Rebellion

Rebellion

Computer Games

30 years of independent games, books, films & comics! Known for Sniper Elite, Zombie Army, Evil Genius, 2000AD & more!

About us

Founded in 1992, Rebellion is one of Europe’s biggest independent multimedia studios. Its flagship Sniper Elite series is renowned for its authentic stealth and sniping gameplay with more than 20 million players worldwide. 2000 AD is synonymous with the absolute finest in British comic book art. With the acquisition of a $100m film studio and the world’s largest archive of English language comics, Rebellion continues to go from strength to strength. Rebellion now operates across books, comics, TV and film, but at its core it’s still a leading developer and publisher of games. Whether it’s the breathtaking intensity of Sniper Elite 4, the face-hugging terror of Aliens vs. Predator or the grindhouse frenzy of the Zombie Army series, the Oxford-based studio is revered for creating stand-out games designed to thrill.

Website
https://linktr.ee/rebellionofficial
Industry
Computer Games
Company size
201-500 employees
Headquarters
Oxford
Type
Privately Held
Founded
1992
Specialties
Console, PC Game and Mobile Game's Development, Console, PC Game and Mobile Game Publishing, Book & Graphic Novel Publishing and Board Games, and Interactive Media

Locations

Employees at Rebellion

Updates

  • View organization page for Rebellion, graphic

    73,551 followers

    Did you catch us at the Xbox Games Showcase on Sunday? 🎮 Rebellion is thrilled to unveil Atomfall, our brand new single player survival-action game, coming to Xbox Game Pass Day One in 2025. It will also launch simultaneously across Xbox Series X|S, Xbox One, Windows PC and PC via Steam, Epic and PlayStation 4 & 5. Inspired by the 1957 Windscale disaster in the North of England, Atomfall invites you to navigate a fictional quarantine zone. Scavenge, craft, barter, fight, and talk your way through a British countryside teeming with bizarre characters, mysticism, cults, and rogue government agencies...🤫 We couldn't be prouder of the dedicated Rebellion teams making our Atomfall dreams a reality. Watch this space for more in the coming weeks! Wishlist Now 📝 https://lnkd.in/gCSVY6Zc Find Out More 📰 http://reb.to/Atomfall25 Newsletter Sign-Up ✍🏻 http://reb.to/AFSignUp

  • View organization page for Rebellion, graphic

    73,551 followers

    Ready up snipers, we're taking you back to Italy. We're delighted to announce that Rebellion is bringing our beloved Sniper Elite 4 to the iPhone, iPad & Mac this holiday season! 🍏 With more than 30 million players worldwide, Rebellion's award-winning, BAFTA-nominated tactical shooter will be playable on iPhone 15 Pro and iPhone 15 Pro Max and any iPad or Mac with the M1 chip or later. 📧 For further intel, sign up to our exclusive mailing list | http://reb.to/SE4SignUp 👉 Find Out More | https://lnkd.in/esGUpfpg

  • View organization page for Rebellion, graphic

    73,551 followers

    'As a level designer, I keep accessibility at the forefront of my thinking from the start of my design process. I like to find seemingly small design choices that can make a big difference for players with accessibility needs. For example, to help players with motor accessibility needs, can an area that has multiple jumps be just as fun if we change it to stairs or a slope? Recognising and making this decision early in the whiteboxing stage means we don’t need to make retrospective changes. I recommend that other developers think about accessibility in their games as early as they can. I believe that designing with accessibility principles in mind leads to overall better design decisions and an improved game for all players. A stand-out moment for me was when I had a go at playing Minecraft with technology that allowed me to use my eyes as the controller. I was blown away, and thinking about how much joy that technology could bring someone really stuck with me.' Chris Palmer, Junior Level Designer #GAAD

    • A red transparent background sits on top of an Evil Genius 2 screenshot. A circular portrait of Chris Palmer is left aligned next to the quote text: I like to find seemingly small design choices that can make a big difference for players with accessibility needs.'
  • View organization page for Rebellion, graphic

    73,551 followers

    'I run an internal accessibility Expo for GAAD at Rebellion, where we invite charity guests like SpecialEffect and RNIB, showcase our own work, and other things to be inspired by. It’s a fantastic event for our team, to get them interacting with subject matter experts and seeing some of the things we’re up to across our projects! These moments of talking to experts, getting hand on with accessible hardware, and testing features and tools in other projects helps us get a more rounded understanding of accessibility inside and outside of Rebellion, and helps inspire us to innovate. I am inspired when the teams are inspired, and this is why events like this matter. It helps us all think about accessibility in our work and drives us to create games more people can play.' Cari Watterton, Senior Accessibility Designer #GAAD

    • A red transparent background sits on top of a Sniper Elite VR: Winter Warrior screenshot. A circular portrait of Cari Watterton is right aligned next to the quote text: 'It helps us all think about accessibility in our work and drives us to create games more people can play'
  • View organization page for Rebellion, graphic

    73,551 followers

    'As a sound designer I try and consider accessibility in the approach I take in making sounds. For example, where possible making unique sounds rather than anything sharing the same audio, or by using sound to help signpost an area or item of interest, like a recognisable gust of wind that plays near gaps you could sneak through, or a subtle hum of a special loot crate. An example I enjoy is in Ghost of Tsushima where the archers vocalise to their own men that they are about to fire their bow, but it’s also letting you know as the player that you need to roll out of the way, which is something a sighted and non-sighted player can both benefit from, as well as signposting to you the direction that the archer is in. I continue to learn about the ways audio can help with making games more accessible, and I would encourage everyone to do the same because I think there shouldn’t be barriers to having a good gaming experience and we can all learn how to make games more accessible from each other.' Lottie Wade, Intermediate Audio Designer #GAAD

    • A red transparent background sits on top of a Sniper Elite 4 screenshot. A circular portrait of Lottie Wade is right aligned next to the quote text: 'I continue to learn about the ways audio can help with making games more accessible, and I would encourage everyone to do the same.'
  • View organization page for Rebellion, graphic

    73,551 followers

    'Designers always need to be considering the experience of the player on the other side of the screen. Part of this process is asking ourselves questions about the unintentional challenges that players may be facing when playing our games and how we could solve them. This is accessibility at its core, so naturally it weaves itself into all the design work that we do. Encouraging this mindset is invaluable when creating any kind of experience for another person. Our enjoyment of something is very obviously filtered through our ability to interact with it, so a well-designed product must at some level accommodate what these abilities may be for as many individuals as possible. In nearly every case, a good design is synonymous with an accessible design.' Edward Waterhouse-Biggins, Designer #GAAD 

    • A red transparent background sits on top of a Zombie Army Trilogy screenshot. A circular portrait of Edward Waterhouse-Biggins is left aligned next to the quote text: 'In nearly every case, a good design is synonymous with an accessible design.'

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Funding

Rebellion 1 total round

Last Round

Debt financing

Investors

HSBC UK
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