Raven | |
Formerly | Raven Software, Inc. (1990–1997) |
Company type | Subsidiary |
Industry | Video games |
Founded | May 23, 1990 in Madison, Wisconsin, US |
Founder | Brian Raffel Steve Raffel |
Headquarters | 8496 Greenway Blvd, Middleton, Wisconsin , US |
Key people |
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Products |
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Number of employees | 350 (2022) [1] [2] |
Parent | Activision (1997–present) |
Website | ravensoftware |
Raven Software Corporation (trade name: Raven; formerly Raven Software, Inc.) is an American video game developer based in Middleton, Wisconsin, and part of Activision. Founded in May 1990 by brothers Brian and Steve Raffel, the company is most known for the dark fantasy franchise Heretic/Hexen , the first two Soldier of Fortune games, as well as licensed titles based in the Star Wars: Jedi Knight series and Marvel Comics's X-Men characters, including 2006's Marvel: Ultimate Alliance . Since 2011, Raven has been working on multiple Call of Duty games as both lead and support developer.
Raven's first game, Black Crypt (1992), was conceived in the late 1980s by Raffel brothers to be a paper-and-pen role-playing game, until the two retooled the project from scratch to become a video game. While it did not perform well commercially, its positive reception by critics and technology efforts led to John Romero approaching Raven to develop new titles for the personal computer starting with ShadowCaster (1993), which was powered by Raven Engine, a modified Wolfenstein 3D engine designed by John Carmack. The game's success impressed id Software and Strategic Simulations, who signed a deal to publish the company's next titles, which had grown to two teams to work on 1994's CyClones and Heretic . The latter, inspired by Brian Raffel's interest in making a Dungeons & Dragons –inspired game, was critically acclaimed, spawned several sequels, and helped Raven grow to three development teams.
In August 1997, Activision announced it had agreed to acquire Raven and took over the distribution to Hexen II , while the other two Raven teams continued production on the previously announced titles Take No Prisoners and MageSlayer . After 1998's Heretic II , Raven aimed to expand its games to a broader audience, acquiring Soldier of Fortune magazine name rights to develop a game of the same name while also working on its first licensed title, Star Trek: Voyager – Elite Force . The latter achieved universal acclaim by critics and has since gained a cult following, encouraging LucasArts to collaborate with Raven on Star Wars Jedi Knight II: Jedi Outcast and Star Wars Jedi Knight: Jedi Academy . The company also continued partnering with id Software, working on Quake 4 and the 2009 Wolfenstein , and becoming one of the first studios to license id Tech 4.
In the 2000s, Raven worked with Marvel Entertainment on some of its superhero properties, developing X-Men Legends (2004), X-Men Legends II: Rise of Apocalypse (2005), Marvel: Ultimate Alliance (2006) and X-Men Origins: Wolverine (2009). This lasted until Raven announced a new intellectual property, Singularity , which was released in 2010 to positive reception. In 2011, Raven shifted to work on several Call of Duty titles as support developer, and in 2014, the company opened a Chinese studio in Shanghai, which is no longer active, to collaborate with Tencent Games on Call of Duty Online . [3] [4] Raven worked with Infinity Ward and Treyarch on 2020's Call of Duty: Warzone and Call of Duty: Black Ops Cold War , leading production on the latter's single-player campaign. It developed Call of Duty: Black Ops 6 , which was released on October 24, 2024.
In 1986, Brian Raffel was an art teacher at University of Wisconsin–Madison and cross country-track coach at Middleton High School and his brother, Steve, was a screen-print shop. [5] [6] [7] Their late father, Don, was an influence on the two growing up playing Dungeons & Dragons adventure modules such as Palace of the Silver Princess , Tomb of Horrors , Lost Tomb of Martek , and Castle Amber , who inspired Brian to draw a concept by the end of 1988 called "The Well"— a paper-and-pen role-playing game originally conceived as a D&D module until Steve came up and reworked it with Brian to be its own thing. [8] [9]
After seeing some of the recent games released to the Amiga, Brian decided that their art was "as good as and in some cases better" than what was coming and chose to move The Well to the Amiga for taking advantage of its computing power. Brian brothers retooled the project from scratch while opening their own company to work on the now called Black Crypt . [6] Raven Software was officially incorporated on May 23, 1990. [10]
Shortly after established Raven, Brian got together programmers Rick Johnson and Ben Gokey, and musician Kevin Schilder to join the company. Johnson was the youngest crew member at 18 years old. [11] [12] Black Crypt production started in April 1990 and lasted nearly two years, with Raffel brothers and the team moving to a $200 per month office, which sat under a workshop in Madison. [9] [13] The game's budget was $40,000. [14] Described as a "Age of Darkness first-person tile-based real-time combat dungeon simulator", Black Crypt draws inspirations from FTL Games' Dungeon Master 3D realtime style and consists of twelve interconnected dungeons rendered in 64-colour extra half-brite graphics, which allowed players to define a palette customization of sixty-four colours—unlike Dungeon Master and its clones. [15] [16]
Raven Software was founded in 1990 by brothers Brian and Steve Raffel. [17] Originally a three-person company, they were discovered by John Romero, co-founder of id Software, who collaborated with Raven to make games using their game engine beginning with ShadowCaster . [18] Raven then started making games with id Software; the company even briefly moved to the same street as id Software. [19] They used id's engines for many of their games, such as Heretic, Hexen: Beyond Heretic and Hexen II .
