Local company thrives on challenges

When Andy O'Neil, president and founder of Bluepoint Games, first moved to Austin from England in 1999, he thought he would only be stateside for a few years before heading home.

"I came over to interview at Acclaim [Entertainment, a video game developer and publisher], and thought Austin would be a cool place to live."

A year later, O'Neil began work for Retro Studios, where he stayed for five years before branching out and forming Bluepoint Games with Marco Thrush in 2006 at 5000 Plaza on the Lake, Ste. 120, Austin.

"We didn't really know what we were doing, but eventually we met up with Sony at E3 (The Electronic Entertainment Expo, a trade show for the computer and video game industry) and sold 'Blast Factor' (the first game developed by Bluepoint Games and one of the first downloadable titles for Sony's PlayStation 3 console)."

O'Neil wanted to run Bluepoint like a band—do some big projects that require a lot of work and then take some time off—but the work the studio did was so well-received that the company didn't have much downtime, O'Neil said.

"I got a call from the head of the 'God of War' franchise and he asked if we would be interested in porting 'God of War' from PlayStation 2 to PlayStation 3. I thought it sounded really cool, and we were going to be able to do it in about three months. It was originally a marketing ploy to help with the 'God of War 3' release, but it turned out the be the most profitable project, in terms of return on investment, that Sony had ever done."

From there Bluepoint worked on the "Ico & Shadow of Colossus" Collection, "Metal Gear Solid" HD Collection and "PlayStation All-Stars: Battle Royale," having success on all projects, O'Neil said.

"We took a lot of these projects because we love games and love a challenge, and we knew that if other people remastered these games, they might screw it up," O'Neil said. "The games as art debate is over—they now have exhibits in the Smithsonian—so now when they do these documentaries about games, they will be using our version and not the original versions."

This is in part to the studio using its own engine—The Bluepoint Engine—to re-create these games as well as to the selectiveness and drive of the company, O'Neil said.

"We are very picky about our projects," O'Neil said. "If we don't think we can do it properly, then we don't do it. We are a really a small business. We are motivated by creativity, finding something that is challenging and interesting."

Bluepoint employs 25 people, and O'Neil said he doesn't see the company growing past 40 employees in order to retain that small-business feel.

O'Neil said that the company is currently working on some high-profile projects that will be announced at this year's E3, something he said he is excited about. The company is also moving to a larger office in June to give employees a little more space.

Bluepoint Games, 5000 Plaza on the Lake, Ste. 120, Austin, 512-329-6890, www.bluepointgames.com