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Video game development (sometimes shortened to gamedev ) is the process of creating a video game . It is a multidisciplinary practice, involving programming, design, art, audio, user interface, and writing. Each of those may be made up of more specialized skills; art includes 3D modeling of objects, character modeling, animation, visual effects, and so on. Development is supported by project management, production, and quality assurance. Teams can be many hundreds of people, a small group, or even a single person.

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88-447: Sega AM Research & Development No. 2, previously known as SEGA-AM2 Co., Ltd., is a video game development team within the Japanese multinational video game developer Sega . Yu Suzuki , who had previously developed arcade games for Sega including Hang-On and Out Run , was the first manager of the department. AM2's first game produced was 1992's Virtua Racing , followed by

176-416: A game publisher . They usually have to develop a game from concept to prototype without external funding. The formal game proposal is then submitted to publishers, who may finance the game development from several months to years. The publisher would retain exclusive rights to distribute and market the game and would often own the intellectual property rights for the game franchise. The publisher may also own

264-627: A microcomputer from scratch. It was soon ported to the Atari 2600 , becoming the first " killer app " and quadrupling the console's sales. At the same time, home computers appeared on the market, allowing individual programmers and hobbyists to develop games. This allowed hardware manufacturer and software manufacturers to act separately. A very large number of games could be produced by an individual, as games were easy to make because graphical and memory limitation did not allow for much content. Larger companies developed, who focused selected teams to work on

352-448: A quality control . Testing is a highly technical field requiring computing expertise, and analytic competence. Next Generation (magazine) Next Generation was a US video game magazine that was published by Imagine Media (now Future US ). It was affiliated to and shared content with the UK's Edge magazine. Next Generation ran from January 1995 until January 2002. It

440-483: A soccer or rugby game. Finding that the Model 1 was not powerful enough to handle this many motions, Suzuki resorted to a game with only two moving characters at a time. With the massive success of Street Fighter II in the industry at the time, he made the decision to make a 3D fighting game to compete. In developing the game, Suzuki identified the need for the game to be realistic, yet fun to play. Virtua Fighter became

528-652: A "legendary" status in game development, in particular under Yu Suzuki. According to Aaron Souppouris of Engadget , AM2 in the past developed games that defined their genres, and called the department Sega's "most-storied division". While lamenting the changes in development focus in recent years, Souppouris called the Hatsune Miku series "admittedly excellent". In 1995, Edge called Suzuki "the legendary head of AM2, Sega's core coin-op operation". Also in 1995, Next Generation stated that AM2's unusual repeated success came from its ability to release high-quality games on

616-455: A few editorial sections like "The Way Games Ought To Be" (originally written every month by game designer Chris Crawford ) that would attempt to provide constructive criticism on standard practices in the video game industry . The magazine's construction and design was decidedly simple and clean, its back cover having no advertising on it initially, a departure from most other gaming magazines. The first several years of Next Generation had

704-655: A game made by Namco . To accurately depict Daytona International Speedway, the developers used satellite imagery and sent staff to photograph the track; Nagoshi walked a full lap to get a feel for the banking in the corners. Daytona USA was released in Japan in August 1993, and worldwide in March 1994. AM2 ported the game to Saturn in April 1995. The Saturn port was a launch title in the West. Daytona USA

792-644: A game. However, the high user expectations and requirements of modern commercial games far exceed the capabilities of a single developer and require the splitting of responsibilities. A team of over a hundred people can be employed full-time for a single project. Game development, production, or design is a process that starts from an idea or concept. Often the idea is based on a modification of an existing game concept. The game idea may fall within one or several genres . Designers often experiment with different combinations of genres. A game designer generally writes an initial game proposal document, that describes

880-418: A huge success in Japan, and its Sega Saturn port sold at a nearly one-to-one ratio with the console itself. For Daytona USA , Nagoshi was director and chief designer, while Suzuki served as producer. The concept for the game was suggested by Tom Petit, head of Sega Enterprises USA, as a way to debut Sega's new Model 2 arcade system board. Sega mandated that Daytona USA had to be better than Ridge Racer ,

