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  The Game Developer 50
by Brandon Sheffield, Jeffrey Fleming [Business/Marketing, Design, Programming, Art]
18 comments Share on Twitter Share on Facebook RSS
 
 
April 13, 2010 Article Start Previous Page 2 of 5 Next
 

Design

Jenova Chen
ThatGameCompany

Chen and colleagues at Los Angeles studio TGC released PlayStation Network title Flower to great critical acclaim. Not only does the game play differently from others, it eschews violence and many traditional play mechanisms in order to create a new sort of experience.



Chen's design for Flower has sparked no end of critical discussions, design debates, and GDC topics, and has inspired other designers to look further into the fun of experiential and experimental gameplay.

Chen's well-spoken philosophical ideas and theories have cemented his position as one of the more forward-looking designers in games.

Todd Coleman
KingsIsle

KingsIsle lead designer Todd Coleman has claimed for years that MMOs can be successful targeting smaller niches. His first attempt, the free to play/subscription hybrid PC online game Wizard 101, merges a little Harry Potter, a little Pokémon, and a little Magic: The Gathering into a boutique MMO that recently snared its five millionth registration.

The youth and tween space for MMOs is a crowded one, but Coleman and company have proved that specific targeting and clever game design, rather than generic catchalls, can be a formula for success.

George Fan
PopCap

The entire PopCap design team has done much to legitimize casual game design by producing titles that combine easy accessibility with deep play mechanics. Recent releases such as Plants vs. Zombies demonstrate the PopCap style of creating games that are deceptively simple on the surface, but remain rewarding over the long-term.

In PvZ, Fan's take on the alternately hardcore or faceless genre of "tower defense"/strategy is cleverly personalized and masterfully iterated, without alienating the more strategy-minded players.

Nate Fox
Sucker Punch

The whimsical cartoon world of Sly Cooper was Sucker Punch's bread and butter during the PlayStation 2 era, but with the transition to latest gen consoles, the competition has gotten altogether darker in tone.

Sucker Punch's response was to update the proven action elements from their well-crafted franchise with a modern, open-world design and edgier art direction. The resulting inFAMOUS is the perfect intelligent fix for an audience that grew up with cartoons, but now craves more adult fare, and gives the PlayStation 3 another much-needed system exclusive.

Sefton Hill
Rocksteady

Hill is the creative director of Rocksteady, a company which came from relative obscurity to create the greatest Batman game yet made (Batman: Arkham Asylum). Rather than turning the hero into "punching batarang guy" as so many developers have before, Hill and company created a thoughtful, stealthy combat-oriented game, with well-designed levels, clever tricks, and scads of new ideas throughout.


Rocksteady Games' Batman: Arkham Asylum

From Batman's "detective vision" to the flowing combo-oriented combat, to the silent takedowns, Arkham Asylum manages to make cautious play enjoyable, without being slow.

Tom Leonard
Valve

Left 4 Dead and its sequel reinvigorated cooperative multiplayer games in such a logical way that it seems astounding it wasn't done before. Players stick together and help each other out because the enemy AI is designed in such a way that you're a fool not to. You actually want to work in partnership, instead of being forced by the old "you need two people to open this door" gag.

By forcing most of the large scale battles to take place in motion, rather than from single defensible positions, Leonard and his Valve colleagues have created a new variant of co-op that has captured the imagination of many.

James Ohlen
BioWare

Most people know BioWare for "the doctors" -- Ray Muzyka and Greg Zeschuk, but James Ohlen is a key design brain behind many of the BioWare classics, including Baldur's Gate I and II, as well as Knights of the Old Republic and Neverwinter Nights.

Ohlen is currently heading The Old Republic, BioWare's entry into the MMO space, ensuring that the tricky franchise -- on a massively multiplayer scale, of course -- is properly infused with the studio's brand of thoughtful play.

Hirotoshi Shiozaki
Street Fighter IV team

Street Fighter IV brought lapsed fighting game players back into the fold, and even created some new fans. This was a marketing win, to be sure, but the design of the game for lower-level play lowered the barrier of entry such that players were less daunted.

The challenge modes also served as a tutorial for the combo system, teaching players how to link certain moves together. Shiozaki and the folks at Dimps and Capcom have paved the way for a resurgence of 2D fighting games in general.

Shuntaro Tanaka and Ryutaro Nonaka
Sega

Strategy RPGs have traditionally been a hyper-niche genre, beloved by its adherents and almost inscrutable to outsiders. Into this hidebound form stepped producer Ryutaro Nonaka and director Shuntaro Tanaka with Valkyria Chronicles, a game that put a fresh, youthful (and blue-skied) face on the typically grognardian elements of small unit fire and movement tactics.

