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Respawn opens third studio to keep Apex Legends going for '10 to 15 years'

8BiTw0LF

Banned

Respawn opens third studio to keep Apex Legends going for '10 to 15 years'​

Call of Duty veteran Ryan Burnett to lead new studio in Madison, Wisconsin

apex-legends-season-16.jpg


The ongoing popularity of Apex Legends has caused Respawn to open its third studio, the company has announced.

Originally founded by former Call of Duty developers and debuting with military sci-fi shooter Titanfall in 2014, later working on the Star Wars Jedi series, Respawn is best known for Apex Legends, a battle royale that began life as a spin-off of Titanfall.

While the studio continues to gain attention with its upcoming Star Wars game – Jedi Survivor – it's Apex Legends that's driving the growth, and it’s that game that has prompted the firm’s new branch in Madison, Wisconsin.

While the latest studio may contribute to other Respawn products in future, the initial focus will be to support Apex Legends.

"Producing content on the scale and pace Apex requires is no easy feat," says Greg Wilson, Respawn vice president and general manager of the Apex franchise. "So we are always working to bring in more talent, more experience, more ideas, more capabilities.."


Ryan Burnett, Respawn Wisconsin

To lead the new team, Respawn has hired Ryan Burnett as studio director for Wisconsin. Prior to his previous position at Epic Games as director of engine production, Burnett spent 14 years at Call of Duty studio Raven Software – just one of the major studios based in the area.

"Wisconsin is quickly becoming a central development hub here," he says. "I've been here a long time working on FPS games, so we think there's a really good hotbed of talent here we can pull from."

He continues: "When I look at the Apex franchise, I think it's one of the best out there. The gameplay, the movement and the gunplay are nothing like anything else out there. We’re best in class when you look at other battle royale competitors in terms of movement and gameplay. The other thing we do really well is there's a deep story, lore and history with all the Legends we have.

"When I was looking at this, I saw nothing but opportunity and growth and that excited me. And given my past experience, I felt I could come in and build a team that has a strong impact on this franchise and really helps it grow in the future."

The official announcement describes Respawn Wisconsin as being dedicated to the live services development of Apex Legends, but Burnett is quick to stress that his branch is not some remote live ops department – it's an expansion of the core Apex development team, working hand-in-hand with the studios in Los Angeles and Vancouver. He also says it's essential to helping the company maintain its cadence of a new Apex Legends season every 90 days.

The game's director Steven Ferreira adds: "Building the live service of Apex is a constant cycle of trying new things and experimenting, and that's what Wisconsin is going to give us – that capacity to do more of that, pushing into new area like Legend classes and trying to do things we haven't done before.

"There's two kinds of key pieces there: one is obviously the capacity part of it and helping us to build up our team structure to do that, but the other is new perspectives and ideas. Folks with different experiences and different backgrounds are something we're always looking at."

Wilson adds that this growth for the studio has precedence, pointing to the opening of its second studio in 2019.

"When the mostly Los Angeles-based team that launched Apex needed to grow, we looked to Vancouver," he explains. "And we didn't just hire some people in Vancouver, we built a studio presence and that's been wildly successful for us. That was such an important growth vector for the franchise, so we're chasing that success again now in Wisconsin."

"We believe in Apex as a franchise that's going to be around for 10, 15 years or more and we're excited to make that happen"
Steven Ferreira, Respawn
Ferreira reflects on the run-up to opening the Vancouver studio; back then, the company's structure was originally envisaged in a more traditional way, with separate teams in different locations, working towards similar goals but operating independently. In the wake of opening Respawn Vancouver – and aided by the work-from-home measures necessitated by the COVID-19 pandemic – Respawn found it was able to operate the geographically disparate teams as one.

In fact, Ferreira notes that more seasons of Apex Legends have been developed and released remotely than by teams primarily operating out of Respawn's physical locations.

"It was a natural progression and very quickly happened," he says. "The teams came together as one and we found we were much more efficient and the quality of our output increased. That's one of the things we're looking at with Wisconsin; even though it's a separate location, it's an extension of the Apex Legends team. They’re not working on a different version of the game, we're all working towards the same goals with the same vision."

Burnett adds: "Steve and I talk on a daily basis multiple times a day. It's really a case of the best ideas coming from anywhere and when you bring together the best talent, they can come up with those ideas and work together on them. It’s really important that there's a lot of collaboration and communication here, and those are skillsets that we've learned."

