Rockstar San Diego
RAGE Technology Group |
Rockstar San Diego, Inc. (formerly Angel Studios, Inc.) is an American video game developer and a studio of Rockstar Games based in Carlsbad, California. The studio is best known for developing the Midnight Club and Red Dead series.
Colombian entrepreneur Diego Angel founded the company as Angel Studios in January 1984 after studying film in Chicago, where he grew fond of
Rockstar Games was impressed with the studio's work on Midtown Madness and offered a long-term partnership in 1999, which resulted in the creation of the Midnight Club and Smuggler's Run series. Angel Studios was acquired by Rockstar Games's parent company, Take-Two Interactive, in November 2002 and became Rockstar San Diego. Angel left the studio in May 2005 and returned to Colombia. Since 2004, Rockstar San Diego has operated an internal game engine team that develops Rockstar Games's proprietary Rockstar Advanced Game Engine, which is used in most of the publisher's titles. The studio led the development of further Midnight Club games, Red Dead Revolver (2004), Red Dead Redemption (2010), and its expansion pack Undead Nightmare. The studio collaborated with other Rockstar Games studios on Max Payne 3 (2012), Grand Theft Auto V (2013), and Red Dead Redemption 2 (2018).
History
Early years in animation (1984–1993)
Wanting to become a film director, Diego Angel
After the first year, the brother-in-law of Angel's wife invested in the company and Angel secured a bank loan.[5] In the second year, revenues reached $25,000 (equivalent to $69,490 in 2023) and by 1989, Angel Studios had six employees and $500,000 worth of equipment. To ensure key employees would remain with the company, Angel made three of them partners in March 1989.[5] Brad Hunt, Angel Studios's chief technology officer, and Michael Limber, the chief operating officer and later chief creative officer, were among the founding partners.[9][10][11] The company grew to twelve employees by February 1993.[7] Angel used a philosophy he called the "three P's" (passion, patience, and perseverance), which meant he would not accept every offer that came his way, choosing instead to accept projects that showcased his team and its technology.[2] Studio employees said that Angel treated them like family: he paid them well, gave them plenty of vacation time, and occasionally shared a bottle of Patrón-brand tequila on Friday afternoons, an event he called "Sippy Wippy".[2][12]
Much of the 3D work produced by Angel Studios was for films and music videos.
Entry into video games (1993–2000)
During the early 1990s, Angel Studios collaborated on
I was the only company in video games, the only [American] studio in those days, that was working and getting along with the Japanese. Americans are kind of closed [off] ... When you're outside the United States, you're open to other cultures than the Americans ... I used to go every month to Japan and just bring six bottles of tequila. They loved it.
Diego Angel, Angel Studios founder[2]
As part of Nintendo's "Dream Team", the company developed two sports games featuring the American baseball player Ken Griffey Jr.—Major League Baseball and Slugfest—which were released for the Nintendo 64 in 1998 and 1999, respectively.[1][25] Although critics praised both games, Angel decided against making further sports titles because Angel Studios was "not a sports company".[1] Angel Studios continued its work for the Nintendo 64, collaborating with designer Shigeru Miyamoto on a vehicular combat game titled Buggie Boogie.[26] Miyamoto issued three-month contracts to the company, not retaining any documents and returning every three months to check on the game's progress.[27] Angel Studios spent 45 days creating a "design bible" for its first meeting with Miyamoto, who rejected it and asked the studio to "find the fun" over the next three months.[4] The game would have seen vehicles consume each other, absorbing their DNA to obtain their powers.[26] After six to nine months, the title was canceled as Nintendo prioritized a prototype of Diddy Kong Racing.[27][28] Angel Studios was left with a "well-polished" tech demo, which it used to pitch its development services to other publishers.[28] Upon Miyamoto's request, the team began working on a fantasy golf game.[27]
In late 1997, Angel Studios was contracted to develop a
Another Angel Studios project was Ground Effect, a
Rockstar Games deals and acquisition (2000–2003)
Around 2002, Angel discussed selling his company with Microsoft, Activision, and Rockstar Games. He had befriended Sam Houser and his brother Dan, two of Rockstar Games's founders, over a shared love for tequila. The company sought to acquire Angel Studios's Angel Game Engine as a proprietary game engine to replace Criterion Games's RenderWare, which it had used for the Grand Theft Auto series. Rockstar Games initially presented what Angel considered a low-ball. When he did not respond, Rockstar Games presented an offer Angel said he could not refuse and convinced him that the studio would have the creative freedom he wanted.[2] Take-Two announced it had acquired Angel Studios on November 20, 2002.[50][51] It paid $28.512 million in cash, 235,679 shares of restricted common stock (valued at $6.557 million), and $5.931 million in prepaid royalties; a total price of $41 million.[52] Angel Studios and its 125 employees became part of Rockstar Games as Rockstar San Diego.[2][53] The headcount increased to 230 by 2003.[54] As part of a cultural shift that some employees felt was abrupt, Rockstar Games scrapped the studio's policy of a week-long recess for all employees after each game's launch.[12]
