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Sega development studios

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.

Sega
Company typeSubsidiary
IndustryVideo games
Key people
ParentSega Sammy
Websitewww.sega.com
www.sega.jp

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]

 
A new building for development was established in 1985.[2]

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.

 
The UFO Catcher became synonymous with the claw crane game in Japan

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]

 
OutRun sit down cabinet

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]

[28]

DD3 Hideki Sato
DD4 Unknown
DD5
DD6 Unknown
DD7 Unknown
Studio 128 Yu Suzuki [29]
DD9 Unknown [30][31]

1991–1999 edit

 
Yu Suzuki and Mark Cerny have both previously worked at Sega

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]

 
8 player Virtua Racing set-up

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 new headquarters was completed in 1994.[2]

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 a 1000 developers were engaged in development.

 
Japanese copies of Sega Saturn games

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]

 
Sega Genesis with all add-ons attached

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
  • AS-1
  • VR-1
  • Rail Chase: The Ride
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
  • Boat Race GP
  • Halfpipe Canyon
  • Sega Rally Special Stage
AM6 Tomoji Miyamoto
  • Medal games
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
  • Music for Sega games
AM1 (US Team) Sega of America Sega AM1 Roger Hector, Makoto Uchida [63]

2000–2004 edit

 
Jet Set Radio on the Dreamcast was one of the innovative titles earning praise at the time

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]

 
Arcade machines that dispense cards ended up being very successful for Sega

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
  • Roommania #203
[79]
Sega Mechatro AM6 Unknown
Mirai R&D AM5 Hiroshi Uemera
  • McDonalds no Touch de Asobo!
  • Speed Boarder
  • Viva! Skydiving
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
  • New Roommania: Porori Seishun
[79]
Sega Mechatro Same Unknown
Mirai R&D Same Hiroshi Uemura
Sonic Team USA Sega of America Same Takashi Iizuka

2005–2008 edit

 
Yuji Naka oversaw Sega game development until his departure in 2006

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]

 
The Initial D arcade game series is successful in Japan, but did not appeal to the western arcade market

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

 
Maimai arcade cabinets have been updated for over a decade

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]

 
Toshihiro Nagoshi became Chief Creative Officer of Sega in 2012

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
  • Code of Joker series
  • Maimai series
  • Wonderland Wars series
[142]
Sega AM2 AM2

+ AM3

+ AM Plus

Hiroshi Kataoka
Products Same as before Unknown
N.Pro Products R&D Yuji Sugimori
  • E-DEL Sand
  • Nail Puri
Sega Amusements Europe Same as before Paul Willams
Sega Studios Shanghai Sega of China Makoto Uchida

2018–present edit

 
Sega moved from Ota, Tokyo to Shinagawa, Tokyo in 2018, along with many other companies from the Sega Sammy Holdings umbrella.[2]

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 Co., Ltd. (2024-present)

Sega AM1

+ Sega AM2

Takashi Mori
Div. 5 #2
Div. 5 #3
Div. 5 Products Same as before
Sega Amusements International Kaizen Entertainment Sega Amusements Europe Patrick Michael, Shinichi Osagawara
  • Transformers: Shadows Rising
  • MISSION: IMPOSSIBLE ARCADE
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
Relic Entertainment 2013
Atlus Sega Corporation 2013
Play Heart Sega Corporation, Mobile 2015
Amplitude Studios Sega Europe 2016
Two Point Studios 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
No Cliché Sega Europe 1999 2004
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
Demiurge Studios Sega of America, Mobile development 2015 2020 Sold back to co-founder[159]and then to Embracer Group under Saber Interactive[160]

