FEATURE

The Hot 100 Game Developers of 2009

Edge Staff's picture

By Edge Staff

March 3, 2009

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20. Haden Blackman
Project Lead
LucasArts


Blackman has built up a commanding resume of Star Wars books, comic scripts, and video game scripts, making his one of the preeminent contemporary voices for George Lucas’ timeless universe. Case in point is the monumental blockbuster Star Wars: The Force Unleashed: Blackman led the project, and while it was not universally lauded for its gameplay or technology many noted its story as a powerful, affecting work of science fiction, and the best Star Wars story since perhaps the original trilogy. Blackman recently shared a Writer’s Guild of America award for that story, beating out text-filled titles including Fallout 3.




19. Mathijs de Jonge
Director
Guerilla Games


De Jonge has been an artist and director for Guerilla since the studio was known as Lost Boys Games, and has been a major contributor to the two extant properties created by the studio. The first is Shellshock, but the other, Killzone, is far more important and controversial. De Jonge for his part pulled Killzone away from its roots in mediocrity with the PSP Killzone: Liberation and then Killzone 2, a game that for most intents and purposes is the PS3. Both games have split the audience on their relative merit, but they’ve also cemented Guerilla as technological wizards with solid design fundamentals. It would be a shame if the talents of de Jonge and his team were lost in the torrents of hype and bickering.




18. Hideo Kojima
Studio Head
Kojima Productions


In the middle of 2008, Kojima delivered the biggest PlayStation 3 exclusive yet in the form of Metal Gear Solid 4: Guns of the Patriots. Typical of the famed designer, the game was verbose, strange, technically brilliant and critically hailed. It’s also almost certainly the fastest selling PlayStation-only title of the generation so far, and caused PS3 sales to spike in a summer Sony needed to win. It’s clear that Kojima’s unique brand of game making still speaks to a huge number of gamers. What he does next should be particularly fascinating.




17. Emil Pagliarulo
Lead Designer
Bethesda Softworks


An alumnus of Looking Glass and Ion Storm Austin, Pagliarulo spent his earlier years at Bethesda doing design work Morrowind expansions and Oblivion. But it will be his design work on last year’s game of the year contender Fallout 3 that he will be known for from now on, as that game presented an unforgettable world and a meticulous, unique gameplay sensibility. The team at Bethesda is still focusing on Fallout 3, with the variety of content additions due out in coming months.




16. Stig Asmussen
Director
SCE Studios Santa Monica


Asmussen graduated from the Art Institute of Pittsburgh in 1998, moving into an art role at Midway shortly after receiving his degree. After working on Guantlet: Dark Legacy and Dr. Muto Midway shut down its San Jose development house, and Asmussen migrated to Santa Monica—just in time to lead the environment art team on the original God of War. He has worked on that legendary franchise ever since: he was promoted to art director on God of War II, and is now directing the creation of God of War III, which is almost inarguably Sony’s most important in-production PS3 exclusive.




15. Greg LoPiccolo
VP of Product Development
Harmonix


In 2007, LoPiccolo and Harmonix created Rock Band as a platform, and a new way of looking at the rhythm genre. It took one year for the competition to even catch up to the new four-instrument standard, but by then Rock Band 2 had already refined the formula. And actually, the primary refinement came earlier in 2008, when the original Rock Band got its in-game store. That little change turned the franchise into a true platform, one with reliable and easily acquirable content updates. It’s the first gold standard on how to do downloadable content in games, and yet another piece of evidence that LoPiccolo’s team is the go-to group for innovation in music gaming.




14. Dustin Browder
Lead Designer
Blizzard

Browder’s resume reads like a legacy of genre greats, and not just in the real time strategy genre: he was also the lead on western cult mecha games MechWarrior 2: Mercenaries and Heavy Gear. But then he contributed design to RTS touchstone Command & Conquer: Red Alert 2, before moving on to Command & Conquer: Generals and The Lord of the Rings: The Battle for Middle Earth II. So he has a variety of sci-fi and strategy game experience, which is almost certainly why Blizzard put him in charge of the careful balancing act that is designing Starcraft 2, an instant classic in potentia if there ever was one.




13. Cliff Bleszinski
Design Director
Epic Games


With Gears of War 2, Bleszinski’s franchise of chainsaw bayonets and gigantic armor now stands shoulder to shoulder with Halo as the Xbox 360’s flagship exclusive franchise. The Gears series in turn could well be the most influential of the generation, with its cover system being the most frequently cribbed design mechanic since bullet time. Unreal Engine 3 is now completely entrenched as the go-to technology for next-gen games of any type. Bleszinski and Epic do not only have recent success under their belt. They have a legacy that will inform this medium for the foreseeable future.




12. Yoshinori Ono
Lead Producer
Capcom


Capcom’s longtime sound designer found his current career in production with the PS2 Chaos Legion. He followed that initial effort with progressively better and better action titles, moving from Shadow of Rome to Onimusha: Dawn of Dreams. He is also the man credited as being brave enough to actually go to the top brass at Capcom and ask pointblank for a new numbered Street Fighter. That he got the project says a lot. That Street Fighter IV is already burning up Japanese arcades says more. If any game is going to reignite the fighting genre in 2009, Ono’s Street Fighter IV is it.




11. Rob Pardo
Vice President of Game Design
Blizzard

It seems that the influence of World of Warcraft grows with every passing year. Take the holiday release of Wrath of the Lich King, the expansion pack for WoW that sold over 2.4 million copies in its first 24 hours: that’s even more than the last expansion, The Burning Crusade. Pardo and Blizzard have managed to turn genre-leading design into a seemingly endless source of unimaginably high revenue. With Starcraft II, Diablo III, and another unannounced project waiting in the wings, it seems that Pardo and his team will be only taking more hours from gamers in future.


Jack_'s picture

I'm surprised Edge would make a list evaluating the developers (or their bosses) by financial success, instead of, y'know, quality. Disappointing.

alexa's picture

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.
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Xoes's picture

where are all the women?

Sly's picture

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...

rod humble's picture

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

dachiefsman's picture

How in the hell do you leave out david jaffe. This list sucks because of that.

Anonymous's picture

Yeah! But is he still on the GOW3 team? EDGE forgot about Codemasters, however, considering the upcoming Dirt 2 and maybe GRID 2

Paul_H's picture

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

Anonymous's picture

Uh, EDGE, you included Treyarch but forgot about Infinity Ward. They made the COD engine for heaven's sake.

mentor07825's picture

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.

Aritas's picture

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.

Anonymous's picture

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.

mentor07825's picture

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.

ArronC07's picture

Valve isn't an engine, the engine Valve the developer use is called Source.

mentor07825's picture

Ah man! How could I been so wrong?! Thanks for the correction!

dreamhunk's picture

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!!!!

Digital-Hero's picture

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.

dreamhunk's picture

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.