|
Years 2004-2006
During the 3 year period period starting early 2004, Housemarque
did work on many different platforms. We invested heavily on Playstation2
and PSP technology and concepts, but unfortunately weren't able
to sign a project on those platforms. Most of the revenue was derived
from mobile platforms. During the second half of 2004, we started
to work on a game for Tapwave Zodic, but unfortunately the platfom
failed and the game was never published. Our next game project was
Gizmondo Motocross 2005 and was actually published, but the colourful
and short history of Gizmondo handheld got to an end later the same
year. Year 2005 was also a year, when Housemarque developed two
high-end java games. One of those was based on a movie “The
Chronicles of Narnia”.
We also developed a high-end 3D demo for Nokia, which
they used in their GDC 2006 keynote speech. Starting from Spring
2006, we did consulting, coding and code optimization work for Guerrilla´s
PSP exclusive “Killzone:Liberation”.
After finishing off the optimization work for Guerrilla,
we set our sights on next generation consoles. When the year 2006
ended, Housemarque was working on both Playstation Network title
for Playstation 3 and on an XBLA product for Xbox 360.
Highlights of year 2003
In the year 2003, Housemarque did development work with two new
platforms for the company. Firstly, we developed a snowboarding
game called “Floboarding” for Nokia’s new “gamedeck”
N-Gage and did other development work relating to Nokia Game 2003
experience. Our “Floboarding” game was being distributed
in a MMC memory card with N-Gage around Europe. The second platform
we tackled was Playstation2. We have done extensive research and
technology development and by the end of the year, we had our technology
finished and were ready to develop a playable demo on our new concept.
To further our multi platform capabilities, we engineered our coding
in a way that we were able to use PC’s in our development
work without the need for expensive PS2 development kits. In effect,
our software is running on both PC and PS2 meaning that were would
able to handle the shipment of our games for both platforms practically
simultaneously, if needed.
Highlights of the year 2002
Housemarque first console game “Transworld Snowboarding”
was published during Autumn 2002. R&D efforts were concentrated
on building a non-platform specific “Game Core” that
enables us to kick-start new projects in a short period of time
and allows us to work on multi-platform games. Also, we created
our “Verse” scripting language to be used to created
compelling, interactive gaming environments. One big step was also
to begin to work on PS2 visualisation technology on the top of our
“Game Core”. Our content R&D resulted some exiting
prototypes and concepts that are original with a mass-market appeal.
Highlights of the year 2001
During the year, we further strengthened our internal selection
of game development tools. Titled as “Groundworks”,
our 2nd generation level editor is helping us to create game levels
flexibly and efficiently. Our technology is now best suitable landscape
based games varying from motocross and ATV racing games to gravity
based sports games like downhill biking, and, yes, snowboarding.
Also, we updated our internal libraries and other tools to work
on Microsoft’s Xbox console.
One noteworthy highlight of the fiscal year was our first three-month
game programmer course we held for a group of enthusiastic coders
willing to find out what working, as a game programmer is all about.
This has enabled us to get more educated programmers to our team
to get them work productively in a much shorter time period than
usually.
Highlights of the years 1999-2000
Housemarque continued to work with one of the biggest publishers
Infogrames to make a snowboarding game for the Microsoft’s
next generation console platform. The project was started in Summer
2000 and this was Housemarque first game for any consoles although
the style of the games we have developed in the past have been more
suitable for console than PC platforms. The change from PC to console
was clearly a new direction for the company, although it was no
that big a change when it comes to development. We had accumulated
experience on making next generation 3D games and using C++ for
development since 1998. This gave us an advantage for developing
for next-generation consoles, because we are already accustomed
for building the next generation 3D games.
"Supreme Snowboarding"/"Boarder Zone" for
PC was published by Infogrames worldwide. In Europe it was released
in the late November 1999. Other regions followed the next year,
including Japan in January and North America in March 2000. The
game successfully has sold over 1,4 million units worldwide.
Housemarque took an equity stake in a new company called Springtoys.
The company was founded in December 1999 and the groundwork for
the company was done at Housemarque during the autumn '99. The company
later merged with Codeonline early 2002. In connection with the
merger, the company took a new name Codetoys (for more info, see
http://www.codetoys.com). The company is developing entertainment
for mobile platforms like phones and PDA's. Investors include Bertelsmann
Capital Ventures, AOL Time Warner Ventures and Motorola.
The company also continued to work on tools and technology, which
are the backbone of the development work.
Short history 1995-Q1 1999
Housemarque was founded in 1995 by people behind the first two
Finnih game development companiess called Bloodhouse and Terramarque.
Both companies had developed games for Amiga before. As PC game
markets really started to emerge after the collapse of Commodore
(manufacturer of Amiga computers) in 1994, Housemarque was established
in order to take advantage of the growing PC game markets.
Housemarque developed 3 PC CD-ROM titles (Super Stardust 1996,
Alien Incident 1996, The Reap 1997) from 1995 to fiscal year end
1999. Although none of the games were commercial hits, all the games
received very good reviews among the game press. Internationally
distributed computer games were not the only products company was
doing. Other activities included the development of an on-line world
called Con Quest, consulting for the Finnish National Lottery Company
(Veikkaus) and some small “advertainment games” for
several customers.
In early 1999, we signed a contract with Infogrames to develop
“Supreme Snowboarding” for PC CD-ROM. Sights were set
for the Christmas release. As the game had been in development well
before signing a contract with Infogrames, our snowboarding game
had already gained some reputation being one of the most visually
stunning games around. For instance, 3Dfx showed our game in their
stand at E3 1998 in Atlanta. Also, “Supreme Snowboarding”
was one of the few games that were presented in the official launch
event of Pentium III processors February 1999 in San Jose. Intel
also presented the game at Game Developers Conference in March the
same year. The game was displayed on a giant 12-monitor set up and
it gathered a lot attention during the show.

|