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Raven Software
Raven Software
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Raven Software Corporation (trade name: Raven; formerly Raven Software, Inc.) is an American video game developer based in Middleton, Wisconsin, and part of Activision. Founded in May 1990 by brothers Brian and Steve Raffel, the company is most known for the dark fantasy franchise Heretic/Hexen, the first two Soldier of Fortune games, as well as licensed titles based in the Star Wars: Jedi Knight series and Marvel Comics's X-Men characters, including 2006's Marvel: Ultimate Alliance. Since 2011, Raven has been working on multiple Call of Duty games as both lead and support developer.

Key Information

Raven's first game, Black Crypt (1992), was conceived in the late 1980s by Raffel brothers to be a paper-and-pen role-playing game, until the two retooled the project from scratch to become a video game. While it did not perform well commercially, its positive reception by critics and technology efforts led to John Romero approaching Raven to develop new titles for the personal computer starting with ShadowCaster (1993), which was powered by Raven Engine, a modified Wolfenstein 3D engine designed by John Carmack. The game's success impressed id Software and Strategic Simulations, who signed a deal to publish the company's next titles, which had grown to two teams to work on 1994's CyClones and Heretic. The latter, inspired by Brian Raffel's interest in making a Dungeons & Dragons–inspired game, was critically acclaimed, spawned several sequels, and helped Raven grow to three development teams.

In August 1997, Activision announced it had agreed to acquire Raven and took over the distribution to Hexen II, while the other two Raven teams continued production on the previously announced titles Take No Prisoners and MageSlayer. After 1998's Heretic II, Raven aimed to expand its games to a broader audience, acquiring Soldier of Fortune magazine name rights to develop a game of the same name while also working on its first licensed title, Star Trek: Voyager – Elite Force. The latter achieved universal acclaim by critics and has since gained a cult following, encouraging LucasArts to collaborate with Raven on Star Wars Jedi Knight II: Jedi Outcast and Star Wars Jedi Knight: Jedi Academy. The company also continued partnering with id Software, working on Quake 4 and the 2009 Wolfenstein, and becoming one of the first studios to license id Tech 4.

In the 2000s, Raven worked with Marvel Entertainment on some of its superhero properties, developing X-Men Legends (2004), X-Men Legends II: Rise of Apocalypse (2005), Marvel: Ultimate Alliance (2006) and X-Men Origins: Wolverine (2009). This lasted until Raven announced a new intellectual property, Singularity, which was released in 2010 to positive reception. In 2011, Raven shifted to work on several Call of Duty titles as support developer, and in 2014, the company opened a Chinese studio in Shanghai to collaborate with Tencent Games on Call of Duty Online,[3][4] although this studio is no longer active today.[5] Raven worked with Infinity Ward and Treyarch on 2020's Call of Duty: Warzone and Call of Duty: Black Ops Cold War, leading production on the latter's single-player campaign. It developed Call of Duty: Black Ops 6, which was released on October 24, 2024.

History

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Foundation and Black Crypt (1986–1992)

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In 1986, Brian Raffel was an art teacher at University of Wisconsin–Madison and cross country-track coach at Middleton High School and his brother, Steve, worked in a screen-print shop.[6][7][8] Their late father, Don, was an influence on the two growing up playing Dungeons & Dragons adventure modules such as Palace of the Silver Princess, Tomb of Horrors, Lost Tomb of Martek, and Castle Amber, who inspired Brian to draw a concept by the end of 1988 called "The Well"— a paper-and-pen role-playing game originally conceived as a D&D module until Steve came up and reworked it with Brian to be its own thing.[9][10]

After seeing some of the recent games released to the Amiga, Brian decided that their art was "as good as and in some cases better" than what was coming and chose to move The Well to the Amiga for taking advantage of its computing power. Brian brothers retooled the project from scratch while opening their own company to work on the now called Black Crypt.[7] Raven Software was officially incorporated on May 23, 1990.[11]

