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Ustwo
View on WikipediaThis article contains promotional content. (April 2025) |
Ustwo Fampany Limited (typically stylized as ustwo) is a London-based software development studio focused on digital design, such as clean and elegant user interfaces. Founded in 2004, the company had initially served clients in supporting their mobile apps, and developed mobile games, but gained significant attention upon release of Monument Valley in 2014, which won numerous awards and had over two million units sold. Alongside their Ustwo Games division, the company continues to produce other software for a range of computing devices through Ustwo Studios, as well as investing in new firms through Ustwo Adventure, and helping to mentor young talent within Ustwo Foundation.
Key Information
History
[edit]Ustwo was founded by Matt "Mills" Miller and John "Sinx" Sinclair in the Shoreditch district of London in November 2004 as "Ustwo Studio, Ltd",[1] aiming to get into the nascent mobile app market.[3] Miller and Sinclair had been friends since they were eleven, and so the name "Ustwo" is in reference to their long-term relation, "us two".[4]
Prior to the founding, Miller and Sinclair had been working at a design firm called Big Animal who had Sony as a client. After Ustwo was founded, they were able to gain work from Sony Ericsson from this prior relationship to help design a user interface. Additional work came from similar word-of-mouth for banking firm JPMorgan.[4]
In 2007, Apple, Inc. introduced the iPhone and with it, the App Store in 2008. Miller and Sinclair saw the opportunity here to make and sell their own applications directly to consumers via the App Store, and started to explore that area.[4] They toyed with various apps, having limited success outside of one title, MouthOff, that had a cartoon mouth on screen mimick mouth movements on hearing speech that they released in 2009. The app earned Ustwo £100,000, a product of strong word-of-mouth from works like Creative Review, [5] Techcrunch, BBC, and CNN, according to Miller.[6] MouthOff led to them gaining work from retail chain H&M.[4] Work over the next few years split between client work and developing their own apps, splitting off the games development section into "Ustwo Games" while the client services remained at "Ustwo Studios". During this time, they developed Whale Trail in 2011, a children's game, which led to a deal with Penguin Group for an ebook and television series,[4] and Blip Blop in 2012.[3] [7] The company did not focus on producing volumes of game apps to generate revenue, but instead felt that what few games they put should reflect the high quality their studio had become known for.[8]
Ustwo's breakout title came in 2014 with Monument Valley.[4][3] Monument Valley was developed as an artistic game, inspired by M. C. Escher works, and meant to have simple controls.[8] Monument Valley was critically praised, being named the Apple Store's Editors Choice[9] and later winning the Apple Design Award in 2014.[10] The game has since sold more than US$14 million in revenue from over 26 million copies sold.[11] Ustwo had developed a relation with Apple, such that the surprise release of Monument Valley 2 was a headline presentation at the 2017 Apple Worldwide Developers Conference,[12][13] and had their next major title Assemble with Care as one of the premiere titles available on launch of Apple Arcade in September 2019.[14] Assemble with Care was later ported to Microsoft Windows and released on March 26, 2020.[15]
The success of Monument Valley not only helped to put more money into the company, but helped them to gain more client-side work, was estimated to have brought in £15 million in 2013.[3] With this, Ustwo began expanding its business by forming joint ventures with other startup firms, as well as establishing an investment arm proving both financial and service-related support for new firms.[3]
In 2014, Ustwo co-founded DICE, a ticketing platform, with Phil Hutcheon, founder of music managing company Deadly Management.[16]
Ustwo renamed themselves as "Ustwo Fampany Ltd." in 2015,[1] with "fampany" representing their desire to have their studio to be a combination of "family" and "company".[4]
In 2019, Ustwo fired an employee for labour organizing at the company. The Independent Workers' Union of Great Britain, which represents him through Game Workers Unite UK, filed suit on the worker's behalf.[17] Lana Polansky of Waypoint criticized Ustwo for adopting progressive language and values to camouflage workplace issues and union busting activities.[18]
Structure
[edit]Ustwo Fampany has four primary divisions:[2]
- Ustwo Studios is the segment that offers client services for developing mobile applications and other computer software.
