postmortem of Golden Axe: Beast Rider by project producer Michael Boccieri, which appeared in the February 2009 issue of Game Developer Magazine, discussed the project's troubled development cycle. Fate of Sega Studios San Francisco With the critical and commercial failure of both games, Sega reorganized the studio under Constantine Hantzopoulos in 2009. The studio no longer had the autonomy it did previously. Sega hoped with the restructuring that Iron Man 2 and the sequel to Beast Rider would deliver on what the original games had intended. On April 2, 2010, Sega announced that Sega Studios San Francisco would be closed with the release of Iron Man 2. Sega did not say anything about the sequel to Beast Rider, which lead several websites to believe the game was not up to expectations. Sega West president Mike Hayes was interviewed by 1UP.com and in the interview he discussed the studio's closure. Work for hire Secret Level developed voice over IP solution for the USB headsets that shipped with SOCOM U.S. Navy SEALs in August 2002. The company was approached by Electronic Arts in mid 2004 to port the game Oddworld: Stranger's Wrath to the PlayStation 2. After extensive evaluation it was ultimately determined not to be feasible without dramatic cuts to quality and so was canceled. The company was approached by Sony in early 2005 to explore a game pitch based on the book Robota, by Doug Chiang. Artwork and a level was produced using the Unreal 3 Engine, but the project was canceled. In 2005 the company was hired to provide architectural visualizations of a high profile penthouse in the San Francisco Four Seasons residences using the Unreal Engine. The company was hired in 2005 by Stottler Henke Associates to create content and levels for a United States Navy training simulator, called Informant. The project was done using Lithtech's Jupiter Engine. The company was hired to port the game X-Men: The Official Movie Game to the PSP. It was ultimately determined to be impractical. Technology Strobe Strobe was a Macromedia Flash 5 renderer that used hardware acceleration to allow Flash animation playback on game consoles. It was primarily designed to allow the use of Flash for game menu authoring. The product was started in early 2000, and by mid 2001 core engineering was complete on the PS2 and Xbox, both platforms capable of 60fps playback. Unfortunately, the product was put on