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Criterion Games
Criterion Games
from Wikipedia

Criterion Games is a British video game developer based in Guildford. Founded in January 1996 as a division of Criterion Software, it was owned by Canon Inc. until Criterion Software was sold to Electronic Arts in October 2004. Many of the studio's titles were built on the RenderWare engine, which Criterion Software developed.

Key Information

Notable games developed by Criterion include entries in the Burnout and Need for Speed series of racing games. As of April 2017, Criterion Games employ approximately 90 people.[1]

History

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Background and foundation (1993–1996)

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David Lau-Kee, the founder and leader of Canon Inc.'s European research arm, established Criterion Software as a wholly owned subsidiary of Canon in December 1993 and assumed the managing director role for it. At the time, Canon was seeking to establish a multimedia tool development business, while Lau-Kee had been working on interactive 2D image processing techniques and was looking to extend this to 3D image processing and, in turn, "out-and-out" 3D graphics.[2][3] Adam Billyard, who served as its chief technology officer, is also credited as a co-founder.[4]

Criterion Software's 3D texture mapping and rendering programme, RenderWare, was first released in 1993 as a software library for the C programming language and was adopted by 800 companies worldwide by October 1996. The firm also provided a demo game, CyberStreet, while fully-fledged games were developed by companies like 47Tek. Meanwhile, competitor Argonaut Software developed full games—including FX Fighter and Alien Odyssey–to showcase its BRender technology.[2] In response, Criterion Software hired new staff in 1995 to establish a dedicated game development division. To support this expansion, Criterion Software moved to new offices within Guildford in late 1995. The division, Criterion Studios, was established in January 1996 and announced the month thereafter, at the time employing 25 people.[2][5] The headcount expanded to around 35 by October.[2]

RenderWare was thereafter gradually retooled as a game development programme, with its third iteration, released in 2000, first providing full game engine capabilities. The first game to use this version was Burnout, which Criterion Studios developed in tandem. Publishing rights to the game were sold to Acclaim Entertainment, while Criterion Studios retained the intellectual property to the brand and technology. Acclaim published Burnout (2000) and its sequel, Burnout 2: Point of Impact (2002), which accumulated around 2 million sales. Despite this, Acclaim lacked the resources to market them in the United States, its home territory, leading to poor sales in the country. At the same time, Criterion Studios (now named Criterion Games) was frequently approached by Electronic Arts (EA), which eventually signed with Criterion Games for the third release in the series, Burnout 3: Takedown (2004).[3]

Sale to Electronic Arts (2004–2014)

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In July 2004, EA announced that it had reached an agreement with Canon's European arm, Canon Europe, to acquire all of the Criterion Software group, including Criterion Games.[6] The deal was finalised on 19 October 2004, with EA paying US$68 million.[7] After the purchase, both Criterion and Electronic Arts declared that RenderWare would continue to be made available to third-party customers. However, some clients decided it was too risky to rely on technology owned by a competitor. Electronic Arts has since withdrawn RenderWare from the commercial middleware market, although remnants are still used by internal developers. In mid-2006, the company closed its Derby satellite office, making all of its programmers and support staff redundant.

In early March 2007, Electronic Arts combined its Chertsey-based UK development studio and Criterion Games into a new building in central Guildford. Integration of the teams did not occur and the location housed two very separate development studios: Criterion Games and EA Bright Light before Bright Light was shut permanently in 2011.[8] In November 2007, co-founder and CEO David Lau-Kee made the decision to leave Electronic Arts to concentrate on advisory activities within the games industry.[9] Adam Billyard also left Electronic Arts as CTO of EATech in 2007 to pursue other projects.[10]

On 14 June 2010, Criterion announced that Need for Speed: Hot Pursuit was set for release in November 2010.[11] The software utilises a new game engine named Chameleon.[12] On 1 June 2012, Electronic Arts announced Criterion's second Need for Speed title, Need for Speed: Most Wanted, which was released on 30 October 2012.[13] At Electronic Entertainment Expo 2012, Criterion Games announced that it had taken sole ownership of the Need for Speed franchise.[14]