- Ustwo Games is the division focused on game development
- Ustwo Adventure is the venture capital portion of the business, investing into smaller firms
- Ustwo Foundation seeks to encourage creative growth in promising young persons
As of 2022, Ustwo had studios in Malmö, Lisbon, Tokyo, and New York in addition to the London headquarters, employing about 260 employees worldwide.[2]
Games developed
[edit]| Year | Title | Platform(s) |
|---|---|---|
| 2011 | Whale Trail | Android, iOS |
| 2013 | Blip Blup | Android, iOS[19] |
| 2014 | Monument Valley | Android, iOS, Microsoft Windows, Windows Phone |
| 2015 | Land's End | Oculus Go, Samsung Gear VR[20] |
| 2017 | Monument Valley 2 | Android, iOS, Microsoft Windows |
| 2019 | Assemble with Care | iOS, Microsoft Windows |
| 2019 | Headed South | Android[21] |
| 2020 | Go Go Bots | Browser[22] |
| 2020 | Alba: A Wildlife Adventure | iOS, macOS, Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, tvOS, Xbox One, Xbox Series X and Series S |
| 2022 | Desta: The Memories Between | Android, iOS, Microsoft Windows, Nintendo Switch[23] |
| 2024 | Monument Valley 3 | Netflix[24] |
References
[edit]- ^ a b c "Ustwo Fampany Ltd". Companies House. Retrieved 22 September 2019.
- ^ a b c "ustwo's Global Digital Product and Service Studio Expands to Lisbon" (Press release). Ustwo. 25 March 2019. Retrieved 22 September 2019.
- ^ a b c d e Dredge, Stewart (29 May 2015). "From MouthOff to Monument Valley: ustwo's path to apps fame". The Guardian. Archived from the original on 22 September 2019. Retrieved 22 September 2019.
- ^ a b c d e f g Spainer, Gideon (12 May 2014). "Growth Capital: Firm friendship and a passion for design is all ustwo needs". The Evening Standard. Archived from the original on 22 September 2019. Retrieved 22 September 2019.
- ^ Lucas, Gavin (5 July 2010). "The chaps for apps". Creative Review. Archived from the original on 22 September 2019. Retrieved 22 September 2019.
- ^ Miller, Matt (11 January 2010). "ustwo on how PR drove sales of its MouthOff app". Pocket Gamer.biz. Archived from the original on 22 September 2019. Retrieved 22 September 2019.
- ^ Long, Neil (29 July 2013). "Meet Ustwo, the digital design agency turned game developer". Edge. Archived from the original on 10 August 2013.
- ^ a b Sheffield, Brandon (19 October 2014). "When quality comes before making money: Developing Monument Valley". Gamasutra. Archived from the original on 22 September 2019. Retrieved 22 September 2019.
- ^ Diver, Mike (13 May 2014). "Monument Valley creator Ustwo on App Store success and what comes next". Edge. Archived from the original on 14 May 2014. Retrieved 22 September 2019.
- ^ Tach, Dave (3 June 2014). "Threes!, Monument Valley and more games win Apple Design Awards". Polygon. Archived from the original on 20 August 2019. Retrieved 22 September 2019.
- ^ Kerr, Chris (20 May 2016). "Monument Valley revenues top $14 million two years after launch". Gamasutra. Archived from the original on 22 September 2019. Retrieved 22 September 2019.
- ^ Sulleyman, Aatif (5 June 2017). "Monument Valley 2 has just been revealed". The Independent. Retrieved 5 June 2017.
- ^ Kim, Matt (5 June 2017). "Surprise! Monument Valley 2 is Available on iOS Devices Right Now". USGamer. Archived from the original on 4 October 2018. Retrieved 5 June 2017.
- ^ Wilson, Mark (23 September 2019). "The creators of 'Monument Valley' are back with a game no one expected". Fast Company. Retrieved 23 September 2019.
- ^ Wales, Matt (11 March 2020). "Monument Valley dev's restoration game Assemble With Care coming to PC". Eurogamer. Retrieved 11 March 2020.
- ^ "A Joint Adventure – DICE". www.ustwo.com. Retrieved 18 December 2020.
- ^ Taylor, Ivy (10 October 2019). "Ustwo Games accused of union busting". GamesIndustry.biz. Retrieved 9 June 2022.
- ^ Polansky, Lana (4 September 2020). "How Games, Tech, and the Army Use Progressive Language as a Smoke Screen". Waypoint. Retrieved 9 June 2022.
- ^ Lomas, Natasha (23 May 2013). "Blip Blup Is A Minimalist Mobile Puzzle Game That Lets You Play With Pulses Of Light". TechCrunch. Retrieved 7 February 2021.
- ^ Souppouris, Aaron (21 September 2015). "The 'Monument Valley' team has created a dream of a VR game". Engadget. Retrieved 7 February 2021.
- ^ Bradshaw, Kyle (19 October 2019). "Monument Valley's ustwo creates 'Headed South' for Pixel 4". 9to5Google. Retrieved 7 February 2021.
- ^ Takahashi, Dean (28 May 2020). "Monument Valley maker Ustwo launches Go Go Bots instant game on Facebook". VentureBeat. Retrieved 7 February 2021.
- ^ Tomas, Franzese (30 September 2022). "The best games of September 2022: The Last of Us, Splatoon 3, and more". Digital Trends. Retrieved 9 October 2022.
