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Rainbow Six Siege is changing directors again

Just over two years after the last shake-up in Rainbow Six Siege's creative leadership, another big change is coming. Creative director Leroy Athanassoff has announced that he's leaving Siege to work on other projects at Ubisoft. Alexander Karpazis will be promoted from his position as art director into the creative director role.


"I wanted to let you know that due to personal reasons, I will be leaving my role of creative director on Siege to pursue other opportunities at Ubisoft," Athanassoff says in a message to players. "This isn't a decision I make lightly - I love this game and this community, and I'm so proud of everything our team has accomplished together over the last two years - but I'm confident that it's the right one, and the team has given me their full support."


"I'm truly thankful for Leroy's mentorship over the years," Karpazis says in the same post. "He's taught me what exemplary leadership, creativity, and passion look like in the position of creative director. Leroy's hard work will be visible in future seasons as the team and I prepare for one of the most ambitious years in Siege's history. I'm extremely humbled by the team's trust in me, and I hope to earn the trust of the community in my new role as well."


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RELATED LINKS:

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Rainbow Six Extraction comes with free co-op passes, and unlocks 18 Siege operators

RAINBOW SIX SIEGE: CORE TEAM UPDATE



Year 7 is right around the corner, and we have many exciting things to share with you over the coming months. We also want to keep the community informed about some updates to the core team.

Read on for some words prepared by our Creative Director, Leroy Athanassoff, as he welcomes a new but familiar face into the role.

[h3]Leroy Athanassoff[/h3]

Hi Siege players and community,

I wanted to let you know that due to personal reasons, I will be leaving my role of Creative Director on Siege to pursue other opportunities at Ubisoft. This isn’t a decision I make lightly – I love this game and this community, and I’m so proud of everything our team has accomplished together over the last two years – but I’m confident that it’s the right one, and the team has given me their full support. Don’t worry, I won’t be going too far, and I have a feeling that my journey with this incredible game is far from over.

I also have the pleasure of announcing that my friend and colleague Alexander Karpazis will now take over as Creative Director! Having worked with him for four years, I can attest to not only his skill and talent, but also to his passion for Siege. I’ve seen firsthand the dedication he’s brought to creating fun, engaging features that fans love. I have no doubt that he will continue to build on this amazing game and offer even more content and innovation to Siege players. I’ll let Alex introduce himself to you below.

I want to thank Alex, the entire Siege team, and you – our amazing community – for an unforgettable experience. I can’t wait to see where Siege goes next!

Leroy


[h3]Alexander Karpazis[/h3]

Hello Operators,

My journey with Siege started all the way back when the project was in its Alpha. I joined some friends and competed in Siege's first internal tournament where we made it to the finals. Even in the early stages of the game I knew there was something special about Siege, but at the time I had no idea how profound of an impact it would have on my life. Fast-forward to the present: I’ve spent the last four years working with an incredible team of people, on one of the most successful competitive shooters in the world. The next step of that journey starts today, and I couldn’t be more excited about the future of Siege.

I’m truly thankful for Leroy’s mentorship over the years. He’s taught me what exemplary leadership, creativity, and passion look like in the position of Creative Director. Leroy’s hard work will be visible in future seasons as the team and I prepare for one of the most ambitious years in Siege’s history. I’m extremely humbled by the team’s trust in me, and I hope to earn the trust of the community in my new role as well.

Here's to an incredible year of Siege to come, and many more to follow.

{-}7

Alex

Rainbow Six Extraction will be on Game Pass at launch

Ubisoft today announced a surprising upcoming addition to Game Pass: Rainbow Six Extraction will be available on Microsoft's subscription service right from the start when it launches later this month. The monster-mashing spin-off from R6 Siege isn't one of their full-price games, coming at a slightly cheaper £34, but still, damn, that's a good get. And exactly the sort of game I likely wouldn't buy new but would try on Game Pass.


Read more

Snow Brawl



Welcome to the first ever Rainbow International Snowball Fight!

We’ve got some tight competition on our teams, with only the best from each nation selected to participate. The Blue Blades and The Orange Blizzards have been gearing up all season for this wintry match. Two teams of elite players with unique skills going head-to-head, who will come out on top and who will get a face full of snow?

This is going to be one serious game ladies and gentlemen. Watch out for those snowballs, but don’t forget to have fun. Welcome to Snow Brawl!

For three weeks starting December 14th, enter the Snow Brawl!

Learn more

Y6S4.1 PATCH NOTES



[h2]Y6S4.1 PATCH SIZE[/h2]
Find the download sizes for each platform below.

  • Ubisoft Connect: 3.38 GB
  • Steam: 2.07 GB
  • Xbox One: 1.94 GB
  • Xbox Series X: 2.71 GB
  • PS4: 2.19 GB
  • PS5: 2.44 GB

[h2]HUD TWEAK[/h2]
  • Added an in-game toggle to show or hide an Operator Card while in Support Mode.

[h2]BUG FIXES[/h2]

GAMEPLAY
  • FIXED – Reverse friendly fire icon is not displayed during the end of round replay if the last Defender standing eliminates the hostage.
  • FIXED – Headshot Only setting is missing from the Matchmaking Preferences for Training Grounds.
  • FIXED – When Thatcher's EMP Grenade disables Thorn's Razorbloom Shell, the scoring message names Thorn's unique ability instead of Thatcher's.
  • FIXED – AI opponents equipped with assault rifles don't fire at players in Training Grounds on PS5.
  • LEVEL DESIGN
  • FIXED – Collision, destruction, clipping, and lighting issues on various maps.
  • FIXED – Multiple issues with planting or picking up the defuser in specific areas on various maps.
  • FIXED – LOD and LOS issues on various maps.
OPERATORS
  • FIXED – When a Mag-NET device detonates and eliminates a hostage, it is counted as an accidental death instead of reverse friendly fire for Wamai.
USER EXPERIENCE
  • FIXED – Various UI issues.
  • FIXED – Various audio and SFX issues.
  • FIXED – Various localization issues.
  • FIXED – Various customization issues.
  • FIXED – Microphone remains open after releasing Push To Talk button.
  • FIXED – Performance drops to 30fps when highlighting any uniform in the Progression section of the Battle Pass.
  • FIXED – Performance drops while browsing and opening Alpha Packs.
  • FIXED – Incorrect purchase option is highlighted in the Get Packs side panel.
  • FIXED – The first two Battle Pass tiers appear as locked when unlocking next tier.