Patrick Soderlund, Founder & CEO at Embark Studios
4.8/5 Rating
Technology, Gaming
N/A/mo

Patrick SoderlundFounder & CEO

In this interview, Patrick Söderlund discusses building Embark Studios and creating games designed for long-term player engagement. He shares insights on making difficult leadership decisions, balancing data with creative judgment, and continuously improving products through iteration. The conversation highlights efficient development through better tools and pipelines, adapting business models to market realities, respecting player time, and fostering a culture where honest feedback and disciplined execution drive sustainable success.

Patrick Soderlund

Patrick Soderlund

Founder & CEO

Embark Studios

Founder Stats

  • Technology, Gaming
  • Started 2018
  • N/A/mo
  • 300+ team
  • N/A

About Patrick Soderlund

Patrick Söderlund is the founder and CEO of Embark Studios, the Stockholm-based game developer behind The Finals and ARC Raiders. After a successful career leading major game franchises and studios at Electronic Arts, he founded Embark Studios in 2018 with a vision of building innovative multiplayer experiences through modern technology and efficient development processes. Under his leadership, Embark has become known for rapid iteration, player-focused design, and a culture that values candid feedback, creativity, and long-term thinking.

Interview

November 1, 2025

Q

What do you see as your job as a leader?

Question 1 of 17
Patrick Soderlund

Someone needs to dare to say what’s uncomfortable. That’s my job. I point out the hard things, maybe guide the team, but they’re the ones who must figure it out.

0
Q

How did you handle The Finals’ early success and then the rapid drop in players?

Question 2 of 17
Patrick Soderlund

We launched strong over 20 million downloads fast and then on January 7 the Kurv started falling quickly. There was no single fix. We went back to players, mined the data, improved onboarding, content, and UI/HUD, and kept iterating.

0
Q

What did you learn about using data to run a live game?

Question 3 of 17
Patrick Soderlund

Data can be your best friend or your worst enemy. It's not about having data, it's about what you do with it how you analyze it and the decisions you make for something that is still creative entertainment.

0
Q

How did you rebuild momentum on The Finals?

Question 4 of 17
Patrick Soderlund

We tried things, even a mode we loved (Terminal Attack), and most people didn’t like it. We stayed methodical, made retention better, and over the last six months we’ve grown steadily. The game is profitable now and we plan years ahead.

0
Q

What will you carry into Arc Raiders from that experience?

Question 5 of 17
Patrick Soderlund

Launch with more depth. Nail second-to-second first, then minute-to-minute, then hour-to-hour and week-to-week. Give players things to do and keep the balance: rewarding but not too rewarding, fair yet sometimes unfair.

0
Q

You often mention respecting players' time what does that mean?

Question 6 of 17
Patrick Soderlund

Players choose us over many great options. Our job is to make that time feel worth it. If we do, they may stick around.

0
Q

Why is Arc Raiders premium while The Finals is free-to-play?

Question 7 of 17
Patrick Soderlund

The Finals works with fair cosmetics and battle passes. Arc Raiders has a deeper construct that didn’t fit a cosmetics-only model. Also, people here need to get paid. Market conditions and our own results informed the choice.

0
Q

You once said Arc Raiders “wasn’t fun enough.” How did you make that call?

Question 8 of 17
Patrick Soderlund

We relied too much on deep AI/ML ideas and the loop didn’t deliver often enough. You can look at all the data, but in the end it’s a gut decision: does it feel right? I pushed toward PvP/PvE; the extraction part came later.

0
Q

What’s the ‘secret’ behind getting attention with new IPs?

Question 9 of 17
Patrick Soderlund

Don’t be complacent. Bring meaningful innovation so people have a reason to break away from what they already play. Make it accessible yet deep. That’s what got The Finals and Arc Raiders noticed.

0
Q

How is development at Embark different from your time at EA?

Question 10 of 17
Patrick Soderlund

We can’t outspend big publishers, so we changed how we build. We aimed for 100× faster, rebuilt tools, used procedural content and some AI in pipelines. Not literally 100×, but fast enough to ship weekly updates and run multiple projects with a ~300-person team.

0
Q

Fast doesn't mean rushed how do you keep quality?

Question 11 of 17
Patrick Soderlund

It’s about efficiency, not speed for its own sake. Automate the boring work so people focus on creative, player-facing things. Ship when it’s right.

0
Q

Does adding more people solve schedule pressure?

Question 12 of 17
Patrick Soderlund

Sometimes it helps, but long term it’s not a sustainable formula if you want high-quality products.

0
Q

Why launch Arc Raiders between Battlefield and Call of Duty?

Question 13 of 17
Patrick Soderlund

We’ve looked at it from many angles. Right or wrong, we think the game can start there. This is a long-term journey; it has to start somewhere.

0
Q

Would you leave EA to found Embark if you had to decide today?

Question 14 of 17
Patrick Soderlund

Yes. My EA years were rewarding, but I wanted to get back to working with teams, asking difficult questions, and seeing software in players’ hands. That joy matters more than anything else.

0
Q

How has Nexon’s ownership affected Embark?

Question 15 of 17
Patrick Soderlund

They take a long-term view. No pressure to ship on a specific date. When The Finals had problems, they were patient and supportive. Honestly, we were the impatient ones.

0
Q

What’s your read on the industry’s tough moment?

Question 16 of 17
Patrick Soderlund

It’s partly self-inflicted. We hired for pandemic highs, then demand normalized. Capital flooded in, many new studios formed, and now funding cooled. Competition is steeper, and some games are more like platforms. It’s not one source; it’s many.

0
Q

Where do you want Embark to be in five years and what have you learned personally?

Question 17 of 17
Patrick Soderlund

I don't want us much bigger. I want us known for curiosity, new IP, building games in a different way, and treating players with deep respect. Personally, I wish I'd been more patient and trusted the process more. Also, first thing in the office I clean up my email.

0

Video Interviews with Patrick Soderlund

Interview with Embark CEO on how Arc Raiders is defying the industry odds

Interview with Embark CEO on how Arc Raiders is defying the industry odds

Interview with Embark CEO on how Arc Raiders is defying the industry odds

Need for Speed ​​: Hot Pursuit : Entretien avec Patrick Soderlund

Need for Speed ​​: Hot Pursuit : Entretien avec Patrick Soderlund

Patrick Soderlund's Embark Studios & Emerging Tech in Games

Patrick Soderlund's Embark Studios & Emerging Tech in Games

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