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Roll7
Roll7
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Rollingmedia Limited (trade name: Roll7) was a British video game developer based in London. Founded in 2008 by Simon Bennett, Tom Hegarty, and John Ribbins, the company initially developed educational games on a contract basis before shifting to original intellectual properties in 2012. Roll7's OlliOlli, first released in 2014 for the PlayStation Vita, became highly successful and landed the company a publishing deal. Roll7 later developed OlliOlli2: Welcome to Olliwood (2015), Not a Hero (2015), Laser League (2018), and Rollerdrome (2022). Since May 2015, all employees were remote workers. Roll7 became a subsidiary of Private Division since November 2021, until the studio's closure in 2024.

Key Information

History

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Roll7 was founded by friends Simon Bennett and Tom Hegarty, alongside creative director John Ribbins. They had been working together at their "youth multimedia training company" RollingSound when the British television network Channel 4 commissioned the production of a video game for its anti-knife crime season "Disarming Britain". They decided to produce games under a sister venture to RollingSound, establishing Roll7 in 2008.[1][2][3] Their game for Channel 4, titled Dead Ends, was released on 25 June 2008.[2] Roll7 continued creating educational games on a contract basis.[4] One such project was Focus Pocus, a game for children with ADHD, which Neurocog Solutions released for NeuroSky's MindWave headset in February 2012.[5] The studio expressed its desire to develop original intellectual properties but devised that it needed to save up funds first.[4] An iOS game, Gets to the Exit, was released in July 2012.[1] Although receiving favourable reviews, it was a commercial failure.[4]

With the intent of creating games for consoles and personal computers, Roll7 began developing several prototype games in 2012.[4] They met with James Mardsen, the manager of the indie game studio FutureLab, in July that year. Mardsen advised them to discuss these prototypes with Shahid Ahmad, a senior business development manager for Sony. At the time, Ribbins was working on an iOS prototype of a skateboarding game titled OlliOlliOlli, which he pitched to Ahmad upon Hegarty's request.[1][4] After playing the game for roughly half an hour, Ahmad requested the game be brought to Sony's PlayStation Vita platform. While developing the game, Roll7 consisted of five people. The company released it as OlliOlli for the PlayStation Vita in January 2014. The game became a surprise success and won the BAFTA award for the best sports game in March 2015. This success led to a publishing deal with Devolver Digital and the eventual release of a sequel, OlliOlli2: Welcome to Olliwood, in March 2015. During this time, the team grew to seven members. Another Roll7 game, Not a Hero, was published by Devolver Digital in May that year. This project was largely developed by five freelancers who worked remotely. Bennett described this process as "thoroughly enjoyable" and, consequently, Roll7 shut down its Deptford offices in late May 2015 and shifted all company operations to remote work.[1]

Also in 2015, Roll7 began working with the publisher 505 Games on a game that would be "much bigger" than Roll7's forgone games and supported by the UK Games Fund.[6] This was later announced as Laser League and released in May 2018.[7] In August of that year, Roll7 transferred all development duties for Laser League to 505 Games, citing that it had to take a break from game development.[8]

The studio released RunMe, a free puzzle video game largely developed by Ribbins, in April 2020.[9] In July of that year, Roll7 signed with Private Division for a "flow state" game.[10] The two companies announced OlliOlli World in April 2021, expecting to release it later that year.[11] In November, Private Division's parent company, Take-Two Interactive, acquired Roll7 and made it part of the publishing label.[12] Being part of Private Division allowed the studio to stop seeking publishers for each project as it could stick to one partner with similar values.[13]

In May 2024, Bloomberg reported that Take-Two planned to close Roll7.[14] Later that month, Take-Two CEO Strauss Zelnick denied the studio's closure.[15] Roll7 was eventually confirmed to be shut down after Take-Two sold Private Division to an undisclosed buyer in November 2024.[16]

Operations

[edit]

Roll7 operated with via work from home with a few work days in its London offices per month and regular employee meetups elsewhere. The studio claimed to provide a "no-crunch culture" and encouraged employees not to work overtime. As of February 2023, Roll7 employed 55 people.[13]

