[go: nahoru, domu]

Jump to content

Mark Cerny: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
Rich Lem (talk | contribs)
→‎Production history: Correcting list of game credits
m fix pron
 
(463 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
{{short description|American video game designer}}
{{Use American English|date=December 2022}}
{{Use mdy dates|date=May 2021}}
{{Infobox person
{{Infobox person
| name = Mark Cerny
| name = Mark Cerny
| image = Mark_Cerny_2010.jpg
| image = Mark Cerny, Gamelab 2018 (cropped).jpg
| caption = Cerny in 2018
| image_size =
| caption = Mark Cerny, 2010
| birth_name = Mark Evan Cerny
| birth_date = 1964
| birth_date = {{birth date and age|1964|08|24}}
| birth_place =
| birth_place =
| death_date =
| nationality = American
| occupation = {{hlist|Video game designer|producer|programmer|consultant|media proprietor}}
| death_place =
| organization = Cerny Games
| occupation = [[Game designer]]
| spouse = Katsura Cerny
| spouse = Katsura Cerny
| awards = [[International Game Developers Association|IGDA]] Lifetime Achievement (2004)<br/>[[Academy of Interactive Arts & Sciences#Hall of Fame|AIAS]] Hall of Fame Award (2010)
}}'''Mark Cerny''' (born 1964) is a [[video game industry]] figure who has worked as a [[game designer]], [[game programmer|programmer]], [[game producer|producer]] and business executive. As president of Cerny Games, which he founded in 1998, he now acts as a [[consultant]] in the video game industry. In 2004, he was the recipient of the Lifetime Achievement Award from the [[International Game Developers Association]].<ref name=interview>{{cite web|url=http://www.gameindustry.com/interview/item.asp?id=3|title=A Lifetime of Achievement|publisher=www.gameindustry.com|accessdate=2008-11-26|last=Breeden II|first=John }}</ref>
}}


'''Mark Evan Cerny''' ({{IPAc-en|ˈ|s|ɜːr|n|i}} {{respell|SUR|nee}}; born August 24, 1964)<ref>{{cite web |url=https://familysearch.org/search/record/results?count=20&englishSubcountryName=California&query=%2Bgivenname%3A%22Mark%20E%22~%20%2Bsurname%3ACerny~%20%2Bbirth_year%3A1960-1970~%20%2Brecord_country%3A%22United%20States%22%20%2Brecord_subcountry%3A%22United%20States%2CCalifornia%22 |title = FamilySearch.org| website=[[FamilySearch]] }}</ref> is an American [[video game designer]], [[game programmer|programmer]], [[game producer|producer]] and [[media proprietor]].
==Career==
Cerny, a fan of [[computer programming]] and [[arcade game]]s, started in the game industry at the age of 17 when he joined [[Atari]] in 1982. In those earlier days of professional game development, teams were small and each member was responsible for a wider range of roles than today.<ref name=ign-perry>{{cite web|url=http://pc.ign.com/articles/498/498658p1.html|title=IGN: Interview with Mark Cerny|publisher=pc.ign.com|accessdate=2008-11-26|last=Perry|first=Douglas C.}}</ref>


Raised in the [[San Francisco Bay Area]], Cerny attended [[UC Berkeley]] before dropping out to pursue a career in video games. In his early years, he spent time at [[Atari]], [[Sega]], [[Crystal Dynamics]] and [[Universal Interactive Studios]] before becoming an independent [[consultant]] under his own company Cerny Games in 1998. While at Sega, he established [[Sega Technical Institute]], working on games including ''[[Sonic the Hedgehog 2]]'' (1992).<ref name="sega" />
Cerny's first major success is usually cited as ''[[Marble Madness]]'' in which he, at age 18, acted as the designer. For years he worked with [[Sega]] in [[Japan]] and the [[United States]], where he worked on ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]''.<ref name=sega>{{cite web|url=http://www.sega-16.com/feature_page.php?id=183&title=Interview:%20Mark%20Cerny|title=Interview: Mark Cerny|publisher=www.sega-16.com|accessdate=2008-11-26|last=Horowitz|first=Ken}}</ref> He was the vice president and then president of [[Vivendi Games|Universal Interactive Studios]]. He continues to work with [[Naughty Dog]] (where he has worked on ''[[Crash Bandicoot (series)|Crash Bandicoot]]'' and later consulted on the ''[[Jak and Daxter]]'' series), [[Insomniac Games]] (''[[Spyro (series)|Spyro the Dragon]]'' and ''[[Ratchet and Clank]]''), and [[Sony]].


Cerny has since frequently collaborated with [[Sony Interactive Entertainment]] as a consultant, including being the lead designer for hardware of several [[PlayStation]] consoles, being called the architect of the [[PlayStation Vita]], [[PlayStation 4|PS4]] and [[PlayStation 5|PS5]].<ref>{{Cite news |last=Leadbetter |first=Richard |date=2013-09-21 |title=Mark Cerny: lead architect of... PlayStation Vita? |language=en |work=Eurogamer.net |url=https://www.eurogamer.net/digitalfoundry-mark-cerny-lead-architect-playstation-vita |access-date=2023-10-12}}</ref><ref>{{Cite web |last=Ivan |first=Tom |date=2020-02-13 |title=Who is Mark Cerny, the man behind PS5? |url=https://www.videogameschronicle.com/features/who-is-mark-cerny/ |access-date=2023-10-12 |website=VGC |language=en-GB}}</ref><ref>{{Cite web |last=Wojnar |first=Jason |date=2021-07-06 |title=Who Is Mark Cerny, The PS4 & PS5 Architect? |url=https://www.thegamer.com/mark-cerny-sony-ps4-ps5-architect-trivia/ |access-date=2023-10-12 |website=TheGamer |language=en}}</ref> He has also consulted with [[Naughty Dog]] and [[Insomniac Games]] since their creation in the 1990s, as well as other Sony first-party studios like [[Sucker Punch Productions]]. He has also developed several games, notably the arcade game ''[[Marble Madness]]'' and the ''[[Knack (video game)|Knack]]'' series, and credited on many more for his consulting work.
From his extensive experience on the "dos and don'ts" in the game industry he has developed the "Cerny method", a strategy for game development. His method prefers a free-form, pre-production stage that explores a game's viability prior to full development.<ref name=mclean>{{cite web|url=http://www.gamasutra.com/view/feature/2959/conversations_from_gdc_europe_.php|title=Gamasutra - Conversations From GDC Europe: Mark Cerny, Jonty Barnes, Jason Kingsley|publisher=www.gamasutra.com|accessdate=2008-11-26|last=McLean|first=John}}</ref> For example, he advocates that if the first level produced does not excite customers, then the game idea should be set aside before too much effort is put into it.<ref name=interview/>


