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EA Gothenburg
EA Gothenburg
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EA Gothenburg (formerly known as Ghost Games) is a Swedish video game developer owned by Electronic Arts (EA) and located in Gothenburg. The studio used to have two other locations; one based in Guildford in the United Kingdom and another in Bucharest, Romania. From 2013 to 2020, they oversaw the development of the Need for Speed racing game franchise. Employees of Ghost include former staff members of EA DICE, Black Box, Criterion Games and Playground Games.[2][3]

Key Information

Need for Speed Rivals was the first title released as Ghost Games where they led development, with additional help from Criterion. Their most recent game Need for Speed Heat was released in November 2019. All games developed by the studio utilize the EA in-house Frostbite game engine. EA announced plans in February 2020 to return Ghost Games to an engineering support studio for all of EA, while moving the Need for Speed license back to Criterion.

History

[edit]

Initially established in 2011 as EA Gothenburg, it was reported that the studio would focus on the development of games using the Frostbite game engine[4] and was developing a game in the Need for Speed franchise.[5] According to the CVs of employees, much of the studio's staff had worked previously on major racing titles, including Forza Horizon, Need for Speed: The Run, Project Gotham Racing and Race Pro.[6]

Ghost Games logo (2013–2020)

On 22 October 2012, the series' main developer at the time, Criterion Games, confirmed that EA Gothenburg was working on a title in the Need for Speed franchise, but did not reveal the level of involvement or when the title would be released.[7] EA Gothenburg was re-branded as Ghost Games as of 15 November 2012. Ghost's website went live at the same time and called for potential staff to apply for a range of open positions. Ghost is headed up by former DICE executive producer Marcus Nilsson, who previously led development on games including Battlefield 2: Modern Combat, Battlefield 2142 and Shift 2: Unleashed.[8]

EA confirmed the next title in the Need for Speed series, Need for Speed Rivals, with a teaser trailer on 23 May 2013, following marketing material teasers days before. It was also confirmed that the game was in development at EA's Ghost Games studio in partnership with Criterion Games and that Ghost Games would become the main developer of all future installments in the Need for Speed franchise starting from 2013.[9] At the time, 80% of British developer Criterion Games staff moved to Ghost Games UK to help grow the studio. The game was released on 19 November 2013.

On 1 February 2014, multiple sources confirmed that studio-wide layoffs had occurred at Ghost Games UK.[10] The same sources also confirmed that an unannounced Need for Speed title had been put on hold. Developers working with the studio under contract were immediately let go, while full-time employees were told to either take severance pay and leave the company or to join the team working on Visceral Games' Battlefield spinoff, Battlefield Hardline, due for release the following year.[11]

In 2014, Electronic Arts CEO Andrew Wilson announced that there would not be a new Need for Speed game that year, making it the first year since 2001 that a Need for Speed game was not released.[12] Ghost Games revealed their next game in the franchise on 21 May 2015, through a teaser trailer. The game, titled Need for Speed, was a formal reboot of the Need for Speed franchise. The game released on 3 November 2015 and received mixed reviews.[citation needed]

As of January 2016, Ghost Games had begun development on the next Need for Speed game to be released in 2017.[13] Electronic Arts later confirmed in their January 2017 earnings call that the next game in the franchise was in development and was set to be launched during EA's fiscal year 2018 (Comprising from April 2017 to March 2018).[14] On 2 June 2017, EA and Ghost Games revealed Need for Speed Payback. The game released worldwide on 10 November 2017, and unlike its predecessor, had a strong focus on offline singleplayer gameplay.[citation needed]

On 5 February 2019, EA CFO and COO Blake Jorgensen confirmed during the company's Q3 FY19 Financial Results Meeting that the publisher was planning on delivering a new entry in the Need for Speed series.[15] The game is expected to be released before the end of March 2020.[16] On 14 August, it was announced the game will be titled Need for Speed Heat and is scheduled to be released on 8 November 2019.[17]

EA announced in February 2020 that it planned to move core development duties of the Need for Speed series back to Criterion Games, and make Ghost Games an engineering support studio across all of EA, renaming the studio back to EA Gothenburg once government approvals had cleared. This included a reduction in staff, with those familiar with EA's core technology such as the Frostbite engine to remain at the studio, and assigning the other creative staff from Ghost Games elsewhere within EA where possible.[18]

