fireproof studios
fireproof studios is a british game studio that provides outsourced assets for other developers .
fireproof studios: fire (proof) sales: the room games surpass 11. 5m copies sold
fireproof studios: fireproof games' the room series generated $ 3. 3 million from each game in their first 12 months of release
fireproof studios ltd. free business summary taken from official companies house information. free alerts. registered as 06687549
fireproof studios ltd © 2018. fireproof games is a division of fireproof studios ltd reg. in england co. reg. no. 6687549. registered under the data protection act reg. za055154.' fireproof',' the room',' omega agent' and the' x' logos are registered trademarks of fireproof studios ltd - all rights reserved. all other trademarks, logos and trade names are the property of their respective owners
fireproof studios, creators of the room and the room 2, talk about how they created their games and the future of mobile gaming. stuff talks is a series of interviews with tech makers, mavericks and creatives, sponsored by sony and brought to you by stuff. for more stuff talks, visit urltoken for more on fireproof studios, visit urltoken
fireproof games is an independent studio from guildford, united kingdom. find out more at urltoken follow us @ fireproof _ games find us on facebook
sleeper hit ios puzzler the room has accrued over 2 million sales since its september 2012 launch, fireproof studios commercial director barry meade announced at today' s game horizon conference, as reported by joystiq .
“the room three is fireproof games’ most ambitious, rewarding puzzle game yet. ”
so what next? fireproof studios now has 12 artists and two programmers on its team, and will continue its outsourcing work – not least because the room has been a great showcase for the company' s skills in that area .
chinese puzzle boxes are amazing objects that fireproof studios has made not one but two entire games about. with the melding of touch controls and intricate 3d imagery, the room and the room 2 games use lovecraftian atmosphere to create a sense of menace and tension, which only serves to crank up the atmosphere of an already absorbing pair of games. show host chris oregan chats to barry meade of fireproof studios about the room games as well as barrys own history in developing games, which started in the early 1990s .
some have taken this as a sign that paid apps are history, but british developer fireproof studios would disagree. the company tells the guardian that it has sold more than 1m copies of its ipad physical - puzzler the room since its release in september 2012 .
described as
gun - porn 2. 0 ,
bodycount is codemasters studios guildford' s arcade style first - person shooter for the xbox 360 and playstation 3 .
the fireproof games division of the company is dedicated to in - house development of original games .
the room developer fireproof games has revealed its upcoming fourth entry in the puzzle series called ...
earlier this march, fireproof games announced the shock reveal of the upcoming and much awaited next ...
fresh off the release of the room: old sins, fireproof games' barry meade chats with gamasutra about ...
fireproof games has released the room: old sins, the long - awaited fourth entry in its wonderfully spo ...
graduating in computer animation from teeside university in 2000 chris worked in many roles from storyboards to scene modelling & animation before joining criterion games in 2005. while working on burnout revenge, burnout dominator & burnout paradise he progressed from graduate artist / tea monkey to track & gameplay designer / artist before leaving in 2008 to co - found fireproof studios .
“exactly what fans have been hoping for, fireproof games has knocked it out of the park once more. 4. 5 / 5”
the room: old sins is the title for fireproof games' next masterpiece for ios. it will be the fourth ...
each game in fireproof' s the room series earned roughly $ 3. 3 million during their first 12 months aft ...
british studio fireproof games, reports today (via infographic) that it' s sold over 11. 5 million copi ...
fireproof is flexible on this point, though, as its adoption of a freemium model for the iphone version of the room shows .
welcome to the room: old sins, the new 3d puzzle adventure by fireproof games, creators of the award winning ‘the room’ trilogy .
and if you want to keep up - to - date with all things fireproof then follow us on twitter and / or like us on facebook .
dave started his video game career in sep' 2003 when he moved to guildford after he was hired as a graduate artist at criterion games. he cut his teeth on burnout 3: takedown, and went on to make burnout revenge & burnout paradise as a senior environment artist. he was also a level lead on criterion' s first fps, black. dave left criterion games in 2008 to form fireproof studios with 5 other mates .
after studying architecture & engineering at strathclyde university mark realised that 3d modelling was far more interesting than building regulations and bredem calculations, so he applied for a job at criterion games. with an offer of a no guarantee placement mark quit and left sunny scotland behind. at criterion he moved up through the ranks from junior artist on burnout 3 to senior artist on burnout paradise before leaving in 2008 with 5 other senior artists to form fireproof studios .