In 2004, he was the recipient of the Lifetime Achievement Award from the [[International Game Developers Association]], and was inducted into the [[Academy of Interactive Arts & Sciences]] Hall of Fame in 2010.
The [[International Game Developers Association]] awarded Cerny with the Lifetime Achievement Award at the [[Game Developers Choice Awards]] (IGDA) in 2004.<ref name=ign-perry/> IGNA stated, "It's rare to find a 'jack-of-all-trades' who not only has the high-level vision for great game design but can act as the glue to adhere all the pieces together. His unusual but highly effective methodology has brought us some of the most entertaining games in history."<ref name=gamespot>{{cite web|url=http://www.gamespot.com/news/6089075.htm|title=IGDA Lifetime Achievement Award for Mark Cerny - News at GameSpot|publisher=www.gamespot.com|accessdate=2008-11-26|last=Calvert|first=Justine}}</ref> He was described as the "master collaborator". His success rests not only on the number of games he's worked on, but also on their quality and commercial success (having sold several dozen million units).<ref>{{cite web|url=http://www.igda.org/production-genius-mark-cerny-receive-igdas-lifetime-achievement-award-4th-annual-game-developers-cho|title=Production Genius Mark Cerny to Receive IGDA's Lifetime Achievement Award at 4th Annual Game Developers Choice Awards|date=February 9, 2004|accessdate=March 16, 2010|publisher=[[International Game Developers Association]]}}</ref>


== Career ==
Cerny was an early employee of [[Kleiner Perkins]]-backed video game startup [[Crystal Dynamics]] in 1992, and was ''de facto'' head of engineering during production of its first two products, ''[[Crash 'n Burn (1993 video game)|Crash 'n Burn]]'' (1993) and ''[[Total Eclipse (1996 video game)|Total Eclipse]]'' (1994).{{Citation needed|date=February 2008}}
=== 1982–1996: First years ===
Mark Cerny grew up in San Francisco, and was a fan of [[computer programming]] and [[arcade game]]s as a youth.<ref name=ign-perry/> He had attended [[University of California, Berkeley]], but when he was 17 in 1982, he was invited to join [[Atari]], and dropped out of school for the opportunity.<ref name="vgc bio">{{cite web |last=Ivan |first=Tom |date=February 13, 2020 |title=Who Is Mark Cerny, The Man Behind PS5? |url=https://www.videogameschronicle.com/features/who-is-mark-cerny/ |work=Video Games Chronicle |language=en-GB |access-date=February 13, 2020}}</ref> He started working in Atari's arcade division on January 18, 1982.<ref>{{cite tweet |author=Mark Cerny |user=cerny |date=January 18, 2022 |title=On January 18, 1982, I joined Atari's arcade division. I'd dreamed of making games, and they were willing to give me a chance |number=1483516341894012933 |access-date=January 19, 2022}}</ref> In those earlier days of professional game development, teams were small and each member was responsible for a wider range of roles than today.<ref name=ign-perry>{{cite web |last=Perry |first=Douglas C. |date=March 13, 2004 |title=Interview with Mark Cerny |url=https://www.ign.com/articles/2004/03/13/interview-with-mark-cerny |url-status=live |archive-url=https://web.archive.org/web/20071008144333/http://pc.ign.com/articles/498/498658p1.html |archive-date=October 8, 2007 |website=IGN |language=en-US |access-date=November 26, 2008}}</ref> He first worked with [[Ed Logg]] on ''[[Millipede (video game)|Millipede]]'' and Owen Rubin on ''[[Major Havoc]]''.


Cerny's first major success was the [[arcade game]] ''[[Marble Madness]]'' in which he, at age 18, acted as designer and co-programmer.<ref>{{Cite news |last=Fletcher |first=John C. |date=March 6, 2011 |title=The (Marble) Madness of Mark Cerny |url=https://www.engadget.com/2011-03-06-the-marble-madness-of-mark-cerny.html |work=Engadget |language=en-US |access-date=October 10, 2018}}</ref> During this period around 1985, he gained an interest in video game hardware, which Cerny considered far simpler than his later work with the PlayStation.<ref name="develop 2013">{{cite web |title=Renaissance man: Mark Cerny and the origin of PS4 |url=https://www.mcvuk.com/renaissance-man-mark-cerny-and-the-origin-of-ps4/ |work=MCV Develop |language=en-US |date=August 9, 2013 |access-date=February 13, 2020}}</ref> By the end of the 1980s, he joined [[Sega]], initially working at Sega's headquarters in Japan and then returning to the United States by 1991 to help establish the [[Sega Technical Institute]].<ref name="vgc bio"/> There, he worked on various [[Master System]] and [[Sega Genesis|Genesis]] releases, most notably ''[[Sonic the Hedgehog 2]]''.<ref name=sega>{{cite web |last=Horowitz |first=Ken |date=December 5, 2006 |title=Interview: Mark Cerny |url=http://www.segaretro.org/Interview:_Mark_Cerny_(2006-12-05)_by_Sega-16 |website=Sega Retro |language=en-US |access-date=November 26, 2008}}</ref>
==Production history==
* ''Major Havok'' (1983, arcade) — Programmer, Designer
* ''[[Marble Madness]]'' (1984, arcade) — Programmer, Designer
* ''Shooting Gallery'' (1987, Master System) — Programmer, Designer
* ''Missile Defense 3-D'' (1987, Master System) — Programmer, Designer
* ''Shanghai'' (1988, port to Master System) — Programmer
* ''California Games'' (1989, port to Master System) — Programmer
* ''Dick Tracy'' (1990, Genesis) — Programmer, Designer
* ''[[Kid Chameleon (video game)|Kid Chameleon]]'' (1991, Genesis) — Programmer, Designer
* ''[[Sonic the Hedgehog 2 (16-bit)|Sonic the Hedgehog 2]]'' (1992, Genesis) — Producer
* ''Crash ‘n Burn'' (1993, 3DO) — Programmer, Designer
* ''Total Eclipse'' (1994, 3DO) — Programmer, Designer
* ''[[Disruptor (video game)|Disruptor]]'' (1996, PlayStation) — Executive Producer, Designer
* ''[[Crash Bandicoot (video game)|Crash Bandicoot]]'' (1996, PlayStation) — Executive Producer
* ''[[Crash Bandicoot 2: Cortex Strikes Back]]'' (1997, PlayStation) — Producer, Designer
* ''[[Spyro the Dragon (video game)|Spyro the Dragon]]'' (1998, PlayStation) — Executive Producer, Designer
* ''[[Crash Bandicoot 3: Warped]]'' (1998, PlayStation) — Executive Producer, Designer
* ''[[Spyro 2: Ripto's Rage!|Spyro the Dragon 2: Ripto's Rage!]]'' (1999, PlayStation) — Executive Producer
* ''[[Crash Bash]]'' (2000, PlayStation) — Producer, Designer
* ''[[Spyro: Year of the Dragon]]'' (2000, PlayStation) — Design Consultant
* ''[[Jak and Daxter: The Precursor Legacy]]'' (2001, PS2) — Programmer
* ''[[Ratchet and Clank]]'' (2002, PS2) - Designer
* ''[[Jak II]]'' (2003, PS2) — Programmer, Designer
* ''[[Ratchet & Clank: Going Commando]]'' (2003, PS2) — Designer
* ''[[Ratchet & Clank: Up Your Arsenal]]'' (2004, PS2) — Design Consultant
* ''[[Resistance: Fall of Man]]'' (2006, PS3) — Design Consultant
* ''[[Uncharted: Drake's Fortune]]'' (2007, PS3) — Design Consultant
* ''[[Ratchet & Clank Future: Tools of Destruction]]'' (2007, PS3) — Design Consultant
* ''[[Resistance 2]]'' (2008, PS3) — Designer
* God of War III (2010, PS3) — Design Consultant
* ''[[Killzone 3]]'' (2011, PS3) — Design Consultant


