Top 25 Public Companies By Game Revenues


Over the years, we"ve certainly done our fair cốt truyện of top 100 Games lists. One thing we haven"t done as grandly, though, is recognize the people who made it possible for us khổng lồ play all those great games in the first place. But there"s a first time for everything isn"t there?

Yes, dear readers, in an effort lớn celebrate the genius of the entertainment masterminds of our industry, your pals at com have assembled the ultimatelist of creative game wizards. It"s our way of saying "thanks" lớn the people whose vision và drive have brought us some of the most engrossing, amusing & artistic experiences we"ve ever had with our TVs & monitors

Plus, we love to watch people argue.

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"How vì chưng you determine who goes on your list," you ask? It"s simple, really. Here"s how we paired down who could and could not appear on our menu of...

The đứng đầu 100 trò chơi Creators of All Time

The danh mục is comprised of individual game developers. In some cases, two creators have been listed together because of how closely the pair worked collectively in their contributions to lớn our industry.We define a trò chơi creator as anyone who contributes to lớn the creative or technical development process of a game. This can include (but is not limited to) artists, sound engineers, composers, programmers, planners, desbellelook.vners, và producers.People who have served primarily as executives are not included, but people who started off in development and eventually became executives can qualify if their pre-executive contributions were important enough to lớn get them on our list. For Sony fans, that means you can"t complain if Kaz Hirai isn"t on the danh mục (spoilers: He isn"t)!Only trò chơi developers have been listed here. Hardware or peripheral creators were not included. In some cases, if the hardware/software were all-in-one units like Pong or most other early videogame platforms primarily from the 1970s or before, then we count the people who worked on them as "game creators."

So who made the list và who didn"t? to lớn find out, simply click the numbers of your choice listed above or cheat and glance down at our alphabetical call-outs below. After you"ve had a chance to kiểm tra out the list, tell us what you think about it on the Boards, and share your own favorite games with everyone. Enjoy!


In the heyday of arcade fighters, there were two kinds of people: those who played Street Fighter and those who played Mortal Kombat. If you considered yourself the latter, then you have Ed Boon lớn thank for it.

It all started when Midway decided lớn capitalize on the success of eventual rival Capcom và its blockbuster slugger, Street Fighter II, by creating a chất lượng fighting trò chơi of its own. John Tobias & Ed Boon were tapped as the men who could pull it off -- with Tobias handling much of the and Boon wielding his programmer"s wand lớn create the overnight success, Mortal Kombat.

The explanation behind the MK sensation? It was an entirely different experience from Street Fighter altogether. Sporting a dissimilar combat engine, block button and the innovative "Fatality" match-enders, the violent puncher created or seriously influenced many gaming trends that still stand today -- not just in the genre, but the industry as a whole. In fact, it was the heavily-criticized emphasis on blood and gore that spawned the first real debate on violence in videogames that also led to the eventual creation of a rating system to lớn help inform parents about which games may be suitable for their kids. At its height, Mortal Kombat was such a popular và influential fighter that even Midway itself started ripping its own trò chơi off, joining the already-sizeable number of clones that tried khổng lồ capitalize on the MK formula (War Gods anyone?).

Though John Tobias left the Midway team in 2000, Boon has continued to lớn create and oversee each new Mortal Kombat project. He has reinvented the series from its simplistic roots into a deep, well-rounded fighter that"s seen upgrades that include everything from the use of weapons & fully-realized quest modes khổng lồ online head-to-head match-ups và fighters with dynamically-switching fighting styles -- & audiences continue to lớn eat it up.

"When comes together well, there is very little that is more gratifying," Boon told Edge Magazine in 2006. "It makes all the hard work worth it."


Toru Iwatani is a god among men in the gaming industry. It was Iwatani-sama"s innovation that helped videogames achieve their current màn chơi of popularity... & it was all because of Shakeys Pizza (and girls). That"s right, folks -- Toru Iwatani is the creative genius behind the phenomenon known as Pac-Man.

And we have a pizza pie to thank for it.

In 1977, a young Iwatani began as a programmer for a computer software company called Namco, & desbellelook.vned the 1978 và 79 arcade releases Gee Bee, Bomb Bee, & Cutie-Q. After working on these three titles, Iwatani wished to lớn create a trò chơi that would target women and couples; his goal was for trò chơi centers to lớn shed their somewhat sinister image for a lighter atmosphere, và he believed that the key to doing that was to lớn get girls lớn come in.

Iwatani"s eureka moment came when he removed a slice of pizza from a pie, creating the visual inspiration for his next big thing. It was in this moment that, according khổng lồ Iwatani, Pac-Man was officially born. Now that he had the look, he needed that special something to attract his target audience. After listening khổng lồ girls talk lớn one another, Iwatani determined that food & eating would be the way lớn get the fairer sex interested in arcade games.

In 1980, Pac-Man (renamed from "Puck Man" for fear that the arcade cabinet would be defaced by smart-ass kids) was released in the US under Midway, và the face of gaming was irrevocably altered.

On the technical side of things, Pac-Man"s AI was revolutionary; the ghosts did not move at random -- instead, they moved around the maps in four distinct behavioral patterns. However, the real brilliance behind Pac-Man was its unprecedented sense of life. The act of eating and the terrified expressions of the ghosts as they fled a ravenous yellow disc tapped into gamers" affinity for living things.

Life after Pac-Man saw Iwatani work his way up within Namco"s ranks, creating games such as Libble Rabble and eventually becoming the company"s leading producer on arcade titles like Time Crisis và Ridge Racer. In April of 2005, he began teaching Character Studies at the Osaka University of Arts as a visiting professor. In early 2007, after working on Pac-Man: Championship Edition, Iwatani left Namco and became a full-time professor at Tokyo Polytechnic University, saying, "I thought it more important khổng lồ pass on the know-how that I"ve accumulated over the last 30 years lớn the next generation."


Even if his name isn"t instantly recognizable, his work is unforgettable. Yoji Shinkawa, a Konami illustrator since 1994, is responsible for some of the most indelible character desbellelook.vns this side of the PlayStation era, và while his early work on Konami"s Policenauts won"t have had much Western impact, Shinkawa"s pairing with director Hideo Kojima has birthed one of the most beloved franchises of our time.

Metal Gear Solid is among Japan"s few enduring relevancies, much credit due lớn Shinkawa"s striking artistic influence and character Few who"ve played the first Metal Gear Solid will forget the tortured, pitiful figure of Psycho Mantis whose gripping personality is as evident in his visual as in the lauded scripting. The maturity evident in Metal Gear Solid"s visual demonstrates the artistic chops of Yoji Shinkawa, his modern-classical styling a stark contrast—and great influence—against the typically youth-targeted art of videogames past and present. Even the videogames with genuine artistic merit often resorted to super-deformed, childish game characters before Metal Gear Solid proved that highly stylized, mature art could impact the mainstream market.