See also edit

References edit

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sega, development, studios, this, list, development, studios, owned, sega, japanese, video, game, developer, publisher, based, tokyo, japan, accompanied, with, list, their, history, game, development, also, included, companies, that, sega, acquired, over, year. 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 SegaCompany typeSubsidiaryIndustryVideo gamesKey peopleHisao Oguchi Hisashi Suzuki Hideki Sato Toshihiro Nagoshi Yuji Naka Yu SuzukiParentSega SammyWebsitewww sega comwww sega jp Contents 1 1960 1990 1 1 Early development 1 2 1983 1990 2 1991 1999 2 1 1991 1995 2 2 1996 1999 3 2000 2004 3 1 2000 2002 3 2 2003 2004 4 2005 2008 5 2009 2017 6 2018 present 7 Acquired founded studios 7 1 Former studios 8 See also 9 References1960 1990 editDuring 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 nbsp A new building for development was established in 1985 2 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 nbsp The UFO Catcher became synonymous with the claw crane game in JapanSega 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 nbsp OutRun sit down cabinetIn 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 amp Engineering David Rosen Jet Rocket Killer Shark Periscope 14 PC Division Unknown Champion Boxing Girl s Garden SC 30001983 1990 edit Department Division Headed By Notable Titles Products Ref s DD Development Division 1 R amp D Sega Enterprises Hisashi Suzuki Yoji Ishii Altered Beast Fantasy Zone Golden Axe 15 16 17 18 19 DD2 Mamoru Shigeta Minoru Kanari Alex Kidd series Dragon Crystal Phantasy Star series 20 21 22 23 24 25 26 27 28 DD3 Hideki Sato SG 1000 Sega Mark III Sega GenesisDD4 Unknown Aero City Sega Super Curcuit UFO CatcherDD5 Sega System series Super ScalerDD6 Unknown Castle of Illusion Starring Mickey Mouse Sega AI Computer The Revenge of ShinobiDD7 Unknown Robo PitcherStudio 128 Yu Suzuki Hang On Space Harrier Out Run 29 DD9 Unknown Fatal Labyrinth Shadow Dancer 30 31 1991 1999 edit nbsp Yu Suzuki and Mark Cerny have both previously worked at SegaYu 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 amp 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 nbsp 8 player Virtua Racing set upOn 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 amp 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 nbsp The new headquarters was completed in 1994 2 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 amp 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 a 1000 developers were engaged in development nbsp Japanese copies of Sega Saturn gamesSega 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 nbsp Sega Genesis with all add ons attachedIsao 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 amp D Sega Enterprises Sega R amp D1 Rikiya Nakagawa Golden Axe The Revenge of Death Adder OutRunners Puzzle amp Action Ichidant R 55 56 57 AM2 Studio 128 Yu Suzuki Virtua Cop series Virtua Fighter series Daytona USA 58 56 59 AM3 Sega R amp D1 Hisao Oguchi Manx TT Superbike Sega Rally Championship SegaSonic The Hedgehog 60 56 AM4 Sega R amp D4 R amp D5 Masao Yoshimoto Astro City Print Club series UFO Catcher seriesAM5 Tokinori Kaneyasu AS 1 VR 1 Rail Chase The RideAM6 Tomoji Miyamoto Medal gamesCS1 includes Team Andromeda Consumer R amp D Sega Enterprises Sega R amp D2 Sega R amp D6 Makoto Oshitani Yoji Ishii Clockwork Knight series Panzer Dragoon Golden Axe series 61 CS2 Hiroshi Aso Makoto Oshitani Astal Dark Wizard QuackshotCS3 Shinobi III Return of the Ninja Master Streets of Rage series Sonic the Hedgehog seriesCS4 Koichi Nagata Metal Head Virtua Racing Virtua FighterCS5 Motoshige Hokoyama Coca Cola Kid Sylvan Tale Sonic Drift 2RPG Production Tomio Takami Blue Seed Magic Knight Rayearth Phantasy Star series1996 1999 edit Department Division Members From Headed By Notable Titles Products Ref s AM1 Amusement R amp D Sega Enterprises Same Rikiya Nakagawa Harley Davidson amp L A Riders Sega Bass Fishing The House of the Dead series 55 AM2 Yu Suzuki Fighters Megamix Virtua Fighter 3 Scud RaceAM3 Hisao Oguchi Decathlete Virtual On series The Lost World Jurassic Park 60 AM4 Masao Yoshimoto Blast City Print Club series UFO Catcher seriesAM5 Tokinori Kaneyasu Boat Race GP Halfpipe Canyon Sega Rally Special StageAM6 Tomoji Miyamoto Medal gamesAM11 Sega AM2 Toshihiro Nagoshi SpikeOutAM Annex AM12 Sega AM3 Tetsuya Mizuguchi Sega Rally 2 Sega Touring Car Championship Star Wars Trilogy ArcadeCS1 AM6 includes Team Andromeda