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News

  BioWare/Pandemic Sales Hit $800 Million Mark
by David Jenkins
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March 7, 2006
 
BioWare/Pandemic Sales Hit $800 Million Mark
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Officials from newly-formed “super developer” BioWare and Pandemic Studios have provided an update on 2005 progress for the company, announcing that combined sales of video game titles from the two company's various titles have totaled over $800 million in revenue, with 28 million copies sold, as the company is poised to make new announcements at Game Developers Conference later this month.

In November 2005, private equity firm Elevation Partners announced the formation of BioWare/Pandemic Studios, a creative and management partnership of the two well respected developers. The move represented a joint investment of more than $300 million, with the combined group comprising close to 500 employees in the U.S., Canada and Australia.

Pandemic Studios was named “Best Overall Developer for PS2” by consumer website IGN in 2005 and BioWare was named one of “Canada's Top 100 Employers” for the third year in a row. Highlights for the previous year from BioWare Corp. include Jade Empire, which recently won the Game of the Year award in the role-playing game category at the Ninth Annual Interactive Achievement Awards.

Recent successes for Pandemic include Mercenaries for LucasArts, which became the best selling new intellectual property of 2005 in North America. Also for LucasArts, Star Wars: Battlefront II has repeated the success of its predecessor to become the best selling Star Wars game of all time with more than 4 million units sold to date and was the second best selling title in the U.S. during 2005. The developer also found success with Destroy All Humans! for THQ, which sold more than one million copies and has recently become a Platinum Hits title on both the PlayStation 2 and Xbox.

"And, the best still lies ahead for BioWare/Pandemic," commented Ray Muzyka, joint CEO of BioWare Corp. "The advent of next generation platforms opens up new vistas for us to experiment with new approaches and fresh ideas. By pushing the limits of these new worlds and building 'event' products, and by continually focusing on creating the best place for team-oriented talent, we will continue to drive innovation in the industry and deliver top-quality games to our valued community of fans."
 
   
 
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