Fact-checked by Grok 2 weeks ago

Free Radical Design

Free Radical Design was a studio founded in April 1999 in by former developers David Doak, Steve Ellis, and Karl Hilton, who had contributed to acclaimed titles like GoldenEye 007 and . The studio quickly gained recognition for its innovative first-person shooters, most notably the trilogy— (2000), (2002), and TimeSplitters: Future Perfect (2005)—which were praised for their fast-paced gameplay, diverse levels spanning various historical eras, and multiplayer modes. It also developed (2004), a supernatural featuring dual protagonists with psychic abilities, and (2008), a military shooter that received mixed reviews due to technical issues and narrative shortcomings. Despite early success, Free Radical Design encountered financial troubles exacerbated by the costly development of next-generation titles and the , leading to in late 2008. The studio was acquired by German developer on February 4, 2009, and rebranded as Crytek UK, where it contributed to projects like before closing in 2014 amid Crytek's broader financial restructuring. In May 2021, revived Free Radical Design as a subsidiary under its division, reuniting founders Doak and to work on a new game aimed at modern platforms. However, the studio faced layoffs and project uncertainties following Embracer's failed $2 billion deal in 2023, culminating in its permanent closure on December 11, 2023, affecting around 80 employees.

History

Founding and early years

Free Radical Design was established in April 1999 by David Doak, Steve Ellis, Karl Hilton, and , all former developers who had contributed to the acclaimed first-person shooters GoldenEye 007 (1997) and (2000) before departing the studio in late 1998 and early 1999. The quartet, leveraging their expertise from 's innovative work on titles, sought greater creative autonomy and a collaborative environment inspired by but improved upon their previous experiences. Doak assumed the role of managing director, Ellis served as lead programmer, Hilton as lead artist, and Norgate as composer, forming the core leadership team that guided the studio's initial direction. The company was initially incorporated as Geveret Ltd. on October 29, 1998, before being officially renamed Free Radical Design Ltd. on January 27, 1999, aligning with the founders' vision for an independent venture focused on high-quality game development. Headquartered in , , the studio chose this location for its strategic advantages, including proximity to former Rare colleagues based in nearby Twycross—Rare's primary development site—and significantly lower operational costs compared to establishing operations in more expensive rural areas like Twycross itself. This positioning allowed the small team to recruit talent from the regional games ecosystem while maintaining affordability during the startup phase. From its inception, Free Radical Design emphasized the creation of first-person shooters, building on custom engine technology derived from the proprietary systems used for GoldenEye 007 and at , which enabled advanced , multiplayer features, and fast-paced gameplay. A pivotal early milestone came in February 1999, prior to the official launch of operations in April, when the founders secured a publishing deal with for its debut project, , providing the financial and logistical support needed to transition from planning to full production. This agreement not only validated the founders' technical foundations but also positioned Free Radical as an emerging force in the genre during the transition to next-generation consoles like the 2.

Growth, challenges, and first closure

Following the success of their debut title in 2000, Free Radical Design expanded its operations, growing from an initial team of about 15 to around 30 employees by the time launched in 2002, a critical milestone that solidified the studio's reputation for innovative first-person shooters with strong multiplayer components. The game's positive reception and sales enabled further investment in ambitious projects, leading to the studio's team reaching 70-80 staff by 2005 amid concurrent development of TimeSplitters: Future Perfect and Second Sight. By the mid-2000s, Free Radical had relocated to larger facilities in to support its expanding workforce and next-generation console ambitions, peaking at over 200 employees during work on high-profile titles like the canceled Star Wars: Battlefront III. Publishing deals, such as with for in 2004 and for in 2005, provided stability and funding, allowing the studio to retain ownership of key intellectual properties like while pursuing original concepts. However, this period also marked increasing project complexity, as the team shifted focus to and development, rebuilding their engine from scratch to incorporate advanced features. Challenges intensified with the development of Haze in 2007-2008, an exclusive PlayStation 3 title published by Ubisoft that suffered significant delays and budget overruns due to ambitious elements like sophisticated AI, large-scale multiplayer modes, and integration with the PS3's Cell processor. Tensions arose from Ubisoft's heavy involvement, including marketing disputes and perceived micromanagement, which strained resources and contributed to missed milestones; the game ultimately released to poor critical and commercial reception, exacerbating financial pressures. Concurrently, the abrupt cancellation of Star Wars: Battlefront III by LucasArts in late 2008—despite being near completion—left the studio with unpaid milestones and settlement amounts below contractual expectations, compounding debts from self-financed aspects of prior projects. These issues culminated in severe financial strain, with mounting operational costs and loss of publisher confidence leading to layoffs of approximately 140 staff in December 2008, reducing the workforce from 185 to a of about 40 focused on pitching new concepts. The studio entered on December 18, 2008, amid insolvency proceedings, as debts and failed negotiations with potential partners proved insurmountable. On February 3, 2009, the acquisition by was announced, which acquired the studio's assets and IP, reforming it as Crytek UK and retaining most of the remaining employees.

