Introduction:— The history of Muslims in the video games industry is long and prosperous, with some of the most critically acclaimed games in the history of video gaming having had significant contributions from Muslims across Europe and America, and beyond. The most famous and well known of these names have included 1980s games pioneer Mevlut Dinc, Rockstar Games employees Imran Sarwar and Mondo Ghulam, Call of Duty's veterens Mohammad Alavi and Marwan A. Abderrazzaq, adventure/platformer games designer pioneer Babak Rafei, and award winning visual effects and Need for Speed art director Habib Zargarpour. There are also, further, some notable video games studios founded and headed by Muslims such as Crytek (creators of Far Cry and Crisis), and Talesworld (creators of Mount and Blade) that produce their own original games, stories, physics, graphic engines and characters. In addition there are numerous other Muslims working in other famous games companies. Some of the most famous games Muslims have ever worked on are Grand Theft Auto, Red Dead Redemption, Crash Bandicoot, Jak & Daxtar, Call of Duty, Manhunt, L.A. Noire, Sonic and Need for Speed, along with numerous others. Collectively these games have sold in the hundreds of millions.

Introduction:— The history of Muslims in the video games industry is long and prosperous, with some of the most critically acclaimed games in the history of video gaming having had significant contributions from Muslims across Europe and America, and beyond. The most famous and well known of these names have included 1980s games pioneer Mevlut Dinc, Rockstar Games employees Imran Sarwar and Mondo Ghulam, Call of Duty's veterens Mohammad Alavi and Marwan A. Abderrazzaq, adventure/platformer games designer pioneer Babak Rafei, and award winning visual effects and Need for Speed art director Habib Zargarpour. There are also, further, some notable video games studios founded and headed by Muslims such as Crytek (creators of Far Cry and Crisis), and Talesworld (creators of Mount and Blade) that produce their own original games, stories, physics, graphic engines and characters. In addition there are numerous other Muslims working in other famous games companies. Some of the most famous games Muslims have ever worked on are Grand Theft Auto, Red Dead Redemption, Crash Bandicoot, Jak & Daxtar, Call of Duty, Manhunt, L.A. Noire, Sonic and Need for Speed, along with numerous others. Collectively these games have sold in the hundreds of millions.

Gebelli Software Inc:— Gebelli Software Inc. was making a significant amount of money during this time (in 1984 they are recorded to have made between $201,000 dollars to $500,000 dollars per year based on 15 pieces of published software and four employees). [7] Gebelli was eventually hired by the Japanese games company, "Square Soft" to work on a new game, as his reputation now began to go global. [8] He stayed with the Japanese games developer until he retired from the industry after the release of "Secret of Mana" (1991). He had also single handedly programmed "/Final Fantasy III" (1990), "Final Fantasy II" (1988) and "Final Fantasy" (1987). He other credits include "Both Barrels" (1980), "Star Cruiser" (1980), "Phantom Five" (1980), "Cyber Strike" (1980), "Auto Bahn" (1981), "Pulsar II" (1981), "Gorgon" (1981), "Space Eggs" (1981), "Horizon V" (1981), "Firebird" (1981), "Zenith" (1982), and "Neptune" (1982). John Romero, creator of "Quake" (1996—Present), "Doom" (1993—Present) and "Wolfenstein" (1992) franchises, and founder of id Software, cites Gebelli as the most significant, and major, inspiration for his contributions to the gaming industry; saying "Nasir Gebelli is my favorite. He's my number one programming god, my idol. He's awesome" . [9] He further elaborated stating "[e]arly on, seeing Nasir’s games, I really liked the speed...great speed...He...never had a program that would save his code...He had to keep the whole game in his head" . [9] Gebelli's last public appearance was 18 years ago in 1998, at a Romero Apple II reunion party.

