d3t is proud to have played a role in bringing the latest instalment in the Mafia franchise to life, and it has been a privilege working alongside the teams on this amazing IP.
Following the launch of FBC: Firebreak by the fantastic team at Remedy Entertainment, we are delighted to announce our involvement on the latest game to enter the Control-universe, where we provided co-development support across our art, design, engineering, production, and QA teams.
Launching on PC, PlayStation 5, and Xbox Series X|S. Jump into the 3-player co-operative first-person shooter, as you aim to tackle a deadly and prolonged siege at the Bureau’s headquarters.
Following the announcement of King of Meat by the talented teams at Glowmade and Amazon Games, we are proud to be working with them on the co-op party platformer, where we are providing engineering and level design support.
Following on from our work on EA SPORTS FC 24, where our team helped bring the first EA SPORTS FC game in the series powered by the Frostbite engine to players on Nintendo Switch, we again worked alongside EA SPORTS to provide developmental support on the latest instalment in the EA SPORTS FC™ series, EA SPORTS FC 25.
Our team of dedicated and experienced Programmers, Artists, Producers, and Quality Assurers have been working alongside our partners at EA Vancouver and EA Romania to bring EA SPORTS FC 25 to players across all platforms.
The end result allows players to experience unrivalled authenticity in EA SPORTS FC 25 with the most true-to-life experience of football’s biggest competitions, clubs and stars, with 19,000+ players across 700+ teams in more than 120 stadiums and over 30 leagues.
EA SPORTS FC 25 will be available to play as part of early access on September 20, 2024 through the Ultimate Edition, with the Standard Edition launching on September 27. EA SPORTS FC 25 will launch on PlayStation®5, PlayStation 4, Xbox Series X|S, Xbox One, PC, and Nintendo Switch™.
For more information about EA SPORTS FC 25, click here, or view the reveal trailer below on YouTube:
The team at Playground Games is one of our longest and most trusted partners, and we’re delighted to continue our work with them and their brilliantly talented cohort. We look forward to sharing more news on our work with them.
We are excited to announce that d3t alongside our sister studio Coconut Lizard, have been recognised as a GamesIndustry.biz Best Place to Work for 2024!
The award highlights the best games studios to work for in the UK, and 2024 marks the sixth consecutive year in a row that d3t has won the award and the seventh time in our history.
However, what makes this award all the more special for us is that it is voted for primarily by our team, with 80% of a studios score coming from an anonymous employee survey and the final 20% via an in-depth company questionnaire.
Speaking on the announcement, our Head of Studio, Richard Badger, said: “I am overjoyed that both d3t and Coconut Lizard have been announced as two of the best games studios in the UK to work for. This is now the second that Coconut Lizard has been recognised, but it is also the seventh time that d3t has received the award – 2017, 2019, 2020, 2021, 2022, 2023, and now 2024.
“We are proud to be people-focused co-development studios that have not slowed down over the past 12-18 months. This is despite a range of challenges – rising cost-of-living, inflation, and the turbulent games industry job losses. Instead, both our studios have seen strong growth over this period including our team size which now stands at over 200 strong.
“Crucially for our studios, this growth has been achieved by ensuring that above else, our people remain our top priority. In doing so, we are pleased that despite the current industry challenges surrounding both job losses and project cancellations, d3t and Coconut Lizard remain in a strong position.
“However, we are in a strong position, because of one key thing. Our team. And put simply without our team’s incredible talent and passion for all things games, we would not be where we are today. So, a massive thank you goes to every single of them as they have and continue to make our studios great places to work.”
This award comes off the back of the studios being nominated as a Best Studio finalist, at the Develop:Star Awards, alongside the likes of Remedy Entertainment, Playground Games, and Larian Studios. In addition to being nominated as a Co-Development Studio of the Year finalist at the MCV/Develop Awards.
Towards the end of July 2025, our Principal Programmer, Richard Bloor reached the incredible achievement of being at d3t for ten years! With this in mind, we recently spoke with Richard to talk about how the studio and the industry has changed during this time.
How did your career begin and how did you get your job at d3t?
I studied Music Technology at York University where I particularly enjoyed making Digital Signal Processing (DSP) software for music applications. When I then left university, I googled audio programming jobs and it seemed to be a choice of either working on embedded mobile phone software, or there were a few jobs in game audio. The later of the two sounded far more fun so I went for them.
For me the appeal of d3t was that the studio worked on co-development projects, which meant that there were lots of different projects taking place at any one time. With this came the opportunity to add variety to my work, after my previous role where I spent 10+ years mostly working on making engine sounds for various racing games.
How has d3t changed during your time at the studio?
Mostly obviously in size. I think there were only 15 of us when I joined whereas we’re now in excess of 200! We have also gotten lots of amazing high-profile games to work on in more recent years, which has been great to be a part of.
What is it like working at d3t?
It is the best place I’ve ever worked. There is a culture of professionalism, respect, and support across the whole team which is something that I truly value.
What has been your most memorable moment working at the studio?
When we got Shenmue 1 to run on PC for the first time, having started with the original source code for the Dreamcast game. We even had to use online translation to read the comments! Fun times.
