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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">IO Interactive</span></span>
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</style><table class="infobox ib-company vcard"><caption class="infobox-title fn org" style="font-size: 125%;">IO Interactive A/S</caption><tbody><tr><td colspan="2" class="infobox-image ib-company-logo logo"></td></tr><tr><th scope="row" class="infobox-label">Formerly</th><td class="infobox-data nickname">IO Interactive ApS <span class="nowrap">(1998–2000)</span></td></tr><tr><th scope="row" class="infobox-label">Company type</th><td class="infobox-data category"><a href="Privately_held_company" title="Privately held company">Private</a></td></tr><tr><th scope="row" class="infobox-label">Industry</th><td class="infobox-data category"><a href="Video_game_industry" title="Video game industry">Video games</a></td></tr><tr><th scope="row" class="infobox-label">Founded</th><td class="infobox-data">16&nbsp;September 1998<span style="display:none">&nbsp;(<span class="bday dtstart published updated">1998-09-16</span>)</span></td></tr><tr><th scope="row" class="infobox-label">Founders</th><td class="infobox-data agent"><style data-mw-deduplicate="TemplateStyles:r1126788409">
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</style><div class="plainlist nowrap"><ul><li>Jesper Vorsholt Jørgensen</li><li>Rasmus Guldberg-Kjær</li><li>Martin Munk Pollas</li><li>Karsten Lemann Hvidberg</li><li>Jacob Andersen</li><li>Janos Flösser</li><li>David Guldbrandsen</li></ul></div></td></tr><tr><th scope="row" class="infobox-label">Headquarters</th><td class="infobox-data adr"><div class="ib-company-locality locality"><a href="Copenhagen" title="Copenhagen">Copenhagen</a></div>, <div class="ib-company-country country-name">Denmark</div></td></tr><tr><th scope="row" class="infobox-label"><div style="display: inline-block; line-height: 1.2em; padding: .1em 0;">Key people</div></th><td class="infobox-data agent">Hakan B. Abrak (<a href="Chief_executive_officer" title="Chief executive officer">CEO</a>)</td></tr><tr><th scope="row" class="infobox-label">Products</th><td class="infobox-data"><div class="plainlist"><ul><li><i><a href="Hitman_(franchise)" title="Hitman (franchise)">Hitman</a></i> series</li><li><i><a href="Kane_%26_Lynch%3A_Dead_Men" title="Kane &amp; Lynch: Dead Men">Kane &amp; Lynch</a></i> series</li><li><i><a href="Freedom_Fighters_(video_game)" title="Freedom Fighters (video game)">Freedom Fighters</a></i></li><li><i><a href="Mini_Ninjas" title="Mini Ninjas">Mini Ninjas</a></i></li></ul></div></td></tr><tr><th scope="row" class="infobox-label"><div style="display: inline-block; line-height: 1.2em; padding: .1em 0;">Number of employees</div></th><td class="infobox-data">&gt;500<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup>&nbsp;(2025)</td></tr><tr><th scope="row" class="infobox-label"><a href="Parent_company" class="mw-redirect" title="Parent company">Parent</a></th><td class="infobox-data"><a href="Square_Enix_Europe" class="mw-redirect" title="Square Enix Europe">Square Enix Europe</a> <span class="nowrap">(2004–2017)</span></td></tr><tr><th scope="row" class="infobox-label"><a href="Division_(business)" title="Division (business)">Divisions</a></th><td class="infobox-data">IOI Partners</td></tr><tr><th scope="row" class="infobox-label"><a href="Subsidiary" title="Subsidiary">Subsidiaries</a></th><td class="infobox-data"><div class="plainlist"><ul><li>IOI Barcelona</li><li>IOI Brighton</li><li>IOI Istanbul</li><li>IOI Malmö</li></ul></div></td></tr><tr><th scope="row" class="infobox-label">Website</th><td class="infobox-data"><span class="url"><a rel="nofollow" class="external text" href="https://www.ioi.dk/">ioi.dk</a></span></td></tr></tbody></table>
<p><b>IO Interactive A/S</b> (<b>IOI</b>) is a Danish <a href="Video_game_developer" title="Video game developer">video game developer</a> and <a href="Video_game_publisher" title="Video game publisher">publisher</a> based in <a href="Copenhagen" title="Copenhagen">Copenhagen</a>, best known for creating and developing the <i><a href="Hitman_(franchise)" title="Hitman (franchise)">Hitman</a></i> and <i><a href="Kane_and_Lynch" class="mw-redirect" title="Kane and Lynch">Kane and Lynch</a></i> franchises. IO Interactive's most recent game is <i><a href="Hitman_3" title="Hitman 3">Hitman 3</a></i>, which was released in January 2021. Their next game will be <i><a href="007_First_Light" title="007 First Light">007 First Light</a></i>, to be released in 2026.
</p><p>The company was founded in September 1998 as a <a href="Joint_venture" title="Joint venture">joint venture</a> between the seven-man development team of <a href="Reto-Moto" title="Reto-Moto">Reto-Moto</a> and film studio <a href="Nordisk_Film" title="Nordisk Film">Nordisk Film</a>. IO Interactive was acquired by publisher <a href="Eidos_Interactive" title="Eidos Interactive">Eidos Interactive</a> for <span style="white-space: nowrap"><a href="Pound_sterling" title="Pound sterling">£</a>23&nbsp;million</span> in March 2004, which saw itself acquired by <a href="Square_Enix" title="Square Enix">Square Enix</a> and renamed as Square Enix Europe in 2009. In May 2017, Square Enix ceased funding for IO Interactive and started seeking a buyer for the studio. IO Interactive performed a <a href="Management_buyout" title="Management buyout">management buyout</a> in June 2017, becoming independent and regaining the rights to their <i>Hitman</i> and <i><a href="Freedom_Fighters_(video_game)" title="Freedom Fighters (video game)">Freedom Fighters</a></i> franchises. IO Interactive employs over 500 people as of June 2025 and operates four subsidiary studios: IOI Malmö in <a href="Malm%C3%B6" title="Malmö">Malmö</a>, Sweden; IOI Barcelona in <a href="Barcelona" title="Barcelona">Barcelona</a>, Spain, IOI Istanbul in <a href="Istanbul" title="Istanbul">Istanbul</a>, Turkey, and IOI Brighton in <a href="Brighton" title="Brighton">Brighton</a>, England.
