Gaikai

Short description: Company which provides technology for the streaming of high-end video games

Gaikai

Type of site

| Subsidiary
Founded| November 2008; 17 years ago (2008-11)
Headquarters|

Aliso Viejo, California

U.S.

Founder(s)| David Perry, Rui Pereira, Andrew Gault
Key people| David Perry, Robert Stevenson, Mark Anderson, Rui Pereira, Ueli Gallizzi, Ryan Breed, Colin DuPre
Services| Cloud gaming, game streaming technology, gaming on demand, remote play, video game and software advertising and distribution service
Parent| Sony Interactive Entertainment (2012–2017)

Gaikai (Japanese: 外海; lit. "open sea", i.e. an expansive outdoor space) was an American company which provides technology for the streaming of high-end video games.[1] Its technology has multiple applications, including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as the PlayStation Now game streaming service.[2])

Founded and registered in Netherlands in 2008 as "Gaikai B.V.",[3] it was acquired by Sony Interactive Entertainment in 2012. As a startup, before its acquisition by Sony, the company announced many partners using the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers.[4] On July 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for US$380 million with plans of establishing their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products,[5] resulting in PlayStation Now[6] and Remote Play.[7]

## Contents

* 1 History
* 1.1 Services
* 2 Acquisition by Sony Interactive Entertainment
* 2.1 Products
* 2.1.1 Remote Play
* 2.1.2 Share Play
* 2.1.3 PlayStation Now
* 3 Announced partnerships
* 4 See also
* 5 References
* 6 External links
* 7 History
* 8 Studios
* 8.1 Former
* 9 Other divisions
* 9.1 ICE Team
* 9.2 XDev
* 10 References
* 11 External links

## History

Gaikai was initially (pre-Sony acquisition) funded by Intel Capital, Limelight Networks, Rustic Canyon Partners, Benchmark Capital, TriplePoint Capital, NEA and Qualcomm.[8][9] Its streaming service was embedded on game-related websites and microsites, social media site such as Facebook,[10] and within specific products (such as smart mobile devices or digital TVs),[11] as determined by the publisher.[12] Users did not need to navigate to an online registration portal or download any software to access the games.[13] Gaikai recommended an Internet connection of 5 Mbit/s or faster, and a 3 Mbit/s connection met the minimum system requirements.[14] Gaikai's proprietary technology ran inside web browsers, in part, by using previously installed plug-ins such as Java or Adobe Flash, or alternately without using any plug-ins, as demonstrated at Google I/O 2012, where Gaikai showed a version of the service using the Google Native Client (NaCl).[15] A demo video early on in the service, at GDC San Francisco 2010, showed Software:Call of Duty 4: Modern Warfare, World of Warcraft, EVE Online, Spore, Mario Kart 64 and Adobe Photoshop all running in Adobe Flash player.[16] In May 2010, Gaikai demonstrated World of Warcraft running on the iPad using its game streaming technology.[17] Gaikai's technology officially came out of a public Beta test and launched internationally on February 27, 2011, with Dead Space 2, The Sims 3, Spore, and Mass Effect 2.[18]

### Services

Gaikai operated two business models for its cloud gaming services before the acquisition: Ad Network and Open Platform.[19]

In the Ad Network model, at the end of the demo the customer was given the option to purchase the game or product from a local retailer, online store or direct-to-drive download service.[20] The Ad Network included the Gaikai Affiliate Network[21] which launched on June 2, 2011[22] reaching over 10 million monthly active users by late 2011.[10] Websites which joined the network were able to stream high-end PC games as embedded advertising, and in exchange received a share of the marketing revenue generated from games streamed to consumers, who played the demos free of charge.[23] Gaikai-enabled games had been integrated into YouTube,[24] EA's Origin,[25] and Ubisoft's UBIShop in late 2011. In April 2012, Gaikai launched its service embedded inside Facebook,[26] allowing games to be streamed directly in the Facebook canvas.[27]

