Age, Biography and Wiki

Yu Suzuki was born on 10 June, 1958 in Kamaishi, Iwate, Japan, is a Japanese video game designer. Discover Yu Suzuki's Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is he in this year and how he spends money? Also learn how he earned most of networth at the age of 65 years old?

Popular As N/A
Occupation Game producer, designer, director, programmer, software engineer
Age 65 years old
Zodiac Sign Gemini
Born 10 June, 1958
Birthday 10 June
Birthplace Kamaishi, Iwate, Japan
Nationality Japan

We recommend you to check the complete list of Famous People born on 10 June. He is a member of famous producer with the age 65 years old group.

Yu Suzuki Height, Weight & Measurements

At 65 years old, Yu Suzuki height not available right now. We will update Yu Suzuki's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
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Dating & Relationship status

He is currently single. He is not dating anyone. We don't have much information about He's past relationship and any previous engaged. According to our Database, He has no children.

Family
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Yu Suzuki Net Worth

His net worth has been growing significantly in 2023-2024. So, how much is Yu Suzuki worth at the age of 65 years old? Yu Suzuki’s income source is mostly from being a successful producer. He is from Japan. We have estimated Yu Suzuki's net worth, money, salary, income, and assets.

Net Worth in 2024 $1 Million - $5 Million
Salary in 2024 Under Review
Net Worth in 2023 Pending
Salary in 2023 Under Review
House Not Available
Cars Not Available
Source of Income producer

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Timeline

Yu Suzuki (鈴木 裕) is a Japanese game designer, producer, programmer, and engineer, who headed Sega's AM2 team for 18 years.

Considered one of the first auteurs of video games, he has been responsible for a number of Sega's arcade hits, including three-dimensional sprite-scaling games that used "taikan" motion simulator arcade cabinets, such as Hang-On, Space Harrier, Out Run and After Burner, and pioneering polygonal 3D games such as Virtua Racing and Virtua Fighter, which are some of the games besides others from rival companies during that era credited with popularizing 3D graphics in video games; as well as the critically acclaimed Shenmue series.

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

1980

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.

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."

1983

Suzuki joined Sega in 1983 as a programmer.

In his first year, he created a 2D boxing game called Champion Boxing for Sega's first home game console, the SG-1000.

According to Suzuki, the executive staff at Sega found the game so impressive that they released it in arcades as-is by simply installing an SG-1000 into an arcade cabinet.

He was promoted to project leader while still in his first year at the company.

Then, 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."

1985

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.

1986

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.

1990

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.

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.

1992

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.

1993

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.

2003

In 2003, Suzuki became the sixth person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame.

IGN listed him at #9 in their Top 100 Game Creators of All Time list.

2011

In 2011, he received the Pioneer Award at the Game Developers Choice Awards.

While studying at university, Yu Suzuki had written an undergraduate thesis on the subject of 3D computer graphics in video games.