Difference between revisions of "Sonic Team"

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The '''Sonic Team''', best known as the main developers of the ''[[Sonic:Games Featuring Sonic the Hedgehog|Sonic the Hedgehog]]'' franchise, is one of [[SEGA]]'s most beloved and well-known creatives. Originally known as '''Sega Consumer Department #3''' or just '''AM8''' the development team is one of the longest running within the company, with over 50 titles credited to them. Currently run by [[Takashi Iizuka]], the team is still an active driving force both creatively and financially for [[SEGA]].
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{{CompanyBob
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| logo=Sonicteam.svg
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| founded= 1996
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| defunct=
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| mergedwith= [[United Game Artists]] (2003), [[Sega Sports Design R&D Dept.]] (2008)
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| mergedinto=
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| headquarters=[[wikipedia:Japan|Japan]]
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}}
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'''Sonic Team''' (ソニックチーム) is a long-standing [[Sega]] brand name typically associated with the ''[[Sonic The Hedgehog]]'' franchise.
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The original "Sonic Team", formed by programmer [[Yuji Naka]] and artist [[Naoto Oshima]], came into being when developing [[Sonic the Hedgehog (Mega Drive)|the first ''Sonic the Hedgehog'' game]] and was a colloquial term for describing the people involved with said games' development. After Naka moved to the United States to produce ''[[Sonic the Hedgehog 2 (Mega Drive)|Sonic the Hedgehog 2]]'' at [[Sega Technical Institute]], the term was relegated exclusively to Japanese game packaging, but returned to screens in 1996 when it became a trading name for the newly established [[Sega CS3]] and its first product, ''[[NiGHTS into Dreams]]''.
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While the Sonic Team name has since stuck, the team members and corporate structure has changed radically in the intervening years, with the Sonic Team name being used for products developed on both sides of the Pacific. The brand has been used to describe [[Sega CS3]], [[Sega Software R&D Dept. 8]], a separate [[Sonic Team (company)|Sonic Team company]], [[Global Entertainment R&D Dept. 1]] and [[Sega CS2 (2008-current)|the 2008 Sega CS2]]. There was also briefly a [[Sonic Team USA]].
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All of these companies have fulfilled the same basic role; to manage the ''Sonic the Hedgehog'' franchise, be it directly developing new games, or overseeing external ''Sonic'' development. Naka and Oshima's desire to make other types of games in the 1990s and early 2000s also means Sonic Team is the face of other Sega properties, including ''NiGHTS'', ''[[Burning Rangers]]'', ''[[ChuChu Rocket]]'', ''[[Samba de Amigo]]'', ''[[Phantasy Star Online]]'', ''[[Billy Hatcher and the Giant Egg]]'' and following the demise of [[Compile]], ''[[Puyo Puyo]]''.
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label and production team for Sega's development and supervision of the ''[[Sonic The Hedgehog]]'' franchise. It first became used for the original staff of the first ''[[Sonic the Hedgehog]]'' game. It became a consistent name in 1996, with the release of the non-Sonic game, ''[[NiGHTS Into Dreams]]''. Since then Sonic Team existed with the corporate division names of [[Sega CS3]], [[Sega Software R&D Dept. 8]], [[Global Entertainment R&D Dept. 1]] and currently [[Sega CS2 (2008-current)|Sega CS2]]. It was it's own standalone division and subsidiary from July of 2000 up to April of 2005. This page compiles all games from these entities, regardless if they have Sonic Team branding or not.
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Due to ''Sonic the Hedgehog'' being mainly popular in North America and Europe, it is in much more communication with overseas subsidiaries [[Sega of America]] and [[Sega Europe]] than other development studios of Sega of Japan. Sonic Team existed as an entity outside of Japan for three times, 1991 to 1994, 1999 to 2008 and finally most recently from 2015 onwards.-->
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==Current members==
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{{multicol|
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*[[Eigo Kasahara]]
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*[[Eitaro Toyoda]]
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*[[Hideaki Moriya]]
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*[[Hiroshi Miyamoto]]
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*[[Kazuyuki Hoshino]]
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*[[Kenjiro Morimoto]]
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*[[Morio Kishimoto]]
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*[[Outa Sano]]
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*[[Sachiko Kawamura]]
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*[[Shinkichi Tanahashi]]
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*[[Shun Nakamura]]
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*[[Takeshi Sakakibara]]
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*[[Takao Hirabayashi]]
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*[[Takashi Iizuka]] (Head of Studio)
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*[[Yoshitaka Kawabata]]
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*[[Tetsu Katano]]
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*[[Takumi Yoshinaga]]
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*[[Yoshitaka Miura]]
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*[[Yuji Uekawa]]
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|cols=4}}
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==Former members==
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{{multicol|
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*[[Akinori Nishiyama]]
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*[[Akio Setsumasa]]
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*[[Hirokazu Yasuhara]]
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*[[Makoto Suzuki]]
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*[[Masahiro Kumono]]
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*[[Mika Okada]]
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*[[Motomu Hayashi]]
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*[[Naoto Ohshima]]
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*[[Satoshi Sakai]]
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*[[Shiro Maekawa]]
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*[[Takahiro Hamano]]
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*[[Takao Miyoshi]]
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*[[Takumi Miyake]]
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*[[Takashi Yuda]]
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*[[Osamu Ohashi]]
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*[[Yasushi Yamaguchi]]
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*[[Yojiro Ogawa]]
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*[[Yoshihisa Hashimoto]]
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*[[Yuji Naka]]
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*[[Yutaka Sugano]]
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|cols=4}}
  
