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This is a list of development studios owned by Sega, a Japanese
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
developer and publisher based in
Tokyo Tokyo (; ja, 東京, , ), officially the Tokyo Metropolis ( ja, 東京都, label=none, ), is the capital and List of cities in Japan, largest city of Japan. Formerly known as Edo, its metropolitan area () is the most populous in the world, ...
, Japan. Accompanied with the list is their history of game development. Also included are the companies that Sega has acquired over the years. For a full list of games developed and published by Sega, see
List of Sega video games The following is a list of video games developed and published by Sega. Included are all games published on their own platforms as well as platforms made by other manufacturers and PC. It does not include games made by third parties on Sega's pla ...
, List of Sega mobile games and
List of Sega arcade games The following is a list of arcade games developed and published by Sega, many on their arcade system boards. In addition to making its own games, Sega has licensed out its arcade systems to third party publishers. This list comprises all of the ...
.


1960–1989

During the early 1960s, Sega had around 40 developers. One of the developers was Hisashi Suzuki who previously was in charge of autodesign at Tokyu Kogyu Kurogane, he changed jobs to Sega in 1964, which then was called Nihon Goraku Bussan. Suzuki recalls about eight departments dedicated to development, which were arcades, arcade cabinets and consumer products. Sega rarely outsourced their games, much like
Namco was a Japanese multinational corporation, multinational video game and entertainment company, headquartered in Ōta, Tokyo. It held several international branches, including Namco America in Santa Clara, California, Namco Europe in London, Na ...
and
Taito is a Japanese company that specializes in video games, toys, arcade cabinets and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, vending machines and jukeboxes into Japan. It ...
, as it was hard to find other companies that could do design, manufacturing, marketing and maintenance all at once. Another early developer was Hideki Sato, who joined 1971. He recalls, when he joined Sega, they were making pinball tables, electro-mechanical games, however mainly sold jukeboxes. Hideki Sato was part of a development team that mainly had around 20 people, and they were engaged in pinball tables and electro-mechanical games. Sato was assigned to the team that made pinball tables, which were imported from America, but had modifications done to them so they would be more fun. Sega at that time was owned by a foreign company and led by David Rosen. He brought ''
Pong ''Pong'' is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released in 1972. It was one of the earliest arcade video games; it was created by Allan A ...
'' from Atari to the Japanese offices, which impressed Sato. The developers quickly researched how games with TV's were made, and thus Sega quickly brought its first video game to market with ''Pong Tron'' in 1973. Hayao Nakayama, who later became president, joined Sega after the purchase of game distribution company Esco Trading. According to Sato, Nakayama was more than just a manager, he had helpful input into games like ''Monaco GP'' as well, as he firmly understood the business of games and that the development division is the most important part of a company. Sega learned a lot about programming and software after purchasing
Gremlin Industries Gremlin Industries was an American arcade game manufacturer active from 1971 to 1983, based in San Diego, California. Following its acquisition by Sega in 1978, the company was known as Sega/Gremlin or Gremlin/Sega. The company's name was subs ...
in 1980, which was located in
San Diego San Diego ( , ; ) is a city on the Pacific Ocean coast of Southern California located immediately adjacent to the Mexico–United States border. With a 2020 population of 1,386,932, it is the eighth most populous city in the United States ...
. It was because of this purchase that Sega began using
printed circuit board A printed circuit board (PCB; also printed wiring board or PWB) is a medium used in electrical and electronic engineering to connect electronic components to one another in a controlled manner. It takes the form of a laminated sandwich str ...
s for games. Sega's first arcade board was the System 1, which debuted with Star Jacker. It was developed by Sato and was their first standardized arcade board, before then each game had individually costumized hardware. Home computers was an interest of Nakayama, the
MSX MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-p ...
was becoming popular. So a small team of three people were involved in creating the SC-3000. The game capabilities of it were turned into the SG-1000, the first home console of Sega, which was made after Sega learned about Nintendo's plans to release the Famicom. At the same time the System 2 arcade hardware was developed, this time by an engineer called Hiroshi Yagi. System 2 was also capable of displaying multiple screens which was used in a horse racing medal game called ''Super Derby,'' which was useful for the development of the Sega Game Gear. The new console Sega Mark III, overseas called Sega Master System, was made with the purpose that System 1 and 2 arcade games could easily be ported. It was thought that spreading home hardware while also developing more powerful arcade hardware would make players go to an actual arcade, and that this would create a virtous cycle. Around the same time, the
