glen schofield

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  • A still image from the survival horror game 'The Callisto Protocol' showing a disfigured creature with a bisected double head, lurching toward the camera.

    Survival horror game 'The Callisto Protocol' will arrive on December 2nd

    by 
    Kris Holt
    Kris Holt
    06.03.2022

    The first title from 'Dead Space' creator Glen Schofield's new studio has an appropriately scary first trailer.

  • PUBG Corporation

    A 'narrative experience' is coming to the 'PUBG' universe

    by 
    Jon Fingas
    Jon Fingas
    06.26.2019

    PUBG probably isn't the first game you think of that's begging for a story-driven element, but that isn't stopping its creators from trying. As part of an announcement that Sledgehammer Games co-founder Glen Schofield (above) would run a new studio, Striking Distance, PUBG Corporation revealed that the just-formed unit is working on an "original narrative experience" set inside the PUBG world. What that entails isn't clear, although we wouldn't rule out frying pans and chicken dinners.

  • Hit List Q&A: Glen Schofield, co-founder of Sledgehammer Games

    by 
    Joystiq Staff
    Joystiq Staff
    01.22.2013

    In the "Hit List" from the Academy of Interactive Arts & Sciences, the video game industry's top talents describe their current gaming addictions, their most anticipated releases and more. This week: Sledgehammer Games co-founder Glen Schofield. Glen Schofield is co-founder and studio head of Sledgehammer Games, co-developer of Call of Duty: Modern Warfare 3. A visionary in the video game business for more than 20 years, Glen started his career as an artist and art director for Absolute Entertainment. He also served as the general manager of EA's Visceral Games Studio and was the creator and executive producer of the award winning Dead Space. Glen is credited in over 50 games that together have grossed more than $3 billion in revenues.Art has been an important part of Glen's life from a young age. He started taking art lessons early on, eventually earning a BFA (he also holds an MBA) and began his professional career as a freelance illustrator before entering the world of video games. In his forthcoming 2013 D.I.C.E. Summit session, Glen will discuss "The Art of Inspiration." He will speak about how he draws inspiration from anything and anywhere and how that has influenced his work as a game developer on a day-to-day basis.

  • Sledgehammer Games working on Call of Duty game

    by 
    JC Fletcher
    JC Fletcher
    03.02.2010

    When Glen Schofield and Michael Condrey left Visceral Games to form Sledgehammer Games with Activision, you may have jokingly speculated that the Dead Space creators set to work immediately on Call of Duty. After all, it was either that or Guitar Hero. You would have been correct. Activision today revealed that Sledgehammer is working on a Call of Duty game with a targeted 2011 release date, which will "extend the franchise into the action-adventure genre." No other details were released about the game, but it sounds more like a spinoff than a sequel. Third person, perhaps?

  • What's in a Name: Sledgehammer Games

    by 
    David Hinkle
    David Hinkle
    01.08.2010

    It's been awhile since we've brought you the origin story of an industry presence, so here's what Glen Schofield had to say about coining his new studio, "Sledgehammer Games," during our recent chat: "We wanted to establish, with more than just a name, our passion and dedication to the studio goals -- from building a world class culture and team, to delivering top quality games -- so we needed a brand for the studio. We started with a list of adjectives that reflect our personality, style and games we like to play and make. Some were hilarious, and some didn't have a chance of getting through legal approval. In the end, Sledgehammer Games always stuck out. "We mocked up slogans for the studio in the same spirit. Slogans like 'hard hitting entertainment' and 'high impact games' seemed to capture the idea, and Sledgehammer nailed both really well. For us, the name Sledgehammer and logo felt right -- it's something that leaves its mark, and that's what we intend to do. We work hard and play hard, and in the end we plan to leave our mark within the gaming community. "It worked out well for us as we can also have a lot of fun with the logo, website and other branding opportunities. In fact, I am getting it tattooed on my forehead tomorrow." –Glen A. Schofield, GM and V.P. of Sledgehammer Games Like this feature? Be sure to check out the What's In A Name Archives.