 
==History==
 
==History==
===Origins and Early Successes (1990-1997)===
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===[[Sega CS|Sega Consumer R&D]]/Sonic Team presents era===
Back in 1990, SEGA had one goal in mind - to create a game that would rival ''Super Mario Bros.'' and put the company on the map. The earliest members of the team, [[Naoto Ohshima]] and [[Yuji Naka]], worked together to create a proposal to pitch to SEGA as to what that game would be. The pair, having previously worked on the ''[[Phantasy Star]]'' series together, set off to work on a concept they hoped would become successful, Ohshima creating the [[sonic:Sonic the Hedgehog|title character]] while Naka began work on the engine. With the proposal accepted, work soon began on the original ''[[sonic:Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'', with [[Hirokazu Yasuhara]] being brought on to lead game development, merging the elements that already existed with the level designs that would help insure the game not only appeal to the largest audience possible, but be fun as well. Through the many [[sonic:Game Development:Sonic the Hedgehog (16-bit)|twists and turns of development]], the game was finally set to be released, the 15-strong team dubbing themselves "Sonic Team," after the work they were proud to call their own.
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In the late eighties, there was an atmosphere at Sega that they needed to create a striking game that can compete against games like Super Mario Bros.. Senior game designer and Alex Kidd creator [[Kotaro Hayashida]] discussed this among executives, and eventually set up the project for ''[[Sonic the Hedgehog]]''.{{ref|Sega Mega Drive/Genesis: Collected Works - Kotaro Hayashida Interview}}
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[[Naoto Ohshima]] who had six designer credits, and [[Yuji Naka]], who had eleven programmer credits, presented proposals to Sega. The two set off to create the concept that would evolve into the original ''[[sonic:Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''. With Ohshima creating the [[sonic:Sonic the Hedgehog|title character]] and Naka working on the engine, level designer [[Hirokazu Yasuhara]] was brought in round out the project. Through the many [[sonic:Game Development:Sonic the Hedgehog (16-bit)|twists and turns of development]], the game was finally set to be released.
  
After the international success of the game, Naka, who had grown restless with upper management at Sega of Japan, left the company only to be rehired by its western branch in the form of the [[Sega Technical Institute]], wooed by its original head [[Mark Cerny]]. Coming to America along with Yasuhara (who had been scheduled to become a part of STI before ''Sonic the Hedgehog'' had begun development), the pair would go on to continue the main line of Sonic the Hedgehog titles, albeit without the Sonic Team moniker. ''[[sonic:Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', ''[[sonic:Sonic the Hedgehog 3|Sonic 3]]'', and ''[[sonic:Sonic & Knuckles|Sonic & Knuckles]]'' would retroactively be called Sonic Team productions, still containing core members of the original development team of the first. This same retroactive naming scheme would hold true of other titles of the era, including the Ohshima-led ''[[sonic:Sonic the Hedgehog CD|Sonic the Hedgehog CD]]'', the ill-fated ''[[sonic:Knuckles' Chaotix|Chaotix]]'', and the non-Sonic title ''[[Ristar]]'', which ended up using some of the scrapped concepts of the original ''Sonic the Hedgehog''.
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With the title becoming an international success, Naka joined the American based [[Sega Technical Institute]], headed by [[Mark Cerny]]. Coming to America along with Yasuhara (who had been scheduled to become a part of STI before ''Sonic the Hedgehog'' had begun development), the pair would go on to continue the main line of ''Sonic'' titles. Though no longer in the game's credits, the Sonic Team moniker would live on the Japanese packaging for ''[[sonic:Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'', ''[[sonic:Sonic the Hedgehog 3|Sonic 3]]'', ''[[sonic:Sonic & Knuckles|Sonic & Knuckles]]'', and the Ohshima-led ''[[sonic:Sonic the Hedgehog CD|Sonic CD]]'' developed in Japan. By this time Sonic Team was not an official division, however.
  
After the completion of ''Sonic & Knuckles'', Yasuhara chose to remain in America, while Naka decided to return to Japan, re-hired into the fold of Sega of Japan. Once there, he teamed back up with Ohshima, the two setting their sights on an entirely new project. Resurrecting the Sonic Team moniker, Naka became the president of AM8 in 1994, the reunited duo starting work on ''[[NiGHTS Into Dreams]]''. With a much larger team than what they had back in 1991, members of the Japanese side of the Sega Technical Institute also became involved in the production. Among them was [[Takashi Iizuka]], who had gotten his official start as a Senior Game Designer in ''[[sonic:Sonic 3 & Knuckles|Sonic 3 & Knuckles]]''. With old and new blood, Sonic Team defined their Saturn-era work by proving they weren't afraid to try new ideas and concepts, as shown not only by ''NiGHTS'' but their follow-up title, ''[[Burning Rangers]]''. The only Sonic-related output was the compilation title ''[[sonic:Sonic Jam|Sonic Jam]]'', along with some supervised work on ''[[sonic:Sonic 3D: Flickies' Island|Flickies' Island]]'' and ''[[sonic:Sonic R|Sonic R]]''. Though he would remain with the company until 2002, ''Sonic R'' was also the last title series director Yasuhara had any direct involvement with, eventually departing to work for game studio Naughty Dog.
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===Sega Consumer R&D3 era===
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After the completion of ''Sonic & Knuckles'', Yasuhara chose to remain in America, while Naka returned to Sega of Japan, heading up his own new division, [[Sega CS3]]. Once there, he teamed back up with Ohshima, the two resurrecting the Sonic Team moniker to work on two new projects, ''[[NiGHTS Into Dreams]]'' and ''[[Burning Rangers]]''. Naka planned to deliver a Sonic game for the Sega Saturn, however development of ''NiGHTS'' took longer than expected. To compensate he and much of his team travelled to the UK, to assist Travellers Tales on ''[[sonic:Sonic 3D: Flickies' Island|Flickies' Island]]'' and ''[[sonic:Sonic R|Sonic R]]''.{{ref|http://soahcity.com/uploads/2016/06/67979-.png}} Though Yasuhara would remain with the company until 2002, working on different projects, ''Sonic R'' would be the last Sonic Team-related production Yasuhara had any direct involvement with, eventually departing to work for game studio Naughty Dog.
  
