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{{short description|French video game developer}} {{Use British English|date=November 2018}} {{Use dmy dates|date=September 2021}} {{Infobox company | name = Arkane Studios SASU | logo = [[File:Arkane Studios Logo 2020.svg|frameless|class=skin-invert]] | type = [[Subsidiary]] | industry = [[Video game industry|Video games]] | founded = {{Start date and age|df=yes|1999|10|01}} | founder = [[Raphaël Colantonio]] | hq_location_city = [[Lyon]] | hq_location_country = France | key_people = Dinga Bakaba ([[studio director]] and co-[[creative director]]) <br /> Sébastien Mitton (co-creative director and [[art director]]) | products = {{Unbulleted list|''[[Arx Fatalis]]''|''[[Dark Messiah of Might and Magic]]''|''[[Dishonored (series)|Dishonored]]''|''[[Prey (2017 video game)|Prey]]''|''[[Deathloop]]''|''[[Redfall]]''}} | divisions = | num_employees = 150<ref name="auto"/> | num_employees_year = 2020 | parent = [[ZeniMax Media]] (2010–present) | website = {{URL|https://www.arkane-studios.com/|arkane-studios.com}} }} '''Arkane Studios SASU''' is a French [[video game developer]] based in [[Lyon]]. It was founded in 1999, and released its first game, ''[[Arx Fatalis]]'', in 2002. The studio has created the popular [[Dishonored (series)|''Dishonored'' series]] as well as developing [[Prey (2017 video game)|''Prey'']] (2017), ''[[Deathloop]]'' (2021) and ''[[Redfall]]'' (2023). ''[[Blade (upcoming video game)|Marvel's Blade]]'' is under development. Besides '''Arkane Lyon''', Arkane Studios also operated '''Arkane Studios LLC'''<ref name=":0">{{cite web|url=https://www.zenimax.com/pt/legal/legal-information|title=Legal information about Microsoft's Xbox Game Studios subsidiaries under ZeniMax Media Inc.|website=ZeniMax Media|access-date=November 21, 2021|archive-date=21 November 2021|archive-url=https://web.archive.org/web/20211121221035/https://www.zenimax.com/pt/legal/legal-information|url-status=live}}</ref> ([[trade name|traded as]] '''Arkane Austin''') in [[Austin, Texas]], from July 2006 until its closure in May 2024.<ref name=":1">{{cite web|title=Arkane Studios Opens Austin Office |url=http://www.igda.org/austin/archives/2006/07/arkane_studios.html |work=Austin Chapter |publisher=[[International Game Developers Association]] |date=7 July 2006 |access-date=5 September 2009 |url-status=dead |archive-url=https://web.archive.org/web/20080323114508/http://www.igda.org/austin/archives/2006/07/arkane_studios.html |archive-date=23 March 2008}}</ref> ==History== ===Founding=== [[Raphaël Colantonio]] had been part of the French offices of [[Electronic Arts]] (EA) during the 1990s, as part of the quality assurance and localisation 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 (console)|PlayStation]], the company had shown more interest in sports titles and eschewing non-sports titles from companies like Origin. Colantonio left the company, and after a brief time at [[Infogrames]], was able to co-found Arkane with financial help from his uncle, with their first goal to make a second sequel to ''[[Ultima Underworld: The Stygian Abyss]]''.<ref name="polygon history">{{cite web | url = http://www.polygon.com/2012/9/28/3425300/the-mirror-men-of-arkane | title = The Mirror Men of Arkane | first = Russ | last = Pitts | date = 27 June 2012 | access-date = 17 April 2017 | work = [[Polygon (website)|Polygon]] | archive-date = 28 October 2012 | archive-url = https://web.archive.org/web/20121028065741/http://www.polygon.com/2012/9/28/3425300/the-mirror-men-of-arkane | url-status = live }}</ref> Colantonio was among the eleven founders, of whom six were developers, when the company was established on 1 October 1999 in [[Lyon]], France, with an investment of 1,150,000 [[French franc]]s ({{Inflation|FR|175316.37|1999|fmt=eq|cursign=€|r=-3}}).