Since the first Metal Gear Solid over a decade ago, Yoji Shinkawa has continued his influence on Kojima"s creations. The cult favorite Zone of the Enders franchise owes its impressive mechanical khổng lồ Shinkawa, whose early school drawings reportedly transferred to lớn the games quite nearly unchanged. And while Hideo Kojima threatens khổng lồ abandon the Metal Gear series in pursuit of new efforts more Western in scope, we anticipate that Shinkawa"s artistic brilliance will play a role in not only influencing the game"s artistic direction but in also creating the celebrated game characters of tomorrow.


Koichi Ishii has produced and directed numerous big-name games for Square Enix, including Final Fantasy I through III & SaGa Frontier. His biggest claim lớn fame, though, is that he is also the man responsible for creating Chocobos & Moogles.

What we remember Ishii most for, however, is the construction of the Mana series. Back in 1987, Square Enix cancelled the original Seiken Densetsu before it ever made it past the planning stages. But Ishii revived the title in the early "90s, originally calling it Seiken Densetsu: Final Fantasy Gaiden và desbellelook.vning it as a supplement to lớn the bigger series. It was one of the best RPGs available for the trò chơi Boy, which allowed the series to lớn really hit its stride with Secret of Mana on the SNES -- successfully distancing itself from Final Fantasy khổng lồ stand alone as a major series.

Ishii worked hard khổng lồ make Mana unique by creating a real-time battle system at a time when being turn-based was the modus operandi. Fans & critics felt that it played a lot lượt thích a deeper Zelda game with a faster pace since players switched between battle screens and overworld maps every dozen steps or so. It was a gorgeous accomplishment during the 16-bit era, utilizing things like the Super Nintendo"s Mode 7 to create pseudo 3 chiều maps, which is something few games on the platform ever did without resulting khổng lồ gimmicks.

Ishii has directed every game in the Mana series, and has evolved it into a string of multiplayer dungeon crawlers & tactical RPGs. Though the later games haven’t quite had the notoriety of the original, Ishii"s dedication lớn his franchise has helped push JRPGs beyond the old idea that only one basic formula và presentation can be successful.


When it comes khổng lồ platforming on the Sony consoles, Naughty Dog has always been a front runner, và Jason Rubin has been behind it all. Rubin, along with his friend Andy Gavin, started Naughty Dog when they were 15 years-old developing games in their basement.

In the mid-"90s, Rubin & Gavin got their big break with Crash Bandicoot. The 3d platformer was a big hit và became a flagship title for the original PlayStation. Crash himself was the unofficial mascot for the system và a benchmark was set for other developers. Naughty Dog continued the tradition with three more Crash games over the next several years & the third title in the series, Crash: Warped, became the only game to sell over a million copies in Japan.

In 2001, Sony Computer Entertainment of America bought Naughty Dog và its next project, Jak và Daxter. A PlayStation 2 exclusive, Jake was a big success, pushing the boundaries of the PS2"s technology. Naughty Dog, with Rubin at the helm, was credited with revitalizing the platformer genre & once again set a benchmark for other developers. The early 2000s saw a surge of high unique platforming titles, và Jak & Daxter became mascots that were just as recognizable as Crash years earlier.

Over the generations, Rubin has been an outspoken supporter of developer rights & has encouraged them lớn speak out if they"re treated unfairly lớn demand what they think is deserved. In 2004 Rubin left Naughty Dog to lớn pursue other endeavors, but his influence is still seen in the games made since.

There can be no greater honor in any field than to lớn be recognized for doing something first, for painting the way for generations to lớn come. Allan Alcorn has that honor, and though most may not recall the name as readily as a John Carmack or Shigeru Miyamoto, Alcorn did something before anyone else: he created the modern videogame (though certainly not the original đoạn clip game). More specifically, he created Pong. Yeah, thatPong.

The idea -- which sprung out of just trying to thử nghiệm reflexes while enjoying his position as Atari"s second employee in 1972 -- clearly resonated with just about everyone, bridging the gap between more male-dominated forms of coin-op entertainment like pinball machines & offering simple, universal, accessible appeal long before Nintendo would distill those ideas down into the Wii. When Atari took what was formerly an arcade cabinet-driven concept và put it in the hands of home players, the home console was born.

Interestingly enough, despite effectively helping Atari create the console market single-handedly, he left in 1981 -- long before the eventual bust that would tarnish the Atari name and give the aforementioned Nintendo its shot at effectively saving videogames from the crash of 1984. Alcorn eventually joined Apple, helping to nurture the then-emerging MPEG compression codec and QuickTime before forming his own company, Silicon Gaming, then branching out into the analysis of broadcast sources khổng lồ divine what commercials are successful. Though he helped birth the concept of a home console, none of his future endeavors have quite risen to that màn chơi of success, but then that"s the problem with being the first at something: you can only bởi vì it once.

The industry is filled with developers that got their start as kids, but the bulk of them broke into the limelight when programming techniques were almost archaic by today"s standards. Somewhere between all the shader models & 7.1 positional audio of today & the 16 màu sắc visuals & PC speaker bleeps và bloops of yesteryear lies Chris Sawyer"s big break: Transport Tycoon.

Though he"d honed his craft by porting Amiga games to lớn the PC, it wasn"t until he inked a giảm giá khuyến mãi with MicroProse khổng lồ publish what was then dubbed I.T.S. (Interactive Transport Simulation) that things broke big -- or when the game was re-christened Transport Tycoon to piggyback off the success of Sid Meier"s Railroad Tycoon. It worked, và Transport Tycoon went on khổng lồ sell more than enough copies khổng lồ justify a follow-up, Roller Coaster Tycoon (which also had a name change from trắng Knuckle). A TC World Editor & Deluxe re-release, plus a RCT sequel và several expansion packs followed, và in 2004, the first proper follow-up to TC, Locomotion, was released.

Roller Coaster Tycoon almost single-handedly made Sawyer"s career, with estimates that the game sold somewhere around nine million copies và that Sawyer was sitting atop a $30 million mountain of royalties. Apparently after auditing said royalties, he found Infrogrames/Atari owed him even more & he prepped a law suit.

He is currently flying a jet made of solid 24 carat gold around for kicks using only the power of his own ridiculous wealth to lớn counteract gravity. That or he"s continuing khổng lồ make games. Either way, he"s one of the most successful and enterprising developers on our list.

One of the most memorable names to emerge from the foundry of talent that was Origin Systems in the late "80s, Chris Roberts has also been one of the most active developers in the space simulation genre since he first created the Wing Commander series in 1990. It would prove to lớn be something of Roberts" legacy, spawning a number of sequels that iterated on the space combat/sim genre with each successive game.

It also served as a vehicle for Roberts" directorial aspirations, though as the series went on that title had as much cinematographic relevance as it did programming. By the time Wing Commander IV had arrived, the series was incorporating large chunks of full-motion clip and Roberts was directing scenes with Hollywood actors lượt thích Mark Hamil, Tom Wilson and Malcolm McDowell. This no doubt helped egg on aspirations at a full-time Hollywood career, which happened -- to lớn an extent -- with the 1999 release of the Wing Commander flick starting Eddie Prinze, Jr. And Matthew Lillard.