===The Dreamcast Era (1998-2001)===
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The first fully 3D ''Sonic the Hedgehog'' title, ''[[sonic:Sonic Adventure|Sonic Adventure]]'' would become one of the flagship video games for the new [[Sega Dreamcast]]. It was also the last title Ohshima had any involvement with, leaving the company to co-found the studio [[Artoon]]. Sonic Adventure signalized a new era for Sonic Team, with Yuji Naka no longer leading the programming and having neither Oshima or Yasuhara directing. Takashi Iizuka, who worked on ''[[Sonic 3 & Knuckles]]'' succeeded Yasuhara in directing and leading the design. [[Kazuyuki Hoshino]], visual designer of ''[[Sonic CD]]'' and ''[[Knuckles Chaotix]]'', succeeded Oshima in determining the look of the franchise. On the programming side, 1992 hire [[Tetsu Katano]] was brought in as the lead engineer from then on.
Looking to redefine what made them famous, Sonic Team returned to their namesake as the 32-bit era wound down. Though originally meant for the [[Sega Saturn]], ''[[sonic:Sonic Adventure|Sonic Adventure]]'' would instead become one of the defining games for the [[Sega Dreamcast]], in one final bid by SEGA as a whole to return to the successes they once felt in the early 90's. Though met with critical acclaim, it also happened to be the last title Ohshima worked on with SEGA, leaving the company to form his own gaming studio, [[Artoon]].
 
  
Though interested in pursuing other projects but knowing the demand for further games featuring Sonic, 12 members of the team were sent back to San Francisco to form Sonic Team USA, led by Takashi Iizuka. Those that remained in Japan were led by Yuji Naka, that team focusing on original titles such as ''[[Chu Chu Rocket]]'', ''[[Samba De Amigo]]'', and the return of the ''Phantasy Star'' series with ''[[Phantasy Star Online]]''. Sonic Team USA, on the other hand, focused primarily with Sonic. Though their first official assignment was simply making sure ''Sonic Adventure'' was ready for a western release, the real reason they came into existence was made clear with 2001's ''[[sonic:Sonic Adventure 2|Sonic Adventure 2]]''. Though hopes were high, the game was not enough to change the troubles the rest of the company were having.  
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===Sega Software #8/Sonic Team Co., Ltd. era===
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Around the time Sega became a platform agnostic developer and publisher, Sega Chairman [[Isao Okawa]], had a request to develop a fully online game for the Sega Dreamcast. Sonic Team was the only team to have free staff at the time. So they took on the project and made strides with action puzzler ''[[Chu Chu Rocket]]'' and then the entire ''[[Phantasy Star Online]]'' franchise. ''[[Samba De Amigo]]'' was also a successfull project for the arcade market, as it was always Yuji Naka's desire to develop an arcade game for Sega. Altough Sonic Team Japan had developed an action platformer in-house during that period, with ''[[Billy Hatcher and the Giant Egg]]''. In October of 2003, Sega decided to consolidate their in-house development teams. Sonic Team Japan gained members who worked on the ''[[Space Channel 5]]'' and ''[[Roommania #203]]'' games. Those developers would go on to create several games. Such as the PlayStation 2 [[Astro Boy]] game, as well as the reboot of the [[:category:Puyo Puyo|''Puyo Puyo'' series]], ''[[Puyo Pop Fever]]''. For handhelds, they developed the ''[[Feel the Magic XY/XX]]'' and ''[[The Rub Rabbits!]]'' games.
  
In April 2000, as SEGA began feeling the financial woes they hoped the Dreamcast would have erased, the decision was made to have the main development departments of SEGA, including Sonic Team, become semi-autonomous. Becoming Sonic Team Ltd, the group continued in earnest to create quality games. But even this corporate action and the impending release of ''Sonic Adventure 2'' could not stop SEGA from announcing their decision to drop out of the hardware market, ''[[Phantasy Star Online Ver. 2]]'' becoming the last Sonic Team title released on SEGA hardware.
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[[Sonic Team USA]] was established to further develop 3D Sonic games. Headed by Takashi Iizuka, it had only 11 members of the then 120 man strong Sonic Adventure development team.{{ref|1=http://www.gameinformer.com/b/features/archive/2016/11/09/where-sonic-went-wrong.aspx?PostPageIndex=2}} Though their first official assignment was making sure ''Sonic Adventure'' was ready for a western release, the real reason they came into existence was the 2001's ''[[sonic:Sonic Adventure 2|Sonic Adventure 2]]'' and Sonic Team's first multiplatform title, ''[[:sonic:Sonic Heroes|Sonic Heroes]]''.  
  