<ref>{{cite web |url=http://rpgvault.ign.com/features/interviews/arx.shtml |title=Arx Interview |author=Jonric |date=22 September 2000 |website=[[IGN]] |archive-url=https://web.archive.org/web/20001202194500/http://rpgvault.ign.com/features/interviews/arx.shtml |archive-date=2 December 2000 |url-status=dead }}</ref><ref>{{cite web |url=http://www.arkane-studios.com/corporate.html |title=Corporate |website=Arkane Studios |archive-url=https://web.archive.org/web/20000831044241/http://www.arkane-studios.com/corporate.html |archive-date=31 August 2000 |url-status=dead }}</ref> ===2000s=== 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 game in the spirit of ''Ultima Underworld'', ''[[Arx Fatalis]]''.<ref name="polygon history"/> Colantonio had difficulty in getting a publisher; with finances nearly exhausted, they had signed one small publisher who had gone bankrupt within the month, but later secured [[JoWooD Productions]] for publication, eventually releasing in 2002. While the game was well received, it was considered a commercial failure.<ref name="polygon history"/> [[File:Arkane-studios.svg|250px|thumb|right|''Arkane Studios'' logo (2006–2020)]] ''Arx Fatalis''{{'s}} critical praise gave Arkane the opportunity for them to work with [[Valve Corporation|Valve]] 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"/> Over the next several years, most of the development work was done out of the Lyon studio where production costs were cheaper due to beneficial economic conditions, while the Austin studio was used for establishing relationships with other studios as to generate work-for-hire projects to augment Arkane's own projects.<ref>{{cite video | url = https://www.youtube.com/watch?v=h4kdqwdbZZ8 | title = The Untold History of Arkane: Dishonored / Prey / Ravenholm / LMNO / The Crossing | publisher = [[Noclip]] | date= 26 May 2020 | access-date = 26 May 2020 | via = [[YouTube]] | time = 44:00 }}</ref> Between 2006 and 2007, the company was working in conjunction with [[Valve Corporation|Valve]] to develop a spinoff game in the [[Half-Life (series)|''Half-Life'' series]] called ''[[Unreleased Half-Life games#Ravenholm|Ravenholm]]'', expanding on work that [[Warren Spector]]'s [[Junction Point Studios]] had done previously.<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 |access-date=17 January 2012 |url-status=dead |archive-url=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/ |archive-date=16 January 2012 }}</ref> While Arkane and Valve had worked together to produce about nine to ten levels for a playable alpha build, the project was cancelled, believed to be due to lateness and cost of the project to date.<ref name="noclip arkane doc">{{cite video | url = https://www.youtube.com/watch?v=h4kdqwdbZZ8 | title = The Untold History of Arkane: Dishonored / Prey / Ravenholm / LMNO / The Crossing | publisher = [[Noclip]] | date= 26 May 2020 | access-date = 26 May 2020 | via = [[YouTube]] | time = 33:00 }}</ref><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|access-date=17 January 2012|archive-date=7 January 2015|archive-url=https://web.archive.org/web/20150107225650/http://lambdageneration.com/news/other/marc-laidlaw-on-the-cancelled-half-life-spin-offs-return-to-ravenholm-and-episode-four|url-status=live}}</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.