Launching with ray-traced reflections along with NVIDIA DLSS, the latest game in the Marvel series will provide GeForce RTX PC gamers with the definitive experience throughout their journey across the cosmos.
Commenting on the announcement, our Senior Producer, Jane Mcloughlin said: “Working on a game like Marvel’s Guardians of the Galaxy has been an incredible experience for all of the team at d3t. As fans of the series, we were honoured to work on bringing this game to PC and its fanbase, and look forward to seeing them step into the shoes of Peter Quill aka. Star-Lord.
Working alongside Eidos-Montréal has been great, they have been clear in wanting to see Marvel’s Guardians of the Galaxy as not only a console game ported to PC, but as a PC game in its own right, which has allowed us to push the capabilities of the game even further.”
As huge Marvel and Guardians of the Galaxy fans, d3t were thrilled to work on this amazing project, and are excited for you to begin exploring the cosmos as Star-Lord, amidst a struggle that will decide the fate of the universe on October 26th across PS4, PS5, Xbox One, and Xbox Series X|S consoles, and PC digital, and streaming via GeForce NOW.
For more information about Marvel’s Guardians of the Galaxy, check out the official page here or view the full trailer below.
d3t are delighted to announce that we have been working closely with Remedy Entertainment to create a remaster of the original, ground-breaking title Alan Wake, for the next generation of gamers.
Launching this October 5th on the Epic Games Store, PS4, PS5, Xbox One, and Xbox Series X|S, reimmerse yourself back into the newly revamped setting of Bright Falls as you take on the role of Alan Wake to uncover the mystery behind his wife’s disappearance.
Commenting on the announcement, our Executive Producer, Carl Dalton said: “Working with Remedy Entertainment on Alan Wake Remastered has been an incredible experience for the team here at d3t. It has been an honour to be able to be involved in such an excellent title, and a pleasure to work with the brilliant team at Remedy. Not only that, but it has also been a great adventure to be able to immerse ourselves in the story and lore of the Alan Wake universe.”
As fans of the original game, d3t were privileged to be given the opportunity to revive this classic title in conjunction with Remedy Entertainment, bringing it to both new platforms and audiences.
To find out more information about the upcoming release, visit alanwake.com
I’ve been working within the games industry for 15 years now, after starting out in the working world selling TV’s and electronics!
I started as a member (the only member!) of QA at Blade Interactive where I cut my teeth finding hilarious bugs in snooker and pool games. However, I quickly moved to Design and worked on the water-based game, Hydrophobia.
I then moved on to TT Games and had lots of fun making LEGO games, where I was able to expand on my design skills; everything from documentation to systems design. It was a blast working with exciting IP’s from the likes of DC, Disney and LucasArts!
Now that I have a young family, the need for a healthy work/home balance is paramount. d3t has a great reputation and I already knew a few people here who spoke very highly of the positive culture.
The opportunity to also work on a diverse array of IP’s is also something that I find really exciting to be a part of!
Fun fact and hobbies?
I was the voice of the commentator on the 2009 game, Inferno Pool, which absolutely destroyed my voice!
My hobbies also include building LEGO (obviously!), PC gaming and having tea-parties with my daughter. I also love TRPG’s and I’m currently running a D&D 5th Edition campaign on Eberron!
Technical Art is a relatively new role within the games industry, and because of this, it is often seen as the grey area that nobody truly understands. But this is not the case at d3t where we have had Technical Artists for many years. At d3t Technical Artists work with both our artistic and programming teams and is a role that provides a great range of opportunities and experience.
To find out more about what Technical Art involves, we caught up with four members of our growing Technical Art team in Melissa Gaskell, Becca Marshall, Adam Knight and Joel Fleetwood. Hear more on what they have to say below!
What do you do as a Technical Artist at d3t?
Melissa Gaskell, Lead Technical Artist has been working in the games industry for over twenty years. During Melissa’s time with us at d3t she has assisted on a range of AAA projects, including our recently announced Alan Wake Remastered. Discussing her role at d3t and what she does on a day-to-day basis, Melissa says: “A bit of everything. Recently I have been assisting with programming on some of our recent projects, but then I have also been using Maya, video editing and even aiding in the animation pipeline. It is safe to say that as a Technical Artist at d3t, you are prone to experiencing a range of opportunities meaning that no two days are ever the same.”
The variety of responsibilities on projects is something that Adam Knight, Associate Technical Artist at d3t, echoes. “As a Technical Artist, there is a huge variety of tasks you do, one of the great benefits of this is that you meet, work with and learn from a lot of people and their experiences. For instance, my role over the past few weeks has been very ‘boots on the ground’ in that I am working closely with teams to find problems and bring solutions to them.
“This has involved a mixture of designing and programming using Python, to make sure that not only elements of the game are performing how they should be when the player interacts with them, but that they also fit in well within the games environment.
When asked about what the key skills Technical Artists need, there were two clear winners: versatility and flexibility.