Games developed

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Year Title Platform(s) Publisher(s)
2008 Dead Ends Windows Channel 4
2009 Invaders Reloaded Roll7
Thinky Thunky Party!
2010 Zombie Pop! macOS, Windows
Man.Up
2011 Focus Pocus Android, iOS, macOS, Windows Neurocog Solutions
2012 Gets to the Exit Android, iOS Roll7
2013 OlliOlli Android, Linux, macOS, Nintendo 3DS, Nintendo Switch, PlayStation 3, PlayStation 4, PlayStation Vita, Wii U, Windows, Xbox One Roll7, Devolver Digital, Curve Digital
2015 OlliOlli2: Welcome to Olliwood Android, Linux, macOS, Nintendo Switch. PlayStation 4, PlayStation Vita, Windows, Xbox One Roll7, Devolver Digital, Team17
Not a Hero Android, Linux, macOS, Nintendo Switch. PlayStation 4, Windows, Xbox One Devolver Digital, Team17
2018 Laser League PlayStation 4, Windows, Xbox One 505 Games
2020 RunMe Windows Roll7
2022 OlliOlli World Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S Private Division
Rollerdrome PlayStation 4, PlayStation 5, Windows, Xbox Series X/S

References

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from Grokipedia
Roll7 was a British video game development studio based in , founded in 2008 by Simon Bennett, Tom Hegarty, and John Ribbins. The studio specialized in creating innovative indie titles that blended high-speed action, precise controls, and unique mechanics inspired by and arcade gameplay, earning acclaim for its stylish and challenging experiences. Among Roll7's most notable releases were the side-scrolling skateboarding games OlliOlli (2014) and (2022), which revitalized the 2D skate genre with demanding trick systems and vibrant worlds, as well as the third-person shooter-skater hybrid (2022), which combined rollerblading with arena combat. Earlier titles included the pixel-art assassin simulator (2015) and the futuristic sports-combat game Laser League (2018), both of which showcased the studio's flair for genre-mixing and multiplayer dynamics. Roll7 transitioned to a fully remote operation in 2015, growing to a team of around 60 members known for a no-crunch culture and collaborative environment. In November 2021, Roll7 was acquired by through its indie publishing label Private Division, enabling further development on ambitious projects. The studio received multiple awards for its work, including a BAFTA Games Award for in the Best British Game category at the 2023 ceremony. Despite this success and ongoing development of unannounced titles, Roll7 was abruptly closed by in May 2024 amid broader layoffs and cost reductions affecting over 600 employees across the company. Following the shutdown and the subsequent sale of Private Division in November 2024, several Roll7 games, including and , were temporarily delisted from digital storefronts before being relisted later that year.

History

Founding and early years

Roll7 was founded on April 30, 2008, in , , by Simon Bennett, Tom Hegarty, and John Ribbins as a small independent studio. Emerging as a sister company to RollingSound, an educational organization focused on teaching skills to inner-city youth, Roll7 initially emphasized experimental projects blending with social impact and innovative input methods. The studio's early work drew from Hegarty and Bennett's background in , responding to a 2007 request from Council to incorporate into youth programs, which led to the hiring of Ribbins as . In its formative years, Roll7 experimented extensively with and brain-computer interfaces, leveraging affordable EEG technology like the Neurosky headset to create prototypes that explored alternative input methods for gaming. These efforts produced non-commercialized brain-tracking demos and culminated in Focus Pocus (2013), a tool for children with ADHD that used EEG to monitor focus and reward positive behaviors, though it remained niche and self-funded at around $100,000 in development costs. The studio's initial projects included Soul Control (2007), a collaborative anti-knife crime game developed with over 30 young participants that garnered coverage, and Dead Ends (2008), a browser-based title commissioned by to raise awareness about youth violence, completed in just and featuring a 3D model of broadcaster . These early endeavors highlighted Roll7's collaborative approach, partnering with public entities like local councils and broadcasters for socially oriented content rather than mainstream commercial releases. Roll7's first foray into app store publishing came with Gets to the Exit (2012), an iOS puzzle-platformer that, despite modest sales, marked the studio's shift toward original IP and helped refine mechanics later influencing skateboarding titles. Throughout this period, the team grew from its three founders to approximately 5-7 core members by 2012, supplemented by freelancers, sustained through self-financing from RollingSound profits and small grants from educational partners. This lean structure allowed Roll7 to incubate ideas in Deptford, south-east London, fostering a culture of rapid prototyping and innovation amid limited resources.