===Third-Party Existence (2002-2006)===
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It was also around this time that Sonic Team began their long-term partnership with [[Dimps]], who worked to create ''[[sonic:Sonic Pocket Adventure|Sonic Pocket Adventure]]'', and become involved in nearly every handheld Sonic title that would follow. Long time Sega employee, [[Akinori Nishiyama]] would manage that relationship working as a director since ''[[Sonic Advance]]'' onwards.
Releasing titles on a variety of systems including the [[Nintendo GameCube]] and [[PlayStation 2]], Sonic Team strove to still prove itself as a viable entity in the everchanging gaming landscape. Continuing to produce titles for existing franchises such as ''[[sonic:Sonic Heroes|Sonic Heroes]]'' and ''[[Phantasy Star Online Episode I & II]]'', the team still experimented with new franchises including ''[[Billy Hatcher and the Giant Egg]]''. 2002 also saw Sonic Team's first acquisition in the form of the [[:Category:Puyo Puyo|''Puyo Puyo'' series]], which was bought after [[Compile]] was forced to go out of business. Continued financial woes for the whole of SEGA saw yet another restructuring of the company, and while the development teams were still semi-autonomous, they were consolidated, with [[United Game Artists]] being merged with Sonic Team. Responsible for such titles as ''[[Space Channel 5]]'' and the critically acclaimed ''[[Rez]]'', the UGA staff members would still continue to work together, being responsible for such games as the ''[[Feel the Magic XY/XX]]''/''[[The Rub Rabbits!]]'' pair for the [[Nintendo DS]].
 
  
Even so, the financial situation of SEGA proved diresome, with rumors of the company merging with just about every gaming company under the sun running rampant. Things were finally put to rest when, in early 2004, arcade company [[Sammy]] bought a major stake in SEGA, forming Sega Sammy Holdings Inc. In its wake, the subsidiaries of SEGA including Sonic Team Ltd. were merged back into SEGA, existing as it did in the previous decade. It was around this same time period that Sonic Team USA, now busy with the development of ''[[sonic:Shadow the Hedgehog (game)|Shadow the Hedgehog]]'', changed their name to Sega Studios USA, still under control by Iizuka.
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===Global Entertainment R&D1 era===
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In April of 2005, Sega decided to move their development studios back into the structure before July of 2000, with unbranded R&D studios. The core development Sonic Team group was stationed at Global Entertainment R&D1, headed by [[Akinori Nishiyama]], while the ''Phantasy Star'' team spunned of off into [[Global Entertainment R&D Dept. 3]] headed by [[Takao Miyoshi]]. [[Global Entertainment R&D Dept. 2]] also existed, but was a continuation of [[Sega Wow]], previously Overworks. Yuji Naka was asked to oversee all three of those departments, eventually becoming dissatisfied with the position of having almost no hands-on development. So he decided to leave Sega to form the company Prope in May of 2006. Prope had financial backing by Sega, which lead to  Sega publishing the first two games of the studio, ''[[Let's Tap]]'' and ''[[Let's Catch]]''.  
  
With SEGA looking to set itself back on the right path, the pressure for Sonic Team to create a new game for a new generation of consoles in time for their first major holiday season was on, with Yuji Naka unveiling the initial footage for what would become ''[[sonic:Sonic the Hedgehog (2006)|Sonic the Hedgehog 2006]]'', toting features that would ultimately not be seen in the game. Though many thought Naka would once again assume a role in the project similar to what he had with ''Adventure'', it was only a few months later that Naka announced his own leaving of the company, setting off to create his own studio much like Ohshima had years prior. Called [[Prope]], while some financial backing was provided by SEGA, the studio was completely autonomous, Naka's departure signaling the end of an era. With these sudden changes in management, coupled with that unending pressure, ''Sonic 2006'' was released with much fanfare but met with just as much, if not more, disappointment.
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The teams behind the ''Puyo Puyo'' and ''Rub Rabbits games'' continued to develop games mainly for the Japanese audience, with the many ''Puyo Puyo'' sequels, as well as three entries in the Sega edutainment series ''[[:category:Naruhodo|Naruhodo]]''.  
  
===Restructuring and Modern Times (2007-Present)===
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Sonic Team USA (eventually renamed Sega Studio USA in 2004), developed further games with ''[[:sonic:Shadow the Hedgehog|Shadow the Hedgehog]]'' and ''[[NiGHTS: Journey of Dreams]]'' along with supervising ''[[Sonic Rivals]]'' and ''[[Sonic Rivals 2]]''. Sonic Team in Japan returned to developing entries for the ''Sonic'' franchise. They developed the ''[[Sonic Riders]]'' games, ''[[:sonic:Sonic the Hedgehog (2006 game)|Sonic the Hedgehog 2006]]'', ''[[:sonic:Sonic and the Secret Rings|Sonic and the Secret Rings]]'', ''[[:sonic:Sonic Unleashed|Sonic Unleashed]]'' and ''[[:sonic:Sonic and the Black Knights|Sonic and the Black Knight]]''.
Back in the United States, Sega Studios USA finished its final game, ''[[NiGHTS: Journey of Dreams]]'' for the [[Nintendo Wii]]. Met with mixed reviews, that, along with the failure of ''Sonic 2006'', prompted Sega to merge the studio back into Sonic Team proper in 2008, having Takashi Iizuka fill the role of President that Naka left vacant. With the teams consolidated, the development group looked to refocus their energies on their core brands, including ''Phantasy Star'', ''Puyo Puyo'', and of course ''Sonic the Hedgehog''. Starting with ''[[sonic:Sonic Unleashed|Sonic Unleashed]]'' and continuing on with ''[[sonic:Sonic Colours|Sonic Colours]]'' and ''[[sonic:Sonic Generations|Sonic Generations]]'', the Sonic Team have looked to try and make their namesake once again as revered as it was back in the early 90's. They have even gone as far as to build new relationships with other developers within and outside SEGA to continue the longevity of the brand, such as working with [[Smilebit]] and [[Nintendo]] for the bi-yearly ''Mario and Sonic'' Olympic sports titles. Coupled with the continued partnership with developer [[Dimps]] with the handheld titles, the current incarnation of Sonic Team continues to look towards the future.
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The Sonic games received negative to middling reviews, particulary it was ''Sonic 06'' that received a wide negative reception. Meanwhile ''Sonic Unleashed'' and ''Sonic and the Secret Rings'' were better received, providing templates for future Sonic games.
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Akinori Nishiyama and Takashi Iizuka referred to tight deadlines, as well in Iizukas case, too little resources, on the less than stellar reception of these titles.
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In 2006, Yuji Naka, the last original member of Sonic Team, left the company during the development of ''Sonic 06'' to form his own development studio [[Prope]].
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===Sega Consumer R&D2 era===
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In May 2008, Sega GE1 was renamed Consumer R&D2. Sega Studio USA moved back into Sonic Team Japan and Takashi Iizuka was made the head of the operation. Since, Sonic Team developed ''[[:sonic:Sonic the Hedgehog 4|Sonic the Hedgehog 4]]'', ''[[:sonic:Sonic Colors|Sonic Colors]]'', ''[[:sonic:Sonic Generations|Sonic Generations]]'', ''[[:sonic:Sonic Lost World|Sonic Lost World]]'', and is currently developing ''[[:sonic:Sonic Forces|Sonic Forces]]''.
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While previously ''[[:sonic:Mario & Sonic at the Olympic Games|Mario & Sonic at the Olympic Games]]'' was co-developed with [[Sega Sports Design R&D Dept.]], following games were solely developed within CS2 or Sonic Team since the dissolvence of Sports Design after the first game.
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Following the poor reception of the ''[[Sonic Boom: Rise of Lyric]]'' game, Sonic Team once again established a office within Sega of America. However it does not have a development team like before, but mainly serves to better supervise western Sonic projects.
  