derek entered the games industry in 1998 at bits studio and worked on constantine and die hard vendetta. he then joined the environment team at criterion games in 2005 creating artwork for burnout revenge, burnout paradise and harry potter & the half blood prince for ea bright light. in 2009 derek joined slightly mad studios where he worked on need for speed shift and need for speed shift 2 unleashed. he then joined fireproof in 2011 and made the magic happen .
lyndon studied games design at teesside university in 2000. his first games job was at reflections in newcastle in 2003 working on the fmv sequences and animation for driv3r as part of his four year course. after university lyndon started at criterion games in 2004 as a previs artist / animator, producing animated sequences, gameplay design & trailer work on burnout revenge, burnout paradise, black, need for speed hot pursuit. in 2010 lyndon left criterion to join fireproof studios .
barry’s career began in dublin in 1992 working on' edutainment' titles for snes, amiga and pc. in 1994 he joined bullfrog in the uk as lead designer and artist / animator on magic carpet, syndicate wars, dungeon keeper and many others. game designer roles followed at acclaim, negative productions & mucky foot before joining criterion in 2004 working on black and subsequently burnouts 3, 4 and paradise. in 2008 barry and five friends left criterion to form fireproof studios .
the room is a 3d puzzle game from fireproof games. to uncover the secrets held within a mysterious safe, you must solve a series of intricate puzzles using physical manipulation .
daisy' s career began as a traditional artist and obsessive doodler, commissioned to paint portraits to fund an addiction to stationary and her dream of becoming a game artist at staffordshire university. after graduating and moving around the country for various freelance projects, remode studios was where it all began as an in - house concept artist and pencil hoarder by the sea. shortly after, daisy become a lecturer in game arts and spent almost 3 years passionately game jamming, oil painting and annoying students to draw more, until jumping at the chance to join the team at fireproof as a junior 3d artist .
fireproof' s six co - founders met while working at british console software firm criterion software on its burnout franchise, and quit in 2008 to launch their own studio outsourcing artwork – environments, assets and characters – for other developers .
that said, fireproof worked hard to ensure that the room felt immersive on the ipad, sucking people into the puzzles and gameplay – a desire that meade says does come from the company' s experience on console and pc games .
developed by a team of two people while the rest of fireproof cracked on with their outsourcing jobs, the room was a labour of love – but also an attempt to get a minimum viable product onto the app store to see how it did .
welcome to fireproof games! explore a deviously complex dollhouse which transforms at your fingertips in ‘the room: old sins’, the 4th entry in the critically acclaimed game series. available now on ios from the app store and on android from google play & amazon .
the income from the game does mean fireproof can devote more resources to making a follow - up, as well as looking at other platforms – meade says the studio intends to release the room for android, and is exploring the best way to do it .
the room is a decidedly simple game. in each level you' re presented with an intricately designed puzzle box, and you just need to figure out how to open it. it uses familiar controls — you pinch, swipe, and drag your fingers along the screen to scrutinize the 3d object from every angle as you attempt to unravel its secrets. but the simple premise turned into an incredibly compelling experience, thanks to the room' s clever puzzles, gorgeous visuals, and spooky atmosphere. it went on to be named the ipad' s game of the year by apple — not bad for fireproof studios' first release. now the developer is back with the room 2, and it' s everything a sequel should be: bigger, better, and more beautiful .
damien’s videogames career began at rebellion, where he worked on the first sniper elite game on ps2 & xbox. in 2004 damien joined criterion games and found himself working on the critically acclaimed burnout series and black. in 2008 damien and 5 friends decided to set up fireproof to make games of their own .
rob started out working for codemasters in 2001, working on the race driver series of games. in 2005 he moved to criterion where he specialised in destruction, working on the physics for black and car deformation on burnout. he joined fireproof games in late 2011, releasing the room less than a year later .
luke began as a physicist, completing a masters course and two whole years of a phd before calling it a day in 2013. after that he retrained himself as a games programmer and hasn' t looked back since. he spent a year working as an indie developer on mobile and vr games before joining fireproof in 2016 .