What was the first game that you worked on?
That would be Destruction Derby Arenas on the PS2.
What’s your favourite game to date that you’ve played/worked on?
Recently, it has been Ghost of Tsushima. However, back when I was more fanatical about playing games, my favourite would probably be the Mass Effect trilogy.
Favourite game that I’ve worked on is perhaps Driveclub. Back then I was Lead Audio Programmer and developed the tools and runtime for the (I think) very realistic engine sounds. Best of all though I got to travel the world with the audio team recording fast cars!
How has the wider games industry changed during your time at d3t?
Co-development is becoming increasingly more popular, and it now seems to be a normal part of getting through the production phase of modern AAA titles. This was probably not as common 10 years ago.
Do you have any tips for people looking to get into the games industry?
Getting into the industry is so different now than when I did it! The main thing is to love games and to love making them. If you can show this through your own projects, then I’m sure that will help you to stand out from the crowd.
In early July of 2025, our Principal Artist, Matt Green reached the fantastic landmark of being at d3t for ten years! We caught up with Matt to talk about his time at the d3t studio in recognition of this achievement.
How did your career begin and how did you get your job at d3t?
I kind of fell into video game development back in the 1990’s. I studied fine art for a while and had always had an interest in computers and computer games since watching “War Games” (a classic film, and a must watch if you haven’t seen it!). I was at a friend’s house and was doodling on his computer using a mouse and a primitive paint package. This was when another friend saw what I was drawing (Richard Badger) and suggested that I apply for a job as an artist at the games company he was working for! Long story made short, I spent a month or so learning 3Dstudio from a book my girlfriend bought me (she is now my wife), put together a simple portfolio and applied for a job at Digital Image Design (D.I.D.) in Warrington. That is where my career in game development began!
How has d3t changed during your time at the studio?
d3t has changed dramatically since I began working at the studio. Originally it was just a dozen or so of us working in a room that was a bit like the interior of a submarine. However, move forward to today and we are a huge and highly regarded co-dev studio with hundreds of employees spread across three sites – Madrid, Newcastle, and Cheshire.
What is it like working at d3t?
Simply put, it’s brilliant. d3t is by far the best studio I have ever worked for.
What has been your most memorable moment working at the studio?
There are so many to choose from, but I guess finally finding a solution to the hat bug on Mafia II: Definitive Edition was one of them!
What was the first game that you worked on?
The first game that I worked on was F-22: Air Dominance Fighter, which launched on PC back in 1997.
What’s your favourite game to date that you’ve played/worked on?
I play A LOT of Call of Duty, however, my favourite game that I have worked on would have to have been Concord.
How has the wider games industry changed during your time at d3t?
It has definitely become more focused and less maverick than the early days – I don’t know if this is a good thing or not.
Do you have any tips for people looking to get into the games industry?
Offer something new in your portfolio, don’t follow the crowd but try to stand out. As a former Head of Art, I am used to seeing a lot of identical showreels and portfolio pieces. The ones that stick in my mind are the ones that held surprises and made me think that the artist had more to offer. There are plenty of guides and help online these days but try and be true to yourself as an artist. If you are good, someone will see it (eventually).
In late May of 2025, our Executive Producer, Carl Dalton reached the monumental landmark of being at d3t for ten years! To mark this achievement, we caught up with Carl to talk about his time at the d3t studio.
How did your career begin and how did you get your job at d3t?
My career began in 1995 at a studio called Psygnosis, where I started just a couple of months before the launch of the PlayStation 1 (PS1) as a Junior Artist. I remained with Psygnosis until 1999, when, as a Lead Artist, I went and started my own studio with two friends.
After many years running my own independent studio as a Game Director and Executive Producer, I joined the d3t team as employee number 14.
How has d3t changed during your time at the studio?
It has grown! The projects have become larger and more ambitious. The studio has moved from a small office to its own building. But…the ethos of maintaining a good work-life balance, combined with having genuine care and respect for the team has always remained a constant and core value of the studio.
What is it like working at d3t?
I can’t believe it’s been ten years! It has been an absolute pleasure and an honour to be a part of the studio.
What has been your most memorable moment working at the studio?
There are honestly too many great moments to single any one out. It has been an amazing adventure, and I look back on every project with good memories of the people, the work and the learning experiences.
What was the first game that you worked on?
Sentient on the PS1.
What’s your favourite game to date that you’ve played/worked on?
My favourite game that I’ve played is World of Warcraft, whereas my favourite game to work on has been Alan Wake Remastered.
How has the wider games industry changed during your time at d3t?
The idea of working with co-development partners to create games has gone from something seen as unusual to normal practice. In an age where huge internal teams make less sense than ever before, co-development studios are fast becoming recognised as the sources of talent and experience needed to keep standards high and achieve great games on time and within budget.
Do you have any tips for people looking to get into the games industry?
Play games! Love games! Build on your skills as an artist, programmer, designer, animator, whatever makes you tick and keep at it. When I started there was no educational path that led to a games career. Now, there are many routes. Do your homework and pick a path that can help you to success – be choosy. But most of all, enjoy it!
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