 
==Softography==
 
==Softography==
===Released Titles===
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{{CompanyHistoryAll|Sonic Team}}
{{multicol|
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*''[[sonic:Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]'' (1991)
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[[Category:Use CompanyHistoryAll template]]
*''[[sonic:Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' (1992) (with [[Sega Technical Institute]])
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*''[[sonic:Sonic the Hedgehog CD|Sonic the Hedgehog CD]]'' (1993)
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===[[PlayStation Portable]]===
*''[[sonic:SegaSonic the Hedgehog|SegaSonic the Hedgehog]]'' (1993) (with [[Hitmaker]])
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* ''[[Sonic Rivals]]'' (2006) (as Sega Studio USA with [[Backbone Entertainment]])
*''[[sonic:Sonic the Hedgehog 3|Sonic the Hedgehog 3]]'' (1994) (with [[Sega Technical Institute]])
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* ''[[Sonic Rivals 2]]'' (2007) (as Sega Studio USA with [[Backbone Entertainment]])
*''[[sonic:Sonic & Knuckles|Sonic & Knuckles]]''  (1994) (with [[Sega Technical Institute]])
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*''[[sonic:Knuckles' Chaotix|Chaotix]]'' (1995)
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===[[Wii]]===
*''[[Ristar]]'' (1995)
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*''[[Mario & Sonic at the Olympic Games]]'' (2007) (with [[Sega Sports Design R&D Dept.]])
*''[[sonic:Sonic the Fighters|Sonic the Fighters]]'' (1996) (Made By [[Sega AM2]] with minor assistance from Sonic Team)
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* ''[[The House of the Dead 2 & 3 Return]]'' (2008) (with [[Sega AM1 (2005-2011)|Sega AM1]])
*''[[NiGHTS into Dreams]]'' (1996)
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*''[[Wacky World of Sports]]'' (2010) (with Tabot)
*''[[Christmas NiGHTS]]'' (1996)
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*''[[sonic:Sonic 3D: Flickies' Island|Sonic 3D: Flickies' Island]]'' (1996) (with [[Traveller's Tales]])
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=== [[Nintendo 3DS]] ===
*''[[sonic:Sonic Jam|Sonic Jam]]'' (1997)
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* ''[[Rhythm Thief & the Emperor's Treasure]]'' (2012) (with xeen)
*''[[sonic:Sonic R|Sonic R]]'' (1997) (with [[Traveller's Tales]])
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*''[[Burning Rangers]]'' (1998)
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=== [[PlayStation Vita]] ===
*''[[sonic:Sonic Adventure|Sonic Adventure]]'' (1998)
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* ''[[Uta Kumi 575]]'' (2014)
*''[[sonic:Sonic Adventure International|Sonic Adventure International]]'' (1998) (as Sonic Team USA)
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*''[[ChuChu Rocket!]]'' (1999)
 
*''[[Samba de Amigo]]'' (2000)
 
*''Samba de Amigo Ver.2000'' (2000)
 
*''[[sonic:Sonic Shuffle|Sonic Shuffle]]'' (2000) (with [[Hudson]])
 
*''[[sonic:Sonic the Hedgehog Pocket Adventure|Sonic the Hedgehog Pocket Adventure]]'' (2000) (with [[Dimps]])
 
*''[[Phantasy Star Online]]'' (2000)
 
*''[[sonic:Sonic Adventure 2|Sonic Adventure 2]]'' (2001) (as Sonic Team USA)
 
*''[[Phantasy Star Online Ver. 2]]'' (2001)
 
*''[[sonic:Sonic Adventure 2: Battle|Sonic Adventure 2: Battle]]'' (2002)
 
*''[[sonic:Sonic Mega Collection|Sonic Mega Collection]]'' (2002)
 
*''[[sonic:Sonic Advance|Sonic Advance]]'' (2002)  (with [[Dimps]])
 
*''[[Phantasy Star Online Episode I & II]]'' (2002)
 
*''[[sonic:Sonic Adventure DX: Director's Cut|Sonic Adventure DX: Director's Cut]]'' (2003)
 
*''[[Phantasy Star Online Episode I & II|Phantasy Star Online Episode I & II Plus]]'' (2003)
 
*''[[Phantasy Star Online Episode III: C.A.R.D. Revolution]]'' (2003)
 
