Raven Software
Raven Software Corporation is an American video game developer founded in May 1990 by brothers Brian and Steve Raffel in Madison, Wisconsin, and acquired by Activision in August 1997 as the publisher's first studio purchase.[1][2]
Originally starting with a team of five and an Amiga 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.[1][3]
Relocating to nearby Middleton, it expanded under Activision ownership to contribute substantially to the Call of Duty 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 battle royale mode in Call of Duty: Warzone.[4][1][5]
Raven has been marked by labor disputes, particularly in its quality assurance 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 Activision Blizzard studio in 2022, followed by strikes, federal complaints over alleged bad-faith bargaining, and eventual ratification of a collective bargaining agreement in August 2025.[6][7][8]
History
Foundation and early independent development (1990–1993)
Raven Software was founded in May 1990 by brothers Brian Raffel and Steve Raffel in Madison, Wisconsin.[9] 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 role-playing experiences.[10] Brian Raffel, who handled programming, and Steve Raffel, responsible for artwork, level design, and game design in early projects, drove the initial vision without prior industry experience.[11][12] 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 role-playing game before being adapted for digital platforms.[1] Development of this real-time, first-person dungeon crawler for the Amiga platform began immediately after incorporation, involving custom engine work to blend RPG elements like character progression and puzzle-solving with action-oriented combat.[9] The small team iterated on gameplay mechanics, including party-based exploration of trap-filled crypts and combat against fantasy enemies, all while operating independently without external funding beyond a secured publishing agreement.[13] 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.[9] 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.[14] 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.[15]Collaboration with id Software and breakthrough titles (1994–1996)
In 1994, Raven Software entered into a publishing and technology licensing agreement with id Software, leveraging the latter's Doom engine (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.[16][17] The partnership yielded Heretic, released on December 23, 1994, for MS-DOS, which featured an eldritch protagonist battling serpentine demons in medieval environments using weapons like a magical staff, crossbow, and phoenix rod that fired homing fireballs. The game introduced hub-like level progression and multiplayer deathmatch modes, selling strongly and establishing Raven as a key player in the burgeoning FPS genre by differentiating from Doom's sci-fi aesthetic through spell-casting mechanics and environmental puzzles.[18][19] Building on this success, Raven developed Hexen: Beyond Heretic, released on October 30, 1995, which expanded the engine further with class-based characters (Fighter, Cleric, Mage), each with unique abilities and weapons, such as the Fighter's melee hammer and the Mage'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 RPG elements with FPS gameplay.[20][21][19] 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.[16]Acquisition by Activision and mid-career expansion (1997–2010)
In late August 1997, Activision completed its acquisition of Raven Software for approximately $12 million in stock, establishing the studio as a wholly owned subsidiary while allowing it to operate from its Madison, Wisconsin headquarters.[22][23] The deal integrated Raven's proficiency in id Tech engine adaptations and first-person shooter design into Activision's portfolio, enabling the publisher to bolster its lineup of action titles amid growing demand for immersive 3D experiences.[22] 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.[24][25] 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.[26] 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 lightsaber dueling with multiplayer arenas and customizable force abilities, contributing to sustained sales in the Star Wars gaming ecosystem.[9] In 2006, the studio handled Marvel: Ultimate Alliance, a team-based action RPG allowing player control of up to four Marvel 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 AI and environmental interaction. By 2010, Raven released Singularity on June 30, a single-player shooter incorporating time-manipulation mechanics via the Time Manipulation Device, blending survival horror elements with puzzle-solving on a Soviet-era island, marking the studio's final major original IP before pivoting toward support roles.[27] Throughout 1997–2010, the acquisition facilitated resource access for larger-scale productions, though it coincided with some original staff departures—forming studios like Human Head Studios—potentially influencing creative directions amid Activision's emphasis on marketable franchises.[28]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 Call of Duty franchise, assisting primary developers like Infinity Ward and Treyarch with ancillary tasks such as user interface tools and multiplayer components.[29] This shift marked a departure from Raven's earlier focus on standalone games, aligning the studio more closely with the annual Call of Duty 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 Call of Duty: Modern Warfare 3's multiplayer polish and subsequent entries.[30] 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.[31] 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.[5] [32] 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.[33] Corporate restructuring intensified in the 2020s amid broader Activision Blizzard challenges. In 2021, the layoff of 12 quality assurance (QA) 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.[34] Activision responded in January 2022 by announcing "organizational changes" that embedded QA 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.