Raven Software: Difference between revisions
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{{Short description|American video game development company}} | {{Short description|American video game development company}} | ||
{{Use American English|date=November 2025}} | |||
{{Use mdy dates|date=September 2018}} | {{Use mdy dates|date=September 2018}} | ||
{{Infobox company | {{Infobox company | ||
| name = Raven Software Corporation | | name = Raven Software Corporation | ||
| logo = Raven_Software_logo.png | | logo = Raven_Software_logo.png | ||
| logo_caption = | | logo_caption = Logo used since 2017 | ||
| image = 20220821 Raven Software.jpg | | image = 20220821 Raven Software.jpg | ||
| image_caption = Headquarters at [[Middleton, Wisconsin#Tourism and shopping|Greenway Station Center]] | | image_caption = Headquarters at [[Middleton, Wisconsin#Tourism and shopping|Greenway Station Center]] | ||
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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 (video game)|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)|''Soldier of Fortune'' magazine]] name rights to develop a [[Soldier of Fortune (video game)|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 (2009 video game)|Wolfenstein]]'', and becoming one of the first studios to license [[id Tech 4]]. | 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 (video game)|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)|''Soldier of Fortune'' magazine]] name rights to develop a [[Soldier of Fortune (video game)|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 (2009 video game)|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 (video game)|X-Men Origins: Wolverine]]'' (2009). This lasted until Raven announced a new [[intellectual property]], ''[[Singularity (video game)|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]] to collaborate with [[Tencent Games]] on ''[[Call of Duty Online]],''<ref>{{cite web|url=https://www.facebook.com/story.php?id=100047534393974&story_fbid=10155662410185061|title=Raven Software's 25th Anniversary in both Wisconsin and Shanghai studio|date=May 29, 2015|access-date=August 1, 2024|work=Raven Software}}</ref><ref>{{cite web|title=Tech and Biotech: Celebrating Raven's 25th; and Dock Technologies gets East Coast visibility|first=Judy|last=Newman|work=[[Wisconsin State Journal | 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 (video game)|X-Men Origins: Wolverine]]'' (2009). This lasted until Raven announced a new [[intellectual property]], ''[[Singularity (video game)|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]] to collaborate with [[Tencent Games]] on ''[[Call of Duty Online]],''<ref>{{cite web|url=https://www.facebook.com/story.php?id=100047534393974&story_fbid=10155662410185061|title=Raven Software's 25th Anniversary in both Wisconsin and Shanghai studio|date=May 29, 2015|access-date=August 1, 2024|work=Raven Software}}</ref><ref>{{cite web|title=Tech and Biotech: Celebrating Raven's 25th; and Dock Technologies gets East Coast visibility|first=Judy|last=Newman|work=[[Wisconsin State Journal]]|date=May 23, 2015|url=https://madison.com/business/technology/biotech/tech-and-biotech-celebrating-ravens-25th-and-dock-technologies-gets-east-coast-visibility/article_ec26fba4-5b0c-56e3-9337-d0566a17be68.html|access-date=August 1, 2024|url-access=limited}}</ref> although this studio is no longer active today.<ref>{{Cite web |title=Activision STUDIOS & LOCATIONS |url=https://www.activision.com/company/locations |website=activision.com}}</ref> 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 also developed ''[[Call of Duty: Black Ops 6]]'', which was released on October 24, 2024, and ''[[Call of Duty: Black Ops 7]]'', which was released on November 14, 2025. | ||
== History == | == History == | ||
=== Foundation and ''Black Crypt'' (1986–1992)=== | === Foundation and ''Black Crypt'' (1986–1992)=== | ||