Operations as Crytek UK

In February 2009, Crytek acquired the assets and business of Free Radical Design, renaming the studio while retaining most of its approximately 43 employees and maintaining its base in , . The acquisition integrated into Crytek's global network, with the studio focusing on multiplayer development, console porting, and support for the parent company's projects using the proprietary technology. Crytek UK contributed significantly to the Crysis franchise, beginning with in 2011, where the team handled multiplayer map design and console adaptations to leverage the Nanosuit mechanics in competitive modes. For in 2013, Crytek UK led the development of the multiplayer component, creating modes and environments that emphasized dynamic gameplay within the Nanodome setting. The studio also provided additional support for the free-to-play , particularly in adapting content for console releases in 2014. Under Crytek ownership, the studio expanded its operations, growing from around 40 staff at acquisition to approximately 150 employees by 2014, while deepening integration with the ecosystem for cross-platform development. This period saw UK shift toward collaborative roles in 's broader portfolio, including console optimizations that enhanced accessibility for titles like the series. Crytek UK faced challenges amid the parent company's internal restructuring in 2014, including financial strains that led to delayed payments and high staff turnover, with over 30 employees departing since 2011 and more than a third of the remaining workforce leaving that year. These issues contributed to setbacks in projects like Warface's console versions, which experienced release delays from early 2014 to April due to technical and certification hurdles with platforms like Xbox 360. On July 30, 2014, announced the closure of UK as part of broader cost-cutting measures during its transition to a publisher-focused model. The shutdown resulted in significant layoffs, affecting dozens of the remaining staff, while others were transferred to the newly formed in to continue work on projects like .

Revival under Embracer Group and final shutdown

In May 2021, —a of —announced the reformation of Free Radical Design as an independent studio in , , with original founders Steve Ellis and David Doak returning to lead development efforts. The studio started with a small core team of key original members and recent graduates, which expanded significantly through targeted hiring in the region to support AAA-scale production, reaching over 80 employees by mid-2023. This revival aimed to resurrect the studio's legacy after a decade of dormancy, focusing exclusively on new projects under Embracer's publishing umbrella. The studio's main objective was to reboot the franchise with a new entry, internally known as TimeSplitters Next, built using 5 to deliver modern visuals and gameplay mechanics suitable for contemporary platforms. Development emphasized blending the series' classic fast-paced, time-traveling shooter elements with innovative online multiplayer features, while conducting a hiring spree in to build expertise in areas like prototyping, art, and engineering for high-fidelity titles. Early progress included the creation of multiple prototypes for TimeSplitters Next, with internal demos testing various concepts to refine core mechanics and player engagement. In March 2024, leaked footage from one of these early prototypes emerged online, revealing approximately five minutes of gameplay that highlighted multiplayer modes with large-scale battles, third-person perspectives, and battle royale-inspired elements. The studio encountered significant hurdles amid widespread video game industry layoffs and Embracer Group's aggressive restructuring, triggered by the abrupt collapse of a $2 billion strategic investment deal in May 2023 that prompted reviews of all subsidiaries. On December 11, 2023, Free Radical Design was permanently shut down as part of these cost-cutting measures, impacting all over 80 staff members and leading to the cancellation of TimeSplitters Next, though Embracer retained ownership of the TimeSplitters intellectual property rights. In 2024 and 2025, founders Steve Ellis and David Doak discussed the project's cancellation in interviews, citing broader industry issues, but as of November 2025, no further revival efforts have been announced, with Embracer Group retaining the TimeSplitters IP.