graduating in computer animation from bournemouth university in 2008, tom started work at animation studio blue zoo, though harboured ambitions of working in the games industry. so in 2010 he joined supermassive games, working as an animator on start the party and walking with dinosaurs followed by design on littlebigplanet vita dlc. tom joined fireproof in 2014, and is still finding out what a technical designer does .
and a lot of the new features are things that the studio simply wasn' t able to fit into the original game due to a number of constraints. though the room was fireproof' s first original game, it isn' t exactly a new studio — it was formed in 2008 by industry veterans from burnout developer criterion games, and since then has served as a work - for - hire studio creating art for games as diverse as littlebigplanet and killzone shadow fall. the plan was to use the money from those projects to fund original games .
we were always successful, we were always in work, but even four years later we still hadn' t really made that much money ,
explains meade. but when mobile gaming became a viable path, fireproof finally took a chance .
graduating from warwick university in 2004, simon began his games career at ea, working on the harry potter game series. after 4 years of programming character into harry potter, he' d had enough of wizardry and joined supermassive games, where he worked on the start the party games and the bbc title walking with dinosaurs. in 2013, with the attraction of working within a small company simon made his move to fireproof .
jeremy’s career in the games industry began at supermassive games where he worked as designer on tumble (the finest motion controlled, block - stacking physics puzzle game on ps3) and start the party: save the world (the finest start the party game since start the party). he joined fireproof in 2013 because they said he could and that was just fine by him. his free time is spent playing games, arguing and playing games which involve arguing .
in 1998 roger graduated in graphic design from leeds university and worked in london for 6 years at a variety of media companies before joining criterion games in 2004 as a previs and ui artist, where he created ui concepts and motion graphics for the burnout games and black. in 2008 roger joined the codemasters guildford studio as ui lead working primarily on bodycount, but left in 2010 to join his chums and head up the one man graphic design department at fireproof .
in 2006 dave was forced into making video games to pay off his online poker debts. he first started at criterion coding physics on burnout paradise, and developing car crashing tech with rob. since then he shipped need for speed: hot pursuit and was physics lead on need for speed: most wanted. after 7 years of coding physics and car handling he was thoroughly bored of driving games, and jumped at the chance to reunite with the team at fireproof .
doomed to a life of boredom as an engineer, vasileios couldn' t believe his luck when global recession and the ensuing chaos forced him to make a new start. so, he attended solent university to learn the ways of video game art. in the meantime, he interned at local start up company called rogue sun. there, he attained a glowing recommendation which he used to charm his way into fireproof, thus realizing a life - long dream of working in the games industry .
the room was a runaway hit, but it didn' t do much to change the way the studio approached the sequel. with much of the staff focused on work - for - hire projects — fireproof spent the last 12 months building multiplayer maps for the most recent killzone games on the playstation 4 and vita — it again fell on a small team to build the room 2. the studio was able to throw a few more artists at the project, but otherwise the development process was remarkably similar .
tony began his career in art so far back now (though not as far back as barry) that he can’t really remember how it all started. during the course of his career he has worked for a several game companies, some that he would prefer not to mention, working on titles that he’d also prefer not to mention. then he joined criterion, creating artwork for the burnout games and black. since co - founding fireproof he has worked on almost a million (estimated figure) other awesome games .
after graduating from abertay university' s game design and production management course in 2014, tom joined up with glasgow based mobile developer one thumb mobile as quality assurance on celtic heroes. after a year he moved south of the wall to work as part of the production team at london vfx studio jellyfish pictures. he gained credits on multiple projects including rogue one: a star wars story and star wars episode viii: the last jedi before deciding he missed the games industry too much. with that being the case, fireproof answered the call to adopt him in 2018 .
there' s also more variety to the locations, as you' ll find yourself locked everywhere from the hold of a ship to a creepy seance room. the new puzzles, locations, and extended play time (the room 2 is probably about twice as long as the original) make the sequel feel like a much meatier experience .
we wanted to expand what we knew worked ,
says fireproof' s barry mead .
we thought the game was really successful, and we thought' right, we can do that bigger and better next time.'
the sequel is a game absolutely brimming with new ideas — perhaps surprising considering how basic the series' s core concept is .
we certainly thought when we made the room that the game had legs ,
says meade .
