Gearbox Québec history: how the original studio started and evolved over time

Gearbox Software expanded from its Frisco, Texas headquarters in 2015 by opening Gearbox Studio Québec in Quebec City, Canada. The December 2015 announcement described the new branch as a way to produce games for the company’s existing “tent‑pole brands” and invited local developers to join its AAA production pipeline. Gearbox president Randy Pitchford said the team would work with talented developers outside Texas to deliver entertainment within the publisher’s powerful franchises.

Co‑studio head and operations director Sébastien Caisse brought business‑development experience from Quebecor Media and Squeeze Animation, while co‑studio head and creative director Pierre‑André Déry previously served as an art director at Activision, with credits on Skylanders, The Amazing Spider‑Man, Far Cry, Deus Ex, and World of Warcraft. Gearbox Studio Québec later contributed to major releases like Borderlands 3, Tiny Tina’s Wonderlands, and New Tales from the Borderlands.

The studio operated under Gearbox Software, which became part of Embracer Group and was then sold to Take‑Two Interactive in 2024. This realignment led to staff reductions at Gearbox and Take‑Two and created an environment in which veteran leadership considered new directions.

What did Gearbox Studio Québec make? games and credits before the split

Prior to the 2026 split, Gearbox Studio Québec played a key role in the Borderlands franchise. According to Game Developer’s report referencing MobyGames, the Québec branch worked on Borderlands 3, the fantasy spin‑off Tiny Tina’s Wonderlands, and New Tales from the Borderlands. These projects allowed the team to hone its expertise in cooperative action shooters and narrative‑driven adventures. The studio also supported Gearbox’s main office by handling art, level design and production tasks on other titles within Gearbox’s portfolio.

Founders of Gearbox Québec announce new studio to “create original, premium games on our own terms”

In May 2026, the former studio heads of Gearbox Studio Québec publicly announced the formation of Studio Ricochet, a new independent developer. The announcement explained that the founders wanted to build games “on our own terms” rather than under a large publisher’s directives. This move signaled a desire for creative autonomy following years of working within Gearbox’s corporate structure. Studio Ricochet is described as a lean, self‑funded team focused on original projects and willing to take creative risks.

Studio Ricochet announced: who founded the new studio after Gearbox Québec

Studio Ricochet was founded by Sébastien Caisse and Pierre‑André Déry, the former co‑studio heads of Gearbox Studio Québec. They are joined by Yanick Piché, Gearbox Québec’s former director of creative development, and Maxime Babin, the former creative director of Borderlands. The leadership also includes veteran developers who previously worked on major franchises such as Call of Duty and Assassin’s Creed.

Studio Ricochet leadership team: Sébastien Caisse, Pierre-André Déry, Yanick Piché, and Maxime Babin

The leadership reflects a blend of managerial, creative and production expertise:

  • Sébastien Caisse (co‑founder and executive producer) previously ran Gearbox Studio Québec’s operations. He emphasizes assembling a nimble team capable of delivering at scale and plans to “prove the vision first, then grow around it”.
  • Pierre‑André Déry (co‑founder and creative director) is an experienced art director known for his work on Skylanders and Far Cry. Déry states that after years of building within large organizations, the team wants a studio that moves faster, stays focused and takes creative risks.
  • Yanick Piché brings expertise in creative development and production, having overseen creative development at Gearbox Québec. His role at Ricochet involves shaping the new studio’s game design and production pipelines.
  • Maxime Babin, former Borderlands creative director, provides narrative and game‑design leadership. His history with cooperative shooters and action‑adventure games will inform the studio’s new IP.

This leadership team is supported by veterans from franchises like Call of Duty and Assassin’s Creed, bringing AAA experience to the independent studio.

Where Studio Ricochet is based and what it means for Québec game development

Studio Ricochet is headquartered in Québec City, Canada. This location allows the founders to maintain ties to the region’s growing game‑development scene while creating a new independent culture. Québec offers tax incentives and a large talent pool, making it an attractive hub for game development. By establishing a new studio in the same city as their previous employer, the founders signal a commitment to keeping jobs and innovation within Québec’s industry.

