A video game developer is a software developer specializing in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programmers , designers , artists , etc. Most game development companies have video game publisher financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make indie games .
90-606: Sonic Team is a video game developer owned by the Japanese video game company Sega as part of its Sega CS Research and Development No. 2 division. Sonic Team is best known for its Sonic the Hedgehog series and games such as Nights into Dreams and Phantasy Star Online . The initial team, formed in 1990, comprised staff from Sega's Consumer Development division, including programmer Yuji Naka , artist Naoto Ohshima , and level designer Hirokazu Yasuhara . The team took
180-623: A Sonic role-playing video game and felt the Dreamcast was powerful enough to achieve his vision. The game became Sonic Adventure (1998), the bestselling Dreamcast game. Around this time, CS3 was renamed Sega Research and Development Department 8 (R&D #8). It was sometimes referred to as AM8 or "Sega-AM8", as Sega's R&D department was named Sega Amusement Machine Research and Development (AM), though Sonic Team focused solely on home console games. Until 2000, media referred to Sonic Team as both R&D #8 and AM8. In 1999, shortly after
270-593: A database , Voice over IP , or add-in interface software; this is also known as middleware . Examples of this include SpeedTree and Havoc . Independents are software developers which are not owned by (or dependent on) a single publisher. Some of these developers self-publish their games, relying on the Internet and word of mouth for publicity. Without the large marketing budgets of mainstream publishers, their products may receive less recognition than those of larger publishers such as Sony, Microsoft or Nintendo. With
360-513: A puzzle game that used the Dreamcast's online capabilities. In 2000, Sonic Team launched the role-playing game Phantasy Star Online to critical and commercial success. Sega began to restructure its studios in October 2000 and spun off its software divisions into subsidiary companies. When the departments took new names, Naka felt it important to preserve the Sonic Team brand name, and
450-414: A "transcendental hit". Zolani Stewart of Kotaku argued that the greater emphasis on plot and character changed Sonic into "a flat, lifeless husk of a character, who spits out slogans and generally has only one personality mode, the radical attitude dude, the sad recycled image of vague '90s cultural concept". Sega of America marketing director Al Nilsen and Sonic Mania developer Christian Whitehead said
540-467: A Saturn port, released in place of the canceled STI game Sonic X-treme . Yasuhara moved to London to assist the development of Sonic R (1997), a Sonic racing game co-developed by Sonic Team and Traveller's Tales. The only other Saturn Sonic game was Sonic Jam (1997), a compilation of the Genesis games with a 3D overworld Sonic Team used to experiment with 3D Sonic gameplay. The Saturn
630-535: A controlling interest in Sega and formed Sega Sammy Holdings . Prior to the merger, Sega began the process of re-integrating its subsidiaries into the main company. Sonic Team USA became Sega Studios USA, while SONICTEAM Ltd. became Sega's Global Entertainment 1 research and development division (GE1). The team is still referred to as Sonic Team. As of 2005, senior Sega figures including Toshihiro Nagoshi and Yu Suzuki were reporting to Naka; according to Takashi Yuda, he
720-452: A culture of "toxic geek masculinity" within the workplace. In addition, the conditions behind crunch time are far more discriminating towards women as this requires them to commit time exclusively to the company or to more personal activities like raising a family. These factors established conditions within some larger development studios where female developers have found themselves discriminated in workplace hiring and promotion, as well as
810-516: A development division established by Mark Cerny intended as an elite studio combining the design philosophies of American and Japanese developers. While Naka and Yasuhara developed Sonic the Hedgehog 2 with STI, Ohshima worked on Sonic CD , a prequel for the Sega CD add-on. Though Naka was not directly involved in the Sonic CD development, he exchanged design ideas with Ohshima. Following
900-564: A few releases such as the puzzle game Puyo Pop and the action game Billy Hatcher and the Giant Egg . The company changes and lack of a Sega console affected Sonic Team; according to Naka, in a 2006 interview, "Our approach was always to create strategic title concepts, which included the hardware. We do somewhat miss the idea of being able to address these constant challenges." Yasuhara left to join Naughty Dog after Sega discontinued
990-571: A first-party company. As a balance to not being able to release their game for other platforms, second-party developers are usually offered higher royalty rates than third-party developers. These studios may have exclusive publishing agreements (or other business relationships) with the platform holder, but maintain independence so that upon completion or termination of their contracts, they are able to continue developing games for other publishers if they choose to. For example, while HAL Laboratory initially began developing games on personal computers like
