Sumo Group

Sumo Group

Computer Games

Sheffield, South Yorkshire 7,308 followers

One of the largest suppliers of end-to-end creative development services to the video games and entertainment industries

About us

We are Sumo Group, one of the UK’s largest providers of end-to-end creative development and co-development services to the video games and entertainment industries. Sumo Group floated on the AIM in December 2017 and was acquired by Tencent in January 2022 is made up of two operating businesses – Sumo Digital and Secret Mode – employing over 1400 talented people across 17 studios in the UK, Poland, Canada and India. Sumo Digital, established in 2003, is one of the UK’s largest independent developers of AAA video games, offering turnkey and co-development solutions to some of the world’s leading publishers, including Sony, Microsoft, SEGA and 2K. It is also home to the Sumo Digital Academy initiative, a talent development programme bringing skilled graduates into the games industry. Sumo Digital is made up of 16 game development studios across the UK, India and Poland. Secret Mode is a video games publisher, focused on delivering fresh and new gaming experiences to players and building expansive and fulfilling communities around those games. It publishes titles developed within Sumo Group and also by independent developers.  

Industry
Computer Games
Company size
1,001-5,000 employees
Headquarters
Sheffield, South Yorkshire
Type
Privately Held
Founded
2017

Locations

  • Primary

    32, Jessops Riverside, 800 Brightside Ln

    Sheffield, South Yorkshire S9 2RX, GB

    Get directions

Employees at Sumo Group

Updates

  • Sumo Group reposted this

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    Early on during development of Still Wakes The Deep, THE CHINESE ROOM LTD decided that they wanted to play on different fears and phobias.   One dev who particularly fed into this process was Principal Environment Artist, Dominique Buttiens, who's claustrophobia influenced the game's eerie environments 🧵👇   In an interview with PlayStation Dominique discusses how, alongside the wider team's focus on the fear of the ocean and isolation, the environments are influenced by a fear very vivid to Dominique.   "I wouldn't say it's comforting but I think it will make for a thrilling story." Worry not - Dominique found using personal experience to be "useful and intriguing" to the environment art process.   Read the full article for more details, and video examples of the depths of the Beira D oil rig… if you dare 😱   🔗 https://bit.ly/3A0TKDo #StillWakesTheDeep #EnvironmentArt #GameDev

  • Sumo Group reposted this

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    In the spirit of all things Halloween and hellish, let's #TBT to Lab42 Games' interview with UploadVR about their VR port of Metal: Hellsinger 🧵👇   In this interview, Lab42 Games discusses how they navigated the fine balance of retaining the core experience of #MetalHellsinger, while also making sure they enhanced the VR experience for players.   💡 Did you know that the recoil in the VR version is amplified more?   This is one of many examples how Lab42 strives to optimise games for their intended platforms, ensuring that players have a great experience, whatever platform they choose to play on.   What could be cooler than striking down hellish hoards while headbanging to the rhythm?! 🔥   Learn more about Lab42's porting journey in the full article:   🔗 https://bit.ly/3NDEYFy #Porting #Interview #GameDevelopment

  • Sumo Group reposted this

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    Business Development & Licensing Director at Sumo Group I Ex Epic Games, 505 Games

    Excited to share that my role will be growing to Business Development & Licensing Director for the Sumo Group of studios. I will be looking after Sumo's publisher relations in the AA/III/Indie field - looking to match our fantastic studios with the best publishers in the industry and make magic happen. If you are in this realm of things, we have a lot to discuss, lets chat! Extremely grateful to Sumo Group for the opportunity and wide spread support! (and just to embarrass them, David Bailey, Ph.D. and Dean Trotman 😁) #gamesindustry #businessdevelopment #licensing

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  • Sumo Group reposted this

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    HUGE congratulations to the teams at THE CHINESE ROOM LTD and Secret Mode for the two Golden Joysticks nominations for Best Supporting Performer and Best Audio Design for #StillWakesTheDeep See the rest of the nominations, and cast your vote using the link below 👇