968-438: A mainframe computer game called Spacewar! was developed by a group of Massachusetts Institute of Technology students led by Steve Russell . True commercial design and development of games began in the 1970s, when arcade video games and first-generation consoles were marketed. In 1971, Computer Space was the first commercially sold, coin-operated video game. It used a black-and-white television for its display, and

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1056-424: A mobile distribution channel the share of a developer can be up to 70% of the total revenue and through an online distribution channel owned by the developer almost 100%. The history of game making begins with the development of the first video games , although which video game is the first depends on the definition of video game . The first games created had little entertainment value, and their development focus

1144-540: A more private location where After Burner and Power Drift were developed. He also worked on development of G-LOC: Air Battle and the R360 arcade cabinet. Developer Toshihiro Nagoshi joined Sega in 1989 as a designer with Suzuki's team. Some time after the release of Power Drift , Sega began to separate the amusement division into the Amusement Machine Research and Development teams, or AM teams. Suzuki

1232-465: A number of free-to-play smartphone games in Japan, such as Soul Reverse Zero . Some titles have been developed for consoles as well, such as Hatsune Miku: Project Diva Mega 39’s for Nintendo Switch . AM2 became involved with the Hatsune Miku license with items for Virtua Fighter 5 R and the racing game R-Tuned: Ultimate Street Racing . When the PSP game Hatsune Miku: Project DIVA was in development, it

1320-460: A producer for other titles. Subsequently, AM2 released Virtua Cop and Virtua Fighter 2 for the Model 2. Produced in twelve months, Virtua Fighter 2 was an even greater success in Japan than its predecessor. In a 1996 interview, Suzuki stated in an interview his philosophy to be not an imitator, but a pioneer in the arcade industry. He also described the palm tree logo of AM2 as representing reliance and peace of mind. Further titles developed in

1408-408: A publisher and may choose to digitally distribute their games. Developers can range in size from small groups making casual games to housing hundreds of employees and producing several large titles. Companies divide their subtasks of game's development. Individual job titles may vary; however, roles are the same within the industry. The development team consists of several members. Some members of

1496-460: A publishing contract or their production is not profitable. It is difficult to start a new company due to the high initial investment required. Nevertheless, the growth of the casual and mobile game market has allowed developers with smaller teams to enter the market. Once the companies become financially stable, they may expand to develop larger games. Most developers start small and gradually expand their business. A developer receiving profit from

1584-493: A regular basis. IGN 's Travis Fahs stated that "[f]or as long as SEGA has had internal studios, AM2 has been the favorite son of the arcade division... Without AM2, SEGA would not have been able to dominate the arcades the way that they did." Video game journalist Ken Horowitz has stated that AM2 became the most well-known of Sega's in-house development teams and that the studio produced "ground-breaking classics". Video game development Development of commercial video games

1672-486: A short walk from the office. Even so, Suzuki worked with a desire of secrecy, so much so that Sega president Hayao Nakayama was denied entry on one occasion. The first project developed by AM2 was Virtua Racing . While development began with 10 people on Virtua Racing , it finished with 25 workers on the project for a year, and the Model 1 arcade system board on which it runs took approximately three years. AM2 also ported

1760-410: A single person to produce a mainstream video game. The average cost of producing a high-end (often called AAA ) game slowly rose from US$ 1–4 million in 2000, to over $ 200 million and up by 2023. At the same time, independent game development has flourished. The best-selling video game of all time, Minecraft , was initially written by one person, then supported by a small team, before the company

1848-512: A standard set of technical requirements that a game must conform to in order to be approved. Additionally, the game concept must be approved by the manufacturer, who may refuse to approve certain titles. Most modern PC or console games take from three to five years to complete , where as a mobile game can be developed in a few months. The length of development is influenced by a number of factors, such as genre , scale, development platform and number of assets. Some games can take much longer than

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1936-506: A successful title may store up capital to expand and re-factor their company, as well as tolerate more failed deadlines. An average development budget for a multiplatform game is US$ 18-28M, with high-profile games often exceeding $ 40M. In the early era of home computers and video game consoles in the early 1980s, a single programmer could handle almost all the tasks of developing a game — programming, graphical design, sound effects, etc. It could take as little as six weeks to develop