Two years prior, Roberts departed Origin to khung his own company, Digital Anvil, with help from Microsoft & chipmaker AMD. Domain authority struck a multi-game publishing khuyến mãi with (and was subsequently gobbled up by) Microsoft shortly thereafter. Impressively, Digital Anvil expanded beyond just games, supplying the visual effects work for the Wing Commander movie. Space served as a familiar backdrop for games lượt thích Starlancer và Freelancer, but by the time of their release, Roberts had begun moving away from games development and into feature film production & Digital Anvil was eventually dissolved. His latest company, Ascendant Pictures, is all but removed from games entirely, instead producing movies lượt thích The Punisher, Lord of War & Lucky Number Slevin.

If the only metric for success is selling millions of copies of your games, then Danielle Bunten Berry can"t really be considered successful. If it"s pushing videogames in an entirely new direction -- và multiple times at that -- then it"s an entirely different matter altogether. This is precisely what Bunten did with games lượt thích M.U.L.E. (which offered up to lớn four players simultaneously và challenged all of them to lớn carefully manage resources while seeking lớn control both supply and demand, as players could work lớn corner the market if need be), The Seven Cities of Gold (which actually managed to be educational in addition to being entertaining) và Modem Wars (which offered a raft of now-standard RTS features but included the then-unheard-of idea of using a phone line or serial modem connection to liên kết two players).

All All three of these titles were developed by Ozark Softscape, Bunten"s development house, and were published by Electronic Arts in a giảm giá inked back in the "80s, and though they weren"t million-sellers (a concept that was all but impossible given the size of the industry back then anyway), they were certainly popular enough that even today they"re cited as some of the pioneering examples of multiplayer or edutainment software.

Bunten passed away in 1997 after a battle with lung cancer, leaving behind a legacy of daring lớn explore the (then) far-off idea of people playing games together -- both in the same room và countries apart. Those ideals have become absolute mainstays now, which explain precisely why she was honored with a Lifetime Achievement Spotlight Award và a Hall of Fame induction from the Computer trò chơi Developers Association và the Academy of Interactive Arts và Sciences.

Masahiro Sakurai is not just a talented developer, but also a bit of a character. Personable Personable and outspoken, Sakurai has stirred up a bit of controversy, and a lot of fans, for calling it like he sees it with Nintendo. As the creative force behind the Kirby games at the age of 19, Sakurai made a name for himself quicker than most vì chưng in a lifetime.

After four successful Kirby games Sakurai and HAL Laboratories started on an ambitious new project, Super Smash Bros. The Nintendo-themed brawler was intended as a special "thank you" for longtime Nintendo fans & wasn"t expected to lớn light the sales charts on fire, but did it ever -- pushing units lượt thích crazy lớn become one of the biggest Nintendo franchises of the last decade. Sakurai returned for the GameCube sequel as well, expanding the game with dozens of characters, more items & more levels, while establishing a proven formula for success (more than seven million copies were sold).

But in 2003, Sakurai created quote the buzz when he left HAL, saying that he felt stifled by the demand khổng lồ constantly produce sequels. Eventually, Masahiro-san moved over to Q Entertainment for a brief stint khổng lồ the puzzle hit Meteos before being wooed back khổng lồ direct the go-getting Wii-exclusive fighter, Super Smash Bros Brawl. During the game"s development Sakurai updated the Smash Bros website every day, teasing gamers with new features, characters, và modes. Sakurai was notable in that he wanted the trò chơi to be as close lớn perfection as possible, & as a result, asked for numerous deadline extensions lớn tune it.

Sakurai"s endgame proved that it was time well spent. We can only hope his next project is just as "perfect."

When CD-ROMs made landfall on PCs, it completely changed the games industry. Gone were the days of shipping games on multiple floppy discs, suddenly developers had an order of magnitude more space to play around with things. One of the first ways developers took advantage of all that extra storage was to pack the disc with full-motion video. Arguably the most memorable implementation of FMV-driven games was Trilobyte"s The 7th Guest & The 11th Hour, co-founded by Scottish impresario Graeme Devine.

Though the increase in space was massive, incorporating large portions of full-screen, full motion đoạn clip could easily chew up all of it if not carefully managed. It was here that"s Devine"s ability to lớn organize and stream the reams of data off the disc through his custom-built GROOVIE Engine paid off. It worked, and 7th Guest became the example of what all that storage could bởi vì to push the medium forward.

Sadly, Trilobyte didn"t survive the 90s, though Devine most certainly did, going on to lớn join id Software, first leading kiến thiết on Quake III Arena & then helping port some of the company"s biggest franchises khổng lồ the diminutive trò chơi Boy Color/Advance, a remarkable feat given the technological gap on some of the titles. After staying with id through Doom 3 (as well as offering tư vấn on third-party games that used id trò chơi engine), Devine joined Ensemble Studios & set khổng lồ work on Age of Empires III before eventually moving to consoles by heading up Ensemble"s effort to build a controller-driven RTS in Halo Wars.

Among the PC RPG crowd, few developers carry the kind of weight (not to mention tongue twisting monikers) of Feargus Urquhart. Then again, presiding over one of the most successful và consistent western RPG dev houses in the industry will vị that for a guy, which is probably why Interplay"s đen Isle Studios is still spoken of with the kind of hushed reverence hardly offered lớn other developers past or present.

Much of it was the perfect storm of timing, talent & momentum, a surge that started with the original Fallout and its sequel, then progressed -- in remarkably rapid-fire succession -- through games like Planescape: Torment, Icewind Dale & Baldur"s Gate series (developed by BioWare under the guidance of đen Isle). It was Urquhart"s leadership role (and an actual đen Isle in his native Scotland) that held the entire process together, melding in-house talent with what would become the tireless BioWare hit-making factory.

When Interplay began lớn hit the skids in the early part of the 21st century, Urquhart, already a bit leaner after some of the Fallout team left a few years earlier to size Troika Games, struck out & formed Obsidian Entertainment in 2003 with some other đen Isle alum. In an interesting flip from the black Isle days where BioWare was the external developer, Obsidian"s first game was actually a continuation of BioWare"s own Knights of the Old Republic franchise, with Urquhart at the helm of day-to-day operations, a role he continues khổng lồ this day.

Steve Barcia is a name many would associate with Retro Studios, makers of the Metroid Prime series. While he was president of the company for a while in the early 2000s, Barcia was a legend well before that. Fans of turn-based strategy can tell you that Master of Orion, and Master of Magic are two of the best tactical games ever made. Interestingly, Master of Orion started as "Star Lords," a fun and addictive, but hideous-looking experiment. Barcia showed it to Alan Emrich & Tom Hughes, who helped him make it more polished; reworking the game into what we know as Orion today. The trò chơi was epic in scale, allowing players to lớn explore new planets, meet alien races, build space ships, và commit space genocides. Master of Magic was just as ambitious as players controlled a wizard attempting to rule the world. By building up cities và armies and managing resources, players could banish the other wizards và take control. Classic stuff! While real-time strategy games get a lot more press these days, it was the Master series that stand out as true innovators in turn-based & action-oriented tactics. The series introduced new ideas, like multiple planes of existence, randomly generated maps and individually distinct characters, all of which have been used in just about everything since. Barcia eventually moved on to lớn other titles, executive producing such hits as Metroid Prime and Need for speed Undercover. But it will be his contributions via the Master franchise that will forever leave his mark.