Games developed

[edit]
Year Title Platform(s) Notes
2013 Need for Speed Rivals Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One In collaboration with Criterion Games
2015 Need for Speed Microsoft Windows, PlayStation 4, Xbox One Additional work by Criterion Games and Visceral Games
2017 Need for Speed Payback Microsoft Windows, PlayStation 4, Xbox One Additional work by Lucid Games
2019 Need for Speed Heat Microsoft Windows, PlayStation 4, Xbox One From February 2020, Criterion Games took over post-launch development
2021 Battlefield 2042 Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S Additional support

References

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from Grokipedia
EA Gothenburg is a video game development studio owned by Electronic Arts (EA), located in Gothenburg, Sweden, and specializing in support for the company's Frostbite game engine as well as contributions to major franchises like Need for Speed and Battlefield.https://www.ea.com/careers/locations Originally established in 2011 as EA Gothenburg to leverage the region's talented developers and focus on Frostbite-based projects, the studio was rebranded as Ghost Games in 2012 to emphasize its creative ambitions in racing games.https://www.ea.com/careers/locations Under the Ghost Games name, it led development on several entries in the Need for Speed series, including Need for Speed Rivals (2013, co-developed with Criterion Games), Need for Speed (2015), Need for Speed Payback (2017), and Need for Speed Heat (2019), all powered by the Frostbite engine.https://www.ign.com/articles/2012/11/14/ea-gothenburg-now-known-as-ghost In February 2020, amid a restructuring to consolidate development under in the UK, Ghost Games reverted to the EA Gothenburg name and shifted to a support role, retaining Frostbite specialists to assist other EA studios on projects like titles.https://kotaku.com/need-for-speed-series-returns-to-criterion-as-ea-repurp-1841632688 As of 2025, the studio continues this engine-focused support capacity, with approximately 18 open roles indicating ongoing recruitment for technical and creative positions.https://jobs.ea.com/careers/Home/Gothenburg?listFilterMode=1

Overview

Location and facilities

EA Gothenburg is located in , , the country's second-largest city, where it forms a vital component of ' European network, complementing the studio in . The studio was established in to leverage Sweden's robust game development ecosystem, drawing initial talent from the local pool that included former employees, such as Marcus Nilsson, who led its early operations. Its facilities are situated at Kvarnbergsgatan 2, . Over time, the studio's setup has evolved to align with EA's broader operational strategies, including the adoption of a company-wide hybrid work model following the , which mandates at least three in-office days per week for employees within commuting distance. This integration supports seamless collaboration across EA's international teams while maintaining the office as a hub for specialized technical contributions, such as advancements in the engine. In September 2025, announced an agreement to be acquired by the Public Investment Fund of (PIF), Silver Lake, and for $55 billion, with the deal expected to close in early 2027; as of November 2025, no specific impacts on EA Gothenburg have been reported.

Current role and focus

In 2020, EA Gothenburg—formerly known as Ghost Games—reoriented from leading full game development to serving as an support studio within , with a primary emphasis on technical , including tools, pipelines, and assistance for other EA teams. This shift allowed the studio to leverage its expertise in areas such as the engine, where its team includes key architects contributing to engine maintenance and enhancements for ongoing projects across the company. As of 2025, EA Gothenburg continues to prioritize cross-studio collaboration, providing to the franchise alongside partners such as , , and Studios. The studio integrates deeply into EA's global ecosystem, enabling remote contributions from its base to worldwide development efforts without taking the lead on new intellectual properties. This support role has proven vital to EA's portfolio, facilitating shared technical assets that bolster efficiency in multi-studio projects.

History

Founding and early operations (2012)

established EA Gothenburg in March 2012 as a new development studio in , , aimed at bolstering the company's presence in by tapping into the region's strong game development talent pool. The initiative was driven by EA's strategy to expand its studio network beyond the existing operations in , selecting for its access to skilled professionals in the Swedish gaming ecosystem. Initial recruitment efforts drew from local developers and talent at nearby studios, including former employees from , to form a core team experienced in high-profile game technologies. By mid-2012, the studio was actively hiring for key roles such as creative directors, designers, and vehicle artists, with over a dozen positions open to build a multidisciplinary group aligned with EA's production needs. This focused approach emphasized expertise in the 2 engine, which had powered titles like and : The Run. In its early phase, EA Gothenburg contributed support to ongoing EA projects rather than leading independent full-scale games, allowing the nascent team to develop internal capabilities in areas like simulations and open-world systems through collaborative work on Frostbite-based initiatives. The studio's operations during 2012, spanning pre-launch planning and initial setup, faced typical startup hurdles such as rapidly assembling a cohesive team from scratch and integrating with EA's worldwide standards for tools, pipelines, and . These efforts laid the groundwork for the studio's evolution, culminating in a rebranding later that year.

