Pandemic Studios

“Havok is an essential ingredient in what makes our games great. By consistently integrating the Behavior 5 tools across our projects, our teams are instantly empowered to take their creativity to the next level. Games like Mercenaries 2: World in Flames™ and Saboteur™ simply wouldn’t pack the same punch without Havok under the hood.” Josh Resnick, co-founder and general manager, Pandemic Studios

LucasArts

"Using the Havok Physics system allows us to amp up the Force in new and unexpected ways in Star Wars: The Force Unleased - it's an important part of our focus on simulation-based gameplay rather than relying solely on hand-animated reactions." Haden Blackman, project lead, LucasArts

Sierra Entertainment

"Havok brings us best-of-breed physics and interaction across a number of our big titles for 2008 and beyond. Of critical importance to us is a reliable high-performance solver, coupled with an industry-leading feature set. Havok gives us a proven foundation we can trust." Brian Leake, Vice President of Technology, Sierra Entertainment

Bungie Studios

"Havok's flexibility and ease of use have made it one of our cornerstorne development tools and almost a recognizable 'character' within the Halo 3 engine.  Its elegance and scalability mean that it adds features and value to our engine, and yet integrates seamlessly without impacting performance." Eamon McKenzie, Physics Engineer, Bungie Studios

Massive Entertainment

"Havok is one of the key pieces of technology which allowed us to make everything in World in Conflict dynamic and destructible. The engine's excellence in robustness and performance is paired with world class support." Niklas Westberg, Technical Director, Massive Entertainment

Cat Daddy

"The Havok physics engine in Carnival Games doesn't just make thinkgs look good - it's an essential part of game play.  Havok's regid body dynamics, including collision detection, allow us to build experiences for the player that are as realiztic and fun as possible.  Such thinkgs as bottles collapsing and falling in the Milk Bottle Throw, and bowling balls spinning and rolling in Bowler Coaster, all leverage rigid body dynamics." Harley How, CEO, Cat Daddy

Bethesda Softworks

"Havok has proven itself over and over in dozens of games, and we're very happy both with our implementation of it and the support we've received from them."
Gavin Carter, Producer, Bethesda Softworks

High Moon Studios

"We wouldn't take a step forward into the next-generation without discussing it with Havok"
-- Clinton Keith, Director of Technology for Darkwatch

Ion Storm

"Havok is a powerful, off-the-shelf, multiplatform tool that really meets our needs. From a development standpoint, Havok slotted into our code base relatively easily. And when we've needed support, the folks at Havok have been terrific. Solid tools, easy integration, good support - Havok not only saved us time and money, it's going to allow us to meet gamers' needs and exceed their expectations. You don't often hear developers oohing and aahing but even the dev team members were blown away when they first ran through a map after we got the Havok code running,"
Warren Spector, Exective Producer, Ion Storm

Irrational Games

"We've switched physics engines from Karma to Havok. That was a tough decision but we had to face the fact we just were not getting the support we needed vis-a-vis Karma so it was safer to take the plunge and make the switch to a new engine entirely. Havok have been great and really helped with the integration of the engine into our code base. We make extensive use of Havok for the vehicles and other miscellaneous objects used to populate the game worlds. It is also used for ragdoll deaths and this also looks better now that it is done in Havok."
Tony Oakden, Producer, Irrational Games

Microsoft

"Good game physics provides freedom from scripted motion and repetitiveness, giving the player a deeper sense of reality within a game. It's great to have Havok's physics technology as part of the Xbox® tools."
Drew Angeloff, Tools Program Manager for Microsoft Xbox®

Midway

"I kind of hope the other companies don't learn the lesson. I'd be perfectly happy if I'm the only one who knows what a great middleware product this is and how much money and time it saves me, and the rest of them keep writing their own stuff and wasting all kinds of time and money"
-- Paul LeFevre, CTO Midway Games

Minds Eye

"Havok has a dedicated car class with a whole shed-load of tweakable parameters. Using the same engine, we are able to simulate anything from a Formula 1 car to a monster truck."
Kevin Cook, Minds Eye

Moving Picture Company

"Dynamic simulation is becoming an increasingly important part of our production pipeline, with directors and audiences demanding greater realism and more complex interaction. We have chosen Havok as the basis for our in-house physics system. Havok's collision system is extremely fast and stable, allowing us to simulate large numbers of objects with relative ease, making it possible to achieve results that would have been nearly impossible without it."

--Ben Cole, Software Engineer

People Can Fly

"In our case, Havok is the heart of the game and we wouldn't have been able to make it as good and as quickly if not for the physics engine. But it not just helped in the development of our own graphics engine, it opened a whole new world; after the revolution of 3D, now we have a revolution in physics. I cannot imagine a game without real-time physics anymore, and I am very happy how spectacular Painkiller is with our own usage of the Havok feature set."
Adrian Chmielarz - People Can Fly (Developer of Painkiller)

Remedy

"Since we started using Havok physics, their support has been very well organized and professional and they have helped the Remedy team a lot during the physics engine integration. We have achieved a high degree of customization in a short time-frame while implementing widespread collision detection and character controllers for the game. We are very happy with the performance, too, and the integration of new features is generally easy. We are confidant that Havok will save us lots of time and money further down the road. So far we are only scratching its very surface."
Markus Stein, Remedy

SonicTeam

"We were able to use the Havok technology to add a level of realism to the action that we think will be really fun. Astro is able to use various items from his environment (lamppost, cars, etc.) to battle his enemies. The Havok technology enabled us to make Astro's interaction with his environment a lot more fun and realistic."
Mineko Okamura of SONICTEAM, Ltd., Producer - Astro Boy