Fact-checked by Grok 2 weeks ago

Raven Software


is an founded in May 1990 by brothers Brian and Steve Raffel in , and acquired by in August 1997 as the publisher's first studio purchase.
Originally starting with a team of five and an computer, the studio gained early recognition for fantasy-themed first-person shooters built on id Software's engines, including Heretic (1994) and Hexen: Beyond Heretic (1995), which introduced innovative mechanics like inventory systems and class-based gameplay.
Relocating to nearby Middleton, it expanded under ownership to contribute substantially to the franchise, handling multiplayer development for titles like Call of Duty: Modern Warfare (2019) and Call of Duty: Black Ops Cold War (2020), as well as co-developing the mode in Call of Duty: Warzone.
Raven has been marked by labor disputes, particularly in its department, where a 2021 walkout over temporary contracts led to the firing of 12 workers—prompting accusations of retaliation—and the subsequent formation of the industry's first union at an studio in 2022, followed by strikes, federal complaints over alleged bad-faith bargaining, and eventual ratification of a agreement in August 2025.

History

Foundation and early independent development (1990–1993)

Raven Software was founded in May 1990 by brothers Brian Raffel and Steve Raffel in . The studio originated from the brothers' ambition to develop video games, beginning with a modest setup in a basement that included a team of five individuals, one computer, and a focus on creating experiences. Brian Raffel, who handled programming, and Steve Raffel, responsible for artwork, level design, and in early projects, drove the initial vision without prior industry experience. The company's debut effort centered on Black Crypt, a project originally envisioned by the Raffels in the late 1980s as a pen-and-paper game before being adapted for digital platforms. Development of this real-time, first-person dungeon crawler for the platform began immediately after incorporation, involving custom engine work to blend elements like character progression and puzzle-solving with action-oriented combat. The small team iterated on gameplay mechanics, including party-based of trap-filled crypts and combat against fantasy enemies, all while operating independently without external funding beyond a secured publishing agreement. By securing a publishing deal with Electronic Arts, Raven completed and released Black Crypt in 1992, establishing its reputation for innovative Amiga titles amid a competitive early-1990s market dominated by established publishers. From 1990 to 1993, the studio produced no other games, dedicating resources to refining Black Crypt's development and port considerations, such as a canceled Sega Genesis version, while maintaining full creative control as an independent entity. This period laid the groundwork for Raven's technical expertise in 3D rendering and RPG systems, though commercial success was limited due to the Amiga's niche audience.

Collaboration with id Software and breakthrough titles (1994–1996)

In 1994, Raven Software entered into a publishing and technology licensing agreement with , leveraging the latter's (id Tech 1) to develop fantasy-themed first-person shooters. This collaboration marked Raven's shift from earlier isometric and adventure titles to fast-paced action games, with id providing distribution while Raven handled design and modifications to the engine, including additions like player flight capabilities, an inventory system for items such as health potions and torches, and ambient sound effects. The partnership yielded Heretic, released on December 23, 1994, for , which featured an protagonist battling serpentine demons in medieval environments using weapons like a magical staff, , and phoenix rod that fired homing fireballs. The game introduced hub-like level progression and multiplayer modes, selling strongly and establishing Raven as a key player in the burgeoning genre by differentiating from Doom's sci-fi aesthetic through spell-casting mechanics and environmental puzzles. Building on this success, Raven developed Hexen: Beyond Heretic, released on October 30, 1995, which expanded the engine further with class-based characters (, Cleric, ), each with unique abilities and weapons, such as the 's melee and the 's arcane staff. The title emphasized nonlinear hub worlds, cooperative multiplayer for up to four players, and puzzle-solving integrated with combat, achieving commercial viability and critical praise for its atmospheric depth and innovation in blending elements with gameplay. These titles represented Raven's breakthrough, transitioning the studio from niche developer to genre innovator, with combined modifications to id's engine enabling features like dynamic lighting and sector-based pushing that influenced subsequent games, though sales figures were not publicly detailed beyond id's reported strong performance for the series.

Acquisition by and mid-career expansion (1997–2010)

In late August 1997, completed its acquisition of Raven Software for approximately $12 million in stock, establishing the studio as a wholly owned while allowing it to operate from its headquarters. The deal integrated Raven's proficiency in engine adaptations and design into Activision's portfolio, enabling the publisher to bolster its lineup of action titles amid growing demand for immersive experiences. Post-acquisition, Raven promptly delivered Star Wars Jedi Knight: Dark Forces II on October 9, 1997, a first-person shooter featuring third-person lightsaber combat, force powers, and branching narratives based on player alignment with light or dark sides, which sold over 1 million copies and expanded the studio's reputation for innovative mechanics in licensed properties. Over the subsequent years, Raven diversified into original and licensed franchises, releasing Star Trek: Voyager – Elite Force in September 2000, a multiplayer-focused shooter emphasizing team-based objectives in a Star Trek setting. The studio also launched its Soldier of Fortune series with the titular game on March 27, 2000, introducing the proprietary GHOUL system for detailed, physics-based dismemberment to simulate realistic combat damage, though it drew criticism for excessive violence. These titles demonstrated Raven's capacity for parallel development tracks, with teams adapting engines like Quake II and Quake III for varied gameplay. Raven continued expanding its output through the mid-2000s, developing Star Wars Jedi Knight II: Jedi Outcast in 2002 and Jedi Knight: Jedi Academy in 2003, both enhancing dueling with multiplayer arenas and customizable force abilities, contributing to sustained sales in the Star Wars gaming ecosystem. In 2006, the studio handled Marvel: Ultimate Alliance, a team-based action RPG allowing player control of up to four characters in cooperative missions, which achieved commercial success with over 4 million units sold across platforms. This era reflected mid-career growth, as Raven managed multiple high-profile contracts under Activision's oversight, transitioning from fantasy shooters to broader genre explorations while retaining core technical strengths in and environmental interaction. By 2010, Raven released on June 30, a single-player incorporating time-manipulation mechanics via the Time Manipulation Device, blending elements with puzzle-solving on a Soviet-era island, marking the studio's final major original IP before pivoting toward support roles. Throughout 1997–2010, the acquisition facilitated resource access for larger-scale productions, though it coincided with some original staff departures—forming studios like —potentially influencing creative directions amid Activision's emphasis on marketable franchises.

