Recognition From The Game Community
“Using SpeedTree allowed us to put vegetation in our game like never before. (It was)
essential to the hundreds of foliage variations in the game.”
[press release]
Todd Howard, Executive Producer of The Elder Scrolls® IV: Oblivion™

“The venues in Tiger Woods PGA TOUR 06 are located in some of the most pristine and recognizable outdoor environments in the world. Speedtree integrated with our next generation pipelines and allowed us to generate the best looking golf courses ever seen in a video game.”
John Hayase, EA Games
“By using this excellent tool, we can concentrate on our strength: creating great games.
We are really excited about the performance and render quality of SpeedTree.”
[press release]
Tobias Severin, Founder and Managing Director
“SpeedTree is the only foliage solution available that delivers the look and feel
this new game must have. As players come to view games as an art form in their own right, they
will expect the natural and wind-blown trees of SpeedTree.”
[press release]
Denis Dyack, President
“We wanted to continue evolving the incredible environments that have made Gothic I and II
best selling titles. SpeedTree ensures that the trees and plants of this new world will live up to
our player’s expectations.”
[press release]
Horst Dworczak, Lead Artist
“From the shores of the River Styx to the Roman Vineyards, there is no better product
for bringing organic landscapes to life.”
[press release]
Chris McKibbin, Co-Founder & President
“We have over 100 miles of virtual roads in our product. SpeedTree was the product that allowed us
to plant trees alongside these roads, within the time and budget we had.”
[press release]
Cisco Lopez-Frequet, Lead Programmer
“SpeedTree allows us to deliver high quality trees very quickly. SpeedTree
integrates smoothly with all the technologies we were using, offers plenty of pre-made
trees, but also allows us to custom make our trees through the software.”
[press release]
Fredrick Vaught, Lead Environment Artist
“SpeedTree will help us to build the kind of next generation worlds players expect from us.”
[press release]
Roid Hong, Senior Producer
“SpeedTreeRT, with its dynamic approach to generating and animating complex tree structures,
and its extensive efficiency tools and databases, was the best middleware-solution for
achieving realistic, high-performance trees.”
[press release]
Arndt Schlichtig, CEO
“Self-shadow map creation, texture packing, and billboard generation literally save days for artists.”
[press release]
Sven Liebich, Art Director
“SpeedTreeRT delivers top quality visuals.”
[press release]
Patrick Pligersdorffer, CEO
“Next generation Xbox players will quickly come to appreciate ― and
expect ― SpeedTree powered titles.”
[press release]
Tracey Frankcom, Xbox Tools & Middleware Manager
“Videogame trees have never looked this good before.”
gamesradar.com
“Our goal is producing games that meet and go beyond current standards for beauty and realism,
and SpeedTree was the clear choice for meeting this standard with regard to foliage.”
[press release]
Peter Wallace, Senior Producer
“SpeedTree has helped us to maximize our output of organics in the game at a
minimum of cost to time and resources.”
[press release]
Jeff Cairns, Art Director
“SpeedTree’s realistic looking trees are a must-have for any recent game.”
[press release]
Fabrice Lété, programmer
“SpeedTree has allowed us to populate our golf courses with huge numbers of
realistic looking trees and plants. These trees are incredibly detailed up close
and move convincingly to help bring our game to life.”
[press release]
Dean Baker, Managing Director of CustomPlay Games
“SpeedTree has allowed Sigil to populate the landscape with realistic moving flora in a timely and efficient manner. IDV’s support and willingness to go the extra mile for the developer has pleased Sigil greatly.”
Kevin McPherson, Senior Programmer
“SpeedTree has saved us development time versus implementing a similar solution internally.
Integration into our code and art pipeline was rapid even given the complexity of our project.”
[press release]
Sigil President, CEO and Co-Producer Brad McQuaid
“Once we saw the SpeedTreeRT technology, we rushed to help IDV integrate it with our
Unreal Engine. IDV’s developers have created a remarkable forest rendering solution,
and its integration with the Unreal engine is a win for Epic and our licensees. We encourage
everyone using Unreal to take a look, create and add a few trees to a level and see for themselves what it can do.”
[press release]
Tim Sweeney, CEO
“There is a wealth of great techniques that make SpeedTree the best tree and plant solution in the industry.”
[press release]
Scott Brown, CEO of NetDevil
Developer of Auto Assault
“We chose SpeedTree for the phenomenal CAD abilities of the program… This software package has saved us invaluable time. Once we had tried the free evaluation version we knew we had to upgrade to the full product.” [press release]
Tim Train, President
“SpeedTreeRT is simply the best way to bring trees to a game. The realism and the relatively tiny resource footprint of SpeedTree will really help our titles stand out in the coming years.”
Mark Jacobs, President
“We chose SpeedTree because they are able to create lifelike 3D trees of different kinds with a specific
look for each tree. ‘Medieval Lords: Kingdom Under Siege’ is a city-builder game, and we wanted
all the sets to be interesting to admire from both a long distance and in first-person view. Using this
technology that has trees moving in the wind adds a great deal of life to the close-up views in the game.”
[press release]
Jerome Gastaldi, CEO

“For Wish™, player immersion is essential. By using SpeedTree and its suite of tools, our players experience vast forests populated with very realistic trees.”
Mark Laukien, President
“Overall, it took one developer one day of work to have our first trees working, and about three days to have a complete version, with trees integrated with the scene graph, the animation, and our collision detection. All in all, the API is simple and well structured, so integration is straightforward… the resulting trees are a perfect balance between speed and quality. Seen up close, the trees are remarkably believable…”
Daniel Sanchez-Crespo, Game Developer Magazine / gamasutra.com
The SpeedTree Team salutes Warhammer Online, a great project featuring SpeedTreeRT that was cancelled
in June 2004. Click the links to read the press release and see our trees in their amazing promotional movie.
“… IDV’s SpeedTree has been fantastic in enabling us to bring the tree-covered wildernesses
of the Warhammer World to life in a visually exciting, but cost efficient and effective way.”
[press release]
Robin Dews, General Manager
Other Recognition
“IDV’s SpeedTree software easily transforms an olive tree from barren to bountiful. It also renders in real time during gameplay; even with 1 million trees on screen, the vids still pop up at 30 frames per second. peedTree uses military-grade math and physics sims to build a hierarchical model of each tree in a scene — the leaves are linked to the branches and the branches to the trunk. This allows for reaction when the wind blows…”
Jessica Hilberman

“This 3ds max plug-in [SpeedTreeMAX] is the easiest and one of the most powerful tree generators I’ve ever come across and believe me, I’m a digital nature lover! …This is an absolutely gorgeous package.”
Bijan Tehrani

“SpeedTreeMAX offers a lot of value for its $395 price tag and should pay for itself quickly and allow visualizations and animations that capture the fluidity of leaves and trees in motion from the winds.”
Ron LaFon

“SpeedTreeCAD is one of the most, if not the most, advanced tree modeling and simulation packages of its kind… SpeedTreeCAD quite simply blew me off my feet. So much so that I would recommend downloading the demo just to see SpeedTreeCAD in action, even if you are not in the market for a tree modeler.”
Jeff Mottle




