<ref>{{cite web | url = https://www.polygon.com/features/2018/1/30/16937210/the-crossing-arkane-cancelled-game | title = The story of The Crossing, Arkane's lost game | first = Blake | last = Hester | date = 30 January 2018 | access-date = 30 January 2018 | work = [[Polygon (website)|Polygon]] | archive-date = 30 January 2018 | archive-url = https://web.archive.org/web/20180130200324/https://www.polygon.com/features/2018/1/30/16937210/the-crossing-arkane-cancelled-game | url-status = live }}</ref> 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.arkane-studios.fr/uk/call.php|archiveurl=https://web.archive.org/web/20090715231653/http://www.arkane-studios.fr/uk/call.php|title=Call of Duty: World at War|website=arkane-studios.com|archivedate=July 15, 2009|accessdate=December 20, 2022}}</ref><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|access-date=1 October 2015|archive-date=29 September 2015|archive-url=https://web.archive.org/web/20150929011247/http://www.vg247.com/2009/07/10/arkane-named-as-fourth-bioshock-2-developer/|url-status=live}}</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|access-date=5 September 2009|archive-date=19 September 2009|archive-url=https://web.archive.org/web/20090919072416/http://www.gamespot.com/news/6213219.html|url-status=live}}</ref> 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 recognised 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 would tie into the basis of ''[[Dishonored]]'', and worked out how they would share responsibilities at the studio. Smith formally came on board Arkane in 2008.<ref name="polygon history"/> ===2010s=== Entering into 2010 with no game of their own, and their contract work having started to run down, the studio was preparing to let go of its staff to conserve costs. They were approached by [[Bethesda Softworks]], who had an idea of a stealth-based game set in [[feudal Japan]] which they wanted to name ''Dishonored'', and felt Arkane's talents were ideal for the job and wanted to contract them for the title.<ref name="auto">{{cite video | url = https://www.youtube.com/watch?v=h4kdqwdbZZ8 | title = The Untold History of Arkane: Dishonored / Prey / Ravenholm / LMNO / The Crossing | publisher = [[Noclip]] | date= 26 May 2020 | access-date = 26 May 2020 | via = [[YouTube]] | time = 51:00 }}</ref> 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.<ref name="polygon history"/> Vaughn told Arkane that they were interested in publishing a first-person immersive game, and Arkane was the only option they had. Colantonio recognised Bethesda was the best fit for Arkane, considering the similarities between ''Arx Fatalis'' and ''The Elder Scrolls'' games.<ref name="polygon history"/> Arkane worked under contract for a few months but soon were fully acquired by [[ZeniMax Media]], Bethesda's parent, by August 2010, as part of ZeniMax's larger growth after recently acquiring [[id Software]].<ref>{{cite web|url=http://www.shacknews.com/onearticle.x/65102|title=Zenimax Acquires Arkane Studios|first=Jeff|last=Matas|date=12 August 2010|work=[[Shacknews]]|publisher=[[GameFly|GameFly Media]]|access-date=13 August 2010| archive-url= https://web.archive.org/web/20100816095335/http://www.shacknews.com/onearticle.x/65102| archive-date= 16 August 2010 | url-status= live}}</ref> With financial backing and a parent company that appreciated good game design, Arkane had the time and creative freedom to revamp Bethesda's original concept for ''Dishonored'' based on the pitch that Colantonio and Smith had earlier developed, and moved the setting from Japan to one inspired by London while retaining the ''Dishonored'' name and stealth aspects.