Having been around since the turn of the millennium, Psyonix is a company that began life working on internet and multimedia software before transitioning into game development. And in that transition, the indie studio soon struck up an affinity with the combat racing genre; a fondness that would go on to inform much of its original work.
Psyonix opened its door officially back in 2000, when the team cut their teeth in the industry as an outsourcing studio. But after engineering the successful Onslaught Mode for Unreal Tournament 2004, among other high-profile licensed work, the San Diego-based company soon left the nest to work on its own IP. Jeremy Dunham, Marketing and Communications Director at the studio, recounts Psyonix’s humble beginnings.
“Studio founder and President, Dave Hagewood, originally owned a successful web hosting company for several years but his real passion was game development. In 2003, Dave made his move to Raleigh, North Carolina with a single, all-important philosophy: to build video games ‘design first’ using previously-existing outsourced technology — or more specifically in our case, using the Unreal Engine. We spent several years building and expanding our relationship with nearby Epic Games, while learning every nook and cranny of the Unreal Engine. Then, in 2009, we moved the entire studio from North Carolina to our permanent home in San Diego, California. Been here ever since!”
But what’s in a name? For Psyonix, the cerebral moniker stemmed from Dave Hagewood’s fascination with the concept of intelligence and the innate powers of the human mind. Fast forward to the present day and you have a studio that wears its interest with psionics proudly on its proverbial sleeve, albeit with a stylized twist.
Meet the Team
Currently, the Senior Team at Psynoix consists of:
Dave Hagewood — Founder/ President/ Studio Director
Corey Davis — Design Director
Jeremy Dunham — Marketing and Communications Director
Jerad Heck — Tech Director
Sarah Hebbler — Project Manager
Thomas Silloway — Project Lead, Rocket League
Eric Majka — Lead Artist
Bobby McCoin — Lead Environment Artist
Nathan Cameron — Senior Animator
Psyonix’s Games Gallery
Upcoming Games Highlight
Hot on the heels of shepherding free-to-play shooter Nosgoth into open beta, Psyonix has shifted gears to double down on PlayStation 4-exclusive Rocket League. Here are a few things Jeremy had to share about the sequel, including what inspired development in the first place.
“Without a doubt, our fans! They have stuck with Supersonic Acrobatic Rocket-Powered Battle-Cars for nearly seven years, and we thought it was time to give them an updated version of the game they loved we play and we loved to make. We’re a bigger, better, more experienced studio now than we were when we made the first game and we want to bring that improvement to Rocket League to make existing fans happy and encourage new people to play at the same time. The entire existence of Rocket League and Supersonic Acrobatic Rocket-Powered Battle-Cars was based on an experiment. We knew we wanted to do our own vehicle-based game next but we weren’t specifically developing a “Soccer + Cars” type of game. One day for hell of it, one of our level designers just dropped a soccer ball into the play space and we had that “Ah ha!” moment that lead to the creation of what is now about to become an official franchise. But that’s game development; inspiration and fun don’t always come from the places you originally go looking for them.”
A huge thanks to Jeremy Dunham of Psyonix for providing us with the information found in this feature. To keep up with development on Rocket League and Nosgoth, you can follow the studio on Twitter @PsyonixStudios.
Indie Games Showcase: Psyonix
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Unreal Tournament 2004
Release Date: March 16, 2004
Platforms: PC
As one of the most defining first-person shooters in the genre, Unreal Tournament needs no introduction. But Epic Games' behemoth served as the perfect opportunity for the Psyonix team to cut their teeth on licensed properties.
"This was our first project and we worked really closely with Epic to create Onslaught mode, which was a vehicle-based gametype that required players to capture a bunch of power nodes connected to bases. It was a lot of fun and showed both Epic and the world what we could so with vehicles, physics, and mode design. Obviously, it was a big first step for us."
- Jeremy Dunham
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Gears of War
Release Date: November 7, 2006
Platforms: Xbox 360
Gears of War ushered in cinematic cutscenes and cover-based shooting at a defining time for the FPS genre, and working on the sci-fi franchise proved to be a formative experience for the indie studio.
"We had already worked with Epic on Unreal and they wanted to diversify the Gears of War campaign mode more, so they turned to us to help them shape the "Burnt Rubber" level. So Laverne and the Kryll as a gameplay element (as opposed to just being an aesthetic) are the main things we contributed to that game. It's still hard to believe that it was almost 10 years ago, but it was a fantastic experience and another important building block towards Psyonix's future."
- Jeremy Dunham
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Unreal Tournament III
Release Date: November 19, 2007
Platforms: PC, PS3, Xbox 360
Unreal Tournament III arrived three years after Psyonix's previous work on the shooter, providing the studio with ever more time to acclimatize to the Unreal Engine.