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#17327827205391080-410: A fixed period and generally work similar hours as full-time staff members, assisting across all areas of video game development, but as contractors, do not get any benefits such as paid time-off or health care from the employer; they also are typically not credited on games that they work on for this reason. The practice itself is legal and common in other engineering and technology areas, and generally it
1170-403: A game on schedule. The complexity of workflow, reliance on third-party deliverables, and the intangibles of artistic and aesthetic demands in video game creation create difficulty in predicting milestones. The use of crunch time is also seen to be exploitative of the younger male-dominated workforce in video games, who have not had the time to establish a family and who were eager to advance within
1260-406: A game's profits. Current examples of first-party studios include PlayStation Studios for Sony, and Xbox Game Studios for Microsoft Gaming . Second-party developer is a colloquial term often used by gaming enthusiasts and media to describe game studios that take development contracts from platform holders and develop games exclusive to that platform, i.e. a non-owned developer making games for
1350-437: A position in a medium to large video game company. An experienced game-development employee, depending on their expertise and experience, averaged roughly $ 73,000 in 2007. Indie game developers may only earn between $ 10,000 and $ 50,000 a year depending on how financially successful their titles are. In addition to being part of the software industry, game development is also within the entertainment industry; most sectors of
1440-649: A roundtable discussion with the International Game Developers Association (IGDA), the professional association for developers. Statements made by the IGDA's current executive director Jen MacLean relating to IGDA's activities had been seen by as anti-union, and Game Workers Unite desired to start a conversation to lay out the need for developers to unionize. In the wake of the sudden near-closure of Telltale Games in September 2018,
1530-561: A simple, one-button design by having Sonic do damage by jumping. Sonic the Hedgehog was released in 1991 and proved a major success, contributing to millions of sales of the Genesis. The team took the name Sonic Team for the game's release. Naka referred to Sonic Team as only a "team name" at this point. Shortly after the release of Sonic the Hedgehog , Naka, Yasuhara, and a number of other Japanese developers relocated to California to join Sega Technical Institute (STI),
1620-407: A single publisher; one canceled game may devastate a small developer. Because of this, many small development companies are short-lived. A common exit strategy for a successful video game developer is to sell the company to a publisher, becoming an in-house developer. In-house development teams tend to have more freedom in game design and content than third-party developers. One reason is that since
1710-403: A strong STEM (science, technology, engineering, and mathematics) background for women at the secondary education level, but there are issues with tertiary education such as at colleges and universities, where game development programs tend to reflect the male-dominated demographics of the industry, a factor that may lead women with strong STEM backgrounds to choose other career goals. There
1800-522: A third Nights game or a sequel to Knuckles' Chaotix (1995), if Sega were to commission them. Sega and Sonic Team have been criticized for their handling of Sonic the Hedgehog after the beginning of the 3D era of video games . Edwin Evans-Thirlwell of Eurogamer described the 3D Sonic games as "20-odd years of slowly accumulating bullshit", and wrote that unlike Sonic's main competitor, Nintendo's Mario series , Sonic in 3D never had
1890-697: A unique case where nearly all parts of its labor force, including white-collar jobs such as video game development, may engage with labor unions under the Employment Protection Act often through collective bargaining agreements. Developer DICE had reached its union agreements in 2004. Paradox Interactive became one of the first major publishers to support unionization efforts in June 2020 with its own agreements to cover its Swedish employees within two labor unions Unionen and SACO . In Australia, video game developers could join other unions, but
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#17327827205391980-441: A year later. In 2017, Sonic Team developed and released Sonic Forces , and oversaw the development of Sonic Mania by Christian Whitehead . Forces was aimed at a broad audience of young and adult players, while Mania was focused on fans of the original Genesis games. Mania became the best reviewed Sonic game in fifteen years following nearly two decades of mixed reviews for the franchise. Sonic Team also contributed to