*''[[Billy Hatcher and the Giant Egg]]'' (2003)
 
*''[[sonic:Sonic Advance 2|Sonic Advance 2]]'' (2003)  (with [[Dimps]])
 
*''[[sonic:Sonic Pinball Party|Sonic Pinball Party]]'' (2003) (with [[Jupiter]])
 
*''[[sonic:Sonic Battle|Sonic Battle]]'' (2004)
 
*''[[sonic:Sonic Heroes|Sonic Heroes]]'' (2004) (as Sonic Team USA)
 
*''[[sonic:Sonic Mega Collection Plus|Sonic Mega Collection Plus]]'' (2004)
 
*''[[sonic:Sonic Advance 3|Sonic Advance 3]]'' (2004) (with [[Dimps]])
 
*''[[Feel the Magic XY/XX]]'' (2004)
 
*''[[Sega Superstars]]'' (2004)
 
*''[[Astro Boy]]'' (2004)
 
*''[[Puyo Pop Fever]]'' (2004)
 
*''[[Phantasy Star Online Episode IV: Blue Burst|Phantasy Star Online: Blue Burst]]'' (2004)
 
*''[[Phantasy Star Online Episode IV: Blue Burst|Phantasy Star Online Episode IV]]'' (2005)
 
*''[[Puyo Puyo Fever 2]]'' (2005)
 
*''[[The Rub Rabbits!]]'' (2005)
 
*''[[sonic:Sonic Gems Collection|Sonic Gems Collection]]'' (2005)
 
*''[[sonic:Sonic Rush|Sonic Rush]]'' (2005) (with [[Dimps]])
 
*''[[sonic:Shadow the Hedgehog (game)|Shadow the Hedgehog]]'' (2005) (as Sega Studios USA)
 
*''[[sonic:Sonic Riders|Sonic Riders]]'' (2006)
 
*''[[sonic:Sonic the Hedgehog (2006 game)|Sonic the Hedgehog]]'' (2006)
 
*''[[sonic:Sonic Rivals|Sonic Rivals]]'' (2006) (Made By Backbone Entertainment with assistance from Sega Studios USA)
 
*''[[Phantasy Star Universe]]'' (2006)
 
*''[[sonic:Sonic and the Secret Rings|Sonic and the Secret Rings]]'' (2007) (also with Now Production - Party Mode Only)
 
*''[[Phantasy Star Universe: Ambition of the Illuminus]]'' (2007)
 
*''[[sonic:Sonic Rush Adventure|Sonic Rush Adventure]]'' (2007) (also with [[Dimps]])
 
*''[[sonic:Sonic Rivals|Sonic Rivals 2]]'' (2007) (Made By Backbone Entertainment with assistance from Sega Studios USA)
 
*''[[NiGHTS: Journey of Dreams]]'' (2007) (as Sega Studios USA)
 
*''[[sonic:Mario & Sonic at the Olympic Games|Mario & Sonic at the Olympic Games]]'' (2007) (with [[Smilebit|Sega Sports Design R&D Dept.]] and [[Nintendo]])
 
*''[[Puyo Puyo 15th Anniversary]]'' (2007)
 
*''[[The House of the Dead 2 & 3 Return]]'' (2007) (with [[WOW Entertainment|Sega WOW]])
 
*''[[sonic:Sonic Riders: Zero Gravity|Sonic Riders: Zero Gravity]]'' (2008)
 
*''[[Phantasy Star Portable]]'' (2008) (with Alfa System)
 
*''[[sonic:Sonic Unleashed|Sonic Unleashed]]'' (2008) (with [[Dimps]] - Wii & PS2 Version Only)
 
*''[[Phantasy Star 0]]'' (2008)
 
*''[[sonic:Sonic and the Black Knight|Sonic and the Black Knight]]'' (2009)
 
*''[[Puyo Puyo 7]]'' (2009) (with H. A. N. D.)
 
*''[[sonic:Mario & Sonic at the Olympic Winter Games|Mario & Sonic at the Olympic Winter Games]]'' (2009) (with [[Smilebit|Sega Sports Design R&D Dept.]] and [[Nintendo]])
 
*''[[sonic:Sonic the Hedgehog 4: Episode 1|Sonic the Hedgehog 4: Episode 1]]'' (2010) (with [[Dimps]])
 
*''[[sonic:Sonic Colours|Sonic Colours]]'' (2010) (with [[Dimps]] - [[Nintendo DS]] Version Only)
 
*''[[Puyo Puyo!!]]'' (2011)
 
*''[[sonic:Sonic Generations|Sonic Generations]]'' (2011) (with [[Dimps]] - [[Nintendo 3DS]] Version Only)
 
*''[[sonic:Mario & Sonic at the London 2012 Olympic Games|Mario & Sonic at the London 2012 Olympic Games]]'' (2011) (with [[Smilebit|Sega Sports Design R&D Dept.]] and [[Nintendo]])
 
}}
 
 
===Canceled Titles===
 
===Canceled Titles===
*''[[Sonic Crackers]]'' (1994)
+
*''[[Air NiGHTS]]'' (1998)
*''Air Nights'' (1998)
+
*''[[Sonic DS]]'' (2004)
*''[[sonic:Sonic DS|Sonic DS]]'' (2004)
+
 
*''[[Fifth Phantom Saga]]'' (2005)
 
