For the past 28 years, the Academy of Interactive Arts & Sciences has recognized those who have made a significant contribution to the video game industry, from those creating iconic characters and games that have become cultural cornerstones, to those who have inspired others to create games or provided opportunities for the next generation or developers without the necessary resources to shine in a competitive working environment.
These people are forever immortalized in the Hall of Fame and are listed below in chronological order from the first recipient in 1998 to the most recent inductee. There are a handful of years when multiple people from the same company became members simultaneously in 2011 and 2014. Nobody was inducted in 2015 as the Pioneer award was given to two people instead, and 2021 took place via a virtual presentation due to the COVID-19 pandemic. For every recipient, each entry details a list of achievements before and anything noteworthy that person has done since earning a place in the Hall of Fame.
1998 – Shigeru Miyamoto

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The inaugural inductee into the AIAS Hall of Fame is none other than the father of Mario, Shigeru Miyamoto. Starting his long career at Nintendo in 1977, it wouldn’t be long before he changed the video game industry with the 1981 smash arcade hit Donkey Kong. This would mark the first appearance of the man who would eventually become a humble mushroom-eating plumber named Mario, whose games have entertained generations since he first leapt onto the Famicom and Nintendo Entertainment System (NES) in 1985.
Miyamoto didn’t stop there, designing the first of the much-beloved Legend of Zelda series, as well as being involved in the creation of the early Star Fox, Kirby, and Pokémon games. He would also later be a key player in designing the original concept for Pikmin, Nintendogs, and Super Mario Maker. His reputation as an innovator in the game industry has led many to compare him to the likes of Walt Disney and Stan Lee as a pioneer.
Most recently, Miyamoto was appointed to the position of Creative Fellow at Nintendo, providing feedback and guidance to inspire the next generation of developers at the company. Since becoming the first inductee of the Academy of Interactive Arts & Sciences Hall of Fame, Miyamoto has been celebrated in the industry, winning a Lifetime Achievement Award at the 2007 Game Developers Choice Awards. He was also awarded a BAFTA Fellowship in 2010.
He has most recently pivoted to non-game projects, serving as the producer for both Illumination’s The Super Mario Bros. Movie and its sequel, The Super Mario Galaxy Movie. He has also been a key player in the design of the Super Nintendo World attractions in multiple Universal Studios theme parks, delighting visitors from around the globe.
1999 – Sid Meier

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Intrinsically linked to his own Civilization series by means of having his name on the title of every game, Sid Meier is a pioneer for turn-based nation-building strategy games. His career began in 1981, developing non-commercial copies of arcade classics such as Space Invaders and Pac-Man. He would then found MicroProse, which specialized in flight simulation games before pivoting due to the success of Sid Meier’s Pirates! and Railroad Tycoon.
Civilization would then follow in 1991, causing millions of fans worldwide to justify to themselves that they just need to play ‘one more turn’ before finishing a night of micromanaging an entire colony. This would be followed by sequels and spinoffs set during the early European arrival in the Americas (Colonization) and a futuristic space theme (Alpha Centauri). Meier would leave MicroProse a few years after its merger with Spectrum HoloByte, founding Firaxis Games in 1997 along with fellow ex-employees Jeff Briggs and Brian Reynolds.
He’s now the Director of Creative Development at Firaxis Games, personally responsible for the creation of every game in the series, including the creation of the Ace Patrol series and spiritual successors to Colonization and Alpha Centauri built on the Civilization engine, with the latest contributions being toward 2025’s Civilization 7. In 2008, Sid Meier received a Lifetime Achievement award during that year’s Game Developers Conference, as well as the Lifetime Achievement award by the Golden Joystick Awards in 2017.
2000 – Hironobu Sakaguchi

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As the creator of Final Fantasy, Hironobu Sakaguchi’s contributions to the JRPG scene are still revered to this day. Many cite the likes of Final Fantasy 6 and 7 as their all-time favorite games ever, and it’s due to the complex and compelling stories they both tell, each exploring concepts that were uncommon for their time. As director, he was also responsible for bringing everything together to make memorable games that are now seen by many as essential for RPG fans. Not bad for a series that was created as a last-ditch gamble for both Sakaguchi’s career, which began in 1984 as a game designer, and Square’s financial future.
Sakaguchi would personally contribute to the bulk of the Final Fantasy games’ story over the years, while also acting as producer for Final Fantasy Tactics, the Parasite Eve series, and as a supervisor for Chrono Trigger, another game often cited as the greatest RPG ever made. During his time at Square, which merged with Enix in 2003, Sakaguchi would support the careers of Tetsuya Nomura, the creator of the Kingdom Hearts series and Sakaguchi’s successor as the main director of many future Final Fantasy games, as well as Akitoshi Kawazu (SaGa series), Tetsuya Takahashi (Xeno series), and Yasumi Matsuno (Final Fantasy Tactics and Final Fantasy 12).
After leaving Square Enix, Sakaguchi founded Mistwalker the following year, whose notable works include the Blue Dragon games, Lost Odyssey, and The Last Story. Most recently, he reunited with Square Enix to help produce the home console and PC versions of Mistwalker’s mobile-exclusive RPG, Fantasian: Neo Dimension, released in late 2024, which is heavily inspired by his much-beloved entries in the Final Fantasy series. Since being inducted into the Hall of Fame in 2000, Sakaguchi’s contributions have been recognized by the industry in recent years, including a Lifetime Achievement Award in 2015 from the Game Developers Choice Awards and a Special Award from the CEDEC Awards in 2017.
2001 – John Carmack

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When PC gamers think of John Carmack, they immediately see the revolutionary first-person shooters of id Software. Son of the local TV news reporter Stan Carmack, John was born in 1970 and raised in the Kansas City metropolitan area. His interest in games came early, thanks to playing arcade hits like Space Invaders and Pac-Man during his summer vacations. Though a bit of a rebel growing up, spending a year in a juvenile home following a failed attempt to steal Apple II computers from a school, he would soon begin studying at the University of Missouri-Kansas City, before withdrawing to work as a freelance programmer for Softdisk.
While at Softdisk, he would initially be part of the Softdisk G-S team, an Apple IIGS computer magazine that distributed floppy disks filled with demos and free software, a practice common for many home computer magazines at the time. This is how shareware distribution of games worked, which would prove vital for id Software’s early days. Here, Carmack met John Romero and other key members of the group that would later become fellow collaborators for future game development. The team would develop the first Commander Keen game, published by Apogee Software (later known as 3D Realms), before Carmack left Softdisk to found id Software.
Carmack would spend his time at id Software popularizing new techniques for game development on PC, leading to the development of the rest of the Commander Keen games, as well as the revolutionary first-person shooter Wolfenstein 3D. However, it was Doom that would sweep the world with its atmospheric level design and graphic violence. After a few more Doom games, the team would then move on to Quake, the first fully 3D FPS game that paved the way for the likes of Unreal, Call of Duty, and Half-Life.
After becoming a member of the AIAS Hall of Fame, Carmack left id Software in 2013, opting to commit full-time to Oculus VR as its Chief Technology Officer. Here, he would spend the next few years developing VR headsets before stepping down to become a “consulting CTO” in 2019, which would allow him more time to work on artificial general intelligence with his company Keen Technologies.
Since being inducted, Carmack has won several accolades from the Technology & Engineering Emmy Awards in 2007 and 2008. At the 2010 Game Developers Conference, he received a Lifetime Achievement Award, and in 2016 was bestowed a BAFTA Fellowship. He also got an honorary doctorate from the University of Missouri, Kansas City in 2017. Outside of games, Carmack’s Armadillo Aerospace team won the $350,000 USD prize for completing the Level One X-Prize Lunar Challenge.
2002 – Will Wright

