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Sega development studios
Sega development studios
from Wikipedia

This is a list of development studios owned by Sega, a Japanese video game developer and publisher based in Tokyo, Japan. Sega itself is a development studio of Sega Sammy Holdings, a company formed in 2004 after it merged with Sammy. Accompanied with the list is their history of game development. Also included are the companies that Sega has acquired over the years. For a full list of games developed and published by Sega, see List of Sega video games, List of Sega mobile games and List of Sega arcade games.

1960–1990

[edit]

During the early 1960s, Sega had around 40 developers. One of the developers was Hisashi Suzuki, who previously was in charge of autodesign at Tokyu Kogyu Kurogane, he changed jobs to Sega in 1964, which then was called Nihon Goraku Bussan. As the company grew, Suzuki recalls about eight departments dedicated to development, which were arcades, arcade cabinets and consumer products. Sega rarely outsourced their games, much like Namco and Taito, as it was hard to find other companies that could do design, manufacturing, marketing and maintenance all at once.[1]

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

Another early developer was Hideki Sato, who joined 1971. Sato has recalled that when he joined Sega, they were making pinball tables and electro-mechanical games, however still mainly sold jukeboxes. He became part of a development team that mainly had around 20 people. Sato was initially assigned to the part that made pinball tables, which were imported from America, but had modifications done to them so they would be more fun.

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

Sega at that time was owned by a foreign company and led by David Rosen. Rosen brought Pong from Atari to the Japanese offices, which impressed Sato. The developers quickly researched how games with TV's were made, and thus Sega quickly brought its first video game to market with Pong Tron in 1973. Hayao Nakayama, who later became president, joined Sega after the purchase of game distribution company Esco Trading. According to Sato, Nakayama was more than just a manager, he had helpful input into games like Monaco GP as well, as he firmly understood the business of games and that the development division is the most important part of a company.[3]

Sega learned a lot about programming and software after purchasing Gremlin Industries in 1978, which was located in San Diego. It was because of this purchase that Sega began using printed circuit boards for games. Sega's first arcade board was the System 1, which debuted with Star Jacker. It was developed by Sato and was their first standardized arcade board; before then, each game had individually customized hardware.[4] Sato remained in charge of all hardware aspects of Sega.[5]

Home computers became an interest of Nakayama, as the MSX was becoming popular.[4] Consequently, 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 hardware engineer Hiroshi Yagi.[6] Yagi had first worked at Sega during the 1970s on early solid state-based pinball, but briefly left to work at Honda, before returning with the full approval of Sato.[6] The new console Sega Mark III, called Sega Master System overseas, 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 virtuous cycle.[4]

System 2 was also able to display multiple screens, a capability which was used in a horse racing medal game called Super Derby. This was useful for the development of the Sega Game Gear, which released in 1990.[6] Since 1985, the Motorola 68000 was used in arcades, and it was modified to suit home consoles, which resulted in the Mega Drive in 1988, called Sega Genesis in North America when it released a year later. According to Sato this was when Sega began sharing the know-how between arcade and home hardware.[3] Sega also increased the amount of female customers in arcades with the UFO Catcher, an improved type of crane game that existed before, and acquiring the Tetris license for arcades.[7]

OutRun sit down cabinet

In terms of software developers, Yoji Ishii joined 1978, and was involved in sound engineering on various titles like Monaco GP and Zaxxon, before being involved in the planning section working on early arcade titles like Up'n Down, Sindbad Mystery, Flicky, Teddy Boy Blues and Fantasy Zone. He also worked with Yu Suzuki on his titles later on, and then moved on to management duties.[8][9] Yu Suzuki joined in 1983, and after a year of doing chores and developing Champion Boxing, he was developing big sensory cabinet games like Hang-On, Space Harrier, OutRun and After Burner. Each took about six months.[10] According to Hisashi Suzuki, it was the environment of being able to do everything in-house that made these kind of cabinets possible.[1]

Yuji Naka joined the company alongside Hiroshi Kawaguchi, and was part of the team that developed software for the SC-3000, the PC Division, which according to Naka had about fifteen developers. Only some games were outsourced to Compile, all the software was done in-house. Software developers were only around 50 people at most, 20 or 30 for hardware-related matters. The pace of software development was to develop one game every one to two months, Yuji Naka recalls bragging with Yu Suzuki who worked more overtime, and it was usual to work at weekends too, as they were essentially living at the company.[11] Mark Cerny, the only foreigner in development, recalls the company was very much a sweatshop, saying "It's one programmer, one artist, three months. That's a game. The Tokyo group made about 40 games, from which about only two could be played and enjoyed". Hideki Sato said much of the same, saying that the company was lagging behind the arcade experience of the company.[12][13]

Naka already had a reputation as a great programmer early on.[14] He desired to make games that were not possible on Nintendo hardware, or to port arcade games from more powerful hardware. Examples of this include the 3D Dungeons of Phantasy Star, the Mark III version of Hokuto no Ken (overseas known as Black Belt) or ports of the arcade games Space Harrier, Super Thunder Blade and the Capcom game Ghouls 'n Ghosts. However it was the development plan of making "a game to beat Mario" that caught the attention of a superior of Naka, which started the development of Sonic the Hedgehog.[11] 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.[15]

Early development

[edit]
Department Headed By Notable Titles/Products Ref.
Production & Engineering David Rosen [16]
PC Division Unknown [17]

1983–1990

[edit]
Department Division Headed By Notable Titles/Products Ref.
R&D1 R&D,

Sega Enterprises

Hisashi Suzuki, Yoji Ishii [A]
R&D2 Mamoru Shigeta, Minoru Kanari [B]
R&D3 Hideki Sato [22]
R&D4 Unknown [22]
R&D5 [22]
R&D6 [22][23]
R&D7 [22]
R&D8 Yu Suzuki [C]
R&D9 Unknown [30][31]

1991–1999

[edit]
Yu Suzuki and Mark Cerny have both previously worked at Sega.

Yu Suzuki was the first to branch out, with his own studio called Studio 128. After that, many more departments followed, all of which had their roots in R&D1. Hisao Oguchi recalls up to six departments; according to him the environment was extremely competitive. Hisashi Suzuki often asked "what's new?" and had a desire of the development teams to be "first in the world" when looking at their game pitches. Hayao Nakayama had harsh opinions on the developers that didn't make money in the arcades, and thus supported developers like Yu Suzuki, who created many hits.[32] Nakayama gave an order to develop a title better than Street Fighter II by Capcom. Namco had also paced ahead in the arcade industry with Winning Run. To catch up, Sega was motivated to move ahead in 3D graphics, and while most developers were still rooted in sprite graphics, Yu Suzuki was the only willing developer to go forward in this direction.[33] He purchased SGI IRIS workstations from Silicon Valley to develop Virtua Racing, which in turn led to Virtua Fighter, and both satisfied Nakayama's expectations. In collaboration with GE, the Sega Model 2 and Sega Model 3 arcade hardware was made possible, and produced further games with very advanced graphics such as Daytona USA, building on newer AM2 hire Toshihiro Nagoshi's previous experience directing Virtua Racing. Multiplayer action and sports titles were also made possible with Virtua Striker, Virtua Cop and SpikeOut.

