What drives us?
It was a shared frustration from working in big game development factories that brought us together, and made us intent on creating a better studio.
We wanted to make games that truly entertain people and we wanted to create somewhere different. Somewhere you can make a decent living and still have a life. Where you know what is going on around you, with transparent access to players, finances, company thinking, decision making, board updates and metrics. The good, the bad and the ugly.
Teams at Hutch have the freedom and responsibility to make the best decisions for the players, and we are committed to making their working lives as easy and as simple as possible.
We also believe that there have been far too few definitive car games on mobile. We are working on this. Our car-themed mobile games aim to present more strategy, and skill too, but in a way that works on mobile.
Driven by our player communities, we are absolutely laser focused on cracking cars on mobile.
REBEL RACING LAUNCH
Broad, relevant global appeal built from the ashes of Race Kings. Rebel Racing continues to grow stronger with updates that respond to the needs of a passionate community of players
F1® MANAGER LAUNCH
New team, huge brand, huge potential. Still built through our rapid validation process. A challenging launch for the team and they absolutely came through and delivered
We established our new Hutch Dundee studio, a new team with the remit to evolve our progressive performance marketing approach
TOP DRIVES LAUNCH
This is where the Live Ops era truly kicked off. We began to adapt the way we work to serve the amazing worldwide community that loves Top Drives
A NEW APPROACH
We changed our development philosophy and moved toward shorter dev cycles and leaner products. Hill Dash was born from a game jam and released worldwide within 5 mnths of full time dev!
BEGAN DEVELOPMENT ON RACE KINGS
First external dev project with a great partner but sadly we made a great game, but not a great business… Still, a ton of important lessons were learned that are fundamental to how Hutch works today
FOUND A HOME
We moved into the Scrutton Street studio that we now call home. We've since expanded to spread over 3 floors that house over 70 Hutchies, and more than 90 staff worldwide!
This game hugely boosted our games-as-a-service understanding, with use of data, competitor analysis and performance marketing all contributing to a prolonged successful game
One of our founders moved to Nova Scotia, Canada to set up a new studio focused on providing support for our expanding tools and technology needs
FOLLOWED UP WITH SMASH BANDITS
A game we loved making. Some tough lessons learned but it gave us the best named power-up in the world - the A-Team themed ‘Jibba Jabba’!
SMASH COPS HEAT RELEASED
We tried out the freemium model and developed an early understanding of what would be needed for Hutch to succeed as a games-as-a-service business
SMASH COPS ‘GAME OF THE WEEK!'
We kicked off our long term partnership with Apple. We were amazed at the level of featuring support for our first ever game