“Versatility is definitely required from a Technical Artist, as you need to be able to jump from task to task on a project. Whether this is one day video editing cut scenes to the next you needing to program a particular aspect of an environment or in-game feature.” Melissa details.
Joel Fleetwood, Associate Technical Artist at d3t, identifies that: “Flexibility is also a trait that you need to possess as a Technical Artist, as the Art and Programming teams will be looking to you to bridge the gap between them, and to solve problems that they are encountering, and you need to be flexible to work with both teams effectively.”
Why I enjoy working as a Technical Artist at d3t?
Melissa says that “Project variation is one of the most enjoyable traits working as a Technical Artist at d3t, along with identifying problems on the projects and coming up with solutions to them. Such as trying to get animations working from 3ds Max to Maya, or even solving problems within Unreal Engine 4.”
Becca Marshall, Associate Technical Artist at d3t, has been with the studio for just over a year. Becca is now working on her fourth AAA project within that time, and like Melissa, enjoys the variation, saying: “I am now working on my fourth project across multiple different platforms and with a range of international clients, and whilst that does sound a lot, it has been an amazing experience. Working on the tasks that I have across different titles and platforms has seen me grow my skillset immeasurably as a developer, which is a great feeling to look back and reflect on.”
Adam, unlike Melissa and Becca has been working solely on one project for the past year, but he says: “Whilst my projects have not as been varied, the individual tasks within this project has been. In the past few weeks, I have been called upon to work on platform optimisation to then assisting with the creation of world assets, which has been a great experience and invaluable to my personal development.”
How has d3t supported me throughout my time?
Talking about his time working through COVID, Adam says: “Without even realising it d3t is an incredibly compassionate company, who will work for your needs. I would say that for me personally, when COVID hit and things were getting quite bad, I really did not want to work in the office. d3t took this on board and has done everything they can to make sure that I feel safe working from home and on the occasions that I do come into the studio, there are COVID provisions available, and measures have been taken to ensure that the team are looked after and cared for. I really have appreciated the support and action that has been taken.
Adam continues: “d3t wants it team to be happy working here, which most company’s want to believe is the case, but in my opinion is not always true. No one has made me feel more comfortable, welcome and happy then d3t has.”
What would your advice people about becoming a Technical Artist?
Echoing the above, Melissa says: “It is incredibly important for a Technical Artist to be flexible and adaptable, as you will be working on a broad range of projects and tasks, and you need to be able to navigate through them successfully. Also having some knowledge about Python is helpful as most art programs use Python in some form as an advanced programming interface.”
For people looking to become a Technical Artist at an entry level, Becca comments: “Having the ability to demonstrate that not only can you work in a team, but then also have the ability to solve problems is extremely valuable and are two things I always look for, so try to document these where possible.”
Join our growing Technical Art team!
At d3t, we are all about games! We work with a broad range of AAA clients within a state-of-the-art studio to create the best games possible. We are currently recruiting for Technical Artists so come and join us!
To look at all the exciting positions that we have available to join the d3t family, click here.
Turning 10 years old is a landmark moment in any walk of life, especially for a business.
Throughout d3t’s ten years, we have worked with clients across the globe, on multiple Triple A titles, and have now become the go-to co-development partner for our services within the games industry.
But without our amazing team, none of this would have been possible. Now at 125 strong, our team of creative, friendly and passionate people, have grown, developed and become experts in their fields over this time, and this is something that we are very proud about.
Family is a word that is used a lot to describe companies, but at d3t we are just that. We are a fun-filled bunch, who love making games but also playing games too! And to mark our ten-year anniversary we brought everyone together for an epic, COVID-secure garden party.
On offer – artisan pizzas, the finest Tibetan cuisine, milkshakes and waffles, and when we weren’t eating or drinking, we were trying to combat the impossible ladder, understanding how exactly the magician was doing what he was…and even taking alpacas for walks.
But this was more than just a celebration of our birthday, it was a reunion. It was a chance for everyone at d3t to come together and physically meet their colleagues, and also view the changes that had been made both inside and outside our game changing, state-of-the-art facilities!
It was also chance for our teams to take a step away from their work and projects and to enjoy themselves. And enjoy ourselves is exactly what we did – the pictures speak for themselves!
As we approach the end of the year, it is a busy time for d3t, with our teams working incredibly hard on a variety of upcoming titles that we are excited to share with you soon! Until then keep a look out on our social media channels for more information, alternatively, if you are interested in being a part of our next incredible staff event, why not take a look at our current job vacanciesto see if there is one just right for you.
d3t are excited to announce that we have been recognised as a Best Place to Work by GamesIndustry.biz for 2021.
The award highlights the UK’s best game studios to work for, with 2021 marking the third consecutive year that d3t has won the award, after being announced as one of the Best Mid-Sized Companies.
Commenting on the announcement, our Head of Studio, Richard Badger said: “I am delighted that we have been announced as one of the best game studios to work for in the UK. Over the past ten years and throughout the pandemic, we have invested heavily in ensuring that our team of over 120 have felt valued, motivated and importantly that they enjoy coming to work each day.