In 1986, Brian Raffel was an [[art teacher]] at [[University of Wisconsin–Madison]] and [[Cross country running|cross country]]-track coach at [[Middleton High School (Middleton, Wisconsin)|Middleton High School]] and his brother, Steve, worked in a [[screen-print]] [[Shopping mall|shop]].<ref>{{cite web|date=September 21, 2011|access-date=August 4, 2024|work=Raven Software|title=Raven Software's Fun Facts|url=https://www.facebook.com/story.php?id=100047534393974&story_fbid=10150826383495061}}</ref><ref name="Isthmus">{{cite web|url=https://isthmus.com/screens/games/raven-software-still-soaring-25-years/|title=Raven Software: Still Soaring 25 years|first=Aaron|last=R. Conklin|date=August 20, 2015|work=[[Isthmus (newspaper)|Isthmus]]|access-date=August 4, 2024|publisher=Red Card Media}}</ref><ref name="RavenGameChange">{{cite web|url=https://www.ibmadison.com/industries/sports-entertainment/game-change-raven-software-s-raffel-goes-from-dreamer-to-player-and-beyond/article_9553db72-72e3-5072-8d61-787b51a8e26d.html|title=Game change: Raven Software's Raffel goes from dreamer to player and beyond|date=February 11, 2013|website=[[Madison metropolitan area|In Business]]|access-date=August 4, 2024}}</ref> Their late father, Don, was an influence on the two growing up playing ''[[Dungeons & Dragons]]'' [[Adventure (Dungeons & Dragons)|adventure module]]s such as ''[[Palace of the Silver Princess]]'', ''[[Tomb of Horrors]]'', ''[[Lost Tomb of Martek]]'', and ''[[Castle Amber (module)|Castle Amber]]'', who inspired Brian to draw a concept by the end of 1988 called "''The Well''"— a [[paper-and-pencil game|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.<ref name="MJS">{{cite web|newspaper=[[Milwaukee Journal Sentinel | In 1986, Brian Raffel was an [[art teacher]] at [[University of Wisconsin–Madison]] and [[Cross country running|cross country]]-track coach at [[Middleton High School (Middleton, Wisconsin)|Middleton High School]] and his brother, Steve, worked in a [[screen-print]] [[Shopping mall|shop]].<ref>{{cite web|date=September 21, 2011|access-date=August 4, 2024|work=Raven Software|title=Raven Software's Fun Facts|url=https://www.facebook.com/story.php?id=100047534393974&story_fbid=10150826383495061}}</ref><ref name="Isthmus">{{cite web|url=https://isthmus.com/screens/games/raven-software-still-soaring-25-years/|title=Raven Software: Still Soaring 25 years|first=Aaron|last=R. Conklin|date=August 20, 2015|work=[[Isthmus (newspaper)|Isthmus]]|access-date=August 4, 2024|publisher=Red Card Media}}</ref><ref name="RavenGameChange">{{cite web|url=https://www.ibmadison.com/industries/sports-entertainment/game-change-raven-software-s-raffel-goes-from-dreamer-to-player-and-beyond/article_9553db72-72e3-5072-8d61-787b51a8e26d.html|title=Game change: Raven Software's Raffel goes from dreamer to player and beyond|date=February 11, 2013|website=[[Madison metropolitan area|In Business]]|access-date=August 4, 2024}}</ref> Their late father, Don, was an influence on the two growing up playing ''[[Dungeons & Dragons]]'' [[Adventure (Dungeons & Dragons)|adventure module]]s such as ''[[Palace of the Silver Princess]]'', ''[[Tomb of Horrors]]'', ''[[Lost Tomb of Martek]]'', and ''[[Castle Amber (module)|Castle Amber]]'', who inspired Brian to draw a concept by the end of 1988 called "''The Well''"— a [[paper-and-pencil game|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.<ref name="MJS">{{cite web|newspaper=[[Milwaukee Journal Sentinel]]|url=https://archive.jsonline.com/news/wisconsin/raven-software-brothers-turn-call-of-duty-other-games-into-a-career-664dnh6-141385813.html|first=Bill|last=Glauber|access-date=August 4, 2024|date=March 4, 2012|title=Raven Software brothers turn 'Call of Duty,' other games into a career}}</ref><ref name="USgamer">{{cite web|title=From Dungeon & Dragons to Call of Duty: The Story of Raven Software|first=Kat|last=Bailey|url=http://www.usgamer.net/articles/raven-software|work=[[USgamer]]|publisher=[[Gamer Network]]|url-status=dead|archive-url= https://web.archive.org/web/20161010112935/http://www.usgamer.net/articles/raven-software|archive-date=October 10, 2016|date=October 28, 2014|access-date=August 4, 2024}}</ref> | ||
