One of the most important creative forces for SEGA during its formative arcade years, Yu Suzuki has been the designer of everything from Virtua Fighter to Ferrari F355 Challenge to Hang-On to After-Burner II to Out Run -- all key franchises for SEGA's coin-op and home console business. Suzuki's role as head of SEGA's Amusement Machine Research and Development Department 2 was not only a source of arcade machine creativity (often with custom cabinets that the player could sit on or in), but served as ample fodder for ports to home versions of the games for SEGA's hardware.

A graduate of the Okayama University of Science, Suzuki joined SEGA in the early '80s, programming and producing more than half a dozen arcade hits. In the early '90s, however, it was the pursuit of 3D technology that would eventually lead to the creation of the Virtua Racing and Virtua Fighter series, the latter of which is still one of the most intensely technical fighters in both Japanese arcades and on consoles.

Suzuki was also one of the earliest pioneers of the sandbox game; bringing the incredibly expensive but universally praised action/adventure series Shenmue into our homes nearly a decade ago. Before Grand Theft Auto III or Fallout 3 wowed gamers with their expansive virtual worlds and fully-voiced NPCs going about their daily routine, there was Shenmue -- a game that many diehard fans still demand a third installment to even today.

Though Suzuki continued to produce AM2's arcade and console efforts until they were absorbed back into SEGA in 2004, he moved out of the spotlight following the release Shenmue and its sequels. Given his talent and knack for creativity, however, we don't think we've seen the last of him by a long shot.

Notable Games
  • Virtua Fighter (1995)
  • Virtua Cop (1996)
  • Daytona USA (2001)
  • Shenmue (2000)
List Continues in descending order below
100

In the heyday of arcade fighters, there were two kinds of people: those who played Street Fighter and those who played Mortal Kombat. If you considered yourself the latter, then you have Ed Boon to thank for it.

It all started when Midway decided to capitalize on the success of eventual rival Capcom and its blockbuster slugger, Street Fighter II, by creating a unique fighting game of its own. John Tobias and Ed Boon were tapped as the men who could pull it off -- with Tobias handling much of the design and Boon wielding his programmer's wand to create the overnight success, Mortal Kombat.

The explanation behind the MK sensation? It was an entirely different experience from Street Fighter altogether. Sporting a dissimilar combat engine, block button and the innovative "Fatality" match-enders, the violent puncher created or seriously influenced many gaming trends that still stand today -- not just in the genre, but the industry as a whole. In fact, it was the heavily-criticized emphasis on blood and gore that spawned the first real debate on violence in videogames that also led to the eventual creation of a rating system to help inform parents about which games may be suitable for their kids. At its height, Mortal Kombat was such a popular and influential fighter that even Midway itself started ripping its own game off, joining the already-sizeable number of clones that tried to capitalize on the MK formula (War Gods anyone?).

Though John Tobias left the Midway team in 2000, Boon has continued to create and oversee each new Mortal Kombat project. He has reinvented the series from its simplistic roots into a deep, well-rounded fighter that's seen upgrades that include everything from the use of weapons and fully-realized quest modes to online head-to-head match-ups and fighters with dynamically-switching fighting styles -- and audiences continue to eat it up.

"When [a game] comes together well, there is very little that is more gratifying," Boon told Edge Magazine in 2006. "It makes all the hard work worth it."

Notable Games
  • Mortal Kombat (1992)
  • Mortal Kombat II (1993)
  • Mortal Kombat III (1995)
  • Mortal Kombat Gold (1999)
99

Toru Iwatani is a god among men in the gaming industry. It was Iwatani-sama's innovation that helped videogames achieve their current level of popularity... and it was all because of Shakeys Pizza (and girls). That's right, folks -- Toru Iwatani is the creative genius behind the phenomenon known as Pac-Man.

And we have a pizza pie to thank for it.