2024-501: A title. The developers of many early home video games, such as Zork , Baseball , Air Warrior , and Adventure , later transitioned their work as products of the early video game industry. The industry expanded significantly at the time, with the arcade video game sector alone (representing the largest share of the gaming industry) generating higher revenues than both pop music and Hollywood films combined. The home video game industry, however, suffered major losses following

2112-537: A weak heart or a large appetite, though. Chris Crawford and Don Daglow in 1987 similarly advised prospective designers to write games as a hobby first, and to not quit their existing jobs early. The home video game industry was revitalized soon after by the widespread success of the Nintendo Entertainment System . Compute!'s Gazette in 1986 stated that although individuals developed most early video games, "It's impossible for one person to have

2200-490: A year. The brand was resurrected in 2005 by Future Publishing USA as an industry-led website, Next-Gen.biz. It carried much the same articles and editorial as the print magazine, and reprinted many articles from Edge , the UK-based sister magazine to Next-Gen. In July 2008, Next-Gen.biz was rebranded as Edge-Online.com. Next Generation ' s content did not focus on screenshots , walkthroughs , and cheat codes . Instead

2288-579: Is a software engineer who primarily develops video games or related software (such as game development tools ). The game's codebase development is handled by programmers. There are usually one to several lead programmers , who implement the game's starting codebase and overview future development and programmer allocation on individual modules. An entry-level programmer can make, on average, around $ 70,000 annually and an experienced programmer can make, on average, around $ 125,000 annually. Individual programming disciplines roles include: A level designer

2376-599: Is a visual artist who creates video game art. The art production is usually overseen by an art director or art lead , making sure their vision is followed. The art director manages the art team, scheduling and coordinating within the development team. The artist's job may be 2D oriented or 3D oriented. 2D artists may produce concept art, sprites, textures , environmental backdrops or terrain images, and user interface. 3D artists may produce models or meshes , animation, 3D environment, and cinematics. Artists sometimes occupy both roles. A game programmer

2464-416: Is a person who creates levels , challenges or missions for video games using a specific set of programs . These programs may be commonly available commercial 3D or 2D design programs, or specially designed and tailored level editors made for a specific game. Level designers work with both incomplete and complete versions of the game. Game programmers usually produce level editors and design tools for

2552-487: Is normally funded by a publisher and can take two to five years to reach completion. Game creation by small, self-funded teams is called independent development . The technology in a game may be written from scratch or use proprietary software specific to one company. As development has become more complex, it has become common for companies and independent developers alike to use off-the-shelf "engines" such as Unity or Unreal Engine . Commercial game development began in

2640-414: Is standard within the industry. Salaries for these positions vary depending on both the experience and the location of the employee. A development team includes these roles or disciplines: A game designer is a person who designs gameplay , conceiving and designing the rules and structure of a game . Development teams usually have a lead designer who coordinates the work of other designers. They are

2728-562: The Quick-time event in its modern form), Shenmue went over budget and was rumored to have cost Sega over $ 50 million. Originally planned as the first installment in an 11-part saga, Shenmue was eventually downsized to a trilogy. According to Sega of America president Peter Moore , Shenmue sold "extremely well", but the game had no chance of making a profit due to the Dreamcast's limited installed base. The high amount Shenmue went over budget

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2816-565: The Virtua Fighter 5 team and wanted to develop a competitive game as well. The arcade release in 2009 was continuously updated, with releases Border Break Union in 2012, Border Break Scramble in 2015, and Border Break X in 2017—with a PlayStation 4 version released in 2018. In 2019, Border Break celebrated its 10th Anniversary. Other titles from AM2 to get long-term support in arcades are Quest of D , Sega Network Taisen Mahjong MJ , and Shining Force Cross . Hiroshi Kataoka likened

2904-483: The software development process. Games are developed as a creative outlet and to generate profit. Game making is considered both art and science. Development is normally funded by a publisher . Well-made games bring profit more readily. However, it is important to estimate a game's financial requirements, such as development costs of individual features. Failing to provide clear implications of game's expectations may result in exceeding allocated budget. In fact,