Shift to support role in Call of Duty and recent corporate changes (2011–present)

In 2010, following significant layoffs that reduced its staff by approximately 40 employees, Raven Software pivoted from independent title development to serving as a support studio for Activision's franchise, assisting primary developers like and with ancillary tasks such as tools and multiplayer components. This shift marked a departure from Raven's earlier focus on standalone games, aligning the studio more closely with the annual production cycle amid Activision's emphasis on franchise expansion. By 2011, Raven's involvement expanded to co-development roles across multiple titles, including contributions to : Modern Warfare 3's multiplayer polish and subsequent entries. Raven's support evolved into substantial contributions on high-profile releases, notably handling multiplayer development for Call of Duty: Ghosts, launched on November 5, 2013, which introduced innovative features like the "lean" mechanic and clan-based progression systems. The studio played key roles in later titles, including campaign elements for the Black Ops series and ongoing maintenance of Call of Duty: Warzone, the free-to-play battle royale mode that amassed over 50 million downloads within its first month of release in March 2020. In parallel, Raven pursued internal projects, such as a live-service Call of Duty: Zombies mode conceptualized around 2011, though it was ultimately cancelled due to directives from Treyarch prioritizing their own Zombies content. Corporate restructuring intensified in the 2020s amid broader challenges. In 2021, the of 12 () contractors at Raven triggered a virtual walkout by over 60 employees, protesting perceived job insecurity and demanding better labor protections, which escalated into the studio's first unionization drive. responded in January 2022 by announcing "organizational changes" that embedded teams into game development groups, a move the company described as a "logical next step" in integration but which workers and observers criticized as an attempt to fragment union efforts by altering reporting structures. The Communication Workers of America filed for a in April 2022, securing recognition for 67 workers as 's first U.S. unionized team in May of that year, though negotiations stalled amid lawsuits alleging bad-faith bargaining. Microsoft's $68.7 billion acquisition of , completed on October 13, 2023, integrated Raven into , shifting oversight to new leadership while preserving its focus. Union negotiations continued under , culminating in the ratification of Raven's first agreement on August 4, 2025, covering 67 workers with provisions for , pay equity, and anti-harassment policies. However, industry-wide pressures persisted; in July 2025, Raven was among several studios affected by Xbox's broader layoffs impacting hundreds of roles, alongside a voluntary program offered to select staff. These events coincided with Raven's ongoing emphasis on Warzone updates, prioritizing and resurgence modes for 2026 development cycles.

Games and series

Heretic and Hexen series (1994–1997)

Raven Software's collaboration with began with the development of Heretic, a that replaced Doom's sci-fi arsenal with medieval weaponry and magic spells. Released on December 23, 1994, and published by , the game was built on a heavily modified , incorporating an system for artifacts, dynamic lighting effects, and weapons such as the phoenix rod and firemace. Development involved a core team of programmers and designers, with level designer Raymond-Judy authoring over half of the original three episodes' maps, each initially mapped in about three days using tools like DoomEd, though revisions extended to a week for complex areas. Engine adaptations quadrupled the maximum number of visible planes (maxvisplanes) to enable taller structures and more intricate layouts, but retained Doom's limitations, including floor-and-ceiling-only textures and alignment issues without side-view editing support. Heretic's success prompted an expansion, Heretic: Shadow of the Serpent Riders, released in 1996, which added two new episodes and secret levels crafted by team members including Brian Raffel, filling a development gap before the sequel. This was followed by Hexen: Beyond Heretic, released on October 30, 1995, continuing the narrative against the Serpent Riders with innovations like hub-based world structures linking non-linear episodes, three playable classes (fighter, cleric, mage) with unique abilities, and puzzle-heavy gameplay emphasizing switches, keys, and environmental interaction over pure combat. Still powered by the adapted Doom engine, Hexen pushed its capabilities with scripted events, dynamic bridges, and class-specific inventory management, though verticality and slopes remained constrained compared to emerging 3D engines. Culminating the early series, launched on September 11, 1997, shifting to 's for true 3D environments, enhanced particle effects, and smoother multiplayer support. Published by , it featured four character classes with RPG-style leveling, larger interconnected hubs, and hybrid combat blending spells, melee, and ranged attacks in a storyline expanding the Serpent Riders lore to a . These titles established Raven's expertise in licensing and extending id's technology, blending action with exploration and class diversity in a genre dominated by linear shooters.

Star Wars: Jedi Knight series (1997–2003)

Raven Software developed the second and third main entries in the Star Wars: Jedi Knight series, expanding on the mechanics established in the 1997 title Star Wars Jedi Knight: Dark Forces II by incorporating advanced combat and third-person perspectives. These games, published by LucasArts, utilized modified versions of id Software's engine, enabling seamless transitions between first- and third-person views during duels and emphasizing Force powers alongside ranged weaponry. Raven's work on the series marked a shift from LucasArts' internal development, introducing proprietary technologies like the G.H.O.U.L. dismemberment system adapted from their titles to enhance combat realism. Star Wars Jedi Knight II: Jedi Outcast, released on March 26, 2002, for Windows and Mac OS, follows Kyle Katarn as he rediscovers his heritage to combat the Disciples of Ragnos. The game featured 21 single-player levels across diverse environments, including bases and ancient temples, with multiplayer modes supporting up to 32 players in , , and Jedi training arenas. Development emphasized balanced mechanics, where stance selection influenced attack speed and range, drawing from principles to differentiate aggressive, medium, and defensive styles; this system required over 100 unique animations per stance to prevent exploitable patterns. Raven integrated custom scripting for dynamic behaviors, such as stormtroopers adapting to player tactics, and optimized the for large-scale battles involving dozens of enemies. The follow-up, Star Wars Jedi Knight: Jedi Academy, launched on September 16, 2003, for Windows, shifts the protagonist to Jaden Korr, a student at Luke Skywalker's academy, tasked with investigating a summoning ancient forces. Building on Jedi Outcast, it introduced dual-wielded and double-bladed lightsabers, alongside customizable power loadouts that players selected before missions, limiting total powers to seven to encourage strategic choices over spamming abilities. The title included 23 single-player missions and robust multiplayer with clan-based ranking systems, supporting bot AI for offline practice; an port, handled by Vicarious Visions, followed on November 18, 2003. Raven refined combat fluidity by implementing momentum-based physics for saber throws and blocks, reducing frustration from collision issues in prior entries, while incorporating player feedback from Outcast to expand vehicle sections and environmental puzzles. These innovations solidified the series' reputation for immersive Star Wars storytelling and tactical gameplay within the franchise's canon.