In 2005 and 2009, Raven developed two games from id's catalog: Quake 4 and Wolfenstein respectively. [20]
The company was independent until 1997, when it was acquired by Activision for $12 million. [21] They were still collaborating with id Software but at the same time developed other titles as well such as Soldier of Fortune in 2000, Star Wars Jedi Knight: Jedi Academy in 2003, X-Men Legends in 2004 and many more.
In August 2009, following poor performance and possible over-budget of Wolfenstein, [22] [23] the company made a major layoff of 30 to 35 staff, leaving two development teams. This was reduced to one after more layoffs in October 2010, after delays with Singularity; as many as 40 staff were released. Following the layoffs and after id Software was bought over by ZeniMax Media, Raven has since become a primary developer for the Call of Duty series. [24] [25] [26] By July 2021, Raven Software had grown to roughly 350 employees. [27]
In December 2021, Activision did not renew the contract of several members of the quality assurance (QA) department that were contract employees. One of the associate managers said that "valuable members" were fired although they "were promised, for months, that Activision was working towards a pay restructure to increase their wages". [28] Following these firings as well as other controversies involving Activision Blizzard, a strike has been initiated. [29] [30] On January 21, 2022, Raven's QA team formed a union named the Game Workers Alliance with Communications Workers of America. [31]
In May 2022, workers of the Raven QA team voted to unionize with a count of 19 – 2 in favor. [32] In June 2022 Activision Blizzard CEO Bobby Kotick stated that the company would recognize the union and begin negotiations with it. [33] Following the Raven QA team's successful unionization, the 20-member QA team of Blizzard Albany announced a unionization drive in July 2022 as GWA Albany. [34] The vote passed (14–0), forming the second union at an Activision Blizzard subsidiary. [35]
On March 8, 2024, 600 QA testers at 3 Activision studios in Austin, Texas, Eden Prairie, Minnesota and El Segundo, California joined Raven and Blizzard's unionizations to form the union "Activision Quality Assurance United-CWA" and voted to unionize (390–8) in favor, making it the largest video game union in the United States. Following Microsoft acquisition of Activision Blizzard, who included Raven Software, the company voluntarily recognized the union. [36] [37] [38]
Heretic (also referred as Hexen) is a series of first-person shooter games with action-adventure and action role-playing elements. The first game, Heretic (1994), was one of the first games to feature inventory manipulation and the ability to look up and down. It also introduced multiple gib objects that spawned when a character suffered a death by extreme force or heat. The game was the first in the "Serpent Riders" trilogy, followed by sequels Hexen: Beyond Heretic (1995) and Hexen II (1997). A direct sequel to the first game, Heretic II , was released in 1998. Set in "City of the Damned", capital city of the dark fantasy fictional world of Silverspring, the series was one of the first to combine 3D realistic graphics with fantasy setting, using Silverspring and its people to enrich the narrative and exploration.
Raven is the creator of Soldier of Fortune, a military first-person shooter series based in the magazine of the same name. The first game, Soldier of Fortune (2000) introduced GHOUL, an in-house physics engine designed by Raven that helped the game's realistic graphic depictions of firearms dismembering the human body. This graphic violence is the main stylistic attraction, enabling depiction of extreme graphic violence, in which character models are based on body parts that can each independently sustain damage (gore zones). Players play as John Mullins in the first game and Soldier of Fortune II: Double Helix (2002). The series continued after Raven ceased developing further games. Soldier of Fortune: Payback (2007) was developed by Cauldron HQ, while Soldier of Fortune Online, an MMOFPS, was developed by South Korean company Dragonfly and released in 2010.