<ref name="auto"/> ''Dishonored'' was released in 2012. Smith moved to France to lead the Lyon studio in the sequel ''[[Dishonored 2]]'' which was released in November 2016,<ref>{{cite web|url=https://www.gameinformer.com/b/features/archive/2012/12/19/why-dishonored-is-one-of-the-best-games-of-2012.aspx|title=Why Dishonored Is One Of The Best Games Of 2012|first=Ben|last=Henson|date=19 December 2015|access-date=6 June 2015|work=[[Game Informer]]|archive-date=27 March 2015|archive-url=https://web.archive.org/web/20150327061157/http://www.gameinformer.com/b/features/archive/2012/12/19/why-dishonored-is-one-of-the-best-games-of-2012.aspx|url-status=live}}</ref> while Colantonio stayed at the Austin studio to lead the development of ''[[Prey (2017 video game)|Prey]]'', a [[spiritual sequel]] of both ''[[System Shock]]'' and ''Arx Fatalis'', that was released in 2017. ''Prey'' shared its name only with the intellectual property that ZeniMax had acquired from [[Human Head Studios]] and their 2006 ''[[Prey (2006 video game)|Prey]]'' and cancelled ''[[Prey 2]]'' games.<ref name="pcgamesn bare">{{Cite web | url = https://www.pcgamesn.com/prey/prey-builds-characters-turret-lord | title = Prey's origins in Arx Fatalis and the legend of the Turret Lord with lead designer Ricardo Bare | first = Ben | last = Barrett | date = 17 March 2017 | access-date = 17 March 2017 | work = [[PCGamesN]] | archive-date = 16 August 2017 | archive-url = https://web.archive.org/web/20170816232840/https://www.pcgamesn.com/prey/prey-builds-characters-turret-lord | url-status = live }}</ref><ref>{{cite web|url=http://www.usgamer.net/articles/calling-bethesdas-prey-a-metroidvania-is-a-tiny-bit-misleading/|website=USgamer|title=Calling Bethesda's Prey a Metroidvania is a Tiny Bit Misleading|first=Kat|last=Bailey|date=13 April 2017|access-date=29 May 2020|archive-date=14 April 2017|archive-url=https://web.archive.org/web/20170414225146/http://www.usgamer.net/articles/calling-bethesdas-prey-a-metroidvania-is-a-tiny-bit-misleading/|url-status=dead}}</ref> 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."<ref name="rps june2017"/> Smith took over management of the Austin studio, while Colantonio stayed with the Lyon studio to help transition it to new management.<ref name="rps june2017">{{cite web | url = https://www.rockpapershotgun.com/2017/06/27/preys-creative-director-and-founder-of-arkane-studios-raphael-colantonio-steps-down/ | title = Prey's creative director and founder of Arkane Studios, Raphael Colantonio, steps down | first = Brendan | last = Caldwell | date = 27 June 2017 | access-date = 27 June 2017 | work = [[Rock Paper Shotgun]] | archive-date = 28 June 2017 | archive-url = https://web.archive.org/web/20170628005757/https://www.rockpapershotgun.com/2017/06/27/preys-creative-director-and-founder-of-arkane-studios-raphael-colantonio-steps-down/ | url-status = live }}</ref> Arkane assisted other ZeniMax studios as they finished off support for ''Dishonored 2'' and ''Prey''; these included supporting [[Bethesda Game Studios]] for ''[[Fallout 76]]'',<ref name="Noclip">{{cite web |publisher=[[Noclip]] |title=The Making of Fallout 76 – Noclip Documentary |url=https://www.youtube.com/watch?v=gi8PTAJ2Hjs |website=[[YouTube]] |access-date=17 June 2018 |date=12 June 2018 |archive-url=https://web.archive.org/web/20180617050330/https://www.youtube.com/watch?v=gi8PTAJ2Hjs |archive-date=17 June 2018 |url-status=live}}</ref> and [[MachineGames]] in level design for ''[[Wolfenstein: Youngblood]]'' and ''[[Wolfenstein: Cyberpilot]]''.