Arkane Studios: Difference between revisions
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''Arx Fatalis''{{'s}} critical praise gave Arkane the opportunity for them to work with [[Valve Corporation]] to develop a new title on their [[Source (game engine)|Source engine]], and Colantonio opted to make a sequel, ''Arx Fatalis 2''. However, the poor sales of the first game made it difficult to find a publisher; They were approached by [[Ubisoft]] and asked to apply the ''Arx Fatalis'' game engine to their ''[[Might and Magic]]''. This became ''[[Dark Messiah of Might and Magic]]'', released in October 2006. It refined the first-person melee combat of ''Arx Fatalis'' with a lesser emphasis on role-playing elements.<ref name="polygon history"/> During this time, Colantonio moved from France to Austin, Texas leaving the main studio in the hands of his colleagues while he set up Arkane Austin in June 2006.<ref name="polygon history"/> |
''Arx Fatalis''{{'s}} critical praise gave Arkane the opportunity for them to work with [[Valve Corporation]] to develop a new title on their [[Source (game engine)|Source engine]], and Colantonio opted to make a sequel, ''Arx Fatalis 2''. However, the poor sales of the first game made it difficult to find a publisher; They were approached by [[Ubisoft]] and asked to apply the ''Arx Fatalis'' game engine to their ''[[Might and Magic]]''. This became ''[[Dark Messiah of Might and Magic]]'', released in October 2006. It refined the first-person melee combat of ''Arx Fatalis'' with a lesser emphasis on role-playing elements.<ref name="polygon history"/> During this time, Colantonio moved from France to Austin, Texas leaving the main studio in the hands of his colleagues while he set up Arkane Austin in June 2006.<ref name="polygon history"/> |
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Between 2006 and 2007, the company was working in conjunction with [[Valve Corporation]] to develop a game in the [[Half-Life (series)|''Half-Life'' series]] called ''Return to Ravenholm''.<ref>{{cite web|title="Return To Ravenholm" – A Cancelled 2007 Half-Life Project By Valve Software And Arkane Studios, Developers of Dark Messiah, Dishonored And The Crossing/|url=http://lambdageneration.com/posts/return-to-ravenholm-a-cancelled-2007-half-life-project-by-valve-software-and-arkane-studios-developers-of-dark-messiah-dishonored-and-the-crossing|publisher=Lambda Generation|date=12 January 2012|accessdate=17 January 2012}}</ref> The project has since been cancelled and its existence has been confirmed by Valve employee Marc Laidlaw.<ref>{{cite web|title=Marc Laidlaw On The Cancelled Half-Life Spin-offs: Return To Ravenholm And "Episode Four"|url=http://lambdageneration.com/news/other/marc-laidlaw-on-the-cancelled-half-life-spin-offs-return-to-ravenholm-and-episode-four|publisher=Lambda Generation|date=13 January 2012|accessdate=17 January 2012}}</ref> On completion of ''Dark Messiah'', Arkane started development of a new [[first-person shooter]] title, ''[[The Crossing (video game)|The Crossing]]'' using the Source engine. Colantonio described ''The Crossing'' as "crossplayer", having principally single-player gameplay but influenced by online multiplayer elements. The title had a budget of around $15 million, which made it difficult to find a publisher that did not include strict rules and requirements in the contract. While Colantonio had finally found one offer that was satisfactory to him, the studio was approached by EA to help work on ''[[LMNO]]'', a game it was developing with [[Steven Spielberg]]; as EA's offer was more valuable and more stable, Colantonio decided to cancel ''The Crossing'' to focus the studio on ''LMNO''.<ref name="polygon history"/> However, about two years after this, EA opted to cancel ''LMNO'' as well, forcing Arkane to take up assisting roles for a few years.<ref name="polygon history"/> This including developing the multiplayer component of Activision's ''[[Call of Duty: World at War]]'',<ref>{{cite web|url=http://www.vg247.com/2009/07/10/arkane-named-as-fourth-bioshock-2-developer/|title=Arkane named as fourth BioShock 2 developer|work=VG247.com|accessdate=1 October 2015}}</ref> and helping with "design, animation, and art" for [[2K Marin]]'s ''[[BioShock 2]]''.<ref>{{cite web|title=BioShock 2 zaps fourth dev house|url=http://www.gamespot.com/news/6213219.html|publisher=[[GameSpot]]|date=10 July 2009|accessdate=5 September 2009}}</ref> |