Cerny left Sega in 1992 to join the newly formed [[Crystal Dynamics]]. He initially worked on [[3DO Interactive Multiplayer|3DO]] games including ''[[Crash 'n Burn (1993 video game)|Crash 'n Burn]]'' (1993) and ''[[Total Eclipse (1994 video game)|Total Eclipse]]'' (1994).<ref name="vgc bio"/> Cerny was instrumental in helping Crystal Dynamics become the first American developer to secure a [[PlayStation (console)|PlayStation]] [[Software development kit|development kit]] from [[Sony Computer Entertainment]], having gone to Japan to negotiate the deal with [[Shuhei Yoshida]], at that point a young executive within Sony.<ref name="vgc bio"/> While the development kit had been delivered to Crystal Dynamics by 1994, Cerny had left the studio to lead [[Universal Pictures]]' newly formed multimedia division.<ref name="vgc bio"/>
==Notes==
{{reflist}}


=== 1996–present: Partnership with Sony ===
==External links==
{{Multiple image |align=right |total_width=250 |direction=vertical
|image1=Mark Cerny 2010.jpg |caption1=Cerny in 2010
|image2=Mark Cerny and Yu Suzuki.jpg |caption2=[[Yu Suzuki]] and Cerny at [[Game Developers Conference|Game Developers Conference 2011]]
|image3=Mark Cerny, GDCA 2014 (cropped).jpg |caption3=Cerny in 2014
}}

From 1994 to 1998, Cerny was involved with [[Vivendi Games|Universal Interactive Studios]], a newly formed division of Universal for video games that Cerny described as a "boutique publisher". Cerny was initially a vice president of product development and later became its president.<ref name="vgc bio"/><ref>{{Cite book |last=Ramsay |first=Morgan |year=2012 |title=Gamers at Work: Stories Behind the Games People Play |url=https://books.google.com/books?id=lroZsP4zyIYC&q=Cerny&pg=PA303 |location=New York |publisher=Apress |isbn=9781430233510 |language=en}}</ref> Cerny had been given a good amount of freedom with the division, stating "The best part about this was that Universal didn't really know the business and as a result I had a great big bag of money to spend and no supervision".<ref name="vgc bio"/> Under Cerny, Universal Interactive Studios hired in two small and new development studios to develop for the PlayStation, aided by his past connections within Sony: the three-person [[Naughty Dog]] and two-person [[Insomniac Games]].<ref name="vgc bio"/> In the case of Naughty Dog, they were brought in to build ''[[Way of the Warrior (video game)|Way of the Warrior]]'' and had signed on for three additional titles. Cerny helped with their next title, ''[[Crash Bandicoot (video game)|Crash Bandicoot]]'', which Sony picked up to publish in 1996. Insomniac similarly had completed their first title ''[[Disruptor (video game)|Disruptor]]'' and Cerny helped them prepare the next game, ''[[Spyro the Dragon]]'', which also was picked up and published by Sony in 1998. When Naughty Dog and Insomniac's contracts with Universal expired, both studios signed up with Sony to continue to develop games for the PlayStation. Cerny kept in close contact with both teams afterwards.<ref name="vgc bio"/> In 1998, Universal as a whole had financial issues that set a hiring freeze on the Interactive Studios group.<ref name="fc 2017">{{cite web |last=Newman |first=Jared |date=September 30, 2017 |title=Sony's Most Valuable Contractor |url=https://www.fastcompany.com/40462400/the-most-valuable-contractor-at-sony-mark-cerny |work=Fast Company |language=en-US |access-date=February 13, 2020}}</ref> Cerny opted to leave Universal to become consultant under his own company, Cerny Games, that would allow him to keep working with Naughty Dog, Insomniac and Sony.<ref name="vgc bio"/>

Around 1999, Sony was developing the hardware for the [[PlayStation 2]]. Yoshida, now executive producer of product development, contacted Cerny about helping to develop a graphics engine for the new console. Cerny accepted, and worked in Japan over a three-month span, being the first American to work on the PlayStation 2. Once the engine was complete, Cerny helped both Naughty Dog and Insomniac with their first PlayStation 2 titles, ''[[Jak & Daxter: The Precursor Legacy]]'' and ''[[Ratchet & Clank (video game)|Ratchet & Clank]]'', respectively, as well as several sequels in both series that followed.<ref name="vgc bio"/> During this period, Cerny developed his "Method" approach for game development from his experience on the "dos and don'ts" in the game industry.<ref>{{cite web |last=Cerny |first=Mark |date=August 13, 2010 |title=Method Lecture for GDC Europe |url=http://www.slideshare.net/holtt/cerny-method |website=SlideShare |access-date=December 23, 2022}}</ref> Cerny's Method has since become a standard practice in the video game development industry.<ref name="vgc bio"/>

