Formed in 1994 by special effects and computer animation veterans Sherry McKenna and Lorne Lanning, Oddworld Inhabitants is dedicated to creating the next generation of interactive entertainment.
Through its existing catalogue, Oddworld has mixed a potent brew of Hollywood artistry with rock solid gameplay to produce experiences rich in emotionality, empathy and entertainment value.
Combined sales of the company’s products number almost ten million units and climbing.
Oddworld is introducing a collection of characters set in a common universe, sharing the highest standards of creativity, quality and unforgettable personality. More than actors in a play, the inhabitants of Oddworld are A.L.I.V.E.: Aware Lifeforms In Virtual Entertainment® with their own physical needs, emotional quirks and unforgettable personalities.
Our mission is simple: for Oddworld’s Inhabitants to live in every home.
Oddworld Inhabitants’ Lorne Lanning was classically trained as a painter of fine art, but came to realize that the mediums most influential on popular opinion were becoming electronic and mass-distributed. He graduated from the California Institute of the Arts with a BFA in Character Animation and eventually found himself working on feature films, advertisements, station idents and motion-based attractions at award-winning Hollywood visual effects studio Rhythm and Hues. It was here he met Sherry McKenna, already a successful producer, who he persuaded first to work at Rhythm and Hues then, eventually, to co-found a videogame company with him.
This persuasion took two years to accomplish. To Sherry, videogames were ugly, confusing and boistrous, but once Lorne had promised they could not only design a graphically beautiful, intuitively controlled game with a captivating and meaningful story, but also get it funded, developed and published, Sherry agreed to the idea. In September 1994, Oddworld Inhabitants was born.
Lorne’s original vision was to create a series of five videogames, the Oddworld Quintology, with each game introducing a new hero who would join the existing band of revolutionaries on their journey to put an end to the exploitation of cultures, people and the natural world by profiteering capitalists. It would culminate with five heroes in the consumer metropolis, but it would start with a hapless laborer in a third-world meat factory: Abe was a layperson in every way.
He wasn’t strong or popular or educated, but he had the conviction to fight to make a difference when he realized just what a crapsack world he lived in. SoulStorm had already received a fantastic response from its private screening at the second-ever E3 in 1996 when it was renamed Oddworld: Abe’s Oddysee under the advisement of its new publishers, GT Interactive.