Shortly after established Raven, Brian got together programmers Rick Johnson and Ben Gokey, and musician Kevin Schilder to join the company. Johnson was the youngest crew member at 18 years old.[12][13] Black Crypt production started in April 1990 and lasted nearly two years, with Raffel brothers and the team moving to a $200 per month office, which sat under a workshop in Madison.[10][14] The game's budget was $40,000.[15] Described as an "Age of Darkness first-person tile-based real-time combat dungeon simulator", Black Crypt draws inspirations from FTL Games' Dungeon Master 3D realtime style and consists of twelve interconnected dungeons rendered in 64-colour extra half-brite graphics, which allowed players to define a palette customization of sixty-four colours—unlike Dungeon Master and its clones.[16][17]

id Software

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Raven Software was founded in 1990 by brothers Brian and Steve Raffel.[18] Originally a three-person company, they were discovered by John Romero, co-founder of id Software, who collaborated with Raven to make games using their game engine beginning with ShadowCaster.[19] Raven then started making games with id Software; the company even briefly moved to the same street as id Software.[20] They used id's engines for many of their games, such as Heretic, Hexen: Beyond Heretic and Hexen II.

In 2005 and 2009, Raven developed two games from id's catalog: Quake 4 and Wolfenstein respectively.[21]

Activision

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The company was independent until 1997, when it was acquired by Activision for $12 million.[22] They were still collaborating with id Software but at the same time developed other titles as well such as Soldier of Fortune in 2000, Star Wars Jedi Knight: Jedi Academy in 2003, X-Men Legends in 2004 and many more.

In August 2009, following poor performance and possible over-budget of Wolfenstein,[23][24] the company made a major layoff of 30 to 35 staff, leaving two development teams. This was reduced to one after more layoffs in October 2010, after delays with Singularity; as many as 40 staff were released. Following the layoffs and after id Software was bought over by ZeniMax Media, Raven has since become a primary developer for the Call of Duty series.[25][26][27] By July 2021, Raven Software had grown to roughly 350 employees.[28]

In December 2021, Activision did not renew the contract of several members of the quality assurance (QA) department that were contract employees. One of the associate managers said that "valuable members" were fired although they "were promised, for months, that Activision was working towards a pay restructure to increase their wages".[29] Following these firings as well as other controversies involving Activision Blizzard, a strike has been initiated.[30][31] On January 21, 2022, Raven's QA team formed a union named the Game Workers Alliance with Communications Workers of America.[32]

In May 2022, workers of the Raven QA team voted to unionize with a count of 19 – 2 in favor.[33] In June 2022 Activision Blizzard CEO Bobby Kotick stated that the company would recognize the union and begin negotiations with it.[34] Following the Raven QA team's successful unionization, the 20-member QA team of Blizzard Albany announced a unionization drive in July 2022 as GWA Albany.[35] The vote passed (14–0), forming the second union at an Activision Blizzard subsidiary.[36]

On March 8, 2024, 600 QA testers at three Activision studios in Austin, Texas, Eden Prairie, Minnesota and El Segundo, California joined Raven and Blizzard's unionizations to form the union "Activision Quality Assurance United-CWA" and voted to unionize (390–8) in favor, making it the largest video game union in the United States. Following Microsoft acquisition of Activision Blizzard, who included Raven Software, the company voluntarily recognized the union.[37][38][39]

Games

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Heretic/Hexen (1994–1998)

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Heretic (also referred as Hexen) is a series of first-person shooter games with action-adventure and action role-playing elements. The first game, Heretic (1994), was one of the first games to feature inventory manipulation and the ability to look up and down. It also introduced multiple gib objects that spawned when a character suffered a death by extreme force or heat. The game was the first in the "Serpent Riders" trilogy, followed by sequels Hexen: Beyond Heretic (1995) and Hexen II (1997). A direct sequel to the first game, Heretic II, was released in 1998. Set in "City of the Damned", capital city of the dark fantasy fictional world of Silverspring, the series was one of the first to combine 3D realistic graphics with fantasy setting, using Silverspring and its people to enrich the narrative and exploration.

Soldier of Fortune (2000–2002)

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Raven is the creator of Soldier of Fortune, a military first-person shooter series based in the magazine of the same name. The first game, Soldier of Fortune (2000) introduced GHOUL, an in-house physics engine designed by Raven that helped the game's realistic graphic depictions of firearms dismembering the human body. This graphic violence is the main stylistic attraction, enabling depiction of extreme graphic violence, in which character models are based on body parts that can each independently sustain damage (gore zones). Players play as John Mullins in the first game and Soldier of Fortune II: Double Helix (2002). The series continued after Raven ceased developing further games. Soldier of Fortune: Payback (2007) was developed by Cauldron HQ, while Soldier of Fortune Online, an MMOFPS, was developed by South Korean company Dragonfly and released in 2010.

