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:
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 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.
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