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]]''.<ref name="Isthmus"/> Raven Software was officially incorporated on May 23, 1990.<ref name="RVN25">{{cite web|title=Tech and Biotech: Celebrating Raven's 25th; and Dock Technologies gets East Coast visibility|first=Judy|last=Newman|newspaper=[[Wisconsin State Journal | 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]]''.<ref name="Isthmus"/> Raven Software was officially incorporated on May 23, 1990.<ref name="RVN25">{{cite web|title=Tech and Biotech: Celebrating Raven's 25th; and Dock Technologies gets East Coast visibility|first=Judy|last=Newman|newspaper=[[Wisconsin State Journal]]|date=May 23, 2015|url=https://madison.com/business/technology/biotech/tech-and-biotech-celebrating-ravens-25th-and-dock-technologies-gets-east-coast-visibility/article_ec26fba4-5b0c-56e3-9337-d0566a17be68.html|access-date=August 4, 2024|url-access=limited}}</ref> | ||
Shortly after established Raven, Brian got together [[Video game programming|programmer]]s Rick Johnson and Ben Gokey, and [[musician]] Kevin Schilder to join the company. Johnson was the youngest crew member at 18 years old.<ref>{{cite web|url=https://archive.org/stream/BlackCryptManualClueBook/BlackCryptManualClueBooken_djvu.txt|website=[[Internet Archive]]|access-date=August 4, 2024|title=''Black Crypt'' Manual and Clue Book (.txt)|date=1992 }}</ref><ref>{{cite web |date=1992 |title=''Black Crypt'' Manual and Club Book |url=https://archive.org/details/BlackCryptManualClueBook/page/n1/mode/1up?view=theater |access-date=August 4, 2024 | Shortly after established Raven, Brian got together [[Video game programming|programmer]]s Rick Johnson and Ben Gokey, and [[musician]] Kevin Schilder to join the company. Johnson was the youngest crew member at 18 years old.<ref>{{cite web|url=https://archive.org/stream/BlackCryptManualClueBook/BlackCryptManualClueBooken_djvu.txt|website=[[Internet Archive]]|access-date=August 4, 2024|title=''Black Crypt'' Manual and Clue Book (.txt)|date=1992 }}</ref><ref>{{cite web |date=1992 |title=''Black Crypt'' Manual and Club Book |url=https://archive.org/details/BlackCryptManualClueBook/page/n1/mode/1up?view=theater |access-date=August 4, 2024 |publisher=Elecronic Arts |via=[[Internet Archive]]}}</ref> ''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, Wisconsin|Madison]].<ref name="USgamer"/><ref>{{cite web|url=http://www.ravengames.com/blackcrypt/blackcrypt.php |title=Origins of Black Crypt|url-status=dead|archive-url=https://web.archive.org/web/20070223230504/http://www.ravengames.com/blackcrypt/blackcrypt.php|archive-date=February 23, 2007|website=Raven Software|access-date=August 4, 2024}}</ref> The game's budget was $40,000.<ref>{{cite web|first=Aaron|last=R. Conklin|url=https://madison.com/business/soaring-into-year-middleton-based-raven-software-is-set-to/article_7c45558a-01c3-509f-8315-f02a41a8f694.html|title=Soaring into year 15 Middleton-Based Raven Software is set two release two A-list Video Games in the coming weeks|url-access=limited|archive-url=https://web.archive.org/web/20200522012049/https://madison.com/business/soaring-into-year-middleton-based-raven-software-is-set-to/article_7c45558a-01c3-509f-8315-f02a41a8f694.html|archive-date=May 22, 2020|newspaper=[[Wisconsin State Journal]]|date=September 16, 2005|access-date=August 4, 2024|url-status=live}}</ref> Described as an "[[Dark Ages (historiography)|Age of Darkness]] [[first-person video game|first-person]] [[Tile rendering|tile]]-based [[real-time tactics|real-time combat]] dungeon simulator", ''Black Crypt'' draws inspirations from [[FTL Games]]' ''[[Dungeon Master (video game)|Dungeon Master]]'' [[3D computer graphics|3D]] [[continuous game|realtime]] style and consists of twelve interconnected dungeons rendered in 64-colour [[Amiga Halfbrite mode|extra half-brite graphics]], which allowed players to define a [[Palette (computing)|palette]] customization of sixty-four colours—unlike ''Dungeon Master'' and its clones.<ref>{{cite web|url=http://www.ravengames.com/blackcrypt/blackcrypt_maps.php|access-date=August 4, 2024|title=Maps of "Tomb of Four Heroes"|url-status=dead|archive-url=https://web.archive.org/web/20070223231132/http://www.ravengames.com/blackcrypt/blackcrypt_maps.php|archive-date=February 23, 2007|work=Raven Software}}</ref><ref>{{cite magazine|title=Once More into the Dungeon...|date=January 1992|url=https://archive.org/details/theone-magazine-40/page/n13|magazine=[[The One (magazine)|The One]]|publisher=[[Ascential|EMAP Images]]|issue=40|page=14|issn=0955-4084}}</ref> | ||
===id Software=== | ===id Software=== | ||