Expansion as Ghost Games (2012–2020)

In November 2012, EA Gothenburg underwent a to become Ghost Games, establishing a distinct identity for the studio while operating as a fully owned of . This change, announced on , aimed to position the team as a creative entity focused on innovative game development, building on the expertise of its founding members who were former employees. The rebranding coincided with the launch of a dedicated that invited applications from potential hires, signaling an intent to expand the team's capabilities. The studio's growth accelerated through the acquisition of talent and resources, particularly as it assumed leadership roles in the franchise starting in 2013. A key milestone was the transfer of numerous developers from to Games during the development of , which shifted primary responsibility to the Swedish team after initial work by Criterion. This influx bolstered Games' expertise in production and engine integration, enabling it to co-lead the project and set the stage for future franchise entries. By mid-decade, the studio had expanded significantly, incorporating international branches in the UK and to support larger-scale projects. Despite these advancements, Ghost Games faced notable challenges, including development delays and internal adjustments under EA's corporate structure. For the 2015 reboot, the team opted to postpone the release from an earlier timeline to 2015, allowing additional time to refine the game's core experience and incorporate player feedback. This decision reflected the pressures of meeting high franchise expectations while scaling operations. Additionally, post-release adjustments led to layoffs at the studio's branch in early 2014, highlighting the tensions of rapid expansion and EA oversight on team dynamics.

Transition to tech studio (2020–present)

Following the release of Need for Speed Heat in November 2019, Electronic Arts announced in February 2020 that it would hand over lead development of the Need for Speed franchise to Criterion Games, reverting the studio's name from Ghost Games back to EA Gothenburg in early 2020 following approval from Swedish unions. This move marked the end of the studio's primary role in racing game production, with many creative positions transferring to Criterion's Guildford location to consolidate expertise. The strategic decision to repurpose EA Gothenburg as a technology and engineering hub was driven by recruitment challenges in the city and aligned with EA's broader to prioritize live services across its portfolio, as the company reported digital net bookings rising 9% year-over-year in fiscal 2020 to emphasize ongoing player engagement in titles like and . Engineers specializing in the engine remained in to provide centralized , while approximately 30 non-engineering roles faced potential elimination, with EA committing to internal reassignments where possible. This pivot reflected industry trends toward sustainable from live operations, allowing the studio to contribute to multiple EA franchises rather than standalone titles. Between 2021 and 2023, EA Gothenburg experienced layoffs and staff reallocations as part of EA's company-wide cost optimizations, including a 6% global workforce reduction in March 2023 that affected around 780 employees across studios. These changes streamlined the studio's focus on backend tools and pipeline support, reducing its size from roughly 200 personnel post-transition to a leaner engineering team, with efforts to reassign affected staff internally. From 2024 onward, EA Gothenburg has intensified its emphasis on advanced technologies, including AI-driven tools for procedural content generation and optimization, supporting EA's global push into for faster world-building and immersive experiences as showcased at GDC 2025. As of 2025, the studio plays a key role in Sweden-based EA operations, providing technical pipeline support for EA franchises using the engine, such as and titles.