On 28 April 2013, Alex Ward announced via Twitter that the studio is planning to steer away from its tradition of developing racing games and is instead focusing on other genres for future projects.[15] On 13 September 2013, Criterion elected to cut its staff numbers to 17 people total, as 80% (70 people) of the studio moved over to Ghost Games UK to work with Need for Speed games.[16][17]

Expanding to other genres (2014–2023)

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On 3 January 2014, it was announced that Alex Ward and Fiona Sperry left Criterion to found a new studio,[18] Three Fields Entertainment. Their first game Dangerous Golf, slated for release in May 2016, combined ideas from Burnout and Black and is to lead them through a spiritual successor to Burnout.[19] At the Electronic Entertainment Expo 2014, the company announced a new racing project. However, the project was cancelled as Criterion is now focusing on providing additional support to other EA studios in creating future Star Wars games. Criterion worked on Star Wars Battlefront: X-Wing VR Mission, a new virtual reality mission for Star Wars Battlefront;[20] the company would return to do additional work for the 2017 sequel.[21]

In June 2015, news site Nintendo Life revealed that in early 2011 Nintendo of Europe approached Criterion to work on a pitch for a new F-Zero game which they hoped to unveil at E3 that same year alongside the then-unreleased Wii U console, and potentially release the game during the console's launch period. However, the developer was unable to handle the pitch as, at the time, they devoted much of their resources into the development of Need for Speed: Most Wanted for multiple platforms. The site was tipped by an anonymous, yet "reliable" source, but they had confirmed this information when Criterion co-founder Alex Ward (who left the company in 2014) admitted that Nintendo of Europe did indeed approach the company for a potential F-Zero game on the Wii U.[22] Alex Ward also noted on Twitter that Criterion was also offered the opportunity to work on the first Forza, Mad Max, a Vauxhall only racer, a Command & Conquer first-person shooter and a Gone in 60 Seconds game.[23]

In 2018, EA announced that Battlefield V would have a battle royale mode and would be developed by Criterion.[24] Following the release of the mode (later revealed to be called Firestorm), development was halted soon after with the mode considered a failure by fans. In 2020, Criterion was announced to return as the main developer of the Need for Speed series,[25] but work on the title was put on hold as Criterion was assigned to do additional work, including vehicular gameplay, on the next Battlefield game in March 2021.[26] The aforementioned game, Battlefield 2042, was released on 19 November 2021.

In May 2022, EA merged Codemasters subsidiary Codemasters Cheshire (the successor studio of Evolution Studios) into Criterion Games to support efforts on the Need for Speed series as the two companies were already working together on a new title in the series for months.[27] On 6 October 2022, the project was revealed to be Need for Speed Unbound, which utilises DICE's proprietary Frostbite engine. Unbound was released on 2 December 2022, following which five senior members of Criterion announced their departures from the studio, including the current studio GM, Matt Webster.[28] They created Fuse Games in 2023 [29]

Focus on Battlefield (2023–present)

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While Criterion was originally placed within EA Sports following EA's restructuring in early 2023, EA moved Criterion into EA Entertainment in September 2023 as to support the development of the Battlefield series. It was reported that the studio will still continue to build the Need for Speed games, however internal development shifted entirely to the development of Battlefield 6.[30] In August 2025, EA began a formal shift of focus for Criterion, with the name of the studio becoming Criterion – A Battlefield Studio.[31][32]