In 1977, a young Iwatani began as a programmer for a computer software company called Namco, and designed the 1978 and 79 arcade releases Gee Bee, Bomb Bee, and Cutie-Q. After working on these three titles, Iwatani wished to create a game that would target women and couples; his goal was for game centers to shed their somewhat sinister image for a lighter atmosphere, and he believed that the key to doing that was to get girls to come in.

Iwatani's eureka moment came when he removed a slice of pizza from a pie, creating the visual inspiration for his next big thing. It was in this moment that, according to Iwatani, Pac-Man was officially born. Now that he had the look, he needed that special something to attract his target audience. After listening to girls talk to one another, Iwatani determined that food and eating would be the way to get the fairer sex interested in arcade games.

In 1980, Pac-Man (renamed from "Puck Man" for fear that the arcade cabinet would be defaced by smart-ass kids) was released in the US under Midway, and the face of gaming was irrevocably altered.

On the technical side of things, Pac-Man's AI was revolutionary; the ghosts did not move at random -- instead, they moved around the maps in four distinct behavioral patterns. However, the real brilliance behind Pac-Man was its unprecedented sense of life. The act of eating and the terrified expressions of the ghosts as they fled a ravenous yellow disc tapped into gamers' affinity for living things.

Life after Pac-Man saw Iwatani work his way up within Namco's ranks, creating games such as Libble Rabble and eventually becoming the company's leading producer on arcade titles like Time Crisis and Ridge Racer. In April of 2005, he began teaching Character Design Studies at the Osaka University of Arts as a visiting professor. In early 2007, after working on Pac-Man: Championship Edition, Iwatani left Namco and became a full-time professor at Tokyo Polytechnic University, saying, "I thought it more important to pass on the know-how that I've accumulated over the last 30 years to the next generation."

Notable Games
  • Pac-Man (1980)
  • Pac-Man: Championship Edition (2007)
98

Even if his name isn't instantly recognizable, his work is unforgettable. Yoji Shinkawa, a Konami illustrator since 1994, is responsible for some of the most indelible character designs this side of the PlayStation era, and while his early work on Konami's Policenauts won't have had much Western impact, Shinkawa's pairing with director Hideo Kojima has birthed one of the most beloved franchises of our time.

Metal Gear Solid is among Japan's few enduring relevancies, much credit due to Shinkawa's striking artistic influence and character design. Few who've played the first Metal Gear Solid will forget the tortured, pitiful figure of Psycho Mantis whose gripping personality is as evident in his visual design as in the lauded scripting. The maturity evident in Metal Gear Solid's visual design demonstrates the artistic chops of Yoji Shinkawa, his modern-classical styling a stark contrast—and great influence—against the typically youth-targeted art of videogames past and present. Even the videogames with genuine artistic merit often resorted to super-deformed, childish game characters before Metal Gear Solid proved that highly stylized, mature art could impact the mainstream market.

Since the first Metal Gear Solid over a decade ago, Yoji Shinkawa has continued his influence on Kojima's creations. The cult favorite Zone of the Enders franchise owes its impressive mechanical design to Shinkawa, whose early school drawings reportedly transferred to the games quite nearly unchanged. And while Hideo Kojima threatens to abandon the Metal Gear series in pursuit of new efforts more Western in scope, we anticipate that Shinkawa's artistic brilliance will play a role in not only influencing the game's artistic direction but in also creating the celebrated game characters of tomorrow.

Notable Games
  • Policenaughts (1994)
  • Metal Gear Solid (1998)
  • Metal Gear Solid 2: Sons of Liberty (2001)
  • Metal Gear Solid 3: Snake Eater (2004)
97

Koichi Ishii has produced and directed numerous big-name games for Square Enix, including Final Fantasy I through III and SaGa Frontier. His biggest claim to fame, though, is that he is also the man responsible for creating Chocobos and Moogles.

