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Infinity Ward, Inc. is an American video game developer. They developed the video game Call of Duty, along with seven 馃崑 other installments in the Call of Duty series. Vince Zampella, Grant Collier, and Jason West established Infinity Ward in 2002 馃崑 after working at 2024, Inc. previously.[1][2] All of the 22 original team members of Infinity Ward came from the team 馃崑 that had worked on Medal of Honor: Allied Assault while at 2024, Inc. Activision helped fund Infinity Ward in its 馃崑 early days, buying up 30 percent of the company, before eventually fully acquiring them.[3] The studio's first game, World War 馃崑 II shooter Call of Duty, was released on the PC in 2003. The day after the game was released, Activision 馃崑 bought the rest of Infinity Ward, signing employees to long-term contracts. Infinity Ward went on to make Call of Duty 馃崑 2, Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2, Call of Duty: Modern Warfare 3, Call 馃崑 of Duty: Ghosts, Call of Duty: Infinite Warfare, the Modern Warfare reboot, and its sequel.
Co-founder Collier left the company in 馃崑 early 2009 to join parent company Activision. In 2010, West and Zampella were fired by Activision for "breaches of contract 馃崑 and insubordination",[4][5] they soon founded a game studio called Respawn Entertainment. On May 3, 2014, Neversoft was merged into Infinity 馃崑 Ward.[6]
History [ edit ]
Infinity Ward was founded as an Activision division by Grant Collier, Jason West, and Vince Zampella in 馃崑 2002.[7][3] The studio was formed by several members of 2024 Games, LLC., the studio that developed the successful Medal of 馃崑 Honor: Allied Assault for Electronic Arts (EA) in 2002. Dissatisfied with the current contract they had under EA, Collier, West, 馃崑 and Zampella engaged with Activision to help establish Infinity Ward, which became one of the primary studios within Activision for 馃崑 the competing Call of Duty series.[8] Initially, Activision provided Infinity Ward US$1.5 million for 30% stake in the company to 馃崑 start development on the first game Call of Duty, acquiring full ownership after the title was successfully launched in 2003.[9] 馃崑 During this period, the studio was about 25 employees including many who followed Collier, West, and Zampella from 2024. Activision 馃崑 allowed Infinity Ward a great deal of freedom in how it developed its titles.[9]
Shortly after this release, Microsoft contacted Activision 馃崑 to seek a Call of Duty title as a launch title for the upcoming Xbox 360 console.[9] Infinity Ward agreed 馃崑 to prepare Call of Duty 2 for release in the last quarter of 2005. Collier said the request would help 馃崑 them lose the stigma of being only a personal computer developer, and so to make sure the console version was 馃崑 on parity, they tripled their staff to about 75 employees.[9] Much of the focus of Infinity Ward's development was improving 馃崑 its game engine to include realistic special effects, such as smoke grenades to hinder sight, or bullets piercing through weak 馃崑 materials.[9] Call of Duty 2 was a major success, having an 85% attach rate to new Xbox 360 console sales, 馃崑 and selling 1.4 million units its first year.[9] At this point, Activision brought in Treyarch, one of their internal studios, 馃崑 to help develop additional Call of Duty games, with Infinity Ward spending the time and effort to improve the game's 馃崑 engine for one game, and Treyarch using the updated engine to create a new title.[9] Treyarch released the next sequel 馃崑 Call of Duty 3 while Infinity Ward itself developed Call of Duty 4: Modern Warfare, which instead of taking place 馃崑 during World War II, was set in a contemporary period with a fictional conflict between superpowers.[9] At the time of 馃崑 Modern Warfare's release, Infinity Ward had more than 100 employees.[9]
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