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As cofounder of Maxis, the developer behind the groundbreaking SimCity games, Will Wright is the man to thank for some of the best simulation games ever made. Born in Atlanta, Georgia, in 1960, he moved to Baton Rouge, Louisiana, not long after his father passed away when Wright was nine years old. Will’s interest in game design would begin early on with the strategy board game Go. He describes it as having a “simple set of rules” and yet “the strategies in it are so complex.” This led to a fascination “with the idea that complexity can come out of such simplicity.” He would study at various educational institutions, including both Louisiana State University and Louisiana Tech University, as well as The New School in New York, before returning to Baton Rouge.
While in New York, he bought an Apple II+ Computer and taught himself programming with Applesoft BASIC, Pascal, and assembly language. However, he opted to develop his first published game, the helicopter action shooter Raid on Bungeling Bay, for the Commodore 64, as it was a newer device. Wright would find that crafting islands via his level editor was more fun to him than playing the game itself, leading him to develop the idea into the city-management game SimCity. He initially struggled to find a publisher, but soon teamed up with investor Jeff Braun to form Maxis and self-publish the game to phenomenal and resounding success. Maxis would also produce more simulation games, such as SimEarth, where you terraform a planet to inhabit Earth’s lifeforms, SimAnt, where you manage a colony of garden ants in a desperate struggle against rival nests, and even return to piloting helicopters with SimCopter. Wright would also co-develop the wildly popular sequel SimCity 2000.
Wright’s most successful idea would come in the wake of the 1991 Oakland firestorm, when he lost his family home. He would begin developing The Sims, a simulation game released in 2000 after Electronic Arts acquired Maxis. In it, you can build houses for virtual people, following their lives as they find love, have children, and succeed in their chosen careers. It was an overnight success, with PC sales surpassing every other game at the time and resonating with a wide audience. These successes would cement his legacy in the games industry, leading him to receive a Lifetime Achievement Award from the Game Developers Choice Awards in 2001, as well as a BAFTA Fellowship in 2007.
After being inducted into the Hall of Fame in 2002, Wright continued developing games for Maxis and EA until he left in 2009. His most notable game after The Sims is Spore, a game where users create aliens with easy-to-use customization tools, then evolve them over time. Wright has since founded Gallium Artistic Industries along with Lauren Elliot (co-designer of the Carmen Sandiego edutainment games), where he is currently a lead designer developing the AI-based life-sim Proxi.
2003 – Yu Suzuki

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Considered a pioneer in Sega’s Arcade division of the 1980s and 1990s, Yu Suzuki is a name that will provoke memories for fans of the company’s best-loved coin-op games. Born in the city of Kamashi in Iwate Prefecture, Japan, Suzuki studied at the Okayama University of Science and has stated in the past that his undergraduate thesis was about 3D graphics in video games. While it would be nearly a decade before this idea came to fruition, he would soon join Sega as a programmer, with his first game being Champion Boxing for the SG-1000 home console. His first arcade success was Hang-On, a racing game where the player sits on a model motorcycle, leaning to steer the bike on screen. This arcade machine started the widespread use of hydraulic simulator cabinets, leading to Sega hits such as Space Harrier, Out Run, and After Burner becoming marquee fixtures in video arcades worldwide.
As the head of Sega’s AM2 team for 18 years, Suzuki would go on to revolutionize the industry; his status as the father of arcade 3D games was cemented with the release of Virtua Fighter in 1993. Through its use of polygons, this revolutionary idea inspired the industry to move into 3D, with some of the people behind the creation of the PlayStation citing Virtua Fighter as an inspiration for implementing 3D graphics hardware on the console. Suzuki would also lay the foundations for Sega’s Model series of arcade machines, leading to Daytona USA, which pioneered texture filtering, Virtua Fighter 2, which introduced texture-mapping to 3D characters to give more detail, and Virtua Cop, a light gun shooter with 3D graphics that would pave the way for the likes of Sega’s own House of the Dead series.
Suzuki’s reputation at Sega would allow him to develop Shenmue for the Sega Dreamcast, a project that reportedly cost $47 Million USD, ultimately leading it to become a costly commercial failure despite positive reviews and being one of the Dreamcast’s highest-selling games. As one of the first slice-of-life experiences and a sign of where open-world games could go in the future, it was a revolutionary masterpiece. It would also get a sequel in 2001, along with installments in the Virtua Fighter series.
Suzuki became a member of the AIAS Hall of Fame in 2003, and in the years since, left Sega to found YS-Net. He was awarded a Pioneer Award at GDC in 2011 for his contribution to the industry, as well as a Legend Award during Gamelab Barcelona in 2014. In 2015, Shenmue 3 was revealed at E3 as a Kickstarter crowdfunding campaign and became the fastest game to reach $1 million USD worth of pledges on the platform. Since the release of Shenmue 3 in 2019, YS-Net has continued to create games with Suzuki at the helm, including the Space Harrier-like rail shooter Air Twister in 2022 and mobile action-RPG Steel Paws in 2025 via Netflix Games.
2004 – Peter Molyneux

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Fans of PC strategy games in the 1990s will know the name Peter Molyneux, born in 1959 in Guildford, England. His career as a game designer and programmer began in 1984 with the business simulation game The Entrepreneur, an entirely text-based game for the Acorn computer. However, this didn’t sell well, leading Molyneux to start up a company exporting baked beans to the Middle East. A fateful misunderstanding would lead him to create a database system for Commodore International, and the proceeds would lead to the founding of Bullfrog Productions in 1987.
It’s at Bullfrog where Molyneux created a series of classic PC simulation games, starting with god-simulator Populous, which was a phenomenal success at the time and sold over 4 million copies. Over the next eight years, he would have a hand in 2D management and tactical games with credits including Syndicate, Theme Park, and Dungeon Keeper, while also being heavily involved in the rather ambitious 3D flying simulator Magic Carpet and its sequel. He would leave Bullfrog after EA’s acquisition, before founding Lionhead Studios. His successes continue with satirical god-sim Black & White, and the Fable series of RPGs cemented his legacy with its consequence-filled decision-making and approachable combat mechanics.
After being inducted into the AIAS Hall of Fame, he was honored with the title of Order of the British Empire (OBE) in that year’s New Year’s Honors List. In 2007, the French government awarded him the title of Chevalier de l’Ordre des Arts et des Lettres. In the same year, he would receive honorary doctorates from the Universities of Southampton and Surrey, adding to the one he got from Abertay University in 2003. He would also receive two awards in 2011: a Lifetime Achievement award from the Game Developers Choice Awards and a BAFTA Fellowship.
In the days since Bullfrog and Lionhead Studios, Molyneux has continued with game development in his new Guildford-based studio 22cans, whose latest project, Masters of Albion, was officially announced in 2024. From the trailers, it shares many gameplay and tonal details with Black and White while allowing for creative freedom with food for the townsfolk, equipment for heroes, and more.
2005 – Trip Hawkins