Soldier of Fortune series (2000–2002)

Raven Software developed Soldier of Fortune (2000), a first-person shooter published by Activision and released on February 29, 2000, for Microsoft Windows. The game licensed its title and protagonist, mercenary John Mullins, from the Soldier of Fortune magazine, aiming to appeal to a broader audience beyond fantasy titles like Heretic II. It featured the proprietary GHOUL 2.0 damage modeling system, which simulated realistic ballistic trauma through 35 body regions, enabling dynamic dismemberment and gore effects to emphasize tactical precision in combat. Gameplay centered on single-player campaigns across 10 global locations, involving terrorist takedowns, with multiplayer deathmatch modes supporting up to 16 players. The title's development, spanning approximately 18 months with a team of around 20, incorporated motion-captured animations and licensed weapons for authenticity, drawing from aesthetics rather than military simulators. Despite technical challenges like optimizing the custom engine for varied hardware, the game achieved commercial success, selling over 300,000 units in its first month and prompting expansions like the Platinum Edition with additional maps. In 2002, Raven released Soldier of Fortune II: Double Helix on May 20 for PC, with an Xbox port following in 2003, continuing the narrative of Mullins combating a bioweapon threat. Shifting from the prior custom engine, it utilized a modified ( III) for improved performance and visuals, incorporating enhanced AI behaviors, drivable vehicles, and cooperative multiplayer. Key additions included over 55 levels, a random mission generator for replayability, and refined mechanics for more varied enemy responses to damage. The sequel emphasized non-linear mission structures and gadgetry, such as silenced weapons and night-vision, while maintaining the series' focus on visceral, location-based shootouts from to . Development leveraged lessons from the first game, reducing iteration time and boosting multiplayer stability, contributing to strong sales and positive reviews for its technical advancements.

Other standalone and licensed titles (1996–2010)

, a third-person and direct sequel to Heretic, shifted from first-person to emphasize and in a setting, utilizing a modified version of the . Raven Software developed it as a standalone title following their work on , with handling publication; it launched for Windows on October 31, 1998. The game featured improved graphics, inventory-based spellcasting, and non-linear level design, though it received mixed praise for its innovation amid technical issues on release. In 2000, Raven Software released Star Trek: Voyager – Elite Force, a licensed from and tied to the Voyager television series, where players control a member of the Hazard Team aboard the USS Voyager navigating alien threats and multiplayer modes. Published by , it debuted for Windows on September 20, 2000, with later ports to Macintosh and ; an , Elite Force Expansion: Shadows of the , followed on May 10, 2001, adding new missions and weapons. The title incorporated lore with fast-paced gameplay and from series actors, earning recognition for blending narrative depth with solid mechanics despite limited multiplayer longevity. After focusing on core series through the mid-2000s, Raven returned to licensed properties with , a rebooting the 1992 classic, featuring supernatural elements, vehicle combat, and a particle-based rendering system for dynamic destruction. Developed under , it launched simultaneously for Windows, , and on August 18, 2009. Concurrently, Raven handled Origins: , an action-adventure tie-in to the 2009 film, emphasizing brutal melee combat, regenerative health, and cinematic set pieces across platforms including claw-based dismemberment mechanics. Published by , it released on May 1, 2009, for multiple systems, with Raven leading development alongside Amaze Entertainment for handheld versions. Singularity marked Raven's final standalone original IP in this period, a incorporating time-manipulation via the Time Manipulation Device (TMD), allowing players to age objects, rewind events, or summon spectral allies in a Cold War-era Soviet research facility narrative. published the game, which arrived for Windows, , and on June 29, 2010. It drew on elements with puzzle-solving integrated into , though commercial underperformance limited its sequel prospects despite innovative mechanics.

Contributions to the Call of Duty franchise (2011–present)

Raven Software began providing substantial support to the Call of Duty franchise in 2011, assisting and on Call of Duty: Modern Warfare 3, including contributions to multiplayer elements and . This marked the start of their consistent role as a co-development studio, focusing on multiplayer map design, user interfaces, and Zombies mode concepts across annual titles developed primarily by , , and . By 2013, Raven handled key multiplayer development for Call of Duty: Ghosts, integrating innovative features like the extinction mode and clan-based systems, with their logo appearing in for the first time in the series. The studio assumed lead development responsibilities for select projects, including the China-exclusive free-to-play Call of Duty: Online in 2015, which featured remixed multiplayer modes from prior entries, and Call of Duty: Modern Warfare Remastered in 2016, updating the 2007 original with enhanced graphics, improved netcode, and expanded multiplayer maps while preserving core gameplay. Raven also supported Sledgehammer Games on Advanced Warfare (2014), contributing to exoskeleton mechanics integration in multiplayer. Their expertise extended to live-service elements, particularly with the launch of Call of Duty: Warzone in 2020, where they led ongoing maintenance, anti-cheat implementation, and additions like the DMZ extraction mode in Warzone 2.0 (2022), alongside map overhauls such as Caldera for the original battle royale. In the Black Ops sub-series, Raven's collaboration with deepened, providing co-development for Black Ops Cold War (2020) and escalating to joint lead status on Black Ops 6 (2024), which included refined modes and integrated multiplayer with omnimovement mechanics. This partnership continued into Black Ops 7 (announced for 2025), emphasizing co-op campaign elements and futuristic experiences set in 2035. Throughout this period, Raven's focus on backend stability, seasonal content updates, and cross-title integration has sustained the franchise's annual release cadence and ecosystem, though they have not led a fully original mainline title.

Technological innovations and development approach

Engine adaptations and proprietary advancements

Raven Software adapted id Software's Doom engine for Heretic (1994), incorporating support for projectile-based fantasy weapons, an inventory system, and environmental puzzles that diverged from the engine's original linear, hitscan-focused design. For : Beyond Heretic (1996), the studio extended these modifications to include hub-based level progression, character classes with unique abilities, and enhanced sector scripting for features like bridges, dynamic lighting, and triggered audio events, enabling more complex, non-linear gameplay structures. These changes pushed the engine toward supporting medieval fantasy tropes and player choice in a genre dominated by sci-fi corridor shooters. In Heretic II (1998), Raven shifted to a modified id Tech 2 engine (from Quake II), adapting it for third-person perspective with spell-casting mechanics and destructible environments, marking an early hybrid of FPS and action-adventure elements. For Star Wars Jedi Knight II: Jedi Outcast (2002), the studio modified the Quake III Arena engine to unify single-player and multiplayer codebases, allowing shared assets, advanced NPC AI for lightsaber duels, and seamless bot integration, which improved development efficiency and gameplay consistency across modes. A signature proprietary advancement was the (General Hierarchical Object Utility Language) system, introduced in (2000) atop the . This replaced the base engine's and damage model with a hierarchical tagging system for body parts, enabling precise hit-location detection, limb , and context-specific death animations for heightened realism in combat outcomes. 's flexibility stemmed from its modular design, which allowed developers to assign damage multipliers and to individual bones or segments, influencing depiction without overhauling core rendering. Upgraded as 2.0 in sequels, it was later demonstrated in a 2015 tech video, showcasing potential for modern applications. Raven ceased heavy reliance on engines after id's 2009 acquisition by , transitioning to support roles on Activision's proprietary IW engine for titles without publicly detailed proprietary overhauls.

