# IO Interactive

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Danish video game company

IO Interactive A/S Formerly IO Interactive ApS (1998–2000) Type Private Industry Video games Founded 16 September 1998; 27 years ago (1998-09-16) Founders Jesper Vorsholt Jørgensen Rasmus Guldberg-Kjær Martin Munk Pollas Karsten Lemann Hvidberg Jacob Andersen Janos Flösser David Guldbrandsen Headquarters Copenhagen , Denmark Key people Hakan B. Abrak (CEO) Products Hitman series Kane & Lynch series Freedom Fighters Mini Ninjas 007 First Light Revenue 281.5 million kr.[1] (40.8 million USD) (2023) Operating income 47.1 million kr.[2] (6.8 million USD) (2023) Net income 55.6 million kr.[3] (8.1 million USD) (2023) Total assets 1.097 billion kr.[4] (159.1 million USD) (2023) Total equity 913.9 million kr.[5] (132.5 million USD) (2023) Number of employees >500[6] (2025) Parent Square Enix Europe (2004–2017) Divisions IOI Partners Website ioi.dk

**IO Interactive A/S** (**IOI**) is a Danish [video game developer](/source/Video_game_developer) and [publisher](/source/Video_game_publisher) based in [Copenhagen](/source/Copenhagen), best known for creating and developing the *[Hitman](/source/Hitman_(franchise))* and *[Kane and Lynch](/source/Kane_and_Lynch)* franchises. IO Interactive's most recent game is *[007 First Light](/source/007_First_Light)*, released in 2026.

The company was founded in September 1998 as a [joint venture](/source/Joint_venture) between the seven-man development team of [Reto-Moto](/source/Reto-Moto) and film studio [Nordisk Film](/source/Nordisk_Film). IO Interactive was acquired by publisher [Eidos Interactive](/source/Eidos_Interactive) for [£](/source/Pound_sterling)23 million in March 2004, which saw itself acquired by [Square Enix](/source/Square_Enix) 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 [management buyout](/source/Management_buyout) in June 2017, becoming independent and regaining the rights to its *Hitman* and *[Freedom Fighters](/source/Freedom_Fighters_(video_game))* franchises. IO Interactive employs over 500 people as of June 2025 and operates four subsidiary studios: IOI Malmö in [Malmö](/source/Malm%C3%B6), Sweden; IOI Barcelona in [Barcelona](/source/Barcelona), Spain, IOI Istanbul in [Istanbul](/source/Istanbul), Turkey, and IOI Brighton in [Brighton](/source/Brighton), England.

## History

### Background and foundation (1997–1998)

Sign outside IO Interactive's former location at Farvergade 2, Copenhagen

In 1997, [Reto-Moto](/source/Reto-Moto) was founded as a [video game developer](/source/Video_game_developer) in [Copenhagen](/source/Copenhagen).[7] Before the studio finished any games, it struck a partnership with Danish film studio [Nordisk Film](/source/Nordisk_Film) in 1998 that would lead to the creation of a developer [jointly owned](/source/Joint_venture) by the two companies.[8] The resulting company, IO Interactive, was established on 16 September 1998,[9] 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.[10][11] Nordisk Film and the seven founders each held a 50% stake in the venture.[11] By March 2004, Nordisk Film owned 40.3% in IO Interactive.[10]

### *Hitman: Codename 47* (1998–2000)

Early on, IO Interactive conceptualised a fantasy [massively multiplayer online game](/source/Massively_multiplayer_online_game) (MMO) entitled *Rex Dominus*, however, Nordisk Film staff asked the development team to cease production on *Rex Dominus* and "test [themselves]" by developing a "simple shooter" instead.[12] As such, the team opted for a [run-and-gun](/source/Run_and_gun_(video_gaming)) [action game](/source/Action_game), as it took less time to develop compared to an MMO, drawing inspiration from [John Woo](/source/John_Woo) films, such as *[Hard Boiled](/source/Hard_Boiled)* and *[The Killer](/source/The_Killer_(1989_film))*.[12] They turned to develop for [personal computers](/source/Personal_computer) (PCs), because they were unable to acquire [development kits](/source/Game_development_kit) for [consoles](/source/Video_game_console), and had also found interest in the steady increase of PCs' [3D graphics](/source/3D_computer_graphics) capabilities.[12]

A part of the development on the game, which would later become *[Hitman: Codename 47](/source/Hitman%3A_Codename_47)*, was the creation of the Glacier, the studio's proprietary [game engine](/source/Game_engine) 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 [inverse kinematics](/source/Inverse_kinematics) for the falling bodies. The first versions ran terribly slowly until one of the programmers figured out a way to fake the whole calculation."[12] This led to the first use of advanced [ragdoll physics](/source/Ragdoll_physics) in a video game.[12] This physics system caught the eyes of British publisher [Eidos Interactive](/source/Eidos_Interactive), and especially staff member [Jonas Eneroth](/source/Jonas_Eneroth), who thought that the system could greatly benefit *Codename 47*'s gameplay.[12] Following six months of negotiations, a publishing deal was signed between IO Interactive and Eidos Interactive.[13] Eneroth became [executive producer](/source/Executive_producer) on the project.[12]

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.[12] He had previously worked on *[Deus Ex](/source/Deus_Ex_(video_game))* and *[Thief: The Dark Project](/source/Thief%3A_The_Dark_Project)*, which had heavily exposed him to the [stealth game](/source/Stealth_game) mechanics he wished to see in *Codename 47*.[12] The game was released on 19 November 2000,[14] with reception mixed due to the difficulty of the game.[12]