What we remember Ishii most for, however, is the construction of the Mana series. Back in 1987, Square Enix cancelled the original Seiken Densetsu before it ever made it past the planning stages. But Ishii revived the title in the early '90s, originally calling it Seiken Densetsu: Final Fantasy Gaiden and designing it as a supplement to the bigger series. It was one of the best RPGs available for the Game Boy, which allowed the series to really hit its stride with Secret of Mana on the SNES -- successfully distancing itself from Final Fantasy to stand alone as a major series.

Ishii worked hard to make Mana unique by creating a real-time battle system at a time when being turn-based was the modus operandi. Fans and critics felt that it played a lot like a deeper Zelda game with a faster pace since players switched between battle screens and overworld maps every dozen steps or so. It was a gorgeous accomplishment during the 16-bit era, utilizing things like the Super Nintendo's Mode 7 to create pseudo 3D maps, which is something few games on the platform ever did without resulting to gimmicks.

Ishii has directed every game in the Mana series, and has evolved it into a string of multiplayer dungeon crawlers and tactical RPGs. Though the later games haven’t quite had the notoriety of the original, Ishii's dedication to his franchise has helped push JRPGs beyond the old idea that only one basic formula and presentation can be successful.

Notable Games
  • Final Fantasy Adventure (1991)
  • Secret of Mana (1993)
  • Seiken Densetsu 3 (1995)
  • Legend of Mana (2000)
96

When it comes to platforming on the Sony consoles, Naughty Dog has always been a front runner, and Jason Rubin has been behind it all. Rubin, along with his friend Andy Gavin, started Naughty Dog when they were 15 years-old developing games in their basement.

In the mid-'90s, Rubin and Gavin got their big break with Crash Bandicoot. The 3D platformer was a big hit and became a flagship title for the original PlayStation. Crash himself was the unofficial mascot for the system and a benchmark was set for other developers. Naughty Dog continued the tradition with three more Crash games over the next several years and the third title in the series, Crash: Warped, became the only foreign-made game to sell over a million copies in Japan.

In 2001, Sony Computer Entertainment of America bought Naughty Dog and its next project, Jak and Daxter. A PlayStation 2 exclusive, Jake was a big success, pushing the boundaries of the PS2's technology. Naughty Dog, with Rubin at the helm, was credited with revitalizing the platformer genre and once again set a benchmark for other developers. The early 2000s saw a surge of high quality platforming titles, and Jak and Daxter became mascots that were just as recognizable as Crash years earlier.

Over the generations, Rubin has been an outspoken supporter of developer rights and has encouraged them to speak out if they're treated unfairly to demand what they think is deserved. In 2004 Rubin left Naughty Dog to pursue other endeavors, but his influence is still seen in the games made since.

Notable Games
  • Crash Bandicoot (1996)
  • Crash Bandicoot 3: Warped (1998)
  • Jak and Daxter: The Precursor Legacy (2001)
  • Jak II (2003)
95

There can be no greater honor in any field than to be recognized for doing something first, for painting the way for generations to come. Allan Alcorn has that honor, and though most may not recall the name as readily as a John Carmack or Shigeru Miyamoto, Alcorn did something before anyone else: he created the modern videogame (though certainly not the original video game). More specifically, he created Pong. Yeah, thatPong.

The idea -- which sprung out of just trying to test reflexes while enjoying his position as Atari's second employee in 1972 -- clearly resonated with just about everyone, bridging the gap between more male-dominated forms of coin-op entertainment like pinball machines and offering simple, universal, accessible appeal long before Nintendo would distill those ideas down into the Wii. When Atari took what was formerly an arcade cabinet-driven concept and put it in the hands of home players, the home console was born.

Interestingly enough, despite effectively helping Atari create the console market single-handedly, he left in 1981 -- long before the eventual bust that would tarnish the Atari name and give the aforementioned Nintendo its shot at effectively saving videogames from the crash of 1984. Alcorn eventually joined Apple, helping to nurture the then-emerging MPEG compression codec and QuickTime before forming his own company, Silicon Gaming, then branching out into the analysis of broadcast sources to divine what commercials are successful. Though he helped birth the concept of a home console, none of his future endeavors have quite risen to that level of success, but then that's the problem with being the first at something: you can only do it once.