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Born in 1953 in Pasadena, California, Trip Hawkins has always had an interest in sports and games. A big fan of Strat-O-Matic Pro Football, a pen-and-paper board game where players analyzed statistics and converted them into numerical results and dice rolls to determine the results of plays and matches, Hawkins saw the potential of computers in streamlining the math involved. So much so, he would
Hawkins is a businessman and entrepreneur first, so many of his successes are attributed to his time at Electronic Arts, a company he founded in 1982 after leaving his position as director of strategy and marketing at Apple Computer. His love of football may have played a role in securing the support of John Madden, then a color commentator for the NFL, although he had previously coached the Oakland Raiders to numerous division titles and their first Super Bowl title in 1977. The 2026 film Madden explores this deal with Hawkins and Electronic Arts, featuring Nicholas Cage in the starring role and John Mulaney portraying the EA CEO.
Seeing the potential for full-motion video, Hawkins would also create 3DO, whose works include the 3DO console as well as the Might & Magic series. While the console was ambitious for its time and garnered plenty of support from developers, including several EA games and one of the better versions of Super Street Fighter 2 Turbo, it was soon overshadowed by both Sony’s PlayStation and Sega’s Saturn. In the years since, Hawkins would found Digital Chocolate, a developer specializing in Java and mobile games from 2003 until its closure in 2014. Hawkins is now a key figure in the gaming industry as an advisor to a respectable number of Bay Area developers and delivering keynote speeches at developer conferences.
2006 – Richard Garriott

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Richard Garriott, affectionately known to fans of the Ultima series as “Lord British”, was born in 1961. Born in Cambridge, England, his parents were both American citizens, and the family eventually moved to his childhood home of Nassau Bay, Texas. Since Richard was young, he dreamed of becoming an astronaut like his father, Owen, but due to issues with his eyesight, Richard would have to put these ambitions on hold; instead, he created adventures through video games. His career properly began in 1979 when he created Akalabeth: World of Doom for the Apple II computer. When convinced to sell his game in the local ComputerLand store, his game would attract the attention of the California Pacific Computer Company, which would sign a deal to sell it on his behalf. Akalabeth is considered the first computer game published by a third-party, and was a success at the time, selling over 30,000 copies.
While at the University of Texas, he and fellow collaborator Ken Arnold created the first of the Ultima series. These groundbreaking RPGs would define Richard Garriott’s career, establishing his own publishing company, Origin Systems, as well as defining the game concept of an avatar for the player character and coining the term massively multiplayer online role-playing game (MMORPG) off the back of the hugely successful Ultima Online, which is still playable, receiving updates and hotfixes nearly 30 years after its launch. Though Garriott hasn’t had any involvement with Ultima Online for several decades, its survival to this day is largely thanks to fans of his work preserving his legacy.
Speaking of launches, Garriott would finally succeed in following his father’s footsteps, as he took to the stars, visiting the International Space Station in October 2008 as a privately funded astronaut. In later years, he would also be elected president of The Explorer’s Club, as well as venture to the bottom of the Mariana Trench. In recent years, Garriott was appointed to Colossal Biosciences’ executive advisory board, a biotechnology company working on restoring extinct species through reproductive technology and genetic engineering.
2007 – Danielle Bunten Berry

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Born in 1949 in St. Louis, Missouri, Danielle Bunten Berry began her career in the games industry in 1978. After publishing three games for Strategic Simulations and shortly after creating the development game studio Ozark Softscape, she was soon approached by Electronic Arts founder Trip Hawkins, which would eventually lead to the studio developing one of the first five games released by the publisher.
This game was M.U.L.E.: a multiplayer economics game where players use Multiple Use Labor Elements to harvest resources, to maximize supply to meet demand. Structured like a board game, players take turns with a time limit to execute their plans while also secretly scheming with other players via private transactions. Random events would shift the game dynamic each turn, keeping leaders on their toes while also providing catch-up mechanics for those falling behind. M.U.L.E. saw high praise by game critics at the time, but it only managed to sell 30,000 copies. It would later garner a cult following and is cited as an influence for the Pikmin series by its creator, Shigeru Miyamoto, and is referenced in both Spore and Starcraft II.
Berry would follow this up with The Seven Cities of Gold, a strategy game in which players embark on expeditions to the Americas to set up new colonies, interact with the locals, and bring back new world treasures to amaze the king and queen who commissioned you on the journey. The Seven Cities of Gold and its pseudo-sequel Heart of Africa are considered among the first open-world games. She would go on to create more multiplayer-focused strategy games in the late 1980s and early 1990s. She then stepped into a consulting role after transitioning to living as a woman, advocating for the need for human connections as online multiplayer games were on the rise. Writing on her website in 1996, she said, “All of us value people in our lives. When you include the more mainstream, casual players who are currently coming into the PC market, it’s evident that products that have a people orientation will become the growth area for the industry in general.”
She briefly returned to developing games, creating Warspot, a 1997 remake of Modem Wars, for the Mpath gaming network. Berry would sadly pass away due to lung cancer in 1998. In the years that followed, Will Wright would later dedicate The Sims to her memory. She was posthumously inducted into the Hall of Fame by Civilization creator Sid Meier in 2007, in part due to her innovation in creating games as multiplayer experiences.
2008 – Michael Morhaime

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Michael Morhaime is one of the cofounders of a little developer then known as Silicon & Synapse. Founded alongside fellow UCLA graduates Allen Adham and Frank Pearce, Morhaime would turn down a job offer at Western Digital that would make extensive use of his Electrical Engineering degree, instead opting to program a game about humans and orcs battering each other in open war. Though not its first game by a long shot, Warcraft: Orcs & Humans was by far its most successful smash hit to date, and following a name change to Blizzard Entertainment, its subsequent sequel would herald the start of the golden age of real-time strategy games.
And Blizzard Entertainment wasn’t done there. The company would acquire Condor Games, rebranding them as Blizzard North, which would go on to make the Diablo series. Seeing a gap in the market for reliable online servers at the time, it would also launch Battle.net, which allowed gamers to chat via text and list game challenges to each other. This focus on online would lead Blizzard to develop Starcraft, whose popularity would eclipse the fantasy-focused Warcraft thanks to the implementation of Battle.net, as well as the best-selling MMORPG of all time: World of Warcraft. After its acquisition by Activision, Morhaime would leave Blizzard Entertainment in 2018, citing that he “decided it’s time for someone else to lead Blizzard Entertainment.” In the book Play Nice: The Rise and Fall of Blizzard Entertainment, Bloomberg writer Jason Schreier writes that Blizzard’s staff “worshipped Morhaime” and that he was a well-respected leader who “greeted receptionists by name and responded directly to emails from low-level workers. Hundreds of employees wrote emails and letters to Morhaime to thank him and wish him farewell.”
After leaving Blizzard Entertainment, Morhaime founded Dreamhaven in 2020, a publisher with two internal studios (Secret Door and Moonshot Games) that would work on creating new games. In 2025, Dreamhaven would publish Sunderfolk, a cooperative tactical RPG that has players link their phones to control their hero as part of the gameplay experience, and the FPS game Wildgate that blends ship-based combat from Sea of Thieves, but sets it in space with a cast of heroes with unique abilities. It also published Lynked: Banner of the Spark, developed by partner studio FuzzyBot, and Mechabellum by Game River. Morhaime is still the CEO to this day.
2009 – Bruce Shelley

