The Most Influential Game Designers, By Genre

the most influential game designers

The history of interactive entertainment is marked by the contributions of the most influential game designers. Each genre that serves as a cornerstone of the industry was birthed by legendary artists, creators, and developers, who would pave the way for the future.

Like all forms of media, most of the genres in the gaming industry were pioneered by the starting entry of franchises that have served as influencers and bibles for nearly every title that has been released since, whether by the same studio or by others.

Here is a list of the most influential game designers of all time, organized by genre.

Battle Royale

Designer: Brendan “PlayerUnknown” Greene | Title: PlayerUnknown’s Battlegrounds (2017)

Greene’s vision for PlayerUnknown’s Battlegrounds (PUBG) was to combine the last-man-standing, survival mechanics of the pre-existing Battle Royale genre with a more tactical, realistic combat experience, refining the core concepts of earlier mods and games. It became one of the top 5 best-selling games ever made.

The game proved that the genre could work in a commercially viable way, inspiring companies like Epic Games and Respawn Entertainment to create their own versions, leading to the explosion of Battle Royale games as a mainstream phenomenon.

Explore, Expand, Exploit, Exterminate (4X)

Designer: Sid Meier | Studio: MicroProse | Title: Civilization (1991)

Sid Meier is the creator of the iconic Civilization series, first released in 1991. The game defined the 4X genre and set the standard for complex strategy and empire-building mechanics.

Civilization introduced mechanics such as turn-based gameplay, tech trees, diplomacy, and cultural victories. Meier’s design emphasized accessibility while maintaining depth, making the genre appealing to a broader audience. What’s more, Civilization is singlehandedly responsible for inspiring countless other 4X games like Master of Orion, Endless Legend, and Stellaris.

Meier’s philosophy of “gameplay first” ensured that fun and engagement were prioritized in complex systems.

Fighting

Designer: Yoshiki Okamato | Studio: Capcom | Title: Street Fighter II (1991)

Okamoto was the lead designer behind Street Fighter II, which is widely regarded as the most influential fighting game of all time. Street Fighter II introduced several key mechanics that would define modern fighting games, such as special moves, combo systems, and the concept of distinct, unique characters with individual fighting styles.

The game popularized the competitive two-player fighting game experience, and its arcade success laid the foundation for the fighting game community that still thrives today. Street Fighter II led to the development of the tournament scene that would grow into major events like the Evolution Championship Series (EVO).

First-Person Shooters (FPS)

john carmack id software doom

Designer: John Carmack | Studio: id Software | Title: DOOM (1993)

John Carmack, co-founder of id Software, is considered the father of the first-person shooter (FPS) genre. He served as the lead programmer of most of the studio’s major franchises in the 1990s and pioneered the concept of the FPS with Wolfenstein 3D, Quake, and their sequels.

To make DOOM a reality, which was around the beginning of the gaming industry’s transition to the third dimension, Carmack made breakthrough innovations in computer graphics, including binary space partitioning and the inclusion of shadow volumes.

God Game

Designer: Peter Molyneux | Studio: Lionhead Studios | Title: Black & White (2001)

Although Molyneux’s previous creation, Populous (1989), is widely regarded as the first true god game, it was Black & White (2001) that he developed at Lionhead Studios redefined the genre with advanced AI, moral choices, and the use of a physical avatar. It also allowed players to embody both benevolent and malevolent aspects of divinity, offering freedom in shaping followers’ behavior.

His innovations shaped the sandbox and simulation aspects of many genres beyond god games.

Japenese Role-Playing Games (JRPGs)

Designer: Hironobu Sakaguchi | Studio: SquareSoft | Title: Final Fantasy (1987)

Although JRPGs literally got their start with Yuji Horii’s Dragon Warrior (1986), it was not until the advent of Final Fantasy (1987), designed by Hironobu Sakaguchi, that they became popularized as a genre around the world.

SquareSoft, known as Square in Japan, was on the verge of financial collapse in the decade of the 1980s. Although Sakaguchi desired to make a role-playing game (RPG) for a long time, his employer refused until the company saw the national success of Dragon Warrior, developed by Chunsoft and published by Enix.

Originally called Fighting Fantasy, the 2D turn-based RPG designed to be the company’s last game before shutdown, was eventually renamed to Final Fantasy.