Star Wars: Jedi Knight is a series of first- and third-person shooter games with action-adventure hack and slash elements. Originally created and developed by LucasArts, Jedi Knight was passed to Raven after numerous restructures at LucasArts in the 2000's led by then president Simon Jeffery. The series is set years after Return of the Jedi and focuses on Kyle Katarn, a former Imperial officer who becomes a mercenary working for the Rebel Alliance, and later a Jedi and instructor at Luke Skywalker's Jedi Academy. Raven produced Katarn's storyline sequels Star Wars Jedi Knight II: Jedi Outcast (2002) and Star Wars Jedi Knight: Jedi Academy (2003). [39] [40]
In 2012, Raven began hiring employees for a game, [41] and were announced as collaborating with Infinity Ward on Call of Duty: Ghosts in May 2013. [42]
On April 3, 2013 following the closure of LucasArts, Raven Software released the source code for Star Wars Jedi Knight II: Jedi Outcast and Star Wars Jedi Knight: Jedi Academy on SourceForge under the GPL-2.0-only license. [43]
In April 2014, the company became lead developer of the now shutdown free-to-play Chinese Call of Duty title, Call of Duty: Online . [44] The company also remade Call of Duty 4: Modern Warfare, titled Call of Duty: Modern Warfare Remastered . [45]
In 2020, Raven Software collaborated with Infinity Ward on the game Call of Duty: Warzone . The company is considered the face of maintaining, updating and debugging the game as they regularly provide status updates and patch notes on Twitter and their official website (though it is unclear if they are the sole studio responsible behind-the-scenes). [46] [47] [48]
Raven developed Call of Duty: Black Ops Cold War with Treyarch, which released on November 13, 2020. [49]
Raven developed Call of Duty: Black Ops 6 with Treyarch, which released on October 24, 2024.
Raven is known for its approach to multi-project development teams and choice to use project leads and "state-of-the-art tools" that can help incubate ideas before they evolve into production. [50] Eric Biessman, Raven's project director, said: "It's very laid back here. We're left alone to be as creative as we can be". [50] The work culture at Raven is focused in their mentality of team-driven initiatives, extensive playtests, emergent narrative-focused gameplay and less middle-management involvement. [51] [52] [53] Brian Raffel ascribes the company's motto as "move or die", explaining that different directions and creative opportunities are a key element in game design to help Raven determinate which market and public their games are visioning. [54] [55] The studio's vice-president Steve Raffel also head Raven Scout Team (RST), a research group within the company who spend time with analysis, planning and creating vertical slices-based methods to be purposeful improved in company's future projects. [50] [56]
Raven was listed in 2016 by Fortune as the 77th best place to work, and the 66th best in 2017, both as part of Activision Blizzard studios. [57] [58] Raven co-founder Brian Raffel was inducted on In Business Hall of Fame "for his visionary leadership and unparalled passion in game's industry, shaping a successful company and inspiring countless individuals within the gaming community, helping create a close-knit and collaborative culture among teams that marked him as a true icon". [59]
Heretic is a dark fantasy first-person shooter video game released in December 1994. It was developed by Raven Software and published by id Software through GT Interactive.
Hexen: Beyond Heretic is a fantasy first-person shooter video game developed by Raven Software and published by id Software distributed through GT Interactive on October 30, 1995. It is the sequel to 1994's Heretic, and the second game in Raven Software's "Serpent Riders" trilogy, which culminated with Hexen II. The title comes from the German noun Hexen, which means "witches", and/or the verb hexen, which means "to cast a spell". Game producer John Romero stated that a third, unreleased game in this series was to be called Hecatomb.
Hexen II is a dark fantasy first-person shooter (FPS) video game developed by Raven Software and published by id Software in 1997. It is the third game in the Hexen/Heretic series, and the last in the Serpent Riders trilogy. Using a modified Quake engine, it features single-player and multiplayer game modes, as well as four character classes to choose from, each with different abilities. These include the "offensive" Paladin, the "defensive" Crusader, the spell-casting Necromancer, and the stealthy Assassin.
Heretic II is a dark fantasy action-adventure game developed by Raven Software and published by Activision in November 1998 continuing the story of Corvus, the main character from its predecessor, Heretic. It is the fourth game in the Hexen/Heretic series and comes after the "Serpent Rider" trilogy. Although Id Software owns the publishing rights to the previous titles, Heretic 2 is owned by Activision since they own Raven Software and its IPs.
id Software LLC is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack.
A video game developer is a software developer specializing in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programmers, designers, artists, etc. Most game development companies have video game publisher financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make indie games.
Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one of the largest third-party video game publishers in the world and was the top United States publisher in 2016.
Blizzard Albany is an American video game developer and division of Blizzard Entertainment based in Albany, New York. Founded in 1991, the studio was acquired by Activision in January 2005. In January 2021, Vicarious Visions became part of Activision's sister company Blizzard Entertainment and was merged into it in April 2022.
Call of Duty is a military first-person shooter video game series and media franchise published by Activision, starting in 2003. The games were first developed by Infinity Ward, then by Treyarch and Sledgehammer Games. Several spin-off and handheld games were made by other developers. The most recent, Call of Duty: Black Ops 6, was released on October 25, 2024.
id Tech is a series of successive game engines designed and developed by id Software. Prior to the presentation of the id Tech 5-based game Rage in 2011, the engines lacked official designation and as such were simply referred to by the names of the games the engines had been developed for. The id Tech engines up through 4.5 have been released as free software under the GNU General Public License. id Tech versions 0 to 3 were released under GPL-2.0-or-later; id Tech versions 3.5 to 4.5 were released under GPL-3.0-or-later. id Tech 5 to 7 remain proprietary, with id Tech 7 currently being the latest utilized engine.
Activision Blizzard, Inc. is an American video game holding company based in Santa Monica, California. Activision Blizzard currently includes five business units: Activision Publishing, Blizzard Entertainment, King, Major League Gaming, and Activision Blizzard Studios.
Sledgehammer Games, Inc. is an American video game developer company formed in 2009 by Glen Schofield and Michael Condrey. The pair formerly worked at EA Redwood Shores and are responsible for the creation of Dead Space. The company is based in Foster City, California. The studio has developed and co-developed various video games in the Call of Duty series. The company is owned by Activision.
A first-person shooter (FPS) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective, with the player experiencing the action directly through the eyes of the main character. This genre shares multiple common traits with other shooter games, and in turn falls under the action games category. Since the genre's inception, advanced 3D and pseudo-3D graphics have proven fundamental to allow a reasonable level of immersion in the game world, and this type of game helped pushing technology progressively further, challenging hardware developers worldwide to introduce numerous innovations in the field of graphics processing units. Multiplayer gaming has been an integral part of the experience, and became even more prominent with the diffusion of internet connectivity in recent years.
The Campaign to Organize Digital Employees or CODE-CWA is a project launched by the Communications Workers of America to unionize tech and video game workers in January 2020. It sprung out of conversations with Game Workers Unite (GWU) and employed at least two full time staff, including GWU co-founder Emma Kinema and veteran SEIU organizer Wes McEnany. In 2022, Jessica Gonzalez joined, a former Activision Blizzard QA tester.
California Department of Fair Employment and Housing v. Activision Blizzard is a current lawsuit filed by the California Department of Fair Employment and Housing (DFEH), now the Civil Rights Department (CRD) against video game developer Activision Blizzard in July 2021. The lawsuit asserts that management of Activision Blizzard allowed and at times encouraged sexual misconduct towards female employees, that the company maintained a "frat boy" culture, and that the company's hiring and employment practices were discriminatory against women.
ABK Workers Alliance is a group of organized workers from video game company Activision Blizzard. Formed in response to a July 2021 state lawsuit against the company for harassment and discriminatory work practices, the worker advocacy group A Better ABK organized walkouts and demonstrations against the company's policy and practices. The quality assurance workers of subsidiary Raven Software went on strike in December after part of the team was fired. The striking workers announced their union as the Game Workers Alliance in late January 2022 and offered to end the strike pending their union's recognition.
Microsoft recognizes 8 video game unions representing 2,000 video game workers. Microsoft like other tech companies, has historically resisted unions and relied on temporary workers with lower pay and job security than regular employees. This shift began in 2015 and accelerated in 2022 when Microsoft acquired Activision Blizzard. To expedite the approval process, Microsoft signed a labor neutrality agreement with Communications Workers of America. This agreement guarantees that Microsoft will not interfere with or oppose union organizing efforts. It applies to both of its video game subsidiaries, Activision Blizzard and ZeniMax Media. Other unionization efforts at TaxSaver Software and Lionbridge have been unsuccessful.
Jessica Gonzalez is an American labor organizer working with CODE-CWA, the Communication Workers of America's Campaign to Organize Digital Employees. She is known for her work organizing in the video game industry and founding A Better ABK, the worker advocacy group at Activision Blizzard, and co-founding ABK Workers Alliance, a solidarity union, and Game Workers Alliance, the Raven Software union.
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