  • Interview: Glen Schofield on Dead Space, Sledgehammer Games and the transition from EA to Activision

    by 
    David Hinkle
    David Hinkle
    01.07.2010

    We don't have to tell you who Glen Schofield is. The guy's been cementing his name in the industry for years now, and considering his recent realignment from EA's banner to Activision's, starting a new studio in Sledgehammer Games, we all have a lot of questions. Let's get to it: You were one of the individuals most responsible for bringing Dead Space to fruition -- one of Joystiq's best games of 2008. How difficult an endeavor was conceptualizing that game, and how willing -- in the way of providing resources -- was EA to create the game? Dead Space was an idea I wanted to pursue for quite a few years while at EA. I brought the idea to the previous president when I believed the window was right for the game to fit within EA's portfolio. At the time, EA was largely leveraging licensed IPs, and getting support for a new IP concept was tough. I really appreciated the opportunity he gave us. Fortunately, we had a passionate team of developers who poured a ton of energy into converting our skeptics into believers. In the end, the critical response by fans and the press is something myself and the entire team are very proud of. Visceral Games (formerly EA Redwood Shores) is still an EA studio, currently wrapping up Dante's Inferno. When you began Dead Space, Game Informer #174 -- the official unveiling -- called you guys a "renegade team." Who was on that team, and how did you earn that "renegade" status?

  • Dead Space 2 producer confirms Sprawl, doesn't sweat Schofield departure

    by 
    David Hinkle
    David Hinkle
    12.22.2009

    Dead Space 2 is shaping up to be quite the sequel, as executive producer Steve Papoutsis told CVG a lot of what we've heard about the Game Informer cover story is in fact true: engineer Isaac Clarke is a lot more vocal in the sequel and won't be confined to the claustrophobic corridors of the Ishimura. Instead, he's now an inhabitant of the space metropolis Sprawl. Papoutsis did more than validate suspicions in his interview, as he also pointed out a greater focus on action and telekinesis in the sequel. See, Isaac won't just be able to move objects around, but he'll be able to destroy those objects and employ their debris as offensive weaponry. In fact, Isaac can even use dismembered enemy limbs to kill more enemies. It's kinda like when that bully at recess used to make you punch yourself, except he's sliced your arm off first and is firing it toward you at blue hedgehog-like speed. Of course, an interview about Dead Space 2 can't go by without discussing the sudden departure of Glen Schofield and Michael Condrey, the two gentlemen now running Sledgehammer Games for Activision. Papoutsis said that most of the team from the first game is on board for the sequel, and that it "takes a lot more than 2 people to make a great game." We hope so, because we have high hopes for this sequel.

  • Ex-Visceral Games staff find new home with Activision's 'Sledgehammer Games'

    by 
    JC Fletcher
    JC Fletcher
    11.17.2009

    It's official: Visceral Games staffers Glen Schofield and Michael Condrey (best known for Dead Space) have taken positions at a new Activision studio in Foster City, California, called Sledgehammer Games. This tidily clears up two rumors we've been hearing. Yes, Schofield and Condrey went to Activision. Yes, the trademark for "Sledgehammer Games" is for their new studio! As for the small matter of what the studio is doing ... all Activision says is that it's an "as-yet-unannounced new videogame." It might be called Bloodhunt. It might be an "innovative" action game. Kotaku posits that it might even be Activision's new James Bond game, given that Schofield worked on From Russia with Love back at EA. Whatever it is, we're sure it will be totally visceral ... you know, like a hit from a sledgehammer. As a service to those of you thinking about it anyway (i.e. all of us), we've got the Peter Gabriel video after the break.