Sakaguchi based Final Fantasy off of Dungeons & Dragons, giving the player multiple fantasy archetypes to choose from with the protagonists, known as the Four Heroes of Light.

Ironically, Sakaguchi would collaborate directly with Horii, Akira Toriyama, and his long-time close friend Nobuo Uematsu as the “Dream Team” on Chrono Trigger (1995), still to this day a contender for the greatest JRPG ever made.

Massively Multiplayer Online Role-Playing Games (MMORPGs)

Designer: Richard Garriott | Studio: Origin Systems | Title: Ultima Online (1997)

Ultima Online became the very first successful commercial MMORPG and developer Origin System’s first persistent online game.

As it was designed as a community experiment, it set foundational elements for the genre, including persistent worlds, player-driven economies, and social interaction. Furthermore, it introduced concepts like dynamic world interaction, open-ended gameplay, and the ability for players to shape the game through their actions.

Garriott’s focus on immersive storytelling and player freedom became hallmarks of the genre.

Multiplayer Online Battle Arena (MOBA)

Designer: Steve “Guinsoo” Feak | Title: Defense of the Ancients (2003)

Defense of the Ancients (DotA) was originally a custom mod for Warcraft III in 2003, created by Guinsoo (Steve Feak). Guinsoo developed a gameplay mode where two teams of heroes (players) battle to destroy each other’s base, combining elements of real-time strategy with the action of direct control of individual characters.

DotA introduced many foundational elements of the MOBA genre: hero selection, lane-based combat, leveling, item purchasing, and strategic team-based coordination. Although DotA started as a mod, it gained massive popularity, especially in the mid-2000s, and became the foundational game for the MOBA genre.

The success of DotA directly influenced other MOBAs, like League of Legends and Heroes of Newerth, both of which borrowed heavily from DotA‘s design and mechanics.

Open World Action Adventure

Designer: Dan Houser | Studio: Rockstar North | Title: Grand Theft Auto III (2001)

While the preceding two entries in the world-renowned Grand Theft Auto franchise were played from a top-down view, offering their own brand of carnage, it was the third entry that truly set the standard for open-world games, delivering unprecedented freedom, non-linear gameplay, and a detailed, living world.

In full 3D, Grand Theft Auto III introduced an expansive, interactive urban environment—Liberty City—inspired by New York City, where players could explore by completing missions or engaging in side activities, offering a level of freedom rarely seen in games before. It emphasized emergent gameplay, allowing players to interact with the world in unpredictable and creative ways.

Players could choose when and how to complete story missions or explore side content. This structure gave players a sense of agency and helped define the modern open-world genre. The game featured a dark, mature storyline delivered through cinematic cutscenes with professional voice acting. This marked a shift toward storytelling in video games being treated with the same seriousness as films.

The game also included radio stations with original music, comedic advertisements, and commentary, adding depth to the world. Beyond missions, players could engage in chaotic activities such as stealing cars, evading police, or causing mayhem.

Platformers

Designer: Shigeru Miyamoto | Studio: Nintendo | Title: Super Mario Bros. (1985)

After the initial character concept of a jumping man protagonist in Donkey Kong (1981) and twin plumber brothers transporting through warp pipes while taking out turtle-like creatures emerging from sewers in Mario Bros. (1983), legendary designer Shigeru Miyamoto created Super Mario Bros. (1985).

The video game crash of 1983 was the result of consumer alienation from an overwhelming choice of consoles, most of which had system-exclusive game libraries with lots of poor-quality titles. Furthermore, there was no foundation for controls, graphics, or level design.

Super Mario Bros. was the launch title for the Famicom/Nintendo Entertainment System (NES) and was single-handedly responsible for setting the standard for not just platformers, but the entire console gaming industry after the golden age of arcades.

In the same way that Super Mario Bros. cemented the 2D side-scrolling platformer as a genre, Miyamoto made the same breakthrough contribution to the inception of 3D platforming with Super Mario 64 (1996).

Puzzle

Designer: Alexey Pajitnov | Title: Tetris (1988)

Alexey Pajitnov is the creator of Tetris, arguably the most famous puzzle game in history. While Pajitnov’s focus was on simple mechanics (fitting falling blocks into a grid), his design created a global phenomenon. Tetris became synonymous with puzzle games and has influenced countless titles in the genre.