Between 2006 and 2007, the company was working in conjunction with [[Valve Corporation]] to develop a game in the [[Half-Life (series)|''Half-Life'' series]] called ''Return to Ravenholm''.<ref>{{cite web|title="Return To Ravenholm" – A Cancelled 2007 Half-Life Project By Valve Software And Arkane Studios, Developers of Dark Messiah, Dishonored And The Crossing/ |url=http://lambdageneration.com/posts/return-to-ravenholm-a-cancelled-2007-half-life-project-by-valve-software-and-arkane-studios-developers-of-dark-messiah-dishonored-and-the-crossing |publisher=Lambda Generation |date=12 January 2012 |accessdate=17 January 2012 |deadurl=yes |archiveurl=https://web.archive.org/web/20120116090031/http://lambdageneration.com/posts/return-to-ravenholm-a-cancelled-2007-half-life-project-by-valve-software-and-arkane-studios-developers-of-dark-messiah-dishonored-and-the-crossing/ |archivedate=16 January 2012 }}</ref> The project has since been cancelled and its existence has been confirmed by Valve employee Marc Laidlaw.<ref>{{cite web|title=Marc Laidlaw On The Cancelled Half-Life Spin-offs: Return To Ravenholm And "Episode Four"|url=http://lambdageneration.com/news/other/marc-laidlaw-on-the-cancelled-half-life-spin-offs-return-to-ravenholm-and-episode-four|publisher=Lambda Generation|date=13 January 2012|accessdate=17 January 2012}}</ref> On completion of ''Dark Messiah'', Arkane started development of a new [[first-person shooter]] title, ''[[The Crossing (video game)|The Crossing]]'' using the Source engine. Colantonio described ''The Crossing'' as "crossplayer", having principally single-player gameplay but influenced by online multiplayer elements. The title had a budget of around $15 million, which made it difficult to find a publisher that did not include strict rules and requirements in the contract. While Colantonio had finally found one offer that was satisfactory to him, the studio was approached by EA to help work on ''[[LMNO]]'', a game it was developing with [[Steven Spielberg]]; as EA's offer was more valuable and more stable, Colantonio decided to cancel ''The Crossing'' to focus the studio on ''LMNO''.<ref name="polygon history"/> However, about two years after this, EA opted to cancel ''LMNO'' as well, forcing Arkane to take up assisting roles for a few years.<ref name="polygon history"/> This including developing the multiplayer component of Activision's ''[[Call of Duty: World at War]]'',<ref>{{cite web|url=http://www.vg247.com/2009/07/10/arkane-named-as-fourth-bioshock-2-developer/|title=Arkane named as fourth BioShock 2 developer|work=VG247.com|accessdate=1 October 2015}}</ref> and helping with "design, animation, and art" for [[2K Marin]]'s ''[[BioShock 2]]''.<ref>{{cite web|title=BioShock 2 zaps fourth dev house|url=http://www.gamespot.com/news/6213219.html|publisher=[[GameSpot]]|date=10 July 2009|accessdate=5 September 2009}}</ref> |
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While trying to grow the Austin studio, Colantonio met with [[Harvey Smith (game designer)|Harvey Smith]], a game developer that he had met earlier in his career and kept in contact with. Colantonio and Smith recognized they had several similar talents and initially felt that the two of them working in the same studio would be too troublesome, but they then considered if they were working on the same game together how their talents would mesh well. They quickly devised a "ninja pitch" that set the basis for ''[[Dishonored]]'', and worked out how they would share responsibilities at the studio. Smith formally came on board Arkane in 2008.<ref name="polygon history"/> |
While trying to grow the Austin studio, Colantonio met with [[Harvey Smith (game designer)|Harvey Smith]], a game developer that he had met earlier in his career and kept in contact with. Colantonio and Smith recognized they had several similar talents and initially felt that the two of them working in the same studio would be too troublesome, but they then considered if they were working on the same game together how their talents would mesh well. They quickly devised a "ninja pitch" that set the basis for ''[[Dishonored]]'', and worked out how they would share responsibilities at the studio. Smith formally came on board Arkane in 2008.<ref name="polygon history"/> |
Revision as of 03:51, 9 July 2017
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Company type | Subsidiary |
---|---|
Industry | Video game industry |
Founded | 12 October 1999 |
Founder | Raphaël Colantonio |
Headquarters | , |
Key people | |
Products |
|
Number of employees | 150[1] (2015) |
Parent | ZeniMax Media |
Divisions | Arkane Studios Austin |
Website | arkane-studios |
Arkane Studios SASU is a French video game developer based in Lyon, France. It was founded in 1999, and released its first game, Arx Fatalis, in 2002. Arkane Studios opened a second studio, Arkane Studios Austin, in Austin, Texas in July 2006.[2]
History