8 player Virtua Racing set-up at Sega VirtuaLand, Luxor, Las Vegas

On the opposite trend, Hisao Oguchi of AM3, which broke away from AM1 following AM2's success, was aiming to make games for couples, as well as aiming for a "cool" rather than otaku-like feel. AM3 developer Mie Kumagai, who later garnered attention later on as a female manager of a development department, shared this sentiment, believing "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 still came from core players rather than casuals, with AM3 scoring one of its biggest hits in the form of Virtual On: Cyber Troopers.[32][34][35] AM3 also succeeded by establishing Tetsuya Mizuguchi and Kenji Sasaki in game development at Sega on the acclaimed Sega Rally Championship; they had both previously made ride films for Sega's large AS-1 motion simulator, and broke off into their very own unit, AM Annex, following the popularity of Rally (a benefit similarly given to Nagoshi for SpikeOut). After their success with UFO Catcher prize games and Tetris, Sega's next hit in the arcade market with women ultimately came in the Print Club photo booths, co-developed by the arcade cabinet team AM4 with Atlus.[36] This established purikura in Japan.[37]

Sega's arcade hardware development side additionally grew, with teams splitting off from the existing AM4 department in a similar way to AM2 and AM3.[38] These included AM5, whose personnel at first originated a line of kiddie rides with monitors, but went on to instead make large scale attractions for Sega's attempts at the theme park business with Joypolis, SegaWorld London and Sega World Sydney, led by Nakayama in another effort to compete with Namco, as well as Disney.[38] Building off of the motion base of the AS-1 simulator, their attractions included the VR-1, an early example of Virtual Reality made with support from AM4, 3, and Virtuality.[39] Masao Yoshimoto, who joined in 1987, and developed the R360 among many other arcade cabinets, recalled this period as the golden age of Sega, when both advanced graphics and big motion sensitive simulators such as the ones for Manx TT Superbike and WaveRunner were made possible.[40]

Putting to use what Naka learned by porting Ghouls 'n Ghosts to the Genesis, he went on to develop Sonic the Hedgehog, along with artist Naoto Ohshima and designer Hirokazu Yasuhara. Sonic had a much bigger development period than other Sega games at the time, with Mark Cerny recalling it having ten months development time, and three core developers instead of two.[41][13] 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.[11] 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. Naka quit Sega due to him feeling that he did not get enough appreciation for his work on Sonic, but then was invited by Mark Cerny to join his development group, the Sega Technical Institute, and he along with ten other developers went to Sega of America and developed the sequels Sonic 2, Sonic 3 and Sonic & Knuckles. In addition to STI, Sega Interactive, Sega Midwest Studio and Sega Multimedia Studio were other studios that Sega of America established at this time, though their game development never progressed to the same capacity as Japan.[42][43][44]

As part of a concerted effort by Hayao Nakayama to supply the Mega Drive with more quality software funded by Sega,[45] Japanese game development also expanded externally with second party studios such as SIMS, which was previously Sanritsu, Treasure, which consisted of ex-Konami developers and debuted with the highly praised Gunstar Heroes, and Sonic Software Planning!, which often worked with Climax Entertainment.[14] Other worldwide successes developed by the inhouse Japanese development group were Streets of Rage II and Phantasy Star IV which were appreciated in all parts of the world.[14]

The new headquarters was completed in 1994.[2]

The Mega CD was developed to get ahead in Japan, as the PC Engine was more popular and also had a CD drive. According to hardware developer Masami Ishikawa, Sega was able to increase performance and storage capacity, and thus became able to release better RPGs on it.[46] The most famous title for the Mega CD was Sonic CD, developed in Japan without the involvement of Yuji Naka, although ideas were exchanged. CD was mainly developed by Naoto Ohshima, alongside staff gathered from all over Sega, many of them young.[47] RPGs remained the most popular on consoles in Japan, and Game Arts' works were an important asset for Sega; however, those games as well as Sega's own Shining and Phantasy Star series were unable to truly compete with Dragon Quest, Final Fantasy and Ys I&II.[15] This later led to their use of Virtua Fighter to create an RPG, since it was Sega's most popular IP in Japan, with the project eventually becoming Shenmue.[48]

Being behind on console in Japan motivated Sega to put resources into the Sega Saturn. The development team of the Saturn was the same that developed the System 32 arcade board.[4] Sato regrets that he did not go with the Model 1 arcade hardware as a base, as he was too concerned of leaving all the developers behind that were focused on sprites rather than 3D, which were still the majority of developers outside of AM2.[49] At one time Sega were supporting five different console hardwares, with the first and second CS departments focusing on Sega Saturn, the third and fourth on the Mega Drive as well as 32X and Mega CD. A fifth development department existed for Game Gear development and a sixth department existed for RPG's. Another department of about 40 people dedicated to porting games to PC was also established, as Windows 95 became widespread in Japan.[50] Including overseas staff and arcade developers, over 1000 developers were engaged in development at Sega.

Sega Saturn projects were much larger in comparison to other teams at the time, scaling up from the five or ten people involved in Master System or Genesis games. An early large project was Panzer Dragoon, for which 30 people were involved. Yoji Ishii was transferred from arcade to console development by Nakayama in 1993,[8] and many others from the arcades followed, making it up to several hundred developers involved in Sega Saturn software development.[51] AM2 created a development environment for the Saturn, called the Sega Graphic Library, due to the console being difficult to make games for out of the box.[10] Early on, the 3D capabilities were not shown off well with a lacking port of Daytona USA as well as Clockwork Knight, which was mainly 2D. By 1995, the Saturn could compete very well with PlayStation in Japan with ports of Virtua Fighter 2, Virtua Cop and Sega Rally Championship. Particularly Virtua Fighter 2 became the first million-seller for Sega in Japan. RPG's like Sakura Wars, Magic Knight Rayearth and Dragon Force, anime license games such as Neon Genesis Evangelion and sports games also did very well in Japan.[15] Yuji Naka returned 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.[11]

Game producer Takayuki Kawagoe called the line-up for the 32X quite weak, as games like Knuckles Chaotix were previously just 16-bit titles, but praised the original titles such as Metal Head.[23] Naka, along with Naoto Ohshima developed NiGHTS Into Dreams and Burning Rangers, with the latter not having as much involvement from Naka.[47] 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.[41] According to manager Hisashi Suzuki, the turning point was the release of Final Fantasy VII. It and the influence of Dragon Quest was far too great for Sega to overcome. It did not only influence the fortune of Sega in console development, but also the relevancy of arcades was put into question as well, with Fighters Megamix only being made for Saturn against a tight Christmas 1996 deadline to capitalize on a delay in its development.[1] To combat Final Fantasy VII, Team Andromeda, the team behind Panzer Dragoon was instructed to develop an RPG, which was Panzer Dragoon Saga.[52]

At the time, Sega was involved with Vivendi and Universal on GameWorks, and thus had a connection to Steven Spielberg, who visited the Sega offices and saw the prototype of Shenmue, which was something that he was very impressed with. This caused Sega management to further support it. However, according to Hisashi Suzuki this meant Yu Suzuki leaving the arcade business to develop console projects, and no one was able to tame Yu Suzuki, which meant that the project went out of control.[53] Shenmue went over budget and was rumored to have cost Sega over $50 million.[54][55][56]

Sega Genesis with all add-ons attached

Isao Okawa, the chairman of CSK, which was the parent company of Sega, said "let's try one more time",[48] in regard to Sega hardware. Sonic Adventure, Virtua Fighter 3, an early version of Skies of Arcadia[57] 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.[15] Isao Okawa personally instructed Yuji Naka, to create an online game for the new Dreamcast. Experiments with online functionality goes back to the Mega Modem of the Genesis.[58] 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.[51][59] Visual Concepts was acquired by Sega of America to develop sports titles, while No Cliche was established by Sega Europe.[60][61]

1991–1995

[edit]
Department Division Members From Headed by[a] Notable Titles/Products Ref.
AM1 Amusement R&D,

Sega Enterprises

Sega R&D1 Rikiya Nakagawa [D]
AM2 Studio 128 Yu Suzuki [E]
AM3 Sega R&D1 Hisao Oguchi [62][65]
AM4 Sega R&D4,
Sega R&D5
Masao Yoshimoto [62][66]
AM5 Tokinori Kaneyasu
  • AS-1
  • VR-1
  • Rail Chase: The Ride
[62][67]
AM6 Tomoji Miyamoto [62][68]
AM7 Unknown
  • Hardware
[18]
CS1

