SHINOBI 忍」インタビュー - GAME Watch". 2023-09-16. Archived from the original on 2023-09-16. Retrieved 2024-02-15.
- ^ "Roppyaku Tsurumi on Twitter: "第一研究開発部がAM1研・AM3研に分かれたのが1990年か1991年あたりだったかな。それ以前の開発作が第1AM研究開発部であるわけがない。 ゴールデンアックスは第一研究開発部だけど、エイリアンストームは第1AM研究開発部。内田刑事長が安田倉庫2階で難易度調整してたの、いまだに覚えてる。"". 2020-09-04. Archived from the original on 2020-09-04. Retrieved 2024-02-15.
- ^ "セガ・名越稔洋が語るクリエイター活動30年史。200億稼いだ『デイトナUSA』開発秘話と、初めて明かす師・鈴木裕への想い【特別企画 前編】".
- ^ "名作アルバム - 『アレックスキッドのミラクルワールド』 - 2". sega.jp. Retrieved 2022-09-01.
- ^ "名作アルバム -『ファンタジーゾーン(セガマーク3版)』-". www.sega.jp. Retrieved 2024-02-15.
- ^ "Twitter of Developer".
- ^ "名作アルバム -『アドバンスド大戦略 ドイツ電撃作戦』-". www.sega.jp. Retrieved 2024-02-15.
- ^ "『Beep21』-セガハード列伝- #0回 メガドライブの秘密を追え!|Beep21". note(ノート) (in Japanese). 2022-02-25. Retrieved 2024-02-15.
- ^ https://retrocdn.net/images/e/e1/Sega_Consumer_History_JP_EnterBrain_Book.pdf [bare URL PDF]
- ^ "After Burner II – Developer Interviews - shmuplations.com". 2021-12-12. Retrieved 2024-02-15.
- ^ "Tales from inside Sega AM2's top-secret studio". Eurogamer.net. 2019-10-10. Retrieved 2024-02-15.
- ^ "Sega-AM2 – Games : 最新のAM2作品 -". 30 June 2004. Archived from the original on 30 June 2004.
- ^ "Yuichi Toyama / 外山 雄一 on X: "3DソニックDL記念、ソニックの思い出1:'90年3月~4月、某HELP仕事のた…".
- ^ "名作アルバム -『アドバンスド大戦略 ドイツ電撃作戦』-". www.sega.jp. Retrieved 2024-02-01.
- ^ a b c "『Beep21』創刊3号・特別企画 小口久雄氏インタビュー|Beep21|note". note(ノート) (in Japanese). 10 August 2022. Retrieved 2022-09-11.
- ^ "ビデオゲームの語り部たち 第11部:鈴木久司氏が魂を注いだセガのアーケードゲーム黄金時代". 4Gamer.net (in Japanese). Retrieved 2022-09-11.
- ^ a b c d e 実存 (2019-10-15). "セガ社員と「創業からのセガの歴史」を振り返ってみた【PR】". 電ファミニコゲーマー – ゲームの面白い記事読んでみない? (in Japanese). Retrieved 2022-09-11.
- ^ "セガレジェンドクリエイター・鈴木裕 特別インタビュー『セガハードヒストリア』コンプリート版|Beep21|note". note(ノート) (in Japanese). 2 April 2022. Retrieved 2022-09-11.
- ^ "ゲームプロデューサー熊谷美恵さんの「セガ入社秘話、そしてAM3研時代」——ゲーム業界、彼女の履歴書". Red Bull (in Japanese). Retrieved 2022-10-07.
- ^ "ゲームプロデューサー熊谷美恵さんの「セガ子会社社長兼クリエイターとして」——ゲーム業界、彼女の履歴書". Red Bull (in Japanese). Retrieved 2022-10-07.
- ^ "『むかしセガ・エンタープライゼスという会社があった』 (4) - テーマパーク VR アトラクション のトリビア。歪珠から近未来". 2021-05-07. Archived from the original on 7 May 2021. Retrieved 2022-09-22.
- ^ a b "究極の体感ゲーム筐体「R360」の開発メンバーが次代に託すセガの遺伝子。ビデオゲームの語り部たち 第19部". 4Gamer.net (in Japanese). Retrieved 2022-09-11.