Nasir Gebelli:— Nasir Gebelli was a computer games pioneer, [1] known for being a prolific games designer and programmer during the 1980s; and is now known as the father of the computing games industry. [2] Gebelli did poorly at university (he was studying computer science), and as a result began writing computer games for fun. [3] A chance contact with the founders of Sirius Software in 1980 (the same year that Sirius was founded), lead him to programming nine games for them in their first financial year. [4] He was still a college student when he joined up with them. [5] The prolific nature of Gebelli's coding brought the company $11,000,000 dollars in revenue (and managed to propel it as the 15th most successuful micro-computer software company in the world; most notably, Microsoft was ranked 2nd with a revenue amounting to $55,000,000 dollars). [6] In 1984, Gebelli left to found his own company, Sirius had by now gone bankrupt, having been owed millions of dollars in royalty fees. At his own company, he wrote and published at least 12 computer games himself. [3] Many of the techniques he used to programme his games were of his own creation, one of them was known as the “page flip” method that went on improve the stability of Apple computer games. [3] When IBM needed to boost sales of their "PCjr" computer models, the company personally contacted several games development companies, one of notable companies was Bill Gate's Microsoft, and the other was Gebelli Software Inc. [6] It was contracted as Gebelli was by now known as a legendary "driving force in the Apple game software arena" . [6]

Gebelli Software Inc:— Gebelli Software Inc. was making a significant amount of money during this time (in 1984 they are recorded to have made between $201,000 dollars to $500,000 dollars per year based on 15 pieces of published software and four employees). [7] Gebelli was eventually hired by the Japanese games company, "Square Soft" to work on a new game, as his reputation now began to go global. [8] He stayed with the Japanese games developer until he retired from the industry after the release of "Secret of Mana" (1991). He had also single handedly programmed "/Final Fantasy III" (1990), "Final Fantasy II" (1988) and "Final Fantasy" (1987). He other credits include "Both Barrels" (1980), "Star Cruiser" (1980), "Phantom Five" (1980), "Cyber Strike" (1980), "Auto Bahn" (1981), "Pulsar II" (1981), "Gorgon" (1981), "Space Eggs" (1981), "Horizon V" (1981), "Firebird" (1981), "Zenith" (1982), and "Neptune" (1982). John Romero, creator of "Quake" (1996—Present), "Doom" (1993—Present) and "Wolfenstein" (1992) franchises, and founder of id Software, cites Gebelli as the most significant, and major, inspiration for his contributions to the gaming industry; saying "Nasir Gebelli is my favorite. He's my number one programming god, my idol. He's awesome" . [9] He further elaborated stating "[e]arly on, seeing Nasir’s games, I really liked the speed...great speed...He...never had a program that would save his code...He had to keep the whole game in his head" . [9] Gebelli's last public appearance was 18 years ago in 1998, at a Romero Apple II reunion party.

Nasir Gebelli:— Nasir Gebelli was a computer games pioneer, [1] known for being a prolific games designer and programmer during the 1980s; and is now known as the father of the computing games industry. [2] Gebelli did poorly at university (he was studying computer science), and as a result began writing computer games for fun. [3] A chance contact with the founders of Sirius Software in 1980 (the same year that Sirius was founded), lead him to programming nine games for them in their first financial year. [30] He was still a college student when he joined up with them. [5] The prolific nature of Gebelli's coding brought the company $11,000,000 dollars in revenue (and managed to propel it as the 15th most successuful micro-computer software company in the world; most notably, Microsoft was ranked 2nd with a revenue amounting to $55,000,000 dollars). [6] In 1984, Gebelli left to found his own company, Sirius had by now gone bankrupt, having been owed millions of dollars in royalty fees. At his own company, he wrote and published at least 12 computer games himself. [3] Many of the techniques he used to programme his games were of his own creation, one of them was known as the “page flip” method that went on improve the stability of Apple computer games. [3] When IBM needed to boost sales of their "PCjr" computer models, the company personally contacted several games development companies, one of notable companies was Bill Gate's Microsoft, and the other was Gebelli Software Inc. [6] It was contracted as Gebelli was by now known as a legendary "driving force in the Apple game software arena" . [6]

