Need for Speed
Game
Documents about Need for Speed
The Game Business39 min
As a Battlefield studio, is Criterion Games really still Criterion?
Criterion Games has evolved from its origins as an independent developer of high-octane racing titles like Burnout and Need for Speed into a foundational pillar of the Battlefield franchise.
- Criterion Games has transitioned from an independent racing developer into a core support studio for the Battlefield franchise, working alongside DICE, Ripple Effect, and Motive.
- The studio maintains its creative identity by applying its historical expertise in high-octane, responsive gameplay mechanics to the Battlefield live-service model.
- Nearly 25% of the studio's workforce has over a decade of tenure, providing the institutional knowledge necessary to preserve the studio's design culture during its integration into a larger ecosystem.
The Game BusinessSep 2026
Game Developers Conference61 min
Autonomy, Mastery, Purpose - Building a Hyper-Engaged Team
The transition from traditional, high-crunch production models to a philosophy centered on autonomy, mastery, and purpose represents a fundamental shift in managing AAA game development.
- Shift from top-down management to a framework based on autonomy, mastery, and purpose to improve morale and efficiency in AAA development.
- Operational success is driven by a structured seven-week milestone cadence supported by three specific review processes: update, steering, and quality.
- Maintain team integrity during growth by keeping units small and cross-disciplinary, distributing work across multiple spaces or subcontractors rather than expanding individual team sizes.
Game Developers ConferenceNov 2017
Game Developers Conference59 min
Beat it: A Retrospective of Need for Speed: Hot Pursuit
Need for Speed: Hot Pursuit serves as a pivotal case study in bridging the gap between console connectivity and actual player behavior.
- Criterion Games developed the 'Autolog' system for Need for Speed: Hot Pursuit to facilitate asynchronous social interaction, allowing players to compete with friends without requiring them to be online simultaneously.
- The Autolog system utilized a 'beat it' recommendation engine that specifically targeted players with notifications when a friend surpassed their leaderboard time, creating a persistent competitive loop.
- To maximize engagement, the game featured a dynamic feed that tracked every action and provided direct, in-game calls to action, allowing players to jump immediately into events where their friends had recently set records.
Game Developers ConferenceJan 2017
Game Developers Conference68 min
Frostbite: Implementing a Scripting Solution for Your Editor
The Frostbite engine addresses the complexities of large-scale game production by implementing a custom scripting solution built on IronPython and .NET.
- Frostbite implemented a custom scripting framework using IronPython and .NET to automate repetitive tasks and optimize asset management for large-scale titles like Need for Speed: The Run and Dragon Age: Inquisition.
- The architecture utilizes a REPL-based interface that exposes engine editor functionality, such as asset selection and property manipulation, directly to technical artists and designers.
- By using a thin wrapper around .NET assemblies, the system enables the execution of complex batch operations across thousands of assets, significantly reducing iteration times.
Game Developers ConferenceJan 2017
Companies behind it
As the documents state it.