Meanwhile, the Open Platform model allowed streaming full games to PCs, digital TVs, tablets and smart mobile devices.[28] The first mobile partnership came in May 2012, streaming games to the Wikipad tablet.[29] In June 2012, Samsung announced a cloud gaming service powered by Gaikai to stream AAA games to its high end LED Smart TVs.[30]

## Acquisition by Sony Interactive Entertainment

On July 2, 2012, shortly after rumors on the Internet started to appear, Sony Interactive Entertainment announced that it had reached an agreement to acquire the cloud-based service for US$380 million.[31] Gaikai launched their revamped website in October 2012, teasing top PlayStation branded titles including God of War, Infamous and LittleBigPlanet among other titles.[32]

At some point this company became fully integrated into Sony Interactive Entertainment.

### Products

#### Remote Play

On February 20, 2013, Gaikai was announced to be developing the next generation of Remote Play, streaming games from the PlayStation 4 to the PlayStation Vita.[33] Remote Play between the PS Vita and PS4 launched with the PS4 in November 2013.[34]

#### Share Play

In late 2014, Share Play was launched, allowing users to play with a friend as if you were in the same room. This system enables users to play as they were watching the same screen remotely, and even virtually handing the controller to their friends.

#### PlayStation Now

At the January 2014 Consumer Electronics Show, Sony announced the PlayStation Now (PS Now) game streaming service, powered by technology from Gaikai.[2] The service was initially discussed in February 2013, when it was revealed that PlayStation, PlayStation 2, and PlayStation 3 titles would be made available for Sony's upcoming PlayStation 4 console via a new cloud gaming service.[35][36] At E3 2013, Sony had announced that the new game streaming service would launch in 2014.[37] At CES it was revealed that in addition to PlayStation platforms (PS4 and PS3 systems, followed by PS Vita), PlayStation Now would come to most 2014 US models of Sony's BRAVIA TV.[38]

## Announced partnerships

* June 17, 2010: Electronic Arts[39]
* July 20, 2010: Intel[40]
* July 20, 2010: Limelight Networks[40]
* March 8, 2011: Video Games Blogger[41]
* April 5, 2011: Bigfoot Networks[42]
* June 2, 2011: The Escapist[43]
* June 8, 2011: Gamer4Eva
* June 8, 2011: Eurogamer[44]
* June 21, 2011: Walmart[45]
* July 5, 2011: Capcom[46]

* August 22, 2011: CD Projekt[47]
* October 11, 2011: Level 3 Communications[48]
* October 20, 2011: YouTube[49]
* January 4, 2012: Best Buy[49]
* January 4, 2012: Ubisoft[49]
* January 10, 2012: LG Electronics[50]
* January 12, 2012: Green Man Gaming[51]
* March 2, 2012: GAME[52]
* March 8, 2012: Warner Bros.[53]
* April 30, 2012: Gamesload[54]

* May 2, 2012: WikiPad[55]
* May 15, 2012: Nvidia[56]
* May 15, 2012: Meteor Entertainment[57]
* May 22, 2012: Autodesk[58]
* June 4, 2012: En Masse Entertainment[59]
* June 5, 2012: Samsung[60]
* June 6, 2012: Machinima, Inc.[61]
* July 2, 2012: Sony[62]

|
|

## See also

* List of cloud gaming providers[broken anchor]

