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Media Molecule

Media Molecule
Subsidiary of Sony Interactive Entertainment
Industry Computer & video games
Interactive entertainment
Founded 2006
Headquarters Guildford, Surrey, United Kingdom
Key people
Mark Healey (Creative Director)
Alex Evans (Technical Director)
Siobhan Reddy (Studio Director)
Rex Crowle (Designer)
Products LittleBigPlanet (2008–11)
Dreams
Services Video game development
Owner Sony
Number of employees
50+
Parent SIE Worldwide Studios
Website Official website

Media Molecule is a British video game developer based in Guildford in Surrey. The studio was founded on 4 January 2006 by former Lionhead Studios employees Mark Healey, Alex Evans, David Smith and Kareem Ettouney Before starting the company, the founders from Lionhead Studios worked together on Healey's independent game Rag Doll Kung Fu while still at Lionhead.

On 2 March 2010, Sony Computer Entertainment announced that it had acquired Media Molecule.

Media Molecule is a development studio based in Guildford, United Kingdom. They are owned by Sony Computer Entertainment. The studio was founded in January 2006 by former Lionhead employees, Alex Evans, Mark Healy, Dave Smith and Kareem Ettouney. The team developed Rag Doll Kung Fu (the first third party title made available on Steam) in their spare time whilst still working at Lionhead. Evans describes the company's formation as a combination of the boost from Rag Doll, some new ideas bubbling in his head, and the new wave of consoles around the corner.

Renowned for their small size, they are a close-knit group of but 25 developers, with an only 9 coders. Evans says that their size is an arbitrary constraint they placed themselves.

The company had with partnered with Sony Computer Entertainment Europe after pitching an early LittleBigPlanet forbearer known as Craftworld. This concept led to Sony funding the development of LittleBigPlanet.

It was announced on 2 March 2010 that Sony Computer Entertainment had purchased Media Molecule.

The studio's first game was the PlayStation 3 title LittleBigPlanet, which was announced and demonstrated at the Game Developers Conference 2007. The plan was always to produce a chart-topping game, but to keep the size of the company as small as possible so as to keep a tight rein on costs. Evans in particular was keen to avoid what he calls the "cycle of debt". It was chiefly this concern that led the founders to consider user-generated content.LittleBigPlanet 's best selling point became its set of level-creation tools and the ability to publish that content on the Internet. "Every time you boot up there are more levels to play," says Evans.


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