As d3t continues to grow, we have expanded our programme of engagement with universities and colleges.This enables us to seek out emerging talent and also to offer guidance and mentoring to those wanting to enter our competitive industry.
We regularly attend student recruitment fairs, have this year launched d3t internships and we are now proud patrons of Grads in Games. And as part of this programme of engagement, we recently hosted a lunchtime visit from art students from Computer Games Design at Priestley College, Warrington.
We presented an overview of d3t and this was followed by an informal Q&A session with two of our artists, to enable the students to gain insight into what it’s like to work on live dev projects. We followed this by a one to one feedback and critique session on each student’s portfolio, carried out as it would be in the workplace.
We are really excited by the level of creativity and skill evident in the portfolios and are looking forward to visiting Priestley College to see the students in their study environments.
We thoroughly enjoyed meeting all six students and thank them for coming along. Following the visit, it was great seeing and sharing the students’ posts on Twitter, including:
Russell Billingsley joined us as a Junior Programmer on 6th November 2017. Find out more about Russell…
What sort of background you you have?
I have a BSc in Computer Science with Games Development from the University of Hull. I have experience with Computer Graphics, Engine, Mobile, Virtual Reality, Cross-Platform, and Web application development.
Why did you choose d3t?
d3t stuck out as a company that cares about their staff and the quality of their work. The application/interview was the most enjoyable interview experience I’ve had, and the opportunity to work on a good variety of projects and gain a multitude of experience was a major draw.
How did you find the recruitment process?
Enjoyable, the test was fun and challenging. The interview was quite relaxed and created a good conversation. After the interview, communication was very easy, I heard that my application was successful quickly. The company has been extremely helpful with advice for setting myself up in the area.
Anything else we should know about you?
When I’m away from work I enjoy playing a variety of games, finding new varieties of real ale and craft beer to taste, and going to events.
Pablo’s Art World launched on CBeebies in October, and in November CBeebies and Pablo reached the finals of the UKUX awards, which celebrate excellence in user experience. We are incredibly proud that our team worked with the BBC and Paper Owl Films to create the fun and involving games that fit within the Pablo universe.Pablo’s Art World has made history as the first TV series starring a central character and cast who are all on the autistic spectrum. Pablo’s Art World Adventure achieved the BBC’s Gold Standard for Cognitive Accessibility which means as many children (and adults!) as possible are able to enjoy the games.
Since going live on the CBeebies website, Pablo has received praise from many sources, including from within the Autism community. Many thanks to Chris Bonnello for including a mention on his Facebook Community page. We also received this private message from Chris, along with his blessing to publish…
Oh that game is BEAUTIFUL. ?
I will absolutely be sharing this. (In a few hours when the traffic picks up ? )
Thanks again for giving this to the world!
Chris
It’s wonderful to have worked on a project that receives such a glowing endorsement from such a well-respected member of the community. For more information about Chris, please see his excellent website Autistic Not Weird.
More about Pablo
The TV show, produced by Paper Owl Films, sees Pablo use magic crayons to draw imaginary friends who help him handle situations that make him feel anxious.
His animal friends include Mouse, Tang, Noa, Wren, Llama and Draff. Each friend reflects an aspect of Pablo’s own personality and each helps Pablo to work through situations he finds himself in – having lots of fun along the way.
In addition, Pablo’s universe includes an interactive digital experience comprising six mini-games on the CBeebies website. Paper Owl approached d3t with the brief: Create a fun children’s game that meets the BBC’s Gold Standard for Cognitive Accessibility, with a primary focus of informing neuro-typical children, and their parents, about how children on the autistic spectrum can behave and react. And using Paper Owl’s beautiful artwork, that’s what we did! To find out more about how we did it, see our Case Study.
More About the BBC’s Gold Standard For Accessibility And Pablo
Creative Process
Autistic children, alongside their carers, families and medical experts, were consulted during the conception of this game to ensure typically developing children could better understand the lives of autistic people through relatable challenges and key messages from Pablo and his friends.
Visual Accessibility
The Pablo game can be played using native mobile screenreaders. This meant reimagining how activities like spot the difference or hunting for an object could work in an audible way.
Motor Accessibility
Children with restricted motor capabilities can use two buttons on a keyboard or an external switch device to enjoy the whole game and all of its rewards.
Cognitive Accessibility
Children can build confidence in their abilities at their own pace, with adaptive difficulty working in the background to detect if a child is struggling or looking for more of a challenge.
Auditory Accessibility
Traditional subtitles, enhanced supportive text and visual prompts are used to ensure the game can be played without the need for sound.
Meet Nick Lazzarich, Junior QA Tester, who joined the d3t team on 24th October 2017. We asked Nick a couple of questions…
Tell us a bit about your background prior to joining d3t.
I finished University at Futureworks School of Media, achieving a Distinction in my HND (Higher National Diploma) covering different aspects of game design, multiple workflows for art work (3ds Max/ Maya/ PS) and C# in Unity.