The opening of a third studio follows some less optimistic headlines regarding Apex Legends from earlier this year; firstly, that the mobile edition of the battle royale will be shutting down, and secondly, that Respawn parent Electronic Arts had laid off 200 QA contractors dedicated to the game.

When asked about the impact of those layoffs, which were at EA's separate Baton Rouge department, and its relation to the Wisconsin opening, an EA spokesperson did not fully address the situation. Instead, they simply stated that the company is focused on “how we can scale development across all of the Apex Legends teams to serve our global player base.”


New characters can take over a year to design and develop, but Respawn is keen to dedicate that time to ensure no new entry is rushed
Meanwhile, Wilson more directly answered our query about the fate of the mobile version.

"We're incredibly proud of the game we made," he says. "My view is that it was an outstanding mobile game, and one of the best mobile shooters ever made.

“There are so many plates that have to spin to keep a live service game running, and running well, as well as continuing to feed great content to players. The pace of consumption is so fast, and the bar for success is so high, that we weren't able to keep that one going at the level of quality that we expect, that our players deserve. So that one got wrapped up.

"We're in a very different position with our core battle royale game on PC and consoles. Adding resource helps us continue to feed that beast, to keep players engaged, to keep evolving and improving the game, and we're on a very good path on that one."

Daniel Suarez, senior vice president of operations at Respawn, also clarifies that while new content is added to the game every 90 days, the development times can vary greatly. Some additions take 180 days, 360 days or even longer, he says.

"This allows us to take long-lead bets," he says. "We have more resources to actually go, 'Okay, let's experiment on these areas' and really identify what sort of bets we want to make to create the best content possible."


Daniel Suarez, Respawn Entertainment

Comments about taking the time to develop new content bring to mind the words of Respawn co-founder and CEO Vince Zampella. When Apex Legends first blasted onto the scene, he said the studio would prioritise quality of life for its team over producing more content more quickly. Apex Legends has long since settled into its 90-day rhythm, and Ferreira says concerns about avoiding crunch remain as high a priority as ever.

"There are some things we work on that take more than two years to get from beginning to end in the game," he says. "For example, a Legend takes us about a year to a year and a half to get into the game. So we're working on things well in advance.

"Team health is absolutely a top priority for us because we're in this for the long haul. We believe in Apex as a franchise that's going to be around for 10, 15 years or more and we're excited to make that happen. In order to do that, we can't just put everything all upfront, burn ourselves out and not be ready to do that in the long haul."

He points to the current sixteenth season of Apex Legends, which contains content the studio was "holding onto for a long time," ensuring they were of the right quality and matched the needs expressed by player feedback before adding them in.

"Making sure we ship the right content is much more important than just shipping more content. If we could, I'd be shipping a ton more stuff all the time, but we have realities of what we can get done, and at the end of the day, the 'what' and the 'why' is much more important than ‘how much’."

Wilson adds that Respawn has "developed some secret sauce" over the years that alleviate the pressures of running a live service game, adding: "We're not perfect at it, but we're refining and getting better and better. One of the really important things we can do is make sure we have appropriately sized teams and the right level of talent and ability. That's one of the key reasons we're building [the Wisconsin studio], to keep everybody appropriately paced while also keeping players happy."

And should Apex Legends continue to grow, is it likely we'll see Respawn starting yet another studio? Suarez says if the need arises and an appropriate talent pool is identified, it's certainly a possibility.

"If we find an opportunity, a place where there's really strong, creative talent that we feel is of benefit to the studio, we will look at those and where they might best fit with our long-term goals," he says.

"But right now, the sole focus is on establishing Wisconsin. We spent a good long time on Vancouver, ensuring they were resourced and supported properly. We worked through any challenges and overcame them, and now that that's put the franchise in a great situation, it was time to go, 'Okay, what's our next opportunity?' – and that's where Wisconsin came in."


Steven Ferreira, Respawn Entertainment

As for the future of the game itself, Ferreira says Apex Legends is "at an interesting point." Four years in, the game has matured in many respects but it also means the nature of playing it has changed greatly.

"For example, the game has gotten a lot harder and it's become a lot more difficult for new players to join into the community," Ferreira explains. "But we still have a ton of new players every season, so one of the big pushes that we're looking at is accessibility."

