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Yu Suzuki

Japanese game developer (born 1958)

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Yu Suzuki (鈴木 裕, Suzuki Yū; born June 10, 1958) is a Japanese game developer who headed Sega's AM2 team for 18 years. He created a number of successful Sega arcade games, including Hang-On (1985), Space Harrier (1985), Out Run (1986) and After Burner (1987), which used motion simulator cabinets, and Virtua Racing (1992) and Virtua Fighter (1993), which pioneered 3D graphics.

As a hardware engineer, Suzuki led development of arcade system boards including the Sega Space Harrier, Model 1, Model 2 and Model 3. He was involved in the development of the Dreamcast console and the NAOMI arcade hardware.

In the late 1990s, Suzuki created the Shenmue series of action-adventure games. The original Shenmue (1999), for Dreamcast, was the most expensive video game ever developed at the time. The Shenmue games attracted a cult following, but were commercial failures. After Shenmue II, Suzuki produced OutRun 2 (2003), Virtua Cop 3 (2003) and Sega Race TV (2008) and worked on various projects which failed to see release. In 2008, he established his own development company, Ys Net, and left Sega in 2011. He developed Shenmue III (2019) following a successful crowdfunding campaign.

In 2003, Suzuki became the sixth person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame. IGN named him the ninth-greatest video game creator. In 2011, he received the Pioneer Award at the Game Developers Choice Awards.

At the Okayama University of Science, Suzuki wrote an undergraduate thesis on the subject of 3D computer graphics in video games. He joined Sega in 1983 as a programmer. In his first year, he created the 2D boxing game Champion Boxing for Sega's first home game console, the SG-1000. According to Suzuki, the executive staff found the game so impressive that they released it in arcades by installing an SG-1000 into an arcade cabinet. He was promoted to project leader in his first year.

Suzuki began working on another arcade game which would prove to be the big stepping-off point of his career. "To develop this game," Suzuki told G4TV, "I rode on motorcycles a lot. When we came up with the prototype (for the arcades), I would ride on that prototype bike for hours and hours every day." His efforts culminated into the game Hang-On, released in 1985. Hang-On was a success as it broke new ground in arcade technology. It did not feature any traditional controls, as the movement of the on-screen avatar was dictated by the movements the player made with their body on the motorcycle cabinet. This began the "Taikan" trend, the use of motion-controlled hydraulic simulator arcade cabinets in many arcade games of the late 1980s, two decades before motion controls became popular on video game consoles. The three-dimensional sprite/tile scaling was handled in a similar manner to textures in later texture-mapped polygonal 3D games of the 1990s. Suzuki stated that his "designs were always 3D from the beginning. All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to 2D. So I was always thinking in 3D."

He soon followed with the 3D-esque third-person shooter game Space Harrier later that year. Showing his interest in Ferraris, Suzuki created the driving simulator Out Run, which was released in 1986. Although it didn't officially feature a Ferrari, the player controlled a car that looked almost exactly like one. Out Run offered players a wide variety of driving paths and routes to complete the game, adding elements of nonlinear gameplay and increasing replay value. It also featured a radio with three songs to choose from as players drove through the wide variety of landscapes. At the Golden Joystick Awards, Out Run was awarded the Game of the Year award. Suzuki had been interested in 3D technology since his days in college. Space Harrier and Out Run had graphics similar to 3D, but could not fully utilize the capabilities.

Suzuki's later hits included the jet fighting After Burner series in the late 1980s and the roller coaster kart racer Power Drift in 1988. Improving on the "Super Scaler" technology and road scrolling effects of Hang-On and Out Run, Power Drift created "all of its track layouts with flat bitmaps" to simulate a "wholly 3D space using strictly 2D technology."

In 1990, Suzuki brought out a spiritual sequel to After Burner called G-LOC. It featured the R360, a gyroscopic motion cabinet that rotated 360 degrees to give players the realistic illusion of flying a fighter jet.