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Bruce Shelley got his start making board games for Avalon Hill, including 1830: The Game of Railroads and Robber Barons. However, at the time, the board game market was showing signs of decline. In contrast, the video game industry was blossoming, so Shelley joined Sid Meier at MicroProse Software in 1988 to create Railroad Tycoon. He would also assist Meier in creating Civilization; however, Shelley would leave shortly afterwards due to a changing atmosphere at the studio.
Joining Ensemble Studios in 1995, Shelley would eventually become the director of Age of Empires, along with programmer and designer Dave Pottinger. This groundbreaking real-time strategy game uses an expansive tech tree to evolve armies from the Stone Age all the way to the modern era. By incorporating his experience while working on Civilization, Shelley broadened the scope for RTS games forever, leading the way for sequels and spinoffs, most notably Age of Mythology, which added several pantheons and legendary monsters that players could use to defeat their opponent. Halo Wars, then a console-exclusive RTS game, would be Ensemble’s last as the studio would unfortunately close in 2009. In that same year, he became a member of the AIAS Hall of Fame.
Shelley went on to become a consultant for numerous companies, having a hand in developing Settlers 7 for Ubisoft and contributing to the design and launch of one of Zynga’s large social apps. He would return to designing part-time for BonusXP, reuniting with Dave Pottinger, and he worked as a designer of tie-in games based on The Dark Crystal and Stranger Things. Since 2022, he has been enjoying retirement from the games industry, but left us a legacy of work that will be remembered for years to come.
2010 – Mark Cerny

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While his role as Lead Architect at PlayStation means he is at the forefront of console design these days, Mark Cerny has been a notable presence in the games industry for over four decades. As a fan of computer programming while growing up in San Francisco, California, in particular the arcade games of the 1970s, Cerny was invited to join Atari in 1982 at the age of 17. There, he would work on coin-op hits like Millipede and Major Havoc before finding his own success with the trackball arcade game Marble Madness. Mark would later join Sega and eventually help create the Sega Technical Institute (STI), which would go on to make Sonic the Hedgehog 2. He left shortly before its completion to join Crystal Dynamics, working on 3DO games before the studio received a development kit and began making games for the PlayStation, thanks to Cerny personally visiting Shuhei Yoshida, then a young executive at Sony.
Cerny would then move on to become the eventual president of Universal Interactive Studios, which he described once as a “boutique publisher.” In this role, he would help establish funding for two studios that would define the PlayStation: Naughty Dog and Insomniac Games. Cerny would assist in the creation of both Crash Bandicoot and Spyro the Dragon, while maintaining a close relationship with both studios. When Universal set a hiring freeze on its Interactive Studios division, Cerny left to become a consultant, working closely with Sony and its partner developers.
This led Yoshida, now the executive producer of product development, to contact Cerny about developing the PlayStation 2’s graphics engine. During the PlayStation 2 era, Cerny helped in the creation of Jak & Daxter for Naughty Dog and Ratchet & Clank for Insomniac Games. Over the years, Cerny would be involved in the development of subsequent PlayStation consoles, taking on the role of PlayStation Lead Architect for the PS4 and PS5 and as an Executive Producer on multiple first-party titles during the lifespan of both consoles. On top of all that, he created Knack, and who doesn’t love Knack 2!
2011 – Dr. Ray Muzyka

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Inducted during the same ceremony as his other BioWare co-founder, Dr. Greg Zeschuk, Dr. Ray Muzyka helped define the CRPG genre from the late 1990s all the way until leaving the industry in 2012. Born in 1969 in Edmonton, Alberta, Canada, Muzyka founded BioWare with Zeschuk after also becoming a doctor and practicing as a family physician and emergency department specialist. After realizing the team wanted to make games instead of medical simulators, the two pivoted direction, leading to the creation of smash hits Dungeons and Dragons games Baldur’s Gate and Neverwinter Nights.
Their careers would deviate slightly during their time at BioWare. Since Muzyka had completed a Master’s degree in Business Administration in 2001 at the Ivey School of Business, UWO, he would also manage the financial, HR, operations, marketing, and legal business sides of BioWare. In addition to his roles at both BioWare and EA, he was a board member of the Academy of Interactive Arts and Sciences from 2002 to 2008: the non-profit organization that organizes the D.I.C.E. Awards and incidentally inducts developers into the Hall of Fame.
Muzyka retired from the games industry the same day as Zeschuk, after the release of Mass Effect 3. He used a blog post to announce that he would be moving on to invest in entrepreneurs and provide guidance to them in several industries, including innovations in the medical sector, as well as new media and technology, with a big focus on impact investing. He subsequently founded and is the current CEO of ThresholdImpact, a role that regularly has him give talks about Impact Investing. Fate would also bring him back to the University of Alberta, where he became a member of the board of governors and Chair of the Human Resources and Compensation Committee from 2014 until 2020. He’s currently a mentor and fellow in the Creative Destruction Lab, based in the Rotman School of Management at the University of Toronto. He has also received numerous honors and awards in business since leaving BioWare.
2011 – Dr. Greg Zeschuk

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As one of two founders of BioWare, Dr. Greg Zeschuk, along with fellow inductee Dr. Ray Muzyka, helped define the CRPG genre with smash hits such as Baldur’s Gate and Neverwinter Nights, all set in the Forgotten Realms of Dungeons and Dragons. Born in 1969 in Edmonton, Alberta, Canada, Zeschuk, alongside Muzyka and fellow medical student Augustine Yip, would work on medical simulation programs during their residency at the University of Alberta. Zeschuk completed his medical doctorate in 1992, specializing in family medicine, and was appointed as a Research Associate in the Division of Studies in Medical Education alongside Muzyka.
The two doctors would then found BioWare, whose original aim was to create simulators for use in the medical industry, with the first project being a Gastroenterology Patient Simulator. However, while making this simulation software, a consensus surfaced across the entire team, as they wanted to create games instead. The founders pivoted the studio to develop its first game: Shattered Steel. It was a moderate success, but led to the studio working on a string of hits throughout the late 1990s and 2000s, including the first two Baldur’s Gate games and their expansions, as well as both Neverwinter Nights and Star Wars: Knights of the Old Republic RPGs. Out of the two founders, Zeschuk focused a little more on the development side, though he would find time to get an MBA in business from Queen’s University during his tenure.
Later on, as president of BioWare, he would oversee the success of the Mass Effect Trilogy and the creation of the first two Dragon Age RPGs – originally a throwback to the CRPGs that put them on the map. In 2012, on the same day as Muzyka, he left BioWare, citing that he was retiring from the games industry to pursue new opportunities in craft beer, hosting a webshow named The Beer Diaries, which last posted a video in 2016. In the years since retiring from the games industry in 2012, Zeschuk founded the Blind Enthusiasm Brewing Company, which is still in operation to this day. He also owned a highly-rated restaurant in Edmonton, Canada, for several years before it sadly closed in 2024. In 2018, he received the Member of the Order of Canada for his “revolutionary contributions to the video game industry as a developer and co-founder of an internationally renowned studio.”
2012 – Tim Sweeney