Raphaël Colantonio had been part of the French offices of Electronic Arts (EA) during the 1990s, as part of the quality assurance and localization team for some of Origin Systems' titles including System Shock. In the late 1990s, Colantonio noted there had been a change in EA as with the release of the PlayStation 1, the company had shown more interest in sports titles and eshewing non-sports titles from companies like Origin. Colantonio left the company, and after a brief time at Infogrames, was able to co-found Arkane in 1999 with financial help from his uncle, with their first goal to make a second sequel to Ultima Underworld: The Stygian Abyss.[3] While Colantonio had support from Paul Neurath, one of the original developers of Ultima Underworld, EA, who owned the rights, would not allow Arkane to make a sequel with their intellectual property unless he accepted some of their provisions. Colantonio refused to accept this and instead had Arkane set out on a same in the spirial of Ultima Underworld, Arx Fatalis.[3] Colantonio had difficulty in getting a publisher; with finances nearly exhausted, they had signed one small publisher who had gone backrupt within the month, but later secured JoWooD Productions for publication, eventually releasing in 2002. While the game was critically praised and put Arkane on the map, it was considered a commercial failure.[3]
Arx Fatalis's critical praise gave Arkane the opportunity for them to work with Valve Corporation to develop a new title on their Source engine, and Colantonio opted to make a sequel, Arx Fatalis 2. However, the poor sales of the first game made it difficult to find a publisher; They were approached by Ubisoft and asked to apply the Arx Fatalis game engine to their Might and Magic. This became Dark Messiah of Might and Magic, released in October 2006. It refined the first-person melee combat of Arx Fatalis with a lesser emphasis on role-playing elements.[3] During this time, Colantonio moved from France to Austin, Texas leaving the main studio in the hands of his colleagues while he set up Arkane Austin in June 2006.[3]
Between 2006 and 2007, the company was working in conjunction with Valve Corporation to develop a game in the Half-Life series called Return to Ravenholm.[4] The project has since been cancelled and its existence has been confirmed by Valve employee Marc Laidlaw.[5] On completion of Dark Messiah, Arkane started development of a new first-person shooter title, The Crossing using the Source engine. Colantonio described The Crossing as "crossplayer", having principally single-player gameplay but influenced by online multiplayer elements. The title had a budget of around $15 million, which made it difficult to find a publisher that did not include strict rules and requirements in the contract. While Colantonio had finally found one offer that was satisfactory to him, the studio was approached by EA to help work on LMNO, a game it was developing with Steven Spielberg; as EA's offer was more valuable and more stable, Colantonio decided to cancel The Crossing to focus the studio on LMNO.[3] However, about two years after this, EA opted to cancel LMNO as well, forcing Arkane to take up assisting roles for a few years.[3] This including developing the multiplayer component of Activision's Call of Duty: World at War,[6] and helping with "design, animation, and art" for 2K Marin's BioShock 2.[7]
While trying to grow the Austin studio, Colantonio met with Harvey Smith, a game developer that he had met earlier in his career and kept in contact with. Colantonio and Smith recognized they had several similar talents and initially felt that the two of them working in the same studio would be too troublesome, but they then considered if they were working on the same game together how their talents would mesh well. They quickly devised a "ninja pitch" that set the basis for Dishonored, and worked out how they would share responsibilities at the studio. Smith formally came on board Arkane in 2008.[3]
In August 2010, the company was acquired by ZeniMax Media, the parent company of Bethesda Softworks.[8] According to Colantonio, Bethesda's vice president of development Todd Vaughn had seen Arkane's work in Arx Fatalis and its sequel, and while Bethesda had been interested in these, they did not react fast enough before Arkane had taken another route.[3] With Arkane's announcement of Dishonored, Vaughn told Arkane that they were interested in publishing a first-person immersive game, and Arkane was the only option they had. Colantonio recognized Bethesda was the best fit for Arkane, considering the similarities between Arx Fatalis and The Elder Scrolls games.[3]
The studio most recently worked on Dishonored 2, a first-person stealth-action game with role-playing elements that was released in November 2016, and received critical acclaim.[9] They also developed Prey, released in May 2017.