Crytek have sold at least 10.79 million hard copies of their games altogether (2.5 million units of "Far Cry" , [66] 3.0 million units of "Crysis" , [66] 3.0 million units of "Crysis 2" (by July 2011), [67] [68] 360,000 [n. 37] units (and 3 million beta downloads [69] ) of "Crysis 3" (in February 2013 in the US [70] and by December 2013 in Germany alone [71] ), 1.5 million units of "Crysis Warhead" , [66] and 431,000 units [72] of "Ryse: Son of Rome" ). The developers also produce their own physics game-engines, starting with CryEngine [73] [74] [75] back in 2004, CryEngine 2 in 2009, [73] [76] CryEngine 3 in 2011; [73] [75] [77] [78] and the 4th generation CryENGINE [79] by 2013. Remnants of Cryteks engines can also be found in other products such as the Dunia Engines (developed by Kirmaan Aboobaker [80] [81] [82] [83] ), which were used in "Far Cry 3" [84] (2013) and "Far Cry: Blood Dragon" (2013), which are heavily modified versions of the original CryEngine (although Ubisoft claim that they only reused about 2%-3% of the original CryEngine code [86] [87] ). The Anvil engine is also a modified version of the Dunia itself. In recent years the company have been focusing on developing free multiplayer MMPORG online games in efforts of combating piracy ( "Crysis 2" in 2011 alone was pirated almost 4 million times, hitting the developer hard who was aiming for at least 7 million sales [89] ) and declining [90] PC market sales (the decision to move into these markets may have also come from the fact that the original "Crysis" game cost $20 [91] -22 million to make, but by "Crysis 3" costs had risen to $66 million [91] [92] ). [n. 38]

Crytek:— The Yerli brothers (Cevat Yerli, [40] [41] Avni Yerli, [41] Faruk Yerli [41] ) are a trio of Turkish-Muslim game developers who are notable for having founded a small gaming company called "Crytek" in 1999. [n. 36] They have created critically acclaimed games franchises such as Far Cry (2004-2014) and the Crysis series (2007-2013). Their organisation spans several continents, who have subsidiaries in the United Kingdom (Crytek UK [40] [42] [43] ), Germany (Crytek Frankfurt [42] [44] ) Hungary (Crytek Budapest [42] [44] ), Bulgaria (Crytek Black Sea [40] [42] [45] ), Ukraine (Crytek Ukraine [40] [42] ), America (Crytek USA [46] ), and Asia (Crytek Istanbul, [46] [40] Crytek Shanghai, [40] [47] [48] Crytek Seoul [40] [42] [47] ). Their creations have spanned ten Far Cry and six Crysis games, as well as having developed console exclusives such as "Ryse: Son of Rome" (2013) for the Xbox One. [44] The company is currently in the process of making "Homefront 2" (2014) [43] and "Warface" (2014); [40] [47] [48] as well as producing games for the iOS market such as 2014's "The Collectables" [49] (having previously created "Fibble" and "Fibble HD" in 2012 [50] [51] ). Their most critically acclaimed games have been originals such as "Crysis" (2007 [52] -2011 [53] [54] ) with a metacritic score of 81% [53] [54] -91%, [52] [55] "Far Cry" (2004 [56] ), with a score of 89%, [55] [56] "Crysis 2" (2011 [57] [58] [59] ), with a score of between 84% [59] -86%, [55] [57] [58] "Crysis Warhead" (2008 [60] ), with a score of 84% [55] [60] and "Crysis 3" (2013 [61] [62] [63] ), with a score of between 76% [61] [63] -77%. [55] [62] Their lowest rated game is the Xbox 360 exclusive "Far Cry Classic" (2014 [64] ) with a metacritic score of 58% [55] [64] but which has an extremely high user score rating of 81%. [55] The most popular user rated game on metacritic for the company is also currently the original "Far Cry" (2004 [55] [65] ) PC game, also with a rating of 81%. [65]