Core development philosophy and methodologies


Raven Software's core development philosophy emphasizes relentless adaptation and innovation, encapsulated in the studio's mantra "," which underscores the necessity of continuous evolution to remain competitive in the fast-paced . This principle, articulated by co-founder and studio head Brian Raffel, stems from over decades, where stagnation leads to obsolescence, prompting the team to prioritize rapid iteration and responsiveness to technological and market shifts.
The studio fosters a culture of ambition tempered by meticulous , direct communication, and an ego-free environment that encourages ownership of both successes and failures. By promoting and accountability, Raven enables developers to experiment freely while maintaining high standards, as reflected in their official ethos of continual improvement through innovation. This approach has historically supported the creation of immersive, narrative-driven experiences in genres like first-person shooters and fantasy action games. Methodologically, Raven employs multi-project development teams led by dedicated project leads, utilizing state-of-the-art tools to incubate and prototype ideas efficiently. Their process often involves adapting proven engines—such as id Tech for early titles like Heretic and Hexen, or custom modifications for later works like Soldier of Fortune—allowing familiarity to fuel experimentation with proprietary advancements in AI, physics, and level design. This toolkit-driven methodology facilitates parallel workflows, enabling the studio to handle diverse projects while integrating cutting-edge techniques to enhance gameplay depth and technical fidelity.

Controversies

Soldier of Fortune (2000), developed by Raven Software, drew significant criticism for its graphic depictions of , enabled by the proprietary (Graphic Human Object Limbs) damage system, which allowed players to dismember enemies using specific body-part targeting with firearms, resulting in realistic portrayals of including , limb severance, and disembowelment. The game's emphasis on operations and high-lethality amplified debates over whether such glorified real-world , with critics arguing it crossed into excessive beyond typical first-person shooters of the era. Raven Software's developers, including lead programmer , anticipated backlash and prepared a toned-down version without effects for markets sensitive to , viewing the outrage as overstated while defending the system's technical innovation in simulating ballistic trauma. The (ESRB) assigned an M (Mature 17+) rating, citing intense blood, gore, and violence, which limited retail distribution but did not prevent release in the United States. Internationally, responses varied sharply: Australia's Office of Film and Literature refused classification in 2000, effectively banning sales until a censored version of the sequel appeared later, due to concerns over interactive mutilation. In , , regulators classified it as an "adult " requiring 18+ verification—a rare treatment for video games—prompting debates on medium-specific . Germany's release mandated edits to reduce gore, reflecting stricter content laws on human in media. Soldier of Fortune II: Double Helix (2002) faced less intense scrutiny after Raven Software moderated the system's extremity in response to prior feedback, though it retained core violent mechanics and received similar ESRB and international ratings. Broader discussions on Raven's titles, including contributions to the series' multiplayer modes, have occasionally invoked general violence debates, but no Raven-specific content controversies emerged beyond the Soldier of Fortune lineage, which remains the studio's most cited example in analyses of interactive gore's societal impact.

Labor disputes, layoffs, and unionization efforts (2021–2025)

In December 2021, Raven Software laid off approximately 12 (QA) testers as part of broader cost-cutting at , prompting the remaining QA team to initiate a on December 8 to the abrupt terminations without or prior . The walkout, which lasted nearly two months, highlighted grievances over job insecurity, low pay for QA roles—often entry-level positions in the —and lack of influence in development decisions despite their role in identifying bugs. Activision responded by some QA work to third-party contractors, a move union organizers criticized as an attempt to undermine organizing efforts by diluting the bargaining unit. On January 21, 2022, 67 workers at Raven unanimously voted to form the Game Workers Alliance (GWA), affiliated with the (CWA), marking the first unionization at a major studio and one of the earliest in the U.S. video game industry. The certified the union despite Activision's legal challenges, including claims that the unit was inappropriate due to the studio's integration with other Activision teams. Initial bargaining stalled under Activision, with the company refusing direct negotiations and continuing to subcontract tasks, which the union filed as unfair labor practices; these tactics were substantiated in NLRB complaints alleging interference with employee rights. Microsoft's acquisition of Activision Blizzard, completed on October 13, 2023, shifted dynamics, as the company pledged neutrality in union matters and began bargaining with GWA in 2024. After protracted negotiations addressing wages, overtime, and remote work amid industry-wide "crunch" culture critiques, the union ratified its first collective bargaining agreement on August 4, 2025, covering about 60 QA employees. Key provisions included a 10% immediate pay raise, caps on mandatory overtime (requiring seven days' notice and prohibiting excessive back-to-back weeks), preservation of hybrid remote options, and protections against arbitrary subcontracting, though critics noted the deal's modest scope compared to broader studio demands. Separate from union efforts, Raven faced additional layoffs in July 2025 as part of Gaming's division-wide cuts affecting over 600 roles industry-wide, with fewer than 20 positions eliminated at the studio—primarily non- staff—despite its involvement in Call of Duty: Black Ops 6. These reductions, attributed to post-acquisition restructuring and slowing growth in mobile and cloud segments, did not directly impact the unionized unit but underscored ongoing vulnerabilities in contract-based and support roles at Raven. No major labor disputes were reported between 2022 and 2024, though inspired similar efforts elsewhere in , amid broader scrutiny of working conditions following 2021 allegations at the parent company.

Reception, accolades, and industry impact

Critical and commercial reception of key titles

(2000), developed by Raven Software, earned a score of 70/100 based on 11 critic reviews for its PC version, with praise for delivering visceral, action-movie-style amid controversy over its graphic dismemberment system, though some outlets criticized controls, loading times, and repetitive levels. Its sequel, (2002), received a more mixed reception, scoring 61/100 on from 26 reviews, lauded for enhanced visuals, cooperative multiplayer, and procedural enemy deformation but faulted for uneven AI, simplistic storytelling, and derivative shooter mechanics. Raven's earlier titles, such as Heretic (1994) and (1995), achieved niche success in the fantasy genre, with reviewers highlighting innovative hub-world structures and class-based gameplay that influenced subsequent titles like , though commercial data remains sparse due to the era's limited tracking. These games sold sufficiently to establish Raven's reputation for adapting the with fantasy elements, contributing to their acquisition by in 1997. In contributions to the Call of Duty franchise since 2011, Raven has supported multiplayer and modes across multiple entries, including assisting on titles and on Black Ops games, where their work on map design and engine optimizations has been credited with enhancing replayability in commercially dominant releases. Most notably, Raven led single-player development for Cold War (2020) in collaboration with , a title that garnered generally favorable reviews for its branching narrative and Cold War-era setting while achieving massive commercial performance, selling over 30 million units lifetime and ranking as the best-selling game of 2020 in the United States by dollar sales. The game's success, despite mixed opinions on campaign length and mode, underscored Raven's integration into Activision's annual pipeline, with Black Ops Cold War's $700 million development budget reflecting the high-stakes scale of their involvement.

