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Online Software Engineer

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Career Opportunities: Online Software Engineer (107808)

We are Criterion. We love games.
Over the last fifteen years we’ve entertained millions of players around the world with our award-winning and massively entertaining games. We are a team of talented people who craft games with joy, passion, and commitment to quality.

At Criterion, we place enormous value on creative collaboration, fresh ideas, and unique perspective. Our studio is a healthy mix of industry veterans and newcomers working together to inspire, support, and educate one another.


The Challenge Ahead:
We are looking for someone with a deep love of Online Engineering who can help us take the connected play in our games to the next level. This person will be able to speak passionately about everything from object replication, through matchmaking, to game modes. They’ll be able to inspire the team by describing untapped capabilities that we can turn into revolutionary play.


What a Software Engineer does at Criterion:
The successful engineer will work alongside a highly collaborative, multi-discipline team developing new and innovative online features for the various exciting projects Criterion is working on. They will be responsible for writing code that delivers an awesome online experience with technology used by other leading EA titles such as Battlefield and FIFA. You should have experience in delivering features for large online applications to a high level of quality and stability.

An Online Software Engineer also needs:

  • Fluency in C++
    • Experience with C#, MySQL/SQL Server, NodeJS, Linux is a big plus
  • Experience of realtime game networking
  • Experience with delivering a service on the MEAN or LAMP stack (or similar), handling at least hundreds of requests per second
  • A passion for delivering bold new online features
  • Ability to work collaboratively as part of a multi-discipline team delivering game features
  • Ability to work with other senior engineers to develop strategies for solving large scale problems that affect the entire game
  • Ability to estimate work and provide accurate updates on progress
  • Creative approach to problem solving
  • Passion for delivery of quality software to Criterion’s high standards


What’s in it for you? Glad you asked!
We realize it takes world-class people to make world-class games, so we offer competitive compensation packages and a culture that thrives off of creativity and individuality.





Spend Christmas in Paradise with Xbox One!

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Paradise Now On Xbox One
In 2015, Microsoft announced the Xbox One backwards-compatibility programme, allowing Xbox One owners to play some classic Xbox 360 games on their current-gen console. It wasn’t long before Criterion fans were demanding we pull together an Xbox One release for the Xbox 360 version of Burnout Paradise.

Every week – every DAY! – we’ve had questions through our mailbag, Twitter feed and Facebook pages wondering when it would arrive, and we’re overjoyed that, thanks to our boys at Microsoft who did all the heavy lifting, we can finally announce that Burnout Paradise 360 is available to play on Xbox One as of November 22nd 2016!

Anyone who already owns a physical copy of the game just has to insert the disc into their Xbox One and, as long as you’re connected to Xbox Live, it will download what’s required to make the game play. If you own a digital copy the game should appear in your READY TO INSTALL list. This is version 1.9 of Burnout Paradise, equivalent to the Ultimate Box, which includes all free updates. If you purchased a standard edition, the game should update itself. If you purchased any additional content this should carry over – check your READY TO INSTALL list.

If you don’t already own the game, we’re also super-pleased to announce, that, from December 16th to December 30th 2016, Burnout Paradise 360 is FREE for Xbox Live Gold subscribers through the Games With Gold programme.

To celebrate, some of the original Paradise team will be joining the community with some online play-sessions during November and December. We’re also going to be broadcasting our games through Twitch. Watch our Twitter feed for times and dates and be sure to join CriterionAlpha and CriterionBeta for some flat spins in the abandoned airfield and takedowns on the streets of Paradise City.

Come with us and spend your Christmas in Paradise!


If DLC that you’ve previously bought (eg. Big Surf Island) doesn’t show up as available in the game, try this solution:

  1. Turn your console off, then turn it back on, or make sure that the game isn’t running.
  2. With Burnout Paradise highlighted on the home screen or in your games library, press the MENU button (with the three lines on it) and select MANAGE GAME.
  3. Uninstall the game, then select READY TO INSTALL in the menu on the left of the screen. Burnout Paradise should appear with the game content you’ve already bought listed below it.
  4. Set it downloading and the extra content should install as well.

