IronMonkey and Firemint join to form Firemonkeys

Two local studios join to form a single entity under Electronic Arts.

Electronic Arts has combined its two Australia based mobile development studios, IronMonkey and Firemint, to form Firemonkeys. The merger between the two will mean Firemonkeys is now Australia’s largest game development studio. Electronic Arts said the merger was designed to create an "even more focused team."

Firemonkeys general manager, Tony Lay, sat down with us to shed further insight into the tie-up.

How did this merger of the two companies come about?

Firemonkeys general manager, Tony Lay (TL): We’re in the same location, doing the same type of games with the same values. It was a natural fit where [Firemint executive producer] Rob Murray and I could see the benefits in being able to share knowledge, resources and technology. It was official when we asked the team what their views were and everyone agreed. The team wanted to drop the cultural barriers that came with the two identities, and it was clear that there was strong mutual respect for each others capabilities. So the decision was made.

Why the name Firemonkeys?

TL: When we decided to merge, we took two months to look for a new name that we all wanted to champion, but nothing else was a natural fit. Firemonkeys was the obvious name that everyone was using unofficially, so we decided in the end to go with it. It was the best name that honoured the legacy of both studios. Besides, Firemonkeys is the coolest name out of the two studios. [Laughs]

Any reason why the merger was timed at this point?

TL: It was a natural evolution between two EA Mobile Studios already working side-by-side on separate projects. We didn’t plan on it happening from the beginning, but as time progressed we all believed that we would be stronger as one entity. We are proud of the quality of games we have made so far, of which leveraging EA’s vast resources and major IP has played a major part, and are really excited about the future. In terms of timing, we wanted the news to be separate from our product announcements, and made sure it was done before our big Real Racing 3 launch.

What is the benefit in merging the two studios into one?

TL: Our products ultimately. I’m happy for people to judge us on purely our products. Look at the improvements on both Need For Speed: Most Wanted and Real Racing 3.

How were concerns about the merger overcome?

TL: We involved a lot of people in our discussions to do it, so it was a proactive strategy. We try to keep everyone in the loop with studio decisions and get them involved to figure out problems. It’s about them more than anyone else. It was a chance for all of us to build towards a future together, so this would not have happened without their feedback. Honestly, I believe everyone was quite pleased and not surprised with the decision.

Any change in staff numbers?

TL: We’re actually hiring at the moment, so anyone interested should go to our web site at www.firemonkeys.com.au.

Will the two studios still work autonomously or share code?

TL: We have broken the teams down to product groups. So they will work autonomously as they all have and they decide how much they support they need from each other. Whatever they require to make their games successful, we will support.

Will the two studios remain in their current offices?

TL: We have been sitting in the same location for eight months, which led to this merger.

Will past games be rebranded with the Firemonkeys logo?

TL: They will retain their existing logos unless we are doing meaningful updates. We wouldn’t want to get our fans to update just so they see a new logo splash screen.

Any crossover titles in the future, such as Real Racing Vs. Need for Speed?

TL: [Laughs] We could see fun ways to share experiences across our titles. Right now, though, we just want to focus on developing our people to produce great games.

Want to read other video game interviews with key figures from Sony, Microsoft and more? Then check out Good Gear Guide's complete interview archive.

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Patrick Budmar

Patrick Budmar

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