Yu Suzuki introduced and spearheaded the Model series of arcade hardware which would help lay the foundation for 3D arcade games for AM2 but other arcade departments at Sega as well In 1992, they released the 3D Formula 1 racer Virtua Racing, which was considered one of, if not the most, realistic-looking arcade games on the market at that time. GameSpot listed it as one of the 15 most influential video games of all time, commenting: "It wasn't the first fully polygonal game on the market ... but along with Virtua Fighter, Sega's 1993 release on the same hardware, it was one of the games alongside several others from different rival company developers that popularized polygonals to the masses."

In 1993, Suzuki created Virtua Fighter, the first 3D fighting game, which became enormously popular and spawned a series of sequels and spinoffs. It inspired many 3D fighting games such as the Tekken and Soul Calibur series. Some of the Sony Computer Entertainment (SCE) staff involved in the creation of the original PlayStation console credit Virtua Fighter as inspiration for the PlayStation's 3D graphics hardware. According to SCE's former producer Ryoji Akagawa and chairman Shigeo Maruyama, the PlayStation was originally being considered as a 2D focused hardware, and it wasn't until the success of Virtua Fighter in the arcades that they decided to design the PlayStation as a 3D focused hardware. 1UP listed Virtua Fighter as one of the 50 most important games of all time. They credited it for creating the 3D fighting game genre, and more generally, demonstrating the potential of 3D polygon human characters (as the first to implement them in a useful way), showing the potential of realistic gameplay (introducing a character physics system and realistic character animations for the time), and introducing fighting game concepts such as the ring-out and the block button.

After developing the Sega Model 1, he worked on the development of the Sega Model 2. He acquired Lockheed Martin's military texture mapping technology that cost millions and managed to engineer it down to $50 per chip, which he used to introduce texture-mapped 3D characters with Virtua Fighter 2. The game industry gained mass-produced texture mapping as a result. Virtua Fighter 2 (1994) also introduced the use of motion capture animation technology, which was previously limited to the health industry. He then led the development of the Sega Model 3, which debuted with Virtua Fighter 3. In 1996, Computer and Video Games described Virtua Fighter 3 as "the most astounding display of video game graphic muscle ever in the history of this industry." The Virtua Fighter series was recognized by the Smithsonian Institution as an application which made great contributions to society in the field of art and entertainment. Suzuki also oversaw most of the home console conversions of AM2's arcade games.

As a producer, he worked on games such as Daytona USA, which featured texture filtering in 1993, and Virtua Cop, which in 1994 introduced 3D polygons to light gun shooters, and influenced the seminal 1997 first-person shooter GoldenEye 007. Listing him in their "75 Most Important People in the Games Industry of 1995", Next Generation wrote that "nobody has pushed arcade gaming as far as Yu Suzuki, and Suzuki just keeps on pushing".

Suzuki's Shenmue for the Dreamcast gave rise to a new style of adventure games, bending it away from the typical mold most games of its nature seem to fit into, with Suzuki's own concept denoted as "FREE" ("Full Reactive Eyes Entertainment"). Shenmue was an expensive title for Sega, with Suzuki stating in 2011 that the project cost approximately US$47 million including marketing. Shenmue was a major step forward for 3D open world, nonlinear gameplay, touted as offering an unparalleled level of player freedom, giving them full reign to explore an expansive sandbox city with its own day-night cycles, changing weather, and fully voiced non-player characters going about their daily routines. The game's large interactive environments, level of detail and the scope of its urban sandbox exploration has been compared to later sandbox games like Grand Theft Auto III and its sequels, Sega's Yakuza series, Fallout 3 and Deadly Premonition. The game also revived the quick time event mechanic and coined a name for it, "QTE". The mechanic has since appeared in many later games, including popular action games such as Resident Evil 4, God of War, Tomb Raider: Legend, Heavenly Sword and Robert Ludlum's The Bourne Conspiracy.

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