### Further ventures (2000–2004)

In October 2001, Eidos Interactive announced *[Hitman 2: Silent Assassin](/source/Hitman_2%3A_Silent_Assassin)*, a sequel to *Codename 47*.[15] Following a slight delay in March 2002,[16] it was released in October 2002, this time for Microsoft Windows, as well as [PlayStation 2](/source/PlayStation_2) and [Xbox](/source/Xbox_(console)).[17] To more easily overcome the challenge of bringing the game to consoles, IO Interactive grew "considerably" in headcount.[13] The game was received well by critics; according to [Greg Kasavin](/source/Greg_Kasavin) in his review for *[GameSpot](/source/GameSpot)*, "*Hitman 2* fixes virtually all of the problems of its predecessor".[18] The success of *Silent Assassin* came as a surprise to the team,[13] and was swiftly followed up with by porting the game to [GameCube](/source/GameCube) the following year.[19]

In 2003, IO Interactive decided to open a Hungarian offshoot, named IO Interactive Hungary.[11] To properly establish the studio, 50 Hungarian staff were hired and brought to the company's Copenhagen headquarters for a six-month training programme.[11] 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.[11] Instead of fulfilling the Hungarian subsidiary, IO Interactive opted to offer all 50 people jobs at their headquarters, to which most of them agreed.[11] In October that year, [Electronic Arts](/source/Electronic_Arts) released *[Freedom Fighters](/source/Freedom_Fighters_(video_game))*, an IO Interactive-developed [third-person shooter](/source/Third-person_shooter) which was previously announced as *Freedom: The Battle for Liberty Island* in May 2002.[20][21] Although a sequel to *Freedom Fighters* has been anticipated, IO Interactive has been unable to comment on whether such a game was in development.[22]

### Acquisition by Eidos Interactive, further *Hitman* releases (2004–2006)

On 3 March 2004, Eidos Interactive announced that it was acquiring IO Interactive for [£](/source/Pound_sterling)23 million in cash and stock, plus another £5 million linked to the studio's performance in the following four years.[23][24] The deal closed on 31 March that year.[10] At the time, IO Interactive was Europe's 10th largest video game developer, with 140 staff members employed at their offices.[10] The sale was primarily negotiated by founding member Flösser.[25]

The first game to release under Eidos Interactive's management was *[Hitman: Contracts](/source/Hitman%3A_Contracts)*, the third game in the *Hitman* franchise, which was announced and released in April that year.[26] The game was developed in about nine months, from concept stage to console submission, but was under the influence of ["crunch time"](/source/Crunch_(video_games)) throughout the entire development.[27] *Contracts* received positive reception.[28][29] The next game, *[Hitman: Blood Money](/source/Hitman%3A_Blood_Money)*, was announced shortly afterwards, in November 2004.[30] Released in May 2006,[31] the game was praised by critics and has been referred to in multiple retrospectives as the best game in the *Hitman* series.[32][33]

### Other games (2006–2010)

IO Interactive announced its next game, *[Kane & Lynch: Dead Men](/source/Kane_%26_Lynch%3A_Dead_Men)*, in August 2006.[34] Unlike its *Hitman* games, *Kane & Lynch: Dead Men* played as a linear, [cooperative gameplay](/source/Cooperative_video_game)-focused third-person shooter, as opposed to *Hitman*'s sandbox solo stealth gameplay.[35] Released in November 2007,[36] the game gained mixed reviews, wherein some reviewers felt like the game had a disconnect with modern gameplay styles.[37] 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.[38] Guldbrandsen and Donnell became [chief technology officer](/source/Chief_technology_officer) and [chief executive officer](/source/Chief_executive_officer), respectively.[39] Six further IO Interactive employees followed to Reto-Moto in December that year.[40] Co-founder and at the time [managing director](/source/Managing_director) Flösser left the company in April 2008, and was succeeded by Niels Jørgensen, who had joined the company in 2002.[41]

In January 2009, Eidos Interactive announced IO Interactive-developed *[Mini Ninjas](/source/Mini_Ninjas)*, a family-friendly game, as opposed to all of the studio's previous titles.[42] Jørgensen explained that, using *Mini Ninjas*, the studio wanted to reach a broader demographic in the gaming market.[11] Shortly after the announcement of *Mini Ninjas*, in April 2009, Eidos Interactive was acquired by Japanese video game conglomerate [Square Enix](/source/Square_Enix) for £84.3 million.[43] Eidos Interactive was reorganised over the course of 2009 and became known as Square Enix Europe in November that year.[44] Square Enix Europe continued to oversee its previously owned development studios, including IO Interactive.[45] Speaking for IO Interactive, Karsten Lund stated that the studio experienced "no loss of freedom" following the buyout.[46]

A sequel to *Kane & Lynch: Dead Men*, titled *[Kane & Lynch 2: Dog Days](/source/Kane_%26_Lynch_2%3A_Dog_Days)*, was announced in November 2009,[47] and released in August 2010.[48] Critics found that most elements in the game had deliberately been made "ugly" to better fit into the well-told story of the game.[49] In a November 2009 interview with gaming website *[Gamasutra](/source/Gamasutra)*, Jørgensen revealed that, due to the high costs associated with living in [Scandinavia](/source/Scandinavia), much of the company's graphic department had been outsourced to [Shanghai](/source/Shanghai).[11] 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.[11] In March 2010, 35 of previously 200 employees were let go from the company.[50][51] A further 30 people were laid off in November that year, supposedly due to the cancellation of a project that was in development for [Microsoft](/source/Microsoft).[52]