2070-525: Is a Japanese video game designer . He is best known for designing the gameplay and stages of the initial Sonic the Hedgehog video games for Sega Genesis in the 1990s, based on technical demos and engines programmed by Yuji Naka . Yasuhara stayed with Sega until 1999. He then worked for Naughty Dog from 2002 to 2008, working on the Jak and Daxter series and Uncharted: Drake's Fortune , collaborating again with former Sega employee Mark Cerny . He
2160-482: Is also a significant gap in racial minorities within the video game industry; a 2019 IGDA survey found only 2% of developers considered themselves to be of African descent and 7% Hispanic, while 81% were Caucasian; in contrast, 2018 estimates from the United States Census estimate the U.S. population to be 13% of African descent and 18% Hispanic. In a 2014 and 2015 survey of job positions and salaries,
2250-449: Is expected that this is meant to lead into a full-time position, or otherwise the end of the contract. But more recently, its use in the video game industry has been compared to Microsoft 's past use of " permatemp ", contract workers that were continually renewed and treated for all purposes as employees but received no benefits. While Microsoft has waned from the practice, the video game industry has adapted it more frequently. Around 10% of
2340-533: Is generally illegal, companies often target their oldest workers first during layoffs or other periods of reduction. Older developers with experience may find themselves too qualified for the types of positions that other game development companies seek given the salaries and compensations offered. Some of the larger video game developers and publishers have also engaged contract workers through agencies to help add manpower in game development in part to alleviate crunch time from employees. Contractors are brought on for
2430-494: Is still their primary activity they are generally described as "publishers" rather than "developers". Developers may be private as well. In the video game industry , a first-party developer is part of a company that manufactures a video game console and develops mainly for it. First-party developers may use the name of the company itself (such as Nintendo ), have a specific division name (such as Sony's Polyphony Digital ) or have been an independent studio before being acquired by
2520-474: Is usually conducted in a casual business environment, with t-shirts and sandals as common work attire. Many workers find this type of environment rewarding and pleasant professionally and personally. However, the industry also requires long working hours from its employees (sometimes to an extent seen as unsustainable). Employee burnout is not uncommon. An entry-level programmer can make, on average, over $ 66,000 annually only if they are successful in obtaining
2610-659: The AFL–CIO writing an open letter to video game developers encouraging them to unionize. In January 2020, Game Workers Unite and the Communications Workers of America established a new campaign to push for unionization of video game developers, the Campaign to Organize Digital Employees (CODE), in January 2020. Initial efforts for CODE were aimed to determine what approach to unionization would be best suited for
2700-456: The International Game Developers Association (IGDA), are conducting increasing discussions about the problem; they are concerned that working conditions in the industry cause a significant deterioration in employees' quality of life. Some video game developers and publishers have been accused of the excessive invocation of "crunch time". "Crunch time" is the point at which the team is thought to be failing to achieve milestones needed to launch
2790-516: The MSX , they became one of the earliest second-party developers for Nintendo, developing exclusively for Nintendo's consoles starting with the Famicom, though they would self-publish their mobile games. A third-party developer may also publish games, or work for a video game publisher to develop a title. Both publisher and developer have considerable input in the game's design and content. However,
Sonic Team - Misplaced Pages Continue
2880-632: The Master System , Naka created pseudo-3D animation effects. He met artist Naoto Ohshima while working on the game. During the late 1980s and early 1990s, a rivalry formed between Sega and Nintendo due to the release of their 16-bit video game consoles : the Sega Genesis and the Super Nintendo Entertainment System . Sega needed a mascot character that would be as synonymous with their brand as Mario
2970-528: The Me Too movement and have tried to address the symptoms of these problems industry-wide, the video game industry has yet to have its Me Too-moment, even as late as 2021. There also tends to be pay-related discrimination against women in the industry. According to Gamasutra 's Game Developer Salary Survey 2014, women in the United States made 86 cents for every dollar men made. Game designing women had
3060-709: The PlayStation 3 and Xbox 360 ; Sonic Team also developed a series of Sonic games for the Wii and Nintendo DS , such as 2007's Sonic and the Secret Rings . By 2010, Sonic Team had become part of CS Research and Development No. 2 (CS2), Sega Studios USA had been reintegrated into the Japanese team, and Iizuka had become the head of the department. After a series of poorly received Sonic releases, Sonic Team refocused on speed and more traditional side-scrolling in Sonic