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<div class="mw-heading mw-heading2"><h2 id="History">History</h2></div>
<div class="mw-heading mw-heading3"><h3 id="Background_and_foundation_(1997–1998)">Background and foundation (1997–1998)</h3></div>

<p>In 1997, <a href="Reto-Moto" title="Reto-Moto">Reto-Moto</a> was founded as a <a href="Video_game_developer" title="Video game developer">video game developer</a> in <a href="Copenhagen" title="Copenhagen">Copenhagen</a>.<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> Before the studio finished any games, they struck a partnership with Danish film studio <a href="Nordisk_Film" title="Nordisk Film">Nordisk Film</a> in 1998 that would lead to the creation of a developer <a href="Joint_venture" title="Joint venture">jointly owned</a> by the two companies.<sup id="cite_ref-GameSpot_3-0" class="reference"><a href="#cite_note-GameSpot-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> The resulting company, IO Interactive, was established on 16 September 1998,<sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> with Reto-Moto's seven employees—Jesper Vorsholt Jørgensen, Rasmus Guldberg-Kjær, Martin Munk Pollas, Karsten Lemann Hvidberg, Jacob Andersen, Janos Flösser, and David Guldbrandsen—serving as the founders and initial staff of IO Interactive.<sup id="cite_ref-Berlingske_Business_5-0" class="reference"><a href="#cite_note-Berlingske_Business-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-Gamasutra_6-0" class="reference"><a href="#cite_note-Gamasutra-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> Nordisk Film and the seven founders each held a 50% stake in the venture.<sup id="cite_ref-Gamasutra_6-1" class="reference"><a href="#cite_note-Gamasutra-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> By March 2004, Nordisk Film owned 40.3% in IO Interactive.<sup id="cite_ref-Berlingske_Business_5-1" class="reference"><a href="#cite_note-Berlingske_Business-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="Hitman:_Codename_47_(1998–2000)"><i>Hitman: Codename 47</i> (1998–2000)</h3></div>
<p>Early on, IO Interactive conceptualised a fantasy <a href="Massively_multiplayer_online_game" title="Massively multiplayer online game">massively multiplayer online game</a> (MMO) entitled <i>Rex Dominus</i>, however, Nordisk Film staff asked the development team to cease production on <i>Rex Dominus</i> and "test [themselves]" by developing a "simple shooter" instead.<sup id="cite_ref-Retro_Gamer_7-0" class="reference"><a href="#cite_note-Retro_Gamer-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> As such, the team opted for a <a href="Run_and_gun_(video_gaming)" class="mw-redirect" title="Run and gun (video gaming)">run-and-gun</a> <a href="Action_game" title="Action game">action game</a>, as it took less time to develop compared to an MMO, drawing inspiration from <a href="John_Woo" title="John Woo">John Woo</a> films, such as <i><a href="Hard_Boiled" title="Hard Boiled">Hard Boiled</a></i> and <i><a href="The_Killer_(1989_film)" title="The Killer (1989 film)">The Killer</a></i>.<sup id="cite_ref-Retro_Gamer_7-1" class="reference"><a href="#cite_note-Retro_Gamer-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> They turned to develop for <a href="Personal_computer" title="Personal computer">personal computers</a> (PCs), because they were unable to acquire <a href="Game_development_kit" title="Game development kit">development kits</a> for <a href="Video_game_console" title="Video game console">consoles</a>, and had also found interest in the steady increase of PCs' <a href="3D_computer_graphics" title="3D computer graphics">3D graphics</a> capabilities.<sup id="cite_ref-Retro_Gamer_7-2" class="reference"><a href="#cite_note-Retro_Gamer-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup>
</p><p>A part of the development on the game, which would later become <i><a href="Hitman%3A_Codename_47" title="Hitman: Codename 47">Hitman: Codename 47</a></i>, was the creation of the Glacier, the studio's proprietary <a href="Game_engine" title="Game engine">game engine</a> that fit their needs; co-founder Andersen stated: "Since killing was the main theme of the game, we wanted to do something special. [...] Standard 'death animations' just looked too static so some of the coders tried to see if they could use real-time <a href="Inverse_kinematics" title="Inverse kinematics">inverse kinematics</a> for the falling bodies. The first versions ran terribly slowly until one of the programmers figured out a way to fake the whole calculation."<sup id="cite_ref-Retro_Gamer_7-3" class="reference"><a href="#cite_note-Retro_Gamer-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> This led to the first use of advanced <a href="Ragdoll_physics" title="Ragdoll physics">ragdoll physics</a> in a video game.<sup id="cite_ref-Retro_Gamer_7-4" class="reference"><a href="#cite_note-Retro_Gamer-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> This physics system caught the eyes of British publisher <a href="Eidos_Interactive" title="Eidos Interactive">Eidos Interactive</a>, and especially staff member <a href="Jonas_Eneroth" title="Jonas Eneroth">Jonas Eneroth</a>, who thought that the system could greatly benefit <i>Codename 47</i><span class="nowrap" style="padding-left:0.1em;">'s</span> gameplay.<sup id="cite_ref-Retro_Gamer_7-5" class="reference"><a href="#cite_note-Retro_Gamer-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> Following six months of negotiations, a publishing deal was signed between IO Interactive and Eidos Interactive.<sup id="cite_ref-IGN_8-0" class="reference"><a href="#cite_note-IGN-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> Eneroth became <a href="Executive_producer" title="Executive producer">executive producer</a> on the project.<sup id="cite_ref-Retro_Gamer_7-6" class="reference"><a href="#cite_note-Retro_Gamer-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup>
</p><p>As executive producer, Eneroth encouraged the development team to stray away from the run-and-gun gameplay, and instead focus on a "methodical experience", including dragging dead bodies around the scene to create tension.<sup id="cite_ref-Retro_Gamer_7-7" class="reference"><a href="#cite_note-Retro_Gamer-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> He had previously worked on <i><a href="Deus_Ex_(video_game)" title="Deus Ex (video game)">Deus Ex</a></i> and <i><a href="Thief%3A_The_Dark_Project" title="Thief: The Dark Project">Thief: The Dark Project</a></i>, which had heavily exposed him to the <a href="Stealth_game" title="Stealth game">stealth game</a> mechanics he wished to see in <i>Codename 47</i>.<sup id="cite_ref-Retro_Gamer_7-8" class="reference"><a href="#cite_note-Retro_Gamer-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> The game was released on 19 November 2000,<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> with reception mixed due to the difficulty of the game.<sup id="cite_ref-Retro_Gamer_7-9" class="reference"><a href="#cite_note-Retro_Gamer-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="Further_ventures_(2000–2004)">Further ventures (2000–2004)</h3></div>