2992-419: The video game crash of 1977 , which eventually came to an end with the mainstream success of Taito 's 1978 arcade shooter game Space Invaders , marking the beginning of the golden age of arcade video games and inspiring dozens of manufacturers to enter the market. Its creator Nishikado not only designed and programmed the game, but also did the artwork, engineered the arcade hardware , and put together

3080-467: The video game crash of 1983 . In 1984 Jon Freeman warned in Computer Gaming World : Q: Are computer games the way to fame and fortune? A: No. Not unless your idea of fame is having your name recognized by one or two astute individuals at Origins ... I've been making a living (after a fashion) designing games for most of the last six years. I wouldn't recommend it for someone with

3168-512: The 1970s with the advent of arcade video games , first-generation video game consoles like the Atari 2600 , and home computers like the Apple II . Into the 1980s, a lone programmer could develop a full and complete game such as Pitfall! . By the second and third generation of video game consoles in the late 1980s, the growing popularity of 3D graphics on personal computers, and higher expectations for visuals and quality, it became difficult for

3256-445: The 1990s. In 2007, the software portion of video game revenue was $ 9.5 billion, exceeding that of the movie industry. The Apple App Store, introduced in 2008, was the first mobile application store operated directly by the mobile - platform holder . It significantly changed the consumer behaviour more favourable for downloading mobile content and quickly broadened the markets of mobile games. In 2009 games' market annual value

3344-565: The Fighters , 18 Wheeler: American Pro Trucker , F355 Challenge , Outtrigger , and Soul Reverse . AM2 has also developed smartphone games in Japan. Of AM2's games, the Virtua Fighter series is "the highest grossing game in Japan arcades." The Hatsune Miku: Project Diva series has sold over 6 million units as of 2018. As of March 2012, the game Border Break has grossed JP¥8.1 billion from arcade machine sales, equivalent to more than US$ 100 million. Journalists have praised AM2 as having

3432-584: The arcade version, "which was already a couple years old and never as popular as its predecessors." The Virtua Fighter series would experience a "tremendous comeback" with the universally acclaimed Virtua Fighter 4 —which saw a console release exclusively on PlayStation 2 . In Japanese arcades, Virtua Fighter 4 proved to be highly influential with its VF.NET system, paving the way for arcade games with network features. The quest mode of Virtua Fighter 4: Evolution on PlayStation 2, used AI mined from players in Japan playing through VF.NET. In 2001, AM2 of CRI

3520-567: The average time frame to complete. An infamous example is 3D Realms ' Duke Nukem Forever , announced to be in production in April 1997 and released fourteen years later in June 2011. Planning for Maxis' game Spore began in late 1999; the game was released nine years later in September 2008. The game Prey was briefly profiled in a 1997 issue of PC Gamer, but was not released until 2006, and only then in highly altered form. Finally, Team Fortress 2

3608-535: The basic concept, gameplay, feature list, setting and story, target audience, requirements and schedule, and finally staff and budget estimates. Different companies have different formal procedures and philosophies regarding game design and development. There is no standardized development method; however commonalities exist. A game developer may range from a single individual to a large multinational company. There are both independent and publisher-owned studios. Independent developers rely on financial support from

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3696-422: The basic enjoyability of these network-based arcade games to those of an MMO, but collectible cards and a community differentiated these from the usually solitary MMO experience on PC. According to Sega Amusement International CEO Paul Williams, these type of core games are only possible in Japan due to Sega owning their own chains and being able to kickstart an online infrastructure. The latest effort, Soul Reverse,

3784-498: The big companies to produce games for these devices. The industry did not see huge innovation in game design and a large number of consoles had very similar games. Many of these early games were often Pong clones. Some games were different, however, such as Gun Fight , which was significant for several reasons: an early 1975 on-foot , multi-directional shooter , which depicted game characters , game violence , and human-to-human combat . Tomohiro Nishikado 's original version

3872-517: The company's top designers. Sega's design houses were encouraged to experiment and benefited from a relatively lax approval process. During the development of Shenmue , Nagoshi requested and was granted his own studio , leaving AM2. AM2 developed what Sega hoped would be the Dreamcast 's killer app in Shenmue , a "revenge epic in the tradition of Chinese cinema ." The action-adventure game involved

