d3t logo

News

New Project Announcement! IRE: A Prologue

IRE_A_PROLOGUE_GAME_TITLE_IMAG

A missing father. One haunted ship. And thirteen doors to unravel the truth. Can you survive long enough to uncover the mystery in IRE: A prologue?

Launching today on both Steam and the Epic Games Store, journey through Emily’s memories for clues to her father’s whereabouts aboard a ship lost deep in the Bermuda Triangle – all whilst a relentless monster is stalking you.

Working alongside our talented partners at ProbablyMonsters, and in collaboration with fellow Keywords Studio Lakshya Digital, d3t have enjoyed playing a role in bringing this narrative horror title to life.

Our project team has spanned across Art, Design, Production, Engineering, and Quality Assurance, where we have supported on a range of key features, including designing and implementing two of the game play loops, adding environmental art and props to the exterior and interior of the ship, installing lighting throughout the game, and also working on the monster and character animations including various environmental VFX for them.

For more information about IRE: A Prologue, click here, or view the reveal trailer below on YouTube:

 

 

New Project Announcement! Exodus

Exodus

 

We’re proud to announce that we are working on EXODUS with Archetype Entertainment in collaboration with fellow Keywords Studios teams – Climax Studios and Studio Gobo. 

EXODUS is a new story-driven action-adventure RPG set in a new sci-fi universe 40,000 years in the future from Archetype Entertainment. Players will fight for humanity’s survival against its own evolution and confront the effects of time dilation caused by interstellar travel. 

 

Become the traveller

Having fled a dying Earth, humanity has found a new home in a hostile galaxy. Here, we are the underdogs, fighting our final battle for survival. You are the Traveller, humanity’s last hope.

 

New Project Announcement! EA SPORTS FC™ 26

EA_Sports_FC_26_

d3t is thrilled to once again work on the latest instalment in the EA SPORTS FC series, EA SPORTS FC 26. Our involvement follows on from our work on EA SPORTS FC 25, and EA SPORTS FC 24 to help bring the first game in the series powered by the Frostbite engine to players on the Nintendo Switch.

Working alongside our partners at EA Vancouver and EA Romania, our team of Programmers, Artists, Producers, and Quality Assurers have helped to provide a range of developmental support mechanisms on EA SPORTS FC 26, including memory and performance optimisation, haptics, cloth, and outlining.

EA SPORTS FC 26 is available on PlayStation®5, PlayStation 4, Xbox Series X|S, Xbox One, PC, Amazon Luna, Nintendo Switch™ and Nintendo Switch 2™.

For more information about EA SPORTS FC 26, click here, or view the reveal trailer below on YouTube: 

 

 

d3t announced as Best Large Studio for 2025

 

d3t-announced-as-best-large-studio-at-the-game-republic-awards

d3t is pleased to reveal that we have been announced as the winner of the Best Large Studio award at the 2025 Game Republic Awards.

Held at the WX in Wakefield, this year’s awards saw over 500 game developers, studio bosses, publishers, platform-holders, and investors come together to celebrate the significant contributions across the Northern games industry.

Nominations were reviewed by a judging panel, with the final decision going to writer, and games journalist for The Guardian, Keith Stewart.

When discussing d3t, Keith and the judging panel highlighted that when up against some of the big dogs of the UK game development scene, d3t managed to shine through and impress this year with its major co-development projects.

louise-andrew-head-of-studio-at-d3tSpeaking on the award, Louise Andrew, Head of Studio at d3t, said: “We are extremely proud that d3t has been announced as the winner of Best Large Studio at this year’s Game Republic Awards.

“Over this past year our team has worked on a wide variety of titles including EA SPORTS FC 26, Project Ire: A Prologue, King of Meat, FBC: Firebreak, and Mafia: The Old Country and this award is a true testament to each and every person at d3t. If it wasn’t for their passion, talent, and love for all things games, we would not be the studio that we are today – thank you to all of you!

“It is no secret that the industry is going through a less buoyant time currently, however, as we enter 2026, I am certain that we as a studio will continue to build on the successful foundations that this award has recognised.

