get that right. Our team had the expertise to guide the cast through a complex script and see the game go on to take the industry by storm. This year’s BAFTA Game nominations have just been revealed too – we’ve worked on 8 games that are nominated for 28 awards in total.
developer in London, while building concept art for a developer out of our Malaysia studio and testing for functionality and compliance on a large scale in India. Working across the full suite of gaming services gives Side a uniquely holistic view of the development process for all genres of games and the platforms they are played on. Having access to such a breadth of experts in so many gaming
disciplines is what makes Side’s knowledge base so comprehensive. Whatever a client wants to achieve, we likely have someone in-house who is considered at the top of their game for that specific domain of the industry.
Matt: What are the key titles you’re working on right now? Olivier: I would love to tell you, but we are under strict NDA and bound to secrecy for most live projects. I can however share what we have worked on recently! Side teams handled all of the VO casting and audio recording for Clair Obscur: Expedition 33, bringing talent like Ben Starr and Jennifer English into the game. We also worked on soon to be released, The House of Hikmah, from Lunacy Studios which will see some brilliant British talent, Sophia Eleni and Nathalie Armin bring the incredible story of the protagonist Maya to life, as she navigates losing her father under the guidance of the sages in the House of Wisdom. It’s also been an exciting time for our codev team. They recently
worked with Gearbox on the Risk of Rain 2 Alloyed Collective DLC3, which saw the team pitch the theme, playable characters, enemies, and lore.
Matt: I understand you worked on 18 of the 42 BAFTA games last year! Can you name drop a few key titles and what you did on them? Olivier: We worked on so many exceptional titles last year and it really was a phenomenal feeling for everyone at Side to see 18 go up for BAFTA nominations. Indika was definitely an exciting project to work on, we did the
casting and audio for that game and worked with the developer closely to make sure the story came through. Actors are often recorded in isolation, and the script is rarely shared in chronological order, which can make it difficult for actors to deliver a line. For a game like Indika where the narrative is front and centre, it’s critical to
February/March 2026 MCV/DEVELOP | 39
Matt: You’ve also just opened a new studio in Taipei; can you tell us a little about that space and what it means for the company? Olivier: Although the gaming industry globally is still readjusting post Covid, there are pockets of growth and Traditional Chinese language games represent a significant portion of that. Our new studio in Taipei has more than doubled our headcount in the city and keeps our resources in line with the needs of our clients. We were able to promote almost 10% of the Taipei Studio last year following strong commercial performance; we want to be able to maintain and exceed that pace of development.
Matt: What can we expect from you across the rest of 2026 and beyond? Olivier: Our focus for this year is twofold, continued global expansion, with at least one other studio due to open before 2026 is out; and the development of our AI tools. Last year, we successfully launched Razer Cortex: Playtest Program – Powered by Side with Razer and we’re looking forward to bringing more AI solutions to our clients very soon. The key here is hyper-specific tools, I can tell you for free that
attempting to do your own LQA through a standard LLM would be a costly mistake, and that applies for other AI uses in gaming too. Code generation for example, when created by AI is a nightmare to edit. You will likely find yourself spending more money attempting to find hidden bugs that make looking for a needle in a haystack look easy. We are working with our teams from the ground up to build tools
that will allow them to work faster and more creatively. Looking at our playtesting solution again, it’s passed the more repetitive elements of QA (where humans are more likely to make mistakes) onto AI. While the team can focus on natural playability and analysis, the reports we have been able to provide to clients through Razer Cortex: Playtest Program have been significantly more in-depth than anything we were able to do before. We want that innovation across the business, which is why we are approaching every service line in the same way.
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