Motorola 68000 The Motorola 68000 (sometimes shortened to Motorola 68k or m68k and usually pronounced "sixty-eight-thousand") is a 16/32-bit complex instruction set computer (CISC) microprocessor, introduced in 1979 by Motorola Semiconductor Products Sect ...
was used in arcades, and it was modified to suit home consoles, which resulted in the Mega Drive in 1988. According to Sato this was when Sega began sharing the know-how between arcade and home hardware. Sega also increased the amount of female customers in arcades with the UFO Catcher, an improved type of crane game that existed before, and acquiring the ''
Tetris ''Tetris'' (russian: link=no, Тетрис) is a puzzle video game created by Soviet Union, Soviet software engineer Alexey Pajitnov in 1984. It has been published by several companies for multiple platforms, most prominently during a dispute o ...
'' license for arcades. In terms of software developers, Yoji Ishii joined 1978, and was involved in sound engineering on various titles like ''
Monaco GP The Monaco Grand Prix (french: Grand Prix de Monaco) is a Formula One motor racing event held annually on the Circuit de Monaco, in late May or early June. Run since 1929, it is widely considered to be one of the most important and prestigiou ...
'' and ''
Zaxxon is an isometric shooter arcade game, developed and released by Sega in 1982, in which the player pilots a ship through heavily defended space fortresses. Japanese electronics company Ikegami Tsushinki is also credited for having worked on the d ...
,'' before being involved in the planning section working on early arcade titles like '' Up'n Down'', ''Sindbad Mystery'', '' Flicky,'' ''Teddy Boy Blues'' and '' Fantasy Zone''. He also worked with
Yu Suzuki is a Japanese game designer, producer, programmer, and engineer, who headed Sega's AM2 team for 18 years. Considered one of the first auteurs of video games, he has been responsible for a number of Sega's arcade hits, including three-dimensio ...
on his titles later on, and then moved on to management duties. Yu Suzuki joined in 1984, and after a year of doing chores and developing ''Champion Boxing'', he was developing big sensory cabinet games like ''Hang-On, Space Harrier, OutRun'' and ''After Burner''. Each took about six months. According to Hisashi Suzuki, it was the environment of being able to do everything in-house that made these kind of cabinets possible.
Yuji Naka , credited in some games as YU2, is a Japanese video game programmer, designer and producer. He is the former head of the Sega studio Sonic Team, where he was the lead programmer of the original ''Sonic the Hedgehog'' series on the Sega Mega Dri ...
joined the company alongside Hiroshi Kawaguchi and was part of the team that developed software for the SC-3000, the PC Division, which according to Naka had about 15 developers. Only some games were outsourced to Compile, all the software was done in-house. Software developers were only around 50 people at most, 20 or 30 for hardware-related matters. The pace of software development was to develop one game every 1 to 2 months, Yuji Naka recalls bragging with Yu Suzuki who worked more overtime, and it was usual to work at weekends too, as they were essentially living at the company. Mark Cerny, the only foreigner in development, recalls the company was very much a sweatshop, saying "It's 1 programmer, 1 artist, 3 months. That's a game. The tokyo group made about 40 games, from which about only 2 could be played and enjoyed". Yuji Naka already had a reputation as a great programmer early on. Naka had a desire to make games that were not possible on Nintendo hardware, or to port arcade games from more powerful hardware. Examples of this include the 3D Dungeons of ''
Phantasy Star is a series of console role-playing video games and other supplementary media created by Sega. The series debuted in 1987 on the Master System with ''Phantasy Star'', and continues into the present with ''Phantasy Star Online 2'' and other ext ...
,'' the Mark III version of '' Hokuto no Ken'' (overseas known as ''
Black Belt Black Belt may refer to: Martial arts * Black belt (martial arts), an indication of attainment of expertise in martial arts * ''Black Belt'' (magazine), a magazine covering martial arts news, technique, and notable individuals Places * Black B ...
'') or ports of the arcade games ''
Space Harrier is a third-person arcade rail shooter game developed by Sega and released in 1985. It was originally conceived as a realistic military-themed game played in the third-person perspective and featuring a player-controlled fighter jet, but techni ...
'', ''
Super Thunder Blade is a combat flight simulation shooter game developed and published by Sega for the Mega Drive/Genesis console. It was one of the two launch titles for the console in Japan (the other one being '' Space Harrier II''), as well as being one of th ...
'' and the Capcom game '' Ghosts'n Goblins''. However it was the development plan "a game to beat Mario" that caught the attention of a superior of Naka, which started the development of ''
Sonic the Hedgehog is a Japanese video game series and media franchise created by Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main ''Sonic the Hedgehog'' games are platformer ...
''. The Genesis generally marked a turning point were more original software for consoles began development such as '' Alex Kidd in the Enchanted Castle'', '' The Revenge of Shinobi'', '' Phantasy Star II'' and '' Sword of Vermillion''.