Star Wars: Jedi Knight (2002–2003)

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Star Wars: Jedi Knight is a series of first- and third-person shooter games with action-adventure hack and slash elements. Originally created and developed by LucasArts, Jedi Knight was passed to Raven after numerous restructures at LucasArts in the 2000s led by then president Simon Jeffery. The series is set years after Return of the Jedi and focuses on Kyle Katarn, a former Imperial officer who becomes a mercenary working for the Rebel Alliance, and later a Jedi and instructor at Luke Skywalker's Jedi Academy. Raven produced Katarn's storyline sequels Star Wars Jedi Knight II: Jedi Outcast (2002) and Star Wars Jedi Knight: Jedi Academy (2003).[40][41]

On April 3, 2013, following the closure of LucasArts, Raven Software released the source code for Star Wars Jedi Knight II: Jedi Outcast and Star Wars Jedi Knight: Jedi Academy on SourceForge under the GPL-2.0-only license.[42]

Call of Duty (2011-present)

[edit]

In 2012, Raven began hiring employees for a game,[43] and were announced as collaborating with Infinity Ward on Call of Duty: Ghosts in May 2013.[44]

In April 2014, the company became lead developer of the now shutdown free-to-play Chinese Call of Duty title, Call of Duty: Online.[45] The company also remade Call of Duty 4: Modern Warfare, titled Call of Duty: Modern Warfare Remastered.[46]

In 2020, Raven Software collaborated with Infinity Ward on the game Call of Duty: Warzone. The company is considered the face of maintaining, updating and debugging the game as they regularly provide status updates and patch notes on Twitter and their official website (though it is unclear if they are the sole studio responsible behind-the-scenes).[47][48][49]

Raven developed Call of Duty: Black Ops Cold War with Treyarch, which released on November 13, 2020.[50]

Raven developed Call of Duty: Black Ops 6 with Treyarch, which released on October 24, 2024.

Development philosophy

[edit]
Co-founder and co-studio head Brian Raffel at D.I.C.E. Summit 2009

Raven is known for its approach to multi-project development teams and choice to use project leads and "state-of-the-art tools" that can help incubate ideas before they evolve into production.[51] Eric Biessman, Raven's project director, said: "It's very laid back here. We're left alone to be as creative as we can be".[51] The work culture at Raven is focused in their mentality of team-driven initiatives, extensive playtests, emergent narrative-focused gameplay and less middle-management involvement.[52][53][54] Brian Raffel ascribes the company's motto as "move or die", explaining that different directions and creative opportunities are a key element in game design to help Raven determinate which market and public their games are visioning.[55][56] The studio's vice-president Steve Raffel also head Raven Scout Team (RST), a research group within the company who spend time with analysis, planning and creating vertical slices-based methods to be purposeful improved in company's future projects.[51][57]

Accolades and recognition

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Raven was listed in 2016 by Fortune as the 77th best place to work, and the 66th best in 2017, both as part of Activision Blizzard studios.[58][59] Raven co-founder Brian Raffel was inducted on In Business Hall of Fame "for his visionary leadership and unparalled passion in game's industry, shaping a successful company and inspiring countless individuals within the gaming community, helping create a close-knit and collaborative culture among teams that marked him as a true icon".[60]

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia

is an American 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 battle royale 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 RPG 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 eldritch 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 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. 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. 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 3D 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 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 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 (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. 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. The Communication Workers of America filed for a union in April 2022, securing recognition for 67 QA 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 severance program offered to select staff. These events coincided with Raven's ongoing emphasis on Warzone updates, prioritizing battle royale 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 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. 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 Soldier of Fortune 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 Imperial bases and ancient temples, with multiplayer modes supporting up to 32 players in deathmatch, , 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 AI 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 (Quake 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 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. 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 Soldier of Fortune (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 gore 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 care, 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 gore 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 sadism 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 gore, viewing the outrage as overstated while defending the system's technical innovation in simulating ballistic trauma. The (ESRB) assigned Soldier of Fortune 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 severance 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 industry—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 QA 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 QA 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-QA 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 QA 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

Soldier of Fortune (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, Soldier of Fortune II: Double Helix (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 Hexen: Beyond Heretic (1995), achieved niche success in the fantasy FPS genre, with reviewers highlighting innovative hub-world structures and class-based gameplay that influenced subsequent titles like Quake, 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 campaign 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 blockbuster 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. https://doomwiki.org/wiki/Raven_Software
  2. https://doomwiki.org/wiki/Heretic
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