- ^ Morris, Iwan (21 August 2024). "Monument Valley 3 announced and now open for pre-registration". Pocket Gamer. Retrieved 21 August 2024.
External links
[edit]Ustwo
View on GrokipediaHistory
Founding and Early Development (2004–2010)
Ustwo was founded in December 2004 by Matt "Mills" Miller and John "Sinx" Sinclair, childhood friends who had previously collaborated professionally, in London's Shoreditch district.[3] Operating initially as Ustwo Studio, Ltd., the duo established a digital design agency aimed at exploring and developing innovative digital products amid the early rise of mobile technologies.[1] Their approach emphasized creative user interfaces and interactive experiences, drawing on the founders' backgrounds in design to address emerging opportunities in app development and digital strategy.[4] From 2005 to 2008, Ustwo operated as a small team, focusing on work-for-hire projects to support clients' mobile app initiatives and prototype interactive concepts.[5] The studio's early efforts centered on building foundational skills in cross-platform user interface design, serving as a digital production partner for brands entering the mobile space, though detailed client engagements from this phase are not extensively documented in primary sources.[6] This period laid the groundwork for Ustwo's emphasis on agile development processes, enabling rapid iteration on prototypes and user-centered solutions.[7] A notable milestone came in 2009 with the release of MouthOff, an iOS application that used the device's microphone to animate cartoon mouths in real-time response to user sounds such as speech or laughter.[8] The app, which featured multiple mouth animations and achieved approximately 40,000 downloads, represented Ustwo's initial foray into consumer-facing mobile games and interactive entertainment.[9] Building on this success, Ustwo partnered with Turner Broadcasting in late 2009 for Ben 10 MouthOff, a branded extension incorporating original animations and tying into the popular children's franchise; this project extended to a television ad campaign airing across Turner channels during the 2009 Christmas period.[10] These endeavors highlighted Ustwo's growing expertise in blending design with sound-reactive technology and marked their first significant branded collaboration.[9] By 2010, Ustwo had expanded modestly beyond its founding duo, cultivating a reputation for pioneering digital user experiences while maintaining a lean operation focused on quality over scale.[11] The studio's early trajectory emphasized experimentation in mobile interactivity, setting the stage for subsequent growth, with projects like MouthOff demonstrating commercial viability and attracting interest from media and entertainment sectors.[4] This foundational phase prioritized creative autonomy and client collaboration in a competitive digital landscape, fostering internal practices that valued employee thrive and innovative output.[12]Growth and International Expansion (2011–2015)
Following the release of Monument Valley on April 3, 2014, for iOS devices, Ustwo experienced accelerated growth driven by the game's critical and commercial success.[13] The title, developed internally by a dedicated team experimenting with side projects, featured puzzle mechanics centered on manipulating impossible geometries and Escher-like architecture to guide a character through surreal landscapes.[14] Its launch generated widespread acclaim, establishing Ustwo as a leader in mobile game design and attracting attention from global audiences and investors.[15] The game's performance provided a financial boost, with lifetime revenues reaching $14 million by 2016, underscoring the viability of Ustwo's approach to blending client services with proprietary product development.[16] This period saw internal expansion, as the studio leveraged the momentum to scale operations, including hiring to support ongoing projects and explorations into music apps and startup investments. By mid-2015, Ustwo was actively planning diversified ventures to sustain innovation beyond client work.[4] Internationally, Ustwo built on its established Malmö studio, operational since 2008, to enhance cross-border collaboration amid rising demand for digital products.[17] The Monument Valley success facilitated entry into the U.S. market, with the opening of a New York studio by 2015 to pursue American clients and talent, marking a shift toward a more distributed global footprint. Steady workforce increases during this era positioned Ustwo for broader operations, growing from a core London team to over 250 employees across locations by 2016.[11]Maturity and Strategic Shifts (2016–Present)
In the years following its international expansion, ustwo entered a phase of operational maturity characterized by leadership transitions aimed at professionalizing its structure while maintaining creative autonomy. In January 2016, Dan Gray was appointed head of studio for ustwo games, signaling a commitment to structured growth in its gaming division amid successes like Monument Valley.[18] This was followed in December 2017 by the appointment of Carsten Wierwille as global CEO, tasked with scaling the company's digital product services across its studios.[19] Further refinements occurred in June 2019, when ustwo games elevated Maria Sayans to CEO and Dan Gray to chief creative officer, emphasizing personal and creative game development.[20] A pivotal strategic shift toward sustainability and ethical business practices materialized in December 2019, when ustwo achieved B Corporation certification, committing to rigorous standards in social, environmental, and transparency accountability.[21] This certification, recertified with an improved score of 110.4 in 2023, reflected a deliberate pivot from pure commercial expansion to integrating positive impact into core operations, including environmental commitments like renewable energy use in studios.