Firesprite - британская студия разработки видеоигр, базирующаяся в Ливерпуле. Компания известна своими инновационными играми, особенно в области виртуальной реальности. Одной из самых заметных работ студии является The Persistence, хоррор-шутер с элементами roguelike, получивший признание за атмосферу и оригинальный геймплей. Firesprite также работала над различными проектами для PlayStation VR и другими платформами. В 2021 году компания была приобретена Sony Interactive Entertainment и стала частью PlayStation Studios, что позволило ей расширить свои возможности и сосредоточиться на создании высококачественных игр для PlayStation.
Each one more punchable than the last. It’s a shame Until Dawn 2 couldn’t make it out in time for Halloween, but there’s no shortage of other games to play on the PS5 right now , is there? Sony is instead targeting a 28th January release date for the sequel, developed by first-party studio Firesprite. Read the full article on pushsquare.com
Hell Let Loose developer Expression opens new studio in Manchester "in response to what's happening in the talent market" Studio will continue to support remote working, but says physical location will "support the lifestyle of our team" along with requirements of co-development partners Expression Games, the hitherto entirely remote developer behind Hell Let Loose Vietnam and co-developer on Star Wars Galactic Racer, has announced the opening of a physical studio in Manchester, in response to what CEO Errol Ismail described as the requirements of both its staff and its co-development clients. Hell Let Loose: Vietnam has sold a million units since its release in August, the firm said, and Ismail confirmed it had also spent two years on co-development work with Fuse Games on Star Wars Galactic Racer. Expression launched in 2022 following the departure of Ismail and other key figures from Fabrik after it was acquired by Liverpool-based Playstation subsidiary Firesprite, and has been a regular winner at the GamesIndustry.biz Best Places To Work Awards since its inception. "A physical space was always part of our long-term growth plans," Ismail tells GamesIndustry.biz, although not at the expense of denying remote work.