Difference between revisions of "Sonic Team"

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===Sega Software #8/Sonic Team Co., Ltd. era===
 
===Sega Software #8/Sonic Team Co., Ltd. era===
  
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.
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Around the time Sega became a platform agnostic developers 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.
  
 
[[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|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]]''.  
 
[[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|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]]''.  
  
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.  
+
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.
  
 
===Global Entertainment R&D1 era===
 
===Global Entertainment R&D1 era===

Revision as of 15:19, 30 July 2017

Sonic Team (ソニックチーム) is a 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 and currently 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.

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.

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 desgner 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. In addition to programming, Yuji Naka was also the project manager of the now Sonic Team, having already several producer credits on his name beforehand. Through the many twists and turns of development, the game was finally set to be released.

With the title becoming an international success, Naka decided in order to get better feedback from the western market, he 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 he 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 developers 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 mainstream entries into the Sonic franchise. They developed 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.

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 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

Saturn

Dreamcast

Neo Geo Pocket Color

Game Boy Advance

PlayStation 2

Nintendo GameCube

Xbox

Nintendo DS

PlayStation Portable

Xbox 360

Wii

PlayStation 3

Nintendo 3DS

PlayStation Vita

Xbox One

PlayStation 4

Wii U

Nintendo Switch

Canceled Titles

Softography (arcade)

NAOMI

Filmography

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. [ ]


Timeline of Sega of Japan research and development divisions








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