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Tim Sweeney’s contributions to the games you play cannot be understated. Born in Potomac, Maryland, in 1970, he would visit his brother’s startup business in California, where he first tinkered with an IBM Computer. He spent the week learning the programming language BASIC and would eventually found Epic MegaGames, which would eventually be rebranded as Epic Games.
However, it’s one of Sweeney’s first successes that would define the future of Epic Games, even though it was developed by his previous company, Potomac Computer Systems. ZZT is an adventure game from 1991 that features simple text-based graphics and very basic sound effects. Featuring its own user-friendly game editor that allows budding developers to learn how to make games with an easy-to-learn interface, something that Epic Games would later explore with its FPS shooter Unreal and its highly customizable Unreal Engine, which has become one of the leading licensed game engines in the subsequent years.
The 2000s would develop games for the PC, consoles, and even mobile devices with the aim of showcasing just what the Unreal Engine was capable of. In 2006, the Gears of War series would debut on the Xbox 360, a third-person cover shooter that spawned several sequels in the subsequent years due to its popularity among gamers. It would also develop the Infinity Blade series for iOS, putting visual fidelity previously unthinkable on the then-fledgling platform.
In the years since being inducted into the Hall of Fame, Epic Games has seen significant successes, not least of which being the cultural phenomenon that is Fortnite’s Battle Royale mode. It would also launch the Epic Games Store in December 2018 as a competitor to Valve’s Steam digital storefront. The publisher would also acquire several other developers, namely Psyonix (Rocket League), Mediatonic (Fall Guys), and Harmonix (Rock Band series), to produce games for its own “metaverse”. It has also published games made by other developers since 2021, most notably the Alan Wake series by Remedy Entertainment. Sweeney has also received recognition from both inside and outside the gaming industry. In 2017, he received a Lifetime Achievement Award at the Game Developers Choice Awards and was named Person of the Year twice, once by MCV in 2019 and again by Forbes Media Awards in 2020.
Outside of the gaming industry, Sweeney is heavily involved in conservation, privately owning several large plots of land, including a 7,000-acre natural woodland and river where ecologists have recorded the presence of more than 130 rare flora and fauna, according to wildlife biologist Kevin Caldwell. He has also donated land to conservancies, including 7,500 acres in April 2021. His philanthropic efforts have been recognized a few times, including Land Conservationist of the Year in 2013 by the North Carolina Wildlife Federation and the Stanback Volunteer Conservationist of the Year award in 2014.
2013 – Gabe Newell

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Gabe Newell is another important pioneer of modern PC gaming. Born in Colorado in 1962, he is the co-founder and president of Valve Corporation. At the suggestion of Microsoft executive Steve Ballmer, whom he met while visiting his brother at Microsoft, Newell would drop out of his programming degree at Harvard to begin working for the up-and-coming company. Newell would spend the next 13 years as a programmer and technical executive, working on the first three releases of the Windows operating system. He would lead development on the port of Doom for Windows 95, often credited with establishing Windows as the platform for PC games, and superior to the popular DOS operating system.
In 1996, Newell and fellow Microsoft employee Mike Harrington left the company to found Valve, funding the development of its first game, Half-Life, which is widely considered to be of the most important and best games ever released. This shooter would mark a major step in FPS games for the next decade, along with its sequel several years later. However, during its development, Newell and a team at Valve were working on something even more revolutionary.
If you are a PC gamer, you probably use Steam regularly. This digital distribution service provides players with an easy-to-navigate client that safely downloads the latest games, offering a user-friendly experience and regular discounts on indie games and older ones alike, not just the most popular ones at the time. Valve would continue making games, including a VR installment of Half-Life, popular multiplayer games such as Team Fortress 2 and the Counter-Strike series, and both Portal puzzle games. In November 2025, Valve announced a line of new hardware, including a redesigned controller, a revamped Steam Machine, and a new VR headset. It’s also still developing games, with Deadlock entering beta testing in 2024, along with the developers of Risk of Rain becoming Valve employees for an as-of-yet unknown project.
As well as becoming a Hall of Fame member in 2013, Gabe Newell received a BAFTA Fellowship for his contributions to PC gaming and the industry as a whole. He also has ventures outside of games. This includes Starfish Neuroscience, a company specializing in developing chips for brain-computer interfaces (BCIs), and Inkfish, a marine research organisation. He has also been part of a handful of charity incentives, including sending a garden gnome to space and sponsoring a car racing team to raise funds for children’s hospitals.
2014 – Sam Houser

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Rockstar Games is a developer with a reputation for high-quality games for a mature audience, and a lot of that is thanks to the dedication of its founders, the Houser brothers. Born in 1971 in London, England, Sam Houser and his brother, Dan, initially wanted to be musicians. However, their careers would sprout from their love of cinema. The two would frequently visit a video library where they watched cult classics, crime thrillers, and Spaghetti Westerns. In the book Jacked: The Outlaw Story of Grand Theft Auto by David Kushner, Sam went on record to say that The Getaway briefly inspired him to become a criminal, but he was allowed to explore his “bad boy” side at an early age thanks to games like Elite.
Sam would get a job at Bertelsmann Music Group (BMG) in 1990, briefly working in the post room before being promoted to a video producer, thanks to his connection with his father and the music label’s executive producer, which led BMG to found its entertainment division with Sam appointed as its Head of Development. When his brother eventually joined him at BMG Interactive, they soon became interested in publishing a little game developed by DMA Design, then called Race’n’Chase.
This was the springboard for the Grand Theft Auto series, and after its whirlwind success, Take-Two Interactive acquired the team, and the two brothers moved to New York to found Rockstar Games in 2002. It was here that they continued to work on future GTA games, including the revolutionary GTA 3, GTA: Vice City, and GTA: San Andreas trilogy on the PlayStation 2. In 2005, Sam and Leslie Benzies received a BAFTA Special Award for their efforts.
In more recent years, the studio branched out to other games with controversial subject matter, most notably the Manhunt games’ depiction of graphic violence. However, in spite of the controversies, Rockstar Games’ reputation as one of the leading game developers in the world is a testament to its resilience over the years. Sam and Dan Houser tend to avoid praising themselves, instead praising the company as a whole and its achievements. That said, the two are seen as some of the most influential people in the games industry, named in Time Magazine’s 100 Most Influential People list in 2009, as well as the Sunday Times Rich List in 2025.
2014 – Dan Houser

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The other half of the Rockstar Games founder brothers, Dan Houser, was born in London, England, in 1973, and is the younger brother of Sam Houser. Dan was also a film buff growing up, and would go on record to say that one of his favorites was The Warriors, a 1979 action thriller based on the novel by Sol Yurick about cliquy gangs that roam New York in a desperate act of supremacy, and a game that one of Rockstar’s subsidiary studios would make in 2005.
Dan would then go on to graduate from the University of Oxford, where he studied geography. However, Similar to his brother, Dan started at Bertelsmann Music Group (BMG) in 1995, before the whirlwind success of the first Grand Theft Auto game would lead them both to found Rockstar Games. Dan would primarily act as a writer for every game in the series from the expansion GTA: London 1969 onwards, but he would also work on the Red Dead Redemption series, L.A. Noire, and Max Payne 3.
The two brothers rarely speak about themselves, preferring to cite what Rockstar, but in an interview with Famitsu, Dan explains that “Our games up to now have been different from any genre that existed at the time; we made new genres by ourselves with games like the GTA series. We didn’t rely on testimonials in a business textbook to do what we’ve done. …If we make the sorts of games we want to play, then we believe people are going to buy them.”
Dan would also use his geography degree, speaking to The Guardian in the lead-up to GTA 5’s launch, telling them that the team “…spent a minimum of 100 days in Los Angeles on research trips, probably more. Out and about, all night long with weird people, strange cops showing us around, a lot of first-hand research. We spoke to FBI agents that have been undercover, experts in the Mafia, street gangsters who know the slang – we even went to see a proper prison. These poor [people] in the middle of the salt flat desert, miles away. It was eye-openingly depressing.”
Dan resigned from Rockstar Games in 2020, following an extended break in 2019. The following year, he registered two companies: Delaware: Absurd Ventures LLC and Absurd Ventures in Games LLC. Based in Altrincham near Manchester, England, he is currently listed as a producer and creative director, officially announcing in June 2023 that his studio would “create new universes”. Since going public, the company has produced a graphic novel named American Caper and a scripted podcast called A Better Paradise, which starred The Walking Dead’s Andrew Lincoln and Peep Show’s Paterson Joseph. A Better Paradise is also being released as a novel, and a separate “story-driven action-comedy adventure game” is now in the works.
2014 – Leslie Benzies