Consumer R amp D Sega Enterprises Sega CS1 Sega CS2 Sega CS3 Sega CS4 Sega CS5 RPG Production Noriyoshi Oba Pro Soccer Club o Tsukurou series Panzer Dragoon series Sega Worldwide Soccer series 62 56 CS2 AM7 Noriyoshi Oba Atsumare Guru Guru Onsen Dragon Force series Sakura Wars series 62 56 CS3 AM8 includes Sonic Team Yuji Naka Burning Rangers Nights into Dreams Sonic Adventure 62 56 CS4 AM9 Tetsuya Mizuguchi Space Channel 5Sega PC New Hiroyuki Okata Sonic amp Knuckles Collection Daytona USA Evolution Virtua Fighter PCSega Digital Studio AM10 New Yukifimi Makino Music for Sega gamesAM1 US Team Sega of America Sega AM1 Roger Hector Makoto Uchida Die Hard Arcade Dynamite Cop 63 2000 2004 edit nbsp Jet Set Radio on the Dreamcast was one of the innovative titles earning praise at the timeSega 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 nbsp Arcade machines that dispense cards ended up being very successful for SegaIn 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 amp Berry Dress up and Dance Particularly Mushiking and Love amp 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 amp D Holdings Sega Corporation Sega AM1 R amp D Rikiya Nakagawa Sega GT series Sports Jam The House of the Dead III 79 Sega AM2 Co Ltd AM2 of CRI Same as before Yu Suzuki Shenmue series Sega Network Taisen Mahjong MJ series Virtua Fighter 4 79 Hitmaker Co Ltd Sega AM3 R amp D Hisao Oguchi Crazy Taxi series Virtua Tennis series World Club Champion Football series 79 Amusement Vision Ltd Sega AM11 R amp D Toshihiro Nagoshi Daytona USA 2001 Super Monkey Ball series Virtua Striker series 79 Sega Rosso Co Ltd Sega AM12 R amp D Kenji Sasaki Cosmic Smash Initial D Arcade Stage series Star Wars Racer Arcade 79 Smilebit Corporation Sega AM6 R amp D Shun Arai Pro Soccer Club o Tsukurou Jet Set Radio series Panzer Dragoon Orta 79 Overworks Ltd Sega AM7 R amp D Noriyoshi Oba Skies of Arcadia Shinobi Sakura Wars series 79 Sonic Team Ltd Same as before Yuji Naka Phantasy Star Online Samba de Amigo Sonic the Hedgehog series 79 United Game Artists Co Ltd Sega AM9 R amp D Tetsuya Mizuguchi Rez Space Channel 5 series 79 Wave Master Inc Sega AM10 R amp D Yukifimi Makino Roommania 203 79 Sega Mechatro AM6 Unknown Medal games Starhorse series UFO Catcher seriesMirai R amp D AM5 Hiroshi Uemera McDonalds no Touch de Asobo Speed Boarder Viva SkydivingSonic Team USA Sega of America Sonic Team Ltd Takashi Iizuka Sonic Adventure 2WOW Entertainment US Team AM1 WOW Entertainment Inc Makoto Uchida Alien Front 63 2003 2004 edit Department Division Members From Headed By Notable Titles Ref s Sega WOW Inc R amp D Sega Corporation WOW Entertainment Inc Overworks Ltd Rikiya Nakagawa Dragon Treasure Nightshade Sakura Wars series 79 Sega AM2 Co Ltd Same as before Hiroshi Kataoka Quest of D series OutRun 2 Virtua Cop 3 79 Digital Rex Co Ltd Sega AM2 Co Ltd Yu SuzukiHitmaker Co Ltd Hitmaker Co Ltd Sega Rosso Co Ltd Mie Kumagai Avalon no Kagi series Initial D Arcade Stage series World Club Champion Football series 79 Amusement Vision Ltd Amusement Vision Ltd Smilebit Corporation Toshihiro Nagoshi F Zero GX Super Monkey Ball series Ollie King 79 Smilebit Corporation Amusement Vision Ltd Smilebit Corporation Takayuki Kawagoe Pro Soccer Club o Tsukurou Virtua Striker 4 79 Sonic Team Ltd Sonic Team Ltd United Game Artists Co Ltd Yuji Naka Billy Hatcher and the Giant Egg Feel the Magic XY XX Sonic the Hedgehog series 79 Wave Master Inc Same Yukifimi Makino New Roommania Porori Seishun 79 Sega Mechatro Same Unknown Medal games Starhorse series UFO Catcher seriesMirai R amp D Same Hiroshi Uemura Mushiking series Love and Berry seriesSonic Team USA Sega of America Same Takashi Iizuka Sonic Heroes2005 2008 edit nbsp Yuji Naka oversaw Sega game development until his departure in 2006In 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 amp D and New Entertainment R amp 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 amp 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 Ryu 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 nbsp The Initial D arcade game series is successful in Japan but did not appeal to the western arcade marketTrading 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 amp Berry and Dinosaur King were released and particularly Love amp 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 amp D Sega Corporation Sonic Team Akinori Nishiyama Puyo Puyo series Mind Quiz Sonic the Hedgehog series 98 99 100 101 GE2 Sega WOW Akira Nishino Bleach Project series Sakura Wars