Awards, recognitions, and long-term legacy

Raven Software has received limited direct studio-level awards, with most recognitions tied to specific game titles. For instance, the studio was nominated for the Academy of Interactive Arts & Sciences (AIAS) Computer Action/Adventure Game of the Year for Star Wars Jedi Knight II: Jedi Outcast in 2003. Similarly, Star Trek: Voyager – Elite Force earned a nomination in the PC Action/Adventure category at the 2001 AIAS awards. Contributions to Call of Duty: Modern Warfare 3, co-developed with Infinity Ward and Sledgehammer Games, resulted in broader franchise nominations, including BAFTA Games Awards for multiplayer and story elements, though credits were shared across teams. Studio co-founder and co-studio head Brian Raffel has garnered personal accolades reflecting the company's enduring influence. In November 2024, Raffel was inducted into the Wisconsin Game Developers Hall of Fame for his role in founding in 1990 and steering its evolution from independent titles to a key subsidiary. He also received the Vistage Lifetime Achievement Award, recognizing his transition from teaching to building a studio that has shipped over 20 titles and contributed to franchises generating billions in revenue. Raven Software's long-term legacy lies in pioneering hybrid FPS designs that blended shooting mechanics with RPG-like elements, influencing the genre's expansion beyond pure action. Early titles such as Heretic (1994) and Hexen: Beyond Heretic (1995) introduced fantasy settings, inventory systems, and class-based gameplay to id Tech engine derivatives, diverging from Doom's sci-fi template and inspiring subsequent fantasy shooters. The Star Wars Jedi Knight series (1997–2003) advanced narrative-driven FPS with moral choice systems and lightsaber combat, setting precedents for story integration in multiplayer-focused shooters. Since Activision's 1997 acquisition, Raven's shift to supporting the Call of Duty franchise—handling multiplayer, zombies modes, and UI for titles like Black Ops Cold War (2020) and Modern Warfare III (2023)—has solidified its role in sustaining one of gaming's most commercially dominant series, with cumulative sales exceeding 425 million units as of 2023, though this support capacity has drawn critiques for sidelining original IP development. Overall, the studio's 30+ year tenure underscores a trajectory from genre innovators to reliable co-developers, embedding causal advancements in FPS evolution amid corporate integration.