Early development


1983–1989


1990–1999

Yu Suzuki was the first to branch out with his own studio called Studio 128, and after that many more departments followed, all of which had their roots in R&D1. Hisao Oguchi recalls up to six departments and according to him the environment was extremely competitive. Hisashi Suzuki always asked "what's new?" and constantly asked to be "first in the world" when looking at game pitches. Nakayama was very harsh on who makes money and who doesn't in the arcades, and thus supported developers like Yu Suzuki, who created many hits. Mandate came from Nakayama to develop a title better than ''
Street Fighter II is a fighting game developed by Capcom and originally released for arcades in 1991. It is the second installment in the '' Street Fighter'' series and the sequel to 1987's '' Street Fighter''. It is Capcom's fourteenth game to use the CP Sys ...
,'' however also Namco was ahead in the arcade game area with '' Winning Run.'' To catch up, Yu Suzuki purchased SGI IRIS workstations from Silicon Valley to develop '' Virtua Racing,'' which lead to ''
Virtua Fighter is a series of fighting games created by Sega-AM2 and designer Yu Suzuki. The original ''Virtua Fighter (video game), Virtua Fighter'' was released in October 1993 and has received four main sequels and several spin-offs. The highly influential ...
,'' which was exactly what Nakayama was looking for. In collaboration with GE, the Sega Model 2 and Sega Model 3 arcade hardware was made possible, and produced further games with very advanced graphics and also multiplayer titles were made possible with '' Virtua Striker'' and '' SpikeOut''. At the time, Sega was involved with
Vivendi Vivendi SE is a French mass media holding company headquartered in Paris. Widely known as the owner of Gameloft, Groupe Canal+, Havas, Editis, Prisma Media, Vivendi Village and Dailymotion, the company has activities in television, film, video ...
and Universal on
Gameworks GameWorks is a gaming-based entertainment center with a single location as of 2022, a chain of such businesses. It was owned by then-owner ExWorks Capital, each venue featured a wide array of video game arcades, in addition to full-service bars ...
arcades, and thus had a connection to
Steven Spielberg Steven Allan Spielberg (; born December 18, 1946) is an American director, writer, and producer. A major figure of the New Hollywood era and pioneer of the modern blockbuster, he is the most commercially successful director of all time. Spi ...
, who visited the Sega offices and saw the prototype of '' Shenmue,'' which was something that he was very impressed with. This caused Sega management to further support it. However, according to Hisashi Suzuki this meant Yu Suzuki leaving the arcade business to develop console projects, and no one was able to tame Yu Suzuki, which meants that the project went out of control. ''Shenmue'' was previously for the Sega Saturn. AM2 developed an development environment for the Sega Saturn, called the Sega Graphic Library, due to the Sega Saturn being difficult to make games for. On the opposite trend, Hisao Oguchi of AM3 was aiming to make games for couples and as another theme to release game that were "cool" rather than otaku like. AM3 developer Mie Kumagai who later garnered attention later on as a female manager of a development department shared this sentiment as "the future of arcades cannot be boys only". ''Rail Chase, Jurassic Park, Jambo! Safari, Top Skater'' and a variety of sports games such as '' Virtua Tennis'', were part of this direction. However, most of the income at arcades in Japan came from core players rather than casuals. AM5 was established which at first made kiddie rides with monitors, which were successful but went on to make large scale attractions, one of which was the VR-1, an early example of
Virtual Reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), e ...
. Masao Yoshimoto, who joined in 1987, and developed the R-360 among many other arcade cabinets, recalled this period as the golden age of Sega, when both advanced graphics and big motion sensitive cabinets such as the ones for '' Manx TT Superbike'' and '' WaveRunner'' were made possible. Putting to use what Naka learned by porting Ghost'n Goblins to the Genesis, he went on to develop ''