Games developed

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Year Title Platform(s) Publisher(s) Notes
1996 Scorched Planet Microsoft Windows Virgin Interactive
1997 Speedboat Attack Telstar Electronic Studios
Sub Culture Ubisoft
1998 Redline Racer Dreamcast, Microsoft Windows
1999 TrickStyle Acclaim Entertainment
2000 Deep Fighter Ubisoft
2001 AirBlade PlayStation 2 SCEE (Europe)
Namco (North America)
Burnout GameCube, PlayStation 2, Xbox Acclaim Entertainment
2002 Burnout 2: Point of Impact
2004 Burnout 3: Takedown PlayStation 2, Xbox Electronic Arts
2005 Burnout Legends PlayStation Portable, Nintendo DS Ported to Nintendo DS by Visual Impact
Burnout Revenge PlayStation 2, Xbox, Xbox 360
2006 Black PlayStation 2, Xbox
2008 Burnout Paradise Microsoft Windows, PlayStation 3, Xbox 360
2010 Need for Speed: Hot Pursuit Microsoft Windows, PlayStation 3, Xbox 360, Wii Assisted by DICE; Wii version developed by Exient Entertainment
2011 Burnout Crash! iOS, PlayStation 3, Xbox 360
2012 Need for Speed: Most Wanted Microsoft Windows, PlayStation 3, PlayStation Vita, Wii U, Xbox 360
2013 Need for Speed Rivals Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One In collaboration with Ghost Games[33]
2015 Need for Speed Microsoft Windows, PlayStation 4, Xbox One Additional work
Star Wars Battlefront
2016 Battlefield 1
Star Wars Battlefront Rogue One: X-Wing VR Mission PlayStation 4
2017 Star Wars Battlefront II Microsoft Windows, PlayStation 4, Xbox One Additional work
2018 Battlefield V Developed the Firestorm mode
2019 Need for Speed Heat Took over post-launch development from Ghost Games in February 2020
2021 Battlefield 2042 Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S Additional work
2022 Need for Speed Unbound Microsoft Windows, PlayStation 5, Xbox Series X/S
2025 Battlefield 6 Microsoft Windows, PlayStation 5, Xbox Series X/S Developed as part of Battlefield Studios[34][a]

Accolades

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GamesIndustry.biz named Criterion Games among the "best places to work in the UK video games industry" in the "Best Mid-sized Companies" category in 2017, 2018, and 2019.[35][36][37]

Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Criterion Games is a British video game developer and a studio of Electronic Arts (EA), specializing in racing and action games, founded in January 1996 in Guildford, England, as a division of Criterion Software Ltd. Originally focused on middleware like the RenderWare engine, it evolved into a full game developer renowned for its high-speed arcade racing titles, particularly the Burnout series, which pioneered crash mechanics and open-world racing. Acquired by EA in 2004 for $48 million, the studio expanded its portfolio to include major contributions to the Need for Speed franchise, such as Need for Speed: Most Wanted (2012) and Need for Speed Unbound (2022), as well as vehicle systems and multiplayer modes in Battlefield games like Battlefield 1 (2016) and Battlefield V (2019). The studio's history reflects a trajectory from independent innovation to integral EA support, with notable downsizing in 2013 that led to the formation of Ghost Games, but it rebounded through key projects including Star Wars Battlefront expansions and the acclaimed (2006) first-person shooter. Based at Onslow House in , Criterion emphasizes a collaborative culture without crunch time, fostering fresh ideas in a mid-sized team. In 2023, Criterion integrated into EA Entertainment under Vince Zampella. In August 2025, the studio was renamed "Criterion – A Battlefield Studio." As of November 2025, following the blockbuster launch of —which sold over 7 million copies in its first three days—most staff are dedicated to the universe alongside , Motive, and , while a core team advances the next installment. This shift underscores its pivotal role in EA's live-service and franchise-driven strategy, building on decades of expertise in vehicular combat and immersive gameplay.

History

Founding and early years (1993–2004)

Criterion Software was founded in 1993 in , , by David Lau-Kee and Adam Billyard as a middleware developer specializing in 3D graphics technology, operating initially as a of Canon Inc.'s European Research Centre. The company emerged from research into real-time 3D rendering, aiming to commercialize tools for the burgeoning video game and multimedia industries. That same year, Criterion began developing the engine, a cross-platform 3D graphics and rendering toolkit written in C, which served as the foundation for both internal projects and external licensing opportunities. quickly gained traction as a middleware solution, enabling efficient graphics rendering on early hardware and being licensed to third-party developers for titles requiring advanced visual effects. In January 1996, Criterion launched its games division, Criterion Studios, to leverage for in-house game development while continuing middleware sales. The division's debut title, Scorched Planet, a for Windows, was released later that year by Virgin Interactive, marking Criterion's entry into the publishing market with RenderWare-powered 3D environments. This period saw the studio expand its portfolio with arcade-style titles, including Redline Racer in 1998, which showcased RenderWare's capabilities in fast-paced racing simulations. By the early 2000s, Criterion Studios—rebranded as Criterion Games in 2000—had grown under key hires like Alex Ward and Fiona Sperry, who co-led the games division and drove innovation in arcade racing genres. The team developed notable early titles such as AirBlade (2001), a futuristic sports game emphasizing aerial maneuvers, and the original Burnout (2001), which introduced high-speed, crash-focused arcade racing mechanics built on . From a small startup of fewer than a dozen engineers, the company expanded to a mid-sized studio with over 200 employees by 2004, supported by RenderWare's licensing revenue from major publishers. Throughout its independent years, Criterion received financial backing from parent company , which facilitated R&D investments in and game production until the studio's sale to in 2004. This era established Criterion's reputation for technological innovation in , with Burnout's critical acclaim highlighting the studio's shift toward consumer-facing arcade experiences.