Cerny would continue his consulting with Sony. In 2003, Yoshida had been promoted to vice president of product development at [[Sony Computer Entertainment America]], where the planning of Sony's next console the [[PlayStation 3]] had started. Yoshida again brought Cerny to help plan out a means for the new console to share some of the same functionality as the previous consoles as to reduce the burden and cost for developers. Cerny worked with Sony and Naughty Dog to form the Initiative for a Common Engine (ICE) Team, with part of the team working directly with Sony's hardware developers in Japan to bring about Yoshida's vision.<ref name="vgc bio"/> Ultimately the PlayStation 3's new core hardware, the [[Cell (microprocessor)|Cell]], was difficult to work with, though some of the goals of the ICE Team were implemented.<ref name="vgc bio"/> In addition to hardware support, Cerny continued to assist Naughty Dog and Insomniac with their first PlayStation 3 titles, ''[[Uncharted: Drake's Fortune]]'' from Naughty Dog, ''[[Resistance: Fall of Man]]'' and ''[[Ratchet & Clank Future: Tools of Destruction]]'' for Insomniac, as well as for other Sony first-party titles, including ''[[God of War III]]'' and ''[[Killzone 3]]''.<ref name="vgc bio"/>

==== PlayStation lead architect ====
Around 2007, Sony was looking ahead to the successor to the PlayStation 3, which had not met Sony's sales expectations in competition with [[Microsoft]]'s [[Xbox 360]], and had contributed to [[Ken Kutaragi]]'s departure from Sony.<ref name="fc 2017"/> A postmortem from the PlayStation 3s development revealed that either the next console would stay with the Cell processor, or move to an [[x86]]-based architecture common to [[personal computers]]. While the x86 approach would make some parts of development easier, Cerny told Sony this was currently unfavorable to the first-party developers as it would prevent them from accessing low-level functions that many used for extracting as much performance from the console.<ref name="fc 2017"/><ref name="vgc bio"/> Cerny spent much of his time in November 2007 researching the history of the x86 architecture, and then proposed a plan to Yoshida for him to take on the lead development role for the next PlayStation based on what he had learned so that the next console would be developer-friendly while using the x86 architecture.<ref name="fc 2017"/> Yoshida agreed, which helped to convince the upper management at Sony to allow Cerny to remain a consultant while assigned as the [[PlayStation 4]]'s lead designer.<ref name="vgc bio"/> Cerny's approach to the PlayStation 4's design is considered significant, as it had led the console to achieve over 100 million units sold by 2019 trailing only the PlayStation 2 in lifetime sales.<ref name="vgc bio"/> Alongside hardware, Cerny led development of one of the PlayStation 4's launch games, ''[[Knack (video game)|Knack]],'' as well as [[Knack 2|its sequel]].<ref name="vgc bio"/><ref>{{cite web |last=French |first=Michael |date=February 20, 2013 |title=This is PlayStation 4: All the big announcements from last night |url=http://www.mcvuk.com/news/read/playstation-4-just-the-facts/0111162 |url-status=dead |archive-url=https://web.archive.org/web/20130222035232/http://www.mcvuk.com/news/read/playstation-4-just-the-facts/0111162 |archive-date=February 22, 2013 |website=MCV Develop |language=en-US |access-date=February 21, 2013}}</ref>

Cerny continued on as lead designer on Sony's future consoles, including the handheld [[PlayStation Vita]],<ref>{{cite web |last=Leadbetter |first=Richard |date=September 21, 2013 |title=Mark Cerny: lead architect of... PlayStation Vita? |url=http://www.eurogamer.net/articles/digitalfoundry-mark-cerny-lead-architect-playstation-vita |work=Eurogamer |language=en-US |access-date=September 21, 2013}}</ref> and for the [[PlayStation 5]].<ref>[https://www.wired.com/story/exclusive-sony-next-gen-console/ Exclusive: What to Expect From Sony's Next-Gen PlayStation] - Wired.com, Retrieved April 17, 2019</ref> Cerny said that his consultant status gives him freedom that being an employee of Sony would not have, such as being able to work with multiple different groups within Sony and its first-party studios for improving the PlayStation design.<ref name="fc 2017"/> He also continued to consult in game design for several of Sony's first-party games, including ''[[The Last Guardian]]'', ''[[Spider-Man (2018 video game)|Marvel's Spider-Man]]'' and ''[[Death Stranding]]''.<ref name="vgc bio"/> Since around 2009 and the release of the PlayStation 4, Cerny has worked on a two-year cycle where he visits most of Sony's first-party developers and other key studios to figure out what issues they have with the current hardware and what they would like to see out of future hardware. These visits may lead to mid-generation improvements in hardware revisions or improved software, or have been used to inform the direction of the next generation of hardware.<ref name="wapost ps5">{{cite news |last=Klimentov |first=Mikhail |date=November 3, 2020 |title=A feel for the game |url=https://www.washingtonpost.com/graphics/2020/video-games/ps-5-release-games-features/ |newspaper=The Washington Post |language=en-US |access-date=November 3, 2020}}</ref>

== The Method process ==
{{anchor|Cerny Method}}Cerny established the Method process in 2002 while consulting with Naughty Dog, Insomniac, and other Sony first-party studios. Cerny observed that there were completely different approaches needed in the preproduction stage and the production stage of video game development, and that it was impossible to put a timeline on the creative process. He suggested that the pre-production stage should be freeform, allowing the creative persons to explore a game's viability prior to full development.<ref name="vgc bio"/><ref name=mclean>{{cite web|url=http://www.gamasutra.com/view/feature/2959/conversations_from_gdc_europe_.php|title=Gamasutra - Conversations From GDC Europe: Mark Cerny, Jonty Barnes, Jason Kingsley|publisher=www.gamasutra.com|access-date=November 26, 2008|last=McLean|first=John}}</ref> The end product of the preproduction stage under the Method process should be a "publishable first playable" version of the game that can be used to determine the viability of the title.<ref name="vgc bio"/> This version does not need to be content-complete but provide enough to be used in playtesting from potential consumers. If the game at this state does not excite players, then the game idea should be set aside before too much effort is put into it.<ref name=interview/><ref name="vgc bio"/> Once the decision is made to move forward on the game, then Cerny recommends by the Method that the typical use of scheduled milestones and deliverables to keep the project on track.<ref name="vgc bio"/>

== Personal life ==
While working under Sega in Japan during the 1980s and 1990s, Cerny learned Japanese. He met his future wife in Japan, who helped him to establish Cerny Games, which she continues to manage to this day.<ref name="vgc bio"/> He is of [[Czech diaspora|Czech]] descent.