Babak Rafei:— Babak Rafei, alternatively known as Bob Rafei, is an Iranian [31] Muslim [n. 35] video games designer notable for having been Naughty Dog's first employee. [32] [31] Rafei has worked on some of the most critically acclaimed games in video gaming history. According to Gamespot, Rafei has "four Crash Bandicoot and four Jak and Daxter games under his belt" , [33] including "Star Trek: Generations" (1994) [34] "Crash Bandicoot" (1996), [34] "Crash 2" (1997), [34] "Crash Bandicoot 3: Warped" (1998), [34] [35] "Crash Team Racing" (1999), [34] "Jak and Daxter: The Precursor Legacy" (2001), [34] [35] "Jak II" (2003), [34] "Jak 3" (2004), [34] [35] "Jak X: Combat Racing" (2005) [34] and "Uncharted: Drakes Fortune" (2007). [34] [35] He is currently working on a new Sonic game titled "Sonic Boom" , [36] [37] slated for release in November 2014, having lead the project [37] for his company Big Red Button since Arey left. [38] Notable specific contributions include leading the visual development of Jak and Daxter, shaping the look of Crash Bandicoot and art directing for Uncharted. [32] On Metacritic, Rafei is credited with being art director of "Crash Bandicoot 3: Warped" and "Uncharted: Drake's Fortune" , while he is credited with being a developer of "Jak and Daxter: The Precursor Legacy" and "Jak 3" . [35] At Naughty Dog, he held various other job titles such as character animator and conceptual artist. [31] Rafei was also an board member of several organisation, most notably for the "Game Developers Conference" between 2002 and 2011, the "Game Developer Choice Awards" , and for "One Big Game" ; as a panel leader for the "Academy of Interactive Arts & Sciences" at the art and animation panels. [39]

Crytek have sold at least 10.79 million hard copies of their games altogether (2.5 million units of "Far Cry" , [66] 3.0 million units of "Crysis" , [66] 3.0 million units of "Crysis 2" (by July 2011), [67] [68] 360,000 [n. 43] units (and 3 million beta downloads [69] ) of "Crysis 3" (in February 2013 in the US [70] and by December 2013 in Germany alone [71] ), 1.5 million units of "Crysis Warhead" , [66] and 431,000 units [72] of "Ryse: Son of Rome" ). The developers also produce their own physics game-engines, starting with CryEngine [73] [74] [75] back in 2004, CryEngine 2 in 2009, [73] [76] CryEngine 3 in 2011; [73] [75] [77] [78] and the 4th generation CryENGINE [79] by 2013. Remnants of Cryteks engines can also be found in other products such as the Dunia Engines (developed by Kirmaan Aboobaker [80] [81] [82] [83] ), which were used in "Far Cry 3" [84] (2013) and "Far Cry: Blood Dragon" (2013), which are heavily modified versions of the original CryEngine (although Ubisoft claim that they only reused about 2%-3% of the original CryEngine code [86] [87] ). The Anvil engine is also a modified version of the Dunia itself. In recent years the company have been focusing on developing free multiplayer MMPORG online games in efforts of combating piracy ( "Crysis 2" in 2011 alone was pirated almost 4 million times, hitting the developer hard who was aiming for at least 7 million sales [89] ) and declining [90] PC market sales (the decision to move into these markets may have also come from the fact that the original "Crysis" game cost $20 [91] -22 million to make, but by "Crysis 3" costs had risen to $66 million [91] [92] ). [n. 44]

Crytek:— The Yerli brothers (Cevat Yerli, [40] [41] Avni Yerli, [41] Faruk Yerli [41] ) are a trio of Turkish-Muslim game developers who are notable for having founded a small gaming company called "Crytek" in 1999. [n. 41] They have created critically acclaimed games franchises such as Far Cry (2004-2014) and the Crysis series (2007-2013). Their organisation spans several continents, who have subsidiaries in the United Kingdom (Crytek UK [40] [42] [43] ), Germany (Crytek Frankfurt [42] [44] ) Hungary (Crytek Budapest [42] [44] ), Bulgaria (Crytek Black Sea [40] [42] [45] ), Ukraine (Crytek Ukraine [40] [42] ), America (Crytek USA [46] ), and Asia (Crytek Istanbul, [46] [40] Crytek Shanghai, [40] [47] [48] Crytek Seoul [40] [42] [47] ). Their creations have spanned ten Far Cry and six Crysis games, as well as having developed console exclusives such as "Ryse: Son of Rome" (2013) for the Xbox One. [44] The company is currently in the process of making "Homefront 2" (2014) [43] and "Warface" (2014); [40] [47] [48] as well as producing games for the iOS market such as 2014's "The Collectables" [49] (having previously created "Fibble" and "Fibble HD" in 2012 [50] [51] ). Their most critically acclaimed games have been originals such as "Crysis" (2007 [52] -2011 [53] [54] ) with a metacritic score of 81% [53] [54] -91%, [52] [55] "Far Cry" (2004 [56] ), with a score of 89%, [55] [56] "Crysis 2" (2011 [57] [58] [59] ), with a score of between 84% [59] -86%, [55] [57] [58] "Crysis Warhead" (2008 [60] ), with a score of 84% [55] [60] and "Crysis 3" (2013 [61] [62] [63] ), with a score of between 76% [61] [63] -77%. [55] [62] Their lowest rated game is the Xbox 360 exclusive "Far Cry Classic" (2014 [64] ) with a metacritic score of 58% [55] [64] but which has an extremely high user score rating of 81%. [55] The most popular user rated game on metacritic for the company is also currently the original "Far Cry" (2004 [55] [65] ) PC game, also with a rating of 81%. [65]

