Chris Roberts (game developer)

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Chris Roberts
Chris Roberts GDC 2012.jpg
Chris Roberts at GDC Online 2012
Born (1968-05-27) May 27, 1968 (age 47)
Redwood City, California, US
Occupation Game designer, film producer
Spouse(s) Sandi Gardiner [1]

Chris Roberts (born May 27, 1968) is an American video game designer, programmer, film producer and film director. He created the Wing Commander series while at Origin Systems and is now working on the crowdfunded space simulator Star Citizen.


Born in Redwood City, California in the United States, Roberts grew up in Manchester, England.[2] He attended Parrs Wood High School, the same school as computer music composer Martin Galway. As a teenager, he created several video games for the BBC Micro, including Stryker's Run, Wizadore, and King Kong.[3]

Origin Systems[edit]

Roberts returned to the United States in 1986. He found a job at Origin Systems, where he created Times of Lore, published in 1988. The game's interface had a strong influence on other Origin products such as the popular Ultima series.[4] A similar game system was used in Roberts' next release for Origin, Bad Blood (1990).[5]

Wing Commander was published later in 1990 and was highly acclaimed. Wing Commander (and the franchise it spawned) soon became Origin's most successful product. Roberts wasn't as heavily involved in the sequel Wing Commander II, which he only produced. He instead concentrated on Strike Commander. First shown to the public at Summer CES 1991, the project suffered from numerous delays and was not released until 1993. He returned to Wing Commander soon after, devising the original concept for the spin-off Wing Commander: Privateer (which his brother, Erin Roberts, produced) and being more deeply involved in Wing Commander III and Wing Commander IV. For these sequels, Roberts directed the live-action cinematic scenes.

Following the traditions of Origin Systems, Chris Roberts' residence at the outskirts of Austin, Texas was named "Commander's Ranch", a reference to the Wing Commander series.[6]

Digital Anvil[edit]

Roberts left Origin in 1996 and founded Digital Anvil along with EA PC national sales manager Marten Gerald Davies, Tony Zurovec, Eric Peterson, John Miles & his brother Erin Roberts. The fledgling studio set up shop in Austin and for several years worked quietly, inking a publishing deal with Microsoft in 1997.[7]

Roberts had stated that he desired to produce films as well as games with Digital Anvil. The 1999 feature film release of Wing Commander directed by Roberts himself, starring Freddie Prinze Jr. and featuring visual effects from Digital Anvil failed to attract either critical praise or financial success.

Digital Anvil's first finished game was Starlancer, released to a generally favorable critical reception in 2000.[8] Developed jointly between Warthog and Digital Anvil, the game was produced by the Roberts brothers, and Eric Peterson. The company was acquired by Microsoft soon after, who sold two of Digital Anvil's projects Conquest Frontier Wars led by Eric Peterson, and Loose Cannon led by Tony Zurovec to Ubisoft. Roberts left the company after the acquisition, abandoning the director position of his ambitious project Freelancer, although he remained with the game in a consulting role for a while. The game was commonly regarded as vaporware due to its promised release date of 2001 however it was eventually released in 2003 with a markedly different feature set than the initial plans.[9] It was received very favorably with a Metacritic score of 85%.[10]

Point of No Return Entertainment/Ascendant Pictures[edit]

After leaving Digital Anvil, Roberts founded Point of No Return Entertainment, planning to produce films, television and games. However, no projects materialized from Point of No Return. Roberts founded Ascendant Pictures in 2002 and served as a producer for a number of Hollywood productions including the 2004 adaptation of The Punisher, The Jacket, Lucky Number Slevin and Lord of War.[7]

Cloud Imperium Games Corporation[edit]

In 2011, Chris Roberts founded Cloud Imperium Games Corporation, together with his business partner and long-time international media attorney Ortwin Freyermuth, to work on a new game. On October 10, 2012, Cloud Imperium Games launched a crowdfunding campaign from the Roberts Space Industries website with the stated goal of raising between two and four million dollars to produce a space sim game for the personal computer in a sandbox vein. It was being built on the Cryengine 3 game engine. The game promised to integrate a traditional "branching storyline" game to be called Squadron 42 with a persistent online universe game to be called Star Citizen. On October 18, 2012, at the request of fans, a Kickstarter campaign was launched to run in conjunction with the Roberts Space Industries website. By November 19, 2012 when the combined campaigns concluded, they had earned $6,238,563, approximately 4.1 million from the RSI campaign, and approximately 2.1 from the Kickstarter campaign. This surpassed all stretch goals set for the campaign, and broke video game industry crowdfunding records, both in funds received and in number of backers.[11] Chris Roberts had stated that if at least $23 million could be raised over the course of the crowdfunding campaign, no outside investors' or developers' funding would be required. This goal was reached October 18, 2013.[12] As of November 2015, they have raised over $98 million.[13]

In 2013 Chris Roberts announced Star Citizen would be created in modules to be released when playable. The first, the Hangar Module, was released on August 29, 2013, and allowed the player to interact with certain ships planned for the game.[14] The Dog-Fighting Module was released on June 3, 2014 under the name Arena Commander and allowed playing and testing of the game's dog-fighting system.[15] The Social Module was released on August 29, 2015 and is a testbed for the persistent universe and begins integrating the different modules into the final game.[16]


  1. ^
  2. ^ "Chris Roberts". Moby games. Retrieved August 23, 2015. 
  3. ^ "Blast from the Past: King Kong". Cloud Imperium Games. Retrieved August 23, 2015. 
  4. ^ "Blast from the Past: Times of Lore". Cloud Imperium Games. Retrieved August 23, 2015. 
  5. ^ "Blast from the Past: Bad Blood". Cloud Imperium Games. Retrieved August 23, 2015. 
  6. ^ "Wing Leader". The Escapist. Retrieved August 23, 2015. 
  7. ^ a b "Wing Leader". The Escapist. Retrieved August 23, 2015. 
  8. ^ "StarLancer". Metacritic. Retrieved August 23, 2015. 
  9. ^ "Freely Lancing". IGN. Retrieved August 23, 2015. 
  10. ^ "Freelancer for PC Reviews". Metacritic. March 3, 2003. Retrieved April 2, 2013. 
  11. ^ Ryan, Vincent. "Star Citizen Smashes Game Crowdfunding Record". THE MITTANI DOT COM. Retrieved December 11, 2012. 
  12. ^ Makuch, Eddie. "Star Citizen funding passes $23 million". GameSpot. Retrieved November 29, 2013. 
  13. ^ "Roberts Space Industries". Roberts Space Industries. Retrieved October 5, 2014. 
  14. ^ "Hangar Module Released". Retrieved July 15, 2014. 
  15. ^ "Arena Commander Launched!". Retrieved July 15, 2014. 
  16. ^ "Welcome to ArcCorp - Star Citizen 1.2 Released". Retrieved September 3, 2015. 

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