
80. Scott Blackwood
Executive Producer
EA Black Box
Blackwood is an EA veteran, acting in a producer role for company touchstone titles as important as the original Need for Speed. He then transitioned from racing to spy thrillers through 007: Racing, but left the Bond franchise to help lead the team that sought to usurp skateboarding game leader Tony Hawk’s. The franchise he helped build, Skate, succeeded in its goal in most ways, and the early 2009 sequel Skate 2 has debuted to positive critical buzz and strong sales.

79. Shigenori Nishikawa
Gamer Director
Platinum Games
Nishikawa landed as a planner at Capcom in 2000, and in that role worked on the latter two Dino Crisis games as well as the GameCube remake of the classic Resident Evil. He broke out in 2005 when he took a design role on the instant classic Resident Evil 4; apparently noticing his talents, the legendary founders of Platinum Games offered him the opportunity to direct his own game. He took it; his game, MadWorld, is one of the most hotly anticipated Wii titles of 2009.

78. Tomonobu Itagaki
Former Director
Team Ninja
After releasing the strong selling 360 exclusive Ninja Gaiden II in the summer, Itagaki sent shockwaves through the typically placid Japanese game industry when he announced he was both leaving and suing Tecmo for unpaid bonuses. Undoubtedly the company’s most important creative and public figure, shareholders punished Tecmo’s stock price for letting him go; meanwhile his franchises, Dead or Alive and Ninja Gaiden, currently sit with no announced future entries. The outspoken Itagaki is also uncharacteristically quiet, but the man has said he’ll be back in gaming soon. Whatever way you feel about the man, it’s hard to deny he speaks with conviction.

77. Yoshihisa Hashimoto
Game Director
Sonic Team
A longtime member of Sonic Team at the workhorse level—he was the programmer on the Sonic Adventure series’ lovable Chao diversion—Hashimoto was promoted to director as an effort to bring hungry new passion to Sonic Unleashed. Whether he was the right man for the job, and whether he was given the tools to be the right man for the job, is a subject of much debate among longtime fans. What isn’t debatable is that the project he led, Sonic Unleashed, capably sold to Sonic’s young audience and kept the franchise going as Sega’s valuable flagship in 2008.

76. Chris Ferriera
Lead Designer
EA Montreal
Ferriera’s time as a designer at Stormfront Studios saw him lend design work to EA’s critical Lord of the Rings movie licensed projects. It was during this era that Ferriera transitioned over to EA proper, and got his hands on another successful title—the licensed Godfather game. In 2008, however, Ferriera and his team proved they didn’t need a license to leave an impression with the co-op heavy Army of Two, on which Ferriera was the lead designer.

75. Ed Boon
Creative Director
Midway
The co-creator of the enduring Mortal Kombat franchise has proved once again that he and his team are Midway’s greatest asset. In an otherwise gloomy year for the publisher, Boon delivered the multi-million seller Mortal Kombat vs. DC Universe. Whether the current bankruptcy woes of his parent company result in a stronger Midway or no Midway, there’s no question that Mortal Kombat will survive, with Boon hinting that the next game will be a more serious, gritty take on the typically silly series.

74. Hajime Tabata
Director
Square Enix
Hajime Tabata’s past is mysteriously undocumented, but as a major leader of Square Enix’s handheld and mobile efforts his future is bright. 2008’s Crisis Core: Final Fantasy VII was one of the biggest critical and commercial PSP hits ever, with rumors abounding that it acted as a sort of dry run for the design direction of Final Fantasy XIII. Now Tabata’s name is showing up all over, attached to his company’s biggest IPs. He’s currently credited as the director of PSP titles Final Fantasy Agito XIII and Parasite Eve: The Third Birthday, and mobile game Kingdom Hearts: Coded.

73. Mike Samachisa
Head of Console Division
Hudson Soft
Hudson is quickly making a name for itself as one of the Wii’s most prominent journeyman publishing houses. Last year Mario Party 8 was one of the console’s best-selling titles, but in 2008 the company exploited a major market desire for more Wii Sports-like content with Deca Sports. Strong marketing allowed the game to outmaneuver a crowded market and become a top hit, a brilliant piece of business that Samachisa and his team should be proud of.

72. Shingo “Seabass” Takatsuka
Executive Producer
KCEJ
Pro Evolution Soccer has long been the bellwether of the sports games, and Takatsuka has long led the team responsible for this internationally beloved simulator. Takatsuka’s 2008 entry was considered by many reviewers to be a solid but conservative take on an aging premise, but that naturally didn’t stop longtime fans from turning it into an global bestseller. With anticipation high and the heat from EA’s FIFA series becoming overwhelming, there’s strong incentive for Takatsuka to deliver a knockout entry to PES this year.