<p>In October 2001, Eidos Interactive announced <i><a href="Hitman_2%3A_Silent_Assassin" title="Hitman 2: Silent Assassin">Hitman 2: Silent Assassin</a></i>, a sequel to <i>Codename 47</i>.<sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> Following a slight delay in March 2002,<sup id="cite_ref-11" class="reference"><a href="#cite_note-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup> it was released in October 2002, this time for Microsoft Windows, as well as <a href="PlayStation_2" title="PlayStation 2">PlayStation 2</a> and <a href="Xbox_(console)" title="Xbox (console)">Xbox</a>.<sup id="cite_ref-12" class="reference"><a href="#cite_note-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> To more easily overcome the challenge of bringing the game to consoles, IO Interactive grew "considerably" in headcount.<sup id="cite_ref-IGN_8-1" class="reference"><a href="#cite_note-IGN-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> The game was received well by critics; according to Greg Kasavin in his review for <i><a href="GameSpot" title="GameSpot">GameSpot</a></i>, "<i>Hitman 2</i> fixes virtually all of the problems of its predecessor".<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup> The success of <i>Silent Assassin</i> came as a surprise to the team,<sup id="cite_ref-IGN_8-2" class="reference"><a href="#cite_note-IGN-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> and was swiftly followed up with by porting the game to <a href="GameCube" title="GameCube">GameCube</a> the following year.<sup id="cite_ref-14" class="reference"><a href="#cite_note-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup>
</p><p>In 2003, IO Interactive decided to open a Hungarian offshoot, named IO Interactive Hungary.<sup id="cite_ref-Gamasutra_6-2" class="reference"><a href="#cite_note-Gamasutra-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> To properly establish the studio, 50 Hungarian staff were hired and brought to the company's Copenhagen headquarters for a six-month training programme.<sup id="cite_ref-Gamasutra_6-3" class="reference"><a href="#cite_note-Gamasutra-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> However, after the training had been finished, IO Interactive realised that there were 50 people with talent but no leadership that could guide them when in Hungary.<sup id="cite_ref-Gamasutra_6-4" class="reference"><a href="#cite_note-Gamasutra-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> Instead of fulfilling the Hungarian subsidiary, IO Interactive opted to offer all 50 people jobs at their headquarters, to which most of them agreed.<sup id="cite_ref-Gamasutra_6-5" class="reference"><a href="#cite_note-Gamasutra-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> In October that year, <a href="Electronic_Arts" title="Electronic Arts">Electronic Arts</a> released <i><a href="Freedom_Fighters_(video_game)" title="Freedom Fighters (video game)">Freedom Fighters</a></i>, an IO Interactive-developed <a href="Third-person_shooter" title="Third-person shooter">third-person shooter</a> which was previously announced as <i>Freedom: The Battle for Liberty Island</i> in May 2002.<sup id="cite_ref-15" class="reference"><a href="#cite_note-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> Although a sequel to <i>Freedom Fighters</i> has been anticipated, IO Interactive has been unable to comment on whether such a game was in development.<sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="Acquisition_by_Eidos_Interactive,_further_Hitman_releases_(2004–2006)">Acquisition by Eidos Interactive, further <i>Hitman</i> releases (2004–2006)</h3></div>
<p>On 3 March 2004, Eidos Interactive announced that they were acquiring IO Interactive for <span style="white-space: nowrap"><a href="Pound_sterling" title="Pound sterling">£</a>23&nbsp;million</span> in cash and stock, plus another <span style="white-space: nowrap">£5&nbsp;million</span> linked to the studio's performance in the following four years.<sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup> The deal closed on 31 March that year.<sup id="cite_ref-Berlingske_Business_5-2" class="reference"><a href="#cite_note-Berlingske_Business-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> At the time, IO Interactive was Europe's 10th largest video game developer, with 140 staff members employed at their offices.<sup id="cite_ref-Berlingske_Business_5-3" class="reference"><a href="#cite_note-Berlingske_Business-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> The sale was primarily negotiated by founding member Flösser.<sup id="cite_ref-20" class="reference"><a href="#cite_note-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup>
</p><p>The first game to release under Eidos Interactive's management was <i><a href="Hitman%3A_Contracts" title="Hitman: Contracts">Hitman: Contracts</a></i>, the third game in the <i>Hitman</i> franchise, which was announced and released in April that year.<sup id="cite_ref-21" class="reference"><a href="#cite_note-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> The game was developed in about nine months, from concept stage to console submission, but was under the influence of <a href="Crunch_(video_games)" title="Crunch (video games)">"crunch time"</a> throughout the entire development.<sup id="cite_ref-22" class="reference"><a href="#cite_note-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> <i>Contracts</i> received positive reception.<sup id="cite_ref-23" class="reference"><a href="#cite_note-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-24" class="reference"><a href="#cite_note-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup> The next game, <i><a href="Hitman%3A_Blood_Money" title="Hitman: Blood Money">Hitman: Blood Money</a></i>, was announced shortly afterwards, in November 2004.<sup id="cite_ref-25" class="reference"><a href="#cite_note-25"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup> Released in May 2006,<sup id="cite_ref-26" class="reference"><a href="#cite_note-26"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup> the game was praised by critics and retrospectively multiply referred to as the best game in the <i>Hitman</i> series.<sup id="cite_ref-27" class="reference"><a href="#cite_note-27"><span class="cite-bracket">[</span>27<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-28" class="reference"><a href="#cite_note-28"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="Other_games_(2006–2010)">Other games (2006–2010)</h3></div>
<p>IO Interactive announced their next game, <i><a href="Kane_%26_Lynch%3A_Dead_Men" title="Kane &amp; Lynch: Dead Men">Kane &amp; Lynch: Dead Men</a></i>, in August 2006.<sup id="cite_ref-29" class="reference"><a href="#cite_note-29"><span class="cite-bracket">[</span>29<span class="cite-bracket">]</span></a></sup> Unlike their <i>Hitman</i> games, <i>Kane &amp; Lynch: Dead Men</i> played as a linear, <a href="Cooperative_video_game" title="Cooperative video game">cooperative gameplay</a>-focused third-person shooter, as opposed to <i>Hitman</i><span class="nowrap" style="padding-left:0.1em;">'s</span> sandbox solo stealth gameplay.<sup id="cite_ref-30" class="reference"><a href="#cite_note-30"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup> Released in November 2007,<sup id="cite_ref-31" class="reference"><a href="#cite_note-31"><span class="cite-bracket">[</span>31<span class="cite-bracket">]</span></a></sup> the game gained mixed reviews, wherein some reviewers felt like the game had a disconnect with modern gameplay styles.<sup id="cite_ref-32" class="reference"><a href="#cite_note-32"><span class="cite-bracket">[</span>32<span class="cite-bracket">]</span></a></sup> On 11 April 2008, four of IO Interactive's co-founders, Vorsholt Jørgensen, Pollas, Andersen and Guldbrandsen, announced that they had, together with former Eidos Interactive executive producer Neil Donnell, reformed Reto-Moto as an active developer.<sup id="cite_ref-33" class="reference"><a href="#cite_note-33"><span class="cite-bracket">[</span>33<span class="cite-bracket">]</span></a></sup> Guldbrandsen and Donnell became <a href="Chief_technology_officer" title="Chief technology officer">chief technology officer</a> and <a href="Chief_executive_officer" title="Chief executive officer">chief executive officer</a>, respectively.<sup id="cite_ref-34" class="reference"><a href="#cite_note-34"><span class="cite-bracket">[</span>34<span class="cite-bracket">]</span></a></sup> Six further IO Interactive employees followed to Reto-Moto in December that year.<sup id="cite_ref-35" class="reference"><a href="#cite_note-35"><span class="cite-bracket">[</span>35<span class="cite-bracket">]</span></a></sup> Co-founder and at the time <a href="Managing_director" class="mw-redirect" title="Managing director">managing director</a> Flösser left the company in April 2008, and was succeeded by Niels Jørgensen, who had joined the company in 2002.<sup id="cite_ref-36" class="reference"><a href="#cite_note-36"><span class="cite-bracket">[</span>36<span class="cite-bracket">]</span></a></sup>
