Brian Raffel Steps Down After 36 Years Leading Raven Software Through Gaming's Biggest Franchises

Brian Raffel Steps Down After 36 Years Leading Raven Software Through Gaming's Biggest Franchises

Brian Raffel, who co-founded Raven Software in 1990 and has served as co-studio head throughout the studio's existence, is retiring after more than three decades steering the developer through some of gaming's most recognizable properties.

Raffel built the studio alongside his brother Steve, who departed in 2017. The pair started Raven as a small creative venture that eventually expanded into a powerhouse capable of handling major licensed titles for Star Wars, Marvel, Star Trek, and most recently, Call of Duty.

"In 1990, inspired by a shared love of storytelling, Brian and his brother Steve set out to build something of their own," Raven said in a statement. "What began as a small creative pursuit known as Black Crypt grew into something far, far greater."

From Amiga Bedroom Project to Industry Mainstay

Before Raven became synonymous with premium licensed games, the studio operated as an Amiga-focused developer in Madison, Wisconsin—a city that had no gaming industry presence at the time. The transformation began in the early 1990s when id Software, freshly relocated from Madison to Texas, licensed its technology to Raven for a medieval first-person shooter called Heretic.

Doom designer John Romero recalled the initial connection in vivid detail. "Brian is the one who answered the phone in winter 1991," Romero told IGN. "A classified ad in the local paper looking for programmers caught my eye, and the company name, Raven Software, sounded like a game company, so I called."

That phone call set off a chain reaction. After witnessing Raven's work and artistic quality, Romero arranged for the studio to license id's technology. What started with an experimental engine deal led to Heretic in 1994, followed by the Hexen series and deeper collaborations on games like Quake 4.

"Brian did a great job steering the company through those turbulent early days, transitioning from an Amiga-only studio to a PC studio that made great games," Romero reflected. "It's a rare team that can survive from 1990 to today—36 years! I definitely give credit to Brian for making that happen."

Madison itself benefited from Raven's presence and success. The studio eventually attracted other developers to the region, including a satellite Respawn Entertainment studio and the now-defunct Human Head Studios. The University of Wisconsin-Madison, from which Raffel graduated, developed ties to the local game development community through Raven's mentorship program.

A Catalog of Licensed Franchises

While Raven's early years were defined by id Software collaborations, the studio later became known for executing some of gaming's trickiest assignments: creating quality games based on beloved intellectual properties.

The studio developed Star Wars: Jedi Knight 2 and Jedi Academy, both critically acclaimed. Star Trek Voyager: Elite Force proved a standout licensed shooter in 2000. Raven tackled Marvel properties with X-Men Legends and its sequel Marvel: Ultimate Alliance, as well as X-Men Legends: Wolverine.

Other notable credits included Soldier of Fortune and its sequel, violence-heavy shooters that pioneered limb-targeting mechanics, and a 2009 reboot of Wolfenstein.

For the past 12 years, Raven has focused primarily on Call of Duty, designing Warzone and developing campaigns for Black Ops: Cold War, Black Ops 6, and Black Ops 7. This extended partnership with Activision solidified the studio's place as a major pillar of one of gaming's largest franchises.

David Pellas, who has served as co-studio head alongside Raffel for nearly 12 years, will now lead Raven Software as its sole studio head. The studio currently employs over 300 developers.

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