“I would also like to thank the team at Game Republic not only for this award, but for the tireless work that they do to support and promote games studios across the North of England.”

Woody Stables, Senior Concept Artist reaches ten years at d3t!

woody-stables-senior-concept-artist-at-d3t-reaches-10-years-at-the-studio

Our Senior Concept Artist, Woody Stables recently reached the incredible achievement of being at d3t for ten years! With this landmark milestone in mind, we recently spoke with Woody to talk about how he began his career in the industry, and also how d3t has changed over time. 

How did your career begin and how did you get your job at d3t?

I was a kid with an art degree working on building sites and doing some freelance illustration, realising I wasn’t tough enough to do either forever! I looked at what I was spending my money on (a gaming PC) and thought, a pay check for doing art? Making the things I love? What do I have to do to make this happen?

I therefore took a two-month hiatus, spending all my savings and learning Maya, ZBrush, modelling and UV/texturing, with the end goal of being able to put together a portfolio. After doing this, I signed on with an agent and got an interview with d3t after a few weeks. I jumped into my ancient rust bucket Peugeot 106 and drove the three hours to Cheshire, shouting loudly when I got lost in the maze of motorway junction roundabouts there. I made it just on time and was interviewed by the small team there. I thankfully got the job (at that time as a 3D Generalist), and now all of a sudden 10 years has passed!

How has d3t changed during your time at the studio?

I joined a small team of around 20 employees, in a strange and dated office that looked like a film set from the 70’s. On Thursday’s a siren would screech from a nearby chemical plant at the time to test their systems. I knew about the chemical plant but not about the planned test alarm, so you can imagine my shock to hear an onymous siren blaring and upon looking up, seeing a member of the team comically wearing a gas mask! We were a scrappy bunch who got along and shared knowledge and laughs in large quantities. Over the years we grew in number, outgrew two offices, recruited more specialists and suddenly, we were well over 150 employees!

I’m proud of how hard we’ve worked to keep the excellent culture of d3t in focus whilst growing and adapting to industry changes and acquisitions.

What is it like working at d3t?

I’ve made life-long friends here, and it has been the making of me. My experience will differ from anyone joining now but I feel very confident in recommending joining us to anyone. You will find kindness, acceptance, tolerance and excellence here.

Our projects are really exciting these days, having made a name for ourselves, you can expect to work on major household names, and we regularly have people say, “I got into the industry to work on this project!”

What has been your most memorable moment working at the studio?

Having the Art Director of the original Dragon Age games say my art was awesome, it felt like Beyonce telling you that you can sing.

David Attenborough also said hello to me when we did a museum installation in York, my friends are sick of me lording that over them now.

What was the first game that you worked on?

SEGA Mega Drive Classics

What’s your favourite game to date that you’ve played/worked on?

The people I work with tend to make the projects; FBC: Firebreak, Exodus and a few still under NDA have had wonderful teams with great people.

How has the wider games industry changed during your time at d3t?

The industry is facing some really tough times at the time of writing this – Covid bubble burst, some high-profile losses resulting in investment timidness, growing complexity and the cost of making games without a change in expectation – multiple factors are leading to monumental growing pains. I call them growing pains because I sincerely hope that we will endure them as an industry; it is very small, and you tend to meet people repeatedly, so we are in this together, in a way, as cheesy as that sounds.

But, people aren’t going to stop wanting games, so we all need to work out how to keep making them.

Do you have any tips for people looking to get into the games industry?

It might be tough for a little while yet, as stated above. My advice would be to pace yourself, maybe maintain a part-time job and educate yourself online with tutorials and courses, reach out to people in the industry and make friendships. Learn from those people; what is important to learn and find out what the industry needs and is looking for.

In terms of concept art, I see it frequently. People get so obsessed with style and execution, making something that will get likes on ArtStation. Art like this typically falls into concept illustration. This is a valid but small part of the concept art pipeline, and you are doing a disservice to yourself trying to learn to do that directly. Your job as a concept artist is to design things. From my experience we’d rather see pages of your sketches where you solve problems, answer questions, mix ideas or genres or time periods etc. We want to see the legwork of you making options and then picking the best to take forward, show us those options not just the final product, that would be my critical advice!