### Return to *Hitman* (2011–2016)

In May 2011, IO Interactive and Square Enix announced that they would be returning to the *Hitman* franchise through a new entry, *[Hitman: Absolution](/source/Hitman%3A_Absolution)*.[53][54] A spin-off demo, *[Hitman: Sniper Challenge](/source/Hitman%3A_Sniper_Challenge)*, was released in May 2012.[55] *Absolution* was released in November that year,[56] and, like *Blood Money*, saw highly positive reception from critics.[57] However, many fans of the series, including the developers at IO Interactive, felt like *Absolution* was leaning too far into the mainstream, as a result of which it was losing its core player base.[58] In February 2012, Square Enix opened a new Copenhagen office under the IO Interactive name.[59] The following March, this new office was announced to be Hapti.co, a [subsidiary](/source/Subsidiary) developing the *Core Online* [cloud gaming](/source/Cloud_gaming) service.[60] Hapti.co was sold to Wargaming Mobile, the mobile games [division](/source/Division_(business)) of publisher [Wargaming](/source/Wargaming_(company)), in September 2017, and was renamed as Wargaming Copenhagen.[61]

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".[62][63] Square Enix announced that, from that point on, IO Interactive would exclusively focus on the development of new entries in the *Hitman* franchise.[64] 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 [studio head](/source/Studio_head).[65] At a June 2015 [press conference](/source/Press_conference), [Sony](/source/Sony) announced that a new game in the *Hitman* series, simply titled *[Hitman](/source/Hitman_(2016_video_game))*, had been slated for a December 2015 release.[66] The game was shortly delayed to March 2016,[67] and later announced to be released in an [episodic model](/source/Episodic_video_game).[68] 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.[69] Around the same time, Ryan Barnard, previously director of the game *[The Division](/source/The_Division_(video_game))*, left [Massive Entertainment](/source/Massive_Entertainment) to join IO Interactive.[70] At the time, IO Interactive had 170 employees,[71] and was the largest video game developer in Denmark.[72]

### Management buyout, further *Hitman* games, *007* and Project Fantasy (2017–present)

Seifert announced in February 2017 that he had left IO Interactive to return to his home country of Austria to pursue an unannounced project.[73] Hakan B. Abrak, also formerly production director for the studio, took over his duties, becoming [chief executive officer](/source/Chief_executive_officer).[74][75]

In May 2017, Square Enix announced that it had withdrawn funding from IO Interactive and would begin negotiating with potential investors that would want to purchase the studio.[76] Several jobs were cut at IO Interactive shortly following that announcement.[77][78] On 16 June 2017, IO Interactive announced that it had performed a [management buyout](/source/Management_buyout), as a result of which it became independent.[79][80] Square Enix retained a minor financial stake in IO Interactive.[81] The buyout also included the [intellectual property](/source/Intellectual_property) (IP) for *Hitman* and *Freedom Fighters*, but lacked that of *Kane & Lynch* and *Mini Ninjas*.[82][83][84] Yosuke Matsuda, [president](/source/President_(corporate_title)) and chief executive officer of Square Enix at the time, stated that the company's decision to divest itself of IO Interactive, alongside *Hitman*, was made because it felt like the series needed to go on, but would be in better hands with another partner or with IO Interactive itself.[85][86] IO Interactive's associate director, Eskil Mohl, said that, when Square Enix decided to withdraw from the studio, it was already working on *Hitman 2*, 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 *Hitman 2* a stronger game.[87]

IO Interactive confirmed shortly after the split that all profits from 2016's *Hitman* would from that point go directly to the studio.[88] In August that year, the studio confirmed that another *Hitman* game was in development.[89] In April 2018, IO Interactive partnered with [Warner Bros. Interactive Entertainment](/source/Warner_Bros._Interactive_Entertainment) (WBIE) to distribute a *Definitive Edition* of 2016's *Hitman*, which was released in the following month.[90][91] In June 2018, IO Interactive announced *[Hitman 2](/source/Hitman_2_(2018_video_game))*.[92] Unlike 2016's *Hitman*, *Hitman 2* does not feature an episodic release format.[93] Published by WBIE, *Hitman 2* was released in November that year.[94] On 16 January 2019, IO Interactive opened a subsidiary studio, IOI Malmö, in [Malmö](/source/Malm%C3%B6), Sweden.[95] IO Interactive continued its partnership with WBIE and, by October 2019, had turned it into a multi-IP deal.[96]

In June 2020, IO Interactive announced *[Hitman 3](/source/Hitman_3)*, the conclusion to its 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.[97]

In November 2020, the company announced *Project 007*, an original [*James Bond*](/source/James_Bond_in_video_games) video game, working closely with licensors [MGM](/source/MGM) and [Eon Productions](/source/Eon_Productions).[98][99] IO studio director Hakan Abrak said it had spent about two years in preparing a pitch to the *Bond* license holders, knowing that the current rights holders, [Barbara Broccoli](/source/Barbara_Broccoli) and [Michael G. Wilson](/source/Michael_G._Wilson) were dissatisfied with the amount of violence in past *Bond* 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 *Bond* games.[100] Abrak expected that the game would require it to double its current staff of 200 employees to 400 by the time the first *Bond* game is released.[101] The game was officially unveiled as *[007 First Light](/source/007_First_Light)* in June 2025.[102]