== Accolades ==
The [[International Game Developers Association]] awarded Cerny with the Lifetime Achievement Award at the [[Game Developers Choice Awards]] (IGDA) in 2004.<ref name=ign-perry/><ref name=interview>{{cite web |last=Breeden |first=John II |date=April 1, 2004 |title=A Lifetime of Achievement |url=https://www.gameindustry.com/interviews/a-lifetime-of-achievement/ |work=Game Industry News |language=en-US |access-date=November 26, 2008 |url-status=live |archive-url=https://web.archive.org/web/20071017063937/http://www.gameindustry.com/interview/item.asp?id=3 |archive-date=October 17, 2007}}</ref> IGDA stated, "It's rare to find a 'jack-of-all-trades' who not only has the high-level vision for great game design but can act as the glue to adhere all the pieces together. His unusual but highly effective methodology has brought us some of the most entertaining games in history."<ref name=gamespot>{{cite web|url=http://www.gamespot.com/news/6089075.htm|title=IGDA Lifetime Achievement Award for Mark Cerny - News at GameSpot|publisher=www.gamespot.com|access-date=November 26, 2008|last=Calvert|first=Justine}}</ref> He was described as "a master collaborator". His ''Crash Bandicoot'' and ''Spyro the Dragon'' games have collectively sold more than 30 million units.<ref>{{cite web |title=Production Genius Mark Cerny to Receive IGDA's Lifetime Achievement Award at 4th Annual Game Developers Choice Awards |url=http://www.igda.org/production-genius-mark-cerny-receive-igdas-lifetime-achievement-award-4th-annual-game-developers-cho |website=International Game Developers Association |date=February 9, 2004 |access-date=March 16, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20110615035830/http://www.igda.org/production-genius-mark-cerny-receive-igdas-lifetime-achievement-award-4th-annual-game-developers-cho |archive-date=June 15, 2011}}</ref>

In 2010, at the 13th Annual Interactive Achievement Awards, Mark Cerny was inducted into the [[Academy of Interactive Arts and Sciences' Hall of Fame|Academy of Interactive Arts & Sciences Hall of Fame]]. "Mark Cerny is the closest we have come to a modern-day Da Vinci," said Joseph Olin, then-president of the AIAS. "What he does isn't restricted to a single aspect of game creation, he really is a Renaissance man. He is a diversely accomplished game designer, producer, programmer and technologist, fluent in Japanese and one of the foremost Western experts on the Japanese game market. He is also one of the only top-level independents in a business dominated by institutions."<ref name="gameindustry.com">{{cite web |title=Mark Cerny Inducted Into AIAS Hall of Fame |url=http://www.gameindustry.com/ih/item.asp?id=2721 |work=Games Industry News |language=en-US |date=January 17, 2010 |access-date=January 28, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20130429212743/http://www.gameindustry.com/ih/item.asp?id=2721 |archive-date=April 29, 2013}}</ref>

== Works ==
[[File:Amy Hennig, Mark Cerny, gdca 2019.jpg|thumb|upright|Cerny presenting a lifetime achievement award to [[Amy Hennig]] at the 2019 [[Game Developers Choice Awards]]]]
{| class="wikitable sortable" style="border:none; margin:0;"
! scope="col" | Year
! scope="col" | Game title
! scope="col" | Role(s)
! class="unsortable" scope="col" | {{Tooltip|Ref.|References}}
|-
| 1983
| ''[[Major Havoc]]''
| Programmer, designer
| style="text-align:center;" |
|-
| 1984
| ''[[Marble Madness]]''
|Programmer, designer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| rowspan="2" | 1987
| ''Shooting Gallery''
|Programmer, designer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
|''Missile Defense 3-D''
|Programmer, designer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 1988
| ''[[Shanghai (video game)|Shanghai]]''{{efn|Port to [[Master System]]}}
| Programmer
|
|-
| 1989
| ''[[California Games]]''
|Programmer
|
|-
| 1990
| ''[[Dick Tracy (video game)|Dick Tracy]]''
| Programmer, designer
|
|-
| 1992
| ''[[Kid Chameleon]]''
|Programmer, designer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 1992
| ''[[Sonic the Hedgehog 2]]''
| Producer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 1993
| ''[[Crash 'n Burn (1993 video game)|Crash 'n Burn]]''
| Programmer, designer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 1994
| ''[[Total Eclipse (1993 video game)|Total Eclipse]]''
|Programmer, designer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 1995
| ''[[The Ooze]]''
| Programmer
|
|-
| rowspan="2" | 1996
| ''[[Crash Bandicoot (video game)|Crash Bandicoot]]''
| Executive producer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| ''[[Disruptor (video game)|Disruptor]]''
| Executive producer, designer
|
|-
| 1997
| ''[[Crash Bandicoot 2: Cortex Strikes Back]]''
| Producer, designer
|
|-
| rowspan="3" | 1998
| ''[[Spyro the Dragon]]''
| Executive producer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| ''[[Running Wild (video game)|Running Wild]]''
|Executive producer
|
|-
| ''[[Crash Bandicoot: Warped]]''
| Producer, designer
|
|-
| 1999
| ''[[Spyro 2: Ripto's Rage!]]''
| Executive producer
|
|-
| rowspan="2" | 2000
| ''[[Crash Bash]]''
| Producer, designer
|
|-
| ''[[Spyro: Year of the Dragon]]''
| Design consultant
|
|-
| 2001
| ''[[Jak and Daxter: The Precursor Legacy]]''
| Programmer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 2002
| ''[[Ratchet & Clank (video game)|Ratchet & Clank]]''
| Designer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| rowspan="2" | 2003
| ''[[Jak II]]''
| Programmer, designer
|
|-
| ''[[Ratchet & Clank: Going Commando]]''
| Designer
|
|-
| 2004
| ''[[Ratchet & Clank: Up Your Arsenal]]''
| Design consultant
|
|-
| 2006
| ''[[Resistance: Fall of Man]]''
|Design consultant
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| rowspan="2" | 2007
| ''[[Uncharted: Drake's Fortune]]''
|Design consultant
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| ''[[Ratchet & Clank Future: Tools of Destruction]]''
|Design consultant
|
|-
| 2008
| ''[[Resistance 2]]''
| Designer
|
|-
| 2010
| ''[[God of War III]]''
| Design consultant
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 2011
| ''[[Killzone 3]]''
|Design consultant
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 2013
| ''[[Knack (video game)|Knack]]''
| Director
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| rowspan="2" | 2016
| ''[[Ratchet & Clank (2016 video game)|Ratchet & Clank]]''
| Design consultant
|
|-
| ''[[The Last Guardian]]''
| Executive producer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 2017
| ''[[Knack 2]]''
| Director
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 2018
| ''[[Spider-Man (2018 video game)|Marvel's Spider-Man]]''
| Executive producer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 2019
| ''[[Death Stranding]]''
| Technical producer
| style="text-align:center;" | <ref name="vgc bio"/>
|-
| 2020
| ''[[Spider-Man: Miles Morales]]''
| Executive producer
| style="text-align:center;" | <ref name="wapost ps5"/>
|-
| 2021
| ''[[Ratchet & Clank: Rift Apart]]''
|Executive producer
| style="text-align:center;" | <ref name="wapost ps5"/>
|}