"In Unreal Tournament III, We were doing more vehicles and physics work and since it was the third straight time we were handling these aspects; another solid project that we were glad to work on with our friends at Epic."
- Jeremy Dunham
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Supersonic Acrobatic Rocket-Powered Battle-Cars
Release Date: October 9, 2008
Platforms: PS3
Switching gears from outsourcing to publishing its own title, Supersonic Acrobatic Rocket-Powered Battle-Cars (SARPBC) represented a chance for Psyonix to leave the nest.
"SARPBC has a special place in our heart because it was our first independently-published game. It's also the prequel to Rocket League, so it laid the foundation for everything that that game is and will be. The fact that we STILL have players making matches and competing online almost seven years after we released it blows our mind. It's also the justification for bringing Rocket League to market. The fans are making this happen, no doubt."
- Jeremy Dunham
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Whizzle
Release Date: November 2, 2009
Platforms: PC
Whizzle represented much of Psyonix's design philosophy: experimentation to poke and prod at the parameters of the Unreal Engine.
"This was more of an Unreal Development Kit tech demo than a game, really, (which had come out at around the same time) but it still looked great. At its core, it was supposed to be a vertical-scrolling puzzle game, but its main purpose was to show off UDK's particle effects, physics system, animation editor, and other goodies associated with the engine."
- Jeremy Dunham
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Bulletstorm
Release Date: February 22, 2011
Platforms: PC, PS3, Xbox 360
Bulletstorm arrived at a time when the industry was knee-deep in post-apocalyptic shooters. In it, players took charge of the Dead Echoes team to play through a campaign saddled with a ludicrous sense of fun.
"We were big fans of Bulletstorm's over-the-top concept and we worked with main developers People Can Fly and Epic Games to work on its cooperative online multiplayer. It taught us a lot about multi-studio collaboration and allowed us to really show off some of our technical talents on a pretty high-profile game."
- Jeremy Dunham
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Homefront
Release Date: March 15, 2011
Platforms: PC, PS3, Xbox 360
A Red Dawn video game in all but name, Homefront takes place in a near-future where rising tensions between North Korea and the rest of the world teeter towards breaking point.
"This was an enormous project with a lot of teams involved in putting it together. Like several other projects we've worked on, we were on the development side prior to release and worked on both the single- and multiplayer game components."
- Jeremy Dunham
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Mass Effect 3
Release Date: March 6, 2012
Platforms: PC, PS3, Xbox 360, Wii U
BioWare know a thing or two about sprawling pixelated universes, with Mass Effect 3 acting as a sending off point of-sorts for Commander Shepherd.
"We were brought onto Mass Effect 3 pretty early in development in a bit of a consulting role for their multiplayer aspects -- network programming, technical stuff, things like that. Mass Effect 3 is another game we're really happy to have been a part of, even if it was in a much smaller role than most of our projects."
- Jeremy Dunham
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XCOM: Enemy Unknown
Release Date: October 9, 2012
Platforms: PC, PlayStation 3, Android, iOS, OS X, Xbox 360, Linux
XCOM: Enemy Unknown iterated on much of the tactical legacy of Firaxis' franchise, introducing the cult strategy series to a modern audience.
"This is an interesting project in our portfolio in that we didn't actually develop the game you played when it came out. Instead, the awesome team at Firaxis asked us to prototype the game based on their original concept as proof that their game could look great and run well in the Unreal Engine. We really nailed the prototype and garnered a lot of praise from the team. The fully-developed, finished game was even better. We were very pleased to be part of that game's evolution."
- Jeremy Dunham
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ARC Squadron
Release Date: October 17, 2013
Platforms: iOS, Android
Space shooters are a dime a dozen on mobile platforms, but ARC Squadron proved to be on of the genre's more notable entries thanks to its watertight touchscreen controls and rewarding in-game content.
"This is probably our most critically-acclaimed title and that's because of its simplicity and fun. It's essentially our take on space shooters like Star Fox but developed for the mobile platform. We're really proud of how well we nailed the controls for this one, which in a mobile shooter that doesn't have a controller is a pretty big challenge."
- Jeremy Dunham
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Nosgoth
Release Date: January 21, 2015
Platforms: PC
Honing the Gothic aesthetic of Square Enix's Legacy of Kain universe, Nosgoth drops players into a fantastical world ravaged by a war between two factions: the vampires and the humans. The only question is, which side are you on?
"Our most recent release, Nosgoth is an asymmetrical multiplayer action game that pits Humans against Vampires in the Legacy of Kain universe. It went into Open Beta a few weeks ago and we already have a massive development roadmap that we've released to the community that reveals our plans for the next several months (you can check it out on the Nosgoth blog)."
- Jeremy Dunham