IOI Barcelona, based in [Barcelona](/source/Barcelona), Spain, was announced in April 2021. The studio is to assist IOI on its active projects, including further *Hitman* entries and *007 First Light*.[103]

In February 2023, IO Interactive announced *Project Fantasy*, this new IP is set to be an online fantasy RPG, a departure from IO's *Hitman* games.[104]

IOI Brighton, in [Brighton](/source/Brighton), England, was announced by the company in July 2023. The studio initially will support IO's *007 First Light*, *Project Fantasy* and *Hitman*.[105]

#### Expansion into third party publishing

In 2024, IO Interactive established IOI Partners, a publishing label. The first project to be announced was *[MindsEye](/source/MindsEye)*, from [Leslie Benzies](/source/Leslie_Benzies)'s Build A Rocket Boy. IOI was responsible for the game's marketing and distribution and *MindsEye* serves as a demonstration of the [Everywhere](/source/Everywhere_(video_game)) platform. Hakan Abrak, CEO of IO Interactive, mentioned that the game was well along in its development.[106][107]

*MindsEye* was released in June 2025 to an overwhelmingly negative reception. In March 2026, IOI Partners ended its relationship with Build a Rocket Boy, handing the publishing for *MindsEye* back to the developer and cancelling a planned crossover with *Hitman*.[108]

## Games developed

Year Title Platform(s) Publisher(s) 2000 Hitman: Codename 47 Windows Eidos Interactive 2002 Hitman 2: Silent Assassin GameCube, PlayStation 2, Windows, Xbox 2003 Freedom Fighters GameCube, PlayStation 2, Windows, Xbox Electronic Arts 2004 Hitman: Contracts PlayStation 2, Windows, Xbox Eidos Interactive 2006 Hitman: Blood Money Android, iOS, Nintendo Switch, PlayStation 2, Windows, Xbox, Xbox 360 Eidos Interactive, Feral Interactive 2007 Kane & Lynch: Dead Men Microsoft Windows, PlayStation 3, Xbox 360 Eidos Interactive 2009 Mini Ninjas macOS, Nintendo DS, PlayStation 3, Wii, Windows, Xbox 360 Eidos Interactive, Feral Interactive 2010 Kane & Lynch 2: Dog Days PlayStation 3, Windows, Xbox 360 Square Enix 2012 Hitman: Absolution macOS, PlayStation 3, Windows, Xbox 360 Square Enix, Feral Interactive 2016 Hitman Linux, macOS, PlayStation 4, Stadia, Windows, Xbox One 2018 Hitman 2 PlayStation 4, Stadia, Windows, Xbox One Warner Bros. Interactive Entertainment 2021 Hitman 3 Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Stadia, Windows, Xbox One, Xbox Series X/S IO Interactive 2026 007 First Light Nintendo Switch 2, PlayStation 5, Windows, Xbox Series X/S TBA Project Fantasy (working title) TBA[104]

### Games published

Year Title Platform(s) Developer(s) 2025 MindsEye[106][a] PlayStation 5, Windows, Xbox Series X/S Build A Rocket Boy

### Cancelled games

- *Rex Dominus*

- Unannounced game for [Microsoft](/source/Microsoft) (2009)

### Glacier

Glacier is a proprietary in-house game engine developed for the *[Hitman](/source/Hitman_(franchise))* series, *[Freedom Fighters](/source/Freedom_Fighters_(video_game))*, the *[Kane & Lynch](/source/Kane_%26_Lynch%3A_Dead_Men)* series, *[Mini Ninjas](/source/Mini_Ninjas),* and *[007 First Light](/source/007_First_Light)*.[109] Glacier supports [DLSS](/source/DLSS),[110] [XeSS](/source/Intel_Arc#Intel_XeSS)[111] and [FSR](/source/GPUOpen#FidelityFX_Super_Resolution).[112] The engine supports [ray tracing](/source/Ray_tracing_(graphics)) in *[Hitman 3](/source/Hitman_3)*.[110] [Eidos-Montréal](/source/Eidos-Montr%C3%A9al) licensed Glacier for their own in-house engine, [Dawn Engine](/source/Dawn_Engine).[113]

## Notes

1. **[^](#cite_ref-109)** Publishing duties transferred to Build a Rocket Boy in March 2026

## References

1. **[^](#cite_ref-1)** ["IO Interactive Annual report 2023/ 24"](https://regnskaber.cvrapi.dk/90261242/amNsb3VkczovLzAzL2FiLzYyLzU5LzAyLzdiODAtNDEyNi05ZmUxLTY1OWE4MjNhMWJlMg.pdf) (PDF). 10 September 2024. Retrieved 19 September 2025.

1. **[^](#cite_ref-2)** ["IO Interactive Annual report 2023/ 24"](https://regnskaber.cvrapi.dk/90261242/amNsb3VkczovLzAzL2FiLzYyLzU5LzAyLzdiODAtNDEyNi05ZmUxLTY1OWE4MjNhMWJlMg.pdf) (PDF). 10 September 2024. Retrieved 19 September 2025.

1. **[^](#cite_ref-3)** ["IO Interactive Annual report 2023/ 24"](https://regnskaber.cvrapi.dk/90261242/amNsb3VkczovLzAzL2FiLzYyLzU5LzAyLzdiODAtNDEyNi05ZmUxLTY1OWE4MjNhMWJlMg.pdf) (PDF). 10 September 2024. Retrieved 19 September 2025.