3960-410: The computer system was made of 74 series TTL chips . In 1972, the first home console system was released called Magnavox Odyssey , developed by Ralph H. Baer . That same year, Atari released Pong , an arcade game that increased video game popularity. The commercial success of Pong led other companies to develop Pong clones, spawning the video game industry . Programmers worked within

4048-509: The content was more focused on game development from an artistic perspective. Interviews with people in the video game industry often featured questions about gaming in general rather than about the details of the latest game or game system they were working on. Next Generation was first published prior to the North American launch of the Sega Saturn and Sony PlayStation , and much of

4136-572: The designers to use. This eliminates the need for designers to access or modify game code. Level editors may involve custom high-level scripting languages for interactive environments or AIs. As opposed to the level editing tools sometimes available to the community, level designers often work with placeholders and prototypes aiming for consistency and clear layout before required artwork is completed. Sound engineers are technical professionals responsible for sound effects and sound positioning. They are sometimes involved in creating haptic feedback, as

4224-622: The development studio, or it may have internal development studio(s). Generally the publisher is the one who owns the game's intellectual property rights. All but the smallest developer companies work on several titles at once. This is necessary because of the time taken between shipping a game and receiving royalty payments, which may be between 6 and 18 months. Small companies may structure contracts, ask for advances on royalties, use shareware distribution, employ part-time workers and use other methods to meet payroll demands. Console manufacturers , such as Microsoft , Nintendo , or Sony , have

4312-466: The development, sometimes by paying a video game developer (the publisher calls this external development) and sometimes by paying an internal staff of developers called a studio. Consequently, they also typically own the IP of the game. Large video game publishers also distribute the games they publish, while some smaller publishers instead hire distribution companies (or larger video game publishers) to distribute

4400-526: The early 2000s it became increasingly common to use middleware game engines , such as Quake engine or Unreal Engine . In the early 2000s, also mobile games started to gain popularity. However, mobile games distributed by mobile operators remained a marginal form of gaming until the Apple App Store was launched in 2008. In 2005, a mainstream console video game cost from US$ 3M to $ 6M to develop. Some games cost as much as $ 20M to develop. In 2006

4488-492: The early content was in anticipation of those consoles. Apart from the regular columns , the magazine did not use bylines . The editors explained that they felt the magazine's entire staff should share the credit or responsibility for each article and review, even those written by individuals. The review ranking system was based on a number of stars (1 through 5) that ranked games based on their merits overall compared to what games were already out there. Next Generation had

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4576-642: The end of 1990s included Virtua Cop 2 , Fighting Vipers , Daytona USA 2: Battle on the Edge , and SpikeOut . Daytona USA 2 and SpikeOut made use of the Model 3 system board. In April 2000, CSK Research Institute (CRI) took management over AM2. CRI was a subsidiary of CSK Corporation , which was Sega's parent company at the time, and had previously published Aero Dancing . The new division became known as "AM2 of CRI", and Suzuki remained in charge. Also in 2000, Sega restructured its arcade and console development teams into nine semi-autonomous studios headed by

4664-476: The executive departments merged. Prior to the acquisition by Sammy, Sega began the process of re-integrating its subsidiaries into the main company, which was completed by October 2004. Sega would also restructure the development studios again, consolidating the divisions further into the Global Entertainment, Amusement Software, and New Entertainment R&D divisions. AM2 continued to develop games after

4752-457: The game for the Sega Genesis . Next Generation stated that AM2 "single-handedly chang[ed] the perception of polygons in a gaming environment" with Virtua Racing . After the release of Virtua Racing , AM2 split into two teams; one began work on Virtua Fighter , while another started on Daytona USA . According to Suzuki, he wanted to develop a game with multiple joint movements, such as

4840-520: The games they publish. Other functions usually performed by the publisher include deciding on and paying for any license that the game may utilize; paying for localization; layout, printing, and possibly the writing of the user manual; and the creation of graphic design elements such as the box design. Large publishers may also attempt to boost efficiency across all internal and external development teams by providing services such as sound design and code packages for commonly needed functionality. Because

4928-409: The highly popular Virtua Fighter and Daytona USA . Through the remainder of the 1990s, they developed more arcade titles and focused on fighting and racing games. AM2 was placed under the management of CSK Research Institute in 2000, and a year later became SEGA-AM2 Co., Ltd. Their development of Shenmue was over budget and cost millions of dollars, and despite positive reviews and good sales