Massive sales didn't necessarily result, but perhaps when the franchise moves on to the PSP it will introduce even more players to the pleasures of tactical games.

Jarrad Woods
Captain Forever

Captain Forever developer Farbs has had about eight years of commercial game development experience at companies like BigWorld and 2K Australia -- on either canceled or unreleased games.


Jarrad Woods' Captain Forever

But in his free time he started making independent games, and the fascinating and transgressive ROM CHECK FAIL -- which mashed up classic arcade games in cheeky ways -- was just the start, a Grey Album for games, if you will. His new project, and his first as a full-time indie, Captain Forever, won the IGF China Best Game award for the top Asian-Pacific indie title.

 
Article Start Previous Page 2 of 5 Next
 
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Comments

Bob Stevens
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Snubbed again!

Dana Cowley
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Congrats to Jason Della Rocca. Glad to see his tireless years of dedication to the IGDA recognized here.

Reid Kimball
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@Bob, same here. I can't believe it... "Miyamoto never had to work for press like this."











PS: I'm joking about not being on the list.

Sean Currie
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Amy Hennig?



I take it she's not part of this list because she has an entire upcoming issue of Game Developer devoted to her.



Right? Riiiight?

David Paterson
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No audio folks?? (Apart from Tommy T. and Jack Wall, and they're in for Video Games Live...)

Kim Pallister
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Alice has a nice rant about the high percentage of men on the list:



http://www.wonderlandblog.com/wonderland/2010/04/a-long-way-to-go-.html

Mark Kilborn
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What David Paterson says. I'd love to see some audio people on this list, and I can definitely name a few who are worthy. Let's see... Charles Deenen, Akira Yamaoka and Bruce Swanson to name but a few.

Mac Senour
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um, Producers?

Glenn Storm
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(Nice list. Thank you, Gamasutra. But, I have to agree with David, Mark and Mac. If you're going to list developers, expect this kind of criticism.)



But, primarily, LOL @ Stephen's "USC Voltron" and Reid's quote relay.

Mark Kilborn
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Producers don't do anything. They just order dinner.



...kidding :). I work with an amazing producer. ANYWAY.



Sorry to nitpick you guys, I realize a list like this is going to cause some controversy. My frustration is just that you obviously started with discipline divisions, but certain disciplines just aren't represented at all. I'm sure the next top 50 will address this though :)

Alexander Bruce
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I read this list, I read Alice's rant and all the comments on both articles. As has been pointed out by many people, lists like these are always going to exclude someone. You can't please everyone unless you make a list of "The top 50,000 people in industry" and just name everyone you can. Hell, even if you did that, I'm sure people would still be sour at not being included, and then you'd start getting into rankings, etc.



I take these lists as a bit of fun, though I know that's not the case for others.

Ismini Boinodiris
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Statistically speaking, out of 100 developers you have about 12 female developers. So just looking at statistics here, it's reasonable to say that out of 50 developers, around 6 of them are likely going to be women.



The fact that they couldn't even name ONE woman on this list is extremely disheartening to me. Are the authors of this article just completely oblivious to which women have been working to shape this industry? Why is it that not one woman appeared on their radars? Did they compare their list to say... the nominees/winners from the Microsoft Women in Gaming Awards at GDC?



Not that I ever put much stock into these kind of lists anyway, but it's still disappointing.

Tim Carter
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Thanks to Gamasutra for mentioning these developers by name.

joy pan
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Jenova Chen-when I see his resume first ,so surprised!he change work so rapid and use this way to add his experience.

Michiel Hendriks
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Using statistics to reason always cracks me up. So according to statistics 12 out of 100 game industry people are women. If I would build a list of the 100 most significant people in the game industry, there is no guarantee that 12% if female. Being female, left handed, or born on February 29 toed isn't a factor. The chance that I roll 6 times 6 with a dice is quite low, but that doesn't mean it won't happen.



Anyway... it's just a list compiled to more or less personal preference of a group of people. Respect their reasoning/opinion.



Or not.

Senthil Kannan
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But where's my name?? ;-)

Emma Smith
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I hope I'm on something like this one day in the future :)

Ruthaniel van-den-Naar
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Successful people lose breath with sense of fulfillment, the best ones are always those hungry young dog, who stands nearby, only few have an eternal hunger. Games are teamwork, icons needs mainly marketing.


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