1. **[^](#cite_ref-4)** ["IO Interactive Annual report 2023/ 24"](https://regnskaber.cvrapi.dk/90261242/amNsb3VkczovLzAzL2FiLzYyLzU5LzAyLzdiODAtNDEyNi05ZmUxLTY1OWE4MjNhMWJlMg.pdf) (PDF). 10 September 2024. Retrieved 19 September 2025.

1. **[^](#cite_ref-5)** ["IO Interactive Annual report 2023/ 24"](https://regnskaber.cvrapi.dk/90261242/amNsb3VkczovLzAzL2FiLzYyLzU5LzAyLzdiODAtNDEyNi05ZmUxLTY1OWE4MjNhMWJlMg.pdf) (PDF). 10 September 2024. Retrieved 19 September 2025.

1. **[^](#cite_ref-6)** ["How 'Hitman' Developer Became One of the Largest Independent Game Companies"](https://www.bloomberg.com/news/newsletters/2025-06-13/-hitman-developer-io-interactive-emerges-as-independent-video-game-powerhouse?utm_source=website&utm_medium=share&utm_campaign=copy). 13 June 2025. Retrieved 13 June 2025.

1. **[^](#cite_ref-7)** Dobson, Jason (11 April 2008). ["Former Hitman, Kane and Lynch creators launch Reto-Moto"](https://www.engadget.com/2008/04/11/former-hitman-kane-and-lynch-creators-launch-reto-moto/). *[Engadget](/source/Engadget)*. [Archived](https://web.archive.org/web/20180612144110/https://www.engadget.com/2008/04/11/former-hitman-kane-and-lynch-creators-launch-reto-moto/) from the original on 12 June 2018. Retrieved 10 June 2018.

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1. **[^](#cite_ref-9)** ["IO Interactive A/S"](https://datacvr.virk.dk/data/visenhed?enhedstype=virksomhed&id=24216209&language=en-gb). *Virk*. [Archived](https://web.archive.org/web/20190922203109/https://datacvr.virk.dk/data/visenhed?enhedstype=virksomhed&id=24216209&language=en-gb) from the original on 22 September 2019. Retrieved 22 September 2019.

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1. **[^](#cite_ref-71)** Jarvis, Matthew (18 March 2016). ["The Division director jumps ship to IO Interactive"](https://www.mcvuk.com/the-division-director-jumps-ship-to-io-interactive/). *[MCV](/source/MCV_(magazine))*. [Archived](https://web.archive.org/web/20190922203513/https://www.mcvuk.com/the-division-director-jumps-ship-to-io-interactive/) from the original on 22 September 2019. Retrieved 22 September 2019.

1. **[^](#cite_ref-72)** Breinstrup, Thomas (11 May 2017). ["Japanske ejere sparker benene væk under dansk spilgigant"](https://www.business.dk/digital/japanske-ejere-sparker-benene-vaek-under-dansk-spilgigant) [Japanese owners kick their legs away under the Danish gaming giant]. *[Berlingske Business](/source/Berlingske_Business)* (in Danish). [Archived](https://web.archive.org/web/20180612141143/https://www.business.dk/digital/japanske-ejere-sparker-benene-vaek-under-dansk-spilgigant) from the original on 12 June 2018. Retrieved 10 June 2018.

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1. **[^](#cite_ref-75)** Devore, Jordan (26 May 2018). ["Agent 47 is bald because hair was just too difficult"](https://www.destructoid.com/agent-47-is-bald-because-hair-was-just-too-difficult-504594.phtml). *[Destructoid](/source/Destructoid)*. [Archived](https://web.archive.org/web/20190922203515/https://www.destructoid.com/agent-47-is-bald-because-hair-was-just-too-difficult-504594.phtml) from the original on 22 September 2019. Retrieved 22 September 2019.

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1. **[^](#cite_ref-77)** Batchelor, James (23 May 2017). ["Jobs lost at IO Interactive as Square Enix searches for buyer"](https://www.gamesindustry.biz/articles/2017-05-23-jobs-lost-at-io-interactive-as-square-enix-searches-for-buyer). *[GamesIndustry.biz](/source/GamesIndustry.biz)*. [Archived](https://web.archive.org/web/20180612142911/https://www.gamesindustry.biz/articles/2017-05-23-jobs-lost-at-io-interactive-as-square-enix-searches-for-buyer) from the original on 12 June 2018. Retrieved 10 June 2018.

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1. **[^](#cite_ref-79)** Cleaver, Sean (16 June 2017). ["IO Interactive becomes an independent studio, retains Hitman IP"](https://www.mcvuk.com/io-interactive-becomes-an-independent-studio-retains-hitman-ip/). *[MCV](/source/MCV_(magazine))*. [Archived](https://web.archive.org/web/20190922203518/https://www.mcvuk.com/io-interactive-becomes-an-independent-studio-retains-hitman-ip/) from the original on 22 September 2019. Retrieved 22 September 2019.

1. **[^](#cite_ref-80)** Handrahan, Matthew (21 June 2017). ["IO Interactive is now independent"](https://www.gamesindustry.biz/articles/2017-06-16-io-interactive-is-now-independent). *[GamesIndustry.biz](/source/GamesIndustry.biz)*. [Archived](https://web.archive.org/web/20180612143754/https://www.gamesindustry.biz/articles/2017-06-16-io-interactive-is-now-independent) from the original on 12 June 2018. Retrieved 10 June 2018.