Sonic the Hedgehog is a Japanese video game series and media franchise created by Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main ''Sonic the Hedgehog'' games are platformer ...
'', along with artist Naoto Oshima and designer Hirokazu Yasuhara. Sonic had a much bigger development period than other Sega games at the time, with Mark Cerny recalling it having 10 months development time, and three core developers instead of two. Yuji Naka himself worked on it for one year and a half, and did not work on any other games in the meantime, in contrast to the frequent releases he had before. Sega of America marketing strategies made Sonic the Hedgehog a success for Sega, causing them to have 61% market share in North America with their Genesis consoles. Yuji Naka quit Sega due to him feeling that he did not get enough appreciation for his work on Sonic, but then was invited by Mark Cerny to join his development group, the Sega Technical Institute, and he along with 10 other developers went to Sega of America and developed the sequels '' Sonic 2'', '' Sonic 3'' and '' Sonic & Knuckles''. In addition to STI, Sega Interactive, Sega Midwest Studio and Sega Multimedia Studio were other studios that Sega of America established at this time. Japanese game development also expanded externally with SIMS, which was previously
Sanritsu Sanritsu Denki is a Japanese video game publisher and developer. SIMS Co., Ltd. was established on June 12, 1991, as a joint venture of Sanritsu and Sega Enterprises, Ltd. It was responsible for games such as: *''Appoooh'' (Arcade) (1984) *'' ...
, and Sonic Software Planning! which often worked with Climax Entertainment. Other worldwide successes developed by the Japanese group were '' Streets of Rage II'' and '' Phantasy Star IV'' which were appreciated in all parts of the world. The Sega CD was developed to get ahead in Japan, as the PC Engine was more popular and also had a CD drive. Sega was able to increase performance and storage, and according to hardware developer Masami Ishikawa, was able to release a nice RPG on it. RPG's were the most popular in Japan, and the RPG's from Game Arts were an important asset for Sega, but those games as well as Sega's own ''Shining'' and ''Phantasy Star'' series were unable to compete with ''
Dragon Quest previously published as ''Dragon Warrior'' in North America until 2005, is a franchise of Japanese role-playing video games created by Armor Project ( Yuji Horii), Bird Studio (Akira Toriyama) and Sugiyama Kobo ( Koichi Sugiyama) to its pu ...
,
Final Fantasy is a Japanese science fantasy anthology media franchise created by Hironobu Sakaguchi and developed and owned by Square Enix (formerly Square). The franchise centers on a series of fantasy and science fantasy role-playing video games. The ...
'' and '' Ys I&II.'' The most famous title for the Sega CD, was ''
Sonic CD is a 1993 platform game for the Sega CD developed and published by Sega. The story follows Sonic the Hedgehog as he attempts to save an extraterrestrial body, Little Planet, from Doctor Robotnik. Like other '' Sonic'' games, Sonic runs ...
,'' which was developed in Japan without the involvement of Yuji Naka, although ideas were exchanged. It was mainly developed by Naoto Oshima along with much staff that was gathered from all over Sega, many of them young. Being behind in Japan, motivated Sega to put a lot of resources into the Sega Saturn. The development team of the Saturn was the same that developed by System 32 arcade board. Sato regrets that he did not go with the Model 1 arcade hardware as a base, as he was too concerned of leaving all the developers behind that were focused on sprites rather than 3D, which were the majority of developers. Sega supported five different console hardware, with the first and second department focusing on Sega Saturn, the third and fourth on the Genesis as well as add-ons 32X and Sega CD, a fifth development department existed for Game Gear development and a sixth department existed for RPG's. Also a department of about 40 people dedicated to porting games to PC was established, as
Windows 95 Windows 95 is a consumer-oriented operating system developed by Microsoft as part of its Windows 9x family of operating systems. The first operating system in the 9x family, it is the successor to Windows 3.1x, and was released to manufactu ...