71. Seiichiro Nagahata
Director
Chunsoft
Japan’s favorite brand of roguelike is Chunsoft’s Mystery Dungeon series, and Nagahata has been working on that series since the beginning--he’s credited as a planner on the 1993 franchise starter Torneko no Daibōken: Fushigi no Dungeon. Since the he has worked on countless franchise entries, and in 2008 he had a hand in delivering two of them to the world: the DS port of Shiren the Wanderer, and the sequel to Pokemon Mystery Dungeon. The former was largely ignored, but the latter was a million seller and the biggest Pokemon product of the year.
I'm surprised Edge would make a list evaluating the developers (or their bosses) by financial success, instead of, y'know, quality. Disappointing.
The top 5 contains quite a mix of developers if you look at the games they have released, and I see this as a big positive for the industry as a whole.
cheap designer clothes
where are all the women?
More than half of the list is made of directors/VP/founders/...
People quite unrelated to *developing* the game. Then let's have 'em classified in the "top 100 developpers" list... yeah right...
Dear Edge, I know everyone is meant to play this off casual and cool like it doesnt mean much to them but I am a nerd, it >does< mean a lot to me, you made my day!
Thank you very much for including me on your list!
Rod
How in the hell do you leave out david jaffe. This list sucks because of that.
Yeah! But is he still on the GOW3 team? EDGE forgot about Codemasters, however, considering the upcoming Dirt 2 and maybe GRID 2
Didn't he leave the Santa Monica studio a year or more ago? I think his new company did that psn game game Calling All Cars & I think they're doing a new Twisted Metal ... or something
Uh, EDGE, you included Treyarch but forgot about Infinity Ward. They made the COD engine for heaven's sake.
The COD engine is not bad, true, but not spactacular. It pales in comparison to the likes such as Unreal Engine 3. Also you don't see games employing the COD engine, while Epic has licenced it to several games, on various different platforms.
There is also the Valve engine, allowing effects such as lighting and 4xAA at the same time allowing loads of bots on screen, similiar to COD engine. The one thing that sets Valve engine apart though is that it's accessable to the user community, making modding possible very easily, sometimes creating wholly different games!
The COD engine is good, yes, not disputing that. In comparison to those though that have actually changed the industry, or made an impact, Treyarch did not do that.
The two games I'm familiar with that use the COD4 engine both run at 60fps during hectic online battles. To me, that makes it better than most other engines that runs at a mere 30fps. I don't the know the details of why COD4 is able to do so over others, but I do know the results. It does; most others don't. When I'm frantically running, jumping, and twitching my way around in chaotic online battles, where microseconds in reflexes determine winners and losers, I want a smooth framerate that facilitates quick and precise aiming. On that note, the COD4 engine delivers better than most other game I've played.
I agree with you about Valve's Source Engine. It is supreme and has yet to be topped. But Left 4 Dead didn't use all its abilities fully, maybe only 60%. As I've mentioned before, just the Ravenholm level in Half Life 2 is way, way superior to the entire L4D game.
About the COD (specifically COD 4) engine, it is not a supremely capable engine but it's very cleverly made and is able to disguise its deficiencies very well. And not only it was used in COD 5 but also in the latest James Bond game Quantum of Solace, among others.
Ah, I see. Didn't know there were games out there that use the COD engine. My mistake. It is a good engine, I'm in no way playing it down. In the video game society we often play Team Fortress 2, COD4 and now I got them into Supreme Commander. On the machines we're playing them on, it's amazing we can play Team Fortress 2 and COD4 with the graphics we have.
Although I still believe that Valve is by far a better engine, at least in terms of multiplayer. It also caters to the community, something that is powerful on its self for custom user-generated content that is capable of keeping a game fresh and innovative for a long time. You are right DForce, Left 4 Dead did not use it's engine to the max, I've noticed. I was disappointed in it, especially since Steam doesn't support community content on the game. Still, it's a fantastic game, just sadly poorly represented in it's latest game. In Half-Life though the engine is superbly represented.
I still hope to work in Epic studio someday, or on a game that uses the Unreal Engine for the experience. I remember a year ago that many programming jobs with high salaries asked those that had experience with it, or that it helped.
It's always a great thing to get experience with as many engines as possible, including the one for COD.
Valve isn't an engine, the engine Valve the developer use is called Source.
Ah man! How could I been so wrong?! Thanks for the correction!
ok fine don't like what i have to say none of those game devs make as much as pc game devs
http://kotaku.com/5161882/so-which-console-is-buttering-activisions-brea...
how about have a majpr fan soppurt!!!! this link speaks values enough said!!!!
Are you blind? A Blizzard developer is #14. Last time I checked they were a PC game dev. Also, your statement is a bit skewed simply from the fact they produce MMO's which have a constant income. Also, since when was this list based on financial information? Interesting.
The thing is pc game devs kick the snot out of console game devs they have more money better games. I will give nintendo a break because they were up agisnt big companies like sony and micro soft. Nintendo knows their place in the food chain, micro soft and sony does not with their console and are now paying the price. On top of that the recession will rip their profits apart even more so with sony.