Rise to prominence

Roll7 achieved its breakthrough with the release of OlliOlli in 2014, a 2D side-scrolling game that reimagined the precision platforming and trick-based mechanics popularized by titles like in a minimalist, high-stakes format. Initially developed for the and launched on January 21, 2014, the game emphasized one-life runs through procedurally challenging levels filled with grinds, flips, and manuals, demanding pixel-perfect control via inputs. Ports followed for in July 2014 and PC in January 2015, broadening its reach and solidifying Roll7's reputation for innovative indie action gameplay. The title garnered widespread critical acclaim for its addictive difficulty and stylish execution, earning a BAFTA Award in the Sport category at the 2015 British Academy Games Awards and inspiring sequels that expanded the series' scope, including OlliOlli2: Welcome to Olliwood released on March 3, 2015, for and Vita, which introduced day-night cycles, reversible levels, and over 50 new levels. This success marked Roll7's transition from experimental projects to genre-defining releases, with OlliOlli's emphasis on skill-based mastery influencing subsequent fast-paced action titles from the studio. In parallel, Roll7 developed Not a Hero, a pixel-art run-and-gun shooter released in May 2015 and published by , which introduced satirical political themes through its narrative of a time-traveling anthropomorphic candidate enlisting assassins to "clean up" the city ahead of an election. The game blended cover-based shooting with dynamic, objective-driven missions and a roster of playable characters, each with unique abilities, earning praise for its humorous critique of political ambition and excessive violence. Following these hits, the studio expanded from a core team of five during OlliOlli's development to seven members by mid-2015, shifting focus toward multiplayer and competitive skill-driven experiences. By 2018, Roll7 launched Laser League, a multiplayer battler that fused elements of soccer and in neon-lit, high-speed matches where teams activated deadly laser walls to score and eliminate opponents. Released on May 10, 2018, for Windows, , and , the game highlighted the studio's evolution into 3D action design, with team sizes ramped up to support its ambitious online features and class-based gameplay. This period cemented Roll7's prominence in indie gaming, known for titles that prioritized tight controls and innovative twists on established genres.

Acquisition and later projects

In November 2021, Roll7 was acquired by Private Division, a publishing label of Software, Inc., for an undisclosed sum, representing the label's inaugural studio acquisition and integrating Roll7 as an internal development team alongside Intercept Games. This move provided Roll7 with expanded resources while allowing the studio to maintain its independent creative direction, as emphasized by co-founder John Ribbins, who described Private Division as the most supportive partner in the studio's history due to its hands-off approach. Under the new ownership, Roll7 released OlliOlli World on February 8, 2022, for , , , Xbox Series X/S, , and PC. The title evolved the series by incorporating vibrant, hand-drawn 3D open-world environments in the fictional Radland, enabling nonlinear exploration and combo chaining, while preserving the signature 2D side-scrolling mechanics and precise, one-button controls that defined prior entries. It garnered widespread critical acclaim, earning an aggregate score of 84 across platforms and praise for its fluid gameplay, artistic style, and accessible yet challenging progression. The studio also released Rollerdrome on August 16, 2022, for , , and Windows, with an Series X/S port in November 2023. This third-person shooter-skater hybrid combined rollerblading tricks with arena-based , earning critical praise and a BAFTA Games Award for Best British Game in 2023. Post-acquisition, Roll7 benefited from increased budgets allocated to marketing campaigns and multi-platform porting efforts, which broadened the reach of OlliOlli World and its expansions, such as the VOID Riders DLC released in June 2022. The studio also shifted internally toward sustainable practices, including a fully remote work model and rejection of crunch culture, leveraging Private Division's support to retain talent and focus on innovative development without compromising artistic vision. This era enabled Roll7 to experiment with hybrid 2D-3D designs, building on the indie sensibilities honed in earlier titles like League. In 2023 interviews, Roll7's leadership teased ambitious future endeavors, including potential expansions to the OlliOlli series and unannounced projects aimed at delivering a "magnum opus" that could introduce a new intellectual property. Co-founders highlighted an ongoing evolution of their core "one-button" control philosophy, emphasizing flow-state experiences that blend accessibility with kinetic intensity across genres beyond skating, while committing to the studio's model of developing just two major titles at a time to ensure quality and surprise.

Closure

On May 2, 2024, announced the closure of Roll7 as part of a broader cost-cutting initiative that impacted approximately 579 jobs across its subsidiaries, including the shutdowns of Roll7 and Intercept Games under the Private Division label. The decision was framed as necessary amid ongoing economic challenges in the gaming sector, such as rising development costs and market volatility, despite Roll7's recent critical and commercial successes with games like . In the wake of the closure, Roll7's team members dispersed to other studios in the industry, with no specific transfer of rights announced at the time. The shutdown elicited strong backlash from fans and industry observers, who decried it as a shortsighted loss of innovative talent; for instance, described Roll7 as an "award-winning British studio" that "deserved so much better," reflecting broader frustrations with corporate consolidations eroding creative hubs. No new projects or releases have emerged from Roll7 since the closure, though its existing titles continue to be available for purchase and play on major platforms following a brief delisting period earlier in 2025.