 
==Filmography==
 
==Filmography==
*''[[sonic:Sonic the Hedgehog (anime)|Sonic the Hedgehog]]'' (Anime, OVA, Japan) (1996)
+
*''[[Sonic the Hedgehog]]'' (Anime, OVA, Japan) (1996)
*''[[sonic:Sonic X|Sonic X]]'' (Anime, TV Series, Japan) (2003)
+
*''[[Sonic X]]'' (Anime, TV Series, Japan) (2003)
*''[[sonic:Night of the Werehog|Night of the Werehog]]'' (Short 3D Animation) (2008)
+
*''[[Night of the Werehog]]'' (Short 3D Animation) (2008)
 +
*''[[Sonic Boom]]'' (TV Series, USA and France) (2014)
 +
 
 +
==Photographs==
 +
:''Main article: [[:Category:Photos of {{PAGENAME}}|Photos of {{PAGENAME}}]]
 +
 
 +
==External links==
 +
*[http://www.sonicteam.com Official website]
 +
*''[https://sonicretro.org/2011/06/23/once-upon-a-time-or-twenty-years-ago/ Once Upon A Time (Or Thirty Years Ago)]'' article by David the Lurker at [https://sonicretro.org/ Sonic Retro]
 +
*''[https://sonicretro.org/2021/06/23/once-upon-a-time-or-thirty-years-ago/ Once Upon A Time (Or Thirty Years Ago)]'' article by David the Lurker at [https://sonicretro.org/ Sonic Retro]
 +
 
 +
==References==
 +
<references />
  
==External Links==
 
*[http://www.sonicteam.com Sonic Team] - The official website for Sonic Team
 
 
{{clear}}
 
{{clear}}
{{SegaDevs}}
+
{{SoJ}}
[[Category:Development Companies]]
 

Latest revision as of 13:32, 2 January 2024

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Sonicteam.svg
Sonic Team
Founded: 1996
Merged with: United Game Artists (2003), Sega Sports Design R&D Dept. (2008)
Headquarters:
Japan

Sonic Team (ソニックチーム) is a long-standing Sega brand name typically associated with the Sonic The Hedgehog franchise.

The original "Sonic Team", formed by programmer Yuji Naka and artist Naoto Oshima, came into being when developing the first Sonic the Hedgehog game and was a colloquial term for describing the people involved with said games' development. After Naka moved to the United States to produce Sonic the Hedgehog 2 at Sega Technical Institute, the term was relegated exclusively to Japanese game packaging, but returned to screens in 1996 when it became a trading name for the newly established Sega CS3 and its first product, NiGHTS into Dreams.

While the Sonic Team name has since stuck, the team members and corporate structure has changed radically in the intervening years, with the Sonic Team name being used for products developed on both sides of the Pacific. The brand has been used to describe Sega CS3, Sega Software R&D Dept. 8, a separate Sonic Team company, Global Entertainment R&D Dept. 1 and the 2008 Sega CS2. There was also briefly a Sonic Team USA.

All of these companies have fulfilled the same basic role; to manage the Sonic the Hedgehog franchise, be it directly developing new games, or overseeing external Sonic development. Naka and Oshima's desire to make other types of games in the 1990s and early 2000s also means Sonic Team is the face of other Sega properties, including NiGHTS, Burning Rangers, ChuChu Rocket, Samba de Amigo, Phantasy Star Online, Billy Hatcher and the Giant Egg and following the demise of Compile, Puyo Puyo.


Current members

Former members

History

Sega Consumer R&D/Sonic Team presents era

In the late eighties, there was an atmosphere at Sega that they needed to create a striking game that can compete against games like Super Mario Bros.. Senior game designer and Alex Kidd creator Kotaro Hayashida discussed this among executives, and eventually set up the project for Sonic the Hedgehog.[1]

Naoto Ohshima who had six designer credits, and Yuji Naka, who had eleven programmer credits, presented proposals to Sega. The two set off to create the concept that would evolve into the original Sonic the Hedgehog. With Ohshima creating the title character and Naka working on the engine, level designer Hirokazu Yasuhara was brought in round out the project. Through the many twists and turns of development, the game was finally set to be released.

With the title becoming an international success, Naka joined the American based Sega Technical Institute, headed by Mark Cerny. Coming to America along with Yasuhara (who had been scheduled to become a part of STI before Sonic the Hedgehog had begun development), the pair would go on to continue the main line of Sonic titles. Though no longer in the game's credits, the Sonic Team moniker would live on the Japanese packaging for Sonic the Hedgehog 2, Sonic 3, Sonic & Knuckles, and the Ohshima-led Sonic CD developed in Japan. By this time Sonic Team was not an official division, however.

Sega Consumer R&D3 era

After the completion of Sonic & Knuckles, Yasuhara chose to remain in America, while Naka returned to Sega of Japan, heading up his own new division, Sega CS3. Once there, he teamed back up with Ohshima, the two resurrecting the Sonic Team moniker to work on two new projects, NiGHTS Into Dreams and Burning Rangers. Naka planned to deliver a Sonic game for the Sega Saturn, however development of NiGHTS took longer than expected. To compensate he and much of his team travelled to the UK, to assist Travellers Tales on Flickies' Island and Sonic R.[2] Though Yasuhara would remain with the company until 2002, working on different projects, Sonic R would be the last Sonic Team-related production Yasuhara had any direct involvement with, eventually departing to work for game studio Naughty Dog.

The first fully 3D Sonic the Hedgehog title, Sonic Adventure would become one of the flagship video games for the new Sega Dreamcast. It was also the last title Ohshima had any involvement with, leaving the company to co-found the studio Artoon. Sonic Adventure signalized a new era for Sonic Team, with Yuji Naka no longer leading the programming and having neither Oshima or Yasuhara directing. Takashi Iizuka, who worked on Sonic 3 & Knuckles succeeded Yasuhara in directing and leading the design. Kazuyuki Hoshino, visual designer of Sonic CD and Knuckles Chaotix, succeeded Oshima in determining the look of the franchise. On the programming side, 1992 hire Tetsu Katano was brought in as the lead engineer from then on.