we always knew that there was a lot more that we couldn' t put in that game that we wanted to do .
the room 2 is proof of this, with its inventive and mentally taxing new puzzles and scenarios. and there may be even more puzzle boxes in our future, as fireproof plans to develop two new games concurrently next year, including a brand new property. but the studio' s focus will remain the same no matter what game it' s developing .
the room was crafted by a single programmer and a few artists — it cost fireproof the wages of three people for six months to build .
the game that we ended up with was really just a consequence of the practical decisions we made ,
explains meade. the studio only had enough money to hire that one programmer, and so it had to craft an experience with a focus on art — something that was already the team' s strong suit. inspiration for the core concept came from a variety of places, including early ios hit zen bound, as well the lemarchand' s box from the hellraiser series of horror films .
when i was a kid i remember everyone thinking that device just looked cool ,
says meade .
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like the original, each level of the room 2 locks you in a single location and tasks you with solving a series of connected puzzles. but this time around they' re much more complex. puzzle boxes are still in place, of course, and they' re as intricate as ever, but the challenges now include everything from working typewriters and crossbows to model pirate ships and tarot card tables. each room has multiple objects to interact with, and you' ll be moving back and forth between them constantly — opening a panel on one object could have an effect on the other side of the room, and figuring out how these things interact with one another is immensely satisfying. when you solve a puzzle in the room 2, it really makes you feel clever .
we make money by making great work ,
says meade .
so making great work is our focus .
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previously, it hit the 1 million mark in january, just after winning apple' s ipad game of the year award .
meade attributed the game' s success to its originality .
we did not want to do a better version of someone else' s game, or an update of a genre ,
he said .
we thought we' re not doing our jobs properly if we don' t add to what' s out there. as a game creator that' s your responsibility. if you' re not doing that, if you' re chasing what other people are doing, you don' t deserve success because you' re not showing respect to the audience .
the room is getting free dlc this summer before its full sequel is released this autumn .
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welcome to the room, a physical puzzler, wrapped in a mystery game, inside a beautifully tactile 3d world .
we’re a team of 18 based in guildford, uk and since 2012 we’ve been creating our own games, beginning with the multi - award winning ios, android & pc game “the room”, followed by the critically acclaimed ios, android & pc title “the room two” and “the room three” for ios & android. our virtual reality jetpack game “omega agent” is available for htc vive, oculus rift & samsung gear vr .
following many requests, you can now buy t - shirts, mugs and phone cases from design by humans and get them shipped internationally. take a look here. we’ve updated the press kit for the room: old sins which contains hi - resolution logos, artwork and screenshots .
if you’re interested in how we actually go about creating our games, then head over to our flickr page to take a peek into the development of the room three. this in - depth slideshow describes how an initial idea can transform itself from a sketch book doodle through an iterative whitebox prototype to end up as the final design as seen in the room three. we hope you enjoy it: )
explore our website for more info about us and all our previous games and don’t forget to check out our downloads page where you’ll find shiny new wallpapers for your devices featuring artwork from all our games, all - new papercraft objects from the room three for you to build, the theme music from the room & omega agent, and a press kit for each of our games containing logos, artwork & screenshots .
lured to a remote island, you must draw upon all your puzzle - solving ability to navigate a series of trials devised by the mysterious “craftsman” .
follow a trail of cryptic letters into a compelling world of mystery and exploration in this widely acclaimed sequel .
the multi - award winning first entry in this spectacular series, the room immerses you in its mysterious world and doesn' t let go until the very end .
strap on a prototype nuclear - powered jetpack and blast around a remote island training facility in vr filled with exciting events and daring missions .
take a look at our new range of t - shirts based on artwork from our games .
explore a deviously complex dollhouse which transforms at your fingertips in the 4th entry in the critically acclaimed game series .
enter the room: old sins and be transported to a place where tactile exploration meets challenging puzzles and a captivating story. explore a deviously complex dollhouse which transforms at your fingertips in ‘the room: old sins’, the 4th entry in the critically acclaimed game series. the room: old sins is available now on ios, android & amazon kindle fire .
the sudden disappearance of an ambitious engineer and his high - society wife provokes the hunt for a precious artefact. the trail leads to the attic of their home, and the discovery of an old, peculiar dollhouse… explore unsettling locations, follow obscure clues and manipulate bizarre contraptions as you uncover the mysteries within waldegrave manor…
“an incredible game, sets the bar of quality for this kind of experience ridiculously high. ”
explore a deviously complex dollhouse which transforms at your fingertips. each intricate room is a portal to a new, stunning environment .