3150-504: The Screen Actors Guild‐American Federation of Television and Radio Artists (SAG-AFTRA) union doing work for video games struck several major publishers, demanding better royalty payments and provisions related to the safety of their vocal performances, when their union's standard contract was up for renewal. The voice actor strike lasted for over 300 days into 2017 before a new deal was made between SAG-AFTRA and
3240-496: The Sonic brand, while retaining the modern Sonic design. Iizuka stated that doing new things with the franchise has had good and bad points at times. Sonic Team's first Sonic game exclusive to smartphones , Sonic Runners , was released in 2015. An endless runner , it was designed to have more replay value than other games in the genre. Sonic Runners received mixed reviews and was unprofitable , resulting in its discontinuation
3330-895: The large number of characters was problematic, with Whitehead describing them as "padding". In 2015, Sega CEO Haruki Satomi acknowledged that Sega had "partially betrayed" the trust of their fans and hoped to focus on quality over quantity. Video game developer A developer may specialize in specific game engines or specific video game consoles , or may develop for several systems (including personal computers and mobile devices ). Some focus on porting games from one system to another, or translating games from one language to another. Less commonly, some do software development work in addition to games. Most video game publishers maintain development studios (such as Electronic Arts 's EA Canada , Square Enix 's studios, Activision 's Radical Entertainment , Nintendo EPD and Sony's Polyphony Digital and Naughty Dog ). However, since publishing
3420-491: The video game industry . He told the Los Angeles Times : "Someone who was part of the co-creation of that world and those characters isn't getting a credit or a nickel for the work they put into it. Maybe we need unions in the video game industry to be able to protect creators." Hirokazu Yasuhara Hirokazu Yasuhara ( 安原 広和 , Yasuhara Hirokazu , born October 12, 1965) (also credited as Carol Yas )
3510-400: The 2019 reboot of Sakura Wars . Sonic Team expanded following the success of Sonic Frontiers (2022), with more than 400 employed as of 2023. Sonic Team USA, later Sega Studios USA, was a division of Sega and of Sonic Team while Sonic Team was a subsidiary company. It was founded when twelve Sonic Team members, including Takashi Iizuka, relocated to San Francisco, California, in 1999, and
3600-614: The Dreamcast. However, originality remained important for Naka; Sonic Team developed Sonic Heroes instead of Sonic Adventure 3 , explored the digital card game genre with Phantasy Star Online Episode III: C.A.R.D. Revolution , and developed the original game Billy Hatcher . Naka credited the enduring success of Sonic to the character's appeal to children. Naka's goal was to appeal to the largest audience possible and to appeal to children. Early in 2003, Sega president Hideki Sato and COO Tetsu Kamaya announced they were stepping down from their roles, with Sato being replaced by Hisao Oguchi,
3690-464: The Hedgehog 4: Episode I and II , Sonic Generations , and Sonic Colors , which all received better reviews. In 2015, Iizuka recognized in an interview with Polygon that Sonic Team had prioritized shipping games over quality, and had not had enough involvement in later third-party Sonic games, such as Sonic Boom: Rise of Lyric . He hoped the Sonic Team logo would stand as a "mark of quality"; he planned to release quality games and expand
Sonic Team - Misplaced Pages Continue
3780-446: The IGDA found that people of color were both underrepresented in senior management roles as well as underpaid in comparison to white developers. Further, because video game developers typically draw from personal experiences in building game characters, this diversity gap has led to few characters of racial minority to be featured as main characters within video games. Minority developers have also been harassed from external groups due to
3870-593: The United States. Sonic Adventure 2 was released on 23 June 2001, and was ported to the GameCube. The next Sonic Team USA project was Sonic Heroes (2003), the first Sonic game developed for multiple platforms. Sonic Team USA took a different approach with Heroes from the Sonic Adventure games, focusing on gameplay more similar to the Genesis games to which even casual gamers could adapt. After SONICTEAM, Ltd. merged back into Sega in 2004, Sonic Team USA
3960-535: The acquisition of Activision Blizzard , stated it supported these unionization efforts. After this acquisition, the employees of Bethesda Game Studios , part of Zenimax under Microsoft, unionized under the Communications Workers of America (CWA) in July 2024. Over 500 employees within Blizzard Entertainment 's World of Warcraft division also unionized with CWA that same month. Sweden presents
4050-572: The advent of digital distribution of inexpensive games on game consoles, it is now possible for indie game developers to forge agreements with console manufacturers for broad distribution of their games. Other indie game developers create game software for a number of video-game publishers on several gaming platforms. In recent years this model has been in decline; larger publishers, such as Electronic Arts and Activision, increasingly turn to internal studios (usually former independent developers acquired for their development needs). Video game development
