Rockstar New England, Inc. is an American video game development studio based in Andover, Massachusetts, operating as a wholly-owned subsidiary of Rockstar Games since April 2008. Originally founded in November 1999 as Mad Doc Software, LLC by former Activision technical director Ian Lane Davis, the studio built its early reputation through PC strategy titles in the Star Trek: Armada and Empire Earth series before pivoting to console-focused work-for-hire (Wikipedia, 2024a). The studio's relationship with Rockstar Games began through its development of Bully: Scholarship Edition, the 2008 remaster of Bully (2006), which directly led to its acquisition by Take-Two Interactive for approximately $6.07 million in March 2008 and subsequent rebranding as Rockstar New England (Hester, 2022). Following the acquisition, the studio attempted to lead development on a Bully sequel but was ultimately repurposed as a support studio for Rockstar's major prestige titles, contributing technology, art, AI systems, and engineering to Grand Theft Auto IV expansion content, Red Dead Redemption, L.A. Noire, Max Payne 3, Grand Theft Auto V, and Red Dead Redemption 2 (Wikipedia, 2024a).
Mad Doc Software was founded in November 1999 in Andover, Massachusetts by Ian Lane Davis, who held a doctorate in artificial intelligence and robotics from Carnegie Mellon University and had previously worked as a technical director at Activision on titles including Battlezone (1998) and Civilization: Call to Power (Wikipedia, 2024a; Hester, 2022). The studio's early staff was largely composed of former developers from the recently closed Looking Glass Studios of Cambridge, Massachusetts, giving Mad Doc a distinctive pedigree in artificial intelligence and simulation systems that became a defining characteristic of the studio (Hester, 2022). Initial projects included supportive development on Star Trek: Armada (2000) and Call to Power II for Activision, followed by full development leadership on Star Trek: Armada II (2001) and the inherited Jane's Attack Squadron (2002) (Wikipedia, 2024a).
Beginning in 2002, Mad Doc became the principal developer of the Empire Earth real-time strategy series for Sierra Entertainment and Vivendi Games, producing Empire Earth: The Art of Conquest (2002), Empire Earth II (2005), Empire Earth II: The Art of Supremacy (2006), and Empire Earth III (2007). While Empire Earth II was commercially successful and earned Mad Doc publishing contracts with Bethesda Softworks and Rockstar Games, Empire Earth III โ produced at a cost of roughly $10 million โ proved a critical and commercial failure that effectively ended the franchise (Wikipedia, 2024a). By 2007, the studio had grown to approximately 100 employees and moved into a 20,400-square-foot facility in the Ballardvale section of Andover (Wikipedia, 2024a).
The pivotal project in Mad Doc's history was Bully: Scholarship Edition, an enhanced remaster of Rockstar Vancouver's 2006 PlayStation 2 cult hit Bully (released as Canis Canem Edit in PAL territories). Announced in July 2007 for Wii and Xbox 360, Mad Doc led development on the Xbox 360 version while Rockstar Toronto handled the Wii port (Wikipedia, 2024b). The remaster added new missions, characters, items, classes, and a two-player competitive multiplayer mode, and ported the game from the original RenderWare engine to Gamebryo. Scholarship Edition released on 4 March 2008 to generally favourable reviews (Metacritic scores of 83/100 Wii, 80/100 Xbox 360), though the subsequent Windows port โ also developed by the studio and released on 21 October 2008 โ received mixed reviews and was widely criticised as a "lazy porting job" (Wikipedia, 2024b).
Take-Two Interactive acquired Mad Doc Software in March 2008 for $6.068 million, comprising $3.740 million in cash, 53,033 shares of unregistered Take-Two common stock valued at $1.353 million, and $975,000 in development advances. The deal was publicly announced on 4 April 2008 and the studio was integrated into Rockstar Games as Rockstar New England, with Ian Lane Davis remaining as studio director alongside Ken Davis (Wikipedia, 2024a; Hester, 2022). Rockstar co-founder Sam Houser stated at the time that the acquisition would "enhance our core technology and further support our commitment to creating progressive and innovative gaming experiences" (Hester, 2022).
After completing Scholarship Edition, Rockstar New England was greenlit to lead development on Bully 2, while Rockstar Vancouver โ original developer of Bully โ was reassigned to Max Payne 3. According to former employees interviewed by Game Informer, between 50 and 80 staff (effectively the entire studio at points) worked on the project, which entered serious development around 2008โ2010 (Hester, 2022). The team envisioned a smaller but denser open world โ described variously as the size of Grand Theft Auto: Vice City (2002) or roughly three times the size of the original Bully's map โ in which every visible building could be entered, including by forced entry (Hester, 2022).
Several distinctive technologies were prototyped during this period. The studio developed a detailed glass-fragmentation system, a progressive grass-growing simulation, an in-depth climbing mechanic covering trees, fences, ledges and rooftops, and an AI-driven NPC memory system in which characters would remember the player's specific actions over long periods (Hester, 2022). Rockstar New England produced a playable vertical slice estimated at six to eight hours of content, but in 2010 Rockstar began reallocating Bully 2 developers to other studios' troubled productions, effectively cancelling the project. The technologies created for Bully 2 nevertheless found their way into shipped titles: the glass-fragmentation system was reused in Max Payne 3 (2012), and the NPC-memory and consequence systems informed the honour and reputation mechanics of Red Dead Redemption 2 (2018) (Hester, 2022; Wikipedia, 2024b).
Following the cancellation of Bully 2, Rockstar New England transitioned permanently into a Rockstar Studios support role. The studio contributed to Grand Theft Auto IV: The Lost and Damned (2009) and Grand Theft Auto: The Ballad of Gay Tony (2009) supporting Rockstar North, Red Dead Redemption (2010) supporting Rockstar San Diego, L.A. Noire (2011) supporting Team Bondi, Max Payne 3 (2012) as part of the unified Rockstar Studios collective, Grand Theft Auto V (2013), and Red Dead Redemption 2 (2018) (Wikipedia, 2024a). In June 2009, the studio underwent a roughly 10% layoff including the dissolution of its in-house QA department, as Rockstar consolidated quality assurance into a dedicated facility (Wikipedia, 2024a; Hester, 2022). In early 2013 the studio relocated from Ballardvale to Andover's Dundee Park, where it remains headquartered. Former employees describe a shift over time from Mad Doc's earlier, more balanced studio culture toward the prolonged crunch periods characteristic of late-2000s and 2010s Rockstar productions (Hester, 2022).
While Rockstar New England has not been publicly named as a lead developer on a Rockstar title since its acquisition, its sustained contribution to every major Rockstar release since 2009 โ particularly in AI, simulation systems and engine technology โ positions it as one of the company's core engineering and content-support studios in the development of Grand Theft Auto VI.
Hester, B. (2022) 'The Version Of Bully 2 You'll Never Get To Play', Game Informer, 7 January. Available at: https://www.gameinformer.com/2022/01/07/the-version-of-bully-2-youll-never-get-to-play (Accessed: 14 May 2026).
Wikipedia (2024a) Rockstar New England. Available at: https://en.wikipedia.org/wiki/Rockstar_New_England (Accessed: 14 May 2026).
Wikipedia (2024b) Bully (video game). Available at: https://en.wikipedia.org/wiki/Bully_(video_game) (Accessed: 14 May 2026).