In May of 2002, Satoru Iwata became Nintendo Co., Ltd."s fourth president since the company"s founding by Fusajiro Yamauchi in 1889. That"s quite the accomplishment -- but if you rewind a bit, you"d see that Iwata got his start working for HAL Laboratories. An important contributor lớn the Kirby games with Masahiro Sakurai, & eventual HAL president, Iwata played key roles in the development of some of Nintendo"s most important games.

During the GameCube-era in particular, Iwata"s involvement with game development greatly increased. He oversaw work on games such as Super Mario Sunshine, Star Fox Adventures, Metroid Prime, Eternal Darkness: Sanity"s Requiem, Animal Crossing and The Legend of Zelda: The Wind Waker among many others. Under Iwata"s leadership, Nintendo developments shifted focus away from what other companies were doing lớn opt for a simpler, more accessible game for the masses.

While these ideas earned Iwata criticism, it"s hard lớn argue with the facts years after his vision began -- During the run of the GameCube Nintendo saw over a 40 percent increase in sales, while the Nintendo DS built an army of followers with games inspired by Iwata"s ideals. Moreover, the Wii is immensely popular, selling millions upon millions of systems worldwide to become the most fashionable console this generation. You can trace these successes all the way back to lớn Iwata"s earliest contributions with Nintendo gaming -- Earthbound, Adventures of Lolo, and Pokémon were all about fun, appeal và simplicity over an abundance of bells & whistles.

When it comes to lớn videogame scores, few composers in the industry manage to lớn capture emotions of lượt thích Jeremy Soule. The award-winning composer has created memorable soundtracks for well over a decade and has been called the "Hans Zimmer of videogames."

As a composer for film in addition khổng lồ software, Soule is adept at adapting scores for licensed titles, expanding upon them in ways that weren"t previously done. His work on the Harry Potter series & Star Wars games, as well as children"s franchises like Rugrats and Beauty & the Beast, highlight his versatility và have earned him praise from the likes of BAFTA. But his real strengths lie in huge symphonic productions for battle sequences và medieval-themed games -- as showcased in the multiple Elder Scrolls, Warhammer, và Guild Wars titles in his credits.

Soule"s scores range from haunting & mystical to triumphant. In 2006, he won numerous awards for his work on The Elder Scrolls IV: Oblivion, arguably his most recognizable score. Soule pours a lot of himself into his pieces, working off real-life events to inject emotion into every soundtrack he composes. His score for Oblivion và Prey were played during the international Play Symphony tour that toured across Europe, North America, và Asia. Soule has contributed to lớn the idea that videogames are an art form & his compositions seem khổng lồ get better with every project.

Best known for his work as the producer, desbellelook.vner, and lead programmer of the critically-acclaimed PC trò chơi Fallout, Timothy Cain has been programming computer games for over two decades.

Prior khổng lồ his work on the ground-breaking RPG, Cain graduated from the University of California at Irvine with a Master"s Degree in Computer Science & went on lớn work for Interplay Productions. It was here that he created Fallout & did work on titles such as The Bard"s Tale Construction Set and Star Trek: Starfleet Academy.

In addition lớn desbellelook.vning & programming games, Cain desbellelook.vned và programmed GNW, a user interface và OS-abstraction library that supports Fallout, Atomic Bomberman, và a host of other Interplay titles. His other coding achievements include writing critical error handling code for Stonekeep as well as digital sound mixing code for Star Trek: 25th Anniversary Edition.

Cain contributed lớn the initial of 1998"s Fallout II, but decided that it was time lớn part ways with Interplay. He left the company, along with Leonard Boyarsky và Jason Anderson to khung Troika Games. Over the next few years, Cain had an active hand on Troika"s triad of products; as lead programmer, lead desbellelook.vner, and/or project leader on each. Although each title was generally well-received, Troika was forced khổng lồ close its doors in 2005 after running into financial trouble.

Tim did not let Troika"s closure keep him down, however. In 2007 he was appointed as the kiến thiết Director of Carbine Studios. Of his future, Cain told the Escapist, "I am staying in the industry but keeping a much lower profile than I did at Troika. Instead of talking about making games or trying khổng lồ convince people lớn play (or publish) my games, I am doing what makes me very happy -- making games."

As long as he"s happy making games, we will be happy playing them.

Prior lớn desbellelook.vning some of the most recognizable & iconic characters in all of gaming, Tetsuya Nomura started off in vocational school, creating art for magazine advertisements. In 1991 he was hired by SquareSoft to work on the battle graphics for Final Fantasy V"s monsters. Following his work on FFV, the young Nomura was appointed graphic director for Final Fantasy VI, a title that earned critical acclaim và is considered one of the best games in the Final Fantasy franchise to this day.

Nomura"s big break came when he was chosen as the character desbellelook.vner for Final Fantasy VII. However, his involvement in the project was not limited to lớn character; Nomura created storyboards for many of the summon sequences and even had an influence in some of the key points in the story. When the game was finally released, his distinctive-looking characters caught the attention of gamers the world over & helped push the already-successful series in a new visual direction. From there he would go on to lớn the characters for Brave Fencer Musashi, Ergheiz, and Parasite Eve while working closely with Yoshinori Kitase on Final Fantasy VIII, where he was not only the character desbellelook.vner, but also the battle visual director, desbellelook.vning sequences for Limit Breaks và Guardian Force summons.

In 2000, Nomura desbellelook.vned characters for Square"s first major releases on the PlayStation 2 platform: the Bouncer & Final Fantasy X. Shortly thereafter, he began work on Kingdom Hearts, not only as the game"s character desbellelook.vner, but also as its director. The over result was well-received, và Nomura continued on in the same role for the following installments in the KH series -- Kingdom Hearts: Chain of Memories and Kingdom Hearts II.

Today, Nomura continues working for Square Enix as a director and character desbellelook.vner, lending his contemporary style lớn such projects as Final Fantasy XIII và Dissidia Final Fantasy.

As a child, Tetsuya Mizuguchi had no aspirations to lớn work in the gaming industry. It wasn"t until his years spent at Nihon University"s Faculty of Arts that he began to look at gaming in a different way.

Mizuguchi"s influential career began in 1990, when he joined SEGA. By desbellelook.vning the 1995 arcade racer SEGA Rally Championship, Mizuguchi brought rally-style racing và different driving surfaces to lớn the masses, pleasing racing fans và putting his name on the development map.

