Industry Talk: Mark Cerny’s Vision Finally Realized

To say it has been a long time coming for Mark Cerny, who joined forces with Atari’s coin op division at the age of seventeen in 1982 making arcade games, is an understatement.

Best known in the early 80’s for (Marble Madness) designed and co-programmed by the man himself and published in 1984 by Atari, Cerny didn’t find much success with his first endeavor. At that time arcade games weren’t appreciated as they are today. He decided to leave Atari and join forces with Sega in 1985 to work on titles for Sega’s Master System. His first major hit was Sonic The Hedgehog 2 in 1992 which sold millions of copies.

He also designed and programmed the notable Kid Chameleon better known as Chameleon Kid in japan in 1991 for Sega.

Later he left Sega and joined as first member of Crystal Dynamics to develop games for the 3DO due to Sega’s ambition to compete with Nintendo’s quantity of games rather than the quality. He dabbled with 3DO and soon realized that the system itself wasn’t suitable for 2d or 3d games that satisfied his vision.

Looking elsewhere acquiring the PlayStation Japanese Dev Kit, from the main man himself Shuhei Yoshida, Mr. Cerny was one of the few US based developers that dabbled with the PlayStation tech before the console’s launch in 1994. With his vision finally realized he joined Universal Interactive Studios in 1994 to serve as Vice President later to become president. In his four years at Universal Interactive Studios he signed on Insomniac Games and Naughty Dog (the creators of Spyro The Dragon and Crash Bandicoot franchises at the time respectively). Once both of their contracts were up at Universal Cerny left to form Cerny Games Consultancy to work closer with the Sony PlayStation teams.

In the Early 99’s the first Sony PS2 prototypes were being developed. Shuhei Yoshida heard the tech was too powerful for many developers due to it’s complexity. Due to Cerny’s lengthy expertise in the gaming industry Shuhei Yoshida decided Cerny was the right man for the job to develop the tools needed for developers to easily develop for the PlayStation 2. At this time he created the beautiful engine used for Jak And Daxter and also in turn helped design Ratchet And Clank. As the PS2 was maturing Shuhei Yoshida formed the ice team short for (initiative for a common engine project) led by Mr. Cerny.

Due to all Sony’s studios working separately (to unify them) and rising costs of game development. On the verge of PS3 development Shuhei got the approval to involve the ice team due to the cell processor difficult tech. The tech was too difficult to develop for even with the ice team on board. The PS3 launched with a weak line up due to the complexity of the cell within the PS3.

After so many trials and errors in his gaming career Cerny decided to take a stand and finally realize his vision of the perfect console he had envisioned so long ago. In 2008 his vision has finally realized getting appointed as the lead system architect on the powerful PlayStation 4.

The rest will now be history.

Congrats Mr. Cerny on all you have accomplished and will accomplish.

We salute you.

  • Major Havoc (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 (1991, Genesis) — Programmer, Designer
  • Sonic the Hedgehog 2 (1992, Genesis) — Producer
  • Crash ‘n Burn (1993, 3DO) — Programmer, Designer
  • Total Eclipse (1994, 3DO) — Programmer, Designer
  • Disruptor (1996, PlayStation) — Executive Producer, Designer
  • Crash Bandicoot (1996, PlayStation) — Executive Producer
  • Crash Bandicoot 2: Cortex Strikes Back (1997, PlayStation) — Producer, Designer
  • Spyro the Dragon (1998, PlayStation) — Executive Producer, Designer
  • Crash Bandicoot 3: Warped (1998, PlayStation) — Executive Producer, Designer
  • 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
  • Knack (2013, PS4) – Director

Written by Jesus Illmind Melgoza – Admin of gamer flesh on Facebook

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jesus Melgoza on 20140509 and was last modified on 20140509 .