series Valkyria Chronicles 102 103 101 GE3 includes Sonic Team Sonic Team Takao Miyoshi Kaseki Play Phantasy Star Universe 101 104 Network Business Promotion New Takeshi Tokunaga Sega Splash Golf The Typing of the Dead 2 105 NE Amusement Vision Toshihiro Nagoshi Super Monkey Ball series Yakuza series 106 107 101 Sports Design Smilebit Takaya Segawa Pro Soccer Club o Tsukurou series Mario amp Sonic at the Olympic Games Virtua Pro FootballAM1 Amusement R amp D Sega Corporation Sega WOW Yasuhiro Nishiyama Answer X Answer series Sangokushi Taisen series The House of the Dead 4AM2 Sega AM2 Hiroshi Kataoka After Burner Climax Sega Network Taisen Mahjong MJ series Virtua Fighter 5AM3 Hitmaker Mie Kumagai Initial D Arcade Stage series Virtua Tennis 3 World Club Champion Football series 108 109 AM Plus Sega AM2 Yu Suzuki Sega Race TVFamily Entertainment Mirai R amp D Hiroshi Uemura Mushiking series Love and Berry series 110 Products Sega Mechatro Unknown Medal games Starhorse series UFO Catcher seriesSega Amusement Europe New Studio Paul Williams Ford Racing Full Blown Sega Rally 3Sega Studios Shanghai Sega of China Sega WOW Makoto Uchida Altered Beast NiGHTS Into Dreams Sega Ages 2500 Series Vol 26 Dynamite DekaSega Studio USA Sega of America Sonic Team USA Takashi Iizuka Shadow the Hedgehog Nights Journey of Dreams2009 2017 edit nbsp Maimai arcade cabinets have been updated for over a decadeSega 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 amp 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 amp 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 nbsp Toshihiro Nagoshi became Chief Creative Officer of Sega in 2012According 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 amp D Sega Corporation 2009 2015 Sega Games Co Ltd 2015 2018 NE R amp D Sports R amp D Toshihiro Nagoshi Binary Domain Super Monkey Ball series Yakuza series 127 128 129 130 CS2 includes Sonic Team GE1 R amp D Sega Studio USA Sports R amp D Takashi Iizuka Osamu Ohashi Mario amp Sonic series Puyo Puyo series Sonic the Hedgehog series 131 132 133 134 135 136 137 138 139 CS3 GE2 R amp D GE3 R amp D Akira Nishino Hatsune Miku Project DIVA series Rise of Nightmares Valkyria Chronicles series 140 Sega Networks NE R amp D Network Business Promotion Masayoshi Kikuchi Demon Tribe Kingdom Conquest series War PiratesOnline GE3 R amp D Network Business Promotion Takaya Segawa Phantasy Star Online 2 Sega Network Taisen Mahjong MJ series Yakyuu Tsuku 141 AM1 Amusement R amp D Sega Corporation 2009 2015 Sega Interactive Co Ltd 2015 2018 AM1 AM3 Yasuhiro Nishiyama Code of Joker series Maimai series Wonderland Wars series 142 Sega AM2 AM2 AM3 AM Plus Hiroshi Kataoka Border Break series Hatsune Miku Project DIVA Arcade series Kancolle ArcadeProducts Same as before Unknown UFO Catcher seriesN Pro Products R amp D Yuji Sugimori E DEL Sand Nail PuriSega Amusements Europe Same as before Paul Willams Race Driver GRID Showdown Dream RaidersSega Studios Shanghai Sega of China Makoto Uchida Daytona Championship USA Dreamcast Collection Transformers Human Alliance2018 present edit nbsp Sega moved from Ota Tokyo to Shinagawa Tokyo in 2018 along with many other companies from the Sega Sammy Holdings umbrella 2 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 amp D Sega Games Co Ltd 2018 2020 Sega Corporation 2020 present CS1 R amp D Sega AM2 Masayoshi Yokoyama Super Monkey Ball series Virtua Fighter 5 Ultimate Showdown Yakuza Like A Dragon seriesDiv 2 includes Sonic Team CS2 R amp D CS3 R amp D Sega AM1 Osamu Ohashi Mario amp Sonic series Puyo Puyo series Sonic the Hedgehog seriesDiv 3 Online R amp D Sega Networks Sega AM1 Sega AM2 Yuya Kimura Phantasy Star Online 2 Jet Set Radio Untitled Super Game 155 156 157 Div 4 Sega Networks Katsutoshi Kioka SEGA Pocket Club Manager Shin Megami Tensei Liberation Dx2 One Piece Bounty Rush 158 Div 5 1 Amusement R amp D Sega Interactive Co Ltd 2018 2020 Sega Corporation 2020 2024 Sega Fave Co Ltd 2024 present Sega AM1 Sega AM2 Takashi Mori House of the Dead Scarlet Dawn Initial D Arcade Stage series Sangokushi Taisen seriesDiv 5 2 Border Break Fate Grand Order Arcade Soul ReverseDiv 5 3 Chunithm series Maimai series Ongeki seriesDiv 5 Products Same as before Medal games UFO Catcher seriesSega Amusements International Kaizen Entertainment Sega Amusements Europe Patrick Michael Shinichi Osagawara Transformers Shadows Rising MISSION IMPOSSIBLE ARCADESega Studios Shanghai Sega of China Same as before Makoto UchidaAcquired founded studios editStudio