He points to Season 16's new Mixtape mode, which offers a rotating playlist of previous limited-time modes, as well as the game's firing range so new players can become accustomed to the controls and weapons without the fear of imminent death from experienced veterans. The team has also revamped its first-time player experience, added bots and found other ways to ease new people into Apex Legends.

"But at its core, it is a competitive game and we love that," Ferreira continues. "So even though it has become more difficult as a new player to join, building out that competitive ecosystem of where you can really test your skills as an Apex player is something we're going to continue to expand on and unfold.

"Beyond that, I can't share too much here, but finding more ways for players to play Apex the way they want and have more options is another area you're going to see unfold over the coming seasons. We also have some big ideas for Apex as a franchise, I think it's so strong at its core that it has a lot of possibilities for where we can take the experience, but now we're looking so far ahead that I can't share any details."

 

Thick Thighs Save Lives

NeoGAF's Physical Games Advocate Extraordinaire
Seems like the right call considering it's generating like half a billion per year for EA and Apex Legends players can't stop crying for faster content drops.
 
if you hit a GaaS it will become a huge and demanding endeavor; a massive enterprise that will require a shit ton of people working none stop.
 

March Climber

Gold Member
You guys are better off hoping that one of the next generation of game dev studios in the 2030s is inspired to make a new game 'inspired by the classic Titanfall 2'.
 
Apex is your COD competitor ladies and gentlemen, user parity is pushing pretty even and revenue parity coming soon, especially considering the age difference of the franchises.

Great game with what I consider the best regional server support on consoles. I'll be playing it solo and with friends for years to come. Fuck randoms teammates mostly though, rough going and fragment cannot blow up soon enough.

I'll join the call for Titanfall 3, campaign mostly for me there. Apex is a better game for not having Titans, there I said it.

Hopefully the new studio frees up some resources for other titles from Respawn, best FPS multiplayer dev going and Fallen Order was killer.

Edit: shout out to XIM/Cronus cheats, fuck those fake masters and preds. FPS games really need to crack down on free accounts, smurfs and M+KB asshats. Never gonna happen though. Worth mentioning is the skill gap in this game growing to insane levels both personally and teamwork wise. It feels like Halo 2 and 3 all over again with devs that get how to navigate and lead the ever-changing FPS landscape.
 
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DGrayson

Mod Team and Bat Team
Staff Member
Wasnt this popular around the same time as PUBG? I never hear anything about PUBG did it finally die?
 
Wasnt this popular around the same time as PUBG? I never hear anything about PUBG did it finally die?
PUBG was the first BR ever. Fortnite came after, and it was originally a wave-based PVE game. After Fortnite BR was successful, that was when Apex was released. I forgot if it came before or after the first Call of Duty BR. I think it was very shortly after, because I think I remember COD BR adding the ping system afterward.
 

8BiTw0LF

Banned
Wasnt this popular around the same time as PUBG? I never hear anything about PUBG did it finally die?
PUBG is still very much alive on all platforms, but it's rough on consoles. PUBG2 is in development tho' and i get why - 75 million sales for PUBG, so it's in the top 10 of best selling games ever made.
 
PUBG is still very much alive on all platforms, but it's rough on consoles. PUBG2 is in development tho' and i get why - 75 million sales for PUBG, so it's in the top 10 of best selling games ever made.

Yep, super popular on PC still.

It's a slow burn type game to play, which I really enjoy the meta and squad tactics of. The next gen update gave some solid and much needed performance updates for consoles but I just cannot enjoy the game with the console aiming it has, far too twitch based. I get why some love the lack of aim assist/magnetism but for me it just enables those with online latency advantages to really dominate the end game.

PC is a different story but that's not my main gaming time anymore.
 
it absolutely was not.
aside from the ARMA mod "PlayerUnknown's Battle Royale", there was H1Z1 which came out before PUBG (PlayerUnknown's Battlegrounds)
all of these were directed/partially programmed by PlayerUnknown (Brendan Greene) btw.
The first dedicated BR then, perhaps?
 
I think they are greatly overestimating this games longevity like it's Fortnite or Battlegrounds.

We have seen a company think that before, and now it's dwindling.
 
I think they are greatly overestimating this games longevity like it's Fortnite or Battlegrounds.

We have seen a company think that before, and now it's dwindling.

Apex isn't dwindling, people aren't stuck indoors due to a pandemic anymore. Apex Legends released 4 years ago, it's doing bloody well. COD Warzone has a larger drop off rate for a more sustained period while also having similar downward trending due to pandemic etc.