Developed games

Original era titles (1999–2008)

Free Radical Design's debut title, , launched as a PlayStation 2 launch game in October 2000, developed over a 16-month period by a team of 15 using a secretly built engine on a modest six-figure budget. The game featured a time-travel theme, allowing players to battle across various historical eras in fast-paced multiplayer matches, including innovative four-player splitscreen support that emphasized arcade-style competition. The studio's follow-up, , arrived in October 2002 with a larger 30-person team, expanding the series with deeper single-player campaigns that could be played solo or in co-op, alongside arcade challenges and customizable multiplayer modes. It was praised for its inventive level design spanning multiple time periods and an atmospheric soundtrack composed by , contributing to sales exceeding 2 million units and solidifying Free Radical's reputation for polished, genre-defining shooters. In 2004, Free Radical ventured beyond the TimeSplitters formula with , a third-person action-stealth game released across multiple platforms after a turbulent publishing shift from to . The title centered on Vattic's psychic abilities, including for manipulating objects and environments, for scouting, and precognitive flashforwards that revealed future outcomes to guide present-day decisions during dual campaigns alternating between a present-day escape and past military operations. A unique buddy mechanic allowed switching control between Vattic and AI-controlled ally Jayne in certain sections, enabling cooperative puzzle-solving and combat tactics that blended stealth and action. TimeSplitters: Future Perfect, released in March 2005 for , , and , marked the series' third and final core entry under publishing, with an extended development cycle focused on narrative depth. Players followed time-traveling marine Sergeant Cortez through a story-driven campaign across eras, incorporating replay features that let users revisit and alter mission segments via time-lapse mechanics, alongside extensive character and map customization options for multiplayer. The studio's original era concluded with in May 2008, a military shooter exclusive to , , and PC developed under after significant delays due to a new C++ engine. Central to its innovation was the "" mechanic, a combat-enhancing drug that altered by providing temporary boosts like enhanced perception and focus but risked overdose effects leading to loss of control. Multiplayer emphasized faction-based between Nectar-using corporate troopers and rebel forces, though the mode drew mixed for unbalanced . Critics highlighted poor and unresponsive controls as major flaws, contributing to the game's underwhelming impact despite its ambitious anti-war themes.

Crytek UK contributions (2009–2014)

Following its acquisition by in 2009 and rebranding as Crytek UK, the studio shifted focus to supporting the parent company's projects, leveraging its expertise in console development and multiplayer design. This period marked a transition from independent titles to collaborative efforts on Crytek's CryEngine-powered shooters, with Crytek UK contributing to porting, multiplayer modes, and console optimizations across multiple platforms including PC, , and Xbox 360. Crytek UK played a key role in (2011), leading the development of its multiplayer suite and handling console ports for and Xbox 360. The studio expanded on the Nanosuit mechanics for online play, introducing 12-player modes such as Capture the Relay and Instant Action, alongside custom map designs set in a destructible urban environment invaded by Ceph aliens. These features emphasized fast-paced, tactical combat with class-based loadouts and vehicle integration, drawing from the studio's prior experience in multiplayer-focused games. For (2013), UK again spearheaded the multiplayer development, building on 3 upgrades to deliver diverse modes like Hunters—a asymmetrical hunt where two Nanosuit users track Cell forces—and standard variants including team deathmatch and Crash Site. The studio optimized these for multi-platform play, incorporating advanced stealth elements, AI-driven enemy behaviors, and expansive environments inspired by the "seven wonders" of a reimagined , such as flooded subways and jungle-overgrown ruins. Console ports were also managed by the team, ensuring seamless integration of single-player campaign assets into online battles. Crytek UK's final major contribution came with (2014), where it developed the console port of the online originally led by Crytek Kiev. The adaptation supported class-based PvP arenas and co-op PvE missions, with delayed launch until mid-2014 to refine systems for weapon unlocks and gear progression. This port emphasized balanced matchmaking and cross-platform viability, though it was discontinued in 2015 amid shifting studio priorities.