1. **[^](#cite_ref-81)** [Noclip](/source/Noclip) (29 July 2019). ["The Fall & Rise of Hitman (Documentary)"](https://www.youtube.com/watch?v=_stW6JvB4SI). *[YouTube](/source/YouTube)*. [Archived](https://web.archive.org/web/20191211130535/https://www.youtube.com/watch?v=_stW6JvB4SI&feature=applinks) from the original on 11 December 2019. Retrieved 26 December 2019.

1. **[^](#cite_ref-82)** Handrahan, Matthew (13 November 2017). ["More Hitman, more control: IO Interactive on its newfound independence"](https://www.gamesindustry.biz/articles/2017-11-13-io-interactive-targets-more-hitman-and-more-control). *[GamesIndustry.biz](/source/GamesIndustry.biz)*. [Archived](https://web.archive.org/web/20180612143654/https://www.gamesindustry.biz/articles/2017-11-13-io-interactive-targets-more-hitman-and-more-control) from the original on 12 June 2018. Retrieved 10 June 2018.

1. **[^](#cite_ref-83)** Bailey, Dustin (13 November 2017). ["Io Interactive still have the rights to Freedom Fighters"](https://www.pcgamesn.com/hitman/hitman-io-interactive-freedom-fighters). *[PCGamesN](/source/PCGamesN)*. [Archived](https://web.archive.org/web/20180612162224/https://www.pcgamesn.com/hitman/hitman-io-interactive-freedom-fighters) from the original on 12 June 2018. Retrieved 10 June 2018.

1. **[^](#cite_ref-84)** VideoGamer.com Staff (13 November 2017). ["IO Interactive boss talks Hitman's future & reveals Kane & Lynch were lost 'in the divorce' from Square Enix"](https://www.videogamer.com/news/io-interactive-boss-talks-hitmans-future-reveals-kane-lynch-were-lost-in-the-divorce-from-square-enix). *VideoGamer.com*. [Archived](https://web.archive.org/web/20180612162114/https://www.videogamer.com/news/io-interactive-boss-talks-hitmans-future-reveals-kane-lynch-were-lost-in-the-divorce-from-square-enix) from the original on 12 June 2018. Retrieved 10 June 2018.

1. **[^](#cite_ref-85)** Batchelor, James (22 November 2017). [""It's not Hitman without IO": Why Square Enix set the franchise free"](https://www.gamesindustry.biz/articles/2017-11-22-its-not-hitman-without-io-why-square-enix-set-the-franchise-free). *[GamesIndustry.biz](/source/GamesIndustry.biz)*. [Archived](https://web.archive.org/web/20180612143321/https://www.gamesindustry.biz/articles/2017-11-22-its-not-hitman-without-io-why-square-enix-set-the-franchise-free) from the original on 12 June 2018. Retrieved 10 June 2018.

1. **[^](#cite_ref-86)** Tarason, Dominic (26 November 2017). ["Square Enix share their reasons for dropping Hitman studio Io"](https://www.rockpapershotgun.com/2017/11/26/square-enix-share-their-reasons-for-dropping-hitman-studio-io/). *[Rock Paper Shotgun](/source/Rock_Paper_Shotgun)*. [Archived](https://web.archive.org/web/20180612140823/https://www.rockpapershotgun.com/2017/11/26/square-enix-share-their-reasons-for-dropping-hitman-studio-io/) from the original on 12 June 2018. Retrieved 10 June 2018.

1. **[^](#cite_ref-87)** Makuch, Eddie (28 October 2018). ["Hitman 2 Developer Talks About Its Painful Breakup With Square Enix"](https://www.gamespot.com/articles/hitman-2-developer-talks-about-its-painful-breakup/1100-6462849/). *[GameSpot](/source/GameSpot)*. [Archived](https://web.archive.org/web/20181029075405/https://www.gamespot.com/articles/hitman-2-developer-talks-about-its-painful-breakup/1100-6462849/) from the original on 29 October 2018. Retrieved 29 October 2018.

1. **[^](#cite_ref-88)** McKeand, Kirk (20 June 2017). ["Hitman is no longer Denuvo-protected; all profits from the game now go to the devs"](https://www.pcgamesn.com/hitman/hitman-denuvo-removed-io-profits). *[PCGamesN](/source/PCGamesN)*. [Archived](https://web.archive.org/web/20180612140502/https://www.pcgamesn.com/hitman/hitman-denuvo-removed-io-profits) from the original on 12 June 2018. Retrieved 10 June 2018.

1. **[^](#cite_ref-89)** Wales, Matt (8 November 2017). ["IO Interactive confirms that there's a new Hitman in the works"](https://www.eurogamer.net/articles/2017-11-08-io-interactive-confirms-that-theres-a-new-hitman-in-the-works). *[Eurogamer](/source/Eurogamer)*. [Archived](https://web.archive.org/web/20180612231830/https://www.eurogamer.net/articles/2017-11-08-io-interactive-confirms-that-theres-a-new-hitman-in-the-works) from the original on 12 June 2018. Retrieved 10 June 2018.

