1992–present

The Wall That Stayed

Takashi Iizuka — The director who took Sonic from two dimensions to three, and carried the weight of that crossing for decades.

1999 — San Francisco, Sonic Team USA

In 1999, Takashi Iizuka and a small group from Sonic Team moved to San Francisco to establish Sonic Team USA. The goal was straightforward: to gain direct feedback from the western market. Sonic had been born in Japan, but a significant portion of its audience lived elsewhere. Iizuka would direct Sonic Adventure 2 from this office. The team was small. The city was new. The work ahead was not.

Iizuka had joined Sega in April 1992. By the end of that year, as a new employee, he was sent to the United States to work on Sonic the Hedgehog 3. He had hoped for an assignment in Sega's arcade division, but was placed on Mega Drive console games instead. His early credits included debugging Sonic 2 and working as an artist on a three-person project that would not be released for decades. He became a designer on Sonic 3 & Knuckles at Sega Technical Institute in 1994. In Japan, he served as lead designer on NiGHTS into Dreams in 1996. His career moved between continents and between roles — artist, designer, debugger, director.

In the mid-1990s, as Sega's Saturn-era plans shifted toward the Dreamcast, the company decided to make a larger Sonic game in three dimensions. Iizuka had proposed a Sonic role-playing game, though what he had in mind was closer to an action-adventure. He was named director of what would become Sonic Adventure. Until then, Sonic Team's projects had employed around twenty people at most. For Sonic Adventure, the organization suddenly grew to over fifty. As director and lead designer, Iizuka was responsible for the game's direction and, in his words from a later interview, 'everything.'

The core challenge, he later said, was the leap from the two-dimensional Sonic that everyone knew to making it three-dimensional — which was 'really high.' The volume of work was enormous. The sheer amount of resources required was, in his words, 'a battle in itself.' The team was taking the classic Sonic experience and placing it in a world they had never built before. At some point during development, an image appeared showing a looping section of a level called Speed Highway. According to Iizuka's account, everybody praised it. It was a breakthrough — proof that the crossing could be made.

Sonic Adventure was released for the Dreamcast in December 1998 in Japan, and in September 1999 in North America and Europe. Reviews noted its ambition and its rough edges in equal measure. Iizuka moved to San Francisco that same year. Sonic Adventure 2 followed in 2001, then Sonic Heroes, then Shadow the Hedgehog, then NiGHTS: Journey of Dreams. In 2008, when Sonic Team USA was disbanded and folded back into the Japanese division, Iizuka became head of Sonic Team. He has held that position since, serving as lead producer for the series and, more recently, as creative officer at Sega of America.

In a 2022 interview, Iizuka mentioned that he had wanted to make an open-world Sonic game for about ten years. He explained that Sonic's core appeal — running through designed courses — and the structure of an open world do not naturally align. Then he added a remark that stood out: 'This brought back trauma from the early stages of Sonic Adventure development.' More than twenty years had passed since that project's completion. The breakthrough had been made. The game had shipped. He had moved on to direct sequels, lead the team, oversee the franchise. And still, he called it trauma.

The word suggests something that does not fade with success. Sonic Adventure was eventually regarded as a landmark in the series — a successful leap into three dimensions that defined the franchise's direction for years. But for the person who had stood at the center of that leap, holding responsibility for 'everything' as a team of twenty suddenly became a team of fifty and a two-dimensional character was rebuilt in three dimensions for the first time, the memory remained sharp. A decade later, when faced with another structural challenge — fitting Sonic into an open world — the past returned.

Iizuka has worked on Sonic games for more than thirty years. He has directed, produced, and overseen entries that sold millions of copies and shaped the series. He moved continents twice in service of the work. In interviews, he has spoken of his hope to remake Sonic Adventure someday, acknowledging its many rough edges. He has also said, plainly, that it remains one of the most challenging memories of his career. The wall was crossed. The breakthrough happened. The game was praised. And the wall, in some form, stayed.

規模の跳躍2Dから3Dへの壁トラウマと前進新天地での賭け

This story features

Games in this story

Each title below has its own page — history, trivia, and collector's notes.

Sega Mega Drive / Genesis · 1994

Sonic the Hedgehog 3

A game shipped in two halves. Sonic & Knuckles was the second half, sold separately, with …

Sega Saturn · 1996

NiGHTS into Dreams

The wish to fly belongs to everyone. Naka gave NiGHTS no gender so the dream would belong …

Dreamcast · 1998

Sonic Adventure

Sonic's first 3D game. Six playable characters, four genres in one package. The Dreamcast'…

Dreamcast · 2001

Sonic Adventure 2

Two campaigns — hero and dark. Shadow the Hedgehog's introduction. The final Dreamcast fla…

Read next

Sources

  1. Takashi Iizuka (game designer) — Wikipedia — accessed 2026-10-09
  2. Takashi Iizuka talks challenges of creating Sonic Adventure 1 & 2 — Destructoid — accessed 2026-10-09
  3. Happy 35th, Sonic: Sonic Team boss on anniversary plans — Video Games Chronicle — accessed 2026-10-09
  4. 「ソニック・ザ・ヘッジホッグ」35周年記念インタビュー — 4Gamer — accessed 2026-10-09
  5. ソニック30周年記念,飯塚 隆プロデューサーにインタビュー — 4Gamer — accessed 2026-10-09
  6. 『Beep21』ソニックを30年間創り続けた男 — Beep21 — accessed 2026-10-09