</p><p>In January 2009, Eidos Interactive announced IO Interactive-developed <i><a href="Mini_Ninjas" title="Mini Ninjas">Mini Ninjas</a></i>, a family-friendly game, as opposed to all of the studio's previous titles.<sup id="cite_ref-37" class="reference"><a href="#cite_note-37"><span class="cite-bracket">[</span>37<span class="cite-bracket">]</span></a></sup> Jørgensen explained that, using <i>Mini Ninjas</i>, the studio wanted to reach a broader demographic in the gaming market.<sup id="cite_ref-Gamasutra_6-6" class="reference"><a href="#cite_note-Gamasutra-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> Shortly after the announcement of <i>Mini Ninjas</i>, in April 2009, Eidos Interactive was acquired by Japanese video game conglomerate <a href="Square_Enix" title="Square Enix">Square Enix</a> for <span style="white-space: nowrap">£84.3&nbsp;million</span>.<sup id="cite_ref-38" class="reference"><a href="#cite_note-38"><span class="cite-bracket">[</span>38<span class="cite-bracket">]</span></a></sup> Eidos Interactive was reorganised over the course of 2009 and became known as Square Enix Europe in November that year.<sup id="cite_ref-39" class="reference"><a href="#cite_note-39"><span class="cite-bracket">[</span>39<span class="cite-bracket">]</span></a></sup> Square Enix Europe continued to oversee their previously owned development studios, including IO Interactive.<sup id="cite_ref-40" class="reference"><a href="#cite_note-40"><span class="cite-bracket">[</span>40<span class="cite-bracket">]</span></a></sup> Speaking for IO Interactive, Karsten Lund stated that the studio experienced "no loss of freedom" following the buyout.<sup id="cite_ref-41" class="reference"><a href="#cite_note-41"><span class="cite-bracket">[</span>41<span class="cite-bracket">]</span></a></sup>
</p><p>A sequel to <i>Kane &amp; Lynch: Dead Men</i>, titled <i><a href="Kane_%26_Lynch_2%3A_Dog_Days" title="Kane &amp; Lynch 2: Dog Days">Kane &amp; Lynch 2: Dog Days</a></i>, was announced in November 2009,<sup id="cite_ref-42" class="reference"><a href="#cite_note-42"><span class="cite-bracket">[</span>42<span class="cite-bracket">]</span></a></sup> and released in August 2010.<sup id="cite_ref-43" class="reference"><a href="#cite_note-43"><span class="cite-bracket">[</span>43<span class="cite-bracket">]</span></a></sup> Critics found that most elements in the game had deliberately been made "ugly" to better fit into the well-told story of the game.<sup id="cite_ref-44" class="reference"><a href="#cite_note-44"><span class="cite-bracket">[</span>44<span class="cite-bracket">]</span></a></sup> In a November 2009 interview with gaming website <i><a href="Gamasutra" class="mw-redirect" title="Gamasutra">Gamasutra</a></i>, Jørgensen revealed that, due to the high costs associated with living in <a href="Scandinavia" title="Scandinavia">Scandinavia</a>, much of the company's graphic department had been outsourced to <a href="Shanghai" title="Shanghai">Shanghai</a>.<sup id="cite_ref-Gamasutra_6-7" class="reference"><a href="#cite_note-Gamasutra-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> The Chinese office had been set up by two Danish representatives from IO Interactive, with one Dane permanently residing in Shanghai to look over the outsourcing progress.<sup id="cite_ref-Gamasutra_6-8" class="reference"><a href="#cite_note-Gamasutra-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> In March 2010, 35 of previously 200 employees were let go from the company.<sup id="cite_ref-45" class="reference"><a href="#cite_note-45"><span class="cite-bracket">[</span>45<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-46" class="reference"><a href="#cite_note-46"><span class="cite-bracket">[</span>46<span class="cite-bracket">]</span></a></sup> A further 30 people were laid off in November that year, supposedly due to the cancellation of a project that was in development for <a href="Microsoft" title="Microsoft">Microsoft</a>.<sup id="cite_ref-47" class="reference"><a href="#cite_note-47"><span class="cite-bracket">[</span>47<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="Return_to_Hitman_(2011–2016)">Return to <i>Hitman</i> (2011–2016)</h3></div>
<p>In May 2011, IO Interactive and Square Enix announced that they would be returning to the <i>Hitman</i> franchise through a new entry, <i><a href="Hitman%3A_Absolution" title="Hitman: Absolution">Hitman: Absolution</a></i>.<sup id="cite_ref-48" class="reference"><a href="#cite_note-48"><span class="cite-bracket">[</span>48<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-49" class="reference"><a href="#cite_note-49"><span class="cite-bracket">[</span>49<span class="cite-bracket">]</span></a></sup> A spin-off demo, <i><a href="Hitman%3A_Sniper_Challenge" class="mw-redirect" title="Hitman: Sniper Challenge">Hitman: Sniper Challenge</a></i>, was released in May 2012.<sup id="cite_ref-50" class="reference"><a href="#cite_note-50"><span class="cite-bracket">[</span>50<span class="cite-bracket">]</span></a></sup> <i>Absolution</i> was released in November that year,<sup id="cite_ref-51" class="reference"><a href="#cite_note-51"><span class="cite-bracket">[</span>51<span class="cite-bracket">]</span></a></sup> and, like <i>Blood Money</i>, saw highly positive reception from critics.<sup id="cite_ref-52" class="reference"><a href="#cite_note-52"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup> However, many fans of the series, including the developers at IO Interactive, felt like <i>Absolution</i> was leaning too far into the mainstream, as a result of which they were losing their core player base.<sup id="cite_ref-53" class="reference"><a href="#cite_note-53"><span class="cite-bracket">[</span>53<span class="cite-bracket">]</span></a></sup> In February 2012, Square Enix opened a new Copenhagen office under the IO Interactive name.<sup id="cite_ref-54" class="reference"><a href="#cite_note-54"><span class="cite-bracket">[</span>54<span class="cite-bracket">]</span></a></sup> The following March, this new office was announced to be Hapti.co, a <a href="Subsidiary" title="Subsidiary">subsidiary</a> studio focused on <a href="Mobile_game" title="Mobile game">mobile games</a>.<sup id="cite_ref-55" class="reference"><a href="#cite_note-55"><span class="cite-bracket">[</span>55<span class="cite-bracket">]</span></a></sup> Hapti.co was sold to Wargaming Mobile, the mobile games <a href="Division_(business)" title="Division (business)">division</a> of publisher <a href="Wargaming_(company)" title="Wargaming (company)">Wargaming</a>, in September 2017, and was renamed as Wargaming Copenhagen.<sup id="cite_ref-56" class="reference"><a href="#cite_note-56"><span class="cite-bracket">[</span>56<span class="cite-bracket">]</span></a></sup>