Studio Ricochet new IP plans: what “original IP for PC and console” implies

The studio’s press release states that Ricochet will develop an original intellectual property for PC and console. In interviews, the team confirmed that the debut project is an unannounced cooperative action‑adventure game designed for a global audience. Developing original IP means the game will not be based on existing franchises and allows the studio to create its own world, characters and gameplay mechanics. Targeting both PC and consoles ensures broad reach across major gaming platforms, including PlayStation, Xbox and PC, though the team has not specified exact platforms.

What Studio Ricochet means by “original, premium games”

“Original, premium games” refers to new intellectual properties built as complete experiences rather than free‑to‑play or microtransaction‑dependent titles. The founders emphasize a focus on quality, strong storytelling and polished design. A premium game typically carries an upfront price and avoids heavy reliance on loot boxes or live‑service monetization. Industry data from marketing firm Gamesight suggests that pricing a premium indie game between $20 and $40 can attract players, while games priced over $40 face longer conversion times. Major AAA titles in 2026 often cost $60–$70 at launch, but smaller studios may choose a lower price point to stand out. For Ricochet, premium likely means a full‑featured, co‑operative adventure comparable to story‑driven games like Returnal, Uncharted or It Takes Two.

Studio Ricochet “on our own terms” quote explained: creative control and independence

In the announcement, the founders said they wanted to build games “on our own terms”. This phrase reflects a desire for creative control and independence. Within large publishers, teams often face bureaucratic processes, numerous stakeholder meetings and franchise obligations. By forming a smaller studio, the founders can make decisions quickly, pursue innovative ideas and avoid corporate mandates. Co‑founder Déry explained that they want a studio that moves faster, stays focused and takes creative risks. Caisse added that the team would deliberately start lean and expand only after proving their vision.

Studio Ricochet project details: genre clues and what’s confirmed so far

Although the project remains unannounced, public statements provide several clues. Gematsu reports that Studio Ricochet is developing a cooperative action‑adventure game for console and PC. Console Creatures notes that the founders are not creating a live‑service title; instead, they aim for something more like Returnal, Uncharted or It Takes Two. The game will likely feature co‑op mechanics, narrative‑driven campaigns and polished action gameplay. The studio has not revealed a title or release window, but development is underway.

How Studio Ricochet could differ from Gearbox’s franchise-driven model

Gearbox Software is known for franchise‑driven games such as Borderlands and Tiny Tina’s Wonderlands, which blend looter‑shooter mechanics with humor and extensive DLC support. Studio Ricochet intends to build original IP rather than expanding existing franchises, and its founders are leaving behind the loot‑driven model for a more curated cooperative adventure. Additionally, Ricochet plans to avoid live‑service elements, focusing on a complete premium experience. This shift could allow the team to experiment with new genres, art styles and storytelling techniques while retaining the cooperative gameplay expertise they gained at Gearbox.

Why veteran leaders leave big publishers to start new studios

The trend of veteran developers leaving major publishers for smaller studios is not unique to Ricochet. Bloomberg’s reporting highlighted that many experienced developers leave large studios due to bureaucratic burnout and creative constraints. Large teams often require extensive meetings—Nate Purkeypile, a former Bethesda lead artist, faced up to 20 meetings weekly while coordinating a 400‑person team.

Rising development costs also increase pressure from shareholders and limit creative risk‑taking. Renee Gittins of the International Game Developers Association noted that smaller studios are “more nimble” and “able to take greater risks”. Successful indie releases like Balatro and Animal Well demonstrate that small teams can achieve commercial success. For Ricochet’s founders, creating an independent studio provides the freedom to innovate without the overhead of corporate bureaucracy.

What “premium games” usually means in 2026: pricing, platforms, and business model expectations

In 2026, premium games generally refer to titles sold at a fixed price rather than being free‑to‑play or heavily monetized. Many AAA games launch at $60–$70, although mid‑tier and indie games often price between $20–$40, which marketing data suggests helps attract players. Premium games typically release on major platforms—PC, PlayStation and Xbox—and may later expand to Switch 2 or other consoles. They deliver complete single‑player or cooperative experiences, sometimes supplemented by post‑launch DLC but not relying on subscription passes or microtransactions. Ricochet’s emphasis on premium experiences implies a story‑driven co‑operative game that players can purchase outright.