Expansion and acquisition by EA (2004–2013)

In 2004, acquired Criterion Software, including its games division, for approximately $48 million, with the deal finalized in . This acquisition integrated Criterion into EA's operations, with the studio managed from EA's headquarters while retaining its base. The move provided EA with control over the engine and the Burnout franchise, enabling Criterion to leverage EA's resources for larger-scale projects. Under EA ownership, Criterion expanded the Burnout series, emphasizing high-speed racing and destructive crashes as core innovations. Burnout Revenge, released in 2005 for PlayStation 2 and Xbox, introduced enhanced crash mechanics allowing players to chain collisions for higher scores, building on the series' signature crash mode. The studio followed with Burnout Paradise in 2008 for PlayStation 3, Xbox 360, and PC, which shifted to an open-world format while retaining crash-focused gameplay, and a handheld adaptation, Burnout Legends, porting key elements to PlayStation Portable and Nintendo DS in 2005. These titles solidified Burnout as a flagship arcade racing series, with crash modes serving as a distinctive feature that differentiated it from simulation-style competitors. Marking a diversification beyond racing, Criterion developed Black in 2006, a for and that emphasized explosive destruction and intense firefights. The game featured destructible environments powered by , allowing players to unleash heavy weaponry in Norwegian settings, which represented a bold genre shift for the studio previously known for vehicular action. Criterion also contributed to EA's franchise during this era. The studio provided technology for : Most Wanted in 2005, developed by , enabling its dynamic urban pursuits and police chases. By 2010, Criterion took full lead development on : Hot Pursuit for , , PC, , and mobile platforms, reviving the classic cop-versus-racer formula with multiplayer integration and high-fidelity crashes. The period saw significant studio growth, including relocation enhancements in to accommodate expanded teams, reaching over 200 employees by 2010 to support multi-platform development. This scaling allowed Criterion to handle ambitious projects amid EA's global portfolio. The era concluded with in 2011 for and , a download-only spin-off focused exclusively on crash mode in a top-down view, serving as the series' final mainline entry under Criterion's direction.

Diversification and support roles (2014–2022)

Following the release of Need for Speed: Rivals in 2013, which Criterion co-developed with Ghost Games, the studio underwent a major restructuring, with approximately 80% of its staff—around 70 employees—transferring to the newly formed Ghost Games to continue work on the Need for Speed franchise, leaving Criterion with a core team of about 17 members focused on support and technology roles within Electronic Arts. This shift marked Criterion's evolution from a primary developer to a specialized support studio, emphasizing technical expertise in areas like vehicle physics and multiplayer systems for other EA projects. In this support capacity, Criterion contributed significantly to non-racing titles, including key vehicle and flight mechanics for Star Wars Battlefront II in 2017, where the studio developed the spaceship combat systems and enhanced multiplayer vehicle handling using the engine to integrate seamless aerial and ground-based gameplay. The team also supported by providing expertise in vehicular combat and optimizations, adapting their racing-derived physics to large-scale multiplayer battles and destruction effects, which helped unify engine performance across EA's shooter portfolio. This emphasis on integration allowed Criterion to apply their middleware knowledge—originally from —to non-racing contexts, enabling more dynamic environmental interactions and performance stability in titles outside the racing genre. Despite its support focus, Criterion regained lead development responsibilities for the Need for Speed series beginning with Need for Speed (2015), a reboot emphasizing customization and social features influenced by the high-octane, crash-focused legacy of their Burnout series. The studio continued this role with Need for Speed Payback (2017), Need for Speed Heat (2019), and Need for Speed Unbound (2022), each incorporating live-service elements such as post-launch DLC packs, seasonal events, and ongoing content updates to foster community engagement and extend game longevity. For instance, Unbound featured volume-based updates with new vehicles, challenges, and art styles, while Heat and Payback received free expansions adding story missions and multiplayer modes, reflecting EA's push toward service-oriented racing experiences. Internally, Criterion faced challenges during this period, including the 2013 staff reductions that necessitated rapid rebuilding and a pivot to support work, as well as key personnel departures in late 2022 following Unbound's launch, which saw five veteran leaders leave amid broader EA restructuring efforts. These transitions were compounded by the need to integrate into racing titles like Unbound, the first Need for Speed game to use the engine, requiring significant technical adaptation from the studio's traditional tools. In May 2022, as part of EA's strategy to consolidate expertise, the company merged Cheshire—formerly —into Criterion, effectively doubling the studio's size to around 200 employees and enhancing its focus on advanced technology for future projects. This merger combined Criterion's vehicle simulation strengths with ' track-based development experience, positioning the expanded team to innovate in live-service while continuing selective support for EA's broader portfolio.