- ^ a b "『ソニック・ザ・ヘッジホッグ』誕生・ヒット・新生の真実をソニックチームのレジェンドクリエイターが、25周年のいま明かす 秘蔵資料満載の永久保存版!". ファミ通.com (in Japanese). 24 June 2016. Retrieved 2022-09-11.
- ^ "Interview:Jim Reichert - GDRI :: Game Developer Research Institute". gdri.smspower.org. Retrieved 2022-09-19.
- ^ "Interview: Steven Lashower (2007-08-14)". Sega-16. 2015-12-03. Retrieved 2022-09-19.
- ^ "Interview: Doug Lanford (2011-03-01)". Sega-16. 2015-12-03. Retrieved 2022-09-19.
- ^ "Sega's Original Hardware Developer Talks About The Company's Past Consoles". Siliconera. 2013-09-18. Retrieved 2022-09-11.
- ^ a b "『Beep21』創刊記念企画・大島直人 特別インタビュー|Beep21|note". note(ノート) (in Japanese). 20 December 2021. Retrieved 2022-09-11.
- ^ Manson, Leonard (2021-12-29). "New Saturn Development Details: "I Regret Not Basing It On The Model 1"". Somag News. Retrieved 2022-10-15.
- ^ https://retrocdn.net/images/b/b4/Edge_UK_050.pdf, Page 57
- ^ a b "セガサターン". ミライのアイデア (in Japanese). Retrieved 2022-09-11.
- ^ https://retrocdn.net/images/e/e1/Sega_Consumer_History_JP_EnterBrain_Book.pdf [bare URL PDF]
- ^ "Panzer Dragoon Saga: An oral history". Polygon. 2018-04-30. Retrieved 2024-01-05.
- ^ "'My Childhood Dream Had Come True': A Belated Interview With Skies Of Arcadia's Producer". Kotaku. 2019-04-26. Retrieved 2023-10-12.
- ^ "セガハード大百科". セガハード大百科 (in Japanese). Retrieved 2022-09-11.
- ^ a b Charnock, Tom. "An Interview With Bernie Stolar". Retrieved 2022-09-19.
- ^ "File:ODM UK 03.pdf - Retro CDN". retrocdn.net. Retrieved 2022-09-19.
- ^ a b "ワウ エンターテイメント / 製品情報 /1998年以前のゲーム". 25 June 2003. Archived from the original on 25 June 2003.
- ^ a b c d e f Production History and mention of studios in Japanese Magazines, Sega Saturn Magazine, pages 138–145
- ^ "GDRI".
- ^ "Sega-AM2 – Games : 最新のAM2作品 -". 30 June 2004. Archived from the original on 30 June 2004.
- ^ "Edge_UK_009" (PDF).
- ^ a b "Hitmaker WEB". 10 June 2004. Archived from the original on 10 June 2004.
{{cite web}}
: CS1 maint: bot: original URL status unknown (link) - ^ 奥成洋輔 (2021-06-25). "セガサターンとふり返るあの時代① セガサターン発売". ミライのアイデア (in Japanese). Retrieved 2022-08-04.
- ^ a b c Sega Saturn Magazine, page 22, just CS1-3
- ^ a b "SEGA VOICE". www.sega.jp. Retrieved 2023-11-25.
- ^ "Sega Conference: All the Sega Developers". IGN. 2001-06-05. Retrieved 2022-09-19.
- ^ https://retrocdn.net/images/9/9f/Edge_UK_089.pdf [bare URL PDF]
- ^ Takeuchi, Takuya (2020-06-02). "SEGA 60th Anniversary Special Presentation: Interview with Toshihiro Nagoshi". otaquest.com. Retrieved 2022-09-19.
- ^ Fahs, Travis (2010-09-10). "IGN Presents the History of Dreamcast". IGN. Retrieved 2023-11-18.
- ^ "SEGA 60th Anniversary Special Presentation: Interview with Toshihiro Nagoshi – OTAQUEST". 2023-06-19. Archived from the original on 2023-06-19. Retrieved 2023-12-22.
{{cite web}}
: CS1 maint: bot: original URL status unknown (link) - ^ "セガ・名越稔洋が語るクリエイター活動30年史。200億稼いだ『デイトナUSA』開発秘話と、初めて明かす師・鈴木裕への想い【特別企画 前編】 | ゲーム・エンタメ最新情報のファミ通.com". ファミ通.com (in Japanese). Retrieved 2022-09-11.
