WE ARE DICE

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DICE is the studio behind the Battlefield™, Star Wars™ Battlefront™, and Mirror’s Edge™ series. Creating unforgettable gaming experiences is what makes us tick – and has been since the beginning.

In 1992, a creative spark prompted four friends in the Amiga demo scene to found Digital Illusions, bringing cult hit Pinball Dreams to the world. Ten years, and one name change later, the land-air-sea warfare of Battlefield 1942 changed the future of the company – and online gaming – forever.


We fast forward an additional twenty years and we have just entering our fourth decade as a studio, and third decade as proud developers of the amazing Battlefield games.

 

An Electronic Arts company since 2006, we continue to push boundaries with creativity, passion, and the constant ambition to create something extraordinary for our communities and players.

With our primary hub in one of the world’s most picturesque cities, Stockholm, we recently grew our reach even further with a second location on the west-coast of Sweden in the city Gothenburg.

But it is not only within these offices that our award-winning titles are being created. We now have developers from across the country and the world join our teams, building games remotely.

 
 

 

How We Work

Doing what we do takes more than just computer screens. We've adapted the way we work to make sure we always create games in new, creative ways. Work can be fun, especially in this industry, and mixing work with play is how we stay both efficient and innovative. At the heart of it all is collaboration.

At DICE we structured our organization to be product driven, that means that the game teams are responsible for overseeing the development of our games from inception, to release, and in live services. We believe being product lead gives our teams the ownership, span of control, and autonomy to deliver the best games possible.

Each game team is lead by producers and consists of a cross-functional groups of developers, artists, designers, development directors, and engineers to ensure that the game meets the studio's quality standards and is delivered on time and within budget.

By having a manager reporting structure inside the project, our people have support from their nearest manager on daily basis to support them in their day to day work as well as developing their career journey.

Our Crafts

Building games is not a one-man-show, and there are a lot of moving parts and pieces that go into creating our games. People from all over the globe with different experience and expertise work together with one goal: create something great!

The product driven structured is supported by our strong crafts and their excellence. Each craft is headed up by a Studio Director and they focus on the craft excellence, community, and skill development. The main crafts are:

  • Design, the home of our game designers such as level designer, technical designers, narrative design and UX design.

  • Content, the home of all art, animation, audio and tech art production.

  • Tech, the home of software engineers and all the technology that enables our games.

  • Development, the home of our producers and development directors.

 

Content

As a content team we have an innate need to realize our ideas. To create content that pushes the boundaries of our medium, be it in the brushstrokes of a concept, the soundwaves of in-game audio or the movement of our characters, we as a team want to share our unique vision with the world.

When we create content we are driven by inspiration. For many this is inspiration that has been with us since childhood awakened by a love of video games, a love for creativity or from the love of artistry. It's what drives us forward and helps us stay at the forefront of creativity. We take inspiration from all sorts of places, be it the rich history of the video games industry, pop culture, or simply majestic nature on a hike outdoors. We use this inspiration to build incredible content.

As a team we strive for perfection, but for us being able to make mistakes is important. We use those mistakes as learnings and push ourselves to be better, and to grow as individuals and as artists. We strive for a culture where we can build each other up to be our best and to continuously deliver the highest quality content.

/ Joseph Mclamb, Senior Art Director

Design

Home of our Designers across Game Design, Level Design, Technical Design, Narrative Design, and UX Design. As a craft – design is focused on creating engaging experiences for our players. Our job is to figure out why and how things are engaging and evolve that into the rules, systems and shapes that govern the worlds we create.

It is a human craft in that we create designs, not for the sake of the game, but for the person who is playing it.

It is a collaborative craft in that design is derived from every aspect of the game – how it looks, how it sounds, how it feels. That is why “game play first” is so important to us. It is a mindset that we share with our fellow crafts, and it’s only through our collaborative work that we can truly shine and provide that awesome experience to our players.

It is a social craft in that games are and have always been a way for people to socialize with each other. Whether it is playing, talking, planning, or comparing – our games are a meeting place, a world everyone should feel invited, empowered, and encouraged to step into.

/ Björn Sundell, Design Director

 
 
 

Tech

Engineering at DICE carries a strong tradition of innovating and pushing beyond the boundaries of what is currently possible. With the mission of enabling our studio to reach its full creative potential, the fidelity of the Battlefield worlds, the visual qualities of Mirror’s Edge Catalyst, and the Star Wars universe coming alive at unprecedented scale, are all made possible by the engineering team based in Stockholm.