Battlefield focus and recent restructuring (2023–present)

In September 2023, Criterion Games was integrated into EA Entertainment as part of a broader studio reorganization, shifting the majority of its resources to support the franchise and establishing it as a core development studio. This integration built on Criterion's prior contributions to titles, including assistance with 's post-launch updates from 2021 to 2023, where the team enhanced vehicle mechanics and multiplayer features to improve player engagement. The move positioned Criterion to collaborate closely with and other EA studios on revitalizing the series, with a small core team retained for ongoing support. Following the February 2024 closure of Ridgeline Games, Criterion assumed leadership for the narrative and single-player elements of future games, absorbing key personnel and responsibilities to ensure continuity in campaign development. This role was pivotal for 6, announced in 2023 and released on October 10, 2025—where it sold over 7 million copies in its first three days— with Criterion focusing on immersive , combat systems, and integrated multiplayer experiences that emphasized speed and tactical depth. The studio's expertise in dynamic from its racing heritage informed innovations like enhanced handling and narrative-driven multiplayer modes. In August 2025, Criterion was officially renamed "Criterion – A Studio" to reflect its specialized dedication to the franchise, marking a formal pivot away from broader diversification. This restructuring included team growth initiatives announced in early 2025, expanding staff in , , and multiplayer to bolster ongoing content and potential live service elements. Amid post-COVID industry shifts toward hybrid work models, Criterion adapted operations to foster remote collaboration across its global partnerships with , Motive, and , ensuring sustained innovation in the ecosystem.

Products and technology

Video games developed

Criterion Games began its development history with independent titles in the mid-1990s before shifting to high-profile franchises following its acquisition by Electronic Arts in 2004. The studio's portfolio primarily emphasizes racing games, particularly the Burnout series known for its innovative crash mechanics, alongside contributions to the Need for Speed franchise and support roles in shooters like Battlefield and Star Wars Battlefront. Their work spans lead development of complete titles to co-development of specific features, such as vehicle systems and multiplayer modes.

Early Titles (1993–2000)

In its founding years, Criterion Software (as it was then known) produced niche action and racing games. Scorched Planet (1996), a vehicular combat title for PC published by Virgin Interactive, featured 3D helicopter missions in a post-apocalyptic setting. Sub Culture (1997), an underwater action-adventure game for PC published by Ubi Soft, involved customizable submarines in a subterranean world. Redline Racer (1998), an arcade-style motorcycle racing game for PC and Dreamcast published by Ubi Soft, introduced fast-paced bike handling and crash physics on varied global tracks. Trickstyle (1999), an extreme sports game for PlayStation and Dreamcast published by Acclaim, combined rollerblading and motorbiking with combo-based tricks. These early efforts laid groundwork for the studio's expertise in vehicle dynamics.