Cancelled projects

Pre-closure cancellations

Free Radical Design's most notable pre-closure cancellation was Star Wars: Battlefront III, a licensed project developed for LucasArts from 2006 to 2008. This aimed to expand the series by integrating seamless space-to-ground combat, allowing players to transition between orbital battles and planetary surfaces in a multi-layered battlefield. The prototype emphasized large-scale multiplayer engagements, including and hero units, as evidenced by leaked alpha footage showing duels, firefights, and aerial dogfights in unfinished but promising states. Development began in using Free Radical's proprietary engine, with an ambitious scope that included destructible environments and integrated ground, space, and atmospheric warfare to create dynamic, persistent battles. The studio, which had grown to around 200 employees by late , allocated significant resources to the project, reflecting high expectations for a next-generation entry in the . Leaked pre-alpha videos from and further highlighted early like player-controlled starfighters transitioning to ground assaults, underscoring the innovative but technically challenging vision. In December 2024, a near-complete playable build of the version was discovered and made available via , revealing further details on the game's . The project was canceled in late 2008 when LucasArts abruptly halted funding amid internal leadership changes, including the appointment of Darrell Rodriguez as president, which prioritized cost-cutting measures. Delays stemming from and the studio's struggles to meet milestones exacerbated tensions, compounded by reported internal politics at LucasArts that led to withheld payments for up to six months. Co-founder David Doak later described the executives as "psychopaths who wanted to destroy us," highlighting the demoralizing impact of the sudden cutoff despite the game's advanced progress. A former LucasArts employee countered that the project was only about 75% complete and mediocre in quality, disputing claims of near-completion while attributing failure to Free Radical's mismanagement. The cancellation severely strained Free Radical's finances, contributing to payroll freezes, layoffs, and the studio's entry into by December 2008, ultimately leading to its acquisition by . It exemplified the risks of overambition in licensed titles for the studio, as the loss of this flagship project—alongside another unannounced LucasArts game—highlighted vulnerabilities in relying on external publisher support during a period of expansion. Some internal allegations suggested funds from the project may have indirectly supported other developments like , though co-founder Steve Ellis firmly denied any asset or funding repurposing.

Revival-era developments

Following the reformation of Free Radical Design in 2021 under the , the studio focused primarily on unreleased projects centered around reviving classic franchises, with emerging as the flagship effort. This planned reboot of the series was envisioned as a multiplayer-focused , incorporating online features to appeal to contemporary audiences while preserving the franchise's arcade-style roots. Development utilized Unreal Engine 5, as confirmed during ' State of Unreal 2022 presentation, marking a shift from the studio's earlier custom engines to modern, scalable technology. The prototype emphasized core elements such as arena-based multiplayer modes, time-travel mechanics through diverse historical and futuristic settings, and character customization options to enable varied player experiences. Progress on TimeSplitters Next advanced steadily from early prototypes to more polished internal builds, with the team expanding from an initial group of about 14 developers in 2020 to over 80 by mid-2023. Initial concepts tested multiple directions, including experimental influences reminiscent of , but the project pivoted toward traditional -style competitive and co-operative play after internal feedback deemed the earlier prototype unrepresentative of the final vision. By July 2023, builds included functional multiplayer arenas with bots, environmental interactions, and time-manipulation abilities, targeted for next-generation consoles like and , as well as PC. Leaked footage from this period, shared by a former employee in March 2024, showcased approximately five minutes of in-engine , highlighting co-op missions and competitive modes but sparking mixed fan reactions due to residual elements. The studio actively incorporated community feedback from enthusiasts, prioritizing features like fast-paced shooting and nostalgic map designs to bridge old and new players. Beyond Next, Free Radical explored other concepts through internal pitches, including a sequel to the 2004 psychic thriller and ideas for an entirely new intellectual property, though these remained in preliminary stages without significant advancement. These proposals drew on the studio's legacy of innovative gameplay, such as dual-character mechanics from , but were deprioritized in favor of the TimeSplitters reboot amid resource constraints. The team emphasized fan-driven input during conceptualization, aiming to revive interest in Free Radical's back catalog while exploring fresh narratives. Development across these projects halted abruptly with the studio's closure on December 11, 2023, as part of Embracer Group's broader restructuring efforts following the collapse of a $2 billion investment deal. This decision affected over 80 employees and left unreleased, with no public demos or announcements beyond the initial 2021 tease. The remains under Embracer's ownership via its division, leaving open the possibility of future licensing or redevelopment by other teams, though co-founder Steve Ellis expressed skepticism about immediate prospects in post-closure reflections.