This is just recent steam charts let alone all the other platforms the game is on.

MonthAverage PlayersPeak Players
Last 30 Days170,968.3411,891
December 2022170,882.7411,891
November 2022172,345.5403,157
October 2022172,176.7386,994
September 2022221,826.6497,242
August 2022230,432.9510,286

Here is the Active Player chart, pretty common trends on content/patch drops really.

MonthMonthly Active PlayersMonthly Gain/LossMonthly Gain/ Loss %
Last 30 Days65,521,480+606,993+0.01%
December 202264,914,487-100,0580.00%
November 202265,014,545+1,349,531+0.02%
October 202263,665,014+650,469+0.01%
September 202263,014,545-286,6010.00%
August 202263,301,146+550,697+0.01%
 
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Apex isn't dwindling, people aren't stuck indoors due to a pandemic anymore. Apex Legends released 4 years ago, it's doing bloody well. COD Warzone has a larger drop off rate for a more sustained period while also having similar downward trending due to pandemic etc.

This is just recent steam charts let alone all the other platforms the game is on.

MonthAverage PlayersPeak Players
Last 30 Days170,968.3411,891
December 2022170,882.7411,891
November 2022172,345.5403,157
October 2022172,176.7386,994
September 2022221,826.6497,242
August 2022230,432.9510,286

Here is the Active Player chart, pretty common trends on content/patch drops really.

MonthMonthly Active PlayersMonthly Gain/LossMonthly Gain/ Loss %
Last 30 Days65,521,480+606,993+0.01%
December 202264,914,487-100,0580.00%
November 202265,014,545+1,349,531+0.02%
October 202263,665,014+650,469+0.01%
September 202263,014,545-286,6010.00%
August 202263,301,146+550,697+0.01%


I have zero interest in this game or hero mp shooters at all...but here in japan there is no denying that this is what all anyone plays....this and dead by daylight
 
Apex isn't dwindling, people aren't stuck indoors due to a pandemic anymore. Apex Legends released 4 years ago, it's doing bloody well. COD Warzone has a larger drop off rate for a more sustained period while also having similar downward trending due to pandemic etc.

This is just recent steam charts let alone all the other platforms the game is on.

MonthAverage PlayersPeak Players
Last 30 Days170,968.3411,891
December 2022170,882.7411,891
November 2022172,345.5403,157
October 2022172,176.7386,994
September 2022221,826.6497,242
August 2022230,432.9510,286

Here is the Active Player chart, pretty common trends on content/patch drops really.

MonthMonthly Active PlayersMonthly Gain/LossMonthly Gain/ Loss %
Last 30 Days65,521,480+606,993+0.01%
December 202264,914,487-100,0580.00%
November 202265,014,545+1,349,531+0.02%
October 202263,665,014+650,469+0.01%
September 202263,014,545-286,6010.00%
August 202263,301,146+550,697+0.01%

Why are you using steam charts to indicate general activity for a game on multiple platforms?
 

Jinzo Prime

Gold Member
So, are they still going to be on Source in 2038? Or will they port to Source 2? Unreal 5? In house semi-custom?
 
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ANDS

Banned
Makes sense. RESPAWN is putting in work and I imagine the folks who started on this game are kind of ready to move on. SW and TF show that they clearly know how to make games, AL just showed they can also do live service.

Good news all around if you ask me.

Why are you using steam charts to indicate general activity for a game on multiple platforms?

Do you have any evidence that the success of this game doesn't track across platforms?

. . . absent any evidence to the contrary, using PC charts as a surrogate for all gamers isn't a bad idea (as a starting place).
 
Makes sense. RESPAWN is putting in work and I imagine the folks who started on this game are kind of ready to move on. SW and TF show that they clearly know how to make games, AL just showed they can also do live service.

Good news all around if you ask me.



Do you have any evidence that the success of this game doesn't track across platforms?

. . . absent any evidence to the contrary, using PC charts as a surrogate for all gamers isn't a bad idea (as a starting place).

It never works outside of steam, why would it work now? History shows this is a bad idea to use steam, estimates btw, as a starting point for anything outside of steam.

The team behind it has said many times over the last couple years they were looking for new ways to prevent decline and repeating that goal more than once to relieve concern, which they wouldn't have to do if there wasn't a weak spot people were noticing.
 
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