(includes Team Andromeda)

Consumer R&D,

Sega Enterprises

Sega R&D2,
Sega R&D6
Makoto Oshitani,
Yoji Ishii
[F]
CS2 Hiroshi Aso,
Makoto Oshitani
[G]
CS3 [H]
CS4 Koichi Nagata [I]
CS5 Motoshige Hokoyama [J]
RPG Production Tomio Takami [K]
Sega Technical Institute

(Japanese Team)

Sega of America Yuji Naka

1996–1999

[edit]
Department Division Members From Headed By Notable Titles/Products Ref.
AM1 Amusement R&D,

Sega Enterprises

Same Rikiya Nakagawa
[L]
AM2 Yu Suzuki [M]
AM3 Hisao Oguchi [62][65]
AM4 Masao Yoshimoto [62][66]
AM5 Tokinori Kaneyasu
  • Boat Race GP
  • Halfpipe Canyon
  • Sega Rally Special Stage
[62][67]
AM11 Sega AM2 Toshihiro Nagoshi [88][89]
AM Annex/AM12 Sega AM3 Tetsuya Mizuguchi [N]
CS1

(includes Team Andromeda)

Consumer R&D,

Sega Enterprises

  • Sega CS1
  • Sega CS2
  • Sega CS3
  • Sega CS4
  • Sega CS5
  • RPG Production
Makoto Oshitani [O]
CS2 Noriyoshi Oba
  • Atsumare! Guru Guru Onsen
  • Pro Soccer Club o Tsukurou! series
  • Sakura Wars series
[P]
CS3

(includes Sonic Team)

Yuji Naka [62][93]
CS4 Tetsuya Mizuguchi [97][98]
Sega PC New Hiroyuki Okata [50][70]
Sega Digital Studio New Yukifimi Makino
  • Music for Sega games
[99]
AM1 (US Team) Sega of America Sega AM1 Roger Hector,
Makoto Uchida
[100]

2000–2004

[edit]
Jet Set Radio on the Dreamcast was one of the innovative titles earning praise at the time.

Sega's software development teams were split off into separate companies on April 21, 2000. Each were headed by their own president with their own philosophies, and they were responsible for their own finances. A year later, Sega officially announced their withdrawal from the console hardware market on January 31, 2001, to develop games for other hardware.[3] All the different companies established supported different consoles after ending support for the Dreamcast, with the Xbox being supported by WOW Entertainment, Hitmaker and Smilebit, the GameCube being supported by Sonic Team and Amusement Vision and the PlayStation 2 being supported by Overworks, AM2, United Game Artists and Smilebit.[101] Tetsuya Mizuguchi, head of United Game Artists, saw this initially as a move of Sega of being more similar to Hollywood, where distribution and development were becoming more and more separated.[102] Toshihiro Nagoshi recalls this period as labour of love from Sega, "teaching the creatives the way of managing a business".[103] Hisao Oguchi who lead Hitmaker, however, had a suspicion that this structure was made to ultimately separate the creators who were able to make profit and the ones who didn't, as they were many projects that didn't hit the mark, and at one point Sega was hiring hundreds of developers a year, effecting costs that were no longer manageable.[32] Nonetheless, journalists praised the innovation of Sega's titles during this period as a "brief moment of remarkable creativity''.[104] Dreamcast games Rez, Jet Set Radio and Shenmue are considered as some of the best games of all time.[105][106][107]

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

In the end, Yuji Naka, who lead Sonic Team, was considered to be the most successful in home software development, with Oguchi at Hitmaker being the arcade counterpart. Sonic Team produced the high selling Sonic games and Phantasy Star Online, which won several awards within the Japanese game industry. Hitmaker originated the successful genre of card-based arcade games in Japan, which started with Derby Owners Club's support for game progression via IC cards, and continued with World Club Champion Football, which advanced the concept with a flat panel reader and library of cards for football players, giving it the added dimension of trading, among other titles like The Key of Avalon.[108]

The card concept was subsequently adopted by other Sega teams for arcade games, with AM2 integrating IC card based progression into Virtua Fighter 4 alongside additional early support for internet infrastructure under Hiroshi Kataoka,[109] whilst the Mirai R&D department (headed by former Joypolis attraction developer Hiroshi Uemura) made the child-focused trading card titles Mushiking: The King of Beetles and Love & Berry: Dress up and Dance!.[110] Mushiking and Love & Berry particularly supported Sega with very strong sales in the Japanese market. Experiments with using cards to take with you, go back to the Sega Card format that was developed in the 80's, but ended up being used as a cartridge format for home consoles only.[111]

Amusement Vision, led by Toshihiro Nagoshi, was not very involved with Dreamcast games, however landed a hit with Super Monkey Ball on the Nintendo GameCube and was involved with Nintendo management when dealing with them for the development of F-Zero GX. Nagoshi observed Nintendo management from the bottom all the way to the top, and was very surprised with how uniform the opinions at the company were, saying "no wonder we lost!".[103] This activity also made him very favourable for a management position within Sega. However, Nagoshi saw himself as sort of an in-between of Oguchi and Naka, and not on the same level as them.[112]

Sega did not make any further custom hardware on its own after the Sega Hikaru arcade board,[4] however many tenured engineers continued to work on Sega arcade technologies such as its card systems, internet infrastructure and future arcade boards such as the Xbox-based Chihiro.[6][113][114] Many hardware developers also joined pachinko and pachislot company Sammy Corporation, who soon merged with Sega. Hideki Sato pushed for leftover Dreamcast parts being used as displays in the machines that Sammy develops, including the very successful Fist of the North Star pachinko machines.[115]

In 2003, Oguchi became president of Sega,[116] and multiple studios were merged into another,[117][118] as several developers left Sega during the era of spinning off their development studios. These included Rikiya Nakagawa from WOW Entertainment (which took on Overworks)[119] and Mizuguchi from United Game Artists (which merged into Sonic Team). Though responsible for the successful Initial D: Arcade Stage, Sega Rally director Kenji Sasaki's studio Sega Rosso was also merged, returning to AM3 successor Hitmaker; Sasaki left Sega by 2005 to form his own independent studio Bitster, and went on to collaborate with Sega again in subsequent decades.[120] Yu Suzuki departed AM2 to form his own studio, Digital Rex, but within Sega.[121] The development studios merged back into Sega on July 1, 2004.[122]

Visual Concepts was sold to Take Two Interactive in 2005.[60]

2000–2002

[edit]
Studio Division Members From Headed By Notable Titles Ref.
WOW Entertainment Inc. R&D Holdings,

Sega Corporation

Sega AM1 R&D Rikiya Nakagawa [123][124]
Sega AM2 Co., Ltd./AM2 of CRI Same as before Yu Suzuki [123][125]
Hitmaker Co., Ltd. Sega AM3 R&D Hisao Oguchi [123][126]
Amusement Vision Ltd. Sega AM11 R&D Toshihiro Nagoshi [123][127]
Sega Rosso Co., Ltd. Sega AM12 R&D Kenji Sasaki [123][128]
Smilebit Corporation Sega PC Shun Arai
[123][129]
Overworks Ltd. CS2 Noriyoshi Oba [123][130]
Sonic Team Ltd. Same as before Yuji Naka [123][131]
United Game Artists Co., Ltd. New Tetsuya Mizuguchi [123][132]
Wave Master Inc. New Yukifimi Makino
  • Roommania #203
[123]
Sega Mechatro AM4 + AM6 Tomoji Miyamoto [133]
Mirai R&D AM5 Hiroshi Uemura
  • McDonalds no Touch de Asobo!
  • Speed Boarder
  • Viva! Skydiving
[Q]
Sonic Team USA Sega of America Sonic Team Ltd. Takashi Iizuka [136]
WOW Entertainment (US Team) AM1, WOW Entertainment Inc. Makoto Uchida [100]

2003–2004

[edit]
Department Division Members From Headed By Notable Titles Ref.
Sega WOW Inc. R&D,

Sega Corporation

WOW Entertainment Inc.