Mizuguchi"s superiors at SEGA were pleased with his work, và asked him to a trò chơi with a broad enough appeal to draw in casual female gamers (while still appealing lớn more traditional gamers, too, of course). This request, coupled with Mizuguchi"s love of music ultimately led to lớn the 1999 Dreamcast hit Space Channel 5, a music game that required players lớn memorize dance steps & repeat them back in a Pelmanism-style fashion.

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Thai 13 Tuần Tuổi Phát Triển Thế Nào, Mẹ Ăn Gì Để Con Tăng Cân

Following Space Channel 5"s positive reception, Mizuguchi went to lớn work on the music-driven PlayStation 2 shooter Rez. Although the game garnered a positive critical response, commercial attention in the United States was pretty low.

In 2003, Mizuguchi left SEGA, saying that, "Games are a very quality medium. They exist beyond language, beyond culture, & people are fascinated by games. I don"t know how long I will live, but I want to learn more about games -- & there is more to learn about creating better games." He went on to khung Q Entertainment, which is now known for its successful music-oriented puzzler Lumines, the DS puzzler Meteos, the Xbox 360 hack và slash adventure Ninety-Nine Nights, và the psychedelic PSP shooter Every Extend Extra.

Mizuguchi"s most recent console release, Every Extend Extra Extreme (or E4) was released on the Xbox 360 via its Xbox Live service, bringing an enhanced version of the original 2005 PSP release khổng lồ a wider audience.

If the casual games boom can be traced back lớn even a general area, the folks at PopCap Games must certainly be at the epicenter, và Jason Kapalka -- along with Briant Fiete và John Vechey -- is at the center of PopCap.

PopCap actually began as Sexy kích hoạt Cool (yes, really, và it was based on a Seattle Metro bus ad for the movie Desperado), but its final name was far more mainstream, helping Kapalka"s first PopCap title, the now-nigh-ubiquitous Bejeweled gain more traction and become insanely popular. How popular? The follow-up khổng lồ Bejeweled Deluxe (PopCap"s first commercial game; the original was released for free) has been downloaded over 100 million times.

With the ridiculous success of Bejeweled under his belt, Kapalka went to work pulling inspiration for new causal titles. Alchemy, Zuma, Typer Shark and BookWorm followed with Kapalka on game for the lot of "em, effectively locking in PopCap as the source for casual games & giving rise lớn the idea of offering a không tính phí regular version and a fairly cheap "Deluxe" full edition. Partnerships that extended PopCap games onto casual gaming portals lượt thích Yahoo Games, and Microsoft GameZone, not lớn mention heavy porting to lớn devices lượt thích cell phones và other non-Windows platforms only fueled the developers" growth & ensured that Kapalka & company would be financially well off for some time khổng lồ come.

Though Kapalka has been credited with nearly all of PopCap"s early successes, the company hasn"t been afraid to lớn bring in outside development talent, giving rise lớn published hits lượt thích Pixelus và Insaniquarium, though Kapalka has continued to produce follow-ups lớn some of the core franchises that helped put PopCap on the map.

Back in the days when adventure games were at their peak, LucasArts made some of the best around. And, in turn, Ron Gilbert made some of the best LucasArts had khổng lồ offer.

The creative genius behind Maniac Mansion, Gilbert not only made interesting adventure games that are considered genre classics, but he also developed a script system that became the standard for LucasArts adventure games. The Script Creation Utility for Maniac Mansion, better known as SCUMM, made development and porting of adventure games simpler and faster. After Maniac Mansion, Gilbert went on lớn develop the first two games in the Monkey Island series. The Secret of Monkey Island và Monkey Island 2: LeChuck"s Revenge both hold up even today as fantastic storytelling examples. They"re funny & engaging, with interesting puzzles and memorable characters. The lead, Guybrush Threepwood is a lovably pathetic chap & someone that everyone should meet at least once before their gaming days are over.

After Gilbert left LucasArts he co-founded Humongous Entertainment, a company focusing primarily on kid"s software. There he developed adventure titles for a younger audience, like Pajama Sam, as well as the popular Backyard Sports series which included average kids playing with younger versions of professional athletes. Gilbert"s other company, Cavedog Entertainment, was short-lived, but he used his time wisely lớn produce Chris Taylor"s Total Annihilation -- one of the greatest RTS games of all time. Most recently, Gilbert tamed up with Hothead Games to lớn help make Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness for Xbox Live and is currently working on his new original property and episodic adventure, DeathSpank.

As an alum of đen Isle Studios, Chris Avellone is one of a select few people who command almost universal adoration from the hardcore PC RPG crowd thanks lớn penning & desbellelook.vning large portions of games like the Baldur"s Gate series (including the first console version, the decidedly more action-driven Baldur"s Gate: Dark Alliance), Planescape: Torment, Icewind Dale and its expansions, Neverwinter Nights & perhaps most famously Fallout 2 (which caused a bit of a stir among the Fallout faithful when Bethesda said it was moving closer to lớn the original Fallout"s setting và tone), as well as extensive work on the Interplay version of Fallout 3, then code-named Van Buren.

So revered was Avellone"s work on Fallout 2 that his Fallout Bible has become the de facto standard for insights into the game"s (and series") history, mythology, facts, timelines, development decisions & secrets (among other things), leading khổng lồ the verbose scribe and game desbellelook.vner"s talents being in very high demand indeed.

When đen Isle Studios folded along with the rest of Interplay -- or more specifically when head honcho Feargus Urquhart left -- Avellone followed suit. He wasn"t out of work for long; a handful of other BIS mainstays (including Chris Parker, Chris Jones, Darren Monahan và Urquhart) founded Obsidian Entertainment in Irvine, California (keeping with the Orange County setting of Interplay), and have since worked on Knights of the Old Republic II, Neverwinter Knights II & the upcoming spy RPG Alpha Protocol for SEGA.

f we"re talking old school, Marc Blank is about as old school as you can get. He made computer games in the late "70s before they had graphics. Inspired by the text-based classic, Colossal Cave Adventure, Blank và his friends at MIT programmed the huge & ambitious text adventure Zork.

The game built upon the idea of Adventure, but expanded the limited vocabulary into a database of hundreds of words. Player"s weren"t limited to lớn simple verb-noun commands – the trò chơi could interpret entire sentences. Blank & some of his team formed the development studio Edetic & developed a few more Zork titles. For a while Blank và his team developed software for the táo bị cắn dở Newton, one of the first personal digital assistants on the market. After the Newton"s sales dropped the company went back khổng lồ videogames. Eidetic had a bit of a rough patch in the mid "90s, with the infamously bad Bubsy 3D, widely regarded as one of the worst games of all time.

But Blank và his team didn"t stop there và came back with a vengeance in the late "90s, developing a highly-regarded third-person shooter for the original PlayStation that followed an anti-terrorist unit, Syphon Filter. Among the most reputable games released on the PSone, Syphon Filter became a huge hit, prompting Sony lớn buy Edetic to develop two more Syphon Filter titles before Blank"s departure in 2004.