“packed full of the best puzzling on mobile, old sins sits beyond its contemporaries. ★★★★★”
you can also download a wallpaper featuring the artwork from the room: old sins by following this link .
the eagerly awaited sequel to the bafta award winning ‘the room’ (apple game of the year 2012) and ‘the room two’ (app store best of 2013 - 14) is out now on ios & android devices .
continuing the story from the room two, your obsessive search for the null results with being lured to ‘grey holm’, a mysterious mansion located on a remote island. you must use all your puzzle - solving abilities to navigate a series of trials devised by a mysterious figure known only as “the craftsman” .
the room three is significantly larger than our previous games, taking place in a variety of stunning new environments, each spanning multiple areas. new for the room three is the new eyepiece ability which allows you to explore the world in miniature, and also for the first time in the room series you are able to return to grey holm between chapters and solve its unique puzzles which will decide your fate and determine which of the alternate endings you will experience .
“this is a game stuffed full of atmosphere and style. it drips with creepy spectacle - 90% ”
“the best puzzle game on mobile & one of the genre’s best entries of all time. a genuine masterpiece”
“outdoes both of its predecessors by far, this should be on your ios device right now. ”
take the room with you wherever you go with a themed wallpaper available across all devices .
welcome to the room, a physical puzzler, wrapped in a mystery game, inside a beautifully tactile 3d world. begin a mind - bending journey filled with beauty, peril and mystery in equal measure. be transported into a unique space that blends spellbinding visuals with intriguing problems to solve .
the most unsettlingly realistic and natural looking visuals ever seen on a mobile device .
intuitive controls so natural you can play with one digit, to fully navigate this mysteriously beautiful 3d world .
easy to start, hard to put down, the secrets of the room will immerse you before you even know you’re playing .
an intriguing story revealed in layers; think you know what you’re looking at? think again .
hauntingly beautiful audio which really draws you in; playing with headphones strongly recommended .
“savor every last morsel this wonderful gem serves up. a must play indeed. ”
as an artist - heavy studio we were inspired by beautiful craftsmanship and the wonder of discovery which led to developing innovative camera controls for navigating 3d scenes & objects. we wanted players to capitalise on the unique touch controls afforded by mobile devices to explore haunting locations, examine detailed objects and solve tactile puzzles in an effort to unravel a compelling mystery .
the room was released in september 2012 and swiftly climbed the charts, reaching # 1 in over 60 countries. within 6 months following release we were stunned to see the room win ‘ipad game of the year 2012’ from apple, the bafta for british game and the gdc award for best handheld / mobile game .
critical and commercial success continued with the room two in late 2013 and the room three in 2015, the combined sales of the room trilogy reaching 12 million units and counting with over 1. 5 million 5★ player ratings .
for the 4 th game in the room series we wanted to return to the tighter focus of the first game; revolving around one detailed object unfolding and changing in surprising ways as the player solves it’s devious puzzles. in previous titles we had revolved the story around the conceit of the gameplay, dealing purely with the mythology of these supernatural mechanical boxes the player was solving. with the room: old sins we set the game inside a house and so wanted to evoke something more personal and human. so came the idea came of the player using discovered diaries to piece together the lives of the house’s former occupants and in so doing, learning that the strange artefact the player chases was no prize to this loving couple but rather came to haunt and finally corrupt their happy home .
we released ‘the room: old sins’ in early 2018 on ios & android and were thrilled to see it reach # 1 all over the world and receive over 30, 000 5★ player ratings .
as a 100% independent / privately owned company of 18 developers we believe our continued success is down to several factors; we put the player at the centre of everything we do, iterating design, graphics, gameplay & audio until they feel as slick as they deserve to be, so the player enjoys a polished experience from the first tap of the screen. as gamers ourselves it’s important for us to make games that we want to play and deliver an experience on a mobile phone which feels as polished as a aaa console game. ultimately we try to treat mobile devices as not just a market, but also a fascinating piece of gaming hardware, the scope of which isn’t limited to this week’s top ten games but to the more generous capacities of imagination .