+ Overworks Ltd.

Rikiya Nakagawa [123][137]
Sega AM2 Co., Ltd. Same as before Hiroshi Kataoka [123][125]
Digital Rex Co., Ltd. Sega AM2 Co., Ltd. Yu Suzuki [138]
Hitmaker Co., Ltd. Hitmaker Co., Ltd.

+ Sega Rosso Co., Ltd.

Mie Kumagai [123][126]
Amusement Vision Ltd. Amusement Vision Ltd.

+ Smilebit Corporation

Toshihiro Nagoshi [123][127]
Smilebit Corporation Amusement Vision Ltd.

+ Smilebit Corporation

Takayuki Kawagoe
[123][129]
Sonic Team Ltd. Sonic Team Ltd.

+ United Game Artists Co., Ltd.

Yuji Naka [123][131]
Wave Master Inc. Same Yukifimi Makino
  • New Roommania: Porori Seishun
[123]
Sega Mechatro Same Masao Yoshimoto [133]
Mirai R&D Same Hiroshi Uemura [R]
Sonic Team USA Sega of America Same Takashi Iizuka [136]

2005–2008

[edit]
Yuji Naka oversaw Sega game development until his departure in 2006.

In 2005 a new structure of game development was announced, after Sega became a subsidiary of Sega Sammy Holdings, and was under new management, with Hajime Satomi from Sammy Corporation at the top. The Consumer Business Group Division contained the Global Entertainment R&D and New Entertainment R&D departments, which all together were divided into six departments, each focusing on something different, such as network, sports,[139] cinematic and character based games.[140][141][142][143] Particularly the Yakuza / Like a Dragon games by the New Entertainment department already became a franchise for Sega in 2006, and they were motivated to develop it into a character brand similarly to Sonic the Hedgehog, Mushiking and Love & Berry.[144][145]: p.21  According to the now former manager Hisashi Suzuki, the Like a Dragon series was only possible due to the experience of Shenmue,[1] and it also inherited elements of the SpikeOut arcade games.[48] Next generation console development with PlayStation 3 exclusives Ryū ga Gotoku Kenzan! by NE and Valkyria Chronicles by GE2, and the multi-platform Sonic the Hedgehog 2006 by Sonic Team, also became a focus.[146] Later, developer Takashi Iizuka admitted that Sonic Team had prioritized shipping games over quality during this period, resulting into several poorly received games in the Sonic the Hedgehog series.[147] Sega also showcased the Lindbergh arcade board along with Virtua Fighter 5 and Virtua Tennis 3, both of which were ported to PlayStation 3 soon after.[148][149][150]

Sega Europe president Mike Hayes said that Japanese origin IP became less popular around 2004, with Sega of America president Simon Jeffery showing a similar sentiment.[151] Specifically there was motivation to be seen less like just like another Japanese company by Sega of America,[152] with them being more picky what to bring over from the Japanese studios since 2005.[153][154] This was a conscious decision on Japanese management.[155]

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

Tastes for arcade games changed on both sides of the world, with Masao Yoshimoto saying that potential new employees mentioned in interviews that the newer arcade games with flat panel card readers are their reason for joining Sega, rather than machines like the R360. Large driving game cabinets became less appealing to the Japanese youth, whilst retaining some success overseas.[40] Western arcades became focused on casual players, while core players remained in Asia. This motivated Sega to establish a development base to develop games that better suited the Western markets, housed within sales subsidiary Sega Amusements Europe.[156] Trading card arcade games continued to be successful for Sega in Japan, with the latest example being Sangokushi Taisen, being developed by developers previously engaged in console games such as Sakura Wars.[48] The Nintendo DS versions of kids arcade games Mushiking, Love & Berry and Dinosaur King were released, and particularly Love & Berry was successful as it became the first million-seller for Sega in Japan since Virtua Fighter 2.

Yuji Naka left during this period in 2006, with Yu Suzuki following in 2011, in the wake of his second post-AM2 studio, AM Plus, disbanding after producing only one title that made it to market (Sega Race TV).[157][158]

Department Division Members From Headed by Notable Titles Ref.
GE1 (includes

Sonic Team)

Consumer R&D,

Sega Corporation

Sonic Team Akinori Nishiyama [S]
GE2 Sega WOW Akira Nishino [T]
GE3 (includes

Sonic Team)

Sonic Team Takao Miyoshi [U]
NE Amusement Vision Toshihiro Nagoshi
[V]
Sports Design Smilebit Takaya Segawa
[W]
AM1 Amusement R&D,

Sega Corporation

Sega WOW Yasuhiro Nishiyama
[X]
AM2 Sega-AM2 Hiroshi Kataoka [Y]
AM3 Hitmaker Mie Kumagai [Z]
AM Plus Sega-AM2 Yu Suzuki [195][196]
Family Entertainment Mirai R&D Hiroshi Uemura [AA]
Products Sega Mechatro Masao Yoshimoto [133]
Sega Amusement Europe Cardiff R&D Patrick Michael [199]
Sega Studios Shanghai Sega of China Sega WOW Makoto Uchida [200]
Sega Studio USA Sega of America Sonic Team USA Takashi Iizuka [195][201]

2009–2017

[edit]
Maimai arcade cabinets have been updated for over a decade.

Sega management had high expectations for Nagoshi to develop a worldwide hit after creating the successful Yakuza series, which eventually became Binary Domain.[202] Similarly the developers behind IP that sold well in Japan had a desire to aim for worldwide audiences, much like the developers behind the Sonic the Hedgehog, Super Monkey Ball and Mario & Sonic games. Binary Domain was a commercial failure, which made the Yakuza team reflect on to keep making authentic Japanese games rather than being anything else.[203]

Toshihiro Nagoshi became Chief Creative Officer of Sega in 2012.

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.[204] Arcade staff also began developing for smartphones with Alexandria Bloodshow and Samurai Bloodshow, which lead to Chain Chronicle, a successful earner for Sega.[205][206] AM2 also began to develop smartphone games with Soul Reverse Zero.[207]

The markets in North America and Europe were seen as very "tough", with Sega taking sight on the wider Asian market instead.[204] In 2012 Sega announced that for the West they would focus on fewer franchises which were Sonic the Hedgehog, Total War, Football Manager and Aliens, with Sonic being the only Japanese IP.[208] Atlus became part of Sega in 2013,[209] with the acquisition of Atlus USA being finalized in 2016. Atlus USA made it possible to localize Japanese Sega IP such as Yakuza and Hatsune Miku: Project DIVA to the western market. With the new policy of increasing localized titles again, the "bridge team" was founded in 2017, to better support communication between Sega of America and Japan.[210]

Profits for arcade games were still higher than for console, mobile and PC games all the way to the fiscal year of 2014.[211] 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.[212] Border Break became a huge success being supported for many years in arcades.[213] Port requests for Border Break have been there since the beginning, however Sega remained concerned that people stop going to the arcade if it didn't remain arcade exclusive, only after the decrease of arcades across Japan and receiving player comments that they needed to drive several hours to get to an arcade, it was decided that the game would receive a PlayStation 4 port. [214][215] Music games became another area of success for Sega with Hatsune Miku: Project Diva Arcade and Maimai, both of which received many updates, and subsequent titles made by the same team as the latter such as Chunithm. Long time musician Takenobu Mitsuyoshi has said that the arcade industry in Japan is "fundamentally not strong" right now, mentioning that music games have developed long standing popularity against those odds.[216][217][218] Ports of arcade games were developed primarily as downloadable games for PlayStation 3 and Xbox 360 with Virtua Fighter 5: Final Showdown, Daytona USA (previously Sega Racing Classic) and After Burner Climax, among others.[219]