References

  1. [1]
    Raven Software Celebrates 30th Anniversary - Activision Games Blog
    May 26, 2020 · In 1990, two brothers with an Amiga and a love for creating games founded Raven Software in Madison, Wisconsin. Thirty years later, what ...Missing: notable | Show results with:notable
  2. [2]
    5 Companies Owned by Activision Blizzard - Investopedia
    Raven Software. Type of business: Video game developer; Acquisition price: Not available; Date purchased: August 1997 ... Raven remains a subsidiary of Activision ...
  3. [3]
    Raven Software Co-Founder Talks About the Origins of Heretic ... - IGN
    Oct 28, 2020 · Raven Software co-founder Brian Raffel has revealed details on the development of the classic shooter, Heretic, including a comment from id Software's John ...
  4. [4]
    Raven Software
    Raven Software is a video game development studio based in Middleton, Wisconsin, with over 3 decades of experience creating unique stories and currently ...Careers · Current Art and Animation at... · Current audio openings · DesignMissing: history founders ownership<|separator|>
  5. [5]
    Our Games - Raven Software
    Raven Software has created original IPs and contributed to the Call of Duty franchise, including the Black Ops and Warzone series.
  6. [6]
    Raven Software Workers Secure First Contract at Microsoft
    Aug 4, 2025 · The studio, which was acquired by Activision Blizzard in 1997, is responsible for the Call of Duty series, which the Raven QA team ...<|separator|>
  7. [7]
    Unionised Raven workers file complaint against studio, Activision ...
    Aug 28, 2024 · Unionised Raven workers file complaint against studio, Activision, and Microsoft. Complaint alleges that the firms are not bargaining in good ...Missing: controversies | Show results with:controversies
  8. [8]
    Union Staff at Call of Duty Developer Raven Software File 'Bad Faith ...
    Aug 28, 2024 · Employees at Call of Duty studio Raven Software, who formed the first Activision Blizzard union in 2022, have filed a complaint against the developer.Missing: controversies | Show results with:controversies
  9. [9]
    Raven Software Corporation - MobyGames
    The company was founded in 1990 by brothers Brian and Steve Raffel, and initially had a staff of five people. Their first game was Black Crypt (1992).Missing: founders notable ownership
  10. [10]
    Raven Software - The Doom Wiki at DoomWiki.org
    The company was founded in 1990 by brothers Brian and Steve Raffel. The company formed with five men, one computer, a basement and a vision of creating a role- ...Missing: founders notable
  11. [11]
    Steve Raffel - MobyGames
    Steve Raffel founded Raven Software with his brother Brian in 1990. Steve did artwork, level design and game design for many of Raven's early titles.
  12. [12]
    Raven Software's Brian Raffel reflects on 30 years in the games ...
    Jun 22, 2020 · When Brian and Steve Raffel founded Raven Software in 1990, they had no idea they would be celebrating 30 years in the business in 2020.
  13. [13]
  14. [14]
  15. [15]
    Raven Software: Gaming Ground - In Business Madison
    Apr 30, 2009 · Now a $4 million-plus company, Raven was founded in 1990 by two Verona-area brothers who simply believed they could create a better game. Brian ...<|separator|>
  16. [16]
    Heretic + Hexen on Steam
    In stock Rating 4.5 (1,220) Step into the definitive re-release of two dark spell-casting shooters that shaped the genre. Forged by Raven Software on a modified DOOM engine, Heretic and ...
  17. [17]
    Heretic | The Virtual Moose
    Heretic. December 21, 2024 August 30, 2025 ~ mpklamerus. Developer: Raven Software Publisher: Id Software Year: 1994. Genre: First Person ...<|separator|>
  18. [18]
    Heretic Release Information for PC - GameFAQs
    Release: December 23, 1994. Expansions: 1 available. Franchises: Heretic / Hexen. Game Trivia. PC. Despite Heretic releasing in the same year the Entertainment ...
  19. [19]
    Heretic + Hexen Release Notes - Slayers Club
    Aug 7, 2025 · Originally developed by Raven Software and produced by id Software in 1994, Heretic and its 1995 sequel, Hexen, broke new ground blending ...Missing: collaboration | Show results with:collaboration
  20. [20]
    Hexen: Beyond Heretic Release Information for PC - GameFAQs
    Hexen: Beyond Heretic – Release Details ; Developer: Raven Software ; Publisher: id Software ; Release: October 30, 1995 ; Expansions: 1 available ; Also Known As:
  21. [21]
    Hexen: Beyond Heretic - PCGamingWiki PCGW
    Oct 11, 2025 · Hexen: Beyond Heretic ; DOS, October 30, 1995 ; Mac OS (Classic), June 27, 1996 ; Windows, March 31, 1997 ; Windows (DOSBox), August 3, 2007.
  22. [22]
    Activision to Expand Game Lineup With Raven Purchase
    Aug 7, 1997 · When the deal is completed at the end of the month, Raven will become a wholly owned subsidiary of Activision and will remain in Wisconsin.
  23. [23]
    Activision - Press News - Coming Soon Magazine
    The acquisition is expected to be completed by the end of August. Upon completion, Raven will become a wholly owned subsidiary of Activision and Raven ...
  24. [24]
    STAR WARS™ Jedi Knight: Dark Forces II on Steam
    In stock Rating 4.5 (1,758) Publisher. LucasArts, Lucasfilm, Disney ; Released. Oct 9, 1997 ; OS *: Windows 2000, XP or Vista ; Processor: Pentium 90 ; Memory: 16 MB
  25. [25]
    Star Wars Jedi Knight: Dark Forces II - IGN
    Rating 8/10 · Review by IGNInitial Release. Oct 9, 1997. Platforms. PC. Genres. Shooter, First-Person. Star Wars Jedi Knight: Dark Forces II News. Latest · Videos · Articles · Reviews.
  26. [26]
    Postmortem: Raven Software's Soldier of Fortune - Game Developer
    Release Date: March 2000. Platforms: Windows 95/98/NT/2000, Linux. Hardware Used: Dell Pentium 550 with 128MB RAM, 18GB hard drive, and a TNT2. Software Used ...
  27. [27]
    Singularity™ on Steam
    In stock Rating 4.5 (2,933) Title: Singularity™ ; Genre: Action. Developer: Raven Software. Publisher: Activision ; Release Date: Jun 30, 2010.
  28. [28]
    Raven Software | Heretic Wiki - Fandom
    The company was originally founded in 1990 by Brian and Steve Raffel, and worked independently until 1997 when they were acquired by Activision.Missing: years 1990-1993 basement
  29. [29]
    How Raven Software became kings of COD after vanishing from view
    Jun 9, 2021 · As Activision oversees the biggest FPS in the world, Raven Software is the support studio making the magic happen behind the scenes.
  30. [30]
    Raven Software's involvement in Call of Duty confirmed
    Mar 24, 2011 · Raven is rumored to be facilitating development of this year's entry in the FPS franchise alongside Sledgehammer Games and Infinity Ward, and is ...
  31. [31]
    Raven Software revolutionizes multiplayer gaming with "Call of Duty
    Oct 31, 2013 · The opening credits for Ghosts contain something that's never appeared in a Call of Duty game: the logo for Middleton-based Raven Software.
  32. [32]
    How Raven Software's Brian Raffel Built a Video Game Empire
    Vistage Lifetime Achievement Award Winner Brian Raffel, Studio Head of Raven Software shares how he left a teaching career to build a video game company.
  33. [33]
    Raven Software once had live-service Call of Duty: Zombies project ...
    Jan 16, 2024 · Since 2010, Raven has co-developed several Call of Duty games and maintained the free-to-play Warzone. But beyond remasters, it's never had an ...