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In May 2022, workers of the Raven QA team voted to unionize with a count of 19 – 2 in favor.<ref>{{Cite news |last=Liao |first=Shannon |date=May 23, 2022 |title=Raven Software employees win union election |newspaper=The Washington Post |url=https://www.washingtonpost.com/video-games/2022/05/23/activision-blizzard-union-raven/ |access-date=May 23, 2022}}</ref> In June 2022 Activision Blizzard CEO [[Bobby Kotick]] stated that the company would recognize the union and begin negotiations with it.<ref>{{Cite magazine |last=LeBlanc |first=Wesley |title=Activision Blizzard CEO Says Company Will Recognize Raven Software Union And Begin Negotiations |url=https://www.gameinformer.com/2022/06/10/activision-blizzard-ceo-says-company-will-recognize-raven-software-union-and-begin |archive-url=https://web.archive.org/web/20220610160057/https://www.gameinformer.com/2022/06/10/activision-blizzard-ceo-says-company-will-recognize-raven-software-union-and-begin |url-status=live |archive-date=June 10, 2022 |access-date=2022-06-11 |magazine=Game Informer |language=en}}</ref> 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.<ref>{{cite web |date=July 19, 2022 |title=Blizzard QA workers in Albany are organizing Activision's second union |url=https://www.theverge.com/2022/7/19/23270108/blizzard-qa-workers-union-activision-gwa-albany-vicarious-visions |url-status=live |archive-url=https://web.archive.org/web/20220801055231/https://www.theverge.com/2022/7/19/23270108/blizzard-qa-workers-union-activision-gwa-albany-vicarious-visions |archive-date=August 1, 2022 |access-date=August 1, 2022}}</ref> The vote passed (14–0), forming the second union at an Activision Blizzard subsidiary.<ref>{{Cite web |last1=Carpenter |first1=Nicole |date=2022-12-02 |title=Blizzard Albany becomes second unionized studio at Activision Blizzard |url=https://www.polygon.com/23490063/activision-blizzard-albany-qa-union-vote-win |url-status=live |archive-url=https://web.archive.org/web/20230126175937/https://www.polygon.com/23490063/activision-blizzard-albany-qa-union-vote-win |archive-date=January 26, 2023 |access-date=2023-02-11 |work=[[Polygon (website)|Polygon]] |language=en-US |df=mdy-all}}</ref> | In May 2022, workers of the Raven QA team voted to unionize with a count of 19 – 2 in favor.<ref>{{Cite news |last=Liao |first=Shannon |date=May 23, 2022 |title=Raven Software employees win union election |newspaper=The Washington Post |url=https://www.washingtonpost.com/video-games/2022/05/23/activision-blizzard-union-raven/ |access-date=May 23, 2022}}</ref> In June 2022 Activision Blizzard CEO [[Bobby Kotick]] stated that the company would recognize the union and begin negotiations with it.<ref>{{Cite magazine |last=LeBlanc |first=Wesley |title=Activision Blizzard CEO Says Company Will Recognize Raven Software Union And Begin Negotiations |url=https://www.gameinformer.com/2022/06/10/activision-blizzard-ceo-says-company-will-recognize-raven-software-union-and-begin |archive-url=https://web.archive.org/web/20220610160057/https://www.gameinformer.com/2022/06/10/activision-blizzard-ceo-says-company-will-recognize-raven-software-union-and-begin |url-status=live |archive-date=June 10, 2022 |access-date=2022-06-11 |magazine=Game Informer |language=en}}</ref> 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.<ref>{{cite web |date=July 19, 2022 |title=Blizzard QA workers in Albany are organizing Activision's second union |url=https://www.theverge.com/2022/7/19/23270108/blizzard-qa-workers-union-activision-gwa-albany-vicarious-visions |url-status=live |archive-url=https://web.archive.org/web/20220801055231/https://www.theverge.com/2022/7/19/23270108/blizzard-qa-workers-union-activision-gwa-albany-vicarious-visions |archive-date=August 1, 2022 |access-date=August 1, 2022}}</ref> The vote passed (14–0), forming the second union at an Activision Blizzard subsidiary.<ref>{{Cite web |last1=Carpenter |first1=Nicole |date=2022-12-02 |title=Blizzard Albany becomes second unionized studio at Activision Blizzard |url=https://www.polygon.com/23490063/activision-blizzard-albany-qa-union-vote-win |url-status=live |archive-url=https://web.archive.org/web/20230126175937/https://www.polygon.com/23490063/activision-blizzard-albany-qa-union-vote-win |archive-date=January 26, 2023 |access-date=2023-02-11 |work=[[Polygon (website)|Polygon]] |language=en-US |df=mdy-all}}</ref> | ||