1. **[^](#cite_ref-90)** McWhertor, Michael (4 April 2018). ["Hitman getting new 'Definitive Edition,' thanks to Warner Bros"](https://www.polygon.com/2018/4/4/17197174/hitman-definitive-edition-release-date-io-interactive-warner-bros). *[Polygon](/source/Polygon_(website))*. [Archived](https://web.archive.org/web/20180612135919/https://www.polygon.com/2018/4/4/17197174/hitman-definitive-edition-release-date-io-interactive-warner-bros) from the original on 12 June 2018. Retrieved 10 June 2018.

1. **[^](#cite_ref-91)** Kim, Matt (4 April 2018). ["Hitman Developers Team Up With Warner Bros. to Release New "Definitive Edition" of Hitman"](https://www.usgamer.net/articles/hitman-developers-team-up-with-warner-bros-to-release-new-definitive-edition). *[USgamer](/source/USgamer)*. [Archived](https://web.archive.org/web/20180612141848/https://www.usgamer.net/articles/hitman-developers-team-up-with-warner-bros-to-release-new-definitive-edition) from the original on 12 June 2018. Retrieved 10 June 2018.

1. **[^](#cite_ref-92)** Livingston, Christopher (7 June 2018). ["Hitman 2 announced for November, see the first trailer"](https://www.pcgamer.com/hitman-2-announced-for-november-see-the-first-trailer/). *[PC Gamer](/source/PC_Gamer)*. [Archived](https://web.archive.org/web/20180610095435/https://www.pcgamer.com/hitman-2-announced-for-november-see-the-first-trailer/) from the original on 10 June 2018. Retrieved 10 June 2018.

1. **[^](#cite_ref-93)** Jones, Ali (7 June 2018). ["Hitman 2 will release this year and is not episodic"](https://www.pcgamesn.com/hitman-2/hitman-2-reveal-trailer). *[PCGamesN](/source/PCGamesN)*. [Archived](https://web.archive.org/web/20180608225527/https://www.pcgamesn.com/hitman-2/hitman-2-reveal-trailer) from the original on 8 June 2018. Retrieved 7 June 2018.

1. **[^](#cite_ref-94)** McWhertor, Michael (7 June 2018). ["Hitman 2 announced, coming this November"](https://www.polygon.com/2018/6/7/17438514/hitman-2-release-date-announcement). *[Polygon](/source/Polygon_(website))*. [Archived](https://web.archive.org/web/20180607182754/https://www.polygon.com/2018/6/7/17438514/hitman-2-release-date-announcement) from the original on 7 June 2018. Retrieved 7 June 2018.

1. **[^](#cite_ref-95)** Figueroa, Sergio (16 January 2019). ["IO Interactive reveals brand new studio in Malmö"](https://web.archive.org/web/20190116194321/https://www.gamereactor.eu/news/725893/IO+Interactive+reveals+brand+new+studio+in+Malmo/). *[Gamereactor](/source/Gamereactor)*. Archived from [the original](https://www.gamereactor.eu/news/725893/IO+Interactive+reveals+brand+new+studio+in+Malmo/) on 16 January 2019. Retrieved 16 January 2019.

1. **[^](#cite_ref-96)** Valentine, Rebekah (10 October 2019). ["Warner Bros partners with IO Interactive for new game"](https://www.gamesindustry.biz/articles/2019-10-10-warner-bros-partners-with-io-interactive-for-new-game). *[GamesIndustry.biz](/source/GamesIndustry.biz)*. [Archived](https://web.archive.org/web/20191010225956/https://www.gamesindustry.biz/articles/2019-10-10-warner-bros-partners-with-io-interactive-for-new-game) from the original on 10 October 2019. Retrieved 11 October 2019.

1. **[^](#cite_ref-Hitman_3_announcement_97-0)** ["Announcing Hitman 3"](https://web.archive.org/web/20200802190207/https://www.ioi.dk/announcing-hitman-3/). *IO Interactive*. 11 June 2020. Archived from [the original](http://www.ioi.dk/announcing-hitman-3/) on 2 August 2020. Retrieved 11 June 2020.

1. **[^](#cite_ref-98)** Skrebels, Joe (19 November 2020). ["Hitman Developer Announces New Bond Game, Project 007"](https://www.ign.com/articles/hitman-developer-announces-new-bond-game-project-007). *[IGN](/source/IGN)*. [Archived](https://web.archive.org/web/20201119140855/https://www.ign.com/articles/hitman-developer-announces-new-bond-game-project-007) from the original on 19 November 2020. Retrieved 19 November 2020.

1. **[^](#cite_ref-99)** Phillips, Tom (19 November 2020). ["Hitman developer IO is making a James Bond game"](https://www.eurogamer.net/articles/2020-11-19-hitman-developer-io-reveals-fresh-project). *[Eurogamer](/source/Eurogamer)*. [Archived](https://web.archive.org/web/20201119141134/https://www.eurogamer.net/articles/2020-11-19-hitman-developer-io-reveals-fresh-project) from the original on 19 November 2020. Retrieved 19 November 2020.

1. **[^](#cite_ref-100)** Calvin, Alex (26 January 2021). ["IO reckons its Bond game could be start of a trilogy"](https://www.vg247.com/2021/01/26/io-bond-trilogy/). *[VG247](/source/VG247)*. [Archived](https://web.archive.org/web/20210126145309/https://www.vg247.com/2021/01/26/io-bond-trilogy/) from the original on 26 January 2021. Retrieved 26 January 2021.