  34. [34]
    A group of Activision Blizzard employees is demanding union ... - CNN
    Jan 21, 2022 · Last month, dozens of software workers at Raven virtually walked out of work after Activision Blizzard laid off 12 quality assurance testers ...
  35. [35]
    Raven's New 'Organizational Change' Conveniently Breaks Up ...
    Jan 25, 2022 · Firstly, our move to embed our QA teams has been carefully considered and is a next logical step in the planned process that began several ...
  36. [36]
    Raven Software announces structural changes among staff
    Jan 25, 2022 · In the wake of Raven Software's unionisation efforts, the studio has announced some structural changes.Missing: 2011-2025 | Show results with:2011-2025
  37. [37]
    Activision Blizzard to recognize Raven QA union and hash out ...
    Activision Blizzard will begin "good faith negotiations" with the Raven Software workers who unionized earlier this year.Missing: changes 2011-2025
  38. [38]
    Raven Software workers union forges contract with Microsoft
    Aug 5, 2025 · The contract negotiations overlapped with a change of ownership: Microsoft's $69 billion deal to buy Activision Blizzard. In 2022, while waiting ...Missing: 2011-2025 | Show results with:2011-2025<|separator|>
  39. [39]
  40. [40]
  41. [41]
    Heretic - The Doom Wiki at DoomWiki.org
    Heretic, released on December 23, 1994, is a hit fantasy/action game by Raven Software, the result of their second team-up with id Software after Shadowcaster.Heretic music · Heretic keys · Heretic manual · Heretic.wad
  42. [42]
    Heretic Developer Interview – HereticHexen
    RambOrc conducted a behind-the-scenes interview with level designer Michael Raymond-Judy of Raven Software.
  43. [43]
    Hexen | Doom Wiki - Fandom
    Hexen is a first-person shooter computer game developed by Raven Software, published by id Software, and distributed by GT Interactive beginning on October 30, ...
  44. [44]
  45. [45]
    Hexen II - GOG.com
    In stock Rating 4.2 (105) Hexen II is a dark fantasy first-person shooter and RPG developed by Raven Software and published by id Software in 1997.
  46. [46]
    HeXen II on Steam
    Rating 3.5 (540) Release Date: Mar 27, 1998 ; Developer: Raven Software ; Publisher: id Software.
  47. [47]
    Heretic + Hexen Gets a Surprise Re-Release - Xbox Wire
    Aug 7, 2025 · Originally released in 1994 and 1995 respectively, developed by Raven Software and produced by id Software, Heretic and Hexen became essential ...
  48. [48]
    Tales from the making of Jedi Knight II: Jedi Outcast - Game Developer
    In Jedi Outcast, that dismemberment was made possible by the G.H.O.U.L system, tech Raven Software had developed for the Soldier of Fortune series. The tech was ...
  49. [49]
    STAR WARS™ Jedi Knight II - Jedi Outcast™ on Steam
    In stock Rating 4.5 (2,671) Title: STAR WARS™ Jedi Knight II - Jedi Outcast™ ; Genre: Action. Developer: Raven Software. Publisher: LucasArts, Lucasfilm, Disney. Franchise: Star Wars.
  50. [50]
  51. [51]
    Raven Software devs look back at the making of Jedi Outcast
    Watch four veteran developers of Raven Software's Jedi Knight II: Jedi Outcast discuss the design and development of the original game.
  52. [52]
    STAR WARS™ Jedi Knight - Jedi Academy - Steam
    In stock Rating 5.0 (7,061) Developer. Raven Software ; Publisher. LucasArts, Lucasfilm, Disney ; Released. Sep 16, 2003 ; OS *: Windows 2000, XP or Vista ; Processor: Pentium II or Athlon 450 ...
  53. [53]
    Jedi Academy - Jedi Knight Wiki - JKHub
    Oct 10, 2022 · Star Wars Jedi Knight: Jedi Academy is a videogame developed by Raven Software and published by LucasArts and Activision.
  54. [54]
    Star Wars: Jedi Knight: Jedi Academy | Wookieepedia - Fandom
    Released September 16, 2003 (PC) and November 18, 2003 (Xbox), it was developed by Raven Software and published, distributed and marketed by LucasArts in North ...
  55. [55]
    "The outrage was ridiculous": How Raven Software made one of the ...
    May 24, 2021 · From a confusing magazine licence, to real-life mercenary John Mullins, to an action movie ethos, the studio found a way to make Soldier Of Fortune work.
  56. [56]
    Soldier of Fortune - IGN
    Rating 8.5/10 · Review by IGNSoldier of Fortune is an action shooter where you play as a mercenary, John Mullins, taking down a terrorist group in 10 international locations. It was ...
  57. [57]
    Soldier of Fortune II: Double Helix - IGN
    Rating 8.8/10 · Review by IGNIn the game, players must tackle a wide-range of missions, from hostage rescue and intelligence gathering, to search-and-destroy missions.
  58. [58]
    Soldier of Fortune II: Double Helix (2002) - IGDB.com
    Soldier of Fortune II: Double Helix is a video game created by Raven Software, a sequel to Soldier of Fortune. It was developed using the Quake III: Team ...
  59. [59]
    Soldier of Fortune II - Double Helix (USA) (En,Fr,De,Es,It)
    Apr 24, 2019 · Soldier of Fortune II: Double Helix features over 55 levels and an all new Random Mission Generator mode.
  60. [60]
    Soldier of Fortune II: Double Helix Review (2002) (PC/Xbox)
    Mar 9, 2020 · Due to the success of Soldier of Fortune, Raven Software soon started working on a sequel, and a mere 2 years later, Soldier of Fortune II: ...
  61. [61]
    Heretic II details - Metacritic
    PC. Initial Release Date: Nov 24, 1998. Developer: Raven Software.
  62. [62]
    Heretic II (Video Game 1998) - IMDb
    Rating 7.3/10 (120) Release date · October 31, 1998 (United States) ; Official sites · Official FAQ. Official Quick Start Guide. ; Production company · Raven Software.
  63. [63]
    Heretic II (1998) - MobyGames
    Released: November 1998 on Windows ; Developers. Raven Software Corporation ; Critics: 86% (37) ; Players: (69) ; Review Ranking. #1,048 on Windows.
  64. [64]
    Star Trek Voyager Elite Force - GAMING :: TrekCore
    TITLE: Star Trek Voyager Elite Force PUBLISHER: Activision DEVELOPER: Raven Software PLATFORMS: Macintosh, Playstation 2, Windows PC RELEASE DATE: Sept 20, 2000
  65. [65]
    Star Trek: Voyager Elite Force – Release Details - GameFAQs
    Rating 86% (25) Star Trek: Voyager Elite Force – Release Details ; Developer: Raven Software ; Publisher: Activision ; Release: September 20, 2000 ; Expansions: 1 available.
  66. [66]
    Star Trek Voyager Elite Force Expansion Pack - GAMING :: TrekCore
    TITLE: Star Trek Voyager Elite Force Expansion Pack PUBLISHER: Activision DEVELOPER: Raven Software PLATFORM: Macintosh, Windows PC RELEASE DATE: May 10, ...<|separator|>
  67. [67]
    Star Trek: Voyager - Elite Force Game Help and Support
    Jun 14, 2025 · Release Date: 09/15/2000. Developer: Raven Software, Aspyr Media (Mac) ... Star Trek: Voyager - Elite Force is based on the TV series Star Trek ...
  68. [68]
    Wolfenstein – Release Details - Xbox 360 - GameFAQs
    Rating 72% (66) Platform: Xbox 360 ; Genre: Action » Shooter » First-Person » Arcade ; Developer: Raven Software ; Publisher: Activision ; Release: August 18, 2009.
  69. [69]
    Wolfenstein - IGN
    Rating 7.3/10 · Review by IGNWolfenstein. Raven Software, +1 more. • Aug 18, 2009 •. ESRB: ...
  70. [70]
    X-Men Origins: Wolverine (video game) | Marvel Database - Fandom