became widespread in Japan. Including overseas staff and arcade developers, over 1000 developers were engaged in development. Sega Saturn projects were much larger in comparison to other teams at the time. An early large project was ''
Panzer Dragoon ''Panzer Dragoon'' is a series of video games by Sega. The first three games were developed in the 1990s by Sega's Team Andromeda for the Sega Saturn. The fourth, '' Panzer Dragoon Orta'' (2002), was developed by Sega's Smilebit team for the ...
'' as about 30 people were involved. Yoji Ishii was transferred from the arcade to console development in 1993, and many others from the arcades followed, making it up to several hundred developers involved in Sega Saturn development. Early on, the 3D capabilities were not shown off well with a lacking port of '' Daytona USA'' as well '' Clockwork Knights'', which was mainly 2D. By 1995, the Saturn could compete very well with ports of ''Virtua Fighter 2, Virtua Cop'' and ''Sega Rally Championship''. Particularly ''Virtua Fighter 2'' became the first million-seller for Sega in Japan. RPG's like ''
Sakura Wars is a Japanese steampunk media franchise created by Oji Hiroi and owned by Sega. It is focused around a series of cross-genre video games. The first game in the series was released in 1996, with five sequels and numerous spin-off titles b ...
, Magic Knight Rayearth'' and '' Dragon Force,'' anime license games such as ''
Neon Genesis Evangelion , also known simply as ''Evangelion'' or ''Eva'', is a Japanese Mecha anime and manga, mecha anime television series produced by Gainax and animated by Tatsunoko Production, Tatsunoko, directed by Hideaki Anno and broadcast on TV Tokyo fr ...
'' and sports games also did very well in Japan. Yuji Naka also gone back to Japan and wanted to develop 3D games after being sent videotapes of the games that Yu Suzuki was developing. Naka had no desire to develop for the Sega 32X, which was mainly spearheaded by Sega of America. Game producer Takayuki Kawagoe called the line-up quite weak, as games like ''
Knuckles Chaotix ''Knuckles' Chaotix'' is a 1995 platform game developed by Sega for the 32X. A Spin-off (media), spin-off from the ''Sonic the Hedgehog'' series, it features Knuckles the Echidna and four other characters known as the Chaotix, who must prevent ...
'' were previously just 16-bit titles, but praised the original titles such as '' Metal Head''. Yuji Naka, along with Naoto Oshima developed '' NiGHTS Into Dreams'' and '' Burning Rangers'', with the latter not having much involvement from Naka. Much like how Sonic was made to succeed in America, NiGHTS was made to succeed in Europe, although that was the desire by the development team, rather than marketing. According to manager Hisashi Suzuki, the turning point was the release of ''
Final Fantasy VII is a 1997 role-playing video game developed by Square for the PlayStation console. It is the seventh main installment in the '' Final Fantasy'' series. Published in Japan by Square, it was released in other regions by Sony Computer Enterta ...
.'' It and the influence of Dragon Quest was far too great for Sega to overcome. It did not only influence the fortune of Sega in console development, but also the relevancy of arcades was put into question as well. Isao Okawa, the chairman of CSK, the parent company of Sega, said "let's try one more time", in regard to Sega hardware. ''
Sonic Adventure is a 1998 platform game for Sega's Dreamcast and the first main '' Sonic the Hedgehog'' game to feature 3D gameplay. It follows Sonic the Hedgehog, Miles "Tails" Prower, Knuckles the Echidna, Amy Rose, Big the Cat, and E-102 Gamma in ...
, Virtua Fighter 3'' and '' Shenmue'' moved from Saturn to the new Dreamcast and in-house development for Sega Saturn completely halted in 1998. The NAOMI arcade hardware was developed to make porting titles to the Dreamcast without loss of quality. Therefore, home and arcade hardware became equal. Isao Okawa personally instructed Yuji Naka, to create an online game for the new Dreamcast. Naka released ''Chu Chu Rocket'' as a test for the online capabilities for the Dreamcast. The turnover of staff was the largest at Sega since 1986, as staff began to establish new companies such as Artoon. Visual Concepts was acquired by Sega of America to develop sports titles, while No Cliche was established by Sega Europe.


