Ben Murch曾是Codemasters作品《尸横遍野》的首席环境设计师和EA游戏《火爆狂飙：天堂》的艺术师。最终Murch决定离开Codemasters创建Rodeo Games，该工作室致力于制作iPhone和iPad游戏。游戏邦获悉，这个工作室中还有前Lionhead、Criterion和EA公司员工，首款iOS系统游戏《Hunters: Episode One》已发布。
Murch告知Eurogamer为Xbox Live Arcade开发游戏不切实际，因而工作室放弃了这个独立游戏平台。他说道：“我们不打算为XBLA平台开发游戏，因为这似乎并无益处。我们已关注XBLA多年，在这种市场中几乎不可能有所发展，开发者还是比较欣赏苹果的产品。”
Xbox Live Arcade Less Developer Friendly Than Apple’s App Store
Ben Murch was once a group lead environment artist on Codemasters’ Bodycount and an artist on EA’s Burnout Paradise. Murch eventually decided to leave Codemasters and start up Rodeo Games, a studio dedicated to creating iPhone and iPad games. He was joined at the startup by former employees of Lionhead, Criterion, and EA.
Now the quartet’s first title for iOS, Hunters: Episode One, has been released. Murch talked about why the studio skipped making the title for Xbox Live Arcade, another recent bastion of indie titles. In fact, he told Eurogamer that making the game for XBLA would’ve been “impossible”. “Doing things like the Xbox Live Arcade stuff never seemed like something we’d be able to go into and make a good living for ourselves,” he said.
“It’s a hard submission process, and it’s hard just getting your game into the queue. We looked at that a couple of years ago, and it seemed almost impossible to make any headway into that kind of market, whereas all the Apple stuff is ultra developer friendly.”
There has been a growing trend of veteran developers leaving triple-A studios to form their own start-ups. Murch believes that creative freedom is the primary driver of the shift.
“It’s down to a lot of people wanting more creativity in the games they’re making,” he said. “When I was working at Criterion it felt like it was a great big team, and I wanted to have more in the decision-making. On Burnout it felt a lot more like you were a cog in the machine.”
“Quitting then starting up this, there’s definitely an element of just having all the power in your hands and being able to do whatever you like and not having to run through a million meetings to make a decision on something.” (Source: Industry Gamers)