## References

1. ↑ "Q&A". http://www.gaikai.com/qa.
2. ↑ 2.0 2.1 Sarkar, Samit (January 7, 2014). "PlayStation Now game-streaming service coming summer 2014". Polygon. http://www.polygon.com/2014/1/7/5284504/sony-playstation-now-gaikai-based-streaming-service-ps-ps2-ps3.
3. ↑ "About Us / Contact" (in en). Gaikai B.V.. Archived from the original on 2009-03-28. https://web.archive.org/web/20090328065434/http://www.gaikai.com/about-us/. Retrieved 2009-03-28.
4. ↑ "History". http://www.gaikai.com/history.
5. ↑ Geron, Tomio. "Sony To Acquire Cloud Gaming Startup Gaikai For $380 Million". Forbes. https://www.forbes.com/sites/tomiogeron/2012/07/02/sony-to-acquire-cloud-gaming-startup-gaikai-for-380-million/.
6. ↑ Hollister, Sean (January 7, 2014). "Sony announces PlayStation Now, its cloud gaming service for TVs, consoles, and phones". The Verge. https://www.theverge.com/2014/1/7/5284294/sony-announces-playstation-now-cloud-gaming.
7. ↑ Mitchell, Richard (February 20, 2013). "PS4 features PS Vita remote play powered by Gaikai". Joystiq. http://www.joystiq.com/2013/02/20/ps4-vita-remote-play-gaikai/.
8. ↑ "Gaikai Raises $10 Million For PC Games In The Browser". 2010-05-04. http://paidcontent.org/article/419-gaikai-raises-10-million-for-pc-games-in-the-browser/.
9. ↑ "Cloud-Based Game Streaming Service Gaikai Raises $30M From Qualcomm, NEA And Others". 2011-07-20. https://techcrunch.com/2011/07/20/cloud-based-game-streaming-service-gaikai-raises-30m-from-qualcomm-nea-and-others/.
10. ↑ 10.0 10.1 "Gaikai to add 10 million monthly active users by fall 2011". 2011-06-24. http://www.vg247.com/2011/06/24/gaikai-to-add-10-million-monthly-active-users-by-fall-2011/.
11. ↑ "Perry promises Gaikai on TVs by 2012". 2011-06-10. http://www.vg247.com/2011/06/10/perry-promises-gaikai-on-tvs-by-2012/.
12. ↑ Nelson, Randy (2010-03-11). "Gaikai will be fee-free, utilize 300 data centers in the US". Joystiq.com. http://www.joystiq.com/2010/03/11/gaikai-will-be-fee-free-utilize-300-data-centers-in-the-us/.
13. ↑ "Gaikai FAQ". http://www.gaikai.com/faq#general.
14. ↑ "Gaikai FAQ". http://www.gaikai.com/faq.
15. ↑ "Gaikai ported to Chrome Native Client, which is a bigger deal than it sounds". June 30, 2012. https://www.theverge.com/2012/6/30/3127602/gaikai-google-nacl-native-client.
16. ↑ Sinclair, Brendan (2009-07-01). "David Perry Demos Gaikai Game Streaming". http://www.gamespot.com/mac/strategy/spore/news.html?sid=6212832.
17. ↑ Zimmerman, Conrad (2010-05-03). "World of Warcraft running on an iPad?". http://www.destructoid.com/world-of-warcraft-running-on-an-ipad--172689.phtml.
18. ↑ Perry, David (2011-02-27). "DPerry.com: Gaikai is Live!". http://www.dperry.com/archives/news/dp_blog/gaikai_is_live/.
19. ↑ "Gaikai Open Cloud Gaming Platform". http://www.gaikai.com.
20. ↑ Nunnely, Stephany (March 16, 2010). "OnLive Subscription Service will Draw Customers to Gaikai, Says Perry". http://www.vg247.com/2010/03/16/onlive-subscription-service-will-draw-customers-to-gaikai-says-perry/.
21. ↑ "Gaikai Affiliate Network". http://www.gaikai.com/affiliates.
22. ↑ "Gaikai Affiliate Network Launches with 'The Escapist'". 2011-06-02. https://finance.yahoo.com/news/Gaikai-Affiliate-Network-bw-3070147868.html?x=0&.v=1.
23. ↑ "Gaikai Affiliate Network Launches with 'The Escapist'". Reuters. 2011-06-02. https://www.reuters.com/article/2011/06/02/idUS199218+02-Jun-2011+BW20110602/.
