Our Universe
We are defined by what we do.

Starship is a VR/AR Innovation company focused primarily on technologies, platforms and content-creation. Founded in 2013 in Liverpool, England, the studio is bolstered by a team that has collectively conceived or created more than 100 software products in the computer games/app sector.

In 2015, Starship’s work was recognised at the International Develop Awards, where previous release ‘Playworld’ was nominated for ‘Best New IP’ and Starship won the Award for ‘Best New Studio’. The company was also awarded a coveted ‘Rising Stars’ Award at the UK’s prestigious Northern Tech Awards and has been named as one of the Europe’s Top Tech Start-Ups in Metro alongside Raspberry Pi, Skytracker and Soundcloud.

Recognising the transformative market opportunity presented by VR/AR, Starship Group is using its platform agnostic and cutting-edge mobile technology to spearhead a move into mobile VR, producing high quality, innovative products such as CyberCook Taster for Samsung Gear VR and the forthcoming vTime for all mobile VR HMDs.
The Crew
Starship builds upon its core team’s gaming pedigree to create a proposition with interstellar ambitions, moving over 30 years of experience into new and emerging sectors.

Led by senior veterans from Evolution Studios and Sony Studio Liverpool, the studio is built upon a proven and unbroken track record delivering next generation console titles. Bolstered by a wealth of world-class industry veterans, the team hail from the gaming, entertainment, automotive, aviation, motorsport, music and lifestyle sectors. Bringing with them an abundance of technical ability and creative flair, the team have collectively devised or delivered more than 69 games, including launch titles and AAA franchises such as MotorStorm, WipEout, Formula 1 and World Rally Championship.

Martin Kenwright - CEO

Martin Kenwright
With more than 29 years of experience gleaned over the course of 30 games across multiple platforms, Starship CEO Martin Kenwright remains a formidable industry figure.

His serial and visionary ability to define the future of entertainment for consumers has seen him rack up six number one games. Business and creative milestones have included launch titles on trailblazing new platforms including PlayStation 2, 3 and 4, perfectly demonstrating his ethos of designing for the future.

Kenwright founded Evolution Studios, Digital Image Design and BigBig Studios; each revolutionary development studios responsible for titles such as Motorstorm, WRC, EF2000, F22, and F29 Retaliator, and more recently, Drive Club, an original concept devised by Kenwright before leaving Evolution.

After a five year enforced sabbatical following the 2007 sale of Evolution Studios to Sony Computer Entertainment Europe, the one-time winner and three time Interactive Academy Award nominee returned in 2013 with Starship, his most audacious endeavour to date.

Clemens Wangerin – MD

Clemens Wangerin
Starship Managing Director Officer Clemens Wangerin has played a pivotal role in UK game development since 1997. A former development director of the world-renowned Studio Liverpool, and later director of PlayStation Network, his work helped to generate over £250 million of revenue at retail and sales of more than 13 million units for Sony.

With a pedigree that includes gaming behemoths WipEout and Formula 1, Wangerin’s expansive cross-platform expertise and knowledge have cemented him as a linchpin in the Starship set-up.
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Play is simultaneously a source of relaxation and stimulation for the brain and body. It is a fun and sure way to develop your imagination, creativity and problem-solving abilities.

Play isn’t a luxury – it’s a necessity. Play is as important to our physical and mental health as getting enough sleep, eating well, and exercising. Play supercharges learning, helps us relieve stress, and connects us to others and the world around us. Play is not just joyful and energising, it is also fundamentally connected with human development and intelligence.

When researchers studied preteen children’s attitudes about play, they discovered that some children called almost everything they did “play” while others called almost everything they did “work.” Reconnecting with the children at the end of adolescence, the children who thought of everything as play were more successful and happier in school and were more content socially than the people who saw everything as “work.”

Play connects us to others.

Play fosters creativity, flexibility, and learning.

Play is an antidote to loneliness, isolation, anxiety, and depression.

Play teaches us perseverance.

Play makes us happy.