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Underground Development

Underground Development, Ltd. (formerly Z-Axis, Ltd.) was an based in . It was founded in 1994 by David Luntz and sold to in May 2002. Following a rebranding to Underground Development in February 2008, the company was closed in February 2010.

History

Founding and early years

Z-Axis, Ltd. was founded in 1994 by David Luntz in , initially focusing on contract work for titles. The studio's first major project was contributing to the development of John Madden Football '96 (1995) for the and , handling graphics and animation under Luntz's direction. This title became a commercial bestseller, selling over a million copies and helping Z-Axis secure additional contracts with for subsequent sports simulations. Starting as a small startup, Z-Axis grew by specializing in adapting PC-based engines to console hardware, building expertise in game ports across multiple platforms. By the late , the team had expanded to support projects like early N64 titles, leveraging and 3D graphics techniques to enhance simulation realism.

Acquisition by

On May 22, 2002, announced the acquisition of Z-Axis, Ltd., which became effective on May 20, 2002, for $20.5 million in cash plus up to 93,446 shares of common stock, contingent on future performance criteria. The deal marked 's fourth studio acquisition in seven months, reflecting the publisher's aggressive expansion strategy amid the consolidating interactive entertainment industry in the early . The acquisition was driven by Activision's desire to bolster its position in the extreme sports genre, leveraging Z-Axis's proven expertise demonstrated through the successful Dave Mirra Freestyle BMX series, which had sold over one million units for publisher Acclaim. Following the purchase, Z-Axis operated as a wholly owned subsidiary from its existing facility in Hayward, California, with the management team and key employees securing long-term contracts to ensure continuity. Post-acquisition, the studio shifted focus to developing titles under 's publishing umbrella, expanding resources for multi-platform support across consoles like , , and . This integration enabled Z-Axis to undertake its first major project aligned with , Aggressive Inline, released in October 2002, followed by later that year, both emphasizing the studio's strengths in fast-paced, stunt-based gameplay. The move provided Z-Axis with enhanced financial backing and development tools, facilitating larger-scale productions while retaining core talent to drive 's sports franchise growth.

Rebranding and relocation

In 2005, following its acquisition by , Z-Axis relocated its operations from Hayward to , positioning the studio within the company's Bay Area footprint to facilitate closer integration with other development teams. This move supported enhanced collaboration amid Activision's expanding portfolio of and licensed titles. The studio underwent a in February , changing its name from Z-Axis to Underground Development to signal a renewed emphasis on and action-based projects. In April , announced plans to close the studio by the end of May after completing the port of Enemy Territory: Quake Wars, but operations continued under the new name. During this period, the team contributed to several key titles, including co-development on True Crime: New York City (2005), lead development of X-Men: The Official Game (2006), porting work for Enemy Territory: Quake Wars (2007), and support on Madagascar: Escape 2 Africa (2008). These efforts marked a transition from the studio's earlier focus on extreme sports games to a broader range of licensed and multimedia adaptations under 's diversification strategy. By 2008, Underground Development's staff had grown to fewer than 45 employees, with significant resources directed toward expanding the franchise, culminating in the development of (2009). This shift introduced internal adjustments as the studio adapted to Activision's push into music and film-tie-in genres, moving beyond its sports simulation roots.

Closure

Activision announced the closure of Underground Development on February 12, 2010, as part of a broader wave of studio shutdowns and layoffs affecting multiple internal teams. This decision came amid post-merger cost-cutting efforts following the 2008 formation of Activision Blizzard through the combination with Vivendi Games, aimed at streamlining operations and reducing overhead. The primary reasons for the closure included the underperformance of : Van Halen (2009), which failed to meet sales expectations, and the overall decline in the genre that had previously driven the studio's output. Additionally, redundancies emerged within Activision's rhythm and action development divisions, prompting consolidation to focus resources on higher-priority franchises. The shutdown resulted in layoffs for the studio's approximately 40 employees, with the Bay Area-based team fully disbanded by mid-February. While most staff were let go, a small number were reportedly reassigned to other facilities to support ongoing projects. Prior to closure, Underground Development completed work for (2009) to additional platforms, marking the end of its contributions to Activision's portfolio. The studio's demise was one of several in 2010 that reshaped Activision's structure, reducing emphasis on niche genres like extreme sports and rhythm games in favor of core titles, thereby altering the landscape for specialized development teams.