24. ↑ Good, Owen (2011-10-20). "Right Now You Can Play a Console-Quality Video Game from … YouTube?". Kotaku. https://kotaku.com/right-now-you-can-play-a-console-quality-video-game-fro-5851944.
25. ↑ Greenwald, Will (2011-11-03). "Origin". PC Magazine. https://www.pcmag.com/article2/0,2817,2395771,00.asp.
26. ↑ Gaudiosi, John (2012-04-11). "David Perry Brings Gaikai Cloud Gaming To Facebook". Forbes. https://www.forbes.com/sites/johngaudiosi/2012/04/11/david-perry-brings-gaikai-cloud-gaming-to-facebook/.
27. ↑ "Real Games on Gaikai on Facebook | Facebook". http://apps.facebook.com/gaikai-games/.
28. ↑ "Gaikai: Open Platform". http://www.gaikai.com/open-platform.
29. ↑ "Gaikai announces Wikipad game streaming". 2012-05-02. http://mmoatk.com/mmorpg-news/gaikai-announces-wikipad-game-streaming/.
30. ↑ "SAMSUNG Set to Become a Major Force in the Video Game Industry". 2012-06-05. http://www.samsung.com/us/news/newsRead.do?news_seq=20182.
31. ↑ "Sony Computer Entertainment to Acquire Gaikai Inc., a Leading Interactive Cloud Gaming Company - PR Newswire - The Sacramento Bee". 2012-07-03. http://www.sacbee.com/2012/07/01/4604219/sony-computer-entertainment-to.html.
32. ↑ "Gaikai's New Website Teases PlayStation Titles". 2012-10-11. http://www.xtremeps3.com/2012/10/11/gaikais-new-website-teases-playstation-titles/.
33. ↑ RadioPS (2013-08-21). "Gaikai Used for PS4 Remote Play On Vita". RadioPS. http://www.radioplaystation.com/blog/gaikai-used-for-ps4-remote-play-on-vita/.
34. ↑ PocketGamer (2013-11-29). "How To Play PlayStation 4 Games On Your Vita". PocketGamer. http://www.pocketgamer.co.uk/feature.asp?t=how_to&c=55605.
35. ↑ "PlayStation 4 will stream PS1, PS2, PS3 games". http://www.joystiq.com/2013/02/20/playstation-4-will-stream-ps1-ps2-ps3-games/.
36. ↑ Spencer (2013-02-20). "PlayStation 4 Won't Play PlayStation 3 Games, Coming This Holiday". Siliconera. http://www.siliconera.com/2013/02/20/playstation-4-wont-play-playstation-3-games-coming-this-holiday/.
37. ↑ "Gaikai cloud service coming to PS4 in 2014". 2013-06-10. http://www.polygon.com/2013/6/10/4417530/gaikai-ps4-2014.
38. ↑ "PlayStation Now Streaming Game Service Coming this Summer". 2014-01-07. http://blog.us.playstation.com/2014/01/07/playstation-now-streaming-game-service-coming-this-summer/.
39. ↑ Caoili, Eric (2010-06-17). "E3: Gaikai, EA Partner For Streaming PC Games". https://www.gamedeveloper.com/game-platforms/e3-gaikai-ea-partner-for-streaming-pc-games.
40. ↑ 40.0 40.1 "Intel Capital and Limelight Networks Make Strategic Investments Into Gaikai". 2010-07-20. http://www.intel.com/pressroom/capital/pdfs/Intel_Gaikai_release.pdf.
41. ↑ Ferry (2011-03-08). "Play Gaikai Games". http://www.videogamesblogger.com/play-gaikai-games.
42. ↑ Takahashi, Dean (2011-04-05). "Bigfoot Networks allies with Gaikai to deliver super-fast game streaming". https://venturebeat.com/2011/04/05/bigfoot-networks-allies-with-gaikai-to-deliver-super-fast-game-streaming/.
43. ↑ "Gaikai Affiliate Network Launches with 'The Escapist'". 2011-06-02. http://www.gamasutra.com/view/pressreleases/73074/Gaikai_Affiliate_Network_Launches_with_lsquoTheEscapistrsquo.php.
44. ↑ Purchese, Robert (2011-06-08). "Play games on Eurogamer using Gaikai". http://www.eurogamer.net/articles/2011-06-08-eurogamer-partners-with-gaikai.