Notable Games
  • Pong (1972)
94

The industry is filled with developers that got their start as kids, but the bulk of them broke into the limelight when programming techniques were almost archaic by today's standards. Somewhere between all the shader models and 7.1 positional audio of today and the 16 color visuals and PC speaker bleeps and bloops of yesteryear lies Chris Sawyer's big break: Transport Tycoon.

Though he'd honed his craft by porting Amiga games to the PC, it wasn't until he inked a deal with MicroProse to publish what was then dubbed I.T.S. (Interactive Transport Simulation) that things broke big -- or when the game was re-christened Transport Tycoon to piggyback off the success of Sid Meier's Railroad Tycoon. It worked, and Transport Tycoon went on to sell more than enough copies to justify a follow-up, Roller Coaster Tycoon (which also had a name change from White Knuckle). A TC World Editor and Deluxe re-release, plus a RCT sequel and several expansion packs followed, and in 2004, the first proper follow-up to TC, Locomotion, was released.

Roller Coaster Tycoon almost single-handedly made Sawyer's career, with estimates that the game sold somewhere around nine million copies and that Sawyer was sitting atop a $30 million mountain of royalties. Apparently after auditing said royalties, he found Infrogrames/Atari owed him even more and he prepped a law suit.

He is currently flying a jet made of solid 24 carat gold around for kicks using only the power of his own ridiculous wealth to counteract gravity. That or he's continuing to make games. Either way, he's one of the most successful and enterprising developers on our list.

Notable Games
  • Transport Tycoon (1994)
  • RollerCoaster: Tycoon (1999)
  • Chris Sawyer's Locomotion (2004)

One of the most memorable names to emerge from the foundry of talent that was Origin Systems in the late '80s, Chris Roberts has also been one of the most active developers in the space simulation genre since he first created the Wing Commander series in 1990. It would prove to be something of Roberts' legacy, spawning a number of sequels that iterated on the space combat/sim genre with each successive game.

It also served as a vehicle for Roberts' directorial aspirations, though as the series went on that title had as much cinematographic relevance as it did programming. By the time Wing Commander IV had arrived, the series was incorporating large chunks of full-motion video and Roberts was directing scenes with Hollywood actors like Mark Hamil, Tom Wilson and Malcolm McDowell. This no doubt helped egg on aspirations at a full-time Hollywood career, which happened -- to an extent -- with the 1999 release of the Wing Commander flick starting Eddie Prinze, Jr. and Matthew Lillard.

Two years prior, Roberts departed Origin to form his own company, Digital Anvil, with help from Microsoft and chipmaker AMD. DA struck a multi-game publishing deal with (and was subsequently gobbled up by) Microsoft shortly thereafter. Impressively, Digital Anvil expanded beyond just games, supplying the visual effects work for the Wing Commander movie. Space served as a familiar backdrop for games like Starlancer and Freelancer, but by the time of their release, Roberts had begun moving away from games development and into feature film production and Digital Anvil was eventually dissolved. His latest company, Ascendant Pictures, is all but removed from games entirely, instead producing movies like The Punisher, Lord of War and Lucky Number Slevin.

Notable Games
  • Wing Commander (1990)
  • Strike Commander (1993)
  • Wing Commander III: Heart of the Tiger (1994)
  • Wing Commander IV: The Price of Freedom (1995)

If the only metric for success is selling millions of copies of your games, then Danielle Bunten Berry can't really be considered successful. If it's pushing videogames in an entirely new direction -- and multiple times at that -- then it's an entirely different matter altogether. This is precisely what Bunten did with games like M.U.L.E. (which offered up to four players simultaneously and challenged all of them to carefully manage resources while seeking to control both supply and demand, as players could work to corner the market if need be), The Seven Cities of Gold (which actually managed to be educational in addition to being entertaining) and Modem Wars (which offered a raft of now-standard RTS features but included the then-unheard-of idea of using a phone line or serial modem connection to link two players).

