Raven Software Co-Founder Retires After 36 Years, Reflecting on the Studio’s Legacy Beyond Call of Duty

Brian Raffel is stepping back after an impressive 36 years at the helm of Raven Software. While the studio is currently recognized as a vital support team for Warzone and the broader Activision ecosystem that churns out a new Call of Duty installment annually, it has a rich history of creating memorable titles, including classic fantasy shooters like Hexen and cult favorites such as X-Men Legends II: Rise of Apocalypse.

On April 2, the studio shared on social media, “In 1990, driven by a mutual passion for storytelling, Brian and his brother Steve embarked on a journey to create something unique.” What started as a modest project called Black Crypt evolved into a significant force in gaming. Under Brian’s leadership, the studio navigated the ever-changing landscape of the industry, crafting narratives that have resonated with players worldwide, from dark, fantastical realms to expansive galaxies.

The announcement directs fans to a section on the Raven Software website detailing its history and the games it has developed. Following Black Crypt, the studio produced Quake engine titles like Heretic, Hexen: Beyond Heretic, and Hexen II, with the first two featuring Doom designer John Romero as producer. Activision acquired Raven in 1997, and three years later, the studio launched Soldier of Fortune, a gritty action game that later made its way to PS2 and Dreamcast.

For much of the 2000s, Raven Software was known for its well-received licensed games, including Star Wars Jedi Knight: Jedi Academy, Jedi Outcast, X-Men Legends I and II, and Marvel: Ultimate Alliance. While some of these titles were standout hits, others served as enjoyable weekend rentals from the local video store. Raven’s last original IP was 2010’s Singularity, a sci-fi horror shooter that featured a time-manipulation mechanic for combat and puzzles. Unfortunately, its troubled development led to a linear campaign that struggled to stand out during a time when such designs were becoming less popular.

Since taking on the role of a support studio for Call of Duty, starting with Black Ops, Raven has transitioned from assisting with DLC to co-developing 2020’s Warzone and Black Ops Cold War. What began as a necessity has largely defined Raven’s identity in the eyes of many gamers. “I think we’ve got a very diverse and very successful portfolio,” Raffel remarked in 2014. “Also, our ability to adapt and not get complacent has been key to our longevity in the industry.”

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