Games and projects

Primary Need for Speed titles

EA Gothenburg, operating as Ghost Games during its primary development period for the franchise, led the creation of several core racing titles from 2013 to 2019. These games emphasized innovative online integration, immersive visuals, and high-stakes police pursuits, marking the studio's evolution into a key EA racing developer. The titles utilized the engine to deliver dynamic environments and realistic vehicle physics, focusing on player agency in both single-player and multiplayer contexts. Need for Speed Rivals (2013) was co-developed by Ghost Games and , introducing players to Redview County where they could alternate between racers and cops in an open-world setting. The game pioneered always-online functionality through its AllDrive system, which seamlessly merged single-player progression with multiplayer sessions, allowing friends to join pursuits or races in real-time without loading screens. Powered by the 3 engine, it featured dynamic weather and lighting effects that enhanced atmospheric immersion, reflecting the studio's emphasis on environmental storytelling. Vehicle handling was tuned for high-speed chases, with pursuits escalating based on risk levels and pursuits introducing tactical elements like spike strips and EMP disruptions. Need for Speed (2015) represented a full of the series, developed solely by Ghost Games and set in the nocturnal streets of Ventura Bay. It prioritized photorealistic graphics achieved through advanced lighting and reflection techniques on , creating a cinematic urban atmosphere with rain-slicked roads and neon-drenched nights. Social progression was central, where players built reputation by aligning with one of five icons, unlocking deeper customization and story branches through crew interactions. Notably, the game featured no traditional in-game HUD during free-roam driving to heighten immersion, relying instead on environmental cues and for and speed awareness. Handling models balanced arcade accessibility with realistic drift mechanics, influenced by the studio's focus on fluid, responsive controls. Need for Speed Payback (2017) expanded into a vast open-world across Fortune Valley, with Ghost Games crafting a revenge-driven following a crew of drivers—Tyler the racer, Mac the showman, and Jess the wheelman—targeting a criminal known as The House. The storyline integrated cinematic set pieces with off-road and highway races, emphasizing progression through heists and alliances. mechanics, termed "shipments," provided randomized parts and visual items, sparking debate over progression pacing but allowing for extensive car builds. Customization reached new depths, with hundreds of aftermarket parts, liveries, and tuning options for over 120 vehicles, enabling players to tailor rides for specific race types like drift or speed runs. Atmospheric lighting enhanced the diverse biomes, from sunsets to urban nights, while handling incorporated specialized tunes for each . Need for Speed Heat (2019) served as Ghost Games' final lead title on the franchise, set in the sun-soaked Palm City with a dynamic day-night cycle dictating risks. By day, players earned safe Bank currency through sanctioned races and activities like speed traps, which challenged drivers to hit velocity thresholds across urban circuits. At night, illicit events triggered intense cop chases, where evading pursuits built HEAT levels—escalating from basic patrols to helicopter-assisted takedowns—for higher REP rewards, though failure meant losing unbanked earnings. The REP/HEAT systems intertwined progression, with REP unlocking garage expansions and ultimate parts, while HEAT multipliers amplified nighttime gains but increased bust risks. Atmospheric lighting blended vibrant daytime hues with tense nocturnal shadows, paired with refined vehicle handling that rewarded precise cornering and evasion tactics. Following its release, development duties shifted back to as the studio transitioned.

Contributions to other EA franchises

EA Gothenburg, originally established in as a spin-off from in , , was founded to develop games using the 2 engine, which powered and subsequent titles. Following its rebranding from Ghost Games back to EA Gothenburg in 2020, the studio shifted to a technology support role, providing engineering assistance to various EA projects, including the franchise. In particular, EA Gothenburg collaborated on (2021), contributing to gameplay systems and performance optimizations alongside , , and . This support helped integrate advanced features like dynamic weather and large-scale 128-player modes, drawing on the studio's expertise in advancements. While primarily focused on racing titles during its Ghost Games era, EA Gothenburg's post-2020 tech-oriented contributions extended to broader EA support, including minor engineering tweaks for multiplayer components in titles outside its core portfolio, though specific details on non-Battlefield projects remain limited in public disclosures. As of 2025, the studio continues to provide and engineering support to EA studios.

Technology contributions

Frostbite engine advancements

EA Gothenburg, formerly operating as Ghost Games, initially adopted for the development of in 2013, marking the studio's effort to repurpose DICE's engine—originally designed for military simulation-style shooters like —for high-speed racing dynamics. This adaptation involved tailoring the engine's core rendering and physics systems to handle vehicle deformation, particle effects for tire smoke and debris, and seamless open-world traversal, transforming its battlefield-oriented capabilities into a robust platform. In subsequent Need for Speed titles, the studio introduced targeted customizations to , enhancing environmental realism for racing scenarios. For the 2015 Need for Speed reboot, developers leveraged the engine's advanced lighting and material systems to achieve photorealistic urban environments, recreating detailed cityscapes with high-fidelity reflections and atmospheric depth that blurred the line between in-game renders and real photographs. By in 2019, these efforts extended to a fully dynamic system integrated into , enabling rapid transitions between clear skies, heavy rain, and storms that influenced vehicle handling, visibility, and visual effects like water splashes and wet road reflections. Following the studio's transition to a technology-focused role in 2020, EA Gothenburg has provided expertise in to support other EA studios on projects such as titles. The studio's work has involved ongoing collaborative research and development with on advancements, iteratively tested within racing contexts to ensure reliability under high-velocity scenarios.

Tools and support for EA development

Following its transition to a technology-focused studio in , EA Gothenburg has evolved from direct development to providing services for other EA teams, emphasizing efficiency in large-scale projects using the engine. As of November 2025, the studio continues in this engine-focused support capacity.

References

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