References

  1. [1]
    Interview: Free Radical Splits GameCube - IGN
    Oct 11, 2002 · Planning Free Radical began when Steve and I (Dave) left Rare at the end of 1998. The company was up and running in April 1999.
  2. [2]
    The Collapse of Free Radical Design | GamesIndustry.biz
    Apr 26, 2012 · It was good times." Formed in 1999 by three of the original GoldenEye 64 team, David Doak, Karl Hilton and Steve Ellis, during the PlayStation 2 ...
  3. [3]
    Free Radical Design Games - IGN
    Free Radical Design Games ; Haze. May 20, 2008 ; Second Sight. Sep 3, 2004 ; Star Wars Battlefront III [Free Radical version] ; TimeSplitters. Oct 26, 2000.
  4. [4]
    Crytek Acquires Free Radical Design
    Feb 4, 2009 · (Germany) / Nottingham (United Kingdom), February 4th 2009 - Crytek GmbH ("Crytek") announced today that it has acquired all assets and business ...Missing: date | Show results with:date
  5. [5]
    Acclaimed TimeSplitters franchise set to return under reborn Free ...
    May 20, 2021 · ... founded Free Radical Design in 1999. Deep Silver has been laying the groundwork for a new TimeSplitters game for several years. It acquired ...
  6. [6]
    TimeSplitters studio Free Radical Design shuts down as Embracer ...
    Dec 12, 2023 · Free Radical Design, the Nottingham, UK-based studio that had been working on a revival of the PS2-era TimeSplitters franchise, has shut down.
  7. [7]
    Crytek UK Limited - MobyGames
    A relaunch of Free Radical Design proper was started by Embracer Group in May 2021 to work on the TimeSplitters series, but was closed by 11 December 2023.
  8. [8]
    Out of time: the Free Radical story – Part One | VG247
    Jan 23, 2013 · Born from GoldenEye 64 developer Rare, Free Radical Design's story is a long and complicated one. VG247's Dave Cook speaks with co-founder ...
  9. [9]
    The history of TimeSplitters: "We naively thought that EA are better at ...
    Apr 28, 2021 · From leaving Rare in 1998, signing the contract with Eidos in February 1999 and moving into offices by April, Free Radical was up and running ...
  10. [10]
    Free Radical vs. the Monsters | Eurogamer.net
    May 7, 2012 · The term 'Free Radical' describes atoms or molecules that are fiercely reactive. Free Radical Design was independent, jammed with talent, and ...Missing: relocation | Show results with:relocation
  11. [11]
    TimeSplitters Dev. Free Radical Fires 75% of Staff | Shacknews
    Dec 26, 2008 · ... Radical Design has now laid off "around 140" of its 185 employees. The studio's staff had been paid through the end of December, which is ...Missing: 2003 2005
  12. [12]
    Admin confirms Free Radical demise | Eurogamer.net
    Dec 22, 2008 · Our sister site GamesIndustry.biz understands around 40 staff are still at FRD - a number cut from 185 - working on concepts into 2009. Love ...
  13. [13]
    Free Radical Design closes doors - GamesIndustry.biz
    Dec 18, 2008 · Independent UK studio Free Radical Design closed its doors this morning, GamesIndustry.biz understands, with multiple sources claiming that ...
  14. [14]
    Crytek purchases Free Radical, saves 43 jobs - Ars Technica
    Feb 4, 2009 · Now we finally have some good news, as Crytek has purchased the struggling developer. “The sale was relatively easy for us to achieve,?” ?
  15. [15]
    Crytek Purchases Free Radical - IGN
    Posted: Feb 4, 2009 5:11 pm. Crytek officially confirmed its purchase of Free Radical Design today, following early reports that broke yesterday. ... "Free Radical Design is a great fit to Crytek and ...
  16. [16]
    Crysis 2 Multiplayer GamesCom Hands-On - Game Informer
    Aug 19, 2010 · Crytek UK has crafted tight, intimate levels that take full advantage of the nanosuit's mobility. Both maps available at GamesCom -- one an odd ...Missing: porting | Show results with:porting
  17. [17]
    Report: 30+ Staff Have Left Crytek UK Since 2011, Morale is "Low"
    Jun 24, 2014 · Crytek UK's website says the studio employs around 130 people in total. Separately, Kotaku reported yesterday that Crytek UK managing ...