Operations

Studio structure and locations

Roll7 maintained its headquarters in , , from its founding in 2008 until May 2015, when the studio closed its physical office to transition to a fully remote operational model. This shift eliminated the need for a dedicated office space, allowing the team to distribute across the while focusing on collaborative tools for development. The remote structure persisted through the studio's active years until its closure in 2024, enabling flexibility in hiring and reducing overhead costs associated with urban office rentals in . The studio's team was composed primarily of programmers, artists, designers, QA specialists, and production staff, fostering a multidisciplinary approach to game creation. By early 2024, Roll7 had grown to approximately 60 employees, reflecting expansion tied to major projects like . Leadership was provided by co-founders Simon Bennett (business director), Tom Hegarty (co-founder and co-CEO), and John Ribbins (creative director), who guided operations from inception through acquisition. Following the 2021 purchase by Private Division—a label—the studio retained significant creative autonomy while integrating into the larger corporate oversight for resource allocation and strategic support. Roll7 adopted policies in 2015, predating industry-wide changes and emphasizing work-life balance with a no-crunch culture that discouraged overtime. This model blended virtual collaboration via digital platforms with occasional in-person meetups, proving resilient during the in 2020, when remote roles saw a tenfold increase in applications compared to office-based positions. During its independent phase, funding came from publisher advances, notably from Curve Digital for titles like OlliOlli, which provided essential capital for development without external venture investment. Post-acquisition, Take-Two's backing enabled scaled resources, including enhanced hardware for production needs.

Development approach and technology

Roll7's development approach emphasizes iterative prototyping and playtesting within small, agile teams to refine gameplay mechanics, a process informed by the studio's early experiments with brain-computer interfaces. Founded in 2008, Roll7 initially explored neurotechnology through projects like Focus Pocus, a cognitive behavioral therapy game for children with ADHD that used EEG-based brain tracking to promote focus and fluid interaction. This foundation influenced later priorities on intuitive, responsive controls that mimic natural motion, with rapid cycles of internal testing ensuring tight, accessible experiences across titles. A hallmark of Roll7's design philosophy is the simplified control scheme, particularly the "one-button" mechanic in their games, which prioritizes precision and by combining a single acceleration button with inputs for tricks and navigation. First prototyped in OlliOlli (2014), this system relies on timing and directional inputs to execute flips, grinds, and manuals, allowing players to chain combos intuitively without complex button combinations. It was refined in subsequent entries like (2022), where the scheme fosters a "" for both novice and expert players, emphasizing tactile feedback over overwhelming inputs. Technologically, Roll7 adopted as their primary engine for most projects starting around 2014, leveraging its cross-platform capabilities to target PS4, PC, and efficiently while achieving high performance, such as 4K at 120 fps in (2022). Earlier titles varied: (2015) utilized Fusion 2.5 with a custom ISO-Slant plugin for 2.25D visuals, while Laser League (2018) employed Unreal Engine 4 for multiplayer intensity. For skateboarding games, they developed custom tools, including features in to create shareable, endless runs via a postcode system, supplementing hand-crafted levels. The studio's art style evolved from pixel art in Not a Hero, which used retro-inspired sprites for its fast-paced shooter aesthetic, to hand-drawn 2.5D animations in OlliOlli World, featuring vibrant, surreal environments drawn to evoke a sense of freedom and cultural diversity in skateboarding. Roll7 maintains a tight-knit collaboration model, with core teams handling design and tech while partnering externally for specialized elements like audio; for instance, Laser League's soundtrack was composed by Alan Myson (Ital Tek), blending electronic and synthwave elements to enhance its futuristic arena sports vibe. This approach extended to Rollerdrome, where composer Electric Dragon provided synth-driven tracks to complement the roller-skating action.