4140-431: The closest equity, making 96 cents for every dollar men made in the same job, while audio professional women had the largest gap, making 68% of what men in the same position made. Increasing the representation of women in the video game industry required breaking a feedback loop of the apparent lack of female representation in the production of video games and in the content of video games. Efforts have been made to provide
4230-416: The console manufacturer (such as Rare or Naughty Dog ). Whether by purchasing an independent studio or by founding a new team, the acquisition of a first-party developer involves a huge financial investment on the part of the console manufacturer, which is wasted if the developer fails to produce a hit game on time. However, using first-party developers saves the cost of having to make royalty payments on
4320-508: The console. This established the use of licensing fees as a model for third-party development that persists into the present. The licensing fee approach was further enforced by Nintendo when it decided to allow other third-party developers to make games for the Famicom console, setting a 30% licensing fee that covered game cartridge manufacturing costs and development fees. The 30% licensing fee for third-party developers has also persisted to
4410-637: The creation of Nights into Dreams (1996) and Burning Rangers (1998) for the Sega Saturn . Naka stated that the release of Nights is when Sonic Team was truly formed as a brand. Few Sonic games were released for the Saturn. Since Sonic Team was preoccupied with Nights into Dreams , it outsourced the development of the last Genesis Sonic game, Sonic 3D Blast (1996), to the British studio Traveller's Tales . Sonic Team developed bonus levels for
4500-444: The developer if the game is not meeting expectations. When each milestone is completed (and accepted), the publisher pays the developer an advance on royalties . Successful developers may maintain several teams working on different games for different publishers. Generally, however, third-party developers tend to be small, close-knit teams. Third-party game development is a volatile sector, since small developers may depend on income from
4590-417: The developers are the publisher's employees, their interests align with those of the publisher; the publisher may spend less effort ensuring that the developer's decisions do not enrich the developer at the publisher's expense. Activision in 1979 became the first third-party video game developer. When four Atari, Inc. programmers left the company following its sale to Warner Communications , partially over
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#17327827205394680-561: The division took on the Sonic Team brand but developed games that do not feature Sonic, such as Nights into Dreams (1996) and Burning Rangers (1998). Following the release of Sonic Adventure in 1998, some Sonic Team staff moved to the United States to form Sonic Team USA and develop Sonic Adventure 2 (2001). With Sega's divestiture of its studios into separate companies, R&D No. 8 became SONICTEAM Ltd. in 2000, with Naka as CEO and Sonic Team USA as its subsidiary. Sega's financial troubles led to several major structural changes in
4770-538: The division's new legal name as a company was SONICTEAM, Ltd. Naka was installed as the CEO, and Sonic Team USA became a subsidiary of the new company. Despite a number of well-received games, Sega discontinued the Dreamcast in 2001 and exited the hardware business. Sega transitioned into a third-party developer and began developing games for multiple platforms. From 2000, Sonic Team in Japan began to release fewer games, with
4860-502: The early 2000s; the United Game Artists studio was absorbed by Sonic Team in 2003, and Sonic Team USA became Sega Studios USA in 2004. After Sammy Corporation purchased Sega in 2004, Sonic Team was reincorporated to become Sega's GE1 research and development department. Naka departed during the development of Sonic the Hedgehog (2006), and Sega Studios USA was merged back into Sonic Team in 2008. The following decade
4950-467: The entertainment industry (such as films and television ) require long working hours and dedication from their employees, such as willingness to relocate and/or required to develop games that do not appeal to their personal taste. The creative rewards of work in the entertainment business attracts labor to the industry, creating a competitive labor market that demands a high level of commitment and performance from employees. Industry communities, such as
5040-572: The first video game-specific union, Game Workers Unite Australia, was formed in December 2021 under Professionals Australia to become active in 2022. In Canada, in a historic move, video game workers in Edmonton unanimously voted to unionize for the first time in June 2022. In January 2023, after not being credited in The Last of Us HBO adaptation, Bruce Straley called for unionization of
