HAVOK’S NEW MODEL
Vince Pavey asks David Coghlan, General Manager of Havok, about the recent changes to the middleware software suite’s pricing, the strategy behind the move, and what’s next
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David Coghlan, General Manager of Havok
ome of our readers still need to be familiar with the changes you made to your pricing model earlier this year. Can you recap them here for our readers?
Before the recent pricing announcement, Havok had a single pricing tier aimed at large AAA games. The new pricing tier is aimed at games with budgets under $20 million, and gives some pricing clarity by featuring a flat fee of $50,000. This price applies to two of the core products: Physics and Navigation. This change opens up our technology to a new segment of developers, where team sizes will likely be in the tens rather than the hundreds.
What makes now the time to change up your pricing model like this? In recent years, we’ve witnessed the remarkable success of titles created by mid-sized teams, such as Arrowhead’s Helldivers 2, which utilises our technology. We’ve also seen a rise in highly ambitious mid-size studios creating games with the Unreal Engine. Since Havok’s technology powers a significant number of today’s AAA titles and
32 | MCV/DEVELOP June/July 2025
franchises — including Elden Ring, Call of Duty, Spider- Man, Astrobot, and Assassin’s Creed — we felt that the time was right to revise our pricing structure to benefit a new tier of developers. This change enables smaller teams to access the same technology that’s been powering the creation of extraordinary worlds and experiences in AAA games, allowing them to implement it in their games.
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