On March 8, 2024, 600 QA testers at | On March 8, 2024, 600 QA testers at three [[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 [[Acquisition of Activision Blizzard by Microsoft|Microsoft acquisition of Activision Blizzard]], who included Raven Software, the company [[NLRB election procedures|voluntarily recognized]] the union.<ref>{{Cite web |last=Carpenter |first=Nicole |date=2024-03-08 |title=600 Activision QA workers unionize, Microsoft voluntarily recognizes |url=https://www.polygon.com/24093254/activision-qa-600-workers-union-microsoft |access-date=2024-06-18 |website=Polygon |language=en-US}}</ref><ref>{{Cite web |last=Parrish |first=Ash |date=2024-03-09 |title=Activision QA workers form the largest US video game union yet |url=https://www.theverge.com/2024/3/8/24094602/activision-blizzard-qa-workers-unionizing-microsoft |access-date=2024-06-18 |website=The Verge |language=en}}</ref><ref>{{Cite news |last=Eidelson |first=Josh |date=2024-07-24 |title=Microsoft's 'World of Warcraft' Gaming Staff Votes to Unionize |url=https://www.bloomberg.com/news/articles/2024-07-24/world-of-warcraft-unionizes-growing-foothold-at-microsoft-s-activision-blizzard |access-date=2024-07-24 |work=[[Bloomberg.com]] |language=en}}</ref> | ||
== Games == | == Games == | ||
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=== ''Heretic/Hexen'' (1994–1998) === | === ''Heretic/Hexen'' (1994–1998) === | ||
''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 (video 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 (video gaming)|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. | ''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 (video 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 (video gaming)|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. | ||
In 2025, [[Bethesda Softworks]] re-released ''Heretic'' and ''Hexen'' in a bundle called ''Heretic + Hexen''. It was developed by [[Id Software]] and [[Nightdive Studios]] in association with [[Activision]] and Raven Software.<ref>{{Cite web |last=Zwiezen |first=Zack |date=August 7, 2025 |title=Classic Games Heretic +Hexen Are Now Available On Xbox & PS5 |url=https://kotaku.com/heretic-hexen-fps-classic-doom-shooters-id-bethesda-remaster-xbox-ps5-2000616395 |access-date=December 23, 2025 |website=Kotaku}}</ref> | |||
=== ''Soldier of Fortune'' (2000–2002) === | === ''Soldier of Fortune'' (2000–2002) === | ||
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=== ''Star Wars: Jedi Knight'' (2002–2003) === | === ''Star Wars: Jedi Knight'' (2002–2003) === | ||
{{Main|Star Wars: Jedi Knight}} | {{Main|Star Wars: Jedi Knight}} | ||
''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 | |||
''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 2000s led by then president Simon Jeffery. The series is set years after ''[[Return of the Jedi]]'' and focuses on [[Kyle Katarn]], a former [[Galactic Empire (Star Wars)|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).<ref>{{Cite web |title=The Force is with Activision |url=https://www.gamespot.com/articles/the-force-is-with-activision/1100-2464820/}}</ref><ref>{{Cite web |date=May 14, 2003 |title=E3 2003: LucasArts and Activision Shake European Hands |url=https://www.ign.com/articles/2003/05/14/e3-2003-lucasarts-and-activision-shake-european-hands}}</ref> | |||
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 [[GNU General Public License|GPL-2.0-only]] license.<ref>{{cite web |url= http://www.joystiq.com/2013/04/04/jedi-outcast-and-jedi-academy-source-code-released/ |title=Jedi Outcast and Jedi Academy source code released |date= April 4, 2013 |access-date= December 1, 2013 |first= David |last= Hinkle |work= [[Joystiq]]}}</ref> | |||
=== ''Call of Duty'' (2011–present) === | |||