- ^ "セガのハードに込められた熱意が語られた Game Onトークイベント"セガハードの歴史を語り尽くす"詳細リポート". ファミ通.com (in Japanese). 3 June 2016. Retrieved 2022-10-15.
- ^ "Sega Consumer 30th Anniversary Book ゲームギア編/"生みの親"である矢木氏が開発秘話を語る!". ファミ通.com (in Japanese). 13 August 2013. Retrieved 2022-10-15.
- ^ "『Beep21』2つのセガサターン最初のモックアップを本邦初公開! 真・セガハード列伝─セガサターンデザイン秘話【前編】|Beep21". note(ノート) (in Japanese). 2023-11-21. Retrieved 2023-12-22.
- ^ "Oguchi inaugurated as Sega president". GamesIndustry.biz. 2003-06-30. Retrieved 2022-09-11.
- ^ "セガ、開発スタジオ再編の詳細を発表。現9社を6社に再編し、新会社1社を設立 - 電撃オンライン". dengekionline.com. Retrieved 2022-09-11.
- ^ https://segaretro.org/images/e/e6/IR_EN_2003-07-30.pdf [bare URL PDF]
- ^ "Nakagawa Leaves Sega Wow". IGN. 2003-12-17. Retrieved 2022-09-11.
- ^ "鈴木裕氏が社長のセガ開発子会社の正式名称が「デジタルレックス」に決定! - 電撃オンライン". dengekionline.com. Retrieved 2022-09-11.
- ^ "Notice on Reorganization of the Company's R&D Subsidiaries" (PDF). 2013-06-30. Archived from the original (PDF) on 30 June 2013. Retrieved 2022-09-11.
- ^ a b c d e f g h i j k l m n o p q "Sega's new beginning" (PDF). Edge. No. 89. pp. 68–78. Retrieved 22 August 2017.
- ^ "ソニックチャンネル/クリエイターズ インタビュー/026:大橋 修". sonic.sega.jp. Retrieved 2022-09-11.
- ^ "csjob.sega.jp". 2007-03-05. Archived from the original on 5 March 2007. Retrieved 2022-09-11.
- ^ "Like A Dragon: Yakuza PS2 SEGA Masayoshi Kikuchi interview from 1UP.com". 2016-07-01. Archived from the original on 2016-07-01. Retrieved 2022-10-09.
- ^ https://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2005/e_2005_annual.pdf Archived 2022-11-04 at the Wayback Machine Sega Sammy Annual Report 2005
- ^ "セガが最強の新作3タイトルを一挙紹介!「セガコンシューマ新作発表会」レポート - 電撃オンライン". dengekionline.com. Retrieved 2022-09-11.
- ^ https://www.segasammy.co.jp/english/media/file/pr/commu/csr_report/2007csr_report_a3.pdf Page 5
- ^ https://www.segasammy.co.jp/english/ir/library/pdf/printing_annual/2006/e_2006_annual.pdf Archived 2016-03-30 at the Wayback Machine Annual Report 2006, p. 21
- ^ E3 2005 Sega Footage, 4 April 2013, retrieved 2022-09-11
- ^ Hester, Blake (2016-02-08). "Sonic the Hedgehog's long, great, rocky history". Polygon. Retrieved 2023-10-12.
- ^ arcadeattack (2017-05-08). "Mike Hayes (SEGA/Nintendo) - Interview". Arcade Attack. Retrieved 2022-09-25.
- ^ Sheffield, Brandon (2008-07-18). "Jeffery: Sega Not Trying To Be 'A Japanese Company In The West'". Game Developer. Retrieved 2022-09-25.
- ^ "Sega slashes Altered Beast for US". Eurogamer.net. 2004-11-02. Retrieved 2022-09-25.
- ^ "Sega Brings Two DS Games to America - News". Nintendo World Report. Retrieved 2022-09-25.
- ^ "The Evolution Of Sega: A Conversation With Simon Jeffery". Game Developer. 2008-08-11. Retrieved 2022-09-25.
- ^ "Sega unveils Lindbergh games". GameSpot. Retrieved 2022-09-11.
- ^ "Sega's arcade redemption". Eurogamer.net. 2014-02-16. Retrieved 2022-09-25.