[35] [36] The Communication Workers of America filed for a union election in April 2022, securing recognition for 67 QA workers as Activision Blizzard's first U.S. unionized team in May of that year, though negotiations stalled amid lawsuits alleging bad-faith bargaining.[37] Microsoft's $68.7 billion acquisition of Activision Blizzard, completed on October 13, 2023, integrated Raven into Xbox Game Studios, shifting oversight to new leadership while preserving its Call of Duty focus.[6] Union negotiations continued under Microsoft, culminating in the ratification of Raven's first collective bargaining agreement on August 4, 2025, covering 67 workers with provisions for job security, pay equity, and anti-harassment policies.[38] However, industry-wide pressures persisted; in July 2025, Raven was among several Call of Duty studios affected by Xbox's broader layoffs impacting hundreds of roles, alongside a voluntary severance program offered to select staff.[39] These events coincided with Raven's ongoing emphasis on Warzone updates, prioritizing battle royale and resurgence modes for 2026 development cycles.[40]Games and series
Heretic and Hexen series (1994–1997)
Raven Software's collaboration with id Software began with the development of Heretic, a dark fantasy first-person shooter that replaced Doom's sci-fi arsenal with medieval weaponry and magic spells. Released on December 23, 1994, and published by id Software, the game was built on a heavily modified Doom engine, incorporating an inventory system for artifacts, dynamic lighting effects, and weapons such as the phoenix rod and firemace.[41][16] Development involved a core team of programmers and designers, with level designer Michael 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.[42] 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.[42] 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.[42] 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.[20][43] 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.[44] Culminating the early series, Hexen II launched on September 11, 1997, shifting to id Software's Quake engine for true 3D environments, enhanced particle effects, and smoother multiplayer support.[45] Published by id Software, 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 new world.[5][46] 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.[47]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 first-person shooter mechanics established in the 1997 title Star Wars Jedi Knight: Dark Forces II by incorporating advanced lightsaber combat and third-person perspectives.[48][49] These games, published by LucasArts, utilized modified versions of id Software's Quake III Arena engine, enabling seamless transitions between first- and third-person views during lightsaber duels and emphasizing Force powers alongside ranged weaponry.[48] 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 Soldier of Fortune titles to enhance combat realism.[48] Star Wars Jedi Knight II: Jedi Outcast, released on March 26, 2002, for Windows and Mac OS, follows mercenary Kyle Katarn as he rediscovers his Jedi heritage to combat the Disciples of Ragnos.[49][50] The game featured 21 single-player levels across diverse environments, including Imperial bases and ancient Sith temples, with multiplayer modes supporting up to 32 players in deathmatch, capture the flag, and Jedi training arenas.[49] Development emphasized balanced lightsaber mechanics, where stance selection influenced attack speed and range, drawing from fencing principles to differentiate aggressive, medium, and defensive styles; this system required over 100 unique animations per stance to prevent exploitable patterns.[51] Raven integrated custom scripting for dynamic AI behaviors, such as stormtroopers adapting to player tactics, and optimized the engine for large-scale battles involving dozens of enemies.[48] 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 Jedi academy, tasked with investigating a cult summoning ancient Sith forces.[52][53] Building on Jedi Outcast, it introduced dual-wielded and double-bladed lightsabers, alongside customizable Force power loadouts that players selected before missions, limiting total powers to seven to encourage strategic choices over spamming abilities.[52] The title included 23 single-player missions and robust multiplayer with clan-based ranking systems, supporting bot AI for offline practice; an Xbox port, handled by Vicarious Visions, followed on November 18, 2003.[54] 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.[53] These innovations solidified the series' reputation for immersive Star Wars storytelling and tactical gameplay within the franchise's canon.[48]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.[26] 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.[55] 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.[26] Gameplay centered on single-player campaigns across 10 global locations, involving terrorist takedowns, with multiplayer deathmatch modes supporting up to 16 players.[56] 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 action film aesthetics rather than military simulators.[26] 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.[26] 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.[57] Shifting from the prior custom engine, it utilized a modified id Tech 3 (Quake III) for improved performance and visuals, incorporating enhanced AI behaviors, drivable vehicles, and cooperative multiplayer.[58] Key additions included over 55 levels, a random mission generator for replayability, and refined GHOUL mechanics for more varied enemy responses to damage.[59] 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 Prague to Hong Kong.[57] 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.[60]Other standalone and licensed titles (1996–2010)