Department Division Members From Headed by Notable Titles Ref.
CS1

(includes Ryu Ga Gotoku Studio)

Consumer R&D,

Sega Corporation
(2009–2015)

Sega Games Co., Ltd.
(2015–2018)

NE R&D

+ Sports R&D

Toshihiro Nagoshi [AB]
CS2

(includes Sonic Team)

GE1 R&D

+ Sega Studio USA

+ Sports R&D

Takashi Iizuka,
Osamu Ohashi
[AC]
CS3 GE2 R&D Akira Nishino [AD]
Sega Networks NE R&D Masayoshi Kikuchi [252]
Online GE3 R&D Takaya Segawa [252]
AM1 Amusement R&D,

Sega Corporation
(2009–2015)

Sega Interactive Co., Ltd.
(2015–2018)

AM1

+AM3

Yasuhiro Nishiyama
  • Code of Joker series
  • Maimai series
  • Wonderland Wars series
[AE]
AM2 AM2

+ AM3

+ AM Plus

Hiroshi Kataoka [AF]
Products Same as before Unknown [AG]
N.Pro Products R&D Yuji Sugimori
  • E-DEL Sand
  • Nail Puri
[AH]
Sega Amusements Europe Same as before Paul Willams [199]
Sega Studios Shanghai Sega of China Makoto Uchida [286][287]

2018–present

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

The COVID-19 pandemic caused Sega to restructure their arcade business and place some of its developers onto console and smartphone games.[288]

Sega plans to release "Super Game", a framework of game development that has the following requirements: online, IP utilization, multi-platform, multi-language, simultaneous worldwide release and AAA. According to Sega Sammy CEO Haruki Satomi, Lost Judgment and Phantasy Star Online 2: New Genesis are first steps into fulfilling this framework.[289] 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.[290] Unreal Engine 5 will be used, with Unreal Engine 4 already utilized other development teams. The latter was first used by the arcade divisions during the late 2010s on Sega World Drivers Championship and House of the Dead: Scarlet Dawn,[291] and then Ryu Ga Gotoku Studio with its remake of Like A Dragon: Ishin!.[292] Sega plans to resurrect past examples of IP for these projects, with Virtua Fighter 5: Ultimate Showdown an early example.[293] The first game of this category is scheduled to release by the fiscal year of 2026.[294] The name Super Game was chosen to differentiate it from the Metaverse.[295] In an investors Q&A for the second quarter of the 2026 fiscal year, Sega has mentioned that several aspects of "Super Game" are currently under review due to "community features" adding cost and the current market environment.[296]

Of the four development divisions, the 3rd is confirmed to be developing these titles, with over 600 employees who have experience developing GaaS type titles, including Phantasy Star Online 2 as well as various mobile and arcade games. Division 1 and 2 are mainly focused on developing the Like a Dragon and Sonic the Hedgehog games, respectively, with additional capacity for other series' releases such as Virtua Fighter, Super Monkey Ball, Puyo Puyo, and RPGs, while Division 4 focuses on mobile.[297][298] Division 2 is also overseeing the development of smaller outsourced projects utilizing Sega IP, including Shinobi: Art of Vengeance by Lizardcube, which has had guidance from veteran Sakura Wars and Sangokushi Taisen developer Toru Ohara.[299]

A secondary development base called Sega Sapporo Studio was established in 2021.[300]

Nagoshi and Daisuke Sato left Ryu Ga Gotoku Studio in 2021.[301]

In a 2024 interview, Sega executive Shuji Utsumi mentioned that the dedicated arcade development division in Japan was closed, with the vast majority of its video game-focused developers merged into the remaining four divisions.[302] Developers associated with AM2 brand titles such as Virtua Fighter generally appear to have been working at Division 1, whilst those from AM1 are under Division 2, with the Maimai and Initial D teams confirmed to be assisting the development of Samba de Amigo: Party Central and Sonic Racing: CrossWorlds whilst continuing to update their games.[303][304] Others more focused on UFO Catchers, medal games, photo booths and other non-video game arcade products have remained in separate departments, moving to Sega Fave upon its 2024 formation.

Sega Amusements International was sold in 2021 via a management buyout, but has retained its inhouse R&D studio in Cardiff, Wales for work with external developers,[287] as well as the continued rights to the Sega brand and Western sales of certain remaining Japan-developed arcade games (such as House of the Dead: Scarlet Dawn[305] and from 2025 Maimai DX[306]) through a royalty agreement.[307]

2018 - 2020

[edit]
Department Division Members From Headed by Notable Titles Ref.
J&A (Japan & Asia) Studio 1

(includes Ryu Ga Gotoku Studio)

Consumer R&D,

Sega Games Co., Ltd.
(2018–2020)

  • CS1 R&D
Toshihiro Nagoshi [AI]
J&A Studio 2

(includes Sonic Team)

  • CS2 R&D
  • CS3 R&D
Eigo Kasahara [AJ]
J&A Studio 3
  • Online R&D
Takaya Segawa
[AK]
J&A Studio 4
  • Sega Networks
Masayoshi Kikuchi [322][323]
J&A Studio 5 #1 Amusement R&D,

Sega Interactive Co., Ltd.
(2018–2020)

  • Sega AM1
Yasuhiro Nishiyama [AL]
J&A Studio 5 #2
  • Sega AM2
Hiroshi Kataoka [AM]
J&A Studio 5 #3
  • Sega AM1
Unknown [AN]
J&A

Studio 5 Products

Same as before [23]
Sega Amusements International Sega Amusements Europe Patrick Michael,
Shinichi Osagawara
  • Transformers: Shadows Rising
[287]
Sega Studios Shanghai Sega of China Same as before Makoto Uchida

2021 - current

[edit]
Department Division Members From Headed by Notable Titles Ref.
Div. 1

(includes Ryu Ga Gotoku Studio)

R&D,

Sega Corporation
(2021–present)

  • J&A Studio 1
  • J&A Studio 5 #2
Masayoshi Yokoyama [AO]
Div. 2

(includes Sonic Team)

  • J&A Studio 2
  • J&A Studio 5 #1
  • J&A Studio 5 #3
Osamu Ohashi [AP]
Div. 2

2nd Development Department[330]

Div. 3
  • J&A Studio 3, 4 & 5
Yuya Kimura
[AQ]
Div. 4
  • J&A Studio 4
Katsutoshi Kioka
[322][323]
Sega Sapporo Studio New Takaya Segawa
  • Support studio
[300]
Sega Fave Products Unknown [331]
Sega Amusements International Kaizen Entertainment
(2021–present)
Same as before Patrick Michael,
Shinichi Osagawara
  • MISSION: IMPOSSIBLE ARCADE
[287]
Sega Studios Shanghai Sega of China Makoto Uchida

Acquired/founded studios

[edit]
Studio Division Year of purchase
/founding
Notable titles
Creative Assembly Sega Europe 2005
Sports Interactive 2006
Hardlight 2012
Atlus Sega Corporation 2013
Play Heart Sega Corporation, Mobile 2015
Two Point Studios Sega Europe 2019
Rovio Entertainment 2023

