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‘Sega Was a Sweatshop’ — PlayStation Architect Mark Cerny Recalls Working in Tokyo in Late Nineteen Eighties, and Seeing Sonic the Hedgehog Creator Yuji Naka Get ‘Yelled At a Lot’

by 3 December 2025086
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PlayStation {hardware} architect Mark Cerny has recalled his time working at Sega in the late Nineteen Eighties, a interval in which he likened situations at the firm behind Sonic the Hedgehog to a “sweatshop.”

Talking on the My Perfect Console podcast, Cerny made clear he was speaking about Sega’s Tokyo workplace throughout a particular time period, when the firm was underneath immense strain to compete with the massively dominant Nintendo, and groups sizes throughout the video video games trade had been tiny in comparison with the tasks labored upon at this time.

“Atari had been one particular person making a sport, perhaps two or three,” Cerny recalled. “By this level there have been precise groups, it tended to be about three folks at Sega making a cartridge. So that you’d have a programmer — that was me — a designer and an artist.

Mark Cerny. Picture credit score: Mintaha Neslihan Eroglu/Anadolu Company/Getty.

“I’ve received to caveat this,” Cerny continued. “I am solely speaking about the second half of the Nineteen Eighties at Tokyo workplace. However man, Sega was a sweatshop. Three folks, three months, that is a sport. And, , we’d sleep at the workplace. And it is because [former Sega president Hayao] Nakayama’s concept was, ‘Why is Nintendo profitable? They’ve 40 video games. So what are we gonna do? We’re gonna have 80 video games for the Grasp System, and that is going to be our path to success.'”

In brief, Sega’s boss needed to flood the market with video games to easily outnumber the vary of titles accessible on Nintendo’s top-selling NES. However this was the incorrect strategy, Cerny mentioned, arguing that Sega ought to have narrowed its focus and inspired its staff to work in bigger groups on fewer, however extra spectacular titles.

“Should you take a look at the historical past of video games I feel when you’re making an attempt to promote a console, you want about two good video games, and that sells you your console,” Cerny mentioned. “Like Nintendogs and Mind Coaching, I feel that is what offered the DS, if I do not forget that correctly for Nintendo. So the bulk software program factor just isn’t the strategy.”

In the end, Sega did permit a specific sport extra assets: Sonic the Hedgehog. However even then, and alongside its large success, Cerny says that Sonic’s creator Yuji Naka was berated for going massively over price range.

“The strain was to make a sport that might promote a million copies. Sega really had — this was one other one among Nakayama’s brainstorms — the Million Vendor Challenge,” Cerny continued. “Sonic was terribly controversial — a part of the concept there was, let’s put way more useful resource on the mission than standard… They had been going to do, if I bear in mind correctly, three folks, 10 months. However they ended up needing 4 and a half folks for 14 months — I am a little hazy on the numbers as of late. And although it was a success, they blew their price range so badly… that Yuji Naka was simply getting yelled at, and give up the firm.”

Requested whether or not Sega in the end learnt its lesson from Sonic’s success, Cerny famous that whereas the sport’s large gross sales paid off “fantastically” for Sega, “Yuji Naka was fairly bored with the scenario by that time.” In keeping with Cerny, Naka had been “making $30,000 a yr” at the time of Sonic 1’s success, although this was elevated that yr as a result of he received the “president’s bonus.”

“I assume that’s fascinating, how might he be yelled at however get it [the bonus] as effectively? It was an fascinating setting, I’ve to say,” Cerny mused. “It most likely doubled his wage. So, we’re speaking about any person who’s a top-level creator making $60,000 in their finest yr and getting yelled at a lot. And he’d had it. And so that is what led to Sonic 2 being developed in the States.”

Cerny additionally mentioned some happier moments from his time at Sega, and famous that his “room of 40 folks again in 1987” had included some luminaries of the video games trade, together with Naka and the late Rieko Kodama, who would go on to create the beloved Skies of Arcadia. Nonetheless, Cerny didn’t stick round long-term, transferring again to the U.S. in 1991 (and engaged on Sonic 2) earlier than ultimately starting his lengthy partnership with PlaySation, for which he’s now most well-known.

Picture credit score: Mintaha Neslihan Eroglu/Anadolu Company/Getty.

Tom Phillips is IGN’s Information Editor. You possibly can attain Tom at tom_phillips@ign.com or discover him on Bluesky @tomphillipseg.bsky.social

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