Studio History
Founded in 1998, Ideaworks3D was established with a highly creative technical team to develop high-end, native, cross platform technology and games software.
In 2005 a dedicated game studio team was established with a core team of games industry professionals from PC and console backgrounds, to develop AAA native C++ based mobile games. The team has brought numerous award-winning, innovative, and highly-optimised games to the global mobile gaming market, including original and franchise-based games for world leading publishers.
In mid 2009, Ideaworks3D was restructured into two distinct operations, with Ideaworks Game Studio continuing to develop for iPhone and Smartphone but with a remit to focus on a broader range of cross platform, download capable, handheld and console platforms. Ideaworks Labs continues to focus on its world leading cross platform technology development, with its Airplay SDK now available commercially.
Our Studio DNA
Founded in 1998 Ideaworks has a heritage of developing high-end native cross platform technology and games for the iPhone and Smartphone market. We maintain an expert understanding and wealth of knowledge in developing games and content for multiple platforms and devices simultaneously and continue to extend our development capability to support our key games market platforms.
What we do...
Cross platform development
Our technology platform provides source code compatibility across diverse architectures from Xbox 360 all the way down to iPhone and Smartphone. Leveraging the Airplay system for platform abstraction, we build games that don't care what they are running on.
Getting a lot from a little
When you've delivered full 3D action/adventure games that pack hours of gameplay into a 1.5mb install package and 5mb of RAM, the constraints of handheld platforms pose no great challenge. With our background in hardcore optimisation, we know how to squeeze every last drop of performance and visual quality from more constrained devices like the iPhone, Sony PSP/GO and Nintendo DS.
Input-agnostic design
Years of working with radically different mobile devices and platforms have taught us the hard lessons in designing cross-platform control systems. We build convergent interfaces that work intuitively, whether you are using a touch screen, an accelerometer, a joypad or a full keyboard.
Extending deployment opportunities
Cross-platform development is in our blood, so our development processes and engine architecture are fully geared for re-deployment. We can coherently develop games for multiple digital download platforms such Xbox 360, PS3, Wii, DS, PSP and iPhone, maximising usage of common code and assets for efficiency. All our projects are re-deployment ready, so we can add platforms to the target list with minimum impact and cost.
Quality counts
With industry-leading brands like The Sims, Final Fantasy, Metal Gear Solid, Resident Evil and Call of Duty: Zombies in our portfolio, we have proved time and time again that we know how to bring top quality experiences to a diverse range of platforms.
How we do it...
We get games
Our first priority is to understand the essence of the game and the fundamentals of the platform. These define what can change and what must be preserved. This understanding lies at the core of our ability to deliver a consistent experience across platforms that can have little in common.
Adapt and overcome
We've built so many cross platform games that we know how to maximise and re-use with minimum risk. Our game engines transparently support multiple asset sets, designed to exploit the full capability of each platform class. Whether it's compression, multi-texturing, shaders or higher resolutions - we can support them all in a single production.
Assume nothing
Our games support multiple screen sizes, input methods and hardware capabilities in the same build. Multiple platform support is our expectation, never an afterthought. A single engine drives every build target - so adding new targets can be encapsulated with minimum overhead.
No surprises
We've developed games simultaneously for five OS platforms, each with their own special hardware capabilities and limitations, their own input subtleties and their own certification program. We've made games that scale from 176x208 screens to 800x400, games that use a mobile phone camera as a 3D controller, and games that stream racetracks from the internet. When it comes to multiplatform development, we've got a wealth of experience we can bring to bear.