5016-418: The industry itself rather than individual games. The magazine was first published by GP Publications up until May 1995 when the publisher rebranded as Imagine Media . In September 1999, Next Generation was redesigned, and its cover name shortened NextGen . A year later, in September 2000, the magazine's width was increased from its standard 8 inches to 9 inches. This wider format lasted less than

5104-437: The main visionary of the game. One of the roles of a designer is being a writer, often employed part-time to conceive game's narrative , dialogue, commentary, cutscene narrative, journals, video game packaging content, hint system, etc. In larger projects, there are often separate designers for various parts of the game, such as, game mechanics , user interface , characters , dialogue , graphics , etc. A game artist

5192-514: The majority of commercial games do not produce profit. Most developers cannot afford to change their development schedule midway, and require estimating their capabilities with available resources before production. The game industry requires innovations, as publishers cannot profit from the constant release of repetitive sequels and imitations. Every year new independent development companies open and some manage to develop hit titles. Similarly, many developers close down because they cannot find

5280-507: The merger. Virtua Fighter 5 was released in 2007. An upgrade, Virtua Fighter 5 R , was released the following year. The last release of the Virtua Fighter franchise was the console port of Virtua Fighter 5: Final Showdown , the final iteration of the game. Ghost Squad , in the style of Virtua Cop , received an arcade and a Wii release in 2008. AM2 has developed games for the Hatsune Miku: Project DIVA series, as well as

5368-428: The multiple talents necessary to create a good game". By 1987 a video game required 12 months to develop and another six to plan marketing. Projects remained usually solo efforts, with single developers delivering finished games to their publishers. With the ever-increasing processing and graphical capabilities of arcade, console, and computer products, along with an increase in user expectations, game design moved beyond

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5456-452: The only developer. In the 1990s, pre-production consisted mostly of game art previews. In the early 2000s, pre-production usually produced a playable demo . In 2000 a 12 to 36 month development project was funded by a publisher for US$ 1M–3M. Additionally, $ 250k–1.5M were spent on marketing and sales development. In 2001, over 3000 games were released for PC; and from about 100 games turning profit only about 50 made significant profit. In

5544-460: The profit from a console game sold at retail was divided among parties of distribution chain as follows: developer (13%), publisher (32%), retail (32%), manufacturer (5%), console royalty (18%). In 2008 a developer would retain around 17% of retail price and around 85% if sold online. Since the third generation of consoles , the home video game industry has constantly increased and expanded. The industry revenue has increased at least five-fold since

5632-501: The publisher usually finances development, it usually tries to manage development risk with a staff of producers or project managers to monitor the progress of the developer, critique ongoing development, and assist as necessary. Most video games created by an external video game developer are paid for with periodic advances on royalties. These advances are paid when the developer reaches certain stages of development, called milestones. Independent video game developers create games without

5720-412: The quest of protagonist Ryo Hazuki to avenge his father's murder, but its main selling point was its rendition of the Japanese city of Yokosuka , which included a level of detail considered unprecedented for a video game. Incorporating a simulated day/night cycle with variable weather, non-player characters with regular schedules, and the ability to pick up and examine detailed objects (also introducing

5808-460: The same time as the changes, a number of Sega's studios were merged. However, AM2 did not merge with any other studio. During mid-2004, Sammy Corporation bought a controlling share in Sega and created the new company Sega Sammy Holdings , an entertainment conglomerate. Since then, Sega and Sammy became subsidiaries of the aforementioned holding company, with both companies operating independently, while

5896-441: The scope of a single developer to produce a marketable game. The Gazette stated, "The process of writing a game involves coming up with an original, entertaining concept, having the skill to bring it to fruition through good, efficient programming, and also being a fairly respectable artist". This sparked the beginning of team-based development. In broad terms, during the 1980s, pre-production involved sketches and test routines of