Louise Andrew becomes new Head of Studio at d3t

 

louise-andrew-head-of-studio-at-d3t

d3t is excited to announce that Louise Andrew has become its new Head of Studio, replacing Richard Badger, who is taking on a new role as UK Regional Director at d3t’s parent company, Keywords Studios.

Louise who has been at d3t since 2019, has taken on the new role of Studio Head from her previous position as Head of Art, where she led and grew d3t’s art team to over 40+ artists across the UK and Europe. This team included specialists in animation, technical art, lighting, UI, and VFX. Art Director, Anthony O’Donnell, will now take on the role of Head of Art at d3t.

Talking about her new role, Louise said, I am truly honoured to take on the role of Head of Studio at d3t. Since joining the studio in 2019, I have been working alongside so many fantastic colleagues, and have had the privilege of being able to build up an amazing team of talented artists and animators.

“The decision to take on the role of Head of Studio is not one that I take lightly. But it is an absolute privilege, and I am excited for the challenge. It is no secret that the games industry is experiencing difficult times. However, with the talented team and the experience that we have at d3t, I am confident that we are in a good place to navigate them, so that we can continue to add great value to our client’s games.

“I would like to say a huge thank you to all the brilliant people at d3t who have supported and encouraged me to take on this responsibility and I am excited to continue to support both our amazing team and our wonderful clients.”

With over 20 years in the games industry, Louise will bring a magnitude of experience to the role. Combining this experience with her core values of wanting to create a positive and inspiring culture where people thrive on creativity and collaboration without egos, will continue to put d3t on the roadmap to not only be the go-to co-development studio, but also as a studio that continues to build on its award-winning culture.  

Over the course of the past few years, Louise has received multiple nominations within the Best Boss category at the GamesIndustry.biz awards. She also received the Career Mentor award at the 2023 MCV Women in Games awards – a testament to Louise’s ability to grow and develop great teams.

Phil Owen becomes new Development Director at d3t

phil-owen-development-director-at-d3t

d3t is delighted to welcome in its new Development Director, Phil Owen. Phil will take over the role from d3t’s co-founder, Stephen Powell, who will now transition into a role to support Phil and d3t’s new Head of Studio, Louise Andrew.

Phil’s new role will see him depart his previous position of Head of Engineering, which he has held since joining d3t in 2018. During his leadership, Phil grew d3t’s engineering team to over 100+ programmers across the UK and Europe, and helped position our programming team as one that comes equipped with a vast and knowledgeable skillset across all aspects of games programming.

Sarah Newell, previously d3t’s Engineering Manager will now take on the role of Interim Head of Engineering.

Speaking on his new position, Phil said, “It is a genuine privilege to take on the role of Development Director. Following the expert reins of d3t’s co-founder, Steve Powell is a true honour, and one that I take the upmost pride in, none more so because Steve has been a mentor of mine ever since I first entered the industry in 1994.

“Since joining d3t in 2018, I have seen it grow from a relatively small team which focused mostly on providing engineering-based solutions. To it now being a studio of over 200 team members, spread across three locations – Madrid, Newcastle and Daresbury, with a service offering to include art, design, production, and QA.

“I am excited to now take on a leading role in helping the studio not only cement its place in the co-development sphere of games development, but also to grow this. We have a fantastic team of people here who love making games, many of whom have done so now for 10+ years. Our experience combined with our passion, makes d3t an asset to any studio that brings us on board, and I look forward to working with our partners to help enable us to add more value to their projects.”

Since joining the games industry in 1994, Phil has acquired over 30 years of experience which he will bring into his new role. As Development Director, he will be responsible for growing the studio’s game development capabilities, providing support and guidance to the development and leadership team, and driving forward key innovations across d3t’s multiple sites.

New Project Announcement! FBC: Firebreak

FBC-Firebreak-Key-Art

 

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.

Take a look at the official game page, to find out more: https://www.playfirebreak.com/

 

CONTACT US

Thinking of Starting a Project?