<ref>{{cite web | url = https://www.eurogamer.net/articles/2019-06-11-wolfenstein-gets-messy-in-paris-and-we-dont-mean-the-nazi-brains-everywhere | title = Wolfenstein: Youngblood: "When it comes to level design, Arkane has shown us the way" | first = Sam | last = Greer | date = 11 June 2019 | access-date = 27 May 2020 | work = [[Eurogamer]] | archive-date = 11 June 2019 | archive-url = https://web.archive.org/web/20190611170123/https://www.eurogamer.net/articles/2019-06-11-wolfenstein-gets-messy-in-paris-and-we-dont-mean-the-nazi-brains-everywhere | url-status = live }}</ref> During Bethesda's [[E3 2019]] press conference, Arkane Lyon unveiled its next game, ''[[Deathloop]]'', a science-fiction based first-person shooter with the player-character stuck in a time loop.<ref>{{cite web |url=https://www.gamesradar.com/deathloop-game-guide/ |title=Deathloop: Everything we know so far about Arkane Lyon's new game |first=Heather |last=Wald |date=13 June 2019 |website=[[GamesRadar]] |access-date=14 June 2019 |archive-date=13 June 2019 |archive-url=https://web.archive.org/web/20190613155243/https://www.gamesradar.com/deathloop-game-guide/ |url-status=live }}</ref> ===2020s=== ZeniMax Media was acquired by [[Microsoft]] for {{USD|7.5 billion}} in March 2021, consolidating Arkane Studios within [[Xbox Game Studios]] alongside other development teams under Bethesda Softworks. As part of the arrangement for acquiring ZeniMax, Microsoft honored existing contractual agreements the publisher had made with other [[platform holders]], including ''Deathloop''<nowiki/>'s launch as a timed console exclusive for [[PlayStation 5]], which released that September.<ref>{{cite web |url=https://www.bloomberg.com/news/articles/2020-09-21/microsoft-to-buy-bethesda-studios-for-7-5-billion-to-boost-xbox |title=Microsoft to Buy Bethesda for $7.5 Billion to Boost Xbox |first1=Dina |last1=Bass |first2=Jason |last2=Schreier |date=21 September 2020 |access-date=21 September 2020 |work=[[Bloomberg News]] |archive-date=3 May 2021 |archive-url=https://web.archive.org/web/20210503195044/https://www.bloomberg.com/news/articles/2020-09-21/microsoft-to-buy-bethesda-studios-for-7-5-billion-to-boost-xbox |url-status=live }}</ref><ref>{{cite web |url=https://www.videogameschronicle.com/news/microsoft-confirms-its-bethesda-acquisition-is-complete-and-some-games-will-be-exclusive/ |title=Microsoft confirms its Bethesda acquisition is complete and 'some games' will be exclusive |first=Andy |last=Robinson |date=9 March 2021 |access-date=9 March 2021 |work=[[Video Games Chronicle]] |archive-date=9 March 2021 |archive-url=https://web.archive.org/web/20210309164348/https://www.videogameschronicle.com/news/microsoft-confirms-its-bethesda-acquisition-is-complete-and-some-games-will-be-exclusive/ |url-status=live }}</ref> Following the release of ''Deathloop'', Romuald Capron, head of Arkane Lyon for seventeen years, announced in October 2021 he was stepping down and with Dinga Bakaba, Sébastien Mitton, Hugues Tardif and Morgan Barbe left in charge of managing the studio. Capron stated that he felt "the need to try something new" and "my goal is to keep on helping video game companies, and others, to make their creative vision become a reality, since that’s what I love to do".