45. ↑ Takahashi, Dean (2011-06-21). "Gaikai scores a whopper of a game distribution deal with Walmart.com". https://venturebeat.com/2011/06/21/gaikai-scores-a-whopper-of-a-game-distribution-deal-with-walmart-com-exclusive/.
46. ↑ Snider, Mike (2011-07-05). "Capcom teams up with cloud video game company Gaikai". USA Today. http://content.usatoday.com/communities/gamehunters/post/2011/07/capcom-teams-up-with-cloud-video-game-company-gaikai/1?loc=interstitialskip.
47. ↑ Ivan, Tom (2011-08-22). "Gaikai signs CD Projekt streaming deal". EDGE. http://www.edge-online.com/news/gaikai-signs-cd-projekt-streaming-deal.
48. ↑ "Level 3 Powers Gaikai's State-of-the-Art, Cloud-Based Streaming Video Game Experiences". 2011-10-11. http://www.prnewswire.co.uk/cgi/release?id=335881.
49. ↑ 49.0 49.1 49.2 Takahashi, Dean (2012-01-04). "Gaikai thriving with streaming game demo deals from Best Buy and others (exclusive)". VentureBeat. https://venturebeat.com/2012/01/04/gaikai-gathers-momentum-for-streaming-game-demos-with-best-buy-and-others-exclusive/.
50. ↑ Buckley, Sean (2012-01-10). "Gaikai partners with LG to power Smart TV gaming service". Engadget. https://www.engadget.com/2012/01/10/gaikai-partners-with-lg-to-power-smart-tv-gaming-service.
51. ↑ Dring, Christopher (2012-01-12). "Green Man Gaming partners with Gaikai". MCV. http://www.mcvuk.com/news/read/green-man-gaming-partners-with-gaikai/089690.
52. ↑ Martin, Matt (2012-03-02). "GAME signs with Gaikai for streaming game demos". http://www.gamesindustry.biz/articles/2012-03-02-game-signs-with-gaikai-for-streaming-game-demos.
53. ↑ Burns, Chris (2012-03-09). "LOTR Online and D&D Online going cloud streaming". http://www.slashgear.com/gaikai-begins-streaming-mmorpgs-from-the-cloud-09217730/.
54. ↑ "Instant Fun at No Cost: Gamesload Launches Germany's First Free Cloud Gaming Offering". 2012-04-30. http://www.gaikai.com/press/article/instant-fun-at-no-cost-gamesload-launches-germany-s-first-free-cloud-gaming-offering.
55. ↑ Weber, Rachel (2012-02-05). "Gaikai partners with Wikipad tablet". http://www.gamesindustry.biz/articles/2012-05-02-gaikai-partners-with-cloud-gaming-tablet.
56. ↑ Takahashi, Dean (2012-05-15). "Nvidia poised to change gaming with cloud graphics chips". https://venturebeat.com/2012/05/15/nvidia-tailors-its-graphics-chip-for-cloud-based-gaming/.
57. ↑ Gaudiosi, John (2012-05-15). "Nvidia, Gaikai partner with Meteor to broaden Hawken launch". http://www.gamesindustry.biz/articles/2012-05-15-nvidia-gaikai-partner-with-meteor-to-broaden-hawken-launch.
58. ↑ Tipps, Seth (2012-05-22). "Gaikai signs Autodesk for multiplatform interface". http://www.develop-online.net/news/40883/Gaikai-signs-Autodesk-for-multiplatform-interface.
59. ↑ Olivetti, Justin (2012-06-04). "TERA offers instant streaming demo courtesy of Gaikai". http://massively.joystiq.com/2012/06/04/tera-offers-instant-streaming-demo-courtesy-of-gaikai/.
60. ↑ Samsung U.S. News Center (2012-06-05). "SAMSUNG Set to Become a Major Force in the Video Game Industry". http://www.samsung.com/us/news/newsRead.do?news_seq=20182.
61. ↑ ←"Gaikai Inks Deal with Machinima". 2012-06-05. http://gamepolitics.com/2012/06/06/gaikai-inks-deal-machinima.
62. ↑ "Sony buying streaming game service Gaikai for $380 million". 2012-07-02. http://www.joystiq.com/2012/07/02/sony-buys-streaming-game-service-gaikai-for-380-million-to-est.