1. **[^](#cite_ref-ign_bond_2021_101-0)** Oloman, Jordan (26 January 2021). ["Hitman Developer's James Bond Won't Be Based on Any Previous Actor"](https://www.ign.com/articles/hitman-developers-james-bond-wont-be-based-on-any-previous-actor). *[IGN](/source/IGN)*. [Archived](https://web.archive.org/web/20210126153915/https://www.ign.com/articles/hitman-developers-james-bond-wont-be-based-on-any-previous-actor) from the original on 26 January 2021. Retrieved 26 January 2021.

1. **[^](#cite_ref-102)** ["007: First Light Is Hitman Dev's James Bond Game, Will Be Revealed This Week"](https://www.gamespot.com/articles/007-first-light-is-hitman-devs-james-bond-game-will-be-revealed-this-week/1100-6531985/). *GameSpot*. Retrieved 2 June 2025.

1. **[^](#cite_ref-103)** Kerr, Chris (16 April 2021). ["Hitman and Project 007 developer IO Interactive opens Barcelona studio"](https://web.archive.org/web/20210416150845/https://www.gamasutra.com/view/news/379989/Hitman_and_Project_007_developer_IO_Interactive_opens_Barcelona_studio.php). *[Gamasutra](/source/Gamasutra)*. Archived from [the original](https://www.gamasutra.com/view/news/379989/Hitman_and_Project_007_developer_IO_Interactive_opens_Barcelona_studio.php) on 16 April 2021. Retrieved 16 April 2021.

1. ^ [***a***](#cite_ref-Project_Fantasy_104-0) [***b***](#cite_ref-Project_Fantasy_104-1) ["Project Fantasy"](https://ioi.dk/). *ioi.dk*. Retrieved 1 March 2023.

1. **[^](#cite_ref-105)** Ivan, Tom (6 July 2023). ["Hitman developer IO Interactive has opened a studio in England"](https://www.videogameschronicle.com/news/hitman-developer-io-interactive-has-opened-a-studio-in-england/). *[Video Games Chronicle](/source/Video_Games_Chronicle)*. Retrieved 6 July 2023.

1. ^ [***a***](#cite_ref-jm_106-0) [***b***](#cite_ref-jm_106-1) Maas, Jennifer (16 October 2024). ["*Hitman* Publisher IO Interactive Lands New Game *MindsEye* From *Grand Theft Auto* Producer Leslie Benzies"](https://variety.com/2024/gaming/news/mindseye-video-game-leslie-benzies-io-interactive-1236179042/). *[Variety](/source/Variety_(magazine))*. Retrieved 2 April 2025.

1. **[^](#cite_ref-107)** Bailey, Kat (16 October 2024). ["Hitman Dev IO Interactive Teaming With Ex-GTA Producer's Studio to Publish MindsEye"](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). *IGN*. Retrieved 21 October 2024.

1. **[^](#cite_ref-108)** Scullion, Chris (17 March 2026). ["IO Interactive and MindsEye studio BARB officially end partnership, Hitman crossover DLC to be scrapped"](https://www.videogameschronicle.com/news/io-interactive-and-mindseye-studio-barb-officially-end-partnership-hitman-crossover-dlc-to-be-scrapped/). *[Video Games Chronicle](/source/Video_Games_Chronicle)*. [Archived](https://web.archive.org/web/20260319215810/https://www.videogameschronicle.com/news/io-interactive-and-mindseye-studio-barb-officially-end-partnership-hitman-crossover-dlc-to-be-scrapped/) from the original on 19 March 2026. Retrieved 19 March 2026.

1. **[^](#cite_ref-Maurizio_De_Pascale_at_4C_110-0)** ["Assets and Entities in the Glacier 2 Engine / Maurizio de Pascale, Technical Director IO Interactive"](https://www.youtube.com/watch?v=qw7BhS1lMkI). *[YouTube](/source/YouTube)*.

1. ^ [***a***](#cite_ref-auto_111-0) [***b***](#cite_ref-auto_111-1) ["CES 2022: NVIDIA RTX Coming to 10 More Games, Including the Day Before, Rainbow Six Extraction, & Escape from Tarkov"](https://www.nvidia.com/en-us/geforce/news/ces-january-2022-dlss-rtx-games-updates/).

1. **[^](#cite_ref-112)** ["Intel® Arc™- Xe Super Sampling"](https://www.intel.com/content/www/us/en/products/docs/discrete-gpus/arc/technology/xess.html). *Intel*.

1. **[^](#cite_ref-113)** [Super resolution](https://www.amd.com/en/technologies/radeon-software-fidelityfx-super-resolution) amd.com

1. **[^](#cite_ref-114)** ["How the Dawn Engine is powering the next wave of Deus Ex games"](https://www.mcvuk.com/development-news/how-the-dawn-engine-is-powering-the-next-wave-of-deus-ex-games/). *MCV*. 11 February 2015.

## External links

- [Official website](https://www.ioi.dk/)

v t e IO Interactive Hitman Codename 47 2: Silent Assassin Contracts Blood Money Absolution Hitman Hitman 2 Hitman 3 Kane & Lynch Dead Men 2: Dog Days Other games Freedom Fighters Mini Ninjas 007 First Light Published games MindsEye

Authority control databases International VIAF Other ELMCIP

---
Adapted from the Wikipedia article [IO Interactive](https://en.wikipedia.org/wiki/IO_Interactive) by Wikipedia contributors ([contributor history](https://en.wikipedia.org/wiki/IO_Interactive?action=history)). Available under [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/). Changes may have been made.
