

From the studio behind the Warhammer titles, Mordheim: City of the Damned, and Necromunda: Underhive Wars, comes a fresh project developed internally with Nacon handling the publishing. The game studio Rogue Factor, based in Montréal, Canada, is finally poised to create an original IP game: Hell Is Us. This forthcoming third-person action-adventure video game is scheduled for release on September 4th, 2025, across PC, PlayStation 5, and Xbox Series X|S.
As the release date approaches in fall 2025, CGMagazine engaged with members of the Rogue Factor team to gain deeper understanding of the studio and the creation of Hell Is Us. Creative director and art director Jonathan Jacques Belletête, founder and head of Rogue Factor Yves Bordeleau, and audio director Antoine Vachon discussed facets such as the audio design, visuals, combat, inspirations, and overall atmosphere of the game.
This marks Rogue Factor’s first original IP game, yet the team boasts significant experience. What characterizes Rogue Factor’s culture and community-building—what is that unique element?
Yves Bordeleau: Excellent question. The key aspect is our long history together. When I founded the studio, we were a very small team. Several individuals here are people I’ve known and collaborated with for the past 20 years. It feels very family-like. We’re a small family that began by developing Warhammer games.
Then Jon [Jonathan Jacques Belletête] reached out, and we were like—
Jonathan Jacques Belletête: I said, ‘Hey there! I’m done with [AAA] games.’
(Everyone laughs)
Yves Bordeleau: [That’s when I replied], ‘Let’s do it.’ Jon brought a wealth of the AAA experience, along with the high-level principles necessary for crafting quality titles. I contributed the scrappy, resilient indie mentality. We essentially formed Voltron together. (Everyone bursts into laughter).
Jonathan introduced some of his team from Deus Ex: Human Revolution, and I brought my entire crew. That guy (gestures to Antoine Vachon) was employed by a buddy of mine, and after sharing a beer together, I managed to persuade him to join us.
Antoine Vachon: My background is more indie. What I can say about Rogue Factor is that we’re [situated right between indie and large studio]. We’ve retained the creative freedom of an indie team, despite our scale.
Yves Bordeleau: We have about 62 members on board, with 55 developers contributing to [Hell Is Us]. Everyone here is a seasoned [developer] with a wealth of experience.
Jonathan Jacques Belletête: [Hell Is Us] sits within the AA range. It wasn’t prohibitively expensive, but it wasn’t inexpensive, either. It looks more costly than it is. This is due to our multi-talented team and the abundance of experience we have.
In my honest opinion, [Hell Is Us] is nearly a flawless game, acknowledging that no game is truly perfect. Resident Evil 4 on GameCube had lengthy and tedious segments in the castle, and BioShock’s shooting mechanics don’t compare to Call of Duty. Aesthetically, [Hell Is Us] isn’t perfect. However, when considering its pricing, [everything fits].
Yves Bordeleau: Having everything produced in-house is a major advantage. Instead of being a colossal, cumbersome vessel, we operate like a swift speedboat. We can quickly adapt and execute iterative changes, which significantly benefits us. That’s the enchantment and fortune of [Rogue Factor].
Jonathan Jacques Belletête: Indeed, fortune. We’re fortunate to have built what we have. We’re genuinely pleased with it!
Yves Bordeleau: A crucial moment for us was when we were acquired by Nacon; that’s when we realized we might have the chance to develop our first original IP. Having talented individuals like Jonathan and the experienced personnel from [entities such as] Eidos-Montréal and Warner Bros. [Games Montréal] greatly enhanced our creative process.
Hell Is Us unveiled its initial teaser trailer in 2022, coinciding with the full reveal of Unreal Engine 5. Knowing Hell Is Us utilizes Unreal Engine 5, how did that influence its development?
Yves Bordeleau: We have a great rapport with the folks at Epic Games. We’ve collaborated with them previously. The tools and innovations introduced with Unreal Engine 5 significantly aided
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