Radical Entertainment co-founders Ian Wilkinson and Rory Armes previously worked for Distinctive Software during the late 1980s.
[2][3] The studio primarily developed Nintendo Entertainment System ports and adaptations of other video games, peaking at eight projects in 1994.
Mike Ribero left his position as Sega of America's vice president of sales and marketing to become CEO of Radical Entertainment in 1996.
[9] On 15 August 2001, Radical Entertainment announced the development of a demo application and white paper for Nintendo's upcoming GameCube console.
[22] While some reports, including that of former Radical Entertainment senior audio director Rob Bridgett, indicated that the studio had closed, Activision stated that they would remain open with the reduced staff.
The company also implemented progressive human resource management practices such as core hours, providing a salary top-up to 3-months full pay for maternity leave, and utilizing an intellectual property review process to generate new ideas from among employees.
This development allowed for the creation of localized detail on animated characters, and the release of the commercial graphics software Rodin based on this work.
[32] In 2001, Forsey and two of his colleagues in the company were recruited by the University of Calgary to develop and teach an undergraduate-level course in video game programming.
The course, considered the first of its kind, was aimed at final-year computer science students and tasked them with designing and implementing a video game prototype.
[33] In the fall of 2001, several other employees taught a similar class at the University of British Columbia as a response to an impending labour crisis in Canada.
[29] On 5 October 2001, the company's president and CEO Ian Wilkinson received Ernst & Young's 2001 Media and Entertainment Entrepreneur of the Year.