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we’re finally ready to announce (drum roll), “the room: old sins”, our upcoming 3d puzzle adventure coming to mobile late 2017. urltoken
@ fireproofstudio thank you for your amazing trilogy of
the room
so, have a small tribute to the misteryous as. urltoken
t + gamer + 10th + anniversary / video. asp? c = 69699
this is it. the full top 100 of the best mobile games ever. what will be # 1 ?
t + gamer + 10th + anniversary / feature. asp? c = 69663
play a genre - defining puzzle game built for touchscreens. can you escape the room ?
ish + academy + games + awards / news. asp? c = 69349
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i' m four years late to the party here, but i bought the room on a whim and it' s excellent. immensely clever, atmospheric puzzle game. and currently only 99p on steam .
ios sale! get 25% off the room: old sins. discover the secrets within the corrupted books in our ios sale: ►►
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unravel the mysteries of the room: old sins, the 4th entry in the critically acclaimed game series. out today on
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fireproofgames is a private company. fireproofgames has a revenue of $ 374. 2k, and 20 employees. as of may 2018, fireproofgames has 30. 9k fans on facebook and 11. 4k followers on twitter .
the room: old sins has finally been released for android after great success on ios. this puzzle game ...
room 2 has announced the development of a new apart - hotel in southampton, with a focus on design, com ...
the fourth in the excellent tactile puzzle series has got a release window this year... .
owler has collected 15 screenshots of fireproofgames' website since jun 2014. the latest fireproofgames website design screenshot was captured in jul 2018 .
fireproofgames currently has 11, 390 followers on twitter. as of december 2014 fireproofgames had 5, 431 followers. that' s a 109 percent increase in 3 years
fireproofgames currently has 30, 940 fans on facebook. as of december 2014 fireproofgames had 13, 194 fans. that' s a 134 percent increase in 4 years
fireproofgames has an estimated 20 employees and an estimated annual revenue of 374. 2k... .
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lead the way as a player - created sackperson in the highly customizable side - scrolling world of littlebigplanet, where players can play, create, and share 2. 5d levels with their friends and the whole psn community .
the third entry in the acclaimed the room series continues the mystery of the previous games, featuring new locations and puzzle - solving abilities for navigating a series of trials and uncovering alternate endings .
the room two, sequel to the award - winning mobile hit the room, is a physical puzzler, wrapped in a mystery game, inside a tactile 3d world .
littlebigplanet 2 expands the creation tools introduced in the first game, allowing user levels to diverge even more from the base gameplay. it also features a new story mode .
the room two continues the time - spanning journey of its predecessor while significantly expanding its unique puzzle gameplay. follow a trail of cryptic letters from an enigmatic scientist known only as “as” into a compelling world of challenging mystery and tactile exploration .
enter the room: old sins and be transported to a place where tactile exploration meets challenging puzzles and a captivating story. the sudden disappearance of an ambitious engineer and his high - society wife provokes the hunt for a precious artefact. the trail leads to the attic of their home, and the discovery of an old, peculiar dollhouse… explore unsettling locations, follow obscure clues and manipulate bizarre contraptions as you uncover the mysteries within waldegrave manor .
the ultimate puzzle box explore a deviously complex dollhouse which transforms at your fingertips. each intricate room is a portal to a new, stunning environment. pick - up - and - play design easy to begin yet hard to put down, enjoy a unique mix of intriguing puzzles with a simple user interface .
intuitive touch controls a tactile experience so natural you can almost feel the surface of each object .
intricate objects examine dozens of detailed objects to discover which of them conceal hidden mechanisms .
atmospheric audio a haunting soundtrack coupled with dynamic sound effects create an unforgettable soundscape .
multi language support available in english, french, italian, german, spanish, brazilian portuguese, turkish and russian .
freemium games are hugely lucrative on ios and android: 17 of the 20 top - grossing iphone and ipad games in the uk at the time of writing are free - to - play .
the game launched for £2. 99 on ipad, before shifting to £1. 49 in late october and remaining at that price ever since. even at the lower price, the 1m sales would mean just under £1. 5m of gross revenues, and £1m after apple' s 30% cut .