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    5,747 followers

    We're thrilled to announce that Still Wakes The Deep has been nominated for two Golden Joystick Awards! Still Wakes the Deep, a narrative-horror set in 1975 on a North Sea oil rig, is shortlisted in the Best Audio Design category, and Neve McIntosh is nominated for Best Supporting Performer thanks to her incredible portrayal of Suze. The Golden Joystick Awards 2024 take place on 21 November, 2024. For the full list of nominees and event details, and to cast your vote, please visit: https://lnkd.in/dWJ6CHy THE CHINESE ROOM LTD #GoldenJoystickAwards #GameDev

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  • Sumo Group reposted this

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    Charity Partnerships Manager at Sumo Group | Artist | Sumo Group Mental Health First Aider | GamesAid Ambassador | Climate Action Newcastle member

    ☀️ Well, I'm back from the best holiday, with a bang, and I can't believe it's been over a week since the second incredible British Racing Greats event. where Sumo Group were honoured to be one of the sponsors, alongside Julius Baer, Playground Games and many more supporters! 🏎️ Huge thanks again to Chris Lee, Aimee Johnson, Adam Thorby and the rest of the Supercar Driver team for organising a brilliant event at The Goodwood Group Motor Circuit, to raise vital funds for two of Sumo Group's charity partners, Solving Kids' Cancer UK and SpecialEffect. 🍻 An idea that started over a few drinks between Darren Mills and Nick Streeter, SpecialEffect, inspired by the Twin Town Challenge, has grown into a massive event for all ages! 🚘 A massive thank you to Roger Carpenter for rallying together a few minis to compliment our GTI Club themed stand, and to anyone who brought a car along! ♣️ Thanks to Ian Chambers for coming along with his very impressive magic skills, which leave me absolutely speechless, and for making sure I found a train in time. I didn't miss my Eurostar! 🚲 Thanks to SEGA for arranging a special visit from Sonic, to Sonic for bringing their bike along, and to everyone who helped with providing tools and unpacking the bike! If you know, you know... 🏄♀️ it was so great to see Ian and Amanda there from The Wave Project, raising awareness for their adaptive surfing initiative. I'm looking into volunteering for them to help with some sessions in Tynemouth... ⭐ I can't thank Chris Lee enough for letting me join the parade lap in a very very very beautiful Cobra that was signed by Carroll Shelby. That will take some beating! 🚚 Big thanks to Rosie King for helping with late night courier missions to make sure everything arrived on time! 💚 I'm sure I'll have missed someone! So sorry if that's you! So many people were involved in this incredible event. 👀 If you'd like to go to the next one, watch this space, or just get in touch if you'd like a head start on sponsoring the next event....

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  • Sumo Group reposted this

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    To understand how player data can impact game dev, it's important to know how data innovations have shaped the industry… Laine Baker, Studio Live-Ops Director at Sumo Sheffield shares his thoughts on the significant milestones of data in games throughout the years 💭👇 1️⃣ MapleStory (NEXON KOREA), 2003 Data analysis allowed designers to fine-tune a lot of features of the game. Analysis of the times when players were most active "led to the creation of popular 'hot time' events, encouraging masses of players to all login at the same time." 2️⃣ League of Legends (Riot Games), 2009 Using player surveys (qualitative), and in-game data (quantitative), the team was able to constantly balance the game. "Balancing a long-running game is always tricky, and the Riot team are constantly learning about their game from players!" 3️⃣ Candy Crush Saga (King), 2012 To help refine the difficulty curve of each level, the team behind Candy Crush Saga used player churn and engagement metrics to see where players were getting frustrated, ensuring that the game felt balanced, but still challenging. 4️⃣ Final Fantasy XIV (Square Enix America), 2022 Live-service games are always evolving, and after over a decade of being live, FFXIV began using player data and machine learning operations to dynamically change player experience, based on their behaviour in-game. Gameplay is personalised from quests to game modes. Eager to dive into data even deeper? 🤿 In our full Data Driven Games article Laine is joined by Sean Quinn, LiveOps Director at Sumo Leamington 💙 They look at how data can help make better games, with an insight into the dev of Stampede: Racing Royale 🎮 🔗 https://bit.ly/3LKSmqv

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