<ref>{{cite web |last=Ivan |first=Tom |date=October 6, 2021 |title=The head of Arkane Lyon has left after almost 17 years at the Deathloop studio |url=https://www.videogameschronicle.com/news/the-head-of-arkane-lyon-has-left-after-almost-17-years-at-the-deathloop-studio/ |url-status=live |archive-url=https://web.archive.org/web/20211006212834/https://www.videogameschronicle.com/news/the-head-of-arkane-lyon-has-left-after-almost-17-years-at-the-deathloop-studio/ |archive-date=6 October 2021 |accessdate=October 6, 2021 |work=[[Video Games Chronicle]]}}</ref> Bakaba was named as the studio head for Arkane Lyon in November 2021.<ref>{{cite web |last=Ivan |first=Tom |date=November 8, 2021 |title=Deathloop’s director has been appointed as the new head of Arkane Lyon |url=https://www.videogameschronicle.com/news/deathloops-director-has-been-appointed-as-the-new-head-of-arkane-lyon/ |url-status=live |archive-url=https://web.archive.org/web/20211108232458/https://www.videogameschronicle.com/news/deathloops-director-has-been-appointed-as-the-new-head-of-arkane-lyon/ |archive-date=8 November 2021 |accessdate=November 8, 2021 |work=[[Video Games Chronicle]]}}</ref> In May 2023, Arkane Austin released the [[Cooperative video game|co-op]] [[first-person shooter]] title ''[[Redfall]]''.<ref>{{cite web |last1=Moosa |first1=Tauriq |date=9 May 2023 |title=Redfall is a blood-sucking shooter with soul-crushing problems |url=https://www.theverge.com/23715862/redfall-review-xbox-pc |url-status=live |archive-url=https://web.archive.org/web/20230602020406/https://www.theverge.com/23715862/redfall-review-xbox-pc |archive-date=2 June 2023 |access-date=1 June 2023 |website=[[The Verge]] |publisher=[[Vox Media]]}}</ref> Approximately 70% of the Austin team who had worked on ''Prey'' would be gone by the time ''Redfall'''s development was complete.<ref name="bloomberg2023">{{cite web |last1=Schreier |first1=Jason |date=1 June 2023 |title=Inside the Making of Redfall, Xbox’s Latest Misfire |url=https://www.bloomberg.com/news/articles/2023-06-01/arcane-s-redfall-misfire-for-xbox-panned-after-7-5-billion-microsoft-deal |url-status=live |archive-url=https://web.archive.org/web/20230601131233/https://www.bloomberg.com/news/articles/2023-06-01/arcane-s-redfall-misfire-for-xbox-panned-after-7-5-billion-microsoft-deal |archive-date=1 June 2023 |access-date=1 June 2023 |website=[[Bloomberg News]] |publisher=[[Bloomberg L.P.]]}}</ref> At [[The Game Awards 2023]], Arkane Lyon announced ''[[Marvel's Blade]]'' in collaboration with [[Marvel Games]] and Bethesda Softworks, based on the [[Marvel Comics]] character [[Blade (character)|of the same name]]. It will be a third-person [[Action-adventure game|action-adventure]] game, representing a departure from the [[First-person (video games)|first-person perspective]]-driven action titles previously developed by Arkane.<ref name=":0" /><ref name=":1" /> Microsoft closed several internal studios within ZeniMax, including Arkane Austin, on May 7, 2024, ending further development of ''Redfall''. The closure reportedly came as a surprise to developers, who were notified by Matt Booty in an email memo.<ref>{{Cite news |last=Jennifer |first=Maas |title=Xbox Shutters Three Bethesda Studios, Including ‘Hi-Fi Rush’ Maker Tango Gameworks |url=https://variety.com/2024/digital/news/xbox-closes-four-bethesda-studios-tango-gameworks-1235994961/ |access-date=June 20, 2024 |work=Variety}}</ref> Before the closure, developers at Arkane Austin were continuing to work on the delayed 'Hero Pass' content for ''Redfall'', which was due for release on Halloween 2024.