== Notes ==
{{Notelist}}

== References ==
{{Reflist}}

== External links ==
* [http://www.cernygames.com/ Cerny Games, Inc.]
* [http://www.cernygames.com/ Cerny Games, Inc.]
* {{moby developer|id=18633|name=Mark Cerny}}
* {{MobyGames developer|id=18633}}
* [http://www.gameindustry.com/interview/item.asp?id=3 GameIndustry.com: Cerny interview]
* [https://web.archive.org/web/20071017063937/http://www.gameindustry.com/interview/item.asp?id=3 GameIndustry.com: Cerny interview]
* [http://pc.ign.com/articles/498/498658p1.html Interview with IGN]
* [http://www.bodenstandig.de/marble/atariga.htm Marble Madness plus Cerny interview]
* [http://www.bodenstandig.de/marble/atariga.htm Marble Madness plus Cerny interview]
* [https://www.youtube.com/watch?v=C2Cc6Q3cJkc Mark Cerny in Conversation with Rich Hilleman] at the [[Computer History Museum]]

{{Atari Games}}
{{Sega}}
{{Sony Interactive Entertainment}}
{{PlayStation}}
{{Authority control}}


{{Persondata <!-- Metadata: see [[Wikipedia:Persondata]]. -->
| NAME = Cerny, Mark
| ALTERNATIVE NAMES =
| SHORT DESCRIPTION =
| DATE OF BIRTH = 1964
| PLACE OF BIRTH =
| DATE OF DEATH =
| PLACE OF DEATH =
}}
{{DEFAULTSORT:Cerny, Mark}}
{{DEFAULTSORT:Cerny, Mark}}
[[Category:1964 births]]
[[Category:1964 births]]
[[Category:Living people]]
[[Category:Living people]]
[[Category:Academy of Interactive Arts & Sciences Hall of Fame inductees]]
[[Category:Video game designers]]
[[Category:Video game producers]]
[[Category:American consultants]]
[[Category:American video game designers]]

[[Category:American video game programmers]]
[[ar:مارك سيرني]]
[[Category:American video game producers]]
[[fr:Mark Cerny]]
[[Category:Atari people]]
[[ja:マーク・サーニー]]
[[Category:Place of birth missing (living people)]]
[[Category:Computer hardware researchers]]
[[Category:Sony Interactive Entertainment people]]
[[Category:American video game businesspeople]]
[[Category:People from San Francisco]]
[[Category:People from San Mateo, California]]
[[Category:People from Burbank, California]]
[[Category:Sega people]]
[[Category:Game Developers Conference Lifetime Achievement Award recipients]]

Latest revision as of 00:20, 10 August 2024

Mark Cerny
Cerny in 2018
Born
Mark Evan Cerny

(1964-08-24) August 24, 1964 (age 60)
NationalityAmerican
Occupations
  • Video game designer
  • producer
  • programmer
  • consultant
  • media proprietor
OrganizationCerny Games
SpouseKatsura Cerny
AwardsIGDA Lifetime Achievement (2004)
AIAS Hall of Fame Award (2010)

Mark Evan Cerny (/ˈsɜːrni/ SUR-nee; born August 24, 1964)[1] is an American video game designer, programmer, producer and media proprietor.

Raised in the San Francisco Bay Area, Cerny attended UC Berkeley before dropping out to pursue a career in video games. In his early years, he spent time at Atari, Sega, Crystal Dynamics and Universal Interactive Studios before becoming an independent consultant under his own company Cerny Games in 1998. While at Sega, he established Sega Technical Institute, working on games including Sonic the Hedgehog 2 (1992).[2]

Cerny has since frequently collaborated with Sony Interactive Entertainment as a consultant, including being the lead designer for hardware of several PlayStation consoles, being called the architect of the PlayStation Vita, PS4 and PS5.[3][4][5] He has also consulted with Naughty Dog and Insomniac Games since their creation in the 1990s, as well as other Sony first-party studios like Sucker Punch Productions. He has also developed several games, notably the arcade game Marble Madness and the Knack series, and credited on many more for his consulting work.

In 2004, he was the recipient of the Lifetime Achievement Award from the International Game Developers Association, and was inducted into the Academy of Interactive Arts & Sciences Hall of Fame in 2010.

Career

[edit]

1982–1996: First years

[edit]

Mark Cerny grew up in San Francisco, and was a fan of computer programming and arcade games as a youth.[6] He had attended University of California, Berkeley, but when he was 17 in 1982, he was invited to join Atari, and dropped out of school for the opportunity.[7] He started working in Atari's arcade division on January 18, 1982.[8] In those earlier days of professional game development, teams were small and each member was responsible for a wider range of roles than today.[6] He first worked with Ed Logg on Millipede and Owen Rubin on Major Havoc.

Cerny's first major success was the arcade game Marble Madness in which he, at age 18, acted as designer and co-programmer.[9] During this period around 1985, he gained an interest in video game hardware, which Cerny considered far simpler than his later work with the PlayStation.[10] By the end of the 1980s, he joined Sega, initially working at Sega's headquarters in Japan and then returning to the United States by 1991 to help establish the Sega Technical Institute.[7] There, he worked on various Master System and Genesis releases, most notably Sonic the Hedgehog 2.[2]

Cerny left Sega in 1992 to join the newly formed Crystal Dynamics. He initially worked on 3DO games including Crash 'n Burn (1993) and Total Eclipse (1994).[7] Cerny was instrumental in helping Crystal Dynamics become the first American developer to secure a PlayStation development kit from Sony Computer Entertainment, having gone to Japan to negotiate the deal with Shuhei Yoshida, at that point a young executive within Sony.[7] While the development kit had been delivered to Crystal Dynamics by 1994, Cerny had left the studio to lead Universal Pictures' newly formed multimedia division.[7]