1990–1995


1996–1999


2000–2004

Sega officially announced the withdrawal of hardware on January 31, 2001, and to develop games for other hardware. Sega already announced that they will transition to an "architectural platform holder" in November 2000 which according to Sato was a roundabout of saying that they have left hardware. In addition, the development team was split off into separate companies in April 21 of 2000, which were about ten different ones. Each headed by their own president, with their own philosophies and they were responsible for their own finances. All the different companies also supported different consoles in addition to the Dreamcast, with the Xbox being supported by WOW Entertainment, Hitmaker and Smilebit, the Gamecube being supported by Sonic Team and Amusement Vision and the PlayStation 2 being supported by Overworks, AM2, United Game Artists and Smilebit. Tetsuya Mizuguchi, head of United Game Artist, saw this initially as a move of Sega of being more similar to Hollywood, where distribution and development were becoming more and more separated. Toshihiro Nagoshi recalls this period as labour of love from Sega, "teaching the creatives the way of managing a business". Hisao Oguchi who lead the Hitmaker studio had a suspicion that this structure was made to separate the creators who were able to make profit and the ones who didn't, as they were many projects that didn't hit the mark, and at one point Sega was hiring 200 or more developers a year, effecting costs that were no longer manageable. In the end, Yuji Naka, was considered to be the leader in home software development, and Oguchi the leader of arcade development. Yuji Naka had the ''Sonic'' games and released '' Phantasy Star Online,'' which won several awards within the Japanese game industry''.'' Oguchi was attributed the successful card arcade games in Japan that Sega was developing at the time, which started with '' Derby Owners Club'' and continued with '' World Club Champion Football'', '' Mushiking: The King of Beetles'' and '' Love & Berry: Dress up and Dance!.'' Particularly ''Mushiking'' and ''Love & Berry'' supported Sega with very strong sales in the Japanese market, although Oguchi was not involved with those titles. Toshihiro Nagoshi, who was not very involved with Dreamcast games, landed a hit with '' Super Monkey Ball'' on the Nintendo Gamecube and was involved with Nintendo management when dealing with them for the development of '' F-Zero GX''. This also made him very favourable for a management position within Sega. However, Nagoshi himself saw himself as sort of an in-between of Oguchi and Naka, and not on the same level as them. Sega did not make anymore custom hardware on its own after the Sega Hikaru arcade board in 2001, however many tenured engineers continued to work on Sega arcade technologies such as card systems, internet infrastructure and future arcade boards such as the Chihiro. In 2003, Oguchi became president of Sega, and multiple studios were merged into another, as several developers left Sega during the era of spunning off their development studios. Including Nakagawa from WOW Entertainment and Mizuguchi. Yu Suzuki formed his own studio, Digital Rex, but within Sega. The development studios merged back into Sega on July 1 of 2004. Visual Concepts was sold to Take Two Interactive in 2005.