5984-643: The share of MMO's was 19.8%, PC/MAC's 9.8%, tablets' 3.2%, smartphones 10.6%, handhelds' 9.8%, consoles' only 36.7% and online casual games 10.2%. The fastest growing market segments being mobile games with an average annual rate of 19% for smartphones and 48% for tablets. In the past several years, many developers opened and many closed down. Each year a number of developers are acquired by larger companies or merge with existing companies. For example, in 2007 Blizzard Entertainment 's parent company, Vivendi Games merged with Activision . In 2008 Electronic Arts nearly acquired Take-Two Interactive . In 2009 Midway Games

6072-602: The staff and stakeholders, schedule and budget maintenance, quality assurance , beta test management, and localization. This role may also be referred to as project manager , project lead , or director . A video game publisher is a company that publishes video games that they have either developed internally or have had developed by an external video game developer. As with book publishers or publishers of DVD movies, video game publishers are responsible for their product's manufacturing and marketing, including market research and all aspects of advertising. They usually finance

6160-580: The team may handle more than one role; similarly more than one task may be handled by the same member. Team size can vary from 3 to 100 or more members, depending on the game's scope. The most represented are artists, followed by programmers, then designers, and finally, audio specialists, with one to three producers in management. Many teams also include a dedicated writer with expertise in video game writing . These positions are employed full-time. Other positions, such as testers, may be employed only part-time. Use of contractors for art, programming, and writing

6248-564: The video game industry from a technical and developmental perspective. Yu Suzuki joined Sega in 1983 as a programmer . At the time Suzuki joined Sega, there was only one development division at the company. In his first year, he created a 2D boxing game called Champion Boxing for Sega's first home game console, the SG-1000 . According to Suzuki, the executive staff at Sega found the game so impressive that they released it in arcades as-is by simply installing an SG-1000 into an arcade cabinet. He

6336-624: Was acquired by Microsoft and greatly expanded. Mainstream commercial video games are generally developed in phases. A concept is developed which then moves to pre-production where prototypes are written and the plan for the entire game is created. This is followed by full-scale development or production , then sometimes a post-production period where the game is polished. It has become common for many developers, especially smaller developers, to publicly release games in an "early access" form, where iterative development takes place in tandem with feedback from actual players. Games are produced through

6424-522: Was acquired by Time-Warner and Eidos Interactive merged with Square Enix . Development is overseen by internal and external producers. The producer working for the developer is known as the internal producer and manages the development team, schedules, reports progress, hires and assigns staff, and so on. The producer working for the publisher is known as the external producer and oversees developer progress and budget. Producer's responsibilities include PR , contract negotiation, liaising between

6512-434: Was also a factor in the game's lack of profitability. Its sequel, Shenmue II , "was completed for a much more reasonable sum". In addition to the mixed reception for Shenmue , IGN's Travis Fahs stated that "the [Dreamcast] era wasn't as kind to [AM2] as earlier years"—citing (among others) F355 Challenge as an "acclaimed" arcade game that "didn't do much at home", and Genki 's port of Virtua Fighter 3 as inferior to

6600-544: Was based on discrete logic , which Dave Nutting adapted using the Intel 8080 , making it the first video game to use a microprocessor . Console manufacturers soon started to produce consoles that were able to play independently developed games, and ran on microprocessors, marking the beginning of second-generation consoles , beginning with the release of the Fairchild Channel F in 1976. The flood of Pong clones led to

6688-531: Was born out of the desire to create a fantasy version of Border Break. It lasted a year, launching in 2018 with its network features shutting down in 2019. The game was not well received by the Japanese arcade player base. It took four years to produce. Currently running arcade games with AM2 staff working on them are KanColle Arcade , Fate/Grand Order Arcade as well as an updated version of Virtua Fighter 5 , Virtua Fighter 5: Ultimate Showdown , co-developed with Ryu Ga Gotoku Studio . As of 2014, Hiroshi Kataoka

6776-482: Was decided that AM2 would develop an arcade version as well as develop the holographic imagery for Hatsune Miku ' s live concerts. The visuals for these projects were based on the Virtua Fighter 5 engine . Makoto Osaki called this period the most stressful for him since Shenmue . A major success for AM2 has been the Border Break franchise. The game was partly developed because the development team felt envious of