5130-404: The gaming industry, while a 2017 IGDA survey found that the female demographic in game development had risen to about 20%. Taking into account that a 2017 ESA survey found 41% of video game players were female, this represented a significant gender gap in game development. The male-dominated industry, most who have grown up playing video games and are part of the video game culture , can create
5220-407: The head of Hitmaker . As part of Oguchi's restructuring plan, he announced his intention to consolidate Sega's studios into "four or five core operations". Sonic Team was financially solvent and absorbed United Game Artists , another Sega subsidiary led by Tetsuya Mizuguchi and known for the music games Space Channel 5 (1999) and Rez (2001). In 2004, the Japanese company Sammy acquired
5310-457: The industry by working long hours. Because crunch time tends to come from a combination of corporate practices as well as peer influence, the term "crunch culture" is often used to discuss video game development settings where crunch time may be seen as the norm rather than the exception. The use of crunch time as a workplace standard gained attention first in 2004, when Erin Hoffman exposed
5400-431: The lack of respect that the new management gave to programmers, they used their knowledge of how Atari VCS game cartridges were programmed to create their own games for the system, founding Activision in 1979 to sell these. Atari took legal action to try to block the sale of these games, but the companies ultimately settled, with Activision agreeing to pay a portion of their sales as a license fee to Atari for developing for
5490-418: The leading video game company. Sonic Team have also developed a wide variety of other games, including action games such as Nights into Dreams , Burning Rangers , and Billy Hatcher and the Giant Egg, the online puzzle game ChuChu Rocket! , the online role-playing game Phantasy Star Online, and the music game Samba de Amigo . Phantasy Star Online is credited for introducing online RPGs to consoles and
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#17327827205395580-559: The movement again called out for the industry to unionize. The movement argued that Telltale had not given any warning to its 250 employees let go, having hired additional staff as recently as a week prior, and left them without pensions or health-care options; it was further argued that the studio considered this a closure rather than layoffs, as to get around failure to notify required by the Worker Adjustment and Retraining Notification Act of 1988 preceding layoffs. The situation
5670-495: The name Sonic Team in 1991 with the release of their first game, Sonic the Hedgehog , for the Sega Genesis . It was a major success and contributed to millions of Genesis sales. The next Sonic games were developed by Naka and Yasuhara in America at Sega Technical Institute , while Ohshima worked on Sonic CD in Japan. Naka returned to Japan in late 1994 to become the head of CS3, later renamed R&D No. 8. During this time,
5760-448: The nature of the video game culture. The industry also is recognized to have an ageism issue, discriminating against the hiring and retention of older developers. A 2016 IGDA survey found only 3% of developers were over 50 years old, while at least two-thirds were between 20 and 34; these numbers show a far lower average age compared to the U.S. national average of about 41.9 that same year. While discrimination by age in hiring practices
5850-540: The news, there have typically been followup discussions towards the potential to form a union. A survey performed by the International Game Developers Association in 2014 found that more than half of the 2,200 developers surveyed favored unionization. A similar survey of over 4,000 game developers run by the Game Developers Conference in early 2019 found that 47% of respondents felt the video game industry should unionize. In 2016, voice actors in
5940-694: The present, being a de facto rate used for most digital storefronts for third-party developers to offer their games on the platform. In recent years, larger publishers have acquired several third-party developers. While these development teams are now technically "in-house", they often continue to operate in an autonomous manner (with their own culture and work practices). For example, Activision acquired Raven (1997); Neversoft (1999), which merged with Infinity Ward in 2014; Z-Axis (2001); Treyarch (2001); Luxoflux (2002); Shaba (2002); Infinity Ward (2003) and Vicarious Visions (2005). All these developers continue operating much as they did before acquisition,
6030-414: The primary differences being exclusivity and financial details. Publishers tend to be more forgiving of their own development teams going over budget (or missing deadlines) than third-party developers. A developer may not be the primary entity creating a piece of software, usually providing an external software tool which helps organize (or use) information for the primary software product. Such tools may be
6120-429: The publisher's wishes generally override those of the developer. Work for hire studios solely execute the publishers vision. The business arrangement between the developer and publisher is governed by a contract, which specifies a list of milestones intended to be delivered over a period of time. By updating its milestones, the publisher verifies that work is progressing quickly enough to meet its deadline and can direct
