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Rebellion has its fingers in all the pies

The Rebellion transmedia empire spans video games, comics, books, tabletop games, film production and costume design. The independently owned UK company is best known to many players for titles such as Sniper Elite and Atomfall, but its range of creative divisions also gives it opportunities to develop stories and worlds across different formats.

How the Rebellion transmedia empire works

At a Screen Play event during the London Games Festival in April, Ben Smith, Rebellion’s head of film, TV and publishing, discussed the company’s long-term approach alongside Victoria Justice, director of consumer products, and Hollie Jones, senior community manager.

Rebellion acquired the rights to the long-running science-fiction comic 2000AD in 2000. It has since added other classic British comics, including Action, Battle and Roy of the Rovers, to its portfolio, while also publishing novels. Its tabletop division, Rebellion Unplugged, makes role-playing games and board games, including titles connected to Sniper Elite and Judge Dredd, the best-known character from 2000AD.

The company has also moved into film production. A movie based on Rogue Trooper is being directed by Duncan Jones, known for Moon and Warcraft, and is being made at Rebellion’s own studio, established in 2018.

Image credit: Rebellion

For readers following a franchise across formats, the different releases do not necessarily arrive together. Rebellion’s approach is to develop each project over time, allowing a story or character to build an audience in one medium before exploring other possibilities.

Physical production supports game authenticity

Rebellion also owns a costume and prop company. The acquisition followed the company’s use of historically accurate Second World War uniforms for Sniper Elite. The costumes were scanned and recreated in the game using photogrammetry, a method that uses photographs to build detailed digital models.

Smith described the relationship between physical production and game development as mutually beneficial: the team can create or source real-world props, then bring them into a digital game through scanning. This process can help artists represent materials and objects with greater visual detail. When evaluating similar techniques, it is useful to remember that a scan is only one part of a finished game asset; developers still need to adapt it to the game’s technical and artistic requirements.

The company also records sound effects using physical Foley techniques in its audio department. Justice recalled that Rebellion once rented a swimming pool through Airbnb to capture splash sounds. Creating effects in person can give sound teams more control over the source and timing of a recording.

Ben Smith | Image credit: Rebellion

Staying independent while giving teams autonomy

Founded in 1992, Rebellion has remained independent for more than three decades. Smith attributed this in part to founders Jason and Chris Kingsley, who continue to take a personal and creative role in the businesses they support. Rebellion also develops and maintains its own game engine, Asura, rather than depending entirely on third-party technology.

At the same time, Justice said that individual departments have room to make decisions and focus on their areas of expertise. This balance—central oversight combined with operational freedom—can allow teams to explore ideas while working within a shared company strategy.

Cross-media connections may also be understated. British comics owned by Rebellion have appeared in the world of Atomfall, for example. Smith and Justice said the company does not want to make every game, comic or other property part of a large-scale franchise plan from the outset. Their view is that a project should first demonstrate its potential; further adaptations can be considered once there is evidence of audience interest.

Expanding successful stories over time

Atomfall illustrates that gradual approach. After selling more than 2.5 million units, according to Video Game Insights estimates, the game is now being adapted as a TV series. Rebellion’s next game, Alien Deathstorm, may create further possibilities, but the company’s plans depend on opportunities and the capacity of its different teams.

The planned Rogue Trooper film offers another example of a property developing over a long period. The character appeared in comics for 40 years and in video games for 20 before moving into film. Rebellion’s strategy is therefore less about launching every format at once and more about sustaining stories and characters across time.

Rogue Trooper | Official Teaser Trailer

The teaser trailer for the upcoming Rogue Trooper movie, directed by Duncan Jones. Watch on YouTube.

Victoria Justice | Image credit: Rebellion

Atomfall was a major success for Rebellion. | Image credit: Rebellion

Rebellion’s next game is Alien Deathstorm. | Image credit: Rebellion

What Rebellion’s model means for its franchises

Rebellion’s mix of games, publishing, tabletop products, physical production and film gives the company several ways to support its creative properties. For audiences, that can mean encountering a world through different formats over many years. The key takeaway from the Rebellion transmedia empire is its measured approach: establish a strong project first, then assess whether a wider audience and the available teams make expansion worthwhile.

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