Former studios

[edit]
Studio Division Year of purchase
/founding
Year of release
/dissolution
Fate Notable titles
Gremlin Industries Sega Enterprises 1978 1983 Sold and Merged into Bally Manufacturing
Sega Technical Institute Sega of America 1990 1996 Dissolved
SONIC! Software Planning Sega 1991 1995 Merged into Camelot Software Planning
CRI 2004 Remained with CSK following their divestiture of Sega
SIMS Dissolved
Sega Interactive Sega of America 1992 2000
Sega Midwest Studio 1995
Sega Multimedia Studio 1997
SegaSoft 1995 2000 Initially created as a joint venture with CSK. Dissolved in 2000 and remaining staff moved to the Sega.com entity
No Cliché Sega Europe 1999 2004 Dissolved
Visual Concepts Sega of America 1999 2005 Sold to Take-Two Interactive
Sega Racing Studio Sega Europe 2005 2008 Sold and Merged into Codemasters
Sega Studios San Francisco Sega of America 2006 2010 Dissolved
Sega Studios Australia Sega Europe 2006 2013 Dissolved
Three Rings Design Sega of America 2011 2016
Relic Entertainment Sega Europe 2013 2024 Became independent with assistance from external investor[332]
Demiurge Studios Sega of America, Mobile development 2015 2020 Sold back to co-founder[333] and then to Embracer Group under Saber Interactive[334]
Amplitude Studios Sega Europe 2016 2024 Management buyout[335]

See also

[edit]

Notes

[edit]

Table references

[edit]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Sega development studios encompass the internal research and development (R&D) divisions and wholly-owned subsidiaries of Sega Corporation, a Japanese multinational video game and entertainment company headquartered in Tokyo and a subsidiary of Sega Sammy Holdings Inc. since 2004, tasked with creating console, PC, mobile, and arcade video games, as well as related digital content. These studios have evolved from Sega's early arcade-focused R&D teams in the 1980s to a global network of specialized developers producing iconic franchises like Sonic the Hedgehog, Persona, and Total War. Historically, Sega's development structure originated with the company's entry into the video game industry in the early 1980s, beginning with the release of its first home console, the SG-1000, in 1983, and expanding through dedicated R&D departments that pioneered arcade hits and console titles during the 16-bit and 32-bit eras, including the Mega Drive (Genesis) in 1988 and Saturn in 1994. Following the discontinuation of hardware production after the Dreamcast in 2001, Sega shifted to third-party publishing and restructured its studios, consolidating internal teams like Sonic Team—formed in 1990 and responsible for the Sonic series—and Ryu Ga Gotoku Studio (RGG Studio), established in 2017 to focus on the Yakuza/Like a Dragon franchise. Through strategic acquisitions, Sega has broadened its portfolio, notably acquiring in 2013 to bolster RPG development with series like , in 2005 for strategy games including , in 2006 for the series, in 2019 for simulation titles, and in 2023 to enhance mobile gaming with . As of 2025, Sega's studios employ over 2,700 people worldwide, with key facilities in (e.g., , RGG Studio), the (Creative Assembly, Sports Interactive), and other regions like and , emphasizing investment in core IPs amid plans for fewer but higher-quality releases in the 2025–2026 fiscal year.

Internal Studios History

Origins and Arcade Focus (1960–1983)

Sega's roots trace back to 1960, when Nihon Goraku Bussan Co., Ltd. was established in as a Japanese distributor of coin-operated amusement equipment, primarily importing and early arcade machines from Service Games of America, an American company founded by veterans to supply military bases in . The company quickly expanded by producing Japan's first domestically manufactured , the SEGA 1000, which marked its entry into local manufacturing. In 1964, Nihon Goraku Bussan merged with Nihon Kikai Seizo Co., Ltd., enhancing its production capabilities for commercial arcade machines, and in 1965, it acquired Rosen Enterprises, an American firm involved in similar imports, leading to the adoption of the name and formal renaming to Sega Enterprises, Ltd. This period solidified Sega's focus on distribution and electromechanical amusements, with early successes like the 1966 submarine simulator , which became a global hit and demonstrated the company's growing prowess. By the early , Sega had assembled an in-house development team of approximately 40 staff in , operating under the Production and Engineering Department and specializing in electromechanical arcade games such as and sports simulators. Key figures included , who joined in the early and led engineering efforts on mechanical titles, and Hideki Sato, hired in 1971, who contributed to hardware innovations drawing from the team's jukebox and expertise. Between 1965 and 1972, this team developed 48 electromechanical games, establishing as a reliable before transitioning to . A pivotal milestone came in 1973 with Pong Tron, 's first original —a transistor-based clone of Atari's —which signaled the company's shift toward in-house creation and away from pure importation. This was followed by Monaco GP in 1979, an overhead racing game that achieved 's first major commercial success in arcades, selling well internationally and highlighting innovations in sprite scaling for pseudo-3D effects. To bolster its North American presence and access advanced video hardware, Sega acquired Industries in 1978, operating it as Sega/ until 1983; this move integrated notable titles like the 1976 snake game , which influenced early maze and collision-based designs in Sega's portfolio. The acquisition provided roots for standardized arcade hardware, evolving from Gremlin's microprocessor boards into Sega's platform, prototyped in 1982 and launched in 1983 as a modular Z80-based system for efficient game deployment. Amid the 1983 video game crash, which devastated the North American market, Sega pivoted more aggressively to original arcade development, releasing 53 video titles from 1973 to 1983 and recovering through hits like (1982), while laying groundwork for console ventures without abandoning its arcade core. This early team served as the precursor to Sega's later specialized studios, emphasizing self-reliant innovation in amusement hardware.

Console Transition and Growth (1984–1990)

In the mid-1980s, Sega shifted focus from its arcade roots to enter the home console market, building on the foundations of its electromechanical and early video arcade games. The company launched the in on July 15, 1983, marking its debut as a developer and competing directly with Nintendo's Family Computer. Priced at 15,000 yen, the featured a Z80 processor and supported initial titles through in-house development efforts, including arcade ports that leveraged Sega's existing expertise. This transition was driven by internal teams adapting arcade hardware knowledge to cost-effective consumer systems, with over 160,000 units sold in the first year despite a modest initial projection of 50,000. Sega continued its console expansion with the Mark III in Japan on October 20, 1985, an upgraded iteration of the that introduced an in-house developed graphics chip for enhanced visuals and . Exported as the , it powered in-house titles such as the 1984 arcade game , a maze-style where players guide a bird to collect chicks while avoiding enemies, originally crafted by Sega's internal teams. Similarly, the 1986 arcade hit , a blending running and skating mechanics, saw its home ports handled by Sega's developers for the and , emphasizing multi-platform adaptability. On the arcade front, Sega advanced with the System 16 board in 1985, enabling pseudo-3D effects in in-house projects like (1985), a simulator, and (1986), a branching-path driving game designed by Yu Suzuki's AM2 team that introduced selectable music tracks. To accommodate growing operations, acquired an adjacent building to its headquarters in 1985, creating an expanded facility for its development teams, which had swelled to over 200 staff by the late amid dual arcade and console work. This period also saw diversification beyond video games, as the AM4 team introduced the UFO Catcher in May 1985, a non-video amusement device themed around UFOs that targeted casual players and broadened 's arcade revenue streams. In 1986, entered the North American market with the launch, establishing Sega of America to distribute hardware and software, achieving initial success through bundled titles like . By 1988, internal preparations for the next-generation Mega Drive console were underway, with two years of development yielding a 16-bit system powered by a processor, setting the stage for intensified console rivalry.