  18. [18]
    Crytek ending Warface service on Xbox 360 - GamesIndustry.biz
    Dec 5, 2014 · Update: Crytek has revealed that the decision to wind down Warface on Xbox 360 was tactually take by its publisher, Microsoft.Missing: certification | Show results with:certification
  19. [19]
    'Over a third' of Crytek UK staff left during 2014 financial troubles ...
    Oct 31, 2025 · “Over a third” of Crytek UK's ~150 employees left during Crytek's 2014 financial struggles, then-game director Hasit Zala has revealed, ...
  20. [20]
    Report: 30+ Crytek UK staff have left since 2011, others go unpaid ...
    Jun 24, 2014 · Crytek UK has lost more than 30 employees since 2011, according to a Eurogamer report. The departures include employees who held key positions in art, design ...Missing: October | Show results with:October
  21. [21]
    Crytek Shutting Down Warface on Xbox 360 - IGN
    Dec 2, 2014 · Crytek wrote that they will be completely shutting down the free-to-play shooter on February 1. Existing players can play the game until then.Missing: restructuring delays
  22. [22]
    Crytek Pins Blame For Warface Xbox 360 Cancelation On Microsoft
    Dec 4, 2014 · Following Tuesday's announcement that Crytek will end Warface on Xbox 360 after less than a year, we reached out to the developer for more ...
  23. [23]
    Crytek UK is closing down following Homefront sale, while Austin ...
    Jul 30, 2014 · Crytek UK is closing down following Homefront sale, while Austin studio suffers layoffs. News. By Andy Chalk published July 30, 2014. When you ...Missing: October | Show results with:October
  24. [24]
  25. [25]
    [Update] Deep Silver Buys Homefront, UK Staff To Transfer To New ...
    Jul 30, 2014 · Update #2: We're starting to see indication of staff preparing for a move from Crytek UK to Deep Silver Dambuster. The first is Graeme Norgate, ...
  26. [26]
    The PlayStation 2 Review Guide, Pt. 2 - IGN
    Oct 24, 2000 · TimeSplitters. Publisher: Free Radical Design, Ltd. Developer: Eidos Interactive Genre: First-Person Shooter Players: 1-4. It may not have the ...
  27. [27]
    TimeSplitters 2 - IGN
    Rating 9.1/10 · Review by Matt CasamassinaOct 11, 2002 · In October of 2000 some former members of the GoldenEye team, as part of new studio called Free Radical Design, released a competitive ...
  28. [28]
    Second Sight Review - GameSpot
    Rating 7.5/10 · Review by Brad ShoemakerSep 20, 2004 · Second Sight is a respectable single-player adventure that shows Free Radical is capable of making more than just first-person shooters.
  29. [29]
    Retrospective: Second Sight | Eurogamer.net
    May 6, 2012 · We turn the clock back on Free Radical's lamentably under-loved masterpiece: the psychic-themed stealth game, Second Sight.
  30. [30]
    TimeSplitters Future Perfect - IGN
    No readable text found in the HTML.<|separator|>
  31. [31]
    Haze Review - IGN
    Rating 4.5/10 · Review by Jeff HaynesMay 20, 2008 · Haze is anything but, coming across as a middling, generic first-person shooter with bland visuals, a weak plot and laughable characters.Missing: criticism | Show results with:criticism
  32. [32]
    Clearing the Haze: hands on with Free Radical's PS3 debut
    May 7, 2008 · It's the asymmetry of the two playable factions in Haze that will make it worth playing, especially the multiplayer. Haze hits stores on May 20.
  33. [33]
    Haze review | Eurogamer.net
    Rating 4/10 · Review by Kristan ReedMay 22, 2008 · ... Free Radical Design can turn out such a desperately uninspired ... One thing FRD has been exceptionally good at is making games with a style, feel ...
  34. [34]
    Crytek's Cervat Yerli: Despite Crysis 2 Leak, We Still Love The PC
    Feb 15, 2011 · It should be noted that the online portion of the game has primarily been developed by the former Free Radical Design, now Crytek UK. Free ...Missing: contributions | Show results with:contributions
  35. [35]
  36. [36]
    Crysis 3 review | Eurogamer.net