I have been working as a kitchen designer within Ikea during my time at University.
Why d3t?
A big draw for me was the workplace culture and the work d3t has done previously. After reading up on d3t’s profile online, this was a great opportunity. I felt my skillset and personality would fit in well to their team. I was also drawn to the titles they have worked on! Many of them are in line with what I use / play daily.
What was the recruitment process like?
I heard about the position through my ex-tutor from University. I then got in contact with the QA Manager and sent over my CV. d3t got back to me shortly after to arrange an interview. I received the good news just a few days after my interview. The whole process was professional, efficient and very friendly!
Tell us some interesting facts about yourself.
I enjoy multiple hobbies, from field archery to model building and war-gaming at my local games shop. I am driven by my little girl, Luna.
If you want to join our talented team, why not check out our vacancies?
Keywords Studios, the international technical services provider to the global video games industry, today announces that it has acquired d3t Ltd, for a total consideration of £3 million from the founders Jamie Campbell and Stephen Powell and others. Based in the North West of England, between Liverpool and Manchester, d3t delivers premium quality outsourced software development services for video game developers and publishers internationally.
The acquisition of d3t is in line with Keywords Studios’ strategy to grow organically and by acquisition as it selectively consolidates the highly fragmented market for video game services. d3t brings additional skills, client relationships and geographic reach to Keywords, extending the strength and scale of its recently established Engineering service line.
Founded in 2011 and now employing 44 staff, d3t is an award-winning software development company with capabilities including HD re-mastering, porting, optimisation, rendering and game systems development. Over the course of the last six years they have delivered consistent high quality across dozens of projects for clients such as SEGA, Codemasters, Sony XDev and the BBC.
Jamie Campbell and Stephen Powell, along with the rest of d3t team, will remain with the business.
In the year ended 31st of July 2017, d3t achieved revenues of £2.8 million and an underlying adjusted pre-tax profit of £0.4 million.
Under the terms of the acquisition Keywords is paying a consideration comprised of £2.4m in cash and the issue of 42,368 new ordinary shares in Keywords, which will be subject to a two-year lock in period.
Application has been made to the London Stock Exchange for the admission of 42,368 new ordinary shares to trading on AIM. Admission of the new shares is expected to take place at 8.00am on 24 October 2017. The Company’s total issued share capital following admission will consist of 56,211,141 ordinary shares of one pence each with one voting right per share. The above figure of 56,211,141 may be used by shareholders as the denominator for the calculations by which they can determine if they are required to notify their interest in, or a change to their interest in, the Company following admission.
Giacomo Duranti, Chief Operating Officer, commented:
“The acquisition of d3t complements our recent acquisition GameSim’s capabilities to extend the services, scale and geographical presence of our Engineering offering. With increasing demand in the video games industry for reliable, high-quality outsourced software engineering services, we are building a strong offering to support our clients globally.
We are delighted to welcome the highly talented and experienced team at d3t to the Keywords family and we look forward to working closely together to build upon the company’s excellent reputation, track record and client relationships.”
Jamie Campbell commented:
“We are delighted to be joining the Keywords Group. d3t was founded with the sole aim of being an invaluable external development partner to the games industry and other interactive sectors. Over the course of six years we have become leaders in the field of high-value engineering offering a professional, wide ranging service.
We feel there is a great deal of synergy with Keywords’ strategy to be the very best technical service provider to the video games industry, and we look forward to our continued expansion as part of the Group.”About Keywords Studios (www.keywordsstudios.com)
Keywords Studios is an international technical services provider to the global video games industry. Established in 1998, it provides integrated art services, software engineering, audio services, testing, localization and player support services across 50 languages and 14 games platforms to a blue-chip client base in more than 15 countries.
It has a strong market position, providing services to 23 of the top 25 most prominent games companies, including Activision Blizzard, Bandai Namco, Bethesda, Electronic Arts, Konami, Riot Games, Sony, Square Enix, Supercell, TakeTwo, and Ubisoft. Recent titles worked on include Uncharted 4: A Thief’s End, Call of Duty: Infinite Warfare, Mortal Combat X, Assassin’s Creed Syndicate, Battlefield 1, Overwatch, World of Warcraft: Legion, Hearthstone, Clash Royale, and Mobile Strike.
We welcomed Steve Monks to the d3t team as Principal Programmer on 2nd October 2017. Steve tells us a bit more about himself…
Where did you work prior to d3t?
I’ve been a game developer since the 1980’s credited on over 30 published titles while working for several big name companies including Bug Byte, Digital Image Design, Travellers Tales, Juice Games, THQ Digital and Team17 in a variety of lead and senior roles.
My career highlights include EF2000 (Lead Programmer), Wargasm (Lead Programmer), Crash Bandicoot-Wrath of Cortex (Lead Engine Programmer PS2), Lego Star Wars The Complete Saga (Game Tech Lead), Alien Breed Mobile (Lead Programmer).