the game cost us £60k to make ,
says the guildford - based developer' s commercial director barry meade .
we were happy if we made our money back, but we did that within a week. our next target was to pay for the development of the next one, and after that it' s all gravy .
the separate the room pocket version for iphone, which is a free download with one playable level and the rest unlocked with a £1. 49 in - app purchase, is not included in the 1m sales figure. that app has been downloaded more than 2m times though .
they worked on both littlebigplanet games as well as titles including dj hero, split second and blur .
the real goal was always to make our own video - games though ,
says meade .
when ios happened, that made it possible for someone with our means to make something small and just get it out there. we saved up our money for three years, used it to hire a coder in january last year, and by february we were making the room .
the game itself is excellent. released initially on ipad with the separate iphone version the room pocket following in december, it sees you completing puzzles to unlock a safe, blending impressive graphics with intuitive touchscreen controls .
we wanted to make the best ios game we could, not just try to make a big console game for ios ,
says meade .
a real games - maker will design their game around the resources they have and the platform they' re going on. it' s quite a practical equation .
hence the emphasis on gestural controls as you push, pull and twist objects to solve puzzles, while zooming in and out on objects in the virtual room .
meade has strong views on the importance of designing for the touchscreen rather than harking back to controllers on other platforms .
it' s the height of laziness to make a game that involves a d - pad for the ipad ,
he says .
no matter how good your production values are, it shows a lack of respect for the platform. all these so - called outliers that [ games industry ] people sneer at – angry birds and cut the rope etc – these are true touchscreen games, and that' s why they' re so successful .
people say that' s what can' t be done with an ipad game: that you' ll never get the same sense of immersion, but i think they' re forgetting what a difference touch makes ,
he says .
once you' ve got your audio and your visuals, the touchscreen is now a new method of immersion. people have really gotten off on the tactility of the room and these objects. immersion is key for people to take games seriously on the platform .
apple clearly agrees. the company has heavily promoted the room on its app store, and in december awarded it ipad game of the year in the app store' s best of 2012 promotion – something that sent the game' s sales soaring .
the room' s success is also a sign that paid games aren' t history, even if they aren' t trousering the kind of revenues that the top freemium games are – developer supercell is thought to be making $ 1m of revenue a day from its clash of clans and hay day games, for example .
when we were number one in the us ipad charts, we weren' t even breaking the top 100 in the top grossing chart ,
says meade .
but we' re doing very well. there' s absolutely room for premium games on ios. people aren' t not going to buy something because it' s not free - to - play .
long term it would be amazing to have done well enough that we can work solely on our own games, but time will tell ,
he says .
when we made the room, we had no backers, no publishing, marketing or pr people to care about, no investors. just us spending the only money we had to make the best thing we possibly could. we came into work smiling every day !
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kostas zarifis, former fable programmer, has launched his indie studio kinesthetic games, and explained why he decided to leave lionhead to do it .
the studio was founded in july 2011 by zarifis, codemasters' alasdair martin and fellow lionhead veteran anish antony, but has just announced its first project, motion control game kung fu superstar. zarifis decided to go it alone after showing the project to lionhead .
it wasn' t turned down per se ,
he told eurogamer .
there were various investigations about how it could be developed. unless you' ve actually developed something to a level where people can clearly see what you' re trying to do, then there' s a lot of room for misinterpretation about what it could be and how it could be developed .
the game did have one big supporter, peter molyneux. he told zarifis he loved the project .
it propagated to quite high up but it was obvious it either wasn' t going to happen at lionhead or it would take a long time .
the game is currently being developed by a team of 15 with publishing deals under negotiation. no platform has been announced, but zarifis' contacts make microsoft' s kinect a fairly safe bet. and he' s worked with the device in the past.
fireproof studios is a british video game company formed in 2008 and based in guildford . the company is best known for the bafta award winning and multi-million selling the room which it published in 2012 , the game was developed by sub-label fireproof games . 
fireproof studios is a british video game company formed in 2008 and based in guildford. the company is best known for the bafta award winning and multi-million selling the room which it published in 2012, the game was developed by sub-label fireproof games.
fireproof studios is a british video game company formed in 2008 and based in guildford. the company is best known for the bafta award winning and multi-million selling the room which it published in 2012, the game was developed by sub-label fireproof games.