Babak Rafei:— Babak Rafei, alternatively known as Bob Rafei, is an Iranian [31] Muslim [n. 40] video games designer notable for having been Naughty Dog's first employee. [32] [31] Rafei has worked on some of the most critically acclaimed games in video gaming history. According to Gamespot, Rafei has "four Crash Bandicoot and four Jak and Daxter games under his belt" , [33] including "Star Trek: Generations" (1994) [34] "Crash Bandicoot" (1996), [34] "Crash 2" (1997), [34] "Crash Bandicoot 3: Warped" (1998), [34] [35] "Crash Team Racing" (1999), [34] "Jak and Daxter: The Precursor Legacy" (2001), [34] [35] "Jak II" (2003), [34] "Jak 3" (2004), [34] [35] "Jak X: Combat Racing" (2005) [34] and "Uncharted: Drakes Fortune" (2007). [34] [35] He is currently working on a new Sonic game titled "Sonic Boom" , [36] [37] slated for release in November 2014, having lead the project [37] for his company Big Red Button since Arey left. [38] Notable specific contributions include leading the visual development of Jak and Daxter, shaping the look of Crash Bandicoot and art directing for Uncharted. [32] On Metacritic, Rafei is credited with being art director of "Crash Bandicoot 3: Warped" and "Uncharted: Drake's Fortune" , while he is credited with being a developer of "Jak and Daxter: The Precursor Legacy" and "Jak 3" . [35] At Naughty Dog, he held various other job titles such as character animator and conceptual artist. [31] Rafei was also an board member of several organisation, most notably for the "Game Developers Conference" between 2002 and 2011, the "Game Developer Choice Awards" , and for "One Big Game" ; as a panel leader for the "Academy of Interactive Arts & Sciences" at the art and animation panels. [39]

Mohammad Alavi:— Mohammad Alavi is an Iranian-Muslim video games developer most notable for his work on the "Call of Duty" franchise. Alavi has a B.Sc. in Chemistry & Biology [129] and an A.S. in Games Design and Development (Full Sail University [129] ). In his teenage [130] years he was known as a prominent modder, working on games such as "Quake" , [130] "Half-Life " and "Counter-Strike" . [129] Eventually his creative skills became so successful that video games magazine "PC Gamer" featured his creations. [129] Thinking they were however inferior, the feature inspired him towards games development. After graduating he was hired by "Inifinty Ward" . [129] His first work was on the level designs in "Call of Duty 2" [131] (2005), where he was also responsible for "the darkly humorous potato-throwing grenade tutorial" . [129] By the time "Call of Duty 4: Modern Warfare" (2007) Alavi was pushing boundaries in game design. [129] He single-handedly scripted the first level of the game; "Crew Expendable" [129] [131] as well as the "best level in Call of Duty history" [132] "All Ghillied Up" [133] [134] [131] [135] (and "One Shot, One Kill " [131] ) mission "writing over 10,000 lines of scripts that anticipated every way the player might disturb or be noticed by the patrolling soldiers, handling each case with different animations and behaviours" ; writing the artificial intelligence himself even though he was not an AI programmer. [133] By "Call of Duty: Modern Warfare 2" (2009) Alavi scripted and designed the "Second Sun" map, where he "also designed and scripted the controversial [and shocking [136] ] No Russian sequence, in which the player is permitted to participate in a civilian massacre" . [131] [133] [134] Eventually Infinity Ward fractured, [133] [135] and Alavi moved to continue his work for Respawn Entertainment, for "Titanfall" (2014). [133] [134] [137] That game sold more than 10 million copies worldwide. [138]

