Airtight Games

2004 - 2014
dead us
four people put in six thousand dollars each in the autumn of 2004, and that twenty-four thousand dollars was the entire starting capital of a console studio in redmond. a physics contract kept the lights on, then capcom signed dark void, and for a few years airtight was a sixty-person shop building other publishers' games. murdered: soul suspect shipped in june 2014 and the studio was gone inside a month with no announcement at all. a reporter drove out to the office and found the door locked and a sign on it advertising a sale on the equipment inside.

~ the last words ~

Airtight Games was four people and twenty-four thousand dollars in the autumn of 2004. Jim Deal left Microsoft Game Studios with three others off the Crimson Skies: High Road to Revenge team and each of them put in six thousand. Ed Fries, who had run Microsoft Game Studios and had just walked away from it himself, came on as a co-founder and contributed advice rather than money.

Console development costs eight figures and nobody hands that to a five-person company, so the first years went on proving the team could build something. A 2005 contract with the physics-hardware firm AGEIA paid for demos. THQ signed an eight-month pre-production deal in 2006 and then declined to greenlight it. Capcom ran background checks on the staff and signed Dark Void at the end of that year, which is the deal that made the studio real. By the summer of 2009 there were about sixty people in the building.

Dark Void came out in January 2010 with a jetpack and vertical cover, and it did not work. Quantum Conundrum followed in June 2012, published by Square Enix and directed by Kim Swift, who had made Portal, and it was well liked without selling like one. Square Enix then handed them Murdered: Soul Suspect, a detective game in which the detective is a ghost. Fourteen people were laid off in April 2014 and Swift left for Amazon. The game shipped in June to reviews that mostly shrugged.

By the first days of July the studio was gone. There was no announcement and no statement. A GeekWire reporter drove to the Redmond office on 2 July 2014 and found the door locked and a sign on it advertising a blow out sale on the equipment inside. The only word from the company came later, as a short note thanking the people who had made ten years possible.

~ the record ~

Bornautumn 2004 in Redmond, Washington, on $24,000 of founders' money
Peakaround sixty staff in summer 2009, building Dark Void for Capcom
Killedearly July 2014, with no announcement
Lifespanten years
Made byJim Deal and three others off the Crimson Skies team at Microsoft
Killed bytwo publisher-funded games in a row that did not land

~ twenty-four thousand dollars ~

Deal described the founding problem plainly enough: you walk up to a publisher, shake hands, give the pitch, then ask for ten million dollars, and they look at you. The twenty-four thousand was not seed capital in any venture sense. It covered the gap between four salaried jobs at Microsoft ending and somebody agreeing to pay for a demo.

The AGEIA contract is the part worth noticing. A hardware company needed software that showed off its physics card, and a studio with no game needed a reason to keep building an engine anyway. That arrangement carried the company through 2005 and produced the technology Capcom eventually bought into.

~ what a work-for-hire studio owns ~

Every game Airtight is known for belonged to somebody else. Capcom owned Dark Void. Square Enix owned Quantum Conundrum and Murdered: Soul Suspect. What the studio owned outright was an Ouya launch game called Soul Fjord and two small iOS titles, which is roughly the scale a shop like this can self-fund between contracts. When the contracts stop there is no catalog underneath to fall back on, and no royalty stream either.

These games reached Turkey as Steam entries at a discount. Dark Void and Quantum Conundrum were both in bundles and sales within a couple of years of release, which after 2009 was the route by which most mid-tier Western games got here at all. A splash screen with a studio logo on it goes past in two seconds when the game cost four dollars, and I could not have told you who made either one until I looked it up for this.

~ the locked door ~

Murdered: Soul Suspect came out on 3 June 2014. The studio was shut within a month of its own release, which means the decision was effectively taken before anyone outside the building had played it. Square Enix said nothing. Airtight had no publisher to announce anything on its behalf and nothing left of its own to announce it with.

airtightgames.com still returns a 200 today. What it returns is a redirect to a casino affiliate page with the studio's name sitting in the URL, which is what becomes of a lapsed domain that once had inbound links worth harvesting. The diving-helmet logo is on the Internet Archive and nowhere else.

~ leave a rose ~

an anonymous tribute. one rose per visitor per day.

@}-->-- ... roses left here

~ leave a wreath ~

a rose fades by morning. a wreath stays on this grave for good, with your name on it.

from $1, paid once through stripe. it keeps the graveyard running: the hosting and the nightly digging. adopt it and the headstone reads "maintained in memory by" you. the groundskeeper plants new wreaths at the next tending, usually within a day.

» one email a week: new graves and the anniversaries of the dead. subscribe

~ leave a note ~

visitors before you have left these graveside notes. anonymous welcome.

other gaming: Super Best Friends Play, Frenzoo, Sega Heroes, Midway Games

also died in 2010-2014: Salon Table Talk, Yahoo Korea, National Biological Information Infrastructure

« previous  ·  random  ·  next »