6210-467: The publishers. While this had some effects on a few games within the industry, it brought to the forefront the question of whether video game developers should unionize. A grassroots movement, Game Workers Unite , was established around 2017 to discuss and debate issues related to unionization of game developers. The group came to the forefront during the March 2018 Game Developers Conference by holding
6300-400: The release of Sonic & Knuckles in 1994, Naka returned to Japan, having been offered a role as a producer. He was placed in charge of Sega's Consumer Development Department 3, also known as CS3. Naka was reunited with Ohshima and brought with him Takashi Iizuka , who had also worked with Naka's team at STI. In the mid-1990s, Sonic Team started work on new intellectual property, leading to
6390-483: The release of Sonic Adventure , twelve Sonic Team members relocated to San Francisco to establish Sonic Team USA, while others remained in Japan. Shortly afterward, a number of key employees—including Ohshima—left Sega to form a new studio, Artoon . Sonic Team achieved success in the arcade game market in 1999 with the launch of rhythm game Samba de Amigo , released for the Dreamcast. They also began developing online games ; in 1999, they released ChuChu Rocket! ,
6480-409: The rest of the development for the 2007 release. Sega Studios USA oversaw the development of Sonic Rivals (2006) and Sonic Rivals 2 (2007) by Backbone Entertainment . In 2008, Sega Studios USA merged with Sonic Team, making Iizuka the head of Sonic Team and a vice president of product development for Sega. In 2016, Iizuka relocated to Los Angeles to oversee development, with the goal of making
6570-454: The studios there "a centralized hub for the global brand". Sonic Team has developed a number of video games, with many of them becoming bestsellers. The studio is best known for its Sonic the Hedgehog series of platform games, which account for the majority of Sonic Team's work; the 1991 release of Sonic the Hedgehog is considered one of the most important moments in video game history, as it propelled Genesis sales and displaced Nintendo as
6660-545: The target of sexual harassment. This can be coupled from similar harassment from external groups, such as during the 2014 Gamergate controversy . Major investigations into allegations of sexual harassment and misconduct that went unchecked by management, as well as discrimination by employers, have been brought up against Riot Games , Ubisoft and Activision Blizzard in the late 2010s and early 2020s, alongside smaller studios and individual developers. However, while other entertainment industries have had similar exposure through
6750-484: The toxic nature of the video game culture. This racial diversity issue has similar ties to the gender one, and similar methods to result both have been suggested, such as improving grade school education, developing games that appeal beyond the white, male gamer stereotype, and identifying toxic behavior in both video game workplaces and online communities that perpetuate discrimination against gender and race. In regards to LGBT and other gender or sexual orientations,
6840-487: The use of crunch time at Electronic Arts , a situation known as the "EA Spouses" case. A similar "Rockstar Spouses" case gained further attention in 2010 over working conditions at Rockstar San Diego . Since then, there has generally been negative perception of crunch time from most of the industry as well as from its consumers and other media. Game development had generally been a predominately male workforce. In 1989, according to Variety , women constituted only 3% of
6930-508: The video game industry typically shares the same demographics as with the larger population based on a 2005 IGDA survey. Those in the LGBT community do not find workplace issues with their identity, though work to improve the representation of LGBT themes within video games in the same manner as with racial minorities. However, LGBT developers have also come under the same type of harassment from external groups like women and racial minorities due to
7020-678: The video game industry. Whereas some video game employees believe they should follow the craft-based model used by SAG-AFTRA which would unionize based on job function, others feel an industry-wide union, regardless of job position, would be better. Starting in 2021, several smaller game studios in the United States began efforts to unionize. These mostly involved teams doing quality assurance rather than developers. These studios included three QA studios under Blizzard Entertainment : Raven Software , Blizzard Albany , and Proletariat; and Zenimax Media 's QA team. Microsoft , which had previously acquired Zenimax and announced plans to acquire Blizzard via
7110-504: The workforce in video games is estimated to be from contract labor. Similar to other tech industries, video game developers are typically not unionized . This is a result of the industry being driven more by creativity and innovation rather than production, the lack of distinction between management and employees in the white-collar area, and the pace at which the industry moves that makes union actions difficult to plan out. However, when situations related to crunch time become prevalent in
