
Patrick SoderlundFounder & CEO
Patrick Soderlund is the founder and CEO of Embark Studios (Nexon-owned), the team behind The Finals and Arc Raiders. He’s candid about hard calls, respects player time, and focuses on depth, iteration, and efficient tooling over brute-force scaling.
Founder Stats
- Technology, Gaming
- Started 2018
- N/A/mo
- 300+ team
- N/A
About Patrick Soderlund
Patrick Soderlund left EA in 2018 to build Embark Studios with a simple leadership rule: someone must say the uncomfortable thing. In this interview he shares how The Finals surged, then dipped, then recovered through methodical fixes; why Arc Raiders shifted from free-to-play to premium; how data helps only when paired with judgment; and why Embark invests in tools and pipelines to move faster without rushing. Backed by a patient owner (Nexon), Embark updates weekly, designs for long-term retention, and treats player time with deep respect.
Interview
November 1, 2025
What do you see as your job as a leader?

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

We launched strong over 20 million downloads fast and then on January 7 the curve 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.
What did you learn about using data to run a live game?

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.
How did you rebuild momentum on The Finals?

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.
What will you carry into Arc Raiders from that experience?

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

Players choose us over many great options. Our job is to make that time feel worth it. If we do, they may stick around.
Why is Arc Raiders premium while The Finals is free-to-play?

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

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

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

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

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.
Does adding more people solve schedule pressure?

Sometimes it helps, but long term it’s not a sustainable formula if you want high-quality products.
Why launch Arc Raiders between Battlefield and Call of Duty?

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

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.
How has Nexon’s ownership affected Embark?

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

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

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.
Table Of Questions
Video Interviews with Patrick Soderlund
Need for Speed : Hot Pursuit : Entretien avec Patrick Soderlund
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