for more than a decade, Reiche, Ford, and Terry Falls incorporated Toys for Bob in 2002, and announced that they were seeking a new publisher after parting ways with Crystal Dynamics and Eidos Interactive. Acquisition by Activision Soon after re-establishing their studio as an independent company, Reiche and Ford released the source code for the 3DO version of Star Control II as open-source software under the GNU General Public Licence (GPL) and enlisted the fan community to port it to modern operating systems. The result was the 2002 open source game The Ur-Quan Masters, released under a new title since the Star Control trademark was owned by Atari, who had acquired Accolade. An intern at Toys for Bob began porting the game to various modern operating systems, and the fan community continued the project with further support and modifications. Reiche and Ford retained the original copyrighted content within the first two Star Control games, and granted the fan-operated project a free, perpetual license to the Star Control II content and the "Ur-Quan Masters" trademark. Toys for Bob secured Activision as their new publisher, thanks to an introduction from former staff who had founded Shaba Games and sold it to Activision. As the industry found a thriving market for licensed game adaptations, Activision asked Toys for Bob to work on Disney's Extreme Skate Adventure, which combined the publisher's game engine from Tony Hawk's Pro Skater 4 with the studio's experience working on Disney properties. The game was released in 2003 and gave the studio more experience creating games for a younger audience. Working with Activision, Toys for Bob continued to focus on licensed games, such as Madagascar. Their growing relationship with the publisher led them to be acquired in 2005: the studio became a wholly owned subsidiary under Activision, and the management team and employees signed long-term contracts under the new corporate structure. However, the release of Madagascar showed that the market for licensed games was beginning to dry up, in part due to the negative reputation created by a flood of low quality licensed games. By this time, the company was operating with 27 employees, and needed a game that was successful enough to justify their growing team. Skylanders breakthrough Activision asked the studio to generate a new idea, and the company felt pressure to find the right opportunity. One idea came from Toys for Bob character designer I-Wei Huang,