## External links

* Gaikai on Twitter
* Gaikai's channel on YouTube

* v
* t
* e

Sony Interactive Entertainment

Key personnel|

* Kaz Hirai
* Andrew House
* Ken Kutaragi
* Shawn Layden
* Shuhei Yoshida

Short description: Group of video game developers owned by Sony Interactive Entertainment

SIE Worldwide Studios| Formerly| SCE Worldwide Studios (2005–2016)

|

Type| Division
Industry| Video games
Founded| September 14, 2005; 20 years ago (2005-09-14)

Key people

| Hermen Hulst (president)

Number of employees

| 2,700+[1] (2011)
Parent| Sony Interactive Entertainment
Subsidiaries| See § Studios
Website| playstation.com/en-us/corporate/playstation-studios/

Sony Interactive Entertainment Worldwide Studios (SIE Worldwide Studios) is a group of video game developers founded in September 2005 by Sony Interactive Entertainment.[2]

It is a single internal entity overseeing all wholly owned development studios within SIE. It is responsible for the creative and strategic direction of development and production of all computer entertainment software by all SIE–owned studios, all of which is typically produced exclusively for the PlayStation family of consoles.

With the launch of the PlayStation 5 in 2020, Worldwide Studios brands all releases be it internal or externally developed under the "PlayStation Studios" label.[3]

## History

SCE Worldwide Studios (SCE Worldwide Studios) was established on September 14, 2005, with Phil Harrison being appointed as president.[4] On May 16, 2008, Shuhei Yoshida became president.[5] In April 2016, Sony's Sony Computer Entertainment (SCE) and Sony Network Entertainment International (SNEI) divisions merged, creating SIE Worldwide Studios.[5] Hermen Hulst succeeded Shuhei Yoshida as president of SIE Worldwide Studios on November 7, 2019, with Yoshida being delegated to lead Sony's indie development.[6]

## Studios

Name  | Location  | Founded  | Acquired

|
|
|

Bend Studio | Bend, Oregon  | 1993[7] | 2000[7]
Guerrilla Games | Amsterdam | 2000[7] | 2005[7]
Housemarque | Helsinki | 2021[8]
Insomniac Games | Burbank, California  | 1994[7] | 2019[9]
London Studio | London | 2002[7] | —
Malaysia Studio  | Kuala Lumpur | 2020[10] | —
Media Molecule | Guildford  | 2006[7] | 2010[7]
Naughty Dog | Santa Monica, California  | 1984[7] | 2001[7]
Nixxes Software | Utrecht  | 1999[11] | 2021[12]
Pixelopus | San Mateo, California  | 2014[7] | —
Polyphony Digital | Tokyo | 1998[7] | —
San Diego Studio | San Diego  | 2001[7] | —
San Mateo Studio  | San Mateo, California  | 1998[13] | —
Santa Monica Studio | Los Angeles | 1999[7] | —
Sucker Punch Productions | Bellevue, Washington  | 1997[7] | 2011[7]
Team Asobi | Tokyo | 2021[14][lower-alpha 1] | —
XDev  | Liverpool  | 2000[7] | —

1. ↑ Team Asobi was first established in 2012 as an internal team of Japan Studio, and was spun off as its own independent studio in 2021.