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The final member of the Rockstar Games inductees to the Hall of Fame in 2014 is Leslie Benzies. Born in Aberdeen, Scotland, in 1971, he moved to the town of Elgin as a child. According to Benzies, his father bought him a Dragon 32 computer, a UK-built device similar to the TRS-80 Color Computer, where he taught himself how to program and even wrote his first game.
Unlike the Rockstar Games founders, Benzies started his career as a programmer at DMA Design in 1995. He was part of the team that developed the Nintendo 64 game Space Station Silicon Valley, but would be a key part in the development of Grand Theft Auto 3. It would be one of many defining moments in his career, resulting in both Benzies and Sam Houser receiving a BAFTA Special Award in 2005. Benzies would continue to work as a producer and game designer for Rockstar until the launch of Grand Theft Auto 5, when he would take a sabbatical the following year. During this time off, he would be inducted alongside the Houser brothers into the Hall of Fame. He would also receive an honorary degree from the Robert Gordon University in Aberdeen in 2015.
Benzies would leave Rockstar Games in 2016 and would go on to incorporate several new companies before opening Build A Rocket Boy in 2018. This new company is mostly based in Edinburgh, Scotland, and released its first game, MindsEye, in 2025. It is now working on the MMO / game creation system title Everywhere.
2016 – Hideo Kojima

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Often regarded as an auteur of the gaming industry, Hideo Kojima’s career is one of major highs and lows that shook the industry to its core. Kojima was born in 1963 in Tokyo, Japan, though his family moved to Osaka when he was four years old. He says that this abrupt change led him to spend a lot of time indoors as a child, playing with figurines and watching TV. His parents loved cinema, and he would join them for a nightly tradition of watching films of all kinds of genres. This fascination with cinema would resonate with Kojima, and upon the death of his father and subsequent financial hardships on his family, would lead him to study economics at university, and then join the games industry at Konami in 1986, citing Shigeru Miyamoto’s Super Mario Bros and Yuji Hori’s The Portopia Serial Murder Case as titles that led him to make the move to game development.
Working with Konami’s MSX computer division, his first game would be Penguin Adventure, a platform racing sequel to Konami’s Antarctic Adventure, where he would be the assistant director. The next year, he would take over Metal Gear from a senior associate at the company and repurpose it from a combat-heavy shooter to a stealth game inspired by The Great Escape. His next game was Snatcher, an adventure mystery game set in a science-fiction universe that allowed him to draw heavily from Ridley Scott’s Blade Runner. Though a Sega CD port was released to Western audiences, it had no involvement from Kojima and was a commercial failure at the time of release. However, it has since gained a cult following. Kojima would return to Metal Gear for its MSX2 sequel and dip back into sci-fi adventure games with Policenauts before his worldwide breakout game Metal Gear Solid hit the PlayStation in 1998.
Unafraid to tell complex stories with twists and turns, Kojima would build on the success of Metal Gear Solid with subsequent games in the series, each one being grander in scope. He continued to draw inspiration from movies, with Metal Gear Solid 3: Snake Eater having James Bond-like sequences. Kojima also branched out away from the MGS series, with Zone of the Enders being a rare game and anime dual-production, while Boktai: The Sun Is In Your Hand saw Kojima experiment with photometric sensors as a gameplay feature for a handheld game. He would go on to work with MercurySteam on Castlevania: Lords of Shadow, as well as PlatinumGames with Metal Gear Rising: Revengeance, and the Silent Hill franchise with the P.T. demo, before unveiling Metal Gear Solid 5: The Phantom Pain in 2013.
In 2015, Kojima was reportedly barred by Konami from attending The Game Awards to receive accolades for Metal Gear Solid 5. This move would lead him to leave the company and establish Kojima Productions as an independent studio. Its first game, Death Stranding, would be a huge success and would go on to receive several awards, including some at that year’s Game Awards ceremony.
Kojima’s games have gone on to inspire many other developers throughout the years, and as such, he has been celebrated by the games industry many times. He became the inaugural recipient of the MTV Game Awards Lifetime Achievement Award in 2008, and has also received Lifetime Achievement Awards from the Game Developers Conference in 2009 and Brasil Game Show in 2017. In 2016, he received the Industry Icon Award from The Game Awards and became a member of the AIAS Hall of Fame. In 2020, Kojima became the second Japanese person to be awarded a BAFTA Fellowship at the British Academy Games Awards. In 2022, he also received the Industry Legend Award from the Arab Game Awards and the 72nd Minister of Education Award for Fine Arts from the Japanese Agency of Cultural Affairs.
2017 – Todd Howard

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As a fan of RPGs from the 1980s, including the likes of Wizardry and Ultima 3: Exodus, Todd Howard almost seemed destined to work with video games. Born in 1970 in Lower Macungie Township, Pennsylvania, Howard graduated from the College of William & Mary in Williamsburg, Virginia, with a BA in Business Administration, while also taking computer classes for bonus credit. After playing Wayne Gretzky Hockey, he visited Bethesda Softworks’ offices on his way to school.
Over the years, he would approach the company several times looking for work. He was turned down twice, the first time due to not finishing school yet, and a lack of job opportunities at the time of asking. Eventually, he would be hired in 1994 as a producer. His first project was the FPS game The Terminator: Future Shock, and subsequently its expansion pack, Skynet. Things would change after he worked on The Elder Scrolls 2: Daggerfall and The Elder Scrolls Adventures: Redguard.
His appointment as designer and project leader for The Elder Scrolls 3: Morrowind and its expansion would prove lucrative, as it earned many Game of the Year awards and was a commercial success. The successes continued with his executive producer roles for The Elder Scrolls 4: Oblivion and Fallout 3, the latter of which would see a shift from 2D isometric gameplay to a first-person immersive experience. He would continue to lead as creative director for The Elder Scrolls 5: Skyrim, director for Fallout 4, and executive producer for Starfield and MachineGames’ Indiana Jones and the Great Circle. He is also the executive producer of the Fallout TV series that airs on Amazon Prime.
Often seen as the spokesperson and champion for new Bethesda games since the 2010s, Howard has been celebrated many times by the games industry over the years. In addition to being inducted into the Hall of Fame in 2017, he received the Game Developers Conference Lifetime Achievement Award the year before, and the Lara of Honor, Germany’s lifetime achievement for gaming, in 2014. In 2020, Howard also received the Develop Star award for his “outstanding achievements and contribution to the industry.”
He was awarded the Hall of Fame award by Pete Hynes, then VP of PR and Marketing at Bethesda, who said of Howard that people “see and revere someone who has done amazing work and created experiences they haven’t just played, but they have loved, they’ve connected with. Experiences that have changed or impacted them in some meaningful way.” The late Vince Zampella, then of Respawn Entertainment, also said of the Elder Scrolls games that “It’s really hard for me to imagine those games existing without Todd.”
2019 – Bonnie Ross

