Fireproof Games originally formed in late 2008 as Fireproof Studios, a freelance art team that specialised in designing & building 3D environments for all kinds of genres, from racing games and platformers to shooters and rhythm-action – we built the lot, and on every platform out there. But as a bunch of gaming nuts we always held a dream to make our own games, our way. In early 2012 we had saved enough money to hire our first programmer and got to work building a creepy tactile puzzle game with Unity for tablets and phones. We named it ‘The Room’ and released it in September 2012 and to our great surprise it was an instant hit. The Room went on to win Apple’s ‘iPad Game Of The Year 2012’ and numerous other awards and has since achieved #1 in over 60 countries.
In December 2013 we followed up with ‘The Room Two’ which saw an equally stellar reception and to date the series has sold over 7m copies across iOS & Android devices. The fortunes of our small team were turned around practically overnight, and as soon as our last freelance contract was up we flipped to become full-time games makers and haven’t looked back.
Eager to dip our collective toes in the PC market we decided to bring The Room to PC. Released on Steam in July 2014, this fully-enhanced HD version had been many months in the making and involved recreating almost every asset in the game from the ground up. During this time a small sub team at Fireproof were discovering a whole new way of experiencing videogames with the Oculus Rift & Samsung Gear VR, which resulted in our first VR tile ‘Omega Agent’ released in May 2015 on Samsung Gear VR.
And after almost 2 years of development, we proudly released the hotly anticipated sequel ‘The Room Three’ on iOS devices in November 2015, which has so far has seen a similar success to the previous games in the series. We consider ourselves to be in a fantastically lucky position and intend to live up to our good fortune by continuing to do right by our gamer principles. Fireproof hope and believe our fan base will grow on the strength of our work and nothing else. After all, it’s all we’ll be remembered for.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.