### Former

Name  | Location  | Founded  | Acquired  | Divested  | Fate

|
|
|
|
|

Bigbig Studios | Leamington Spa  | 2001[15] | 2007[16] | 2012[15] | Closed[15]
Evolution Studios | Runcorn  | 1999[16] | 2007[16] | 2016[17] | Closed[17]
Guerrilla Cambridge | Cambridge  | 1997[18] | —  | 2017[18] | Closed[18]
Incognito Entertainment | Salt Lake City  | 1999[19] | 2002[19] | 2009[20] | Closed[20]
Japan Studio | Tokyo | 1993[7] | —  | 2021[21] | Reorganized within SIE, primarily to Team Asobi[14]
Manchester Studio  | Manchester  | 2015[7] | —  | 2020[22] | Closed[22]
Studio Liverpool | Liverpool  | 1984[16] | 1993[16] | 2012[23] | Closed[23]
Zipper Interactive | Redmond, Washington  | 1995[24] | 2006[16] | 2012[24] | Closed[24]

## Other divisions

### ICE Team

Naughty Dog is home to the ICE Team, one of Sony's Worldwide Studios central technology groups. The term ICE originally stands for Initiative for a Common Engine which describes the original purpose of the group.[25] The ICE Team focuses on creating core graphics technologies for Sony's worldwide first party published titles, including low-level game engine components, graphics processing pipelines, supporting tools, and graphics profiling and debugging tools. The ICE Team also supports third party developers with a suite of engine components, and a graphics analysis, profiling, and debugging tool for the RSX. Both enable developers to get better performance out of PlayStation hardware.[26][27]

### XDev

XDev Europe, established in 2000 and based in Liverpool, England,[7] collaborates with independent development studios across Europe and other PAL territories to publish content to PlayStation platforms all over the world. XDev has helped to create and publish, titles such as the LittleBigPlanet, Buzz!, MotorStorm and Invizimals series, Super Stardust HD, Heavenly Sword, Heavy Rain, Beyond, Tearaway and Resogun. Partners include independent developers such as Quantic Dream, Magenta Software, Climax Studios, Novarama, Supermassive Games and Sumo Digital, as well as SCE subsidiaries such as Media Molecule and Guerrilla Games. In addition to funding projects, XDev offer full production, project management and game design support. Titles are also supported with community management, online production and dedicated outsourcing management facilities. XDev work directly with Marketing and PR teams in all Sony territories to promote and publish games worldwide.[28][29]