7200-526: Was Nights: Journey of Dreams , the sequel to Nights into Dreams and the first Nights game since the cancellation of Air Nights in 2000. Iizuka felt it was important to retain the original game's concepts while developing new mechanics, and released it on the Wii , a more family-oriented console. Journey of Dreams was also designed to have a more European feel, in contrast to the Sonic games, which were more American. The sound and CGI were completed by Sonic Team in Japan, while Sega Studios USA handled
7290-484: Was a commercial failure , which some writers attributed to its lack of a major Sonic game. Sega shifted focus to the Dreamcast , which launched in Japan in 1998. Sonic Team saw the Dreamcast as an opportunity to revisit the Sonic series. They had begun working on a 3D Sonic game for the Saturn, but development moved to the Dreamcast to align with Sega's plans. Iizuka led the project; Iizuka had long wanted to create
7380-515: Was a subsidiary of SONICTEAM, Ltd. by 2000. The team worked on game development, translation, and market studies in the United States, until they returned to Japan and merged back into Sonic Team in 2008. Sonic Team USA translated Sonic Adventure and tested ChuChu Rocket! in America before beginning work on Sonic Adventure 2 . They took inspiration from their location in San Francisco, as well as Yosemite National Park and other areas of
7470-724: Was argued to be "exploitive", as Telltale had been known to force its employees to frequently work under "crunch time" to deliver its games. By the end of 2018, a United Kingdom trade union, Game Workers Unite UK, an affiliate of the Game Workers Unite movement, had been legally established. Following Activision Blizzard 's financial report for the previous quarter in February 2019, the company said that they would be laying off around 775 employees (about 8% of their workforce) despite having record profits for that quarter. Further calls for unionization came from this news, including
7560-461: Was involved in all Sega game development. Naka announced his departure on 8 May 2006 and formed a new studio, Prope , to focus on creating original games. He left Sonic Team during the development of Sonic the Hedgehog (2006), released as part of the 15-year anniversary of the Sonic franchise. Sonic the Hedgehog was panned for its bugs and design flaws; Sonic Unleashed (2008) received mixed reviews, but sold well. Both games were released for
7650-409: Was marked by Sonic games of varying reception, with head of studio Takashi Iizuka acknowledging that Sonic Team had prioritized shipping over quality. In 1984, programmer Yuji Naka was hired into Sega's Consumer Development division. His first project was Girl's Garden , which he and Hiroshi Kawaguchi created as part of their training process. For his next game, Phantasy Star (1987) for
7740-488: Was refined to be less aggressive and appeal to a wider audience before the division began development on their platform game Sonic the Hedgehog . According to Ohshima, Sega was looking for a game that would sell well in the United States as well as in Japan. Ohshima and Naka already had the game and character ready, with Ohshima having worked with Sega's toy and stationery department on design ideas. Ohshima said their progress encouraged Sega to select their proposal, as theirs
7830-486: Was renamed Sega Studios USA. Its next project was Shadow the Hedgehog , released in 2005, a spin-off starring Shadow . Unlike previous games, Shadow the Hedgehog was targeted at older players and featured different gameplay styles, including the use of guns and different endings to the game. Shadow the Hedgehog was critically panned for its mature themes and level design, but was a commercial success, selling at least 1.59 million units. The final Sega Studios USA game
7920-409: Was the first online RPG for many players. According to Sean Smith of Retro Gamer , few companies could claim to have released as many AAA games over such a long period, especially between 1991 and 2000. Some Sonic Team games, such as the original Sonic games for the Genesis and Nights , are considered some of the best video games ever made. Iizuka has said Sonic Team would be open to developing
8010-411: Was the only team to have put in a high amount of time and effort. This left him confident their proposal would be selected. The Sonic the Hedgehog project began with just Naka and Ohshima, but grew to involve two programmers, two sound engineers, and three designers. Hirokazu Yasuhara joined to supervise Naka and Ohshima and develop levels, and became the lead designer. He satisfied Naka's request for
8100-470: Was with Nintendo. Sega wanted a killer app and character that could appeal to an older demographic than preteens, demonstrate the capabilities of the Genesis, and ensure commercial success in North America. Sega held an internal competition to submit characters designs for a mascot. Ohshima designed a blue hedgehog named Sonic, who was inserted into a prototype game created by Naka. The Sonic design
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