</p><p>In June 2013, 70 staff members, half of IO Interactive's workforce at the time, were made redundant due to "internal adjustments to face the challenges of today's market".<sup id="cite_ref-57" class="reference"><a href="#cite_note-57"><span class="cite-bracket">[</span>57<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-58" class="reference"><a href="#cite_note-58"><span class="cite-bracket">[</span>58<span class="cite-bracket">]</span></a></sup> Square Enix announced that, from that point on, IO Interactive would exclusively focus on the development of new entries in the <i>Hitman</i> franchise.<sup id="cite_ref-59" class="reference"><a href="#cite_note-59"><span class="cite-bracket">[</span>59<span class="cite-bracket">]</span></a></sup> At the same time, Hannes Seifert, who for the past three years had held the position of production director at IO Interactive, took over the company's management as <a href="Studio_head" class="mw-redirect" title="Studio head">studio head</a>.<sup id="cite_ref-60" class="reference"><a href="#cite_note-60"><span class="cite-bracket">[</span>60<span class="cite-bracket">]</span></a></sup> At a June 2015 <a href="Press_conference" title="Press conference">press conference</a>, <a href="Sony" title="Sony">Sony</a> announced that a new game in the <i>Hitman</i> series, simply titled <i><a href="Hitman_(2016_video_game)" title="Hitman (2016 video game)">Hitman</a></i>, had been slated for a December 2015 release.<sup id="cite_ref-61" class="reference"><a href="#cite_note-61"><span class="cite-bracket">[</span>61<span class="cite-bracket">]</span></a></sup> The game was shortly delayed to March 2016,<sup id="cite_ref-62" class="reference"><a href="#cite_note-62"><span class="cite-bracket">[</span>62<span class="cite-bracket">]</span></a></sup> and later announced to be released in an <a href="Episodic_video_game" title="Episodic video game">episodic model</a>.<sup id="cite_ref-63" class="reference"><a href="#cite_note-63"><span class="cite-bracket">[</span>63<span class="cite-bracket">]</span></a></sup> As such, starting in March 2016, the first season for the game was released through six episodes, the last of which was released in October 2016.<sup id="cite_ref-64" class="reference"><a href="#cite_note-64"><span class="cite-bracket">[</span>64<span class="cite-bracket">]</span></a></sup> Around the same time, Ryan Barnard, previously director of the game <i><a href="The_Division_(video_game)" class="mw-redirect" title="The Division (video game)">The Division</a></i>, left <a href="Massive_Entertainment" title="Massive Entertainment">Massive Entertainment</a> to join IO Interactive.<sup id="cite_ref-65" class="reference"><a href="#cite_note-65"><span class="cite-bracket">[</span>65<span class="cite-bracket">]</span></a></sup> At the time, IO Interactive had 170 employees,<sup id="cite_ref-66" class="reference"><a href="#cite_note-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> and was the largest video game developer in Denmark.<sup id="cite_ref-67" class="reference"><a href="#cite_note-67"><span class="cite-bracket">[</span>67<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="Management_buyout,_further_Hitman_games,_007_and_Project_Fantasy_(2017–present)">Management buyout, further <i>Hitman</i> games, <i>007</i> and Project Fantasy (2017–present)</h3></div>
<p>Seifert announced in February 2017 that he had left IO Interactive to return to his home country of Austria to pursue an unannounced project.<sup id="cite_ref-68" class="reference"><a href="#cite_note-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup> Hakan B. Abrak, also formerly production director for the studio, took over his duties, becoming <a href="Chief_executive_officer" title="Chief executive officer">chief executive officer</a>.<sup id="cite_ref-69" class="reference"><a href="#cite_note-69"><span class="cite-bracket">[</span>69<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-70" class="reference"><a href="#cite_note-70"><span class="cite-bracket">[</span>70<span class="cite-bracket">]</span></a></sup>
</p><p>In May 2017, Square Enix announced that they had withdrawn funding from IO Interactive and would begin negotiating with potential investors that would want to purchase the studio.<sup id="cite_ref-71" class="reference"><a href="#cite_note-71"><span class="cite-bracket">[</span>71<span class="cite-bracket">]</span></a></sup> Several jobs were cut at IO Interactive shortly following that announcement.<sup id="cite_ref-72" class="reference"><a href="#cite_note-72"><span class="cite-bracket">[</span>72<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-73" class="reference"><a href="#cite_note-73"><span class="cite-bracket">[</span>73<span class="cite-bracket">]</span></a></sup> On 16 June 2017, IO Interactive announced that it had performed a <a href="Management_buyout" title="Management buyout">management buyout</a>, as a result of which they became independent.<sup id="cite_ref-74" class="reference"><a href="#cite_note-74"><span class="cite-bracket">[</span>74<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-75" class="reference"><a href="#cite_note-75"><span class="cite-bracket">[</span>75<span class="cite-bracket">]</span></a></sup> Square Enix retained a minor financial stake in IO Interactive.<sup id="cite_ref-76" class="reference"><a href="#cite_note-76"><span class="cite-bracket">[</span>76<span class="cite-bracket">]</span></a></sup> The buyout also included the <a href="Intellectual_property" title="Intellectual property">intellectual property</a> (IP) for <i>Hitman</i> and <i>Freedom Fighters</i>, but lacked that of <i>Kane &amp; Lynch</i> and <i>Mini Ninjas</i>.<sup id="cite_ref-77" class="reference"><a href="#cite_note-77"><span class="cite-bracket">[</span>77<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-78" class="reference"><a href="#cite_note-78"><span class="cite-bracket">[</span>78<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-79" class="reference"><a href="#cite_note-79"><span class="cite-bracket">[</span>79<span class="cite-bracket">]</span></a></sup> Yosuke Matsuda, <a href="President_(corporate_title)" title="President (corporate title)">president</a> and chief executive officer of Square Enix at the time, stated that the company's decision to divest itself of IO Interactive, alongside <i>Hitman</i>, was made because they felt like the series needed to go on, but would be in better hands with another partner or with IO Interactive itself.<sup id="cite_ref-80" class="reference"><a href="#cite_note-80"><span class="cite-bracket">[</span>80<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-81" class="reference"><a href="#cite_note-81"><span class="cite-bracket">[</span>81<span class="cite-bracket">]</span></a></sup> IO Interactive's associate director, Eskil Mohl, said that, when Square Enix decided to withdraw from the studio, they were already working on <i>Hitman 2</i>, and the job cuts were a necessary step to make sure that the studio would remain viable without Square Enix's backing; Mohl felt that this helped harden the studio to make <i>Hitman 2</i> a stronger game.<sup id="cite_ref-82" class="reference"><a href="#cite_note-82"><span class="cite-bracket">[</span>82<span class="cite-bracket">]</span></a></sup>