Our commitment to Diversity of Thought and Diversity in Being means we seek not only the best engineers but also to create the best engineering culture. An inclusive culture, where you can be your best self and express your creative ideas. A place where we generously share ideas and experiences.

Our close relationship to Frostbite and to other EA teams around the world means you have vast possibilities not only to contribute to the games at DICE, but to be a part of one of the largest communities of game engineers in the world. With collective talent and experience second to few, DICE and EA is a place where you can develop and grow.

/ Björn Hedberg, Technology Craft Director

Product and Development

Producers are our core Product Owners. As a Producer at DICE, you will be accountable for our product meeting their goals and for the quality of our games in the eyes of our players. You are responsible for the “What” and the “Why” of the product, ensuring there is a cohesive experience for our players. You are often a Scrum Product Owner: setting milestone and sprint goals; understanding, communicating, and championing the product vision; owning and prioritizing the backlog. You understand the market, the player and the business in order to make good decisions or to provide insight to stakeholders making the decisions.

Development Directors are our expert Project Managers. At DICE, our Development Directors keep the team organized, create confidence in hitting out goals, show predictability in our schedules so there are no surprises, and do so with transparency and the ability to report on the state of the project at any time. You're responsible for the HOW. How do we reach our goals, how do we get from point A to point B, how do we make the right decisions for our team, how do we promote and influence the culture and behaviors we want.

/ Ryan McArthur, Senior Producer

 
 

On top of housing a studio full of developers, we have some great collaborators across the company. We’re supported by teams caring for our facilities, QA testing, our finance and legal items, and much more.

Want to join one of our teams? Browse through our Open Positions.

 

 

Adapting our Hybrid Work model

At DICE we want to focus on creating amazing experiences - wherever we are. We have therefore embraced a Hybrid work model to enable everyone to have an influence on how, and where, you work.

 

On Site Full Time

Our offices in Stockholm and Gothenburg will offer a dedicated space for anyone that wants to work on site, or requires a specialized setup for their work.

Hybrid On/Off Site

For those who rather work a few days at one of our offices, and a few days at home, we allow for this setup to work as well. Our flexible days are Monday, Wednesdays, and Fridays, but depending your team and role you might have different setup.

Off Site Full Time

If you will be working full time off site, either in Sweden, or one of other eligible countries*, we will support you with the technical setup you need in order to get your work done.

 
 

We require all employees to be within three (3) hours of the CET/CEST workday. We expect anyone working outside of Stockholm, Sweden to still adhere to the standard Swedish workday.

*Your recruiter can provide further information on specific locations.

How we work together - remotely

Working remotely in full production for over a year has really enabled us to try new ways of collaborating that we never have done before. Different software and collaborative tools have been incorporated in our everyday development process. And our hybrid work model has it so all our meetings will happen virtually even when we have people back in the office.
We want to embrace the opportunities that come with expanding our office to the world - and the new voices that come with it. Collaborating across borders excites us.


How do we stay connected and still embody our One Team value?
Teams are encouraged to use our platforms and tools to get to know each other outside of the standard work.

Does this sound right for you? Why don't you have a look at our Career Page to find new opportunities to join us at DICE from our office, or from your home.

 Building Something Extraordinary

Part of creating our game worlds is going out into the real world to collect reference material. We've sent our audio team to record WW1 plane engine sounds, and our 3D prop designers to the islands of Hawaii to digitally scan the terrain. For Star Wars™ Battlefront, we were even fortunate enough to visit the Lucasfilm archives and work with the actual props and models from the Star Wars movies, a dream come true for many of our DICErs.

From the coldest peaks of Iceland - the lush forrests of Red Wood - to the lands of Brazil - we have really been around the world to bring these locations to life in our games.

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How We Play

Just as we pride ourselves in our work, we believe in taking the time for some R&R.

Whether we’ve just released a game, or summer has arrived, there’s always a reason to throw a party! We’ve rented Stockholm’s theme park Gröna Lund just for ourselves to enjoy at mutiple occations for summer, winter, and Halloween (no lines = heaven!), arranged massive lightsaber fights in one of our grand release parties, and much much more. Our in-house bar is the home for our regular “after work” events where DICE folks can meet up and get to know each other better.

One of the highlights for us was of course when we in collaboration with the Swedish Royal Opera celebrated our 30th Anniversary with a unique experience at the Royal Opera featuring music from DICEs audio legacy. A memorable show for us all!

 

 

Our History & Games

In our first 25 years, we've explored galaxies far, far away, battlefields across history, and rooftops in dystopian cities - and more.