Division Year of purchase founding Notable titlesCreative Assembly Sega Europe 2005 Alien Isolation Spartan Total Warrior Total War series Sports Interactive 2006 Eastside Hockey Manager series Football Manager seriesHardlight 2012 Sonic the Hedgehog series Chu Chu Rocket Universe Crazy Taxi City RushRelic Entertainment 2013 Age of Empires IV Company of Heroes series Dawn of War seriesAtlus Sega Corporation 2013 Megami Tensei series Etrian Odyssey series Persona seriesPlay Heart Sega Corporation Mobile 2015 Fist of the North Star LEGENDS ReVIVE Gold Rebellion R Liberation of AzureAmplitude Studios Sega Europe 2016 Endless Space Endless Legend HumankindTwo Point Studios 2019 Two Point Campus Two Point HospitalRovio Entertainment 2023 Angry Birds series Small Town Murder Sugar BlastFormer studios edit Studio Division Year of purchase founding Year of release dissolution Fate Notable titlesGremlin Industries Sega Enterprises 1978 1983 Sold and Merged into Bally Manufacturing Deep Scan Head On Monaco GPSega Technical Institute Sega of America 1990 1996 Dissolved Comix Zone Dick Tracy Sonic the Hedgehog seriesSONIC Software Planning Sega of Japan 1991 1995 Merged into Camelot Software Planning Shining seriesCRI 2004 Remained with CSK following their divestiture of Sega Dyna Brothers Aero Dancing Charge n BlastSIMS Dissolved OutRun 2019 Sega Bass Fishing Stellar AssaultSega Interactive Sega of America 1992 2000 Eternal Champions series Greendog The Beached Surfer Dude Garfield Caught in the ActSega Midwest Studio 1995 World Heroes NHL All Star Hockey 95Sega Multimedia Studio 1997 Jurrasic Park Wild WoodyNo Cliche Sega Europe 1999 2004 Toy Commander Toy RacerVisual Concepts Sega of America 1999 2005 Sold to Take Two Interactive Floigan Bros NFL 2K series NBA 2K seriesSega Racing Studio Sega Europe 2005 2008 Sold and Merged into Codemasters Sega Rally RevoSega Studios San Francisco Sega of America 2006 2010 Dissolved Iron Man series Golden Axe Beast RiderSega Studios Australia Sega Europe 2006 2013 Dissolved Medieval II Total War Castle of Illusion Starring Mickey Mouse London 2012Three Rings Design Sega of America 2011 2016 Puzzle Pirates Spiral KnightsDemiurge Studios Sega of America Mobile development 2015 2020 Sold back to co founder 159 and then to Embracer Group under Saber Interactive 160 Crazy Taxi Gazillionaire Sega HeroesSee also editLists of Sega gamesReferences 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 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 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 a href Template Cite web html title Template Cite web cite web a 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 1 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 2 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 a href Template Cite web html title Template Cite web cite web a 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 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 a href Template Cite web html title Template Cite web cite web a 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 amp 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 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 amp 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 a href Template Cite web html title Template Cite web cite web a 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 a href Template Cite web html title Template Cite web cite web a 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 a href Template Cite web html title Template Cite web cite web a CS1 maint bot original URL status unknown link Hiro師匠 amp 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 a href Template Cite web html title Template Cite web cite web a 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 a href Template Cite web html title Template Cite web cite web a 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 a href Template Cite web html title Template Cite web cite web a 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 16 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 Chindōchu 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 a href Template Cite web html title Template Cite web cite web a 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 3 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 Retrieved from https en wikipedia org w index php title Sega development studios amp oldid 1217690184, wikipedia, wiki, book, books, library,

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