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Since she was a young girl, Bonnie Ross would look to the stars, imagining what it would be like to make her own worlds based on the science fiction shows she watched. Ross was also heavily into sports, and would first dip her toes into video games in the 1970s via a Mattel-developed handheld basketball game. Though she initially left sports behind to pursue an engineering degree from Colorado State University, she wished for more creative freedom and switched to a technical writing program instead. After interning at IBM for two years, she graduated with a degree in Technical Communication with a concentration in Physics and Computer Science. However, in addition to writing technical manuals in her spare time, she also coached high school sports teams.
Ross would join Microsoft in 1989 as a Program Manager in Technical Communication. However, several years later, her desire for something different would resurface. Although she considered leaving for another company to pursue this creative urge, her basketball knowledge would ultimately secure her as a producer of Microsoft Full Court Press. This would set the stage for her career going forward as she worked on games, co-developing and publishing projects for the Xbox and Windows platforms: Crackdown, Gears of War, Jade Empire, Mass Effect, Psychonauts, and many more.
Ross would become a household name in the gaming industry in 2007. As Bungie left Microsoft, the general feeling was that it was being overlooked in comparison to other Xbox exclusives and would likely fade away along with Bungie. However, Ross would show a vested interest in the Halo series, starting with the tie-in novel Halo: The Fall of Reach. She would convince Microsoft Game Studios general manager Shane Kim enough to start a new studio rather than abandon Halo, while also impressing Bungie staffer Frank O’Connor, who had just assumed she was a faceless executive who had no prior knowledge of the series.
Since its founding, 343 would work with Bungie on its last two Halo projects for the Xbox 360, while also collaborating with other studios to produce a remake of the first Halo game, as well as a sequel to Halo Wars, and the twin-stick spinoff Halo Spartan Assault. Its first solo game was 2012’s Halo 4. Its success continued the series while also allowing remasters of older games to be developed for new audiences. It also led to several non-game projects, including the Halo TV series.
At Microsoft, Ross would also co-found the Women in Gaming initiative, championing the efforts to support female developers in making a difference in the gaming industry. This includes getting people to take up STEM careers, working closely with the Ad Council’s #SheCanSTEM campaign. Because of her efforts both in her career and to enable other women to develop theirs, she is widely credited with bringing more female voices into the games industry. In an interview with 60 Minutes, Ross said that “Diversity does attract diversity”, explaining that “..I think we have a more diverse team than in the past, which I think the team actually really appreciates. And I also think that diverse teams do create a more diverse output, diverse thinking, and innovation on where you’re going.”
Ross’s last game at 343 Industries was Halo: Infinite, capping off a career at Microsoft spanning over 30 years. She now sits on the board of directors for language app Duolingo, a position she has held since 2024, in addition to her duties as part of the Dean’s Leadership Council in the College of Natural Sciences at Colorado State University. She was also a member of the Board of Trustees for Make-A-Wish Alaska and Washington, while also helping grant the wishes of children who were fans of Halo.
2020 – Connie Booth

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For fans of Sony’s games on the PlayStation, Connie Booth was a key player in building Sony Interactive Entertainment’s internal studios and helping deliver some of the best-known PlayStation exclusives over its existence, including Syphon Filter, SOCOM: Navy Seals, Sly Cooper, and many more. Not much is known about her before her time at Sony, but she received a Bachelor of Science degree in Business Administration from California Polytechnic State University – San Luis Obispo.
Upon joining Sony in 1989, she worked closely with Naughty Dog in establishing the Crash Bandicoot developer as a first-party studio working on PlayStation exclusives. She would be an advocate for Naughty Dog while it created the Jak and Daxter series on the PS2, and the developer’s more recent game series, Uncharted and The Last of Us. Over the years, she would also work closely with Insomniac in bringing Ratchet and Clank and Spider-Man games to PlayStation consoles, as well as Sucker Punch’s Ghost of Tsushima. During her induction into the Hall of Fame, ASIS President Meggan Scavio highlighted that, “for over two decades, she has been a leading voice and advocate for countless PlayStation franchises as well as nurturing new talent in the industry.”
Booth left Sony after 26 years in 2023 and is now the Senior Vice President and Group General Manager for Action RPGs at Electronic Arts, with her portfolio including BioWare, Cliffhanger, and EA Motive. In a statement announcing the news of Booth’s appointment, EA Entertainment head Laura Miele said that Booth “is known for having created an incredible developer-first culture and supporting creative vision while driving innovation. I have known Connie for many years and have always been impressed by her love and commitment to games. She especially cares about game developers. She has an impeccable reputation within the development community and will undoubtedly have a positive impact on our games.”
2022 – Ed Boon

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Diehard fans of Mortal Kombat and fighting games in general will know of its creator Ed Boon. Born in 1964 in Chicago, Illinois, he started in game development as a child playing with a Basic Programming tool to program games. After getting a BSc in Mathematics and Computer Sciences at the University of Illinois at Urbana-Champaign, and headhunted by Williams Interactive, Boon would begin at Williams in its pinball division, helping veterans Eugene Jarvis with F-14 Tomcat and Steve Ritchie with Black Knight 2000, both pinball tables with special effects. Williams would buy Bally Manufacturing in 1987, leading the company to acquire the game developer Midway.
It was during this time that Pit-Fighter was created by Atari in 1990. This would pioneer the use of digitized sprites for its cast of characters, technology that would be used in the production of its more famous fighting game a couple of years later. Boon and the rest of the team didn’t use Pit-Fighter as a source; action movies were its inspiration. After Boon’s first game project, High Impact Football, concluded development, he would team up with John Tobias, fresh off Smash T.V., to make a new fighting game to capitalize on the popularity of Capcom’s Street Fighter 2. This would be the groundbreaking Mortal Kombat, a fighting game intended for more mature audiences and leading to a U.S. Congressional Hearing that would, in part, lead to the creation of the Entertainment Software Rating Board. However, while on the surface it was a gorey fighting game with graphic violence, Mortal Kombat as a series is most notable for its many secrets over the years. Many of these are Boon’s ideas and each cryptic clue has delighted audiences ever since.
Boon would continue to work alongside Tobias on various Mortal Kombat games throughout the 1990s until Tobias left Midway in 1999. Boon, however, would continue to work on the series as it embraced 3D with the PlayStation 2 era motion-captured revamps beginning with Mortal Kombat: Deadly Alliance, surviving Midway’s closure and forming NetherRealm Studios as part of Warner Bros Interactive Entertainment (now WB Games) to start the timeline reboot with Mortal Kombat (2011), and even branch out with the Injustice series, a gritty DC Superhero fighting game where Superman and other members of the Justice League become villains. To this day, Ed Boon is the Creative Director and Team Leader for the series, with Mortal Kombat 1 being the latest installment, and yes, there is even a new secret ninja you can fight under the right conditions.
Boon himself became a member of the AIAS Hall of Fame in 2022, with Studio Head at NetherRealm, Shaun Himmerick, saying that “It is rare to be in a meeting with Ed where people aren’t laughing. He brings down the tension and stress levels. I think that speaks volumes about the kind of person Ed is.” Tobias also said of Boon at the time that “Navigating a single franchise through a 30-year existence is a feat performed by few. Ed represents both a pivotal era from gaming’s past and a bridge into its future.”
2023 – Tim Schafer