<ref>{{Cite web |last=Yin-Poole |first=Wesley |date=2024-05-07 |title=Microsoft Closes Redfall Developer Arkane Austin, Hi-Fi Rush Developer Tango Gameworks, and More in Devastating Cuts at Bethesda |url=https://www.ign.com/articles/microsoft-closes-redfall-developer-arkane-austin-hifi-rush-developer-tango-gameworks-and-more-in-devastating-cuts-at-bethesda |access-date=2024-05-07 |website=IGN |language=en}}</ref><ref>{{cite web |title=Redfall's devs were reportedly building out its massively delayed Hero Pass content 'very recently'—before Microsoft closed Arkane Austin for good |url=https://www.pcgamer.com/games/fps/redfalls-devs-were-reportedly-building-out-its-massively-delayed-hero-pass-content-very-recentlybefore-microsoft-closed-arkane-austin-for-good/ |website=PCGamer |access-date=8 May 2024}}</ref> The closure of the studio resulted in 96 job losses.<ref>{{cite web|url=https://eu.statesman.com/story/business/2024/05/09/arkane-austin-layoffs-microsoft-studios-tango-gameworks-alpha-dog-games/73626442007/|archiveurl=https://web.archive.org/web/20240509154043/https://eu.statesman.com/story/business/2024/05/09/arkane-austin-layoffs-microsoft-studios-tango-gameworks-alpha-dog-games/73626442007/|title=Microsoft closes Austin-based Arkane Studios; 96 laid off amid wave of tech downsizing|newspaper=[[Austin American-Statesman]]|archivedate=May 9, 2024|date=May 9, 2024|accessdate=May 13, 2024}}</ref> == Games developed == {| class="wikitable sortable plainrowheaders" ! scope="col" | Year ! scope="col" | Title ! scope="col" | Platform(s) ! scope="col" | Publisher(s) ! scope="col" class="unsortable" | Notes |- ! scope="row" | 2002 | ''[[Arx Fatalis]]'' | [[Windows]], [[Xbox (console)|Xbox]] | [[JoWooD Productions]] | |- ! scope="row" | 2006 | ''[[Dark Messiah of Might and Magic]]'' | Windows, [[Xbox 360]] | [[Ubisoft]] | |- ! scope="row" | 2009 | ''[[KarmaStar]]'' | [[iOS]] | [[Majesco Entertainment]] | |- ! scope="row" | 2012 | ''[[Dishonored]]'' | [[PlayStation 3]], [[PlayStation 4]], Windows, Xbox 360, [[Xbox One]] | rowspan="9" | [[Bethesda Softworks]] | |- ! scope="row" | 2016 | ''[[Dishonored 2]]'' | rowspan="3" | PlayStation 4, Windows, Xbox One | First title to be developed separately by Arkane Lyon |- ! scope="row" rowspan="2" | 2017 | ''[[Prey (2017 video game)|Prey]]'' | Developed by Arkane Austin |- | ''[[Dishonored: Death of the Outsider]]'' | Developed by Arkane Lyon |- ! scope="row" rowspan="2" | 2019 | ''[[Wolfenstein: Youngblood]]'' | [[Nintendo Switch]], PlayStation 4, Windows, Xbox One | rowspan="2" | Co-developed by Arkane Lyon with [[MachineGames]] |- | ''[[Wolfenstein: Cyberpilot]]'' | PlayStation 4, Windows |- ! scope="row" | 2021 | ''[[Deathloop]]'' | [[PlayStation 5]], Windows, [[Xbox Series X/S]] | Developed by Arkane Lyon |- ! scope="row" | 2023 | ''[[Redfall]]'' | Windows, Xbox Series X/S | Developed by Arkane Austin and [[Roundhouse Studios]];<ref>{{cite web|url=https://www.pcgamesn.com/redfall/prey-new-game|title=Redfall game and Prey 2006 devs have an unannounced project|first=Chris|last=J. Capel|work=[[PCGamesN]]|date=October 10, 2022|accessdate=May 25, 2023|archive-date=8 May 2023|archive-url=https://web.archive.org/web/20230508013135/https://www.pcgamesn.com/redfall/prey-new-game|url-status=live}}</ref> final game developed by Arkane Austin. |- ! scope="row" | {{DTBA}} | ''[[Blade (upcoming video game)|Marvel's Blade]]'' | TBA | Developed in collaboration with [[Marvel Games]] |} {{anchor|Void Engine}} In addition to developing with third-party game engines, such as using [[Unreal Engine 3|Unreal 3]] for the first ''[[Dishonored]]'' and [[CryEngine]] for ''[[Prey (2017 video game)|Prey]]'', the studio has also developed their own Void Engine based on a heavily modified version of the [[id Tech 5]] Engine. The Void Engine has powered ''Dishonored 2'' and ''Deathloop''.