Sega Software #8/Sonic Team Co., Ltd. era

Around the time Sega became a platform agnostic developer and publisher, Sega Chairman Isao Okawa, had a request to develop a fully online game for the Sega Dreamcast. Sonic Team was the only team to have free staff at the time. So they took on the project and made strides with action puzzler Chu Chu Rocket and then the entire Phantasy Star Online franchise. Samba De Amigo was also a successfull project for the arcade market, as it was always Yuji Naka's desire to develop an arcade game for Sega. Altough Sonic Team Japan had developed an action platformer in-house during that period, with Billy Hatcher and the Giant Egg. In October of 2003, Sega decided to consolidate their in-house development teams. Sonic Team Japan gained members who worked on the Space Channel 5 and Roommania #203 games. Those developers would go on to create several games. Such as the PlayStation 2 Astro Boy game, as well as the reboot of the Puyo Puyo series, Puyo Pop Fever. For handhelds, they developed the Feel the Magic XY/XX and The Rub Rabbits! games.

Sonic Team USA was established to further develop 3D Sonic games. Headed by Takashi Iizuka, it had only 11 members of the then 120 man strong Sonic Adventure development team.[3] Though their first official assignment was making sure Sonic Adventure was ready for a western release, the real reason they came into existence was the 2001's Sonic Adventure 2 and Sonic Team's first multiplatform title, Sonic Heroes.

It was also around this time that Sonic Team began their long-term partnership with Dimps, who worked to create Sonic Pocket Adventure, and become involved in nearly every handheld Sonic title that would follow. Long time Sega employee, Akinori Nishiyama would manage that relationship working as a director since Sonic Advance onwards.

Global Entertainment R&D1 era

In April of 2005, Sega decided to move their development studios back into the structure before July of 2000, with unbranded R&D studios. The core development Sonic Team group was stationed at Global Entertainment R&D1, headed by Akinori Nishiyama, while the Phantasy Star team spunned of off into Global Entertainment R&D Dept. 3 headed by Takao Miyoshi. Global Entertainment R&D Dept. 2 also existed, but was a continuation of Sega Wow, previously Overworks. Yuji Naka was asked to oversee all three of those departments, eventually becoming dissatisfied with the position of having almost no hands-on development. So he decided to leave Sega to form the company Prope in May of 2006. Prope had financial backing by Sega, which lead to Sega publishing the first two games of the studio, Let's Tap and Let's Catch.

The teams behind the Puyo Puyo and Rub Rabbits games continued to develop games mainly for the Japanese audience, with the many Puyo Puyo sequels, as well as three entries in the Sega edutainment series Naruhodo.

Sonic Team USA (eventually renamed Sega Studio USA in 2004), developed further games with Shadow the Hedgehog and NiGHTS: Journey of Dreams along with supervising Sonic Rivals and Sonic Rivals 2. Sonic Team in Japan returned to developing entries for the Sonic franchise. They developed the Sonic Riders games, Sonic the Hedgehog 2006, Sonic and the Secret Rings, Sonic Unleashed and Sonic and the Black Knight.

The Sonic games received negative to middling reviews, particulary it was Sonic 06 that received a wide negative reception. Meanwhile Sonic Unleashed and Sonic and the Secret Rings were better received, providing templates for future Sonic games.

Akinori Nishiyama and Takashi Iizuka referred to tight deadlines, as well in Iizukas case, too little resources, on the less than stellar reception of these titles.

In 2006, Yuji Naka, the last original member of Sonic Team, left the company during the development of Sonic 06 to form his own development studio Prope.

Sega Consumer R&D2 era

In May 2008, Sega GE1 was renamed Consumer R&D2. Sega Studio USA moved back into Sonic Team Japan and Takashi Iizuka was made the head of the operation. Since, Sonic Team developed Sonic the Hedgehog 4, Sonic Colors, Sonic Generations, Sonic Lost World, and is currently developing Sonic Forces.

While previously Mario & Sonic at the Olympic Games was co-developed with Sega Sports Design R&D Dept., following games were solely developed within CS2 or Sonic Team since the dissolvence of Sports Design after the first game.

Following the poor reception of the Sonic Boom: Rise of Lyric game, Sonic Team once again established a office within Sega of America. However it does not have a development team like before, but mainly serves to better supervise western Sonic projects.

Softography

Mega Drive

Mega-CD

Saturn

Dreamcast

PlayStation 2

GameCube

Xbox

Xbox 360

PlayStation 3

Wii

PlayStation 4

Xbox One

Wii U

Nintendo Switch

PlayStation 5

Game Boy Advance

Nintendo DS

PlayStation Portable

Nintendo 3DS

PlayStation Vita

PlayStation Now

Windows PC

Steam

i-mode 503i

i-mode 504i

i-mode 505i

i-mode 90x

i-mode 70x

J-Sky (50KB)

Vodafone Live! (256KB)

Vodafone Live! (3G)

EZweb (BREW 2.1)

EZweb (BREW 3.1)

Club Air-Edge

Emobile

Android

iOS

PlayStation Portable

Wii

Nintendo 3DS

PlayStation Vita

Canceled Titles

Filmography

Photographs

Main article: Photos of Sonic Team

External links

References

  1. [Sega Mega Drive/Genesis: Collected Works - Kotaro Hayashida Interview Sega Mega Drive/Genesis: Collected Works - Kotaro Hayashida Interview]
  2. http://soahcity.com/uploads/2016/06/67979-.png
  3. http://www.gameinformer.com/b/features/archive/2016/11/09/where-sonic-went-wrong.aspx?PostPageIndex=2


Timeline of Sega of Japan research and development divisions








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