Black Isle Studios, a newly created in-house developer, followed with the sequel, Fallout 2, in 1998.
Almost all early titles were the result of liaising with freelance developers; there were few in-house developers.
Apple calls it its "most important annual event for hardware and software developers, including in-house developers, computational scientists, I.T. managers and system administrators."
Some of the larger development firms, like Ocean, had a stable of in-house developers, but for most games the work was contracted out to a third-party team.
A common exit strategy for a successful video-game developer is to sell the company to a publisher, becoming an in-house developer.
Before he launched Marketcetera, he developed a slew of custom proprietary trading systems for various employers as an in-house developer.
The company closed several in-house developers, including RedOctane, Neversoft's Guitar Hero division, and Underground Development.
These advanced capabilities can be written by in-house developers but are more often provided by suppliers who specialize in systems-management software.
Sometimes publishers buy third-party developers, and so they become in-house developers: workers for the publisher.
A Boy and His Blob: Trouble on Blobolonia was developed by Imagineering, the in-house developer of Absolute Entertainment.