In 2012, Raven began hiring employees for a game,<ref>{{cite web |url=http://www.joystiq.com/2012/11/02/raven-job-listings-suggest-next-gen-game-in-the-works/ |title= Raven job listings suggest next-gen game in the works |date= November 2, 2012 |access-date= December 1, 2013 |first= David |last= Hinkle |work= Joystiq}}</ref> and were announced as collaborating with [[Infinity Ward]] on ''[[Call of Duty: Ghosts]]'' in May 2013.<ref>{{cite web |url= http://www.polygon.com/2013/5/22/4354758/raven-software-and-neversoft-assisted-infinity-ward-in-call-of-duty |title= Raven Software and Neversoft assisted Infinity Ward in Call of Duty: Ghosts development |date= May 22, 2013 |access-date= December 1, 2013 |first= Jenna |last= Pitcher |work= Polygon}}</ref> | In 2012, Raven began hiring employees for a game,<ref>{{cite web |url=http://www.joystiq.com/2012/11/02/raven-job-listings-suggest-next-gen-game-in-the-works/ |title= Raven job listings suggest next-gen game in the works |date= November 2, 2012 |access-date= December 1, 2013 |first= David |last= Hinkle |work= Joystiq}}</ref> and were announced as collaborating with [[Infinity Ward]] on ''[[Call of Duty: Ghosts]]'' in May 2013.<ref>{{cite web |url= http://www.polygon.com/2013/5/22/4354758/raven-software-and-neversoft-assisted-infinity-ward-in-call-of-duty |title= Raven Software and Neversoft assisted Infinity Ward in Call of Duty: Ghosts development |date= May 22, 2013 |access-date= December 1, 2013 |first= Jenna |last= Pitcher |work= Polygon}}</ref> | ||
In April 2014, the company became lead developer of the now shutdown [[free-to-play]] Chinese ''Call of Duty'' title, ''[[Call of Duty: Online]]''.<ref name="codo">{{cite web |title=Raven Software now the lead developer on CoD: Online for China |date=April 17, 2014 |publisher=CharlieIntel |url=http://www.charlieintel.com/2014/04/17/raven-software-now-the-lead-developer-on-cod-online-for-china-open-beta-coming-this-summer/ |access-date=August 15, 2014 |archive-date=December 22, 2015 |archive-url=https://web.archive.org/web/20151222134815/http://charlieintel.com/2014/04/17/raven-software-now-the-lead-developer-on-cod-online-for-china-open-beta-coming-this-summer/ |url-status=dead }}</ref> The company also remade ''[[Call of Duty 4: Modern Warfare]],'' titled ''[[Call of Duty 4: Modern Warfare Remastered|Call of Duty: Modern Warfare Remastered]]''.<ref>{{cite web|url=http://www.videogamer.com/ps4/call_of_duty_modern_warfare_remastered/news/modern_warfare_remastered_is_developed_by_raven_first_multiplayer_maps_confirmed_2.html|title=Modern Warfare Remastered is developed by Raven; first multiplayer maps confirmed|first=David|last=Scammell|work=VideoGamer.com|date=May 2, 2016|access-date=May 2, 2016}}</ref> | In April 2014, the company became lead developer of the now shutdown [[free-to-play]] Chinese ''Call of Duty'' title, ''[[Call of Duty: Online]]''.<ref name="codo">{{cite web |title=Raven Software now the lead developer on CoD: Online for China |date=April 17, 2014 |publisher=CharlieIntel |url=http://www.charlieintel.com/2014/04/17/raven-software-now-the-lead-developer-on-cod-online-for-china-open-beta-coming-this-summer/ |access-date=August 15, 2014 |archive-date=December 22, 2015 |archive-url=https://web.archive.org/web/20151222134815/http://charlieintel.com/2014/04/17/raven-software-now-the-lead-developer-on-cod-online-for-china-open-beta-coming-this-summer/ |url-status=dead }}</ref> The company also remade ''[[Call of Duty 4: Modern Warfare]],'' titled ''[[Call of Duty 4: Modern Warfare Remastered|Call of Duty: Modern Warfare Remastered]]''.<ref>{{cite web|url=http://www.videogamer.com/ps4/call_of_duty_modern_warfare_remastered/news/modern_warfare_remastered_is_developed_by_raven_first_multiplayer_maps_confirmed_2.html|title=Modern Warfare Remastered is developed by Raven; first multiplayer maps confirmed|first=David|last=Scammell|work=VideoGamer.com|date=May 2, 2016|access-date=May 2, 2016}}</ref> | ||
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Raven developed ''[[Call of Duty: Black Ops 6]]'' with Treyarch, which released on October 24, 2024. | Raven developed ''[[Call of Duty: Black Ops 6]]'' with Treyarch, which released on October 24, 2024. | ||
Raven developed ''[[Call of Duty: Black Ops 7]]'' with Treyarch, which released on November 14, 2025. | |||
== Development philosophy == | == Development philosophy == | ||
[[File:Brian Raffel, 2009.jpg|thumb|Co-founder and co-studio head Brian Raffel at [[D.I.C.E. Summit|D.I.C.E. Summit 2009]]]] | [[File:Brian Raffel, 2009.jpg|thumb|Co-founder and co-studio head Brian Raffel at [[D.I.C.E. Summit|D.I.C.E. Summit 2009]]]] | ||