Studio Ricochet hiring plans: open roles, studio growth, and what they’re looking for

The studio is currently self‑funded and deliberately small, as co‑founder Sebastien Caisse explained. While specific job postings have not been publicly listed, the founders mentioned proving their vision before expanding. Given the team’s ambitions, future hiring is likely to include game programmers, artists, designers, and producers with experience in cooperative action‑adventure games and AAA production. Québec’s vibrant talent pool and government incentives make it an attractive place to recruit. Interested developers should monitor the studio’s official channels for announcements when Ricochet begins hiring.

Studio Ricochet news roundup: where to follow updates, interviews, and announcements

To stay informed about Studio Ricochet’s progress, readers can follow industry publications and the studio’s social channels. News outlets such as Game Developer and Gematsu reported the studio’s formation and will likely cover future developments. Websites like Console Creatures and GameIndustry.biz provide interviews and contextual analysis. Monitoring these sources, along with Ricochet’s official website and any upcoming developer showcases, will help fans track announcements and job openings.

frequently asked questions (FAQS)

  1. Who founded Studio Ricochet? — Studio Ricochet was founded by former Gearbox Studio Québec co‑studio heads Sébastien Caisse and Pierre‑André Déry, joined by creative director Maxime Babin and creative development director Yanick Piché.
  2. What type of game is Studio Ricochet developing? — The team is working on an original cooperative action‑adventure game for PC and console.
  3. Is Studio Ricochet’s debut game a live‑service title? — No; the founders say they want a premium experience similar to Returnal, Uncharted or It Takes Two, avoiding live‑service or Games‑as‑a‑Service models.
  4. Why did the founders leave Gearbox to start their own studio? — They sought creative independence and the ability to move faster, focus and take risks, rather than working within large‑publisher bureaucracy.
  5. Where is Studio Ricochet located? — The studio is based in Québec City, Canada, allowing it to tap into the region’s game‑development talent and incentives.
  6. What games did Gearbox Studio Québec work on before the split? — Gearbox Studio Québec contributed to Borderlands 3, Tiny Tina’s Wonderlands, and New Tales from the Borderlands.
  7. What does “premium games” mean for Studio Ricochet? — Premium games are full experiences sold at an upfront price, generally between $20 and $70 depending on scale; Ricochet aims to deliver a polished, story‑driven cooperative adventure without heavy microtransactions.
  8. Will Studio Ricochet create games based on existing franchises? — No. The studio’s mandate is to develop original IP rather than expand on Gearbox’s franchises.
  9. Is the studio hiring yet? — As of mid‑2026, Ricochet is intentionally small and self‑funded. The founders plan to expand after proving their vision, so job postings may appear in the future.
  10. How can fans stay updated on Studio Ricochet news? — Follow industry outlets like Game Developer and Gematsu, monitor the studio’s official website, and check social channels for announcements.

Conclusion

The creation of Studio Ricochet marks a significant shift for the founders of Gearbox Studio Québec. After a decade of working on franchise‑based titles like Borderlands, Sébastien Caisse, Pierre‑André Déry and their colleagues chose independence to build original, premium games. Their new studio, headquartered in Québec City, is developing a cooperative action‑adventure game for PC and consoles, aiming to combine AAA polish with creative freedom.

Supported by veterans from Call of Duty and Assassin’s Creed, the team intends to remain lean and agile, proving its vision before expanding. In an industry where rising budgets and corporate demands push talent toward smaller studios, Ricochet exemplifies the drive for autonomy. Fans eager for a fresh cooperative adventure should watch this emerging studio as it shapes its debut project.

Sources and citation

  1. Game Developer – Studio Ricochet announcement detailing the founders and their goals
    Game Developer coverage of Studio Ricochet announcement
  2. Gematsu – coverage confirming the studio’s leadership team and co-op action-adventure genre
    Gematsu – Studio Ricochet established by former Gearbox Studio Quebec leadership
  3. Console Creatures – founders discussing a premium game similar to Returnal or Uncharted
    Console Creatures coverage of Studio Ricochet and its premium action-adventure ambitions
  4. 80 Level – 2015 report on the opening of Gearbox Studio Québec with Randy Pitchford comments
    80 Level – Gearbox Opens Studio in Quebec
  5. Game Developer – Gamesight pricing data summary for premium games
    Game Developer – Data suggests your game should cost between $20 and $40
  6. Slashdot – Bloomberg-reported analysis on veteran developers leaving large studios for smaller teams
    Slashdot – Video Game Veterans Are Abandoning Big Studios For Smaller Teams

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