</p><p>IO Interactive confirmed shortly after the split that all profits from 2016's <i>Hitman</i> would from that point go directly to the studio.<sup id="cite_ref-83" class="reference"><a href="#cite_note-83"><span class="cite-bracket">[</span>83<span class="cite-bracket">]</span></a></sup> In August that year, the studio confirmed that another <i>Hitman</i> game was in development.<sup id="cite_ref-84" class="reference"><a href="#cite_note-84"><span class="cite-bracket">[</span>84<span class="cite-bracket">]</span></a></sup> In April 2018, IO Interactive partnered with <a href="Warner_Bros._Interactive_Entertainment" class="mw-redirect" title="Warner Bros. Interactive Entertainment">Warner Bros. Interactive Entertainment</a> (WBIE) to distribute a <i>Definitive Edition</i> of 2016's <i>Hitman</i>, which was released in the following month.<sup id="cite_ref-85" class="reference"><a href="#cite_note-85"><span class="cite-bracket">[</span>85<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-86" class="reference"><a href="#cite_note-86"><span class="cite-bracket">[</span>86<span class="cite-bracket">]</span></a></sup> In June 2018, IO Interactive announced <i><a href="Hitman_2_(2018_video_game)" title="Hitman 2 (2018 video game)">Hitman 2</a></i>.<sup id="cite_ref-87" class="reference"><a href="#cite_note-87"><span class="cite-bracket">[</span>87<span class="cite-bracket">]</span></a></sup> Unlike 2016's <i>Hitman</i>, <i>Hitman 2</i> does not feature an episodic release format.<sup id="cite_ref-88" class="reference"><a href="#cite_note-88"><span class="cite-bracket">[</span>88<span class="cite-bracket">]</span></a></sup> Published by WBIE, <i>Hitman 2</i> was released in November that year.<sup id="cite_ref-89" class="reference"><a href="#cite_note-89"><span class="cite-bracket">[</span>89<span class="cite-bracket">]</span></a></sup> On 16 January 2019, IO Interactive opened a subsidiary studio, IOI Malmö, in <a href="Malm%C3%B6" title="Malmö">Malmö</a>, Sweden.<sup id="cite_ref-90" class="reference"><a href="#cite_note-90"><span class="cite-bracket">[</span>90<span class="cite-bracket">]</span></a></sup> IO Interactive continued its partnership with WBIE and, by October 2019, had turned it into a multi-IP deal.<sup id="cite_ref-91" class="reference"><a href="#cite_note-91"><span class="cite-bracket">[</span>91<span class="cite-bracket">]</span></a></sup>
</p><p>In June 2020, IO Interactive announced <i><a href="Hitman_3" title="Hitman 3">Hitman 3</a></i>, the conclusion to their World of Assassination trilogy, which was released on 20 January 2021 for Windows computers and current and next-gen consoles, with IO publishing the game themselves.<sup id="cite_ref-Hitman_3_announcement_92-0" class="reference"><a href="#cite_note-Hitman_3_announcement-92"><span class="cite-bracket">[</span>92<span class="cite-bracket">]</span></a></sup>
</p><p>In November 2020, the company announced <i>Project 007</i>, an original <a href="James_Bond_in_video_games" title="James Bond in video games"><i>James Bond</i></a> video game, working closely with licensors <a href="MGM" class="mw-redirect" title="MGM">MGM</a> and <a href="Eon_Productions" title="Eon Productions">Eon Productions</a>.<sup id="cite_ref-93" class="reference"><a href="#cite_note-93"><span class="cite-bracket">[</span>93<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-94" class="reference"><a href="#cite_note-94"><span class="cite-bracket">[</span>94<span class="cite-bracket">]</span></a></sup> IO studio director Hakan Abrak said they had spent about two years in preparing a pitch to the <i>Bond</i> license holders, knowing that the current rights holders, <a href="Barbara_Broccoli" title="Barbara Broccoli">Barbara Broccoli</a> and <a href="Michael_G._Wilson" title="Michael G. Wilson">Michael G. Wilson</a> were dissatisfied with the amount of violence in past <i>Bond</i> video games. IO's Bond will be a wholly original character and not use any of the film actors' likenesses, and Abrak anticipates that this game would be the start of a trilogy of <i>Bond</i> games.<sup id="cite_ref-95" class="reference"><a href="#cite_note-95"><span class="cite-bracket">[</span>95<span class="cite-bracket">]</span></a></sup> Abrak expected that the game would require them to double their current staff of 200 employees to 400 by the time the first <i>Bond</i> game is released.<sup id="cite_ref-ign_bond_2021_96-0" class="reference"><a href="#cite_note-ign_bond_2021-96"><span class="cite-bracket">[</span>96<span class="cite-bracket">]</span></a></sup> The game was officially unveiled as <a href="007_First_Light" title="007 First Light"><i>007 First Light</i></a> in June 2025.<sup id="cite_ref-97" class="reference"><a href="#cite_note-97"><span class="cite-bracket">[</span>97<span class="cite-bracket">]</span></a></sup>
</p><p>IOI Barcelona, based in <a href="Barcelona" title="Barcelona">Barcelona</a>, Spain, was announced in April 2021. The studio is to assist IOI on its active projects, including further <i>Hitman</i> entries and <i>007 First Light</i>.<sup id="cite_ref-98" class="reference"><a href="#cite_note-98"><span class="cite-bracket">[</span>98<span class="cite-bracket">]</span></a></sup>
</p><p>In February 2023, IO Interactive announced <i>Project Fantasy</i>, this new IP is set to be an online fantasy RPG, a departure from IO's <i>Hitman</i> games.<sup id="cite_ref-99" class="reference"><a href="#cite_note-99"><span class="cite-bracket">[</span>99<span class="cite-bracket">]</span></a></sup>
</p><p>IOI Brighton, in <a href="Brighton" title="Brighton">Brighton</a>, England, was announced by the company in July 2023. The studio initially will support IO's <i>007 First Light</i>, <i>Project Fantasy</i> and <i>Hitman</i>.<sup id="cite_ref-100" class="reference"><a href="#cite_note-100"><span class="cite-bracket">[</span>100<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading4"><h4 id="Partnership_with_Build_A_Rocket_Boy">Partnership with Build A Rocket Boy</h4></div>
<p>In 2024, IO Interactive introduced IOI Partners starting with the publication of MindsEye, a AAA title from <a href="Leslie_Benzies" title="Leslie Benzies">Leslie Benzies</a>'s Build A Rocket Boy. IOI is responsible for the game's marketing and distribution and <i>MindsEye</i> serves as a demonstration of the <a href="Everywhere_(video_game)" title="Everywhere (video game)">Everywhere</a> platform. Hakan Abrak, CEO of IO Interactive, mentioned that the game is well along in its development.<sup id="cite_ref-jm_101-0" class="reference"><a href="#cite_note-jm-101"><span class="cite-bracket">[</span>101<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-102" class="reference"><a href="#cite_note-102"><span class="cite-bracket">[</span>102<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Games_developed">Games developed</h2></div>
<table class="wikitable sortable plainrowheaders">
<tbody><tr>
<th scope="col">Year
</th>
<th scope="col">Title
</th>
<th scope="col">Platform(s)
</th>
<th scope="col">Publisher(s)
</th></tr>
<tr>
<th scope="row">2000
</th>
<td><i><a href="Hitman%3A_Codename_47" title="Hitman: Codename 47">Hitman: Codename 47</a></i>
</td>
<td><a href="Windows" class="mw-redirect" title="Windows">Windows</a>
</td>
<td rowspan="2"><a href="Eidos_Interactive" title="Eidos Interactive">Eidos Interactive</a>
</td></tr>
<tr>
<th scope="row">2002
</th>
<td><i><a href="Hitman_2%3A_Silent_Assassin" title="Hitman 2: Silent Assassin">Hitman 2: Silent Assassin</a></i>
</td>
<td><a href="GameCube" title="GameCube">GameCube</a>, <a href="PlayStation_2" title="PlayStation 2">PlayStation 2</a>, Windows, <a href="Xbox_(console)" title="Xbox (console)">Xbox</a>
</td></tr>
<tr>
<th scope="row">2003
</th>
<td><i><a href="Freedom_Fighters_(video_game)" title="Freedom Fighters (video game)">Freedom Fighters</a></i>
</td>
<td>GameCube, PlayStation 2, Windows, Xbox
</td>
<td><a href="Electronic_Arts" title="Electronic Arts">Electronic Arts</a>
</td></tr>
<tr>
<th scope="row">2004
</th>
<td><i><a href="Hitman%3A_Contracts" title="Hitman: Contracts">Hitman: Contracts</a></i>
</td>
<td>PlayStation 2, Windows, Xbox
</td>
<td>Eidos Interactive
</td></tr>
<tr>
<th scope="row">2006
</th>
<td><i><a href="Hitman%3A_Blood_Money" title="Hitman: Blood Money">Hitman: Blood Money</a></i>
</td>
<td><a href="Android_(operating_system)" title="Android (operating system)">Android</a>, <a href="IOS" title="IOS">iOS</a>, <a href="Nintendo_Switch" title="Nintendo Switch">Nintendo Switch</a>, PlayStation 2, Windows, Xbox, <a href="Xbox_360" title="Xbox 360">Xbox 360</a>
