# Electronic Arts — developer ecosystem report

> Electronic Arts, inspiring a global community of players to explore new ways to play every day

- GitHub org: `electronicarts`
- Category: other
- Overall score: 36.0 / 100
- Overall rank: #584
- Last refreshed: 2026-08-22

## Pillar scores

| Pillar | Score / 100 | Rank | Weight in overall |
| --- | --- | --- | --- |
| Code & Polish | 48.0 | #505 | ~22% |
| Education | 47.0 | #827 | ~18% |
| AI readiness | 16.0 | #663 | part of Reach |
| Builder experience | 0.0 | #1 | ~12% |
| Community | 43.0 | #292 | ~16% |
| Reach | 42.0 | #466 | ~18% |
| Momentum | 8.0 | #813 | ~14% |

## Links

- GitHub: https://github.com/electronicarts
- Website: https://ea.com
- Docs: https://docs.ea.com

## Public GitHub totals

| Metric | Value |
| --- | --- |
| Repos analyzed | 12 |
| Stars | 56,193 |
| Forks | 12,983 |
| Open issues | 297 |
| Contributors | — |

## Top repositories

| Repo | Stars | Language | Description |
| --- | --- | --- | --- |
| [CnC_Remastered_Collection](https://github.com/electronicarts/CnC_Remastered_Collection) | 21,387 | C++ | Command & Conquer: Remastered Collection |
| [EASTL](https://github.com/electronicarts/EASTL) | 9,334 | C++ | EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emp |
| [CnC_Red_Alert](https://github.com/electronicarts/CnC_Red_Alert) | 6,709 | C++ | Command and Conquer: Red Alert |
| [CnC_Generals_Zero_Hour](https://github.com/electronicarts/CnC_Generals_Zero_Hour) | 4,715 | C++ | Command and Conquer: Generals - Zero Hour |
| [CnC_Tiberian_Dawn](https://github.com/electronicarts/CnC_Tiberian_Dawn) | 1,808 | C++ | Command and Conquer Tiberian Dawn |
| [CnC_Renegade](https://github.com/electronicarts/CnC_Renegade) | 1,632 | C++ | Command and Conquer: Renegade |
| [ea-async](https://github.com/electronicarts/ea-async) | 1,418 | Java | EA Async implements async-await methods in the JVM. |
| [gigi](https://github.com/electronicarts/gigi) | 1,203 | C | A framework for rapid prototyping and development of real-time rendering techniques. |
| [dem-bones](https://github.com/electronicarts/dem-bones) | 984 | C++ | An automated algorithm to extract the linear blend skinning (LBS) from a set of example poses |
| [mesh2splat](https://github.com/electronicarts/mesh2splat) | 905 | C++ | Fast mesh to 3D gaussian splat conversion |
| [CnC_Modding_Support](https://github.com/electronicarts/CnC_Modding_Support) | 752 | HLSL | Command and Conquer: Modding Support |
| [ShaderToHuman](https://github.com/electronicarts/ShaderToHuman) | 623 | HLSL | HLSL/GLSL library for debugging shaders |

## Methodology

Scores are computed from public signals only (GitHub, package registries, docs sites, community platforms). Pillar definitions: https://www.smoower.com/docs.md

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