[21][22] In August 2022, ustwo games independently secured B Corp status as the world's first certified game studio, underscoring the group's broader alignment with purpose-driven innovation.[23] The most transformative change came in April 2022, when ustwo transitioned to majority employee ownership through an Employee Ownership Trust (EOT), with founders transferring 62% equity to current and future employees.[24] This move, led by then-CEO Wierwille, was explicitly designed to safeguard the company's independence from external acquisition pressures, preserve its collaborative culture, and empower staff as partners in decision-making, including electing employee representatives to the board.[25] By forgoing short-term financial gains for long-term stability, ustwo prioritized values such as trust and experimentation over traditional venture-backed scaling.[24] Under this model, ustwo has sustained focus on client partnerships in digital transformation while advancing internal resilience. In September 2024, Nicki Sprinz, managing director of the London studio since 2016, succeeded as global CEO, steering the employee-owned entity toward continued growth in breakthrough digital experiences without compromising its ethical framework.[26] This era has positioned ustwo as a resilient, impact-oriented studio, balancing profitability with accountability amid industry consolidations.[27]Organization and Operations
Corporate Structure and Ownership Model
Ustwo Limited functions as the parent private limited company, registered in the United Kingdom with company number 05286528, overseeing a group structure that includes subsidiaries such as Ustwo Studios Limited and Ustwo Games Holding Limited to manage specialized operations in digital design and gaming.[28] In April 2022, Ustwo transitioned to a hybrid ownership model featuring an Employee Ownership Trust (EOT), which holds 62% of the company's shares on behalf of all employees, marking a shift from founder-dominated equity to broader employee participation.[29][24] This change involved founders John Sinclair and Marius Woxna and shareholder Marcus Woxneryd transferring majority control to the EOT, funded through future profits rather than upfront payments, to realize value gradually while avoiding external acquisition.[29] The EOT model emphasizes long-term sustainability over short-term maximization, with employees positioned as partners entitled to more than one-third of annual profits, fostering alignment between workforce incentives and company performance.[24] Governance integrates employee input via three elected representatives on the board, who contribute to strategic decisions alongside executive leadership, supporting Ustwo's B Corp certification standards for accountable management.[24][30] The remaining 38% equity is retained by founders and other stakeholders, preserving a balanced structure that prioritizes independence from venture capital or corporate buyouts.[29]Global Presence and Workforce
Ustwo maintains studios in five locations: London (headquarters in the United Kingdom), New York (United States), Malmö (Sweden), Lisbon (Portugal), and Tokyo (Japan).[31] These offices facilitate collaboration with global clients and access to regional expertise in design, technology, and creative industries.[32] The distributed structure supports the company's focus on digital product development across time zones and markets.[33] The workforce totals between 201 and 500 employees, primarily comprising designers, engineers, and product specialists.[32] As of recent estimates, the headcount stands at approximately 271, reflecting a balance between core studio operations and specialized teams.[34] Employees are dispersed across the studios, with initiatives like volunteering and internships concentrated in major hubs such as London, New York, Malmö, and Lisbon.[22] This global setup promotes cultural diversity and localized innovation while adhering to employee-ownership principles that influence talent retention and operations.[32]Business Model and Services
Ustwo maintains a diversified business model centered on three interconnected pillars: client-facing consultancy services, development of proprietary digital products, and investments in external ventures. This structure balances steady revenue from service contracts, which fund higher-risk initiatives, with opportunities for scalable returns from self-developed products and venture equity. The approach mitigates dependency on any single stream, fostering cross-pollination of insights across pillars to drive innovation and long-term growth.[35][36] Client services form the foundational revenue driver, involving collaborative partnerships from ideation and discovery through prototyping, testing, and scaling to production. Ustwo emphasizes integrated teams that blur lines between studio and client, prioritizing user-centered outcomes via iterative "make, test, learn" cycles. These engagements span industries such as health, finance, and consumer goods, delivering measurable business impact through agile methodologies.[37] Key services encompass:- Design: Including product, service, game, and metaverse design; design systems; and research to uncover user needs and behaviors.[37]
- Strategy: Growth strategies, business design, and proposition development to align digital solutions with commercial objectives.[37]
- Product Management: Strategy, led transformation, planning, and prioritization to evolve offerings into viable, user-engaged solutions.[37]
- Delivery: Agile execution, capability building for client teams, and leadership or culture shifts to embed sustainable practices.[37]
- Technology: Expertise in mobile, full-stack, game, and metaverse development; technical strategy; solutions architecture; and rapid prototyping.[37]