- ^ "Yuji Naka confirmed to be leaving Sega to form Prope". Engadget. 8 May 2006. Retrieved 2022-09-25.
- ^ "Yu Suzuki to leave Sega this September". Destructoid. 2011-06-27. Retrieved 2022-09-25.
- ^ "もっと夢と感動を! 株式会社セガ様/第一GE研究開発部(旧:株式会社ソニックチーム)". plus.co.jp. Archived from the original on 2017-08-21. Retrieved 2017-08-20.
- ^ "ソニックチャンネル/クリエイターズ インタビュー/011:岸本 守央&須永 江身子". sonic.sega.jp.
- ^ "[SEGA]会社情報:採用情報". 29 April 2006. Archived from the original on 29 April 2006.
{{cite web}}
: CS1 maint: bot: original URL status unknown (link) - ^ a b c d "csjob.sega.jp". 2007-03-05. Archived from the original on 5 March 2007. Retrieved 2022-08-24.
- ^ 徹也, 稲元 (19 September 2007). "PS3の新たな表現の可能性に挑戦! セガの最新作『戦場のヴァルキュリア』に着目<開発者インタビュー>【TGS2007】". nikkeibp.co.jp.
- ^ "[SEGA]会社情報:採用情報". 12 January 2006. Archived from the original on 12 January 2006.
{{cite web}}
: CS1 maint: bot: original URL status unknown (link) - ^ "Kaseki Play (2007) Windows credits". MobyGames. Retrieved 2022-08-27.
- ^ "4Gamer.net 「プロ野球チームをつくろう!ONLINE」「スプラッシュ!ゴルフ」などが発表された,新作発表会詳細レポート". www.4gamer.net. Retrieved 2021-10-24.
- ^ "龍が如く 見参!(セガ) – CRI Middleware". www.cri-mw.co.jp.
- ^ "[SEGA]会社情報:採用情報". 16 December 2005. Archived from the original on 16 December 2005.
{{cite web}}
: CS1 maint: bot: original URL status unknown (link) - ^ "Hiro師匠&光吉猛修インタビュー2/4回 Page1(GA-COREより)". www.ne.jp.
- ^ "[SEGA]会社情報:採用情報". 20 November 2005. Archived from the original on 20 November 2005.
{{cite web}}
: CS1 maint: bot: original URL status unknown (link) - ^ https://web.archive.org/web/20051217021635/http://sega.jp/corp/saiyo/20050328.html (Hiring page)
- ^ "前田雅尚访谈:分担开发风险投靠休闲游戏与大作__游戏 :: 游民星空 GamerSky.com". wap.gamersky.com. Retrieved 2022-09-11.
- ^ GameCentral (2019-07-05). "Toshihiro Nagoshi Yakuza interview – 'an authentic Japanese experience'". Metro. Retrieved 2022-09-11.
- ^ a b 日経クロステック(xTECH) (May 2013). ""根強いファン"を抱える、セガならではの次の一手". 日経クロステック(xTECH) (in Japanese). Retrieved 2022-09-11.
- ^ "開発ウラ話 | このサイトでは、株式会社セガのアーケードタイトルを中心に、おすすめのタイトルやコンテンツを紹介しています。". 2013-10-21. Archived from the original on 2013-10-21. Retrieved 2022-09-25.
- ^ 株式会社インプレス (2013-07-16). "セガネットワークス編成局副部長 秋山隆利氏インタビュー ソーシャル、アーケード、オンラインのノウハウを活かした「チェインクロニクル」の魅力に迫る!". Game Watch (in Japanese). Retrieved 2022-09-25.
- ^ "セガAM2研が贈るスマホ向けファンタジーRPG『Soul Reverse Zero』大型アップデートver1.2を実装!マルチモードの改修や新イベント「マールコット防衛戦線」を開催!". プレスリリース・ニュースリリース配信シェアNo.1|PR TIMES. 24 March 2017. Retrieved 2022-09-25.
- ^ "Kikizo | Virtua Fighter 5 R: The ONLY Interview, with SEGA AM2's Makoto Osaki". archive.videogamesdaily.com. Retrieved 2022-09-25.