    Release Date. May 1, 2009 ; Developer(s). Raven Software · Amaze Entertainment ; Publisher(s). Activision ; Writer(s). Marc Guggenheim, Michael Humes ; Modes.Appearances · Synopsis · Cast · Notes
  71. [71]
    X-Men Origins: Wolverine for Xbox 360 - Sales, Wiki, Release Dates ...
    Review Scores ; Genre. Action ; Other Versions. PC, PS3 ; Release Dates. 05/01/09 Activision (Add Date) · 05/01/09 Activision ; Community Stats. Owners: 48.
  72. [72]
    Singularity – Release Details - Xbox 360 - GameFAQs
    Rating 76% (70) Platform: Xbox 360 ; Developer: Raven Software ; Publisher: Activision ; Release: June 29, 2010.
  73. [73]
    Singularity (2010) Reviews - Metacritic
    Rating 76% (70) PlayStation 3; PC. Initial Release Date: Jun 29, 2010. Developer: Raven Software.<|control11|><|separator|>
  74. [74]
  75. [75]
    Heretic + Hexen | Nightdive Studios
    Forged by Raven Software on a modified DOOM™ engine, Heretic™ and Hexen™ were released in 1994 and 1995, pushing first person shooters into bold new territory.
  76. [76]
    Star Wars Jedi Knight II: Jedi Outcast Review - Games Xtreme
    I used to loathe the Quake 3 A engine, but Raven's modifications, tweaks and bells, whistles, have really made the whole thing shine brighter than one hundred ...
  77. [77]
    Raven Co-Founder Talks Soldier of Fortune and its Then ... - IGN
    Oct 30, 2020 · Raven Software co-founder Brian Raffel has revealed details about working with Soldier of Fortune consultant John Mullins and creating the first ...
  78. [78]
    Raven Software on X: "GHOUL II engine tech demo ...
    Apr 29, 2015 · Raven Software · @RavenSoftware. GHOUL II engine tech demo. #SoldierOfFortune #RVN25 http://ow.ly/MhV9q · 5:03 PM · Apr 29, 2015.Missing: proprietary | Show results with:proprietary
  79. [79]
    DICE 2009: Raven's Lessons Learned - IGN
    Feb 20, 2009 · The mantra at Raven is "Move or Die." Raffel said that the studio has, "learned the hard way through lots of different years that you have to ...
  80. [80]
    Soldier of Fortune: One of the Most Controversial First-Person ... - CBR
    Sep 18, 2020 · The game's developer, Raven Software, created the GHOUL engine, which allowed players to dismember and even disembowel opponents with specific ...
  81. [81]
    Soldier of Fortune Interview - IGN
    Dec 2, 1999 · Raven Software wants to take you to places of a diverse culture, to ... KH: The game design philosophy for Soldier of Fortune has never ...
  82. [82]
    Soldier of Fortune - ESRB
    No Interactive Elements Assigned. Rating Info: Soldier of Fortune is rated M for Mature 17+ by the ESRB with Blood and Gore, and Violence.Missing: 2000 controversy
  83. [83]
    Soldier of Fortune: The Gritty Legacy of a Forgotten FPS Pioneer
    Jul 9, 2025 · Developed by Raven Software and published by Activision in 2000, the game stood apart from its contemporaries thanks to its graphic content, tactical gameplay, ...Missing: history | Show results with:history
  84. [84]
    Soldier of Fortune given adult rating | ZDNET
    Jul 13, 2000 · In a precedent-setting action, British Columbia official slaps game with 'adult film' rating. You have to be 18 to play.
  85. [85]
    Soldier of Fortune - Censorship Wiki - Fandom
    In order to release in Germany the game had to be censored. In British Columbia, Canada, the game was classified as an adult motion picture.
  86. [86]
    The Most Violent Video Games of All Time | PCMag
    Rockstar Games pushed the violence in video games debate to a new level of intensity with 2001's Grand Theft Auto III, but the company's own Manhunt wears ...
  87. [87]
    The Entire Raven Software QA Unionization Timeline: The Story So ...
    Jan 28, 2022 · From the layoffs to the strikes to the forming of Activision Blizzard's first union, here is everything you need to know.
  88. [88]
    Anti-Union Tactics Threaten Employee Rights—Activision Blizzard ...
    Workers at Raven Software, a gaming software company owned by Activision, sought to form a union after 12 of their cohort were fired. They named themselves ...
  89. [89]
    Activision Blizzard employees form first of its kind Game Workers ...
    Jan 21, 2022 · Employees at Raven Software, a video game studio owned by Activision Blizzard, announced Friday they have formed a union.<|separator|>
  90. [90]
    Three years after forming a union, Raven Software workers have a ...
    Aug 13, 2025 · The Middleton-based company's video game testers were first Wisconsin game workers to unionize at a major U.S. studio.
  91. [91]
    Raven Software video game testers union forges contract with ...
    Aug 4, 2025 · Ratified on Aug. 4, the contract gives employees a 10% raise while limiting mandatory overtime and preserving remote work options. The deal is ...
  92. [92]
    Wisconsin video game developer hit with layoffs amid larger ... - WPR
    Jul 17, 2025 · 'Less than 20' staffers at Call of Duty studio Raven Software were let go as a video game publisher wants to make Wisconsin a video game hub.
  93. [93]
    Activision Blizzard Layoffs Tracker – 3,600 Jobs Lost! - Udonis Blog
    Sep 18, 2025 · One significant outcome of the December 2021 layoffs was the intensified push toward unionization. The Raven Software incident galvanized ...Missing: disputes | Show results with:disputes
  94. [94]
    Soldier of Fortune Reviews - Metacritic
    Rating 70% (11) Latest Critic Reviews ... A solid Dreamcast title that, despite having a few nagging problems with controls and loading problems, delivers good bloody action & ...
  95. [95]
    Soldier of Fortune II: Double Helix Reviews - Metacritic
    Rating 61% (26) Bottom of the bargain bin title. It's a pretty trash game, like all the Soldier of Fortune games, but at least it's a little better than Payback.
  96. [96]
    Call of Duty: Black Ops Cold War Cost Over $700 Million and Sold ...
    Jan 6, 2025 · 2020's Call of Duty: Black Ops Cold War cost over $700 million and has sold 30 million units. "Treyarch and Raven Software took years to create ...Missing: critical | Show results with:critical
  97. [97]
    Black Ops Cold War Is One of the Best Selling Games in US History
    Feb 12, 2021 · Call of Duty: Black Ops Cold War is already the 20th best-selling game (in dollar sales) since sales tracking for US games began.Missing: critical | Show results with:critical
  98. [98]
    Raven Software - Game Developer Details
    Developer Name: Raven Software ; Website: http://www.ravensoft.com/ ; Nominated Categories. Computer Action/Adventure Game of the Year ; Nominated Games. Star Wars ...
  99. [99]
    Raven Software - Game Developer Details
    Developer Name: Raven Software ; Website: http://www.ravensoft.com/ ; Nominated Categories. PC Action/Adventure ; Nominated Games. Star Trek Voyager: Elite Force.
  100. [100]
    Awards - Call of Duty: Modern Warfare 3 (Video Game 2011) - IMDb
    Call of Duty: Modern Warfare 3 received 9 nominations, including BAFTA, Golden Reel, Teen Choice, IFMCA, NAVGTR, and GMS awards.<|separator|>
  101. [101]
    Raven Software's Post - LinkedIn
    Nov 13, 2024 · We're incredibly proud to share that our Co-Founder and Co-Studio Head Brian Raffel was honored with the Wisconsin Game Developer's Hall of ...
  102. [102]
    Star Wars - Jedi Outcast Had an Incredible Code Name - IGN
    Oct 29, 2020 · According to Raven Software co-founder Brian Raffel, the original ... Jedi Outcast, Hexen, Heretic, Soldier of Fortune, and more. Learn ...