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Good comedy is rare in games, but Tim Schafer is a master at getting laughs, no matter if his creations are set in the Mexican afterlife or a psychic summer camp. Born in 1967 in Sonoma, California, Schafer developed an interest in writing while studying computer science at UC Berkeley. Eventually, he would find an opening at Lucasfilm Games for programmers who could also write game scripts. Despite putting his foot in his mouth during an interview by outing himself as a pirate, he was later hired as a programmer in 1989, who implemented ideas from lead developers within the proprietary SCUMM engine. Schafer, along with Dave Grossman, would soon work with Ron Gilbert on his next project: The Secret of Monkey Island.
Over the years, LucasArts Games would make some of the greatest adventure games of all time. The same team would reunite for Monkey Island 2: LeChuck’s Revenge before Schafer and Grossman were let loose on their own projects. The duo would co-design Day of the Tentacle, the sequel to Gilbert’s Maniac Mansion, which was well-received for its quirky humor. Schafer’s final two games before LucasArts Games’ sad shift away from its adventure games would be the biker adventure Full Throttle, and the critically acclaimed Grim Fandango – a blend of Casablanca and the Mexican holiday Dia De Los Muertos. Schafer would eventually leave LucasArts, founding Double Fine Productions in 2000.
After five years of development, Double Fine would release Psychonauts, a platformer with many of the adventure game qualities and humor that made the LucasArts games so beloved with fans. Psychonauts initially didn’t sell well, but it has since gained a reputation for being one of Double Fine’s best games. It would eventually get an award-winning sequel in 2021 after Double Fine’s acquisition by Microsoft, though the developer would release several games in the years between, from the heavy metal RTS game Brütal Legend to remastered versions of his LucasArts work.
Schafter would also inspire his team through the Amnesia Fortnight initiative. For two weeks every year, an internal game jam where the entire studio splits into four teams, each working on a new concept. Some of those were so good that they were expanded upon into full game releases, with project leads being those who created the concept, rather than Schafer. These games include Costume Quest – an RPG about Halloween costumes, Stacking – a puzzle game about Matryoshka dolls, and ‘Happy Song’, which would later become Sesame Street: Once upon a Monster – a Kinect edutainment game featuring Jim Henson’s famous puppets.
Schafer has been recognized multiple times in the games industry at various points throughout his career, in addition to the awards won for Grim Fandango at LucasArts Games and those for Psychonauts at Double Fine Productions. In 2015, he received the Vanguard Award at Bilbao’s Fun & Serious Game Festival, while the Game Developers Choice Awards gave him the Lifetime Achievement Award in March 2018. The following month, the British Academy Games Awards would honor him with a BAFTA Fellowship, describing him as “a true pioneer of game design, who has pushed the boundaries of the medium through his extraordinary talents.”
In 2023, he would finally be inducted into the Academy of Interactive Arts & Sciences Hall of Fame by his former Double Fine colleague Greg Rice, who said that “it’s impossible to overstate the impact that Tim has had on this industry.” Schafer is still the Studio Head of Double Fine Productions to this day, with the developer’s recent games including Psychonauts 2, Keeper, and the recently revealed multiplayer pottery brawler Kiln.
2024 – Koji Kondo

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While you may not recognize the name, you’ve certainly hummed one of his classic 8-bit tunes. Koji Kondo was born in Nagoya, Aichi province, Japan, in 1961, with a love for music at an early age. During the 1960s and 1970s, he would take up the Yamaha electric organ and create sound effects using a Yamaha CS-30 synthesizer.
Kondo began his long career at Nintendo in 1984, creating the jingles that play between rounds during the arcade version of Punch-Out!!. However, it would be the melodies composed in his first major soundtrack role, Super Mario Bros, that would stick with generations. “Ground Theme” would become listed in the National Recording Registry of the Library of Congress, a collection that is “culturally, historically, or aesthetically significant, and/or inform or reflect life in the United States.” Currently, it’s the only piece of video game music in the registry.
That isn’t to say that his other works aren’t equally significant. He also composed music for many games in the main Super Mario Bros. series, and his iconic scores for The Legend of Zelda, in particular the soundtrack for The Legend of Zelda: Ocarina of Time, are beloved by gamers. In a career spanning over 40 years, his capability to evolve his compositions as technology improves, but he still keeps melodies at the heart of his music. He’s still creating to this day, with his compositions in Super Mario Wonder showing that he hasn’t lost his touch.
2025 – Ted Price

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Born in Richmond, Virginia, in 1968, Ted Price was determined to work in the games industry ever since he was nine years old. He was inspired by the release of the Atari 2600, falling in love with games and how to make them. It would take a while, but after graduating from Princeton University with a BA in English, Price would found Xtreme Software in 1994 with fellow graduate Alex Hastings. The studio was quickly renamed Insomniac Games to avoid a legal dispute.
Its first project was the FPS game Disruptor, which was initially being developed for the 3DO, but shifted platforms to the PlayStation after a suggestion from fellow Hall of Fame member Mark Cerny. After renaming the company to Insomniac Games and signing a partnership with Universal Interactive Studios, the team would build on what it had learned developing Disruptor to make its next game: Spyro the Dragon. This was a phenomenal success, not least of which due to being a PlayStation-exclusive mascot platformer that Sony heavily marketed, with an unlockable demo hidden within the retail copies of Naughty Dog’s Crash Bandicoot: Warped.
After making two more Spyro games for the PlayStation, the partnership with Universal ended, marking the beginning of Insomniac’s time as a PlayStation studio. After a few scrapped projects, it would eventually release Ratchet & Clank, which has since spawned many sequels and spinoffs, and also develop the Resistance series for the PlayStation 3. Later years saw the studio experiment with other ventures outside of Sony, partnering with Microsoft for Sunset Overdrive, games retailer GameStop for Song of the Deep, and even a brief foray into browser-based games with the now-defunct Outernauts. However, 2016 saw Insomniac return to the PlayStation with the announcement of Marvel’s Spider-Man, before Sony finally acquired the developer in 2019.
Since being officially part of Sony’s SIE Worldwide Studios division, Insomniac has gone on to create more Marvel Spider-Man games, alongside a brief return to the Ratchet & Clank series. Price would retire from the games industry after a career spanning more than 30 years in March 2025, leaving the company he founded in the best place possible: making the best quality games it’s ever made and garnering fans globally. The studio is set to release Marvel’s Wolverine in 2026.
2026 – Evan Wells

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For Naughty Dog from the late 1990s until his retirement in 2023, Evan Wells was a highly influential designer who led the way in shaping some of the developer’s most iconic games. While studying for his BS in Computer Science at Stamford University, Wells began his career at Sega, working on level design and as the lead tester for ToeJam & Earl in Panic on Funkotron, before moving to Crystal Dynamics in 1995. He would graduate from programming the original Gex to becoming Lead Designer of its sequel: Enter the Gecko.
Wells’ experience as a Lead Designer would be recognized by Naughty Dog, who would hire him in 1998 to take the reins for Crash Bandicoot: Warped, the third game in the main series, as well as Crash Team Racing and the entire Jak & Daxter Trilogy. When Naughty Dog’s founders, Jason Rubin and Andy Gavin, left the company in 2004, Wells became a co-president. Stephen White, the other co-president, left to work for Sucker Punch in 2006, says of Wells in a LinkedIn recommendation that “Evan personifies what is good about this industry.” He continues to say that Wells, “…is very driven, is very incredibly smart and talented, and is a really nice person. I’ve had the pleasure of working with Evan for many years, and can say he is a rare breed of exceptional talent.”
As co-president of Naughty Dog alongside White’s replacement Christophe Balestra until he retired in 2017, and president until 2023, Wells’ legacy and status as a leader in the games industry coincided with the successes of both The Last of Us games and every title in the Uncharted series. “Naughty Dog was able to create some truly incredible games and leave a lasting mark on the industry because of Evan’s unwavering leadership and the trust he placed in all of us,” said Neil Druckmann, Naughty Dog’s Studio Head and Head of Creative. “I know I speak for many across the industry when I congratulate Evan on this well-deserved recognition. It’s a profound honor to present him with this Hall of Fame induction.”
Meggan Scavio, President of the AIAS that awards the Hall of Fame award each year, said of Wells that, “Throughout his tenure at Naughty Dog, Evan has exemplified what it means to lead with vision, integrity, and a deep respect for the craft. His commitment to nurturing talent and pushing creative boundaries has shaped generations of developers and inspired millions of players worldwide. It is a privilege to celebrate his remarkable legacy at the 29th Annual D.I.C.E. Awards.”