6864-401: Was estimated between $ 7–30 billion, depending on which sales figures are included. This is on par with films' box office market. A publisher would typically fund an independent developer for $ 500k–$ 5M for a development of a title. In 2012, the total value had already reached $ 66.3 billion and by then the video game markets were no longer dominated by console games. According to Newzoo,

6952-562: Was highly popular in arcades, and the twin cabinet was one of three 1995 recipients of the American Amusement Machine Association 's Diamond Awards, which are based strictly on sales achievements. In a 2002 report, Sega reported it to be one of the most successful arcade games of all time. Over the course of the remainder of the 1990s, Suzuki's primary concern in arcades were the Virtua Fighter series and working as

7040-529: Was in development from 1998 until its 2007 release, and emerged from a convoluted development process involving "probably three or four different games", according to Gabe Newell . The game revenue from retail is divided among the parties along the distribution chain, such as — developer, publisher, retail, manufacturer and console royalty. Many developers fail to profit from this and go bankrupt. Many seek alternative economic models through Internet marketing and distribution channels to improve returns, as through

7128-420: Was made general manager of Research and Development No. 2, or Sega AM2. According to Suzuki, Sega employed approximately 600 people in research and development, and that AM2 began as a group of around 100 people. He has also stated the reason for this separation was the advent of advanced computer graphics technology. Around the time of AM2's formation, Suzuki's team moved back into the main office, then to an annex

7216-568: Was promoted to project leader while still in his first year at the company. Suzuki's next project was the motorcycle racing game Hang-On . To accomplish his desire to make a 3D game despite technological limitations at the time, he specified the design of Sega's new Super Scaler arcade system board , which utilized 16-bit graphics and sprite-scaling. Hang-On was very popular at launch and sold well for Sega. Suzuki's success followed with additional titles Space Harrier , Out Run , and Enduro Racer . He and his team relocated to "Studio 128",

7304-428: Was published by Jonathan Simpson-Bint and edited by Neil West. Other editors included Chris Charla, Tom Russo, and Blake Fischer. Next Generation initially covered the 32-bit consoles including 3DO , Atari Jaguar , and the then-still unreleased Sony PlayStation and Sega Saturn . Unlike competitors GamePro and Electronic Gaming Monthly , the magazine was directed towards a different readership by focusing on

7392-558: Was renamed to SEGA-AM2 Co., Ltd. After serving as a producer on Virtua Cop 3 and OutRun 2 , Suzuki left AM2 on October 1, 2003, in order to start a new studio with Sega, called Digitalrex. He was promoted to non-executive board director. Hiroshi Kataoka was placed in charge of AM2. Kataoka, who had led research and development at AM2 for a year, had worked on numerous projects for Sega and Yu Suzuki's division as old as Space Harrier to Virtua Fighter 4 Evolution . Makoto Osaki became AM2's head of development, reporting to Kataoka. At

7480-474: Was separate from user experience—in fact, these games required mainframe computers to play them. OXO , written by Alexander S. Douglas in 1952, was the first computer game to use a digital display. In 1958, a game called Tennis for Two , which displayed its output on an oscilloscope, was made by Willy Higinbotham , a physicist working at the Brookhaven National Laboratory . In 1961,

7568-419: Was still in charge of AM2. Currently he is an executive for Sega supervising arcade engineers and the technology backend of games developed at the engineering division. AM2 has several arcade and video game series they develop, including Daytona USA , Virtua Fighter , OutRun , Virtua Cop , Virtua Striker , Fighting Vipers , and Shenmue . Other titles developed by the studio include Scud Race , Sonic

7656-527: Was the case with the Returnal game sound team at PlayStation Studios Creative Arts' in London. They sometimes oversee voice acting and other sound asset creation. Composers who create a game's musical score also comprise a game's sound team, though often this work is outsourced. The quality assurance is carried out by game testers. A game tester analyzes video games to document software defects as part of

7744-431: Was unable to become profitable. Suzuki was promoted and left AM2 in 2003; Hiroshi Kataoka became the head of AM2. A year later Sega was acquired by Sammy Corporation and AM2 was merged back into Sega. Since, the team has continued work on arcade games such as Border Break and the Hatsune Miku: Project DIVA series, as well as smartphone games in Japan. Several games produced by Sega AM2 have influenced and innovated

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