Raven is known for its approach to multi-project development teams and choice to use [[project lead]]s and "state-of-the-art [[Video game programming#Tools|tools]]" that can help incubate ideas before they evolve into [[Video game development#Production|production]].<ref name="RavenCulture">{{cite magazine|title=Soaring into Year 15 Middleton-based Raven Software is set to release two A-List video games in the coming weeks|first=Aaron|last=R. Conklin|date=September 16, 2005|access-date=July 30, 2024|url-status=live|archive-url=https://web.archive.org/web/20200522012049/https://madison.com/business/soaring-into-year-middleton-based-raven-software-is-set-to/article_7c45558a-01c3-509f-8315-f02a41a8f694.html|archive-date=May 22, 2020|newspaper=[[Wisconsin State Journal | Raven is known for its approach to multi-project development teams and choice to use [[project lead]]s and "state-of-the-art [[Video game programming#Tools|tools]]" that can help incubate ideas before they evolve into [[Video game development#Production|production]].<ref name="RavenCulture">{{cite magazine|title=Soaring into Year 15 Middleton-based Raven Software is set to release two A-List video games in the coming weeks|first=Aaron|last=R. Conklin|date=September 16, 2005|access-date=July 30, 2024|url-status=live|archive-url=https://web.archive.org/web/20200522012049/https://madison.com/business/soaring-into-year-middleton-based-raven-software-is-set-to/article_7c45558a-01c3-509f-8315-f02a41a8f694.html|archive-date=May 22, 2020|newspaper=[[Wisconsin State Journal]]|url=https://madison.com/business/soaring-into-year-15-middleton-based-raven-software-is-set-to-release-two-a-list/article_7c45558a-01c3-509f-8315-f02a41a8f694.html|url-access=limited}}</ref> 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".<ref name="RavenCulture"/> The work culture at Raven is focused in their mentality of team-driven initiatives, extensive [[playtest]]s, [[emergent narrative]]-focused gameplay and less [[middle-management]] involvement.<ref>{{cite web|first=Natasha|last=Kassulke|url=https://www.newspapers.com/image/403998064/?terms=Black%20Crypt%20Raven%20Software&match=1|title=In video-game wars, Raven is the victor|work=[[Wisconsin State Journal]]|date=August 1, 1999|access-date=July 30, 2024|url-access=limited}}</ref><ref name="GI-119">{{cite magazine| magazine = Game Informer| publisher = GameStop| title = Activision's X-Factor| author=<!--Not stated-->| issue = 119|date=March 2003| pages = 30–43}}</ref><ref name="WarzoneInterview">{{cite web|url=https://www.activisionblizzard.com/content/atvi/activisionblizzard/ab-touchui/ab/web/en/newsroom/2022/04/unlocked-character-mike-button-warzone-caldera.html|title=An "Everyone Plays" culture: Raven Software's Senior Lead Artist on the development of Warzone's Caldera|work=Activision Blog|publisher=[[Activision Blizzard]]|date=April 18, 2022|access-date=July 31, 2024}}</ref> Brian Raffel ascribes the company's [[motto]] as "move or die", explaining that different directions and creative opportunities are a key element in [[Video game design|game design]] to help Raven determinate which market and public their games are visioning.<ref name="DICE2009Speech">{{cite web|url=https://www.ign.com/articles/2009/02/20/dice-2009-ravens-lessons-learned|first=Eric|last=Brudvig|title=D.I.C.E. 2009: Raven's Lessons Learned|work=[[IGN]]|date=February 20, 2009|access-date=July 30, 2024}}</ref><ref name="30YAnniversary">{{cite web|url=https://blog.activision.com/activision/2020-05/Raven-Software-Celebrates-30th-Anniversary|date=May 26, 2020|first=James|last=Mattone|title=Raven Software celebrates 30th Anniversary|work=Activision Blog|publisher=[[Activision Blizzard]]|access-date=July 30, 2024}}</ref> The studio's vice-president Steve Raffel also head '''Raven Scout Team''' (RST), a [[Research and development|research]] group within the company who spend time with analysis, planning and creating [[vertical slice]]s-based methods to be purposeful improved in company's future projects.<ref name="RavenCulture"/><ref name="ATVIPressRelease">{{Cite web|title=Advanced Warfare Developed and Designed by Sledgehammer Games|url=https://www.callofduty.com/content/dam/atvi/callofduty/advanced/common/credits.pdf|access-date=July 31, 2024|work=Activision Press Release|publisher=[[Activision Blizzard]]}}</ref> | ||