- ^ https://www.segasammy.co.jp/english/pdf/release/2015_3q_presentation_e_final.pdf Archived 2022-10-15 at the Wayback Machine Page 33
- ^ "「ボーダーブレイク」の10年を開発者とゲストが振り返る,「10周年だヨ!ボダりな祭」レポート。12月のPS4版アップデートも一部が明らかに". 4Gamer.net (in Japanese). Retrieved 2022-09-11.
- ^ "『初音ミク』の10年と、『ディーヴァ』シリーズの歩みを振り返る。クリプトン佐々木氏&セガ大崎氏インタビュー". ファミ通.com (in Japanese). 11 December 2017. Retrieved 2022-09-11.
- ^ "検索ページ". セガ 製品情報サイト (in Japanese). Retrieved 2022-09-25.
- ^ "Interview: Takenobu Mitsuyoshi | TSSZ News". 2013-03-31. Archived from the original on 2013-03-31. Retrieved 2023-12-30.
- ^ "AM移植チーム オフィシャル風ブログ | 第二研究開発本部で移植ばっかりしてるチームのブログ". 2014-03-28. Archived from the original on 2014-03-28. Retrieved 2022-09-25.
- ^ emilygera (2012-06-28). "Sega shutting down offices throughout Europe and Australia". Polygon. Retrieved 2022-09-25.
- ^ ""新生"インデックス、アトラスブランドの未来は!? セガ/インデックス社長・鶴見尚也氏にインタビュー". ファミ通.com (in Japanese). 2 December 2013. Retrieved 2022-09-21.
- ^ "先輩社員インタビュー | 社員紹介". 採用サイト|株式会社セガ -【Sega Corporation】 (in Japanese). Retrieved 2022-09-20.
- ^ "技術から語る「龍が如く」の10年 ~ 今世代で何が変わるのか ~ – 公式サイト – CEDEC 2016 – Computer Entertainment Developers Conference". cedec.cesa.or.jp.
- ^ "アルバイト採用詳細 – ニュースリリース – 会社情報 – SEGA". 16 October 2010. Archived from the original on 16 October 2010.
{{cite web}}
: CS1 maint: bot: original URL status unknown (link) - ^ (c)SEGA (17 November 2023). "[第1CSスタジオ]『龍が如く』シリーズ サウンドチーム サウンド制作募集 |アルバイト採用|株式会社セガゲームス -【Sega Games Co., Ltd.】". sega-games.co.jp.
- ^ 【ファミキャリ!会社探訪(27)】極上のエンターテインメント作品『龍が如く』シリーズを手がけるセガゲームス コンシューマ・オンラインカンパニーを訪問 - ファミ通.com
- ^ "プロデューサーの飯塚 隆氏が語る,「ソニック ジェネレーションズ 白の時空/青の冒険」制作秘話とソニックシリーズ20年の歩み". www.4gamer.net.
- ^ "2Dと3Dで究極のソニックに挑戦!『ソニック ワールドアドベンチャー』インタビュー – インサイド". inside-games.jp.
- ^ "ソニックチャンネル/クリエイターズ インタビュー/026:大橋 修". sonic.sega.jp.
- ^ 株式会社インプレス. "セガ、「リズム怪盗R 皇帝ナポレオンの遺産」 インプレッション&ミニインタビュー!! リズム怪盗R 皇帝ナポレオンの遺産". impress.co.jp.
- ^ "【CEDEC2014】『ぷよぷよ』総合プロデューサーが9年間で得た「極意」が明らかに!". gpara.com. Archived from the original on 2017-08-21. Retrieved 2017-08-20.
- ^ "すべては、面白いゲームをつくるため。大・小2つのチームワークが、クオリティを上げる。|ニュース&リポート|専門学校 HAL". hal.ac.jp. 15 December 2011.
- ^ "アルバイト採用詳細 – ニュースリリース – 会社情報 – SEGA". 27 December 2010. Archived from the original on 27 December 2010.
{{cite web}}
: CS1 maint: bot: original URL status unknown (link) - ^ Interview. Very last question mentions Sega Studio USA merging back into Japanese studio.
- ^ Mullen, Sam [@sam_mullen] (August 15, 2019). "Because Sonic Team ! = CS2, but is made up of people from what was known as CS2. Your understanding isn't incorrect but it's not something that can be unpacked in a tweet. Sonic Team isn't making Sakura Wars" (Tweet). Archived from the original on September 30, 2019. Retrieved September 20, 2019 – via Twitter.