Studio Specialization Era (1991–2000)

In 1991, Sega underwent a significant internal reorganization of its (R&D) divisions, dividing them into specialized AM (arcade machine) teams focused on amusement hardware and CS (consumer software) teams dedicated to home console titles, allowing for more targeted innovation during the transition to 16-bit and 32-bit systems. This structure built on earlier arcade expertise but emphasized genre-specific expertise to compete in the intensifying console wars against and emerging rivals like . By the mid-1990s, the company had expanded to three AM teams and three CS teams, each led by key figures and contributing iconic titles that defined Sega's creative peak. Sega AM1 specialized in rail shooters and action-arcade games, producing hits like Rail Chase (1991), which utilized sprite-scaling technology for immersive on-rails shooting experiences. AM2, under director Yu Suzuki, pioneered 3D polygonal graphics with Virtua Racing (1992), a groundbreaking racing simulator on the Sega Model 1 arcade board that introduced texture mapping and realistic vehicle physics, later influencing console ports. AM3 focused on fighting and racing genres, delivering Virtua Fighter (1993), the first fully 3D fighting game with motion-captured animations, and Sega Rally Championship (1995), an arcade racer emphasizing surface deformation and drifting mechanics. On the consumer side, CS1, known as Team Andromeda, crafted atmospheric rail shooters like Panzer Dragoon (1995) for the Saturn, blending fantasy narratives with lock-on targeting systems. CS2, operating as Red Company, developed the hybrid strategy-dating sim Sakura Wars (1996), innovating with live-action cutscenes and branching storylines on the Saturn. CS3, rebranded as Sonic Team under Yuji Naka, handled platformers including the original Sonic the Hedgehog (1991) for the Mega Drive/Genesis, famed for its high-speed gameplay and loop-de-loop mechanics, as well as NiGHTS into Dreams (1996), a Saturn-exclusive 2.5D flight adventure emphasizing acrobatic score attacks. These studios provided robust support for Sega's key consoles during the era. The Mega Drive/Genesis benefited from ongoing Sonic series development by and expansions like the (STI), a U.S.-based studio active from 1990 to 1996 that collaborated on Sonic the Hedgehog 2 (1992) and Sonic the Hedgehog 3 (1994), integrating Western design sensibilities with Japanese polish to boost cartridge sales. The Saturn (launched 1994 in , 1995 globally) received genre-defining titles like Panzer Dragoon, (1995) from AM2, and ports, though its complex dual-CPU architecture challenged developers. The (1998) showcased advanced features such as built-in modem for online play, with 's (2000) pioneering massively multiplayer online RPG elements in a console environment. The period was marked by significant challenges, including the Saturn's troubled 1995 North American launch, which suffered from a surprise early release, $400 , limited retail availability, and insufficient third-party support, resulting in only 9.26 million lifetime units sold globally compared to competitors' dominance. The innovated with features like the Visual Memory Unit () for portable mini-games and seamless online integration but faltered due to high production costs, piracy vulnerabilities, and aggressive competition from the , leading to Sega's exit from hardware by 2001 after 10.6 million units shipped. Studio expansions, such as STI's growth to over 50 staff blending Japanese and American talent, highlighted efforts to scale creativity amid these pressures. Notable events included the 1995 formation of as a with CSK Corporation to develop and publish PC titles, expanding Sega's reach beyond consoles with ports like (1998) and original software aimed at the growing Windows market. By the late 1990s, Sega's total workforce exceeded 3,000 employees worldwide, with R&D divisions comprising over 1,000 developers across its specialized teams, fueling a prolific output despite mounting financial strains.

Restructuring and Independence (2001–2010)

Following the discontinuation of the console in early 2001, Sega underwent significant restructuring to transition into a third-party publisher, spinning off its internal (R&D) departments into semi-autonomous subsidiaries to foster specialized development and improve financial flexibility. This reorganization, initiated in late 2000, resulted in the formation of several key studios, including (from CS R&D No. 2), which developed Sonic Adventure 2 for and later platforms; (from AM R&D No. 9), responsible for Space Channel 5 Part 2; Smilebit (from CS R&D No. 3), which handled for ; Amusement Vision (from AM R&D No. 4), creators of the series starting with its 2001 arcade debut; and Hitmaker (from AM R&D No. 3), continuing the franchise with titles like Crazy Taxi 3: High Roller. These spin-offs allowed teams to operate with greater independence while remaining under Sega's umbrella, building on the specialized divisions established in the prior decade. Amid ongoing financial difficulties, including mounting debts from the hardware , Sega began reintegrating some studios in 2003 to streamline operations and reduce overhead. This included merging into , parts of Smilebit into Amusement Vision, and consolidating Hitmaker with Sega Rosso, while remained largely intact for arcade and sports titles. The restructuring culminated in May 2004 when acquired , forming as the parent company in October of that year, which absorbed the studios and provided capital infusion to stabilize the business. Under this new structure, development emphasized recovery in console and arcade markets, with delivering Virtua Fighter 4 in 2001 as a flagship arcade-to-console title. From 2005 onward, Sega focused on select franchises to rebuild its portfolio, notably launching the Yakuza series (known as Ryū ga Gotoku in ) in 2005, developed by a team led by originating from Sega's AM11/R&D4, which later became in 2011. contributed to arcade successes like World Club Champion Football (2002 onward), emphasizing networked multiplayer experiences, while (the consumer division of the former AM2/) drove growth in sports gaming with the series, starting with in 2006. These efforts marked a console recovery, with ports and new entries on and platforms. The period also saw partial closures of arcade operations and workforce adjustments to adapt to shifting market dynamics. In 2009, Sega announced the closure or sale of 110 underperforming Japanese arcades as part of cost-cutting measures. Overall staff numbers declined from approximately 4,000 in 2001—following initial cuts of about 1,000 positions (roughly 30% of the workforce)—to more streamlined teams by 2010, reflecting broader industry consolidation. In North America, Sega expanded its development presence with the 2006 acquisition of Secret Level, Inc., rebranded as Sega Studios San Francisco, which worked on titles like GoldenEye: Rogue Agent ports before its 2010 closure.

Digital Shift and Acquisitions (2011–2025)

During the early , Sega's internal studios pivoted toward and mobile gaming to adapt to shifting market demands, emphasizing models and cross-platform accessibility. This transition was driven by declining traditional console sales, prompting investments in mobile-focused development; for instance, the 2013 release of by Studio marked a key entry into mobile endless runners, leveraging the Sonic franchise for free-to-play monetization through in-app purchases. The 2013 acquisition of for approximately ¥14 billion ($143 million) integrated the developer's RPG expertise, influencing Sega's internal teams by fostering collaboration on titles like enhanced ports and shared resources for narrative-driven games. In 2015, Sega restructured its operations, splitting the arcade division into the separate Sega Interactive Co., Ltd., to focus consumer game development while maintaining arcade support. From 2018 to 2020, Sega pursued higher-profile AAA projects through its "Super Game" initiative, announced in 2021 but rooted in earlier strategic planning, aiming to create interconnected, ambitious titles with potential for live-service elements and cross-media expansion. This period saw consolidation of development teams to streamline operations, centralizing efforts under core units like Sonic Team for platformers, Ryu Ga Gotoku Studio (RGG Studio) for action-adventure series rebranded as Like a Dragon, and the legacy AM2 group for fighting and racing games. The COVID-19 pandemic disrupted workflows in 2020, leading to remote development challenges that delayed projects like Yakuza: Like a Dragon but ultimately reinforced Sega's emphasis on flexible, digital-first pipelines. In the 2021–2025 era, Sega reinforced its internal structure with targeted formations and investments amid a focus on evergreen franchises. Sega Sapporo Studio was established in December 2021 as a secondary Japanese base, primarily supporting debugging, programming, and design for titles like Puyo Puyo Tetris and Sonic series expansions, hiring local talent to bolster capacity without major overhead. In 2024, Sega's amusement division rebranded to Sega Fave Corporation, shifting toward non-video arcade experiences like prize-based attractions to sustain legacy operations outside core gaming. By 2025, fiscal investments prioritized core teams, with Sonic Team expanding Sonic Frontiers through DLC and sequels, while RGG Studio developed Like a Dragon: Infinite Wealth, contributing to franchise sales exceeding 4.5 million units for Frontiers and strong performance for the Like a Dragon series. Globally, Sega maintained approximately 2,000 development staff across studios, emphasizing cross-platform ports such as the internal team's handling of Persona 5 Royal to PC and Xbox in 2022, which helped drive over 7 million units sold by 2025. Recent updates reflect a strategy of portfolio refinement over expansion, with no major new internal studio formations but reinforcement of existing ones as outlined in 2025 fiscal reports showing stable operating income around ¥40 billion ($270 million). In 2024, Sega sold to a private investor group for an undisclosed sum, streamlining its Western strategy focus, while underwent a partial , regaining independence after Sega's 2016 acquisition to prioritize high-impact internal projects.