Heretic II, a third-person action-adventure game and direct sequel to Heretic, shifted from first-person gameplay to emphasize exploration and melee combat in a dark fantasy setting, utilizing a modified version of the Quake engine.[61] Raven Software developed it as a standalone title following their work on Hexen II, with Activision handling publication; it launched for Microsoft Windows on October 31, 1998.[62] The game featured improved graphics, inventory-based spellcasting, and non-linear level design, though it received mixed praise for its combat innovation amid technical issues on release.[63] In 2000, Raven Software released Star Trek: Voyager – Elite Force, a first-person shooter licensed from Paramount Pictures 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.[64] Published by Activision, it debuted for Windows on September 20, 2000, with later ports to Macintosh and PlayStation 2; an expansion pack, Elite Force Expansion: Shadows of the Federation, followed on May 10, 2001, adding new missions and weapons.[65] [66] The title incorporated Star Trek lore with fast-paced gameplay and voice acting from series actors, earning recognition for blending narrative depth with solid mechanics despite limited multiplayer longevity.[67] After focusing on core series through the mid-2000s, Raven returned to licensed properties with Wolfenstein, a first-person shooter rebooting the 1992 classic, featuring supernatural elements, vehicle combat, and a particle-based rendering system for dynamic destruction.[68] Developed under Activision, it launched simultaneously for Windows, PlayStation 3, and Xbox 360 on August 18, 2009.[69] Concurrently, Raven handled X-Men Origins: Wolverine, 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.[70] Published by Activision, it released on May 1, 2009, for multiple systems, with Raven leading development alongside Amaze Entertainment for handheld versions.[71] Singularity marked Raven's final standalone original IP in this period, a first-person shooter 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.[27] Activision published the game, which arrived for Windows, PlayStation 3, and Xbox 360 on June 29, 2010.[72] It drew on alternate history elements with puzzle-solving integrated into combat, though commercial underperformance limited its sequel prospects despite innovative mechanics.[73]Contributions to the Call of Duty franchise (2011–present)
Raven Software began providing substantial support to the Call of Duty franchise in 2011, assisting Infinity Ward and Sledgehammer Games on Call of Duty: Modern Warfare 3, including contributions to multiplayer elements and downloadable content.[30][74] 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 Treyarch, Infinity Ward, and Sledgehammer Games.[5] 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 opening credits for the first time in the series.[31] 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.[29] Raven also supported Sledgehammer Games on Advanced Warfare (2014), contributing to exoskeleton mechanics integration in multiplayer.[29] 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.[5][29] In the Black Ops sub-series, Raven's collaboration with Treyarch deepened, providing co-development for Black Ops Cold War (2020) and escalating to joint lead status on Black Ops 6 (2024), which included refined Zombies modes and integrated multiplayer with omnimovement mechanics.[5] This partnership continued into Black Ops 7 (announced for 2025), emphasizing co-op campaign elements and futuristic Zombies experiences set in 2035.[5] 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 free-to-play ecosystem, though they have not led a fully original mainline title.[33][29]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.[75] For Hexen: 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.[75] These changes pushed the engine toward supporting medieval fantasy tropes and player choice in a genre dominated by sci-fi corridor shooters.[16] 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.[26] 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.[76] A signature proprietary advancement was the GHOUL (General Hierarchical Object Utility Language) system, introduced in Soldier of Fortune (2000) atop the Quake II engine. This replaced the base engine's skeletal animation and damage model with a hierarchical tagging system for body parts, enabling precise hit-location detection, limb dismemberment, and context-specific death animations for heightened realism in combat outcomes.[26][55] GHOUL's flexibility stemmed from its modular design, which allowed developers to assign damage multipliers and visual effects to individual bones or segments, influencing gore depiction without overhauling core rendering.[77] Upgraded as GHOUL 2.0 in sequels, it was later demonstrated in a 2015 tech video, showcasing potential for modern applications.[78] Raven ceased heavy reliance on id Tech engines after id's 2009 acquisition by ZeniMax Media, transitioning to support roles on Activision's proprietary IW engine for Call of Duty titles without publicly detailed proprietary overhauls.[9]Core development philosophy and methodologies
Raven Software's core development philosophy emphasizes relentless adaptation and innovation, encapsulated in the studio's mantra "move or die," which underscores the necessity of continuous evolution to remain competitive in the fast-paced video game industry. This principle, articulated by co-founder and studio head Brian Raffel, stems from lessons learned over decades, where stagnation leads to obsolescence, prompting the team to prioritize rapid iteration and responsiveness to technological and market shifts.[79] The studio fosters a culture of ambition tempered by meticulous care, direct communication, and an ego-free environment that encourages ownership of both successes and failures. By promoting open collaboration and accountability, Raven enables developers to experiment freely while maintaining high standards, as reflected in their official ethos of continual improvement through innovation.[4] 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.[26] 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.