Post-acquisition projects (2003–2006)
After the acquisition, Rockstar Games executives reviewed the studio's development projects to determine what was worth keeping. Dan Houser noted Red Dead Revolver, which he described as "this cowboy game that looked very good", caught the review team's attention despite being unplayable.[45] The project stemmed from Angel Studios's and Capcom's partnership on the Resident Evil 2 port: Capcom's Yoshiki Okamoto had approached the studio with the idea for an original intellectual property titled S.W.A.T., a third-person shooter involving a seven-piece SWAT team. This later adopted a Western theme at Okamoto's recommendation.[2] Angel Studios began work on the game in 2000 with Capcom's supervision and funding.[55][56] The development was troubled, partly due to cultural differences between the two companies, and the game remained unplayable.[2] After Okamoto left Capcom, the company stopped funding the game in July 2003 and formally canceled it in August.[2][57][58] Rockstar Games acquired Red Dead Revolver from Capcom and resumed its development by December that year.[59][60] The crunch at Rockstar San Diego increased for a rapid release of the game, which came in May 2004 for the PlayStation 2 and Xbox.[2]
In 2003, Rockstar San Diego began developing Agent, an open-world
After
Red Dead Redemption and labor issues (2006–2011)
In August 2006, two former Rockstar San Diego
In January 2010, it was reported that the company management had gradually laid off employees working on the Midnight Club series and outsourced its development. Other key employees quit rather than work on Red Dead Redemption.[82][83] During the development of Red Dead Redemption, mismanagement led to delays and increased development costs.[84] Two months after the game's May 2010 release, about 40 of Rockstar San Diego's 180 staff members were laid off.[85][86] Steve Martin, who had been a producer at the studio since 2009, succeeded Wasserman as studio manager.[86][87] The studio headcount shrank to 128 employees by February 2011.[88] Red Dead Redemption became a commercial and critical success, selling 13 million copies within two years. Speaking to investors, Take-Two's chief executive officer, Strauss Zelnick, announced that the game would become one of the company's strategic permanent franchises.[89][90] The game won several year-end accolades, including multiple Game of the Year awards.[88] Business Insider found that Red Dead Redemption was, as of 2017, the 37th-best game ever made when measured by critical reception scores.[91]
Development collaborations (2011–present)
Beginning in 2011, Rockstar San Diego largely cooperated with other Rockstar Games studios. It played a supporting role (alongside Rockstar North and
Games developed
As Angel Studios
Year | Title | Platform(s) | Publisher(s) | Notes | Ref. |
---|---|---|---|---|---|
1994 | Ecco: The Tides of Time | Sega CD | Sega | Supportive development for Novotrade International
|
[11] |
1996 | Mr. Bones | Sega Saturn | Supportive development for Zono | [11] | |
1998 | Major League Baseball Featuring Ken Griffey Jr. | Nintendo 64 | Nintendo | [25] | |
Virtual Jungle Cruise | — | Exhibited at DisneyQuest theme parks | [36] | ||
1999 | Savage Quest | Arcade | Interactive Light | [37] | |
Midtown Madness | Windows
|
Microsoft | [38] | ||
Ken Griffey Jr.'s Slugfest | Nintendo 64 | Nintendo | [25] | ||
Resident Evil 2 | Capcom | Port development | [29] | ||
2000 | Sky Pirates VR | — | Exhibited at GameWorks theme parks | [42] | |
Midtown Madness 2 | Windows | Microsoft | [41] | ||
Midnight Club: Street Racing | PlayStation 2 | Rockstar Games | [49] | ||
Smuggler's Run | [49] | ||||
2001 | Test Drive: Off-Road Wide Open | PlayStation 2, Xbox | Infogrames
|
[105] | |
Smuggler's Run 2 | PlayStation 2 | Rockstar Games | [106] | ||
Transworld Surf | GameCube, PlayStation 2, Xbox | Infogrames | [12] | ||
2002 | Smuggler's Run: Warzones
|
GameCube | Rockstar Games | [106] |
As Rockstar San Diego
Year | Title | Platform(s) | Publisher(s) | Notes | Ref. |
---|---|---|---|---|---|
2003 | Midnight Club II | PlayStation 2, Windows, Xbox | Rockstar Games | [107] | |
SpyHunter 2 | PlayStation 2, Xbox | Midway Games | [108] | ||
2004 | Red Dead Revolver | Rockstar Games | [59] | ||
2005 | Midnight Club 3: Dub Edition | PlayStation 2, PlayStation Portable, Xbox | [109] | ||
2006 | Midnight Club 3: Dub Edition Remix
|
PlayStation 2, Xbox | [110] | ||
Rockstar Games Presents Table Tennis | Wii, Xbox 360 | [66] | |||
2008 | Midnight Club: Los Angeles | PlayStation 3, Xbox 360 | [111] | ||
2010 | Red Dead Redemption | Nintendo Switch, PlayStation 3, PlayStation 4, Xbox 360 | Also developed the expansion pack Undead Nightmare (2010) | [84][112] | |
2011 | L.A. Noire | Nintendo Switch, PlayStation 3, PlayStation 4, Windows, Xbox 360, Xbox One | Supportive development for Team Bondi | [92] | |
2012 | Max Payne 3 | macOS, PlayStation 3, Windows, Xbox 360 | Developed as part of Rockstar Studios
|
[93] | |
2013 | Grand Theft Auto V | PlayStation 3, PlayStation 4, Xbox Series X/S
|
Supportive development for Rockstar North | [97] | |
2018 | Red Dead Redemption 2 | PlayStation 4, Stadia, Windows, Xbox One | Developed as part of Rockstar Games | [99] |
Canceled
Notes
- ^ Also spelled Diego Ángel[3]
- ^ Not to be confused with the game of the same name developed by the sister studio Rockstar North and announced in 2009[12]
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