</td>
<td>Eidos Interactive, <a href="Feral_Interactive" title="Feral Interactive">Feral Interactive</a>
</td></tr>
<tr>
<th scope="row">2007
</th>
<td><i><a href="Kane_%26_Lynch%3A_Dead_Men" title="Kane &amp; Lynch: Dead Men">Kane &amp; Lynch: Dead Men</a></i>
</td>
<td>Microsoft Windows, <a href="PlayStation_3" title="PlayStation 3">PlayStation 3</a>, Xbox 360
</td>
<td>Eidos Interactive
</td></tr>
<tr>
<th scope="row">2009
</th>
<td><i><a href="Mini_Ninjas" title="Mini Ninjas">Mini Ninjas</a></i>
</td>
<td><a href="MacOS" title="MacOS">macOS</a>, <a href="Nintendo_DS" title="Nintendo DS">Nintendo DS</a>, PlayStation 3, <a href="Wii" title="Wii">Wii</a>, Windows, Xbox 360
</td>
<td>Eidos Interactive, Feral Interactive
</td></tr>
<tr>
<th scope="row">2010
</th>
<td><i><a href="Kane_%26_Lynch_2%3A_Dog_Days" title="Kane &amp; Lynch 2: Dog Days">Kane &amp; Lynch 2: Dog Days</a></i>
</td>
<td>PlayStation 3, Windows, Xbox 360
</td>
<td><a href="Square_Enix" title="Square Enix">Square Enix</a>
</td></tr>
<tr>
<th scope="row">2012
</th>
<td><i><a href="Hitman%3A_Absolution" title="Hitman: Absolution">Hitman: Absolution</a></i>
</td>
<td>macOS, PlayStation 3, Windows, Xbox 360
</td>
<td rowspan="2">Square Enix, Feral Interactive
</td></tr>
<tr>
<th scope="row">2016
</th>
<td><i><a href="Hitman_(2016_video_game)" title="Hitman (2016 video game)">Hitman</a></i>
</td>
<td><a href="Linux" title="Linux">Linux</a>, macOS, <a href="PlayStation_4" title="PlayStation 4">PlayStation 4</a>, <a href="Google_Stadia" title="Google Stadia">Stadia</a>, Windows, <a href="Xbox_One" title="Xbox One">Xbox One</a>
</td></tr>
<tr>
<th scope="row">2018
</th>
<td><i><a href="Hitman_2_(2018_video_game)" title="Hitman 2 (2018 video game)">Hitman 2</a></i>
</td>
<td>PlayStation 4, Stadia, Windows, Xbox One
</td>
<td><a href="Warner_Bros._Interactive_Entertainment" class="mw-redirect" title="Warner Bros. Interactive Entertainment">Warner Bros. Interactive Entertainment</a>
</td></tr>
<tr>
<th scope="row">2021
</th>
<td><i><a href="Hitman_3" title="Hitman 3">Hitman 3</a></i>
</td>
<td>Nintendo Switch, <a href="Nintendo_Switch_2" title="Nintendo Switch 2">Nintendo Switch 2</a>, PlayStation 4, <a href="PlayStation_5" title="PlayStation 5">PlayStation 5</a>, Stadia, Windows, Xbox One, <a href="Xbox_Series_X/S" class="mw-redirect" title="Xbox Series X/S">Xbox Series X/S</a>
</td>
<td rowspan="3">IO Interactive
</td></tr>
<tr>
<th scope="row">2026
</th>
<td><i><a href="007_First_Light" title="007 First Light">007 First Light</a></i>
</td>
<td>Nintendo Switch 2, PlayStation 5, Windows, Xbox Series X/S
</td></tr>
<tr>
<th scope="row">TBA
</th>
<td><i>Project Fantasy</i> (working title)
</td>
<td>TBA
</td></tr></tbody></table>
<div class="mw-heading mw-heading3"><h3 id="Games_published">Games published</h3></div>
<table class="wikitable sortable plainrowheaders">
<tbody><tr>
<th scope="col">Year
</th>
<th scope="col">Title
</th>
<th scope="col">Platform(s)
</th>
<th scope="col">Developer(s)
</th></tr>
<tr>
<th scope="row">2025
</th>
<td><i><a href="MindsEye" title="MindsEye">MindsEye</a></i><sup id="cite_ref-jm_101-1" class="reference"><a href="#cite_note-jm-101"><span class="cite-bracket">[</span>101<span class="cite-bracket">]</span></a></sup>
</td>
<td>PlayStation 5, Windows, Xbox Series X/S
</td>
<td>Build A Rocket Boy
</td></tr></tbody></table>
<div class="mw-heading mw-heading3"><h3 id="Cancelled_games">Cancelled games</h3></div>
<ul><li><i>Rex Dominus</i></li>
<li>Unannounced game for <a href="Microsoft" title="Microsoft">Microsoft</a> (2009)</li></ul>
<div class="mw-heading mw-heading3"><h3 id="Glacier">Glacier</h3></div>
<p>Glacier is a proprietary in-house game engine developed for the <i><a href="Hitman_(franchise)" title="Hitman (franchise)">Hitman</a></i> series, <i><a href="Freedom_Fighters_(video_game)" title="Freedom Fighters (video game)">Freedom Fighters</a></i>, the <i><a href="Kane_%26_Lynch%3A_Dead_Men" title="Kane &amp; Lynch: Dead Men">Kane &amp; Lynch</a></i> series, <i><a href="Mini_Ninjas" title="Mini Ninjas">Mini Ninjas</a>,</i> and <a href="007_First_Light" title="007 First Light"><i>007 First Light</i></a>.<sup id="cite_ref-Maurizio_De_Pascale_at_4C_103-0" class="reference"><a href="#cite_note-Maurizio_De_Pascale_at_4C-103"><span class="cite-bracket">[</span>103<span class="cite-bracket">]</span></a></sup> Glacier supports <a href="DLSS" class="mw-redirect" title="DLSS">DLSS</a>,<sup id="cite_ref-auto_104-0" class="reference"><a href="#cite_note-auto-104"><span class="cite-bracket">[</span>104<span class="cite-bracket">]</span></a></sup> <a href="Intel_Arc#Intel_XeSS" title="Intel Arc">XeSS</a><sup id="cite_ref-105" class="reference"><a href="#cite_note-105"><span class="cite-bracket">[</span>105<span class="cite-bracket">]</span></a></sup> and <a href="GPUOpen#FidelityFX_Super_Resolution" title="GPUOpen">FSR</a>.<sup id="cite_ref-106" class="reference"><a href="#cite_note-106"><span class="cite-bracket">[</span>106<span class="cite-bracket">]</span></a></sup> The engine supports <a href="Ray_tracing_(graphics)" title="Ray tracing (graphics)">ray tracing</a> in <i><a href="Hitman_3" title="Hitman 3">Hitman 3</a></i>.<sup id="cite_ref-auto_104-1" class="reference"><a href="#cite_note-auto-104"><span class="cite-bracket">[</span>104<span class="cite-bracket">]</span></a></sup> <a href="Eidos-Montr%C3%A9al" title="Eidos-Montréal">Eidos-Montréal</a> licensed Glacier for their own in-house engine, <a href="Dawn_Engine" class="mw-redirect" title="Dawn Engine">Dawn Engine</a>.<sup id="cite_ref-107" class="reference"><a href="#cite_note-107"><span class="cite-bracket">[</span>107<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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<li id="cite_note-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-1">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">
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<li id="cite_note-Hitman_3_announcement-92"><span class="mw-cite-backlink"><b><a href="#cite_ref-Hitman_3_announcement_92-0">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.ioi.dk/announcing-hitman-3/">"Announcing Hitman 3"</a>. <i>IO Interactive</i>. 11 June 2020. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20200802190207/https://www.ioi.dk/announcing-hitman-3/">Archived</a> from the original on 2 August 2020<span class="reference-accessdate">. Retrieved <span class="nowrap">11 June</span> 2020</span>.</cite></span>
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<li id="cite_note-ign_bond_2021-96"><span class="mw-cite-backlink"><b><a href="#cite_ref-ign_bond_2021_96-0">^</a></b></span> <span class="reference-text"><cite id="CITEREFOloman2021" class="citation web cs1">Oloman, Jordan (26 January 2021). <a rel="nofollow" class="external text" href="https://www.ign.com/articles/hitman-developers-james-bond-wont-be-based-on-any-previous-actor">"Hitman Developer's James Bond Won't Be Based on Any Previous Actor"</a>. <i><a href="IGN" title="IGN">IGN</a></i>. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20210126153915/https://www.ign.com/articles/hitman-developers-james-bond-wont-be-based-on-any-previous-actor">Archived</a> from the original on 26 January 2021<span class="reference-accessdate">. Retrieved <span class="nowrap">26 January</span> 2021</span>.</cite></span>
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<li id="cite_note-97"><span class="mw-cite-backlink"><b><a href="#cite_ref-97">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.gamespot.com/articles/007-first-light-is-hitman-devs-james-bond-game-will-be-revealed-this-week/1100-6531985/">"007: First Light Is Hitman Dev's James Bond Game, Will Be Revealed This Week"</a>. <i>GameSpot</i><span class="reference-accessdate">. Retrieved <span class="nowrap">2 June</span> 2025</span>.</cite></span>