## References

1. ↑ "Sony Computer Entertainment Acquires Sucker Punch Productions, Developer of Top Selling Infamous Franchise". August 2, 2011. https://www.sie.com/en/corporate/release/2011/110802.html.
2. ↑ "SCE Establishes SCE Worldwide Studios" (PDF) (Press release). Sony Computer Entertainment. September 14, 2005. Archived from the original (PDF) on November 5, 2005. Retrieved September 14, 2005.
3. ↑ Dring, Christopher (May 12, 2020). "PlayStation Studios brand will launch alongside PS5". https://www.gamesindustry.biz/articles/2020-05-12-sony-unveils-playstation-studios-brand-to-launch-alongside-ps5.
4. ↑ "SCE Establishes SCE Worldwide Studios" (PDF) (Press release). Sony Computer Entertainment. September 14, 2005. Retrieved September 14, 2005.
5. ↑ 5.0 5.1 "Bitsummit". http://bitsummit.org/2015/?page_id=3388.
6. ↑ "Sony appoints Guerrilla Games' Hermen Hulst new head of PlayStation worldwide studios". https://www.washingtonpost.com/video-games/2019/11/07/sony-appoints-guerrilla-games-hermen-hulst-new-head-playstation-worldwide-studios/.
7. ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 7.18 7.19 Barker, Sammy (August 28, 2019). "Guide: All Sony First-Party Studios and What They're Working On". http://www.pushsquare.com/news/2019/08/guide_all_sony_first-party_studios_and_what_theyre_working_on.
8. ↑ Leedham, Robert (June 29, 2021). "Why PlayStation bought Returnal developer Housemarque: the inside story". https://www.gq-magazine.co.uk/culture/article/housemarque-sony-playstation-acquisition.
9. ↑ "Quarterly Securities Report For the three months ended December 31, 2019". p. 39. https://www.sony.net/SonyInfo/IR/library/Sony_Quarterly_Securities_Report_2019Q3.pdf.
10. ↑ "PlayStation to open development studio in Malaysia". November 8, 2019. https://www.gamesindustry.biz/articles/2019-11-08-playstation-to-open-malaysian-development-studio.
11. ↑ "About us". July 1, 2021. https://www.nixxes.com/about-us/. Retrieved July 1, 2021.
12. ↑ Makuch, Eddie (July 1, 2021). "Sony Buys Another Game Studio, Avengers And Rise Of The Tomb Raider's Nixxes Software". GameSpot. https://www.gamespot.com/articles/sony-buys-another-game-studio-avengers-and-rise-of-the-tomb-raiders-nixxes-software/1100-6493477/. Retrieved July 1, 2021.
13. ↑ Varela, Ramón (January 16, 2020). "PlayStation: Todos sus estudios y los juegos en desarrollo" (in es). https://vandal.elespanol.com/reportaje/playstation-todos-sus-estudios-y-los-juegos-en-desarrollo.
14. ↑ 14.0 14.1 LeBlanc, Wesley (June 2, 2021). "Team Asobi Officially Announced as a PlayStation Studio, Reveals New Logo". https://www.ign.com/articles/team-asobi-official-playstation-studios-dev-new-logo.
15. ↑ 15.0 15.1 15.2 Yoon, Andrew (January 10, 2012). "Sony shuts down Little Deviants, Pursuit Force dev". https://www.shacknews.com/article/71918/sony-shuts-down-little-deviants-pursuit-force-dev.
16. ↑ 16.0 16.1 16.2 16.3 16.4 16.5 MCV Staff (August 2, 2011). "IN DETAIL: Sony's sixteen first-party studios". https://www.mcvuk.com/in-detail-sonys-sixteen-first-party-studios/.
17. ↑ 17.0 17.1 Brightman, James (March 22, 2016). "Sony confirms closure of Evolution Studios". https://www.gamesindustry.biz/articles/2016-03-22-sony-confirms-closure-of-evolution-studio.
18. ↑ 18.0 18.1 18.2 Frank, Allegra (January 12, 2017). "Sony shuts down 20-year-old studio in European restructuring". https://www.polygon.com/2017/1/12/14251842/guerrilla-cambridge-closed.
19. ↑ 19.0 19.1 Cifaldi, Frank (May 13, 2011). "How Moving To Austin Energized Starhawk". https://gamasutra.com/view/feature/134746/how_moving_to_austin_energized_.php.
20. ↑ 20.0 20.1 Plunkett, Luke (January 16, 2012). "Every Game Studio That's Closed Down Since 2006". https://kotaku.com/every-game-studio-thats-closed-down-since-2006-5876693.
21. ↑ Robinson, Andy; Calvin, Alex (February 25, 2021). "Sources: PlayStation is winding down Sony Japan Studio". Video Games Chronicle. https://www.videogameschronicle.com/news/sources-playstation-is-winding-down-sony-japan-studio/. Retrieved June 30, 2021.
22. ↑ 22.0 22.1 Dring, Christopher (February 4, 2020). "PlayStation to close Manchester VR studio". https://www.gamesindustry.biz/articles/2020-02-04-playstation-to-close-manchester-vr-studio.
23. ↑ 23.0 23.1 Yin-Poole, Wesley (July 21, 2015). "WipEout: The rise and fall of Sony Studio Liverpool". https://www.eurogamer.net/articles/2013-03-22-wipeout-the-rise-and-fall-of-sony-studio-liverpool.
24. ↑ 24.0 24.1 24.2 Moriarty, Colin (March 31, 2012). "Confirmed: Sony Closes Zipper Interactive". https://www.ign.com/articles/2012/03/30/confirmed-sony-closes-zipper-interactive.
25. ↑ Mark Cerny's "Road to the PS4" @ Gamelab 2013 . YouTube (June 27, 2013). Retrieved on July 16, 2013.
26. ↑ Naughty Dog Careers . Naughtydog.com. Retrieved on July 16, 2013.
27. ↑ Sony’s Secret Super Development Team . PS3 Attitude (June 5, 2009). Retrieved on July 16, 2013.
28. ↑ Sony XDev Europe . Official Site
29. ↑ Worldwide Studios/XDev . XDev on Worldwidestudios.net

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