Sorry for the problem!

Star Wars Battlefront – Rogue One: X-Wing VR Mission

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Star Wars Battlefront Rogue One: X-Wing VR Mission

To work on a hot new technology is something that always gets the adrenalin pumping at Criterion – but to do that AND do it to make a game set in the Star Wars universe is blowing our tiny minds! And to tie it in 

In association with DICE and LucasFilm, Criterion is creating Star Wars Battlefront – Rogue One: X-Wing VR Mission for release in holiday season 2016, exclusively for PlayStation VR. The game got its first showing with a short playable demo at Gamescom 2016 in Cologne in August.

Criterion’s James ‘Sven’ Svensson, was there with some of the Criterion team and this is what he had to say to the guys at PlayStation.Blog.

Q: What has your role been during development of Star Wars Battlefront Rogue One: X-wing VR Mission?

James Svensson: I’m a Producer at Criterion Games in the UK. My role is to guide the game to be a great, fun, and authentic experience and to support the team in any way I can. For the past few months, my office chair has been an X-wing cockpit. Doesn’t get much better.

How did the studio decide to develop a VR experience for Star Wars Battlefront?

JS: Criterion has a passion for making spectacular vehicle action games, and we had a lot of fun making the speeder bikes for Star Wars Battlefront. This was the perfect opportunity to apply our passion to something new — a new way for people to connect to Star Wars in a spectacular X-wing VR gaming experience.

At E3, we saw the Star Destroyer looming overhead. Can you tell us more about how this plays in the Mission?

JS: These things are huge and powerful with a belly full of TIE fighters. Being in a fight with a Star Destroyer is not a situation an X-wing pilot wants to find themselves in, but that’s where the player ends up. The player will have to keep their wits about them, with intense battle ensuing from every direction, to keep them and their wingmen alive as they complete a critical mission for the Rebellion.

How is the X-wing mission integrated into the current Star Wars Battlefront setting?

JS: Star Wars Battlefront Rogue One: X-wing VR Mission is an extension of the base game, which is known as a truly authentic Star Wars video game. It’s been really important for us to hit that high bar, working closely with Lucasfilm to ensure that the VR experience is fun and exciting for Star Wars fans. The VR Mission will be available for free to all owners of Star Wars Battlefront and a PlayStation VR headset on PS4.

The name is different from when we last heard. Is this now focused on Rogue One: A Star Wars Story?

JS: Rogue One is in the same time period the base game covers, so to be relevant in the ever-evolving Star Wars universe we’ve since been able to work with Lucasfilm to make the connection here.

How did the team create an immersive environment for the experience?

JS: Frostbite allows us to deliver the best-looking game on PS VR, and we were able to leverage the latest rendering technologies from across EA. But also, the positional audio on PS VR is awesome — there’s a point where everything looks and sounds good enough and your brain is tricked into believing what’s around you.

What are the intricacies of developing on a new gaming platform?

JS: VR isn’t just a new platform, it’s a new medium. For the player in the headset, there is no “screen,” you just feel like you’re in a different space. There’s a really creative buzz in the studio trying to invent new ways to play and interact.

How do you see the future of VR?

JS: VR is part of an amazing, sci-fi future we’ve been promised for so long, alongside robots and hover-cars. One aspect I love is how social it can be. Being able to see where another player is looking, how they’re moving, you get a sense of it being a real person.

As you’re here at the EA Booth at GamesCom, what other EA Games are you most excited about?

JS: I’m a big fan of Star Wars Battlefront as a game, so I’m really looking forward to the Death Star and Rogue One expansions when they release this year. Maybe Battlefield 1? Titanfall 2? So spoiled for choices over Christmas.