All All three of these titles were developed by Ozark Softscape, Bunten's development house, and were published by Electronic Arts in a deal inked back in the '80s, and though they weren't million-sellers (a concept that was all but impossible given the size of the industry back then anyway), they were certainly popular enough that even today they're cited as some of the pioneering examples of multiplayer or edutainment software.

Bunten passed away in 1997 after a battle with lung cancer, leaving behind a legacy of daring to explore the (then) far-off idea of people playing games together -- both in the same room and countries apart. Those ideals have become absolute mainstays now, which explain precisely why she was honored with a Lifetime Achievement Spotlight Award and a Hall of Fame induction from the Computer Game Developers Association and the Academy of Interactive Arts & Sciences.

Notable Games
  • M.U.L.E (1983)
  • The Seven Cities of Gold (1984)
  • Modem Wars (1988)
  • Command H.Q. (1990)

Masahiro Sakurai is not just a talented developer, but also a bit of a character. Personable Personable and outspoken, Sakurai has stirred up a bit of controversy, and a lot of fans, for calling it like he sees it with Nintendo. As the creative force behind the Kirby games at the age of 19, Sakurai made a name for himself quicker than most do in a lifetime.

After four successful Kirby games Sakurai and HAL Laboratories started on an ambitious new project, Super Smash Bros. The Nintendo-themed brawler was intended as a special "thank you" for longtime Nintendo fans and wasn't expected to light the sales charts on fire, but did it ever -- pushing units like crazy to become one of the biggest Nintendo franchises of the last decade. Sakurai returned for the GameCube sequel as well, expanding the game with dozens of characters, more items and more levels, while establishing a proven formula for success (more than seven million copies were sold).

But in 2003, Sakurai created quote the buzz when he left HAL, saying that he felt stifled by the demand to constantly produce sequels. Eventually, Masahiro-san moved over to Q Entertainment for a brief stint to design the puzzle hit Meteos before being wooed back to direct the go-getting Wii-exclusive fighter, Super Smash Bros Brawl. During the game's development Sakurai updated the Smash Bros website every day, teasing gamers with new features, characters, and modes. Sakurai was notable in that he wanted the game to be as close to perfection as possible, and as a result, asked for numerous deadline extensions to tune it.

Sakurai's endgame proved that it was time well spent. We can only hope his next project is just as "perfect."

Notable Games
  • Kirby's Adventure (1993)
  • Kirby Super Star (1996)
  • Super Smash Bros. (1999)
  • Super Smash Bros. Melee (2001)

When CD-ROMs made landfall on PCs, it completely changed the games industry. Gone were the days of shipping games on multiple floppy discs, suddenly developers had an order of magnitude more space to play around with things. One of the first ways developers took advantage of all that extra storage was to pack the disc with full-motion video. Arguably the most memorable implementation of FMV-driven games was Trilobyte's The 7th Guest and The 11th Hour, co-founded by Scottish impresario Graeme Devine.

Though the increase in space was massive, incorporating large portions of full-screen, full motion video could easily chew up all of it if not carefully managed. It was here that's Devine's ability to organize and stream the reams of data off the disc through his custom-built GROOVIE Engine paid off. It worked, and 7th Guest became the example of what all that storage could do to push the medium forward.

Sadly, Trilobyte didn't survive the 90s, though Devine most certainly did, going on to join id Software, first leading design on Quake III Arena and then helping port some of the company's biggest franchises to the diminutive Game Boy Color/Advance, a remarkable feat given the technological gap on some of the titles. After staying with id through Doom 3 (as well as offering support on third-party games that used id game engine), Devine joined Ensemble Studios and set to work on Age of Empires III before eventually moving to consoles by heading up Ensemble's effort to build a controller-driven RTS in Halo Wars.

Notable Games
  • The 11th Hour (1996)
  • Quake III: Arena (1999)
  • Doom 3 (2004)
  • Halo Wars (2009)