The Studio Story

Twenty people, one studio, a world of handsets.

How a Manchester team became one of Europe's leading independent mobile game developers.

Rockpool Games was founded in Manchester on 1 December 2002 by Paul Gouge, bringing together developers with deep roots in the UK games industry. From the start, the studio set out to do one thing exceptionally well: build compelling games for mobile phones at a time when the hardware changed from handset to handset and nothing could be taken for granted.

Over the following years the team grew to more than thirty-five people across studios in Manchester and London. Rockpool became a trusted brand guardian, entrusted with turning some of the world's biggest franchises into mobile titles - and winning a string of industry awards along the way.

A reputation built on licences

Publishers came to Rockpool because the studio treated licensed properties with care. Worms, MotoGP, WWE, SpongeBob SquarePants, Tetris, TOCA Race Driver and Impossible Mission all passed through the Manchester studio, alongside original work and titles tied to names like Dr. Who and snooker great Ronnie O'Sullivan.

That work was delivered for leading global companies including THQ Wireless, SEGA, Sorrent, mFORMA and Siemens Mobile - partnerships that put Rockpool titles on networks and handsets around the world.

Milestones

2002

Founded in Manchester

Rockpool Games is established, alongside sister licensing business Ironstone Partners.

2004–2006

Award-winning years

Worms Golf, MotoGP 3, WWE Raw and more ship to acclaim; the studio collects multiple mobile-gaming awards.

2006

SEGA development partner

Rockpool signs a multi-game deal to bring SEGA's key brands to the mobile space.

2007

Acquired by Eidos

Eidos Interactive acquires Rockpool Games, Ironstone Partners and SoGoPlay, taking on the Manchester studio and its staff.

2009

End of an era

The studio winds down as part of wider restructuring - leaving behind a catalogue that helped define early mobile gaming.

Why it still matters

The constraints Rockpool worked under - tiny memory, slow processors, endless device fragmentation - forced a discipline that still underpins good mobile development today: understand the device, respect the player, and make every kilobyte count. This site keeps that heritage accessible.