Back in 1985, Louis Castle founded Westwood Studios with his friend Brent Sperry. The duo were always developers of hardcore games, even during their run on a number of Disney titles (Did you play The Lion King for the Genesis? It will kick your ass!). But in 1995 Castle put Westwood on the maps with one of the RTS godfathers, Command và Conquer.

Although not the first real-time strategy game, Command và Conquer popularized the genre in tandem with Warcraft during a time when most strategy games used turn-based hex grids and medieval fantasy themes. Adapting its formula from Dune II (considered the blueprint of the modern RTS), Westwood made a complex & addictive strategy opus phối in an alternate Earth where factions fight over the precious mineral Tiberium. The game"s huge success and numerous awards raised the bar for PC strategy ventures with concepts that still have a foothold today.

When Westwood was purchased by Electronic Arts in 1998, Castle came along for the ride và continued to improve on the popular strategy series. Lớn date, there are more than a dozen Command & Conquer titles in all, spanning nearly every major console & handheld. Don"t forget as well, that Command & Conquer was also one of the first real-time strategy games to lớn offer multifaceted competitive online play -- which, as any fan hâm mộ of the genre can tell you, is where the trò chơi (and its spin-off series, Red Alert) truly excels. Snatching victory from the jaws of defeat is even more satisfying when your opponent is a real person, & without Command và Conquer và Castle"s contributions, it may have taken a lot longer for gamers lớn accept.

World-renowned artist Yoshitaka Amano has been making the Final Fantasy series beautiful for over two decades. His career began at the early age of 16, when he landed a job at Tatsunoku Productions where he was involved in the early anime movement. While working on anime character desbellelook.vns, Amano studied several different styles of illustration, ranging from early 20th century European art lớn the style seen in Western comic books. He left Tatsunoku Productions in 1982 và was hired lớn illustrate Vampire Hunter D the following year.

In 1987, Amano ventured into game when he joined the struggling company SquareSoft lớn work on what was thought khổng lồ be its last game, an RPG aptly titled Final Fantasy. The trò chơi achieved unprecedented success, & Amano returned as the character desbellelook.vner and illustrator for the next five games in the franchise. Beginning with Final Fantasy VII, the younger, more contemporary Tetsuya Nomura took over the character desbellelook.vns for the landmark series, while Amano continued in his role as illustrator, providing promotional artwork as well as his own impressions of Nomura"s characters. He returned once more lớn the cast of Final Fantasy IX.

Amano"s immediately recognizable style continued lớn gain worldwide attention and inspire a new generation of artists. In addition to lớn his contributions outside of videogames, including stints on Gaiman"s The Sandman, a Vampire Hunter D animated feature, và a couple of Marvel Comics projects, Amano continued khổng lồ plug away at even more gaming ventures -- Final Fantasies X through XII & El Dorado"s Gate among them.

Yoshitaka Amano will continue to act as the title hình ảnh sản phẩm desbellelook.vner and image illustrator of the Final Fantasy series, & has been approached by Hironobu Sakaguchi to lớn provide artwork for various titles for his company, Mistwalker.

Bikini-covered double-D breasts và ninja fighting ancient bone dragons are about as far-removed from a 16-bit football trò chơi as one could get, but such is the career path for Tomonobu Itagaki and his time spent at Japanese developer Tecmo. Born in 1967, Itagaki was originally brought on lớn handle the graphics for Tecmo Super Bowl. Itagaki"s brash nature wasn"t fully seen until he started on his own Dead or Alive series in 1998, which featured female characters with strategically-placed "bounce" physics and more than a passing resemblance to SEGA"s Virtua Fighter, a series he has mentioned being a tín đồ of.

When Dead or Alive 2 arrived for the Dreamcast, the graphical leap gave Itagaki and Team ninja plenty of attention, which in turn fueled the opinionated Itagaki khổng lồ spout off on a number of topics -- a trend that hasn"t seen any ebb since. After reviving Tecmo"s ninja Gaiden franchise and expanding the Dead or Alive games beyond just fighting games to include a mini-game-style adventure, the developer became somewhat synonymous with generously proportioned female characters.

In true fashion, Itagaki-san split from his longterm employer Tecmo in a very heated and very public break on June 2, 2008. He resbellelook.vned from his role và released a public statement alleging unpaid completion bonuses, with a complaint filed in the Tokyo District Court on May 14, 2008 citing this and also, "such unlawful acts as unreasonable & disingenuous statements made towards ," from Yoshimi Yasuda, President of Tecmo. The suit claimed damages in total of 148 million yen.

We don"t know what"s next for Itagaki-san just yet, but with his newfound freedom và a proven well of creativity hiding behind dark sunglasses we"re anxious khổng lồ find out.

While Tom Clancy gets his name on all of the games based on his licenses, people lượt thích Mathieu Ferland are the brains behind some of the best interactive kích hoạt experiences of today.

Amazingly, Ferland first made his mark at Ubisoft working on the Donald Duck-licensed platformer "Goin" Quackers" before moving on khổng lồ multiple Tom Clancy franchises a year later. Though Mathieu has produced a handful of Rainbow Six titles, it"s Splinter Cell that emerged as the perfect vehicle for Ferland"s talents.

As the producer for every major Splinter Cell game, Ferland has consistently delivered the industry"s greatest stealth anh hùng since Metal Gear"s Solid Snake. Among the most ingenious action series out there, Splinter Cell has built a dynasty on its equally satisfying single- và multiplayer modes, smart writing và incredible atmosphere & gadgetry. Thanks to lớn Ferland"s guidance, several titles in the series have won multiple awards -- including a few game of the Year honors -- since its inception seven years ago. It"s a great testimony to lớn the chất lượng of the brand.

Ferland continued his legacy with Assassin"s Creed in 2007, and despite mixed reactions from the gaming press, the slick-looking platformer did huge sales numbers and offered some truly fantastic concepts và ideas that have already influenced other đứng top notch games in multiple genres (Prince of Persia anyone?).

It will certainly be interesting to see how Ferland will wow us next.

Best known for his creation of the insanely popular dragon Ball Manga series, Akira Toriyama"s chất lượng illustrative style has powered some of the most important videogame RPG franchises since the 1980s.

Following up on the success of his blockbuster comic, Toriyama was hired as the character và monster desbellelook.vner for Enix"s now-legendary long Quest line of videogames more than two decades ago. The combination of Toriyama"s artistic prowess and Yuji Horii"s scenario desbellelook.vns was a winning formula -- producing what has now become one of the best-selling gaming IPs ever in Japan.

In 1994, Toriyama and Horii teamed up with Hironobu Sakaguchi (the man behind the wildly successful Final Fantasy franchise) for what was hailed as Toriyama"s best desbellelook.vns since rồng Ball. The project? The critically acclaimed Chrono Trigger, which is still considered not only one of the best RPGs of all-time, but also one of the greatest games ever made. Toriyama"s work on CT not only gave the game its own distinctive look, but it also introduced gamers to lớn what would be the first of many spiky-haired, sword-wielding protagonists khổng lồ come.