Racing

Designer: Kazunori Yamauchi | Studio: Polys Entertainment | Title: Gran Turismo (1997)

Yamauchi’s Gran Turismo series redefined racing games. The first entry became the best-selling title in the history of the PlayStation 1 (PS1). It succeeded by emphasizing realistic driving physics, detailed car models, and a focus on simulation. Each Gran Turismo title became a showcase for the capabilities of the numerous PlayStation console generations.

In addition, Gran Turismo brought role-playing mechanics to racing games, where players could acquire, customize, and upgrade vehicles, adding depth to the genre. By blending accessibility with realism, Gran Turismo appealed to casual players and car enthusiasts alike.

Real-Time Strategy (RTS)

Designer: Brett Sperry | Studio: Westwood Studios | Title: Command and Conquer (1995)

Brett Sperry and the Westwood Studios team created Dune II (1992), widely regarded as the first modern real-time strategy (RTS) game. It introduced key features like resource gathering, base building, and unit control that became the genre’s core.

However, Sperry’s work on Command & Conquer (1995) established RTS as a mainstream genre, combining gameplay innovations with a memorable story, factions, and FMV cutscenes.

Sports

Designer: Trip Hawkins | Studio: EA Sports

Trip Hawkins is the most influential figure in the sports game genre for his role in creating and popularizing realistic, licensed sports simulations, which defined the genre’s trajectory and established its commercial success. EA Sports, which Hawkins helped shape, remains synonymous with sports games, producing global franchises like Madden, FIFA (now EA Sports FC), and NBA Live.

In collaboration with football legend John Madden, the Madden franchise, in particular, became the gold standard for sports video games, popularizing annual updates, licensed teams, and players.

Stealth

Designer: Hideo Kojima | Studio: Konami | Title: Metal Gear Solid (1998)

Kojima’s Metal Gear Solid (MGS) on the PlayStation 1 (PS1) revolutionized the stealth genre by combining deep narrative, cinematic presentation, and innovative stealth mechanics. MGS made stealth a core element of the gameplay experience, where players had to think strategically to avoid enemies, navigate tight spaces, and use various tools for concealment.

The game popularized mechanics like camouflage, line of sight, and alert systems that would later become staples of the genre.

Kojima’s influence can be seen in many subsequent stealth games, such as Assassin’s Creed, Splinter Cell, and Hitman, all of which use stealth mechanics in various ways.

Survival Horror

Designer: Shinji Mikami | Studio: Capcom | Title: Resident Evil (1996)

Mikami directed the original Resident Evil, which became the definitive survival horror game and set the template for countless titles that followed. The game combined fixed camera angles, limited resources, puzzle-solving, and a tense atmosphere to create an experience that emphasized survival over combat. Resident Evil also introduced the concept of “tank controls,” which added to the sense of vulnerability and fear, making players feel helpless in the face of terrifying enemies.

Third-Person Shooters

Designer: Cliff Bleszinski | Studio: Epic Games | Title: Gears of War (2006)

Bleszinski, as the lead designer of Gears of War at Epic Games, introduced a highly refined cover system that became the cornerstone of the third-person shooter genre.

The game emphasized tactical combat, with players needing to use cover strategically to survive. This mechanic inspired numerous subsequent games, such as Mass Effect, The Division, and Uncharted.

The “roadie run” and over-the-shoulder aiming also became signature mechanics that influenced third-person shooters across the industry.

Western Role-Playing Games (RPGs)

Designer: Jon Von Canegham | Studio: New World Computing | Title: Might & Magic Book One: Secret of the Inner Sanctum (1986)

The Ultima and Wizardry franchises laid the foundation for computer role-playing games, and they inspired the innovations that would quickly follow them to cement both Western RPGs and Japanese RPGs as a genre in gaming.

What makes Might & Magic such a fond series is the way it took the best design principles of both worlds established by Ultima and Wizardry and greatly improved them, creating a more refined and approachable fantasy experience.

The Editors

The Daily Juice is an independent digital media platform covering a wide range of topics on all things otaku.

Recent Posts