Insurgent Studios has worked in games development since 2005, from Edinburgh, Scotland. The company began with a video game, and games have run through its work ever since: on PC, on console, on mobile and on the web.
How we work with games companies
- Managing a production. Project management and technical direction for a game, through to release.
- Specialist technical work. A defined part of someone else’s game, such as an AI system, delivered alongside their own team.
- Platforms and builds. Working out what a new platform needs, and setting up the build processes to get there.
- Studio set-up. Starting a development studio and hiring its team.
- Build infrastructure. Continuous integration servers that produce a studio’s builds and handle its releases, including uploads to Steam.
Games we have worked on
These are the games we are able to name. We have worked on others under confidentiality.
Rail Simulator. Project management and technical direction for the PC railway simulation developed by Kuju Entertainment and published by Electronic Arts, released in 2007. Its successor is still developed and published today as Train Simulator Classic.
The Ship: Remasted. Technical expertise for Blazing Griffin’s 2016 release, with a particular focus on developing a new AI system, from November 2015 to February 2016. We returned that summer to set up the game’s Linux and Mac builds and report on what each platform would need.
Mobile and web games. Games for iOS and Facebook, combining development with analytics to understand how people play and an iterative approach to improving the product.
Audi A1 Beat Driver. Technical and project management oversight on an Audi-branded music game for iPhone, including licensing its soundtrack.
PlayStation Home. Three years of interactive spaces and gaming experiences for Audi inside Sony’s online world, produced through the VEEMEE studio.
Studios
We set up Skymoons Edinburgh, the first studio outside China for Skymoons Digital Entertainment, and helped found VEEMEE in central Edinburgh. Both are described under studio set-up and team hiring.
How an engagement runs
It depends on the question. The AI work on The Ship: Remasted took four months and the platform work two. Managing a full game through to release is a longer commitment. Our infrastructure engagements have continued since 2020.
If you are making a game and need management or technical help with it, tell us about it. Our other services are described separately.
