EDGE

Ring of Steel

How a small Sheffield indie was entrusted with the future of boxing videogames

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Boxing is home to the one-on-one: that primordial, binary drama promising either total victory or abject loss. It’s a setup that favours the underdog, allowing them to tip the establishe­d order with a single knockout – or, if they can keep up the momentum, set win ratios that would leave Call Of Duty players dumbstruck. It’s a model Steel City Interactiv­e has followed as only a real boxing aficionado could. In less than two years, the fledgling Sheffield company has built a roster of top-level licenses that take several scrolls down its official site to appreciate in full. After a decade of boxing game drought, the biggest names in the sport have lent their endorsemen­ts and likenesses to the innocuousl­y named eSports Boxing Club, making it impossible to ignore. And it’s a feat that’s been achieved in the fashion of all the greats: one-on-one.

“Over the last 18 months we’ve been going and speaking individual­ly to the agents, the managers, the boxers, to try and get them into the game,” studio head Ash Habib explains. “There were some hard obstacles that we had to cross to convince people that we’re in this for the long haul and we’re going to see this through.”

This is not how sports games are usually made. Typically, sports have central bodies that own and regulate the use of their licences, leading to partnershi­ps with major publishers. EA, for instance, has long enjoyed sweeping deals that enable the use of famous names and faces in FIFA – to the growing frustratio­n of footballer­s themselves, it has to be said. Get Zlatan Ibrahimovi­c started on Twitter and you’re unlikely to get him to stop.

Boxing, by contrast, is the Wild West, with no single governing body. That could have been bad news for an unproven studio attempting to build trust, and Steel City met understand­able scepticism during its early overtures. “In the past, boxers have been taken advantage of,” Habib says. But the frontier was also an opportunit­y, leaving the sport wide open for a handful of enthusiast­ic fans to claim.

Wisely, Steel City pitched a concept that was already playable – winning over boxers who come from a gaming generation. The developer invited potential signees to Sheffield to appreciate its game’s nuanced footwork system, which allows players to precisely plant their feet and find shrewd angles of attack, rather than simply float across the floor to their opponent. “That was missing for us from previous combat sports games,” Habib points out.

By sheer fortuity, 3D scanning and photogramm­etry specialist Ten24 (Death Stranding, Senua’s Saga: Hellblade II) is also based in Sheffield. The two companies now share a building, and boxers who have passed through the scanning rig have later become consultant­s, hooked in by the developmen­t process going on beneath their noses. Current cruiserwei­ght champ Lawrence Okolie is plotting to top the leaderboar­ds. “For him, it’s almost that to become the undisputed champion of the world now, you’ve got to have the eWBC belt as well,” Habib smiles. “It bodes well for the community that the athletes we’ve got involved in the game aren’t treating this just as a licensed product – they’re actively participat­ing.”

Hoarding licences from across the sport isn’t only a bid for legitimacy, but lends authentici­ty in a game that models events around the fight. “Some of the fighters we were speaking to said that half the battle takes place outside the ring,” Habib says. “We have licensed trainers in the game, with different attributes.” The career mode of eSports Boxing Club incorporat­es management elements, asking you to think about injuries and the longterm condition of your fighter. If a boxer has a low discipline stat, for instance, they’re likely to show up to training camp overweight, forcing you to focus on shedding pounds rather than improving their speed or agility. “We felt that just by showing you fighting straight away, it did a disservice to the sport,” Habib explains.

The studio head believes eSports Boxing Club to be the most individual­ly licensed game in history, and the numbers suggest he’s right: over 226 licences cover fighters, coaches, promoters, cutmen and all the title belts – not to mention CompuBox, which provides punch stats, and BoxRec, the database managers use to find future opponents for their charges.

“We thought if we create the foundation­s of a good game, because there hasn’t been a boxing game in ten years, people will come,” Habib says. “That’s essentiall­y what’s happened.”

The plan now is to pay that trust forward, to other underdogs of the sport. “I’ve had boxers’ agents on the phone saying, ‘I’ve got this kid, he’s undefeated, he’s continenta­l champion, but he’s not getting any airtime,’” Habib says. “They’re in the game as part of our up-and-coming roster. For us, as boxing fans, we’re not a bunch of suits in a boardroom – this was about promoting the sport that we love. It’s a journey we’re on together with some of these younger fighters.”

“The athletes we’ve got involved aren’t treating this just as a licensed product – they’re participat­ing”

 ??  ?? Ash Habib, studio head at Steel City Interactiv­e, Sheffield
Ash Habib, studio head at Steel City Interactiv­e, Sheffield
 ??  ?? After a lengthy search, Steel City found sculptors capable of modelling past greats to a standard that could match 3D-scanned living boxers
After a lengthy search, Steel City found sculptors capable of modelling past greats to a standard that could match 3D-scanned living boxers
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 ??  ?? Scanning studio Ten24 has prior experience in games, as well as with films such as Kingsman. Its capture rig results in supremely lifelike boxer models, as illustrate­d here with a virtual version of welterweig­ht fighter Conor ‘The Destroyer’ Benn
Scanning studio Ten24 has prior experience in games, as well as with films such as Kingsman. Its capture rig results in supremely lifelike boxer models, as illustrate­d here with a virtual version of welterweig­ht fighter Conor ‘The Destroyer’ Benn
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