Burnout Series (2001–2011)

Criterion led the development of the Burnout series, a cornerstone of their racing portfolio with five main entries emphasizing high-speed collisions and aggressive driving. Burnout (2001) and Burnout 2: Point of Impact (2002) established core crash mechanics where players score points by wrecking opponents. Burnout 3: Takedown (2004) innovated with the "Takedown" system, allowing targeted crashes on rivals for boosts, available on PlayStation 2 and Xbox. Burnout Revenge (2005) expanded destruction with Traffic Attack mode and online rival tracking across PlayStation 2, Xbox, and Xbox 360. Burnout Paradise (2008), a 100% lead-developed open-world racer for PlayStation 3 and Xbox 360, introduced seamless multiplayer and Road Rules challenges, later remastered in 2018 with 4K support and all expansions. The series concluded with Burnout Crash! (2011), a top-down crash-focused spin-off for PlayStation 3, Xbox 360, and iOS.

Shooters and Diversification (2006–2013)

Venturing beyond racing, Criterion fully led (2006), a for , , and published by EA, set in a CIA black ops scenario with destructible environments and intense firearm combat. In racing, they spearheaded : Hot Pursuit (2010) for PC, , and , innovating with Autolog for social leaderboards and cops-vs-racers pursuits. : Most Wanted (2012), another lead project for PC, , , and , featured open-world progression and enhanced Autolog competition. (2013) marked a co-lead effort with Ghost Games for PC, , , , and , blending single-player and multiplayer pursuits in a shared world.

Need for Speed Contributions (2015–2022)

Criterion continued leading titles post-2019, focusing on street racing and police chases. As lead developer, (2022) for PC, , and Series X/S featured artistic cel-shaded visuals, custom rides, and live service updates via Volumes for ongoing progression and content drops.

Support Roles in Multiplayer Titles (2015–2025)

Shifting toward support, Criterion co-developed vehicle and mode features for other EA franchises. For Star Wars Battlefront (2015, co with ), they created the Speeder Bike mission emphasizing high-speed combat. In (2016, co with ), they doubled vehicle variety with new jeeps, tanks, and aircraft, enhancing art, audio, and gameplay. Star Wars Battlefront II (2017, co with ) saw their work on Starfighter Assault space battles and split-screen Arcade mode. For (2018, co with ), they integrated vehicle combat into the battle royale mode for 64 players. Criterion provided seasonal support for (2021–2023), contributing to updates and vehicle systems across PC, PlayStation 4/5, Xbox One/Series X. Their racing expertise also informed Star Wars Squadrons (2020, support) flight mechanics. In (2025, co with and others), Criterion led development of the single-player campaign and contributed to vehicular combat systems, leveraging their expertise in high-speed action.

RenderWare engine and middleware

RenderWare originated in 1993 as a cross-platform 3D developed by Criterion Software, a of . founded specifically to advance graphics rendering technology. Initially released as a software library for , it provided developers with tools for efficient across multiple platforms, marking an early step toward solutions in game development. Over the following years, evolved through successive versions, from RenderWare 1 to RenderWare 5 by 2007, incorporating enhancements for increasingly complex hardware and software demands. The engine's core features centered on real-time rendering capabilities, seamless physics integration via modules like RenderWare Physics, and broad platform support including , , and PC systems. These elements enabled efficient handling of graphical workloads, such as and lighting, while allowing integration with AI and audio for comprehensive game development pipelines. RenderWare powered over 200 third-party titles, including the Grand Theft Auto series by , demonstrating its versatility in open-world and action genres. Criterion adopted a licensing model for , selling access to major developers like and , which generated significant revenue streams prior to ' acquisition of the studio in 2004 for $48 million. This approach positioned as a key commercial asset, with licensees benefiting from its modular design that reduced development time for cross-platform titles. Following the EA acquisition, RenderWare was gradually phased out in favor of the Frostbite engine by 2013, as it struggled to meet next-generation console requirements, though its foundational technologies influenced EA's broader tech ecosystem. Key technical milestones included early adoption of scene graph management for efficient scene database traversal and rendering, separating graph navigation from execution commands to optimize performance. Additionally, later versions introduced shader support tailored for next-gen consoles, enabling advanced lighting and effects like bump mapping. RenderWare also underpinned several Criterion-developed games, such as the Burnout series, showcasing its internal efficacy.

