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    Reintroducing Pipeworks: Don’t Call This A Comeback, We’ve Been Here For Years


    Shortly after its foundation in 1999, Pipeworks Studio earned a reputation as a talented, reliable work-for-hire developer. For 16 years we created some of the industry’s biggest licensed hits, including 2002’s Godzilla: Destroy All Monsters Melee, and 2010’s Deadliest Warrior: The Game. As Oregon’s largest video game developer we are tremendously proud of our achievements to date, but that’s not what we’re here to talk about.

    We’re here to discuss the new Pipeworks.

    In late 2014, Pipeworks was acquired by Digital Bros. This marked a massive shift for our studio. For the first time in Pipeworks’ history, we have the freedom to focus primarily on creating games based on our own original concepts. We don’t want to give too much away just yet, but stay tuned over the coming months. We have a few big announcements slated for 2016 that you’re going to want to hear about.

    Of course, this new focus doesn’t mean we’re abandoning our past success. Beyond video games, Pipeworks has an extensive history as a developer of “serious games,” and we will continue to work with partners like MIT’s Lincoln Labs and the US Navy to create cutting-edge simulation software that saves time, money, and human lives.

    Equally at home creating party games aimed at streamers, radical AI simulations, or award-winning trainers for the military, our developers, artists, and designers include a talented mix of industry veterans and the brightest young minds, that drive our ideas from concept to completion. Pipeworks' greatest resource has always been its people, and the environment of creativity, passion, expertise, and limitless potential they create is the cornerstone of our success.

    We’re proud that over 20 million people have welcomed Pipeworks’ games into their homes. But we firmly believe our best days are ahead of us. Our new partnership with Digital Bros. will allow Pipeworks to create the kinds of amazing interactive experiences you expect, and we can’t wait to show you what we’ve been working on.

    Edited by ecavalli

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