    Rating 7/10 · Review by Christian DonlanFeb 19, 2013 · Crysis 3 sees Crytek moulding New York to better suit its preferred style of gameplay - but does the series' wild island spirit return?
  37. [37]
    Crysis 3 Review | theindigamer
    May 13, 2013 · Platforms: PC, PS3, Xbox 360. Developers: Crytek Frankfurt (Singleplayer) and Crytek UK ... Crysis 3 if you like: Crysis, Crysis 2, First ...<|control11|><|separator|>
  38. [38]
    Warface (2013) - IGDB.com
    Oct 20, 2013 · Porting Developers. Crytek UK. Publishers. Tencent HoldingsTrion WorldsMicrosoft StudiosAstrum Entertainment. Genres. ShooterRole-playing (RPG) ...
  39. [39]
    Warface studio Crytek Kiev goes indie, rebrands as Blackwood Games
    Feb 7, 2019 · Crytek Austin was closed in 2014, with Crytek UK - formerly Free Radical Games - being sold to Koch Media the same year and rebranded as ...
  40. [40]
    What Happened to Star Wars Battlefront III? - IGN
    Jan 16, 2009 · Free Radical entered administration late last year in order to find new investors for the company. If investors aren't found, the company assets ...Missing: repurposed | Show results with:repurposed
  41. [41]
    Star Wars Battlefront III footage leaks online - GameSpot
    Jan 15, 2009 · The footage, which runs just less than six minutes, depicts several scenes from the unannounced game including lightsaber duels, firefights, aerial combat, and ...
  42. [42]
    Time to Split: The Life and Death of the Free Radicals
    Steve founded a new company together with Martin Wakeley called Crash Lab, whereas David Doak entirely left the games industry. This isn't, however, the end our ...
  43. [43]
    Cancelled Star Wars Battlefront 3 Pre-Alpha Footage Leaks - IGN
    Oct 20, 2014 · 30 minutes of pre-alpha footage from Free Radical's cancelled Star Wars Battlefront III has leaked online. The early footage, which you can ...
  44. [44]
    Free Radical: 'Star Wars: Battlefront 3' canceled by LucasArts ...
    May 4, 2012 · According to Doak, Free Radical's budget was targeted, leading to layoffs and payroll freezes. Ultimately, the studio went into administration, ...
  45. [45]
    "Psychopaths" at LucasArts Led to Cancellation of Star Wars - Kotaku
    LucasArts stopped payments to Free Radical, and after six months it was wearing heavily on the team. Doak in particular found his role to have grown completely ...
  46. [46]
    Former LucasArts employee on why Star Wars: Battlefront III failed
    Dec 3, 2012 · [UPDATE] Source says claim that project was sabotaged for financial reasons is "ludicrous," likens Free Radical to Ponzi scheme; studio ...
  47. [47]
  48. [48]
    Free Radical cofounder responds to Battlefront III claims - GameSpot
    Dec 3, 2012 · "The allegation that we used the LucasArts money to fund the completion of Haze is false. Aside from anything else, we didn't need to. When Haze ...
  49. [49]
    TimeSplitters Next
    On 19 May, 2021, Deep Silver announced that a new TimeSplitters game was in development, and was resurrecting Free Radical Design with 2 of the original ...
  50. [50]
    The story of TimeSplitters Next and Free Radical Design 2.0
    Mar 26, 2024 · Steve Ellis, the two times founder of Free Radical Design, takes us through the return of TimeSplitters that never was.Missing: Midway 1999
  51. [51]
    5 minutes of cancelled TimeSplitters game footage shared online
    Mar 5, 2024 · Footage from Free Radical's cancelled TimeSplitters game has been shared online by the team's head of art.
  52. [52]
    Former Free Radical employee reveals TimeSplitters Next gameplay
    Mar 7, 2024 · A former Free Radical employee has shared a five minute video of some of the work that went into the project. The post, which was shared ...Missing: prototype internal demos
  53. [53]
    Free Radical Design may shutdown | GamesIndustry.biz
    Nov 8, 2023 · Free Radical Design was initially established in 1999 by Steve Ellis, David Doak, and Karl Hilton. It went on to develop titles such as the ...