== Accolades and recognition == | == Accolades and recognition == | ||
Latest revision as of 17:25, 23 December 2025
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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 to collaborate with Tencent Games on Call of Duty Online,[1][2] although this studio is no longer active today.[3] 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 also developed Call of Duty: Black Ops 6, which was released on October 24, 2024, and Call of Duty: Black Ops 7, which was released on November 14, 2025.
History
Foundation and Black Crypt (1986–1992)
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, worked in a screen-print shop.[4][5][6] 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.[7][8]
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.[5] Raven Software was officially incorporated on May 23, 1990.[9]
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.[10][11] 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.[8][12] The game's budget was $40,000.[13] Described as an "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.[14][15]
id Software
Raven Software was founded in 1990 by brothers Brian and Steve Raffel.[16] 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.[17] Raven then started making games with id Software; the company even briefly moved to the same street as id Software.[18] 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.[19]
Activision
The company was independent until 1997, when it was acquired by Activision for $12 million.[20] 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,[21][22] 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.[23][24][25] By July 2021, Raven Software had grown to roughly 350 employees.[26]
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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".[27] Following these firings as well as other controversies involving Activision Blizzard, a strike has been initiated.[28][29] On January 21, 2022, Raven's QA team formed a union named the Game Workers Alliance with Communications Workers of America.[30]
In May 2022, workers of the Raven QA team voted to unionize with a count of 19 – 2 in favor.[31] In June 2022 Activision Blizzard CEO Bobby Kotick stated that the company would recognize the union and begin negotiations with it.[32] 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.[33] The vote passed (14–0), forming the second union at an Activision Blizzard subsidiary.[34]
On March 8, 2024, 600 QA testers at three 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.[35][36][37]
Games
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Heretic/Hexen (1994–1998)
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.
In 2025, Bethesda Softworks re-released Heretic and Hexen in a bundle called Heretic + Hexen. It was developed by Id Software and Nightdive Studios in association with Activision and Raven Software.[38]
Soldier of Fortune (2000–2002)
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 (2002–2003)
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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 2000s 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]
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.[41]
Call of Duty (2011–present)
In 2012, Raven began hiring employees for a game,[42] and were announced as collaborating with Infinity Ward on Call of Duty: Ghosts in May 2013.[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 developed Call of Duty: Black Ops 7 with Treyarch, which released on November 14, 2025.
Development philosophy
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]
Accolades and recognition
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]
References
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External links
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- Pages with script errors
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- Raven Software
- 1990 establishments in Wisconsin
- 1997 mergers and acquisitions
- American companies established in 1990
- Activision
- Companies based in Madison, Wisconsin
- Video game companies established in 1990
- Video game companies of the United States
- Video game development companies