Developed games

Games developed as Z-Axis

During its early years as Z-Axis, the studio focused primarily on sports titles, beginning with simulations for 16-bit consoles. John Madden Football '96, released in 1995 for the and and published by , marked the company's debut major project and became a best-seller on Genesis, featuring updated rosters and improved AI for passing plays. Later sports efforts included Fox Sports College Hoops '99 in 1998 for the , published by Interactive, which emphasized realistic mechanics like team-specific playstyles and season mode simulations. Z-Axis expanded into soccer and action genres in the late 1990s, blending licensed properties with arcade revivals. , launched in 1998 for and Windows and published by , incorporated real player likenesses and international teams, with a focus on fast-paced 3v3 indoor modes alongside full 11v11 matches. The studio also handled the 1999 remake of for , Nintendo 64, and Windows, published by , updating the classic shooter with 3D graphics, branching levels, and power-up systems while preserving core invasion mechanics across multiple alien waves. That same year, arrived for , published by , introducing street skating with combo-based scoring, real skate spots like the LA River, and a career progression tied to magazine coverage. The extreme sports series became Z-Axis's signature output in the early 2000s, emphasizing trick-based gameplay and licensed athletes. Freestyle Motocross: McGrath vs. Pastrana, released in 2000 for PlayStation and published by Acclaim Entertainment, pitted players against pros in stunt competitions, featuring physics-driven jumps and freestyle events across outdoor tracks. The Dave Mirra Freestyle BMX series debuted that year on multiple platforms including PlayStation, Dreamcast, and PC (published by Acclaim Entertainment), renowned for its realistic physics simulation, open-ended trick modifier system allowing combos like tailwhips into barspins, and a career mode where players advanced through urban parks to unlock custom bikes and levels. An enhanced version, Dave Mirra Freestyle BMX: Maximum Remix (2001, PlayStation; Acclaim Entertainment), was released for international markets with additional levels, riders, and updated graphics. The sequel, Dave Mirra Freestyle BMX 2 (2001, PlayStation 2, Xbox, GameCube; Acclaim), enhanced these with larger open-world environments, multiplayer races, and expanded career progression involving sponsorships and rival challenges. Aggressive Inline (2002, PlayStation 2, Xbox, GameCube; Z-Axis/Acclaim) shifted to inline skating, offering grind-heavy levels inspired by real skateparks, unique momentum-based controls for speed maintenance, and a story-driven career with boss battles against rival skaters. Closing the series, BMX XXX (2002, PlayStation 2, Xbox, GameCube; Acclaim) added mature humor with nude customizable characters, blending BMX tricks with environmental interactions like casino heists in Vegas levels, while retaining the physics and career structure. In its later Z-Axis phase under ownership (post-2002), the studio diversified into action-adventure and ports. True Crime: (2005, , , Windows; ) served as a co-developer, expanding the open-world driving and shooting with a centered on undercover cop Marcus Reed, including branching missions influenced by moral choices and licensed soundtrack. X-Men: The Official Game (2006, , , Windows; ) tied into the film trilogy's conclusion, featuring playable mutants like with combo-based combat, vehicle sections, and level designs mirroring movie sets, though criticized for repetitive gameplay. Finally, Z-Axis ported Enemy Territory: Quake Wars in 2007 for (), adapting the PC squad-based with class-specific objectives, deployable vehicles, and objective-focused multiplayer maps emphasizing team coordination between human and Strogg factions.