2000–2002


2003–2004


2005–2008

In 2005 a new structure of game development was announced, after Sega became a subsidiary of Sega Sammy Holdings, and was under new management, with Hajime Satomi from Sammy Corporation at the top. The Consumer Business Group Division contained the Global Entertainment R&D and New Entertainment R&D departments, which were divided into six departments, each focusing on something different, such as network, sports, cinematic and character based games. Particularly the Yakuza games by the New Entertainment department already became a franchise for Sega in 2006, and was motivated to develop it into a character brand similarly to ''Sonic the Hedgehog'', ''Mushiking'' and ''Love & Berry''. According to the now former manager Hisashi Suzuki, the ''Yakuza'' series was only possible due to the experience of ''Shenmue'''','' and it also inherited elements of the ''SpikeOut'' arcade games. Next generation console development with PlayStation 3 exclusives '' Ryu Ga Gotoku Kenzan'' by NE and ''
Valkyria Chronicles ''Valkyria Chronicles'' is a series of military-themed tactical role-playing video games created by Ryutaro Nonaka and Shuntaro Tanaka, and developed by Sega. The series began with '' Valkyria Chronicles'', which was released for the PlayStati ...
'' by GE2 and the multi-platform ''Sonic the Hedgehog 2006'', also became a focus. Sega Europe president Mike Hayes said that Japanese origin IP became less popular around 2004, with Sega America president Simon Jeffery showing a similar sentiment. Specifically there was motivation to be seen less like just like another Japanese company by Sega of America, with them being more picky what to bring over from the Japanese studios since 2005. This was a conscious decision on Japanese management. Trading card arcade games continued to be successful for Sega, with the latest example being '' Sangokushi Taisen,'' being developed by developers previously engaged in console games such as ''Sakura Wars''. Sega also showcased the Lindbergh arcade board along with '' Virtua Fighter 5'', Virtua Tennis 3 and '' The House of the Dead 4'', which was the first arcade board to be based on PC architecture. ''Virtua Fighter 5'' and ''Virtua Tennis 3'' were both ported to consoles, however only the 360 versions had online play. The DS versions of ''Mushiking, Love & Berry'' and ''Dinosaur King'' were released, and particularly ''Love & Berry'' was successful as it became the first million-seller for Sega in Japan since ''Virtua Fighter 2.'' Tastes for arcade games changed on both sides of the world with Yoshimoto saying that potential new employees mentioned in interviews that the newer arcade games with flat panel card readers are the reasons for joining Sega, rather than machines like the R-360. Large driving game cabinets are not as appealing to the Japanese youth anymore and are more popular overseas. Western arcades became focused on casual players, while core players remained in Asia. Which motivated Sega to establish a development to develop games that better suit the western market, called Sega Amusements Europe. Yuji Naka left during this period in 2006 with Yu Suzuki following in 2011.