1996–present: Partnership with Sony

[edit]
Cerny in 2010
Cerny in 2014

From 1994 to 1998, Cerny was involved with Universal Interactive Studios, a newly formed division of Universal for video games that Cerny described as a "boutique publisher". Cerny was initially a vice president of product development and later became its president.[7][11] Cerny had been given a good amount of freedom with the division, stating "The best part about this was that Universal didn't really know the business and as a result I had a great big bag of money to spend and no supervision".[7] Under Cerny, Universal Interactive Studios hired in two small and new development studios to develop for the PlayStation, aided by his past connections within Sony: the three-person Naughty Dog and two-person Insomniac Games.[7] In the case of Naughty Dog, they were brought in to build Way of the Warrior and had signed on for three additional titles. Cerny helped with their next title, Crash Bandicoot, which Sony picked up to publish in 1996. Insomniac similarly had completed their first title Disruptor and Cerny helped them prepare the next game, Spyro the Dragon, which also was picked up and published by Sony in 1998. When Naughty Dog and Insomniac's contracts with Universal expired, both studios signed up with Sony to continue to develop games for the PlayStation. Cerny kept in close contact with both teams afterwards.[7] In 1998, Universal as a whole had financial issues that set a hiring freeze on the Interactive Studios group.[12] Cerny opted to leave Universal to become consultant under his own company, Cerny Games, that would allow him to keep working with Naughty Dog, Insomniac and Sony.[7]

Around 1999, Sony was developing the hardware for the PlayStation 2. Yoshida, now executive producer of product development, contacted Cerny about helping to develop a graphics engine for the new console. Cerny accepted, and worked in Japan over a three-month span, being the first American to work on the PlayStation 2. Once the engine was complete, Cerny helped both Naughty Dog and Insomniac with their first PlayStation 2 titles, Jak & Daxter: The Precursor Legacy and Ratchet & Clank, respectively, as well as several sequels in both series that followed.[7] During this period, Cerny developed his "Method" approach for game development from his experience on the "dos and don'ts" in the game industry.[13] Cerny's Method has since become a standard practice in the video game development industry.[7]

Cerny would continue his consulting with Sony. In 2003, Yoshida had been promoted to vice president of product development at Sony Computer Entertainment America, where the planning of Sony's next console the PlayStation 3 had started. Yoshida again brought Cerny to help plan out a means for the new console to share some of the same functionality as the previous consoles as to reduce the burden and cost for developers. Cerny worked with Sony and Naughty Dog to form the Initiative for a Common Engine (ICE) Team, with part of the team working directly with Sony's hardware developers in Japan to bring about Yoshida's vision.[7] Ultimately the PlayStation 3's new core hardware, the Cell, was difficult to work with, though some of the goals of the ICE Team were implemented.[7] In addition to hardware support, Cerny continued to assist Naughty Dog and Insomniac with their first PlayStation 3 titles, Uncharted: Drake's Fortune from Naughty Dog, Resistance: Fall of Man and Ratchet & Clank Future: Tools of Destruction for Insomniac, as well as for other Sony first-party titles, including God of War III and Killzone 3.[7]

PlayStation lead architect

[edit]

Around 2007, Sony was looking ahead to the successor to the PlayStation 3, which had not met Sony's sales expectations in competition with Microsoft's Xbox 360, and had contributed to Ken Kutaragi's departure from Sony.[12] A postmortem from the PlayStation 3s development revealed that either the next console would stay with the Cell processor, or move to an x86-based architecture common to personal computers. While the x86 approach would make some parts of development easier, Cerny told Sony this was currently unfavorable to the first-party developers as it would prevent them from accessing low-level functions that many used for extracting as much performance from the console.[12][7] Cerny spent much of his time in November 2007 researching the history of the x86 architecture, and then proposed a plan to Yoshida for him to take on the lead development role for the next PlayStation based on what he had learned so that the next console would be developer-friendly while using the x86 architecture.[12] Yoshida agreed, which helped to convince the upper management at Sony to allow Cerny to remain a consultant while assigned as the PlayStation 4's lead designer.[7] Cerny's approach to the PlayStation 4's design is considered significant, as it had led the console to achieve over 100 million units sold by 2019 trailing only the PlayStation 2 in lifetime sales.[7] Alongside hardware, Cerny led development of one of the PlayStation 4's launch games, Knack, as well as its sequel.[7][14]

Cerny continued on as lead designer on Sony's future consoles, including the handheld PlayStation Vita,[15] and for the PlayStation 5.[16] Cerny said that his consultant status gives him freedom that being an employee of Sony would not have, such as being able to work with multiple different groups within Sony and its first-party studios for improving the PlayStation design.[12] He also continued to consult in game design for several of Sony's first-party games, including The Last Guardian, Marvel's Spider-Man and Death Stranding.[7] Since around 2009 and the release of the PlayStation 4, Cerny has worked on a two-year cycle where he visits most of Sony's first-party developers and other key studios to figure out what issues they have with the current hardware and what they would like to see out of future hardware. These visits may lead to mid-generation improvements in hardware revisions or improved software, or have been used to inform the direction of the next generation of hardware.[17]

The Method process

[edit]

Cerny established the Method process in 2002 while consulting with Naughty Dog, Insomniac, and other Sony first-party studios. Cerny observed that there were completely different approaches needed in the preproduction stage and the production stage of video game development, and that it was impossible to put a timeline on the creative process. He suggested that the pre-production stage should be freeform, allowing the creative persons to explore a game's viability prior to full development.[7][18] The end product of the preproduction stage under the Method process should be a "publishable first playable" version of the game that can be used to determine the viability of the title.[7] This version does not need to be content-complete but provide enough to be used in playtesting from potential consumers. If the game at this state does not excite players, then the game idea should be set aside before too much effort is put into it.[19][7] Once the decision is made to move forward on the game, then Cerny recommends by the Method that the typical use of scheduled milestones and deliverables to keep the project on track.[7]

Personal life

[edit]

While working under Sega in Japan during the 1980s and 1990s, Cerny learned Japanese. He met his future wife in Japan, who helped him to establish Cerny Games, which she continues to manage to this day.[7] He is of Czech descent.