In June 2017, about two months following Prey's release, Colantonio announced he was stepping down as President of Arkane. He said in a statement: "It is time for me to step out to spend some time with my son and reflect on what is important to me and my future."[10] Smith took over management of the Austin studio, while Colantonio will stay with the Lyon studio to help transition it to new management.[10]
Games developed
Year | Title | Genre(s) | Platform(s) | Publisher(s) | Notes |
---|---|---|---|---|---|
2002 | Arx Fatalis | Action role-playing | Microsoft Windows, Xbox | JoWooD Productions, DreamCatcher Interactive, Arkane Studios | — |
2006 | Dark Messiah of Might and Magic | Microsoft Windows, Xbox 360 | Ubisoft | ||
2008 | Call of Duty: World at War | First-person shooter | Microsoft Windows, PlayStation 3, Wii, Xbox 360 | Activision | Additional work |
2009 | KarmaStar | Strategy | iOS | Majesco Entertainment | — |
2010 | BioShock 2 | First-person shooter | Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One | 2K Games | Additional work |
2012 | Dishonored | Action-adventure, stealth | Bethesda Softworks | — | |
2016 | Dishonored 2 | Microsoft Windows, PlayStation 4, Xbox One | |||
2017 | Prey | First-person shooter | |||
Dishonored: Death of the Outsider | Action-adventure, stealth |
Cancelled games
Year cancelled | Title | Genre(s) | Platform(s) | Publisher(s) |
---|---|---|---|---|
2007 | Return to Ravenholm | First-person shooter | — | Valve Corporation |
2009 | The Crossing | Microsoft Windows, Xbox 360 | ||
2010 | LMNO | First-person shooter, action role-playing | Microsoft Windows | Electronic Arts |
References
- ^ Feldman, Curt (6 July 2006). "Arkane confirms Texas studio". GameSpot. Retrieved 29 February 2016.
- ^ "Arkane Studios Opens Austin Office". Austin Chapter. International Game Developers Association. 7 July 2006. Archived from the original on 23 March 2008. Retrieved 5 September 2009.
{{cite web}}
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ignored (|url-status=
suggested) (help) - ^ a b c d e f g h i j Pitts, Russ (27 June 2012). "The Mirror Men of Arkane". Polygon. Retrieved 17 April 2017.
- ^ ""Return To Ravenholm" – A Cancelled 2007 Half-Life Project By Valve Software And Arkane Studios, Developers of Dark Messiah, Dishonored And The Crossing/". Lambda Generation. 12 January 2012. Archived from the original on 16 January 2012. Retrieved 17 January 2012.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ "Marc Laidlaw On The Cancelled Half-Life Spin-offs: Return To Ravenholm And "Episode Four"". Lambda Generation. 13 January 2012. Retrieved 17 January 2012.
- ^ "Arkane named as fourth BioShock 2 developer". VG247.com. Retrieved 1 October 2015.
- ^ "BioShock 2 zaps fourth dev house". GameSpot. 10 July 2009. Retrieved 5 September 2009.
- ^ Matas, Jeff (12 August 2010). "Zenimax Acquires Arkane Studios". Shacknews. GameFly Media. Archived from the original on 16 August 2010. Retrieved 13 August 2010.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ Henson, Ben (19 December 2015). "Why Dishonored Is One Of The Best Games Of 2012". Game Informer. Retrieved 6 June 2015.
- ^ a b Caldwell, Brendan (27 June 2017). "Prey's creative director and founder of Arkane Studios, Raphael Colantonio, steps down". Rock Paper Shotgun. Retrieved 27 June 2017.