Sucker Punch Productions

[1] Sucker Punch Productions was founded in October 1997 by Brian Fleming, Bruce Oberg, Darrell Plank, Tom and Cathy Saxton, and Chris Zimmerman.While it did not perform well commercially, it was well received by critics, which encouraged the team to develop another platform game in 2002 named Sly Cooper and the Thievius Raccoonus.[2] The team went against her advice since the target audience for video games at that time was mostly young men, a group which the name Sucker Punch would resonate with.Electronic Arts once offered to sign a deal with Sucker Punch for a PlayStation 2 title, though it would have required the company to cancel Sprocket.The project, which was later renamed Rocket: Robot on Wheels following a trademark dispute,[5] received generally positive reviews when it was released in 1999,[2] however, it was not commercially successful, with Fleming describing the audience response as "tepid".[6][2] Creative director Nate Fox described the launch of Sly Cooper as a tense experience for the team as Sucker Punch was an unproven studio at that time, and they were unsure about whether the market would be interested in such a "wacko game".[6] Sly Cooper and the Thievius Raccoonus was released in 2002 and was both a commercial and critical success selling about 1 million copies, surpassing the studio's expectations.To help differentiate the game from Thievius Raccoonus, the sequel features improved gameplay and artificial intelligence, a larger cast of characters, and more open levels.[11] The success of the Sly Cooper franchise elevated Sucker Punch's stature as a development studio, although they wanted to work on something new in order to stay relevant.Fleming, commenting on the acquisition in 2013, added that Sucker Punch's nature as a "one-team shop", the increasing team size, and its long history of collaboration with Sony, in particular its product development team at Foster City Studio, as the key reasons why Sucker Punch agreed to Sony's acquisition.[9][19] With Sony's support and funding, the studio continued to make Infamous games, releasing the standalone expansion Festival of Blood in October 2011.Sucker Punch elected to set the sequel in their hometown of Seattle as they could draw from their personal experiences in the open world's design.The art and the environment teams had a difficult time transitioning into the project as the game was a huge departure stylistically from the Infamous franchise, which has a "punk rock" aesthetic.This caused a significantly longer production time compared to other Sucker Punch titles, with development lasting for about six years.
SubsidiaryVideo gamesBellevue, Washingtoncreative directorSly CooperInfamousGhost of TsushimaParentPlayStation Studiosvideo game developerPlayStationMicrosoftvideo game industrySly Cooper and the Thievius RaccoonusSony Computer Entertainmentopen-worldcomic bookInfamous 2Infamous Second SonPlayStation 4Ghost of YōteiPlayStation 5Nintendo 64computer gameThe Incredible MachineNintendoplatform gameActivisionAcclaim EntertainmentE3 1999Electronic ArtsPlayStation 2Ubi Softaction gameheist filmsartificial intelligenceSanzaru GamesThe Sly CollectionPlayStation 3PlayStation VitaAnimal Crossingcomic booksintellectual propertiesSCE Worldwide StudiosFoster City StudioPlayStation NetworkJourneytriple-Amelee combatScottish folk heroessteampunkfeudal JapanMount YōteiInfamous First LightWindowsGamesRadarPlayStation BlogGame InformerYouTubeMetacriticPolygonEngadgetUSgamerJoystiqEurogamerDestructoidShacknewsGameSpotThe New York TimesVideo Games ChronicleDeadline HollywoodThievius RacoonusBentley's HackpackPlayStation Move HeroesPlayStation All-Stars Battle RoyaleSecond SonFirst LightCharactersComic seriesStreet Fighter X TekkenSly Cooper seriesInfamous seriesBend StudioBluepoint GamesFirespriteGuerrilla GamesHousemarqueInsomniac GamesMedia MoleculeNaughty DogNixxes SoftwarePolyphony DigitalSan Diego StudioSanta Monica StudioTeam Asobi989 StudiosBigbig StudiosDaybreak Game CompanyEvolution StudiosGuerrilla CambridgeIncognito EntertainmentJapan StudioLondon StudioPixelopusPsygnosisTeam SohoZipper InteractiveBrian AllgeierCory BarlogNeil DruckmannJade RaymondSiobhan ReddyEvan WellsKazunori YamauchiShuhei YoshidaStig AsmussenAndy GavinMark HealeyAmy HennigIan HetheringtonDavid JaffeKenji KaidoShawn LaydenAlanah PearceJason RubinJosh ScherrBruce StraleyKeiichiro ToyamaFumito UedaSony Interactive Entertainmentlist of gamesBungiePlayStation Productions