Organization

Leadership and key personnel

Criterion Software, the precursor to Criterion Games, was founded in 1993 by David Lau-Kee as a subsidiary of Canon Inc.'s European research arm to develop 3D graphics technology, including the RenderWare engine. Lau-Kee served as president and CEO until the company's acquisition by Electronic Arts in 2004, guiding its transition into game development under the Criterion Games banner in 1996. Alex Ward and Fiona Sperry emerged as pivotal figures in Criterion Games' creative leadership, often recognized as co-founders of the studio's games division. Ward, as vice president and creative director, spearheaded the Burnout series from its inception in 2001, innovating features like high-speed crashes and takedowns that defined the franchise's arcade racing style. Sperry, as studio director, oversaw operations and team development during the studio's growth phase post-acquisition. Both led key projects including Need for Speed: Most Wanted (2005) and Burnout Paradise (2008) until their departure in January 2014 to establish Three Fields Entertainment, marking a significant leadership transition amid EA's restructuring. Following the 2004 EA acquisition, leadership evolved to align with broader franchise support. Matt Webster assumed the role of general manager in 2014, managing the studio's shift toward titles like (2013) and the 2010 , while fostering RenderWare's legacy in middleware. Webster, a with over two decades at Criterion, departed in December 2022 alongside other executives, including executive producer Pete Lake and head of content Steve Uphill, after the launch of . Charity Joy succeeded as general manager in late 2022, bringing experience from EA's UFC series to oversee Unbound's post-launch support and the studio's pivot toward contributions. Under Joy, Criterion emphasized narrative-driven racing and visual innovation, with key personnel like Kieran Crimmins and world art director Max Boughen leading Unbound's distinctive cel-shaded aesthetic and dynamic effects. Joy's tenure highlighted female in tech-heavy roles, aligning with EA's broader diversity goals, before her move to in September 2024. As of 2025, Rebecka Coutaz serves as vice president and general manager of both and Criterion, integrating the studio into EA Entertainment's Studios coalition alongside and Motive. This unified leadership supports Criterion's focus on next-generation titles, emphasizing collaborative and multiplayer expertise. Notable contributors include technical director Steve Bennett, who has influenced engine optimizations across projects, and ongoing recruitment for specialized roles like designers to bolster in live-service environments.

Studios, mergers, and operations

Criterion Games maintains its primary headquarters and main development studio in , , , at Onslow House on Onslow Street, where it has been based since its founding in 1993. The studio operates from this central location, which serves as the hub for its core operations within (EA). In May 2022, EA integrated the development team from Codemasters Cheshire—successor to —into Criterion Games, expanding the studio's footprint to include a satellite location in , , . This merger enhanced Criterion's expertise by incorporating the Cheshire team's experience in titles like the series, without any reported redundancies, and positioned the combined entity to lead future projects. The integration roughly doubled the studio's size, bringing employee numbers to between 51 and 200 across both sites. Operationally, Criterion shifted from an independent entity focused on middleware like and self-published games prior to its 2004 acquisition by EA, to a fully integrated emphasizing collaborative development within the EA . By 2014, the studio began allocating resources to support broader EA initiatives, including contributions to titles, before transitioning in 2023 to a primary role in development under EA Entertainment, where it now leads narrative and experiential elements alongside and other studios. Post-2020, in response to global impacts, Criterion adopted a hybrid model aligned with EA's policies, requiring a minimum of three in-office days per week while enabling flexible remote arrangements to maintain productivity. The studio's business model evolved from generating revenue through middleware licensing and external game sales in its early years to internal EA project contributions post-acquisition, where compensation shifted toward shared development budgets and performance-based allocations rather than standalone product sales. The Guildford facilities support these operations with dedicated spaces for prototyping, testing, and team collaboration, though specific specialized labs for or scripting have not been publicly detailed beyond general AAA development setups.

