◀ Giant List of Classic Game Programmers
Originally the names and games on the Giant List came from contemporary magazines and from memory. Later, as it gained exposure, I heard from many of the people included and asked them to verify their entries. These days there are quite a few game databases on the web, and they cross-pollinate. I know several of them have incorporated information from the Giant List, and I make use of others, including Atari Mania, Lemon 64, and L. Curtis Boyle's Tandy Color Computer Games.
Only programmers and designers are listed, not artists, composers, or producers.
When there are three or fewer developers for a title, I list them all. More than that and everyone gets a [G] code (and sometimes one person gets [L]).
For non-classic systems, I only list 1-2 authors before going to [G].
[G] codes stand alone. There's no attempt at distinguishing designer from programmer, so no [GD] or [GP]. There's one exception: for a port done by a group (such as Dragon's Lair for the ZX Spectrum), I'm using [PG]. These are both rare and uninteresting.
Clone markers (e.g., Frogger-like) are not duplicated for ports.
I only use the unreleased [U] tag in specific situations, as there's no indication of how far in development a title was when it was abandoned.
An author's entries are in order of release, with the caveat that it's often difficult to sort the works of people who released multiple games in the same year.
The publisher is listed per game, but not the company (if any) that developed the game. That's often not public facing information, and it isn't as interesting as the author or publisher.
For publishers, I drop trailing noise words like Inc., Software, and Games. The one exception is when this would confuse the company with another.
I've stopped including biographical notes except for RIP dates and founding of companies. Only companies with games on the list are mentioned.