Games developed

OlliOlli series

The OlliOlli series, developed by Roll7, consists of side-scrolling action-platformers that emphasize precise, rhythm-timed controls for executing combos and tricks without traditional grinding mechanics. Players navigate linear or exploratory levels on a , focusing on manual balances, jumps, and flips to chain high-score challenges in a single-life format that demands flawless execution. This core prioritizes skill-based precision over forgiving automation, distinguishing the series from 3D skate titles like by requiring players to time every input manually for momentum and scoring. The franchise began with OlliOlli, released digitally for on January 21, 2014, in and January 22 in , followed by ports to PC, , and in July 2014. OlliOlli: Challenge Mode, a 2015 DLC expansion, added daily global challenges and replay features to extend replayability. The sequel, OlliOlli2: Welcome to Olliwood, launched on March 3, 2015, for and Vita, with a PC port on August 11, 2015, introducing ramps, epic hills for aerial maneuvers, and local four-player co-op via a free update. OlliOlli World arrived on February 8, 2022, for , , Xbox Series X|S, , , and PC, featuring expansions VOID Riders (June 15, 2022) and Finding the Flowzone (November 2, 2022) that added new biomes, levels, and narrative elements. Following Roll7's closure and the sale of Private Division, the game was temporarily delisted from digital storefronts in February 2025 but relisted on in May 2025 and on other platforms thereafter. Gameplay evolved from the tight, linear levels of the first two entries—designed for relentless combo runs across urban environments—to the more open-world exploration in , where players flow through vibrant biomes like Radlandia with side quests, hidden areas, and customizable characters including apparel and board designs. The series incorporated co-op modes starting with OlliOlli2's local multiplayer, expanding in World to include split-screen options and shared progression for collaborative trick challenges. This progression maintained the high-stakes, one-life tension while broadening accessibility through intuitive tutorials and a "Tricktionary" for learning moves. The series achieved commercial success, with OlliOlli World generating over $1.1 million in gross revenue and 53,700 units sold on alone by late 2022, contributing to strong overall franchise performance across platforms. Critically acclaimed for its innovative design, the original OlliOlli won the 2015 BAFTA Games Award for , praising its addictive one-life loop. The games inspired a wave of indie skate titles by blending arcade precision with modern platforming, influencing developers to explore 2D rhythm-action in sports genres. Rooted in 1990s skate culture and the developers' background, the OlliOlli series features a punk-rock aesthetic—evident in its gritty for the first two and evolving to colorful, hand-drawn vibes in World—serving as a love letter to skateboarding's rebellious spirit and communal flow. Themes of perseverance and creativity draw from real-world skate spots, with levels mimicking urban rails and half-pipes, while the soundtrack and character designs evoke energy and eccentric skater archetypes.

Other titles

Roll7's portfolio extends beyond the OlliOlli series to include diverse titles that showcase the studio's versatility in blending action, , and competitive . , released in 2015 for Windows, macOS, and , is a 2.25D pixel-art shooter developed in collaboration with publisher . In the game, players control professional assassin Steve, who is recruited by the anthropomorphic rabbit BunnyLord—a mayoral candidate from the future—to eliminate the city's criminal underworld and boost his election chances through a . emphasizes fast-paced run-and-gun mechanics combined with cover-based shooting, where a single button enables sliding, rolling, or diving into cover while firing weapons. Players select from nine distinct heroes, each with unique abilities such as Cletus's wide-spread shotgun or Kimmy's dash, across procedurally influenced missions featuring branching narratives, permadeath runs, and random events like team assaults or chases. The title later received ports to consoles via the 2017 Super Snazzy Edition, expanding its reach to , , and . Laser League, launched in 2018 for , , and PC by publisher , represents Roll7's foray into futuristic multiplayer sports. Set in the year 2150, the game pits small teams of one to three players against opponents in wraparound arenas, where capturing and activating moving nodes projects deadly walls to eliminate rivals through team-based elimination. Core mechanics revolve around six classes—such as for close-range recharges on kills or Thief for node stealing—offering strategic depth through ability modifiers, power-ups, and brand-specific characters from factions like or Gen Hao. Matches follow a best-of-three format in 2v2 or 3v3 modes, emphasizing quick movement, positioning, and arena-specific patterns for high-stakes, arcade-style competition with potential. The game received console ports and seasonal content updates until server shutdowns began in 2022, with a free-to-play relaunch as Laser League: World Arena on PC ending in 2023. Rollerdrome, published in 2022 by Private Division for , , and PC (), with a port to Series X/S released on November 28, 2023, fuses third-person shooting with in a retro-futuristic bloodsport arena. Players portray a competitor in the lethal Rollerdrome league, performing gravity-defying tricks on to reload weapons and trigger slow-motion for precise eliminations of opponents. The single-player campaign spans vibrant, comic-book-inspired levels where mastering combos unlocks upgrades, abilities, and new gear, blending fluid motion with visceral combat in a genre-redefining hybrid. Its innovative trick-shooting loop earned critical acclaim, including a BAFTA award for its seamless integration of movement and action. Following Roll7's closure and the sale of Private Division, the game was temporarily delisted from digital storefronts in February 2025 but relisted on in May 2025 and on other platforms thereafter. Prior to these commercial releases, Roll7 experimented with unreleased prototypes rooted in its origins, including brain-computer interface tools like Focus Pocus, a 2011 cognitive training game for children with ADHD that used NeuroSky headsets for neurofeedback to improve attention and impulse control through wizard-themed mini-games. These early efforts, developed under contract for educational applications, were not pursued as full commercial titles but informed the studio's pivot to original IP in 2012, during which additional prototypes laid groundwork for later projects without entering production.

References

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