Our award-winning Criterion studio took a bold, new approach with the development of Need for Speed™ Unbound, which was released worldwide in late 2022. Putting our players in the driver’s seat of their own street racing fantasy, NFS Unbound introduced an immersive narrative and a unique visual style, blending elements of street art with the most realistic looking cars in the franchise’s history.
Following the launch we took the opportunity to catch up with Siwan Owen, to hear what it was like supporting the development of the incredible race experience in Need for Speed Unbound.…
Q: Can you tell us about your career and path into gaming?
A: My journey into the video game industry started when I organized playtest events with indie developers in Manchester, which led me to working at my first indie studio. I then joined EA in 2021 as an Assistant Producer, working in the Codemasters studio on live service for DIRT 5, until I transitioned over to EA’s Criterion studio to work on Need for Speed.
Q: What role did you play in making NFS Unbound?
A: I supported the day-to-day of the Race Experience team, ensuring we kept projects progressing towards delivery, while working with all the development disciplines to preserve the creative pillars of the game and achieve the best possible player experience. The main goal of this team was to deliver races that were challenging and fair, and to generate powerful drama that “delivers on the illicit thrill of the street racing fantasy.”
Q: What was your favorite part of working on the game?
A: Being new to Criterion, I felt that working on the ‘Race Experience’ team was the best way to gain first-hand knowledge of how races were created. I really enjoyed witnessing these experiences and the real sense of ownership and pride that ran through the team.
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