Acquired and Founded Studios

Current Studios

Sega maintains a network of active development studios, both acquired and internally founded, that specialize in various genres from RPGs and strategy games to mobile titles and animation support. These studios, primarily located in , the , and , collaborate on key franchises and new projects as of 2025, enhancing 's global output in console, PC, and mobile gaming. In March 2025, announced plans to release fewer new titles in the 2025–2026 fiscal year while increasing investments in key studios such as and Ryū Ga Gotoku Studio. Atlus, acquired by Sega in 2013 and based in Tokyo, Japan, focuses on role-playing games and has approximately 300 staff members dedicated to creating immersive narratives and turn-based combat systems. The studio is renowned for the Persona and Shin Megami Tensei series, which blend psychological themes with supernatural elements, continuing to drive Sega's RPG portfolio with ongoing developments teased for 2025. Creative Assembly, acquired in 2005 and headquartered in Horsham, UK, specializes in real-time strategy games with a historical and tactical emphasis. Employing around 500 developers, the studio leads the Total War series, including the 2023 release Total War: Pharaoh, which explores ancient Egyptian warfare, and supports ongoing expansions for titles like Total War: Warhammer III. , founded by in 2012 and located in , , concentrates on development while expanding into console ports. The studio has contributed to Sonic franchise adaptations, such as the 2017 mobile version of , and handles cross-platform optimizations to broaden accessibility for 's action-platformer IPs. Ryū Ga Gotoku Studio, restructured as an independent entity under in 2017 and based in , , develops action-adventure titles centered on crime drama and open-world exploration. Formerly known as CS2, it produces the Like a Dragon (formerly ) series, with 2025 highlights including the spin-off Like a Dragon: Pirate in , released on February 21, 2025, featuring naval combat and yakuza-themed piracy. Sports Interactive, acquired in 2006 and situated in London, UK, excels in sports management simulations. The studio annually updates the Football Manager series, with Football Manager 26, released on November 4, 2025, on multiple platforms, incorporating advanced AI for tactics and player development to simulate professional football management. Two Point Studios, acquired in 2019 and based in Farnham, UK, creates humorous management simulation games. Known for Two Point Hospital (2018) and Two Point Campus (2022), the studio released Two Point Museum in March 2025, where players curate exhibits and manage expeditions in a whimsical business sim format. , acquired in 2023 and headquartered in , , specializes in casual mobile games and IP integration. The studio continues to evolve the series, now incorporating characters and mechanics in crossover titles to expand experiences across global audiences. , founded in 2021 in , , provides support for puzzle, racing, and multi-platform titles through design, programming, and quality assurance. It contributes to projects like , aiding in debugging and localization to ensure seamless gameplay across 's casual gaming lineup. , a Sega since 2005 with operations in , , and , , handles , CGI , and for games and films. The studio supports adaptations, including for the 2024 film and in-game cutscenes, bridging interactive and cinematic media.

Former Studios

Sega has divested or closed several development studios since the early , often as part of broader corporate restructurings aimed at streamlining operations and focusing on high-performing intellectual properties. These former studios contributed to Sega's portfolio in areas such as sports simulations, , and strategy titles, but were ultimately sold or shuttered due to financial pressures and strategic realignments. Visual Concepts, a sports game developer, was acquired by in May 1999 to bolster its Dreamcast-era offerings, particularly in basketball simulations. Under , the studio originated the series with in 2000, establishing a foundation for annual sports titles that emphasized realistic gameplay mechanics. In January 2005, sold to for approximately $24 million, including rights to associated intellectual properties like Kush Games' titles; post-sale, the studio continued its sports focus under the 2K Sports label, producing subsequent iterations independent of . Sega Racing Studio, established in 2005 as a UK-based subsidiary staffed by racing veterans from studios like and Criterion, specialized in arcade-style driving games. Its primary output was in 2007, a rally racing title featuring dynamic weather effects and accessible controls that revived the franchise on PlayStation Portable, , and Xbox 360. The studio was closed in April 2008 amid underwhelming sales of Revo, with its assets and staff subsequently acquired by to integrate into their racing development pipeline. Sega Studios Australia, founded in 2006 in as Sega's first Australian development arm, focused on multiplatform titles including motion-controlled experiences. It developed -compatible games such as (2010), a racing title leveraging Xbox 360's sensor for hands-free control, alongside other projects like London 2012: The Official Video Game of the . The studio faced closure in April 2013 due to consistent underperformance and project delays, resulting in layoffs of its approximately 100 staff members as consolidated its global operations. Three Rings Design, an independent MMO developer known for browser-based and free-to-play titles, was acquired by Sega in November 2011 to expand its online gaming presence. The studio's flagship, Puzzle Pirates (originally YPP in 2003), featured cooperative puzzle mechanics in a pirate-themed world, attracting a dedicated community through regular content updates. Prior to its shutdown in March 2016 as part of Sega's San Francisco operations restructuring, Three Rings pivoted toward mobile adaptations of its games, though declining player engagement contributed to the closure; remaining IP and operations were partially transferred to a successor entity, Grey Havens. Relic Entertainment, a real-time strategy specialist, was acquired by Sega in January 2013 for $26.6 million during THQ's bankruptcy proceedings, bringing acclaimed franchises to Sega's portfolio. The studio developed the Company of Heroes series, including Company of Heroes 2 (2013) and its expansions, emphasizing tactical depth and historical World War II settings with innovative cover and resource mechanics. In March 2024, Sega sold Relic to an undisclosed investment group, enabling the studio to operate independently amid Sega's strategic refocus on core entertainment segments; the divestment included rights to key IPs like Company of Heroes, allowing Relic to pursue new projects without Sega oversight. Amplitude Studios, a French 4X strategy developer, was fully acquired by Sega in July 2016 to strengthen its PC strategy offerings. Best known for (2014), a fantasy-themed turn-based game blending city-building, exploration, and faction-specific narratives, Amplitude released titles like under Sega's publishing. In November 2024, the studio underwent a , regaining independence while retaining publishing ties for select projects like Humankind; this partial divestment followed underwhelming sales of recent releases and aligned with Sega's European restructuring. Among other notable former studios, French developer No Cliché collaborated closely with Sega from 1999 to 2004, producing exclusives like (1999), an involving toy vehicle battles across household environments, before closing due to the console's market decline. Similarly, , established in 2006 through the acquisition and rebranding of The Collective, Inc., worked on action-adventure projects but was shuttered in 2010 after critical and commercial setbacks, including the cancellation of titles like Fantastic Arena. These divestments were driven by external economic factors, such as the 2008 global financial crisis that strained game sales and led to widespread studio closures across the industry, alongside Sega's internal strategic shifts post-2013 toward prioritizing evergreen IPs like Sonic and over diversified external development. By 2025, these moves had reduced Sega's studio footprint, emphasizing efficiency and high-impact releases.

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