Mondo Ghulam:— Mondo Ghulam is British-Pakistani Muslim video-games animator, who was a previous employee at Rockstar North. [110] [111] He has worked on the development of many of their most well known game franchises in roles that include "(Lead) Cutscene Animator ", [112] "Animation Supporter" , [112] "Technical Director" [113] [114] and "Animation Director" . [115] [116] Ghulam attended the University of Strathclyde graduating with a Bachelors (Hons) in Marketing & Finance in 1995. [117] He then went on to do his Masters at the Glasgow School of Art (graduating with an MPhil in Advanced 2D/3D Motion Graphics/Virtual Prototyping For Design in July 1999). [117] [118] His earliest known work was "Manhunt" [112] [115] which was released in 2003 [112] and later began worked on the critically acclaimed "Grand Theft Auto" franchise (working on "San Andreas" (2004), [112] [115] "Liberty City Stories" (2005), [115] [119] "Vice City Stories" (2006), [115] [120] "GTAI V" (2008), [112] [115] "The Lost and Damned" (2009), [115] [121] "The Ballad of Gay Tony" (2009), [115] [122] and finally "GTAV" (2013) [123] ). Other games to which he is credited with include "Manhunt 2" (2007), [115] [124] "Midnight Club: Los Angeles" (2008), [113] [115] "Red Dead Redemption" (2010), [115] [112] [125] "L.A. Noire" (2011), [110] [115] [126] and "Max Payne 3" (2012). [115] [127] He was the "(Lead) Cutscene Animator" from January 2003 to October 2008, [115] and "Animation Director" from December 2008 to June 2012. [117] [115] (his final work with them being "GTAV" until April 2012 [123] ). At the Edinburgh Interactive Edge Awards, Ghulam remakred that L.A. Noire was one of his most challenging and hard working experiences, stating "[w]hat people maybe don't know is how much my colleagues and myself worked at Rockstar North...[w]orking several years, in fact, to make this game what it is" . [110] [128] [n. 45]

Imran Sarwar:— Imran Sarwar is a British-Pakistani Muslim who currently works for Rockstar North, a video games developer based in Edinburgh, [93] made world famous for the controversial but hugely successful "Grand Theft Auto " video-game franchise. The latest installment ( "GTAV" ) saw seen him serve as the head of mission game design, [93] [94] He was also co-producer [95] [96] [97] of the series (alongside Leslie Benzies). [98] According to in-game credits, Sarwar has been four times Associate Producer of the GTA franchise since "GTAIV" , [99] [100] [101] but who however started out as a mission designer [102] for "Grand Theft Auto Vice City" back in 2002. [95] [98] By 2004 he had been promoted to Senior Level Designer [103] and worked extensively on "Grand Theft Auto San Andreas" [98] —the twelfth most successful computer game in the world and second in Playstation history (the number one most successful Playstation 2 game ever; selling well over 27.5 million units worldwide [104] ). The current installment however has beaten this record; as it is the sixth best-selling game in video game history and the number one most successful Playstation game ever with 32.5 million copies sold. [105] Over his entire career Sarwar has worked on eleven games, with nine of them specifically for Rockstar North. [98] Before he had moved to work with the company, Sarwar had worked on games such as "Tiny Toon Adventures: Wacky Stackers" (2001) and "Pinky and the Brain: The Master Plan" (2002) whilst at the Warthog Corporation. [106] [107] [108] Rockstar co-founder Dan Houser also specifically mentioned Sarwar involvement even in character design "...me, Rupert Humphries and Imran Sarwar, one of the main designers, will sit around early in the game, talking about stuff, then Sam, Aaron and Leslie will look at it and sign off on it or offer feedback...it doesn't really matter what we put down on the page, we might imagine certain characters are going to be very strong, and they're not, and others start out okay and turn out fantastic" . [109] Dan Houser mentioned him again at the BAFTA video-game awards.