2009–2017

Sega management had high expectations for Nagoshi to develop a worldwide hit after the successful ''Yakuza'' series, which eventually became ''Binary Domain''. Similarly the developers behind ''Tsukurou'' sports management franchise and the ''Phantasy Star'' series had a desire to aim for worldwide development, much like the developers behind the ''Sonic the Hedgehog, Super Monkey Ball'' and ''Mario & Sonic'' games. ''Binary Domain'' was not very successful, which made team reflect keep making authentic Japanese games rather than being anything else. Games for smartphones became a huge focus, particular with the keywords free to play and cross play. Sega learned from its experience from ''Kingdom Conquest'' which it translated to ''Samurai & Dragons'' for PlayStation Vita. Particularly ''Phantasy Star Online 2'' was very much developed to be multi-platform with the addition of the PC platform and Vita, it also having versions available on iOS and Android. The market in North America and Europe was seen as very "tough", with Sega taking sight on the wider Asian market instead. Sega Europe announced that they will focus on fewer franchises, as well as the mobile and PC platforms. Atlus became part of Sega in 2013, with the acquisition of Atlus USA being finalized in 2016. Atlus USA made it possible to localize very Japanese games ''Yakuza'' and ''Hatsune Miku: Project DIVA'' to the western market. With the new policy of increasing localized titles, the "bridge team" was founded in 2017, to better support communication between Sega of America and Sega of Japan. According to AM2 developer Makoto Osaki, Sega shifted its focus to internet games in the arcades rather than huge cabinets after server maintenance costs went down. Profits for arcade games were still higher than for console, mobile and PC games all the way to the fiscal year of 2014. ''Border Break'' became a huge success being supported for many years in arcades. Music games was another area of success for Sega with ''Hatsune Miku: Project DIVA Arcade'' and ''Maimai,'' both of which received many updates. Ports of arcade games were developed primarily as downloadable games for PlayStation 3 and Xbox 360 with ''Virtua Fighter 5: Final Showdown'', ''Daytona USA'' and ''After Burner Climax,'' among others. Smartphone games started development in the arcade studios with ''Alexandria Bloodshow'' and ''Samurai Bloodshow,'' which lead to ''Chain Chronicle'', a successful earner for Sega. AM2 also began to develop smartphone games with ''Soul Reverse Zero''.


2018–present

The
COVID-19 Coronavirus disease 2019 (COVID-19) is a contagious disease caused by a virus, the severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The first known case was identified in Wuhan, China, in December 2019. The disease quickl ...
pandemic caused Sega to restructure their arcade business and place some of its developers onto console and smartphone games. Sega plans to release "Super Game", a framework of game development that has the following requirements: online, IP utilization, multi-platform, multi-language, simultaneous worldwide release and
AAA AAA, Triple A, or Triple-A is a three-letter initialism or abbreviation which may refer to: Airports * Anaa Airport in French Polynesia (IATA airport code AAA) * Logan County Airport (Illinois) (FAA airport code AAA) Arts, entertainment, and ...
. According to Sega Sammy CEO Haruki Satomi, '' Lost Judgment'' and ''Phantasy Star Online 2: New Genesis'' are first steps into fullfilling this framework. Additionally this Super Game development team will be a hybrid of developers that were previously involved in console, mobile and arcade games that eventually will add up to several hundred people. Unreal Engine 5 will be used, with Unreal Engine 4 already being used prior by other development teams. First by the arcade divisions, and then Ryu Ga Gotoku Studio with its remake of '' Like A Dragon: Ishin!.'' In terms of IP utilzation it is planned to resurrect past IP for these projects. '' Virtua Fighter 5: Ultimate Showdown'' and the 2019 ''
Sakura Wars is a Japanese steampunk media franchise created by Oji Hiroi and owned by Sega. It is focused around a series of cross-genre video games. The first game in the series was released in 1996, with five sequels and numerous spin-off titles b ...
'' game are examples of this. Nagoshi and Daisuke Sato left Ryu Ga Gotoku Studio in 2021.


Acquired/founded studios


Former studios


See also

* Lists of Sega games


References

{{DEFAULTSORT:List Of Sega Software Development Studios Sega Sega