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<li id="cite_note-98"><span class="mw-cite-backlink"><b><a href="#cite_ref-98">^</a></b></span> <span class="reference-text"><cite id="CITEREFKerr2021" class="citation web cs1">Kerr, Chris (16 April 2021). <a rel="nofollow" class="external text" href="https://web.archive.org/web/20210416150845/https://www.gamasutra.com/view/news/379989/Hitman_and_Project_007_developer_IO_Interactive_opens_Barcelona_studio.php">"Hitman and Project 007 developer IO Interactive opens Barcelona studio"</a>. <i><a href="Gamasutra" class="mw-redirect" title="Gamasutra">Gamasutra</a></i>. Archived from <a rel="nofollow" class="external text" href="https://www.gamasutra.com/view/news/379989/Hitman_and_Project_007_developer_IO_Interactive_opens_Barcelona_studio.php">the original</a> on 16 April 2021<span class="reference-accessdate">. Retrieved <span class="nowrap">16 April</span> 2021</span>.</cite></span>
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<li id="cite_note-jm-101"><span class="mw-cite-backlink">^ <a href="#cite_ref-jm_101-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-jm_101-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><cite id="CITEREFMaas2024" class="citation web cs1">Maas, Jennifer (16 October 2024). <a rel="nofollow" class="external text" href="https://variety.com/2024/gaming/news/mindseye-video-game-leslie-benzies-io-interactive-1236179042/">"<i>Hitman</i> Publisher IO Interactive Lands New Game <i>MindsEye</i> From <i>Grand Theft Auto</i> Producer Leslie Benzies"</a>. <i><a href="Variety_(magazine)" title="Variety (magazine)">Variety</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">2 April</span> 2025</span>.</cite></span>
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<li id="cite_note-102"><span class="mw-cite-backlink"><b><a href="#cite_ref-102">^</a></b></span> <span class="reference-text"><cite id="CITEREFBailey2024" class="citation web cs1">Bailey, Kat (16 October 2024). <a rel="nofollow" class="external text" href="https://www.ign.com/articles/hitman-dev-io-interactive-teaming-with-ex-gta-producers-studio-to-publish-mindseye-working-on-plans-to-announce-release-date">"Hitman Dev IO Interactive Teaming With Ex-GTA Producer's Studio to Publish MindsEye"</a>. <i>IGN</i><span class="reference-accessdate">. Retrieved <span class="nowrap">21 October</span> 2024</span>.</cite></span>
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<li id="cite_note-Maurizio_De_Pascale_at_4C-103"><span class="mw-cite-backlink"><b><a href="#cite_ref-Maurizio_De_Pascale_at_4C_103-0">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.youtube.com/watch?v=qw7BhS1lMkI">"Assets and Entities in the Glacier 2 Engine / Maurizio de Pascale, Technical Director IO Interactive"</a>. <i><a href="YouTube" title="YouTube">YouTube</a></i>.</cite></span>
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<li id="cite_note-auto-104"><span class="mw-cite-backlink">^ <a href="#cite_ref-auto_104-0"><sup><i><b>a</b></i></sup></a> <a href="#cite_ref-auto_104-1"><sup><i><b>b</b></i></sup></a></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.nvidia.com/en-us/geforce/news/ces-january-2022-dlss-rtx-games-updates/">"CES 2022: NVIDIA RTX Coming to 10 More Games, Including the Day Before, Rainbow Six Extraction, &amp; Escape from Tarkov"</a>.</cite></span>
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<li id="cite_note-105"><span class="mw-cite-backlink"><b><a href="#cite_ref-105">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.intel.com/content/www/us/en/products/docs/discrete-gpus/arc/technology/xess.html">"Intel® Arc™- Xe Super Sampling"</a>. <i>Intel</i>.</cite></span>
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<li id="cite_note-106"><span class="mw-cite-backlink"><b><a href="#cite_ref-106">^</a></b></span> <span class="reference-text"><a rel="nofollow" class="external text" href="https://www.amd.com/en/technologies/radeon-software-fidelityfx-super-resolution">Super resolution</a> amd.com</span>
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<li id="cite_note-107"><span class="mw-cite-backlink"><b><a href="#cite_ref-107">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.mcvuk.com/development-news/how-the-dawn-engine-is-powering-the-next-wave-of-deus-ex-games/">"How the Dawn Engine is powering the next wave of Deus Ex games"</a>. <i>MCV</i>. 11 February 2015.</cite></span>
</li>
</ol></div></div>
<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
<ul><li><span class="official-website"><span class="url"><a rel="nofollow" class="external text" href="https://www.ioi.dk/">Official website</a></span></span></li></ul>
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</style><div id="IO_Interactive93" style="font-size:114%;margin:0 4em"></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Hitman_(franchise)" title="Hitman (franchise)"><i>Hitman</i></a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Hitman%3A_Codename_47" title="Hitman: Codename 47">Codename 47</a></i></li>
<li><i><a href="Hitman_2%3A_Silent_Assassin" title="Hitman 2: Silent Assassin">2: Silent Assassin</a></i></li>
<li><i><a href="Hitman%3A_Contracts" title="Hitman: Contracts">Contracts</a></i></li>
<li><i><a href="Hitman%3A_Blood_Money" title="Hitman: Blood Money">Blood Money</a></i></li>
<li><i><a href="Hitman%3A_Absolution" title="Hitman: Absolution">Absolution</a></i></li>
<li><i><a href="Hitman_(2016_video_game)" title="Hitman (2016 video game)">Hitman</a></i></li>
<li><i><a href="Hitman_2_(2018_video_game)" title="Hitman 2 (2018 video game)">Hitman 2</a></i></li>
<li><i><a href="Hitman_3" title="Hitman 3">Hitman 3</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><i>Kane &amp; Lynch</i></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Kane_%26_Lynch%3A_Dead_Men" title="Kane &amp; Lynch: Dead Men">Dead Men</a></i></li>
<li><i><a href="Kane_%26_Lynch_2%3A_Dog_Days" title="Kane &amp; Lynch 2: Dog Days">2: Dog Days</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other games</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Freedom_Fighters_(video_game)" title="Freedom Fighters (video game)">Freedom Fighters</a></i></li>
<li><i><a href="Mini_Ninjas" title="Mini Ninjas">Mini Ninjas</a></i></li>
<li><i><a href="007_First_Light" title="007 First Light">007 First Light</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Published games</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="MindsEye" title="MindsEye">MindsEye</a></i></li></ul>
</div></td></tr></tbody></table></div>
<div class="navbox-styles"></div><div role="navigation" class="navbox authority-control" aria-labelledby="Authority_control_databases_frameless&amp;#124;text-top&amp;#124;10px&amp;#124;alt=Edit_this_at_Wikidata&amp;#124;link=https&amp;#58;//www.wikidata.org/wiki/Q746059#identifiers&amp;#124;class=noprint&amp;#124;Edit_this_at_Wikidata377" style="padding:3px"><table class="nowraplinks hlist navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th id="Authority_control_databases_frameless&amp;#124;text-top&amp;#124;10px&amp;#124;alt=Edit_this_at_Wikidata&amp;#124;link=https&amp;#58;//www.wikidata.org/wiki/Q746059#identifiers&amp;#124;class=noprint&amp;#124;Edit_this_at_Wikidata377" scope="row" class="navbox-group" style="width:1%">Authority control databases </th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"><ul><li><span class="uid"><a rel="nofollow" class="external text" href="https://viaf.org/viaf/123370162">VIAF</a></span></li></ul></div></td></tr></tbody></table></div></div><!--htdig_noindex--><div><div class="zim-footer">
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