Millennium Interactive: Difference between revisions

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The company that would eventually become Millennium Interactive was legally incorporated on July 27, 1989, under the name Starclear Software Ltd.<ref name="incorporation"/> Not long after, the company became Logotron Entertainment Ltd, a branch of Logotron focused on entertainment products.<ref name="incorporation"/> By 1992, it became Millennium Interactive due to a management buyout.<ref name="incorporation"/><ref>{{Cite web|url=http://web.archive.org/web/20000412063856fw_/http://www.biota.org/papers/sginterview.html|site=Biota.org|title=The Origins of CyberLife|published=April 12, 2000|retrieved=July 24, 2021}}</ref>
The company that would eventually become Millennium Interactive was legally incorporated on July 27, 1989, under the name Starclear Software Ltd.<ref name="incorporation"/> Not long after, the company became Logotron Entertainment Ltd, a branch of Logotron focused on entertainment products.<ref name="incorporation"/> By 1992, it became Millennium Interactive due to a management buyout.<ref name="incorporation"/><ref>{{Cite web|url=http://web.archive.org/web/20000412063856fw_/http://www.biota.org/papers/sginterview.html|site=Biota.org|title=The Origins of CyberLife|published=April 12, 2000|retrieved=July 24, 2021}}</ref>


In 1993, Steve Grand began developing a project based on artificial life.{{cite}}
In November 1994, CyberLife was set up to build products focused on artificial life. By November of 1996, there were 10 people in this department.{{cite}}
 
In November 1994, Cyberlife was set up to build products around Steve Grand's concepts of artificial life. By November of 1996, there were 10 people in this department.{{cite}}


On July 4th, 1997, the Millennium development studio, along with several of their projects in development, was sold to Sony Computer Entertainment for £6 million and renamed to [[SCE Cambridge Studio]].<ref name="TheTimes"/><ref>{{Icon|Twitter}} {{Cite web|title=Jason Wilson|site=Twitter|url=https://twitter.com/gunncomics/status/815646211344596992|published=January 1, 2017|retrieved=May 15, 2021}}</ref> This allowed Sony to acquire ''[[MediEvil]]''.
On July 4th, 1997, the Millennium development studio, along with several of their projects in development, was sold to Sony Computer Entertainment for £6 million and renamed to [[SCE Cambridge Studio]].<ref name="TheTimes"/><ref>{{Icon|Twitter}} {{Cite web|title=Jason Wilson|site=Twitter|url=https://twitter.com/gunncomics/status/815646211344596992|published=January 1, 2017|retrieved=May 15, 2021}}</ref> This allowed Sony to acquire ''[[MediEvil]]''.

Revision as of 23:26, 23 July 2021

Millennium Interactive
[[Image:|250px]]
Type Video game developer / publisher
Founded July 27, 1989[1]
Defunct since July 4, 1997[2]
Headquarters Quern House, Mill Court, Great Shelford, United Kingdom (1993 - 1997)[3]
Key people Michael Hayward, Ian Saunter, Toby Simpson, Steve Grand, Chris Sorrell
Products James Pond, Creatures

Millennium Interactive was a video game publishing and development company based in the village of Great Shelford near Cambridge. It was responsible for titles such as Rome: Pathway to Power, The Adventures of Robin Hood, James Pond, Defcon 5, Deadline and most notably, Creatures. The first MediEvil began development in 1995, prior to Millennium's acquisition by Sony in 1997.

History

The company that would eventually become Millennium Interactive was legally incorporated on July 27, 1989, under the name Starclear Software Ltd.[1] Not long after, the company became Logotron Entertainment Ltd, a branch of Logotron focused on entertainment products.[1] By 1992, it became Millennium Interactive due to a management buyout.[1][4]

In November 1994, CyberLife was set up to build products focused on artificial life. By November of 1996, there were 10 people in this department. .

On July 4th, 1997, the Millennium development studio, along with several of their projects in development, was sold to Sony Computer Entertainment for £6 million and renamed to SCE Cambridge Studio.[2][5] This allowed Sony to acquire MediEvil.

References

  1. 1.0 1.1 1.2 1.3 CREATURE LABS LTD. - Overview (free company information from Companies House) on beta.companieshouse.gov.uk.
  2. 2.0 2.1 Nisse, Jason, Sony spends £6m on research base in The Times. Published July 14, 1997. Retrieved May 15, 2021.
  3. CyberLife Enquiries on CyberLife. Published June 7, 1997. Retrieved July 23, 2021.
  4. The Origins of CyberLife on Biota.org. Published April 12, 2000. Retrieved July 24, 2021.
  5. Twitter Jason Wilson on Twitter. Published January 1, 2017. Retrieved May 15, 2021.

External links