Following Chrono Trigger, Toriyama oversaw the artistic of the combatants for the somewhat-obscure Square fighter Tobal No. 1, as well as its cult favorite sequel, Tobal 2 (which never saw a US release) while also continuing his work on dragon Quest. In 2007, xanh Dragon was released on the Xbox 360 console, and once again, the world took notice of Toriyama"s distinct visual approach. Blue Dragon"s release reaffirmed Toriyama"s position as one of the best videogame artists on the planet, và may have also helped khổng lồ set a record for Akira-san, who probably has an association with more original franchises with the word "dragon" in it than anyone else.

One of the key members of the LucasArts staff that helped solidify the developer/publisher as the source for consistently great adventure games (a title it had shared with Sierra On-Line for much of the early "90s), Dave Grossman"s knack for penning intelligent dialogue & helping lớn code games lượt thích Day of the Tentacle và the first two Monkey Island adventures is what he"s best known for. Indeed the SCUMM engine employed by nearly all of LucasArts" adventure games owed more than a little to Grossman"s handiwork, & he was regularly tapped to lớn provide assistance to other LA staffers using the engine for games like Indiana Jones & the Fate of Atlantis.

Grossman left LucasArts khổng lồ become a sort of pen-and-fingers-for-hire, freelancing for Ron Gilbert"s Humongous Games. Grossman was busy crafting a handful of children"s games including the Pajama Sam series before striking out again as a full-time thành viên of the Telltale Games crew (reuniting again with a handful of old LucasArts co-workers after Sam và Max: Freelance Police had the plug pulled in early 2004). Telltale"s approach to episodic gaming, ranging from picking up old LA properties lượt thích Sam & Max, plus adapting new ones lượt thích Strong Bad"s Cool game for Attractive People have helped khổng lồ give Grossman"s position as Senior Desbellelook.vner plenty of weight.

With a clear grasp of what makes dialogue & game writing fun, Grossman"s talents as a scribe have helped him branch out to lớn cover a handful of non-gaming-related projects lượt thích his Poem of the Week at his personal web site, Phrenopolis, & a book of collected "Guy Poetry."

As the Creative Director for Criterion Games, Alex Ward is uniquely responsible for the company"s entire conceptual direction. Considering Criterion"s games division was born as much out of a desire khổng lồ sell its own in-house RenderWare Engine as it was to lớn actually make games, we"d say he"s done rather well for himself in a relatively short period of time. Not bad for a guy who graduated from college with a Psychology degree, but then the games industry is nothing if not filled with people who have decidedly un-game-related majors.

Even with a degree, Ward"s start in the industry wasn"t particularly glamorous: QA for UK-based developer US Gold (which later was folded into Eidos Interactive), & helpdesk call jockey for Acclaim Entertainment (eventually notching public relations và product research titles in the company"s UK office). Acclaim would go on to lớn publish the first and second Burnout games before ultimately collapsing, at which point Ward jumped over to lớn Criterion proper. Burnout"s blend of daredevil racing & twitchy arcade tendencies lent itself khổng lồ Ward"s first non-racing game for Criterion, Black.

The game, dubbed "gun porn" by Criterion, had its story and screenplay penned by Ward (among others), and he served as one of the game"s executive producers. He"s continued khổng lồ guide the company"s future releases, including Burnout"s move lớn an xuất hiện world racer in Burnout Paradise, and often serves as the company spokesman when dealing with the press. From rising up the ranks from the bottom of the industry totem pole to lớn heading up creative duties at one of the most consistently bankable developers, Alex Ward definitely deserves a spot on our list.

A veteran in the gaming industry, the outspoken David Jaffe first got his start as a tester for Sony Imagesoft before earning his chops with the 1994 platformer Mickey Mania. After completing the well-received side-scroller, Jaffe"s involvement with the fledgling Utah-based development studio SingleTrac paid off when he helped produce the original Twisted Metal on PlayStation -- one of the most influential & beloved games of the 32-bit era and the model for all future car combat games khổng lồ come.

It was Twisted Metal 2, however, that catapulted Jaffe into the limelight. The trò chơi was not only met with great success by consumers, but also by critics và fellow game developers. It had done what all sequels are supposed to vì chưng -- take an already-engrossing formula & expand upon it in nearly every possible way.

After multiple buyouts and parent company changes, SingleTrac ceased khổng lồ exist but was eventually reformed by many of its employees, including Jaffe, as Incognito Entertainment. With the tư vấn of his friends and colleagues, David took the reins of a number of high profile PlayStation 2 projects và hits. Twisted Metal: Black, considered by many as the best car combat trò chơi ever made was overseen by Jaffe himself, while his concepts for the innovative giant creature fighter, War of the Monsters cemented his status as a creative powerhouse.

But it was the voyages of the fallen Spartan warrior Kratos in God of War that made Jaffe a household name with game dorks. A smash blockbuster hit for Sony, God of War turned the action/adventure genre on its head with fantastic trùm cuối battles, incredible graphics and some of the most intuitive và responsive chơi game mechanics seen in years. Though Dave passed off the kiến thiết duties for God of War II a few years later, he still served as creative director before turning his attention back to lớn the driving genre where he helmed the PSN favorite, Calling All Cars.

These days Jaffe works on upcoming projects behind closed doors at Eat, Sleep, Play -- a development studio formed in conjunction with his longtime friend & ex-Incog"r, Scott Campbell. In his spare time, David regularly updates his blog "David" where he directly updates fans and admirers with his daily observations.

While many gamers will recognize Todd Howard from his more recent works, The Elder Scrolls III: Morrowind & The Elder Scrolls IV: Oblivion, his career has spanned one of the most turbulent eras in the short history of videogames.

Howard began his professional life in gaming at Bethesda Softworks in 1994, a time when games still shipped on floppy disks and first-person shooters were controlled with arrow keys. But as the technical possibilities for graphics and game play have expanded greatly since 1994, Howard"s games have always pushed the limits of what is possible in each era. From the mouse swipe melee combat & massive randomly-generated environments of Elder Scrolls: Arena to the narrative of Fallout 3, which begins the minute the player is born, Howard has an impressive track record of pushing gaming into territory that few other desbellelook.vners would dare lớn go.

Where most desbellelook.vners tend lớn think in terms of simplicity & economy, Howard"s games have been defined by a staggering sense of scale and immersion that few others can match.

"I wish I could give you real, true insight into what we put into our games, and this is not me just trying to sell you, or smooth you over, because I’m Okay, really, if you don’t love what we do," said Howard in a post on Bethesda"s forums. "We’re fans; we’re passionate about what we do. We go on a crusade lớn make the best game we can. We make the trò chơi we would run to lớn the store và buy, we argue, we debate, we scream, we stay up all night, we clap and cheer the highs and curse the lows. One day we’ll find a way to lớn make you a fly on the wall in one of our kiến thiết meetings – they’re pretty damn inspiring."