“It is therefore great to see that our efforts have been recognised, not only by our colleagues within the industry, but also from our staff through the anonymous employee feedback that is submitted.
“At d3t our staff are at our core, and without them we would not be where we are today. We are incredibly lucky to have such a talented team of great, friendly and caring people working to improve not only our client’s games, but also our culture – so a massive thank you to every member of the d3t team for your hard work and dedication.”
The hattrick of award wins for 2019, 2020 and 2021, joins an earlier GamesIndustry.biz Best Place to Work win in 2017, along with a Develop Award for d3t’s work on the critically acclaimed The Witcher 3: The Wild Hunt.
In 2015 I had moved to a new part of Warrington, where I started a new football team with my dad and a few other people – one of which was d3t co-founder, Jamie Campbell.
Jamie had noticed on social media that I had followed up on an enquiry about a job opportunity and he got in touch with myself to see if I was actively looking. I wasn’t at the time but had heard about d3t and was always interested in video games, so I thought, why not say yes.
Things moved quickly from that point, as after looking at my CV an interview was set-up at the company’s old Heath offices, where I was asked to do a test, along with meeting the small team at the time. Fast forward six years, two office moves and more than 100 new staff and here we are – where I am still loving every moment of it!
What do you do day-to-day?
My day-to-day can be split up between two categories: reactive and proactive.
Reactive work at d3t is different to any other company that I have supported in the past, and it’s due to the tech savviness of the staff. It’s very rare that someone will lock themselves out or forget their password, and usually when someone does have a problem, they come to us with a brilliantly detailed explanation of what is wrong, and what they have done to resolve it before coming to us. Ninety percent of the time, issues will either be a problem affecting how the development staff work, whether that be a software/hardware request, an access amend or help troubleshooting why something isn’t working. However, the other ten percent will be an unforeseen and challenging issue to resolve, which always keeps us on our toes!
The other side of my role is the proactive work, which is where a lot of my time is spent. We always have projects on the go to make sure that d3t is in the best position to succeed. Technology is always moving; data is getting bigger and more sensitive, and we need to be able to keep up with that. As you can imagine d3t has changed massively since my first day in October 2015, and it’s because we constantly look at how we work and where it can be improved, you cannot stay still in this industry because you’ll get left behind.
Do you have any tips for people looking to get into the games industry?
From an IT point of view, I think it’s very important to have good knowledge of how games are made if you’re going to get into the industry. The biggest learning curve for me was always knowing what was critical and what wasn’t. In any Managed Service Provider, you will have some method of prioritising tickets/issues, however, that’s not always the correct way of looking at things. This is something that I had to adapt to when I entered the industry.
We are hiring
Stay tuned for more spotlights this year. In the meantime, if you’re feeling inspired and want to join our team, check out our vacancies page!
I suppose my career started in my late teens when I worked as a puppeteer for my family’s puppet company. It was this background that led me try stop-motion animation, and from that moment I fell in love with bringing characters to life.
My professional animation career started in the mid 90’s and I spent the subsequent 12 years working on a whole host of stop-motion children’s TV series for Cosgrove Hall Films, with a brief time at Hot Animation working on “Bob the Builder”, and a year in London working on the Tim Burton feature film “The Corpse Bride”.
At the beginning of 2007 I was looking for new animation challenges, and my career path moved me into computer animation at TT Games. I’ve spent the years since then working as Animator, Lead and Animation Director on numerous LEGO titles.
I’d heard so many great things about d3t from people I know who work here. The appeal of project variety and a healthy work-life balance were a huge draw for me. When I saw the position of Lead Animator at d3t was a “hands on” content creation role too it felt like the ideal move.
Fun fact and hobbies?
Outside of work I coach junior cricket for a club in south Manchester, where I’ve recently been asked by the club to help establish and develop a new all girl’s section. Aside from coaching it, I also love to watch the game.
I’ve always enjoyed having a creative side project unrelated to animation, and currently I have several vintage chairs that I’m restoring and reupholstering.
Fun fact: I was the overdubbed voice of Mr. Punch in an episode of the TV drama Doctors for the actor Andrew Sachs.
I have just finished my third year at The University of Manchester and joined d3t for a placement year. Experience-wise, I have been working on multiple personal projects as well as being part of an amazing student society of game developers for the last 2 years at university.
I first got introduced to d3t as part of a career fair at university and everyone seemed very friendly and in love with what they were doing. I was thrilled when I secured my placement this year, as d3t not only offers an amazing environment to work in, but it also gives a lot of variety in terms of the work we can do throughout the internship.
Fun fact and hobbies?
I have recently started learning how to play the guitar, which is very exciting. Apart from that, most of my free time is spent on hanging out with friends, playing Minecraft and trying to be active by either dancing or going on walks.
In the evenings my favourite activity is watching true crime makeup videos and embroidering.