<ref>{{cite web |title=Void engine allows Arkane to push the boundaries in every corner |url=http://www.gameplanet.co.nz/pc/features/g57bd06ce9b1e3/Art-director-Sebastien-Mitton-on-Dishonored-2s-supernatural-systems/ |website=Gameplanet |access-date=20 August 2022 |quote=It is based on the Id Tech 5 engine, but we kept like 20 percent of the engine and we did the AI stuff. |archive-date=26 September 2016 |archive-url=https://archive.today/20160926083634/http://www.gameplanet.co.nz/pc/features/g57bd06ce9b1e3/Art-director-Sebastien-Mitton-on-Dishonored-2s-supernatural-systems/ |url-status=live }}</ref> According to ''Dishonored 2''{{'}}s art director Sébastien Mitton, Void uses about 20% of id Tech 5, the rest rewritten to have larger and denser maps.<ref>{{cite web | url = https://www.vg247.com/prey-arkane-knows-youre-worried-about-the-pc-version-and-it-wants-to-assure-you-it-wont-repeat-dishonored-2s-mistakes | title = Prey: Arkane knows you're worried about the PC version, and it wants to assure you it won't repeat Dishonored 2's mistakes | first = Sherif | last = Saed | date = 2 May 2017 | accessdate = 23 September 2021 | work = [[VG247]] | archive-date = 14 November 2022 | archive-url = https://web.archive.org/web/20221114140939/https://www.vg247.com/prey-arkane-knows-youre-worried-about-the-pc-version-and-it-wants-to-assure-you-it-wont-repeat-dishonored-2s-mistakes | url-status = live }}</ref><ref>{{cite web | url = https://www.eurogamer.net/articles/digitalfoundry-2017-the-evil-within-2-shines-on-ps4-but-xbox-one-and-pc-fall-short | title = The Evil Within 2 shines on PS4 - but Xbox One and PC fall short | first = John | last = Linneman | date = 17 October 2017 | accessdate = 23 September 2021 | work = [[VG247]] | archive-date = 17 December 2019 | archive-url = https://web.archive.org/web/20191217170419/https://www.eurogamer.net/articles/digitalfoundry-2017-the-evil-within-2-shines-on-ps4-but-xbox-one-and-pc-fall-short | url-status = live }}</ref><ref>{{cite web | url = https://www.gamereactor.eu/void-engine-allows-arkane-to-push-the-boundaries-in-every-corner/ | title = Void engine allows Arkane to "push the boundaries in every corner" | first = Bengt | last = Lemne | date = 19 July 2016 | accessdate = 23 September 2021 | work = [[Gamereactor]] | archive-date = 17 December 2019 | archive-url = https://web.archive.org/web/20191217180030/https://www.gamereactor.eu/void-engine-allows-arkane-to-push-the-boundaries-in-every-corner/ | url-status = live }}</ref> ===Cancelled games=== {| class="wikitable sortable plainrowheaders" ! scope="col" | Year ! scope="col" | Title ! scope="col" | Platform(s) ! scope="col" | Publisher(s) |- ! scope="row" | 2007 | ''[[Return to Ravenholm]]'' | {{N/A}} | [[Valve Corporation|Valve]] |- ! scope="row" | 2009 | ''[[The Crossing (video game)|The Crossing]]'' | [[Windows]], [[Xbox 360]] | {{N/A}} |- ! scope="row" | 2010 | ''[[LMNO]]'' | Windows | [[Electronic Arts]] |} == References == {{Reflist}} == External links == * {{Official website|https://www.arkane-studios.com/}} {{portal bar|Companies|France|Video games}} {{Arkane Studios}} {{ZeniMax Media}} {{Dishonored series}} [[Category:2010 mergers and acquisitions]] [[Category:Companies based in Lyon]] [[Category:French companies established in 1999]] [[Category:Video game companies established in 1999]] [[Category:Video game companies of France]] [[Category:Video game development companies]] [[Category:ZeniMax Media]]
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