More recently, I’ve been working as a Senior Software Engineer in the BBC’s Childrens Apps team, helping to deliver several flagship mobile apps including iPlayer Kids, Playtime Island and Go CBBC.
Why d3t?
I’ve known the founders for a very long time and carried out quite a lot of contract work for them in the early days. The broad spectrum of work undertaken by d3t suits my cross discipline / cross platform skills and experience perfectly.
What was the recruitment process like?
Very smooth. Having worked extensively with the d3t team in the past I was invited to join and said yes.
Tell us some interesting facts about yourself.
I’m a keen ice dancer and competed for several years in the couples free and pattern dance categories at the British Adult Championships. I’m also a keen fellwalker and landscape photographer.
If you want to join our talented team, why not check out our vacancies?
2017 marks the inaugural year for these awards and it is envisaged they will become the benchmark by which working conditions within the industry are measured.
The nomination process involves an in-depth assessment examining company benefits, training, diversity, management, company culture, overtime, pay and much more to ascertain the best small, medium and large businesses operating in the country. Team members are then invited to independently rate their employer on a series of criteria, making this one of the most comprehensive industry studies undertaken. There was a huge response with companies across the UK keen to demonstrate their excellent working practices.
Winners were revealed on 21 September at EGX 2017, NEC, Birmingham with d3t’s Marketing Manager Helen Powell, Programing Lead Lyndon Jones and General Manager Richard Badger in attendance to receive the good news.[vc_single_image image=”3457″ img_size=”400×400″ alignment=”center”]Richard said “We have worked hard to recruit and retain a fantastic team and this award demonstrates that our team thinks we’re getting it right. Receiving this badge is an honour and makes us even more determined to ensure d3t stays one of very the best places to work!”
d3t founders Steve Powell and Jamie Campbell are veterans of the gaming industry and formed d3t with a clear vision of a company that encourages creativity, offers job security and mitigates the risk associated with the gaming industry e.g. projects abandoned partway through, funding pulled, redundancy. They developed the purely work-for-hire business model with rolling projects reducing the cyclical employment associated with the industry. d3t does not develop its own IP. d3t designs, develops and delivers premium quality software for world class clients across the games and interactive sectors. d3t showcases the exceptional talent within the north west region across the UK and globally and has become a go-to external development partner.
Want to join our awesome team and work somewhere amazing? Check out our Vacancies. We look forward to hearing from you.
Ian Moran joined the d3t team as a Programmer on 4th September 2017. Here Ian tells us a bit more about himself…
Where did you work prior to d3t?
I am an experienced programmer, having been in the industry for many years.
I have worked at several studios including Special FX as Programmer of coin op conversions and film titles on Amiga: Untouchables, Robocop2, Midnight Resistance, and Hudson Hawk.
Also Rage Software as Founding director and programmer on titles including Striker and Incoming series’, FIFA. Covering platforms including SNES, PC, XBOX and PS2.
Indy Games: Rolling XBOX/PS2.
Juice / THQ: Juiced racing series, Engine code on PC, XBOX360, and PS3.
Evolution Studios / Sony: Motorstorm RC, DriveClub and PSVR prototype work, engine port and low level for Vita, PS4, PSVR.
And at Secret Sorcery I developed Tethered for VR, Oculus / Steam / PSVR.
Why d3t?
I applied to d3t for the great people and the interestingly different alternative to usual cyclical development process.
What was the recruitment process like?
Very pleasant!
Tell us some interesting facts about yourself.
Beyond the love of exciting places new technology takes us, I also love photography and crash testing quadcopters.
If you want to join our talented team, why not check out our vacancies?
Following his guest speaking appearance, d3t General Manager Richard Badger reviews XDS 2017.Now waiting for my flight home at Vancouver International airport after spending valuable few days in this beautiful city attending the External Development Summit (XDS 2017). Now in its 5th year, XDS is the only international games industry event with a primary focus on external development for art, animation, audio, software engineering, QA and localization. The event has grown steadily over the years, with over 540 delegates attending this year’s sell-out event at the Westin Bayshore Hotel.
A meeting of minds between the world’s most prominent games outsource service providers, and their counterpart outsourcing managers from all the major game development and publishing houses. A focussed and intimate event ideal for networking, catching up with existing clients, and of course establishing new contacts.
d3t were delighted to have been chosen to present at this year’s event and put together a talk exploring the world of external engineering service provision. Drawing upon our experience in this burgeoning market, the talk painted a balanced picture of the external engineering landscape, dispelling preconceptions, highlighting potential pitfalls, and showcasing best practices.
Worth noting that during the summit’s opening keynote executive panel, the four panel members from EA, The Coalition, Telltale Games and Bandia Namco, all tipped engineering services as being the next big growth area in co-development.
A rewarding and enjoyable few days. We’ll be back in 2018…