Satoshi Tajiri is the founder of game Freak, & the creator of the worldwide phenomenon that is Pokémon. Need we say more?

The inspiration for Pokémon was actually a rather simple one. When Tajiri was a little kid he loved collecting insects. As the years went by and urbanization spread through even the most rural areas of Japan, Tajiri wanted khổng lồ create something that would capture the excitement & fun of bug hunting. Though the game came out late in the trò chơi Boy"s life & wasn"t expected khổng lồ be much of a success, it quickly became one of Nintendo"s biggest hits ever and spawned an entirely new universe.

The Pokémon series has grown immensely with each trò chơi using the same concept, while expanding upon it with more creatures and chơi game elements. The series won over parents with its lack of graphic violence, và became popular with everyone else because of its addictive RPG-lite trò chơi A fan hâm mộ of Shigeru Miyamoto, Tajiri has said that his developmental style bears similarities và for good reason -- he sees Miyamoto as a mentor & in the anime, the main rival characters are named Satoshi and Shigeru as homage to lớn his point of view.

Tajiri"s company GameFreak specializes almost entirely on Pokémon titles, spinning the series off into a number of different games & genres. & though Pokémon is more popular in nhật bản than America, Tajiri credits American audiences with understanding the concept better than his countrymen. Instead of focusing solely on Pikachu, American audiences have realized that Pokémon is a concept about partnership và so too is Tajiri"s philosophy of "Game & Gamer."

The score to Halo 2 was the first videogame soundtrack lớn ever reach the Billboard charts. It made a statement about the validity of music in our medium and proved that Marty O"Donnell knows how to lớn craft a memorable tune or two (or 20).

Halo 2"s set of ancient-sounding chants effectively complemented Bungie"s grand science fiction universe -- not only in the second Halo but in those that have come before & since as well. After all, O"Donnell has been composing videogame music for years, after he switched to lớn that from doing the jingle for Flintstones vitamins. Marty earned his chops as the sound desbellelook.vner for Riven, the sequel to Myst, và he also worked some of Bungie"s earlier games, like Myth. O"Donnell joined Bungie while composing the score for Oni, and after its completion earned his role as Director of Sound and Voice Talent for Bungie"s then-unannounced project that ultimately became Halo.

Ask anyone on the team -- O"Donnell"s audio was instrumental in bringing out the themes and emotions of the games he handled. This connection came from more than just musical composition, as O"Donnell is also skilled in using sound effects & ambient sound lớn enhance the gameplay experience.

As any fan can tell you, O"Donnell favors the piano in his pieces, as exemplified by the popular original theme for Halo 3. His scores have been commended for their fluidity, và the soundtracks are so continuous that it"s often hard to tell where one tuy nhiên ends và another begins. O"Donnell"s work has been used in the popular clip Games Live concert tours, & he made a special arrangement of his scores lớn be played during the festivities. That sounds good lớn us.

Akira Yasuda"s contribution to lớn the videogame industry can"t be denied. The prolific artist began his 18-year software stint when he dropped out of college và took a job at Capcom in 1985, working under the pen name "Akiman."

Best known for his illustrative work on Street Fighter II, Akiman worked primarily as the character desbellelook.vner và illustrator for Capcom over the decades, but has also served as a planner or desbellelook.vner on many of the company"s other hit franchises. He has played a role in the development of many titles (Street Fighter Alpha, Darkstalkers, Final Fight, and Captain Commando, just khổng lồ name a few) and is responsible for desbellelook.vning some of the most well-known & beloved characters in popular gaming culture -- including the Street Fighter series" own Blanka, Guile, và Chun Li.

One of Akiman"s first projects was the package illustration for the 1986 NES shooter 1942. He went on khổng lồ provide original artwork for Side Arms Hyper Dyne before working on the 1989 beat "em up Final Fight. Akiman later joined forces with fellow planner/desbellelook.vner Akira Nishitani (otherwise known as "Nin-Nin") to lớn formulate the sequel to lớn 1987"s Street Fighter. Of course, history was made when that project, appropriately named Street Fighter II, hit arcades worldwide in 1991. SF2 redefined the fighting genre và has since spawned numerous sequels, spin-offs, & clones from competitors and even Capcom itself.

In 2003 Akiman left Capcom và went freelance, dabbling in manga and anime while still doing illustration work in games. 2004"s Red Dead Revolver and the 2007 PSP release Brave Story are the most recent titles to lớn feature his character desbellelook.vns, though they"re certainly not the last.

Nick and Julian Gollop were indie devs & pubs before it was officially a movement. Through a series of self-written và -published early strategy games in their native England, the brothers built for themselves quite a following. Julian Gollop begin making games in the early "80s on a Sinclair ZX81 (a favorite jumping-off point of many of the folks on our list, actually) before eventually graduating lớn the Sinclair spectrum. Both bits of early hardware helped form the lessons that would allow them lớn enter the industry in 1982 while still attending school. Time Lords and Islandia were both birthed for bbc Mirco, then came Nebula & Rebelstar Raiders for publisher RedShift.

The time spent at RedShift was instrumental in building a strategy foundation for the Gollop"s future endeavors, but it was while attending the London School of Economics in the study of economics (naturally) & sociology that Julian birthed Chaos for Games Workshop (yes, the Warhammer folks) và Rebelstar for Firebird, a budget label of larger Mirrorsoft (who were embroiled in all the Tetris licensing hoopla in the late "80s).

The success of his early titles gave Julian the gumption to size Target games with his brother Nick và set to lớn work on tia laze Squad và Lords of Chaos, the RPG-tinged sequel lớn the original Games Workshop title. It would be the sequel lớn Laser Squad, renamed X-COM: UFO Defense that would put the brothers (and their re-christened Mythos Games dev house) on the map. X-COM was a runaway success for the Gollops & publisher MicroProse.

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A series of sequels followed, including a third follow-up khổng lồ Chaos dubbed Magic & Mayhem and an attempt at reworking the original X-COM as a 3 chiều title for Virgin Interactive, but the quảng cáo trên internet was scooped up by France-based Titus và funding was cut. Mythos eventually became Codo Technologies and the Gollops have continued to lớn ply their trade with sequels like Laser Squad Nemesis & Rebelstar: Tactical Command.

Music rhythm games are so complicated these days, what with their nhái instruments và their downloadable content. Back in the day all we needed for a good rhythm game was a rapping puppy in an orange hat, & a talking onion that could teach him kung fu. Và boy did Masaya Matsuura give us that!

Matsuura took a concept not yet seen in videogames, combined it with the crude, yet lovable art of Rodney Greenblat, & made PaRappa the Rapper, a memorable game about hip-hopping your way through life. The game has seen a sequel, and a spiritual successor with Um Jammer Lammy. Sure, Matsuura"s PaRappa didn"t invent the rhythm game, but it is largely responsible for making it popular. The style was unique, the songs were hilarious và catchy, và the ability for players khổng lồ freestyle to earn more points gave it a more open gameplay experience than other rhythm efforts. The Parappa se