Accolades

[edit]

The International Game Developers Association awarded Cerny with the Lifetime Achievement Award at the Game Developers Choice Awards (IGDA) in 2004.[6][19] IGDA stated, "It's rare to find a 'jack-of-all-trades' who not only has the high-level vision for great game design but can act as the glue to adhere all the pieces together. His unusual but highly effective methodology has brought us some of the most entertaining games in history."[20] He was described as "a master collaborator". His Crash Bandicoot and Spyro the Dragon games have collectively sold more than 30 million units.[21]

In 2010, at the 13th Annual Interactive Achievement Awards, Mark Cerny was inducted into the Academy of Interactive Arts & Sciences Hall of Fame. "Mark Cerny is the closest we have come to a modern-day Da Vinci," said Joseph Olin, then-president of the AIAS. "What he does isn't restricted to a single aspect of game creation, he really is a Renaissance man. He is a diversely accomplished game designer, producer, programmer and technologist, fluent in Japanese and one of the foremost Western experts on the Japanese game market. He is also one of the only top-level independents in a business dominated by institutions."[22]

Works

[edit]
Cerny presenting a lifetime achievement award to Amy Hennig at the 2019 Game Developers Choice Awards
Year Game title Role(s) Ref.
1983 Major Havoc Programmer, designer
1984 Marble Madness Programmer, designer [7]
1987 Shooting Gallery Programmer, designer [7]
Missile Defense 3-D Programmer, designer [7]
1988 Shanghai[a] Programmer
1989 California Games Programmer
1990 Dick Tracy Programmer, designer
1992 Kid Chameleon Programmer, designer [7]
1992 Sonic the Hedgehog 2 Producer [7]
1993 Crash 'n Burn Programmer, designer [7]
1994 Total Eclipse Programmer, designer [7]
1995 The Ooze Programmer
1996 Crash Bandicoot Executive producer [7]
Disruptor Executive producer, designer
1997 Crash Bandicoot 2: Cortex Strikes Back Producer, designer
1998 Spyro the Dragon Executive producer [7]
Running Wild Executive producer
Crash Bandicoot: Warped Producer, designer
1999 Spyro 2: Ripto's Rage! Executive producer
2000 Crash Bash Producer, designer
Spyro: Year of the Dragon Design consultant
2001 Jak and Daxter: The Precursor Legacy Programmer [7]
2002 Ratchet & Clank Designer [7]
2003 Jak II Programmer, designer
Ratchet & Clank: Going Commando Designer
2004 Ratchet & Clank: Up Your Arsenal Design consultant
2006 Resistance: Fall of Man Design consultant [7]
2007 Uncharted: Drake's Fortune Design consultant [7]
Ratchet & Clank Future: Tools of Destruction Design consultant
2008 Resistance 2 Designer
2010 God of War III Design consultant [7]
2011 Killzone 3 Design consultant [7]
2013 Knack Director [7]
2016 Ratchet & Clank Design consultant
The Last Guardian Executive producer [7]
2017 Knack 2 Director [7]
2018 Marvel's Spider-Man Executive producer [7]
2019 Death Stranding Technical producer [7]
2020 Spider-Man: Miles Morales Executive producer [17]
2021 Ratchet & Clank: Rift Apart Executive producer [17]

Notes

[edit]
  1. ^ Port to Master System

References

[edit]
  1. ^ "FamilySearch.org". FamilySearch.
  2. ^ a b Horowitz, Ken (December 5, 2006). "Interview: Mark Cerny". Sega Retro. Retrieved November 26, 2008.
  3. ^ Leadbetter, Richard (September 21, 2013). "Mark Cerny: lead architect of... PlayStation Vita?". Eurogamer.net. Retrieved October 12, 2023.
  4. ^ Ivan, Tom (February 13, 2020). "Who is Mark Cerny, the man behind PS5?". VGC. Retrieved October 12, 2023.
  5. ^ Wojnar, Jason (July 6, 2021). "Who Is Mark Cerny, The PS4 & PS5 Architect?". TheGamer. Retrieved October 12, 2023.
  6. ^ a b c Perry, Douglas C. (March 13, 2004). "Interview with Mark Cerny". IGN. Archived from the original on October 8, 2007. Retrieved November 26, 2008.
  7. ^ a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak al am an ao ap aq ar as Ivan, Tom (February 13, 2020). "Who Is Mark Cerny, The Man Behind PS5?". Video Games Chronicle. Retrieved February 13, 2020.
  8. ^ Mark Cerny [@cerny] (January 18, 2022). "On January 18, 1982, I joined Atari's arcade division. I'd dreamed of making games, and they were willing to give me a chance" (Tweet). Retrieved January 19, 2022 – via Twitter.
  9. ^ Fletcher, John C. (March 6, 2011). "The (Marble) Madness of Mark Cerny". Engadget. Retrieved October 10, 2018.
  10. ^ "Renaissance man: Mark Cerny and the origin of PS4". MCV Develop. August 9, 2013. Retrieved February 13, 2020.
  11. ^ Ramsay, Morgan (2012). Gamers at Work: Stories Behind the Games People Play. New York: Apress. ISBN 9781430233510.
  12. ^ a b c d e Newman, Jared (September 30, 2017). "Sony's Most Valuable Contractor". Fast Company. Retrieved February 13, 2020.
  13. ^ Cerny, Mark (August 13, 2010). "Method Lecture for GDC Europe". SlideShare. Retrieved December 23, 2022.
  14. ^ French, Michael (February 20, 2013). "This is PlayStation 4: All the big announcements from last night". MCV Develop. Archived from the original on February 22, 2013. Retrieved February 21, 2013.
  15. ^ Leadbetter, Richard (September 21, 2013). "Mark Cerny: lead architect of... PlayStation Vita?". Eurogamer. Retrieved September 21, 2013.
  16. ^ Exclusive: What to Expect From Sony's Next-Gen PlayStation - Wired.com, Retrieved April 17, 2019
  17. ^ a b c Klimentov, Mikhail (November 3, 2020). "A feel for the game". The Washington Post. Retrieved November 3, 2020.
  18. ^ McLean, John. "Gamasutra - Conversations From GDC Europe: Mark Cerny, Jonty Barnes, Jason Kingsley". www.gamasutra.com. Retrieved November 26, 2008.
  19. ^ a b Breeden, John II (April 1, 2004). "A Lifetime of Achievement". Game Industry News. Archived from the original on October 17, 2007. Retrieved November 26, 2008.
  20. ^ Calvert, Justine. "IGDA Lifetime Achievement Award for Mark Cerny - News at GameSpot". www.gamespot.com. Retrieved November 26, 2008.
  21. ^ "Production Genius Mark Cerny to Receive IGDA's Lifetime Achievement Award at 4th Annual Game Developers Choice Awards". International Game Developers Association. February 9, 2004. Archived from the original on June 15, 2011. Retrieved March 16, 2010.
  22. ^ "Mark Cerny Inducted Into AIAS Hall of Fame". Games Industry News. January 17, 2010. Archived from the original on April 29, 2013. Retrieved January 28, 2013.
[edit]