Imran Sarwar:— Imran Sarwar is a British-Pakistani Muslim who currently works for Rockstar North, a video games developer based in Edinburgh,[93] made world famous for the controversial but hugely successful "Grand Theft Auto" video-game franchise. The latest installment ("GTAV") saw seen him serve as the head of mission game design,[93][94] He was also co-producer[95][96][97] of the series (alongside Leslie Benzies).[98] According to in-game credits, Sarwar has been four times Associate Producer of the GTA franchise since "GTAIV",[99][100][101] but who however started out as a mission designer[102] for "Grand Theft Auto Vice City" back in 2002.[95][98] By 2004 he had been promoted to Senior Level Designer[103] and worked extensively on "Grand Theft Auto San Andreas"[98]—the twelfth most successful computer game in the world and second in Playstation history (the number one most successful Playstation 2 game ever; selling well over 27.5 million units worldwide[104]). The current installment however has beaten this record; as it is the sixth best-selling game in video game history and the number one most successful Playstation game ever with 32.5 million copies sold.[105] Over his entire career Sarwar has worked on eleven games, with nine of them specifically for Rockstar North.[98] Before he had moved to work with the company, Sarwar had worked on games such as "Tiny Toon Adventures: Wacky Stackers" (2001) and "Pinky and the Brain: The Master Plan" (2002) whilst at the Warthog Corporation.[106][107][108] Rockstar co-founder Dan Houser also specifically mentioned Sarwar involvement even in character design "...me, Rupert Humphries and Imran Sarwar, one of the main designers, will sit around early in the game, talking about stuff, then Sam, Aaron and Leslie will look at it and sign off on it or offer feedback...it doesn't really matter what we put down on the page, we might imagine certain characters are going to be very strong, and they're not, and others start out okay and turn out fantastic".[109] Dan Houser mentioned him again at the BAFTA video-game awards.

Mondo Ghulam:— Mondo Ghulam is British-Pakistani Muslim video-games animator, who was a previous employee at Rockstar North.[110][111] He has worked on the development of many of their most well known game franchises in roles that include "(Lead) Cutscene Animator",[112] "Animation Supporter",[112] "Technical Director"[113][114] and "Animation Director".[115][116] Ghulam attended the University of Strathclyde graduating with a Bachelors (Hons) in Marketing & Finance in 1995.[117] He then went on to do his Masters at the Glasgow School of Art (graduating with an MPhil in Advanced 2D/3D Motion Graphics/Virtual Prototyping For Design in July 1999).[117][118] His earliest known work was "Manhunt"[112][115] which was released in 2003[112] and later began worked on the critically acclaimed "Grand Theft Auto" franchise (working on "San Andreas" (2004),[112][115] "Liberty City Stories" (2005),[115][119] "Vice City Stories" (2006),[115][120] "GTAIV" (2008),[112][115] "The Lost and Damned" (2009),[115][121] "The Ballad of Gay Tony" (2009),[115][122] and finally "GTAV" (2013)[123]). Other games to which he is credited with include "Manhunt 2" (2007),[115][124] "Midnight Club: Los Angeles" (2008),[113][115] "Red Dead Redemption" (2010),[115][112][125] "L.A. Noire" (2011),[110][115][126] and "Max Payne 3" (2012).[115][127] He was the "(Lead) Cutscene Animator" from January 2003 to October 2008,[115] and "Animation Director" from December 2008 to June 2012.[117][115] (his final work with them being "GTAV" until April 2012[123]). At the Edinburgh Interactive Edge Awards, Ghulam remakred that L.A. Noire was one of his most challenging and hard working experiences, stating "[w]hat people maybe don't know is how much my colleagues and myself worked at Rockstar North...[w]orking several years, in fact, to make this game what it is".[110][128][n. 46]

"All Ghillied Up"; scripted and designed by Alavi, who now works for Respawn Entertainment; the developer of Titanfall (2014).