Legacy and impact

Critical reception and accolades

Criterion Games' titles have generally received strong critical acclaim, particularly for their high-octane racing mechanics and innovative gameplay in the Burnout and series. Burnout 3: Takedown earned a score of 94/100, praised for its intense crashes and addictive pursuit modes. Similarly, scored 88/100, lauded for its dual cop-and-racer perspectives and thrilling high-speed chases. Later efforts like achieved a solid but comparatively mixed 77/100, with reviewers noting its artistic style and customization but critiquing progression pacing. The studio has garnered several industry accolades highlighting its excellence. Burnout Paradise won several awards in 2008, including Best Driving Game from Spike TV, GameTrailers, and GameSpot, recognizing its groundbreaking open-world racing. In 2018, Criterion was named Best Mid-Sized Studio in the GamesIndustry.biz Best Places to Work Awards for its supportive work environment. Additionally, the audio design in Black (2006) earned a win for Best Art & Sound at the Develop Industry Excellence Awards. Commercially, Criterion's output has been a major success. The Burnout series surpassed 15 million units sold by 2008, driven by titles like Burnout Paradise. Its contributions to Need for Speed, including Hot Pursuit and Most Wanted (2012), helped propel the franchise past 150 million lifetime units as of 2024, significantly bolstering EA's racing genre revenue. Criticisms have centered on internal challenges and evolving game designs. The 2013 layoffs, which reduced the team to 17 members amid a shift to non-racing projects, reportedly strained studio operations. Shifts toward live-service elements in later titles, such as ongoing updates in Unbound, drew mixed fan reception for diluting core single-player experiences. In recent years, Criterion's support role on earned nominations, including for the 25th Annual in categories like Outstanding Technical Achievement. The game also received a 2023 Guild of Music Supervisors Awards win for Best Music Supervision for a (Original Music), crediting collaborative efforts.

Industry influence and challenges

Criterion Games' RenderWare engine played a pivotal role in advancing open-world game design during the early 2000s, particularly by powering the seamless 3D environments of titles like Grand Theft Auto III, which revolutionized player freedom in expansive urban settings. Developed by Criterion Software, RenderWare's efficient streaming capabilities allowed developers to handle large-scale worlds on limited hardware like the PlayStation 2, influencing subsequent open-world implementations across the industry. Additionally, the studio's innovative crash physics in the Burnout series set a benchmark for vehicular destruction mechanics, inspiring elements in modern racing simulations such as Forza Motorsport, where destructible models echo Burnout's emphasis on high-impact collisions without fully replicating its arcade spectacle. The high-speed arcade racing formula pioneered by Burnout has left a lasting cultural imprint, shaping the design of indie titles through its blend of aggressive drifting, boost mechanics, and chaotic multiplayer. Former Criterion developers at , for instance, directly evolved this style in , incorporating takedown systems and open-world exploration to carry forward Burnout's adrenaline-fueled legacy into smaller-scale productions. Similarly, Unbound's 2022 release introduced a trendsetting cel-shaded art style fusing with photorealistic cars, marking a fresh visual direction for the genre and influencing subsequent to experiment with stylized aesthetics over pure realism. Despite these contributions, Criterion faced significant challenges under Electronic Arts' ownership, including franchise churn that sidelined the Burnout series after its 2011 spin-off, shifting resources toward the more commercially viable line. This decision reflected broader EA strategies prioritizing annualized releases over niche arcade racers, effectively halting Burnout's development for over a decade. Staff reductions compounded these issues, with the studio slashing its workforce by approximately 80% in 2013—dropping from around 86 employees to just 16—to reallocate talent to other EA projects like Ghost Games' efforts. Further EA-wide layoffs between 2013 and 2020, including broader cuts in 2020, strained operations amid intensifying competition from specialized racing studios like Turn 10, whose series dominated simulation-focused markets. Looking ahead, Criterion's expanded role in Battlefield development culminated in its contributions to Battlefield 6, launched in 2025, where the studio led the narrative-driven single-player campaign. The title shattered franchise records by selling over 7 million copies in its first three days, underscoring Criterion's pivotal role in revitalizing the series through immersive vehicular combat and storytelling. This success, as of November 2025, has positioned the studio as a cornerstone of EA's live-service strategy, with early critical reception praising its innovative gameplay. As a cornerstone of Guildford's gaming ecosystem—often dubbed the UK's "Hollywood for video games"—Criterion has contributed to the regional talent pool, fostering a hub that has nurtured developers who later joined or influenced studios like Rocksteady, bolstering the broader UK industry through shared expertise and alumni networks.

References

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