WHAT WE DO

In 1992, a team of four young developers got the ball rolling with Amiga hit Pinball Dreams – the starting point for the games of DICE.

30 years, and 33 games, later and we are stepping into our fourth decade as a game developer and have created a lot to be proud about.

In our time as game makers we have traveled to 1918 France where we learned about the Harlem Hellfighters … we followed Faith as she takes on a dystopian future as a catalyst of change ... we ventured across a galaxy far far away ... we have learned about the untold stories from soldiers of world war two ... and we have taken on a dystopian future.

All of this through hour and hours of play.

 

Today we celebrate growing our beloved franchise Battlefield to be one of the largest games at EA - and starting a new chapter for this title

Through strong collaboration with our sister studios Ripple Effect and Ridgeline - and centralized leadership with Vince Zampella and Byron Beede - we are excited about shaping the Battlefields of tomorrow.

We are always looking for new voices and leaders to bring Battlefield to its next stage.

 
 

 

Our Journey here

 

From pinballs to rally tracks

In 1988 a groups of friends from the demogroup The Silents met up in a cabin in the middle of Swedens’ deepest forests and decided that they wanted to create a pinball game. But not only did they want to create a pinball game – they wanted to innovate on the existing games by introducing the component of physics to the game. This would allow them to make a game that was less calculative – and would ultimately lead to a better experience, in their mind. So they got to work.

Finishing up the trilogy in 1996 with a 3D expansion, the growing team looked to a completely different genre to take over next - the racing game genre.

Through the next couple of years the team would create a chain of successful titles, including the XBOX European launch title Rallisport Challenge.

 
 

We took racing on tracks - to jumping across rooftops

What started out as a playtest in a whiteboxed environment, quickly turned into a game about speed, and the strength and power of the individual fight. We first introduced the world to our beloved Faith in 2008, and the game quickly became a studio favorite - so much so that we then brought her back in 2016 again.


Exploring a Galaxy from far far away

In 2013, several DICE teams were brought into our largest conference room for a meeting with an unknown agenda. Once everyone was present, the doors closed and the lights were dimmed. Then, The Imperial March was played. As the penny dropped, there were cheers and, yes, tears. DICE had been entrusted with creating the next Star Wars Battlefront game.

Our first steps into the large world that is Star Wars began in 2015, with the launch of Star Wars Battlefront. Based on the original movie trilogy, we designed a game where players could deploy on Hoth, Tatooine, Endor, Bespin, and other planets, fighting as either a Rebel Alliance soldier or an Imperial Stormtrooper.

Two years later, we released Star Wars Battlefront II, which had an even larger scope – with all three cinematic eras represented in multiplayer along with a single-player story. Since launch, we've overhauled the game’s progression system, and rolled out more planets, heroes, reinforcements, online co-op, massive offline battles against AI foes, and more.

 
 

20 years Battlefield

Back in 2002, an “impossible” idea of combining land, sea, and air units with 64-player online battles turned out to be doable. With Battlefield 1942, we created a franchise that has come to be the most closely associated with us as a studio.

Since then, Battlefield has explored both world wars, modern settings, the future, and more - where large-scale battles, soldier classes, team play, and rock-paper-scissors dynamics is part of the series’ DNA and will continue to be so.

Celebrating 20 years as a franchise in 2022, our future and focus for Battlefield is thrilling.