Games developed as Underground Development

Following the , Underground Development focused on support roles for licensed tie-ins and full development of rhythm games under Activision's publishing umbrella, marking a departure from prior sports titles. This period yielded three notable releases between 2008 and 2009, emphasizing family-friendly adventures, first-person shooter adaptations, and band-centric music experiences. Underground Development provided additional development support for : Escape 2 Africa, a family-oriented action-adventure game released in November 2008 across multiple platforms including , , , , , and PC. Published by , the game followed the film's plot with players controlling characters like the and the zebra in quests involving vehicle chases, puzzle-solving, and mini-games across savanna levels. Underground's contributions included rendering and technology direction, aiding in the adaptation of the film's animated style to interactive gameplay. The title received mixed reviews for its accessible co-op play but criticized repetitive mechanics, though it aligned with the franchise's appeal to younger audiences. In 2009, Underground Development handled console adaptations and additional multiplayer development for , a released on August 18 for Windows, Xbox 360, and PlayStation 3. Published by and led by , the game featured protagonist battling Nazis with supernatural elements like the Veil dimension, emphasizing gunplay and co-op modes. Underground's work focused on optimizing multiplayer features for consoles, ensuring cross-platform parity in online battles. Despite positive notes on its shooting mechanics, the game faced criticism for uneven pacing and sold approximately 106,000 units in its first week across all platforms, contributing to its commercial underperformance amid a crowded FPS market. Underground Development's final major project was the full development of : Van Halen, a released on December 22, 2009, for , , , and (with handling PS2 and Wii ports). Published by , it spotlighted 25 tracks such as "" and "," alongside 19 guest songs from bands like Queens of the Stone Age, integrated into a career mode where players used motion-captured avatars of band members , , , and . Custom setlists and venue unlocks emphasized the band's era, with challenges in development including capturing authentic band performances via sessions to replicate their stage energy and likenesses. Reviews praised the track selection but noted limited song variety beyond Van Halen material; sales were hampered by a broader decline in rhythm game popularity, underperforming expectations in a saturated genre.

Cancelled projects

Underground Development initiated several projects during its tenure under that ultimately did not see release, reflecting the volatile nature of game development in the mid- and late . These cancellations often stemmed from resource reallocation, licensing challenges, and the studio's eventual shutdown. One early cancelled effort was 3, a planned sequel to the Activision O2 sports series developed in the mid-. The project aimed to build on the extreme sports of its predecessors, featuring enhanced BMX tricks and urban environments for , , and platforms. Prototypes were reportedly demonstrated at events to showcase potential mechanics, but development halted due to shifting priorities following Activision's acquisition of Z-Axis in 2002, with resources redirected toward other titles. A developer involved confirmed the project's cancellation, noting it "never released" amid broader portfolio changes. Another uncompleted title was an tie-in game, handled in part by Z-Axis (pre-rebranding) from 2003 to 2005. Intended as an action-adventure utilizing the license, it targeted and with gameplay focused on superhero combat and flight mechanics. Z-Axis actively recruited staff for this and a simultaneous project, but the Iron Man effort was shelved likely due to overlapping development strains and licensing complexities, allowing only : The Official Game to proceed to release in 2006. Early prototype screenshots surfaced years later, highlighting rudimentary level designs, but no further progress was made. The studio's final major cancelled project under the Underground Development name was Call of Duty: Devil’s Brigade, a World War II-themed spin-off in pre-production from 2007 to 2009 for and PlayStation 3. Set in the Italian campaign, it planned mechanics with co-op squad-based gameplay, emphasizing tactical assaults and historical authenticity through depicting rugged terrains and Allied forces. The project was axed in early 2010 during Activision's closure of the studio on , as part of broader cost-cutting measures tied to the series' decline, including shifts to titles like . Surviving illustrated potential multiplayer modes and narrative elements, but no playable builds emerged.