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![]() Join Date: Sep 2008
Location: Twin Cities, MN
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[Part 1] Glen A. Schofield Interview - History/EA
![]() ![]() Glen A. Schofield, VP and General Manager, Sledgehammer Games All I can say about this interview is how timely it ended up being. Mr. Glen A. Schofield, Vice-President and General Manager at Sledgehammer Games, a subsidiary of Activision, was kind enough to answer a series of questions for us. We struck up a conversation and Glen offered to answer some questions about his time with EA, creating Dead Space, leaving EA and starting up Sledgehammer Games under Activision. I sent the questions below last Thursday. Unbeknownst to pretty much all of us, on Monday night news started floating that security had descended upon Infinity Ward and that just yesterday Activision would announce that they let Jason West and Vince Zampella go. Along with this announcement came word that Sledgehammer would be working on an Action/Adventure game in the Call of Duty universe. To this point, all that was known about the game was it was an “established Activision IP”. Well, now we know. You’ll see in the lower questions I ask about the “established Activision IP” (remember, questions went out Thursday) and Glen answered it with the newly announced property. He also goes into what kind of game we can expect and how excited he is to have built Sledgehammer Games from scratch. Enjoy the interview, I’ve certainly enjoyed the rollercoaster these past couple days. You will also see pictures of their “built from the ground up” studio interspersed in the two parts of the interview. This part of the interview talks more about Glen’s history in gaming and his time with EA, including creating Dead Space. Loren: Tell us a bit about your history in the gaming industry. You worked at Eidos for a time on the Legacy of Kain games along with other companies, then you moved onto Electronic Arts where you had a hand in some games. Quote:
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![]() “Yosemite River”, Acrylicon Canvas, 30” x 40” by Glen A. Schofield ![]() “Half Moon Bay”, Acrylicon Canvas, 30” x 40” by Glen A. Schofield Loren: Tell us a bit about how you dreamt up probably your most notable work, Dead Space? Quote:
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![]() Loren: Just as a note, what was roughly the last time Dead Space was near cancellation? The game came out in October 2008, was it in danger at any point through the middle of that year? Quote:
![]() Loren: After the success of Dead Space you were promoted to General Manager and rebranded the EA Redwood Shores studio as Visceral Games in May 2009. Any story behind that name and how/who came up with it? In-between this time you worked on Dead Space: Extraction as well as greenlighting the recently released Dante’s Inferno, the still unseen Jack the Ripper game and Dead Space 2. Can you tell us a bit about each? Quote:
![]() Loren: A little over two months after the name change, we read a story about you and COO Michael Condrey leaving Visceral to join Activision in creating a new studio located in the Bay Area. The studio wasn’t named yet at this time and the only thing Activision hinted at was that you would be working on an “established existing IP”. Can you talk about the decision of leaving Visceral and EA? Quote:
![]() Michael Condrey, the other half of the duo that left EA for Sledgehammer Continued in Part 2 where we talk about Sledgehammer and the move to Activision. |
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| activision, call of duty, cog feature, dante's inferno, dead space, dead space 2, dead space extraction, glen schofield, interview, michael condrey, sledgehammer games |
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