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| Slightly Mad Studios | |
|---|---|
| Name | Slightly Mad Studios |
| Type | Private |
| Industry | Video games |
| Fate | Acquired |
| Founded | 2009 |
| Founder | Ian Bell |
| Headquarters | London, United Kingdom |
| Key people | Ian Bell, Andy Tudor |
| Products | Project CARS series, Need for Speed: Shift |
| Num employees | 200–300 (varied) |
Slightly Mad Studios was a British independent video game developer founded in 2009 and headquartered in London. The studio became known for racing titles including the Project CARS series and Need for Speed: Shift, and for adopting community-driven funding and development methods that intersected with trends in crowdfunding, indie development, and digital distribution on platforms such as PlayStation Network, Xbox Live, and Steam (service). Across its history the studio engaged with major publishers, participated in acquisitions in the video game industry, and influenced racing-simulation design alongside studios such as Codemasters and Polyphony Digital.
The studio emerged from the team behind Barnstorm Games projects and was founded by lead designer Ian Bell after work on projects connected to SimBin Studios and titles like GTR – FIA GT Racing Game. Early hires included veterans from studios such as EA (company), Bizarre Creations, and Lionhead Studios. After releasing Need for Speed: Shift under Electronic Arts, the studio launched the crowd-funded Project CARS initiative, leveraging community investment models similar to Kickstarter campaigns and the collector-backed Indiegogo era. The success of the first Project CARS title led to sequels and DLC supported by partnerships with publishers like Bandai Namco Entertainment and distribution through Steam (service), GOG.com, PlayStation Store, and the Microsoft Store. In later years the company was acquired by Sega's parent operations via intermediary arrangements tied to the acquisition of Codemasters assets, and faced integration challenges during consolidation waves affecting studios like Creative Assembly and Relic Entertainment.
The studio's portfolio focused primarily on racing and simulation. Major releases included Need for Speed: Shift (a licensed entry in the long-running Need for Speed franchise), the original Project CARS—a crowd-funded racing simulator—and Project CARS 2 and Project CARS 3, which iterated on physics, content, and online services. The team also worked on licensed content and downloadable expansions collaborating with brands such as McLaren, Porsche, BMW, Ferrari, and motorsport series including the FIA World Endurance Championship and Super GT. Projects spanned platforms from Microsoft Windows to PlayStation 4 and Xbox One, and included support for peripherals from manufacturers such as Thrustmaster and Fanatec.
Founded by Ian Bell, the company operated with a leadership team drawn from former employees of EA (company), Sony Interactive Entertainment, and indie ventures. Key roles included creative direction, technical leads, production, and community management, with figures such as Andy Tudor involved in public-facing communications and business development. The studio established internal divisions for art, engineering, QA, and online services, and engaged external contractors and licensors including Turn 10 Studios alumni, audio partners with links to Skywalker Sound alumni, and vehicle partners from OEMs like Lamborghini and Aston Martin for authenticity.
Technically, the studio developed a proprietary simulation stack augmented by middleware and licensed engines. Early titles used a mix of in-house physics tuned against telemetry from manufacturers and third-party tech including physics libraries popularized by studios like Criterion Games and DICE (company). The team integrated graphics APIs such as DirectX and Vulkan for PC releases and optimized builds for console SDKs from Sony Interactive Entertainment and Microsoft. The studio also experimented with virtual reality support paralleling initiatives by Oculus VR and HTC Vive ecosystems, and incorporated motion-platform telemetry used by simulator rig makers influenced by SimXperience and Motion Systems.
Throughout its existence the studio partnered with major publishers, hardware vendors, and motorsport organizations. Publishing and distribution deals involved Electronic Arts, Bandai Namco Entertainment, and digital storefronts like Steam (service) and Epic Games Store. Automotive licensing and branding partnerships included McLaren, Porsche, BMW, Ferrari, and series relationships with FIA-sanctioned competitions. The studio was later affected by industry consolidation, with links to acquisitions and restructuring events involving companies such as Sega, Codemasters, and related entities; these corporate transactions mirrored patterns seen in deals including Take-Two Interactive acquisitions and Embracer Group's consolidation moves.
Critical reception of the studio's output was mixed to positive: reviewers from outlets like IGN, GameSpot, Eurogamer, and PC Gamer praised simulation fidelity and track design while noting challenges in online stability and live-service implementation. The Project CARS series influenced contemporaneous titles from Codemasters and Polyphony Digital by emphasizing community involvement, telemetry-based physics, and extensive car rosters. In the broader history of racing video games, the studio is referenced alongside pioneers such as Gran Turismo (series), Forza Motorsport, and Assetto Corsa for its contributions to simulation realism, crowd-sourcing funding experiments, and integration of licensed motorsport content, leaving a complex legacy within the video game industry.
Category:Video game development companies