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Digital Extremes has had a tremendous journey. The company recently celebrated its 25th anniversary, and its team has been involved in a lot of games in that time: Unreal, Unreal: Tournament, darkSector, and The Darkness 2.
So, they really understand what it takes to make a AAA-style game, and they have what it takes to make one. But they wanted to explore a different way of working, one with more independence and flexibility than the traditional AAA model.
That’s why Digital Extremes decided to forge its own path with its current offering, Warframe.
Warframe has ninjas. It has sci-fi. It has fantasy. It has fierce gameplay and PVP action, it evolves over time based on player feedback, and it is free-to-play. Which is a good thing, since you might have to play it to understand completely.
With Warframe, Digital Extremes can add characters, weapons, and enemies at any time, and then immediately revise all of those based on player feedback. This process helps the team members evaluate characters and gameplay designs and make updates far more quickly than before. Working with the player community and trying to be this responsive require a very tight artistic pipeline for quick content creation and iteration.