- ^ "Chindōchū!! Pole no Daibōken for Wii (2009)". MobyGames. Retrieved 2022-08-27.
- ^ "Sega Networks". Andriasang.com. 2012-07-02. Archived from the original on 2013-09-19. Retrieved 2013-05-23.
- ^ "アルバイト採用詳細 – ニュースリリース – 会社情報 – SEGA". 18 February 2013. Archived from the original on 18 February 2013.
{{cite web}}
: CS1 maint: bot: original URL status unknown (link) - ^ "セガ、ゲームセンター事業は撤退するも、店舗名に"セガ"は継承。アーケードゲーム開発は継続しつつ、家庭用ゲーム機に注力 | ゲーム・エンタメ最新情報のファミ通.com". ファミ通.com (in Japanese). Retrieved 2022-09-25.
- ^ Special, 日経ビジネス電子版. "セガサミーが目指すエンタテインメントの未来 - 日経ビジネス電子版 Special". special.nikkeibp.co.jp (in Japanese). Retrieved 2022-09-11.
- ^ "『SuperGame』インタビュー". 採用サイト|株式会社セガ -【Sega Corporation】 (in Japanese). Retrieved 2022-09-25.
- ^ "20年オヤジのUnreal Engine 4 TIPS". Sega Tech Blog (in Japanese). 2018-11-26. Retrieved 2022-09-11.
- ^ Square, Push (2022-09-15). "Like a Dragon Dev RGG Studio Considering a Move to Unreal Engine 5". Push Square. Retrieved 2022-09-25.
- ^ Narita, Seiji (2022-04-11). "セガが「SuperGame」構想の詳細を明かしていた。UE5で作るAAA級オンラインタイトル". Automaton (in Japanese). Retrieved 2022-10-01.
- ^ Sickr (2023-11-01). "SEGA planning to release first "Super Game" by the end of March 2026". My Nintendo News. Retrieved 2023-11-18.
- ^ "Sega's Super Game Features "User-Generated Content"". Gaming. Retrieved 2023-11-18.
- ^ "第1事業部インタビュー". 採用サイト|株式会社セガ -【SEGA CORPORATION】 (in Japanese). Retrieved 2023-11-03.
- ^ "第4事業部インタビュー". 採用サイト|株式会社セガ -【SEGA CORPORATION】 (in Japanese). Retrieved 2023-12-13.
- ^ "セガ札幌スタジオ公式サイト|SEGA". sega-sapporo-studio.co.jp (in Japanese). 2023-04-10. Retrieved 2023-11-03.
- ^ Wen, Alan (2021-10-08). "'Yakuza' creator Toshihiro Nagoshi has left Sega". NME. Retrieved 2022-09-26.
- ^ "セガ SuperGame の求人一覧". スピードと効率で採用を強くするHRMOS | 株式会社ビズリーチ (in Japanese). Retrieved 2022-06-26.
- ^ "『SuperGame』インタビュー". 採用サイト|株式会社セガ -【Sega Corporation】 (in Japanese). Retrieved 2022-06-26.
- ^ "『ジェットセットラジオ』開発者インタビュー". 採用サイト|株式会社セガ -【SEGA CORPORATION】 (in Japanese). Retrieved 2023-12-13.
- ^ https://www.segasammy.co.jp/cms/wp-content/uploads/pdf/en/ir/19th_meeting_qa-en_final.pdf [bare URL PDF]
- ^ Bonthuys, Darryn. "Company Of Heroes Developer Relic Entertainment Is An Independent Studio Again". Gamespot. Retrieved 18 April 2024.
- ^ Sinclair, Brendan (April 2, 2020). "Demiurge co-founder buys the studio back from Sega". GamesIndustry.biz. Retrieved April 2, 2020.
- ^ Romano, Sal (August 18, 2021). "Embracer Group acquires Demiurge Studios, Fractured Byte, and SmartPhone Labs". Gematsu. Retrieved September 6, 2023.
- ^ Editor, Marie Dealessandri Deputy (2024-11-08). "Amplitude Studios regains independence from Sega". GamesIndustry.biz. Retrieved 2024-11-08.
{{cite web}}
:|last=
has generic name (help)