  • Visceral execs wooed away from EA by Activision [update]

    by 
    David Hinkle
    David Hinkle
    07.22.2009

    Update: An EA spokesperson confirmed to IndustryGamers that the two have indeed flown the coop. There's no word on replacements for them as of yet, but we'll be sure to keep you posted.Original post: EA's Visceral Games (formerly EA Redwood Shores) may have lost two key personnel, if a rumor originating at GameSpot is to be believed. General manager Glen Schofield and COO Michael Condrey supposedly jumped ship to rival Activision, with a memo circulating at Visceral apparently describing the departure of the execs. Schofield is best known as the guy behind Dead Space, whereas Condrey got his start by directing this Levi's commercial. This news comes following some job listings (via superannuation) for a San Mateo-based studio with Activision. The company currently has nothing in the area, so this lends credence to the rumor that Activision is looking to start up something around the Bay. Add what Schofield and Condrey bring to the table and you have the makings of a fine studio.Inside sources close to GameSpot said the departure follows weeks of rumors circulating about Activision aggressively pursuing Visceral talent. We've put in word to EA and Activision for comment and will be sure to get back to you if we hear anything.[Via Big Download]

  • Dead Space Extraction is EA 'experiment' in mature content for Wii

    by 
    Randy Nelson
    Randy Nelson
    05.08.2009

    In an interview with gamesindustry.biz, Glen Schofield, VP and general manager of the recently re-branded Visceral Games, said that the EA studio's upcoming Wii title Dead Space Extraction is an experiment in mature content on the platform for the publisher. Asked how he felt given the large portion of Nintendo's userbase seemingly disinterested in mature games, Schofield remarked, "I'm confident -- it is an experiment, but there's going to be 50 million Wiis out there by the time the game comes out, so if you only hit 2 per cent of the installed base and you've got a huge number." Schofield also pointed to other publishers' attempts at tapping this market, no matter how small it may be, while managing to work in a dig on the low overall scores of most Wii titles. "There have been some [mature games] already, Resident Evil and House of the Dead, that have done really well," he said. "So we're pushing for that 80-plus-rated game, and that'll put you in the top 5 per cent of all Wii games... because most do not have a great score."

  • EA Redwood Shores becomes Visceral Games, gets moody logo

    by 
    Ben Gilbert
    Ben Gilbert
    05.04.2009

    EA Redwood Shores (aka EARS), an internal development studio within EA, was suffering a bit of an identity crisis. Known for making some of EA's best and brightest stuff -- including last year's Dead Space and the upcoming Dante's Inferno -- the studio just didn't feel right with such a ... less than descriptive name. That changed today, as its parent company EA announced a rebranding of the studio, now dubbed Visceral Games. And while the studio is still working on the aforementioned Dante's Inferno as well as the now Wii-ified spin-off of Dead Space, titled Dead Space: Extraction, it's also apparently working on "two other unannounced titles." Little did we know! The studio claims to be identifiable as one with a "focus on creating intense action-oriented intellectual properties," a claim that needs little substantiation considering its back catalog. Now, can we hear a little bit more about those two unannounced titles please?

  • WSJ explores claims of racism in Resident Evil 5

    by 
    Ben Gilbert
    Ben Gilbert
    03.11.2009

    The Wall Street Journal's Jamin Brophy-Warren has a piece today exploring the racial connotations some are seeing in Capcom's latest effort, Resident Evil 5. The game's producer Jun Takeuchi recently said, "There is no racial element to it at all," and Capcom's Chris Kramer expands on that point, stating to the WSJ that the game adopts an "anti-colonialist" stance. Mr. Kramer is referring to white protagonist Chris Redfield, shooting his way through RE5's African non-zombies, and the imagery it represents with regards to traditional Western colonialism on the continent.The theme of the piece is one of exploring whether or not the game is racist, rather than starting with a condemnation and then going forward like we've seen so many times in mainstream video game coverage. He speaks to a variety of major game developers (from Fallout 3's Todd Howard to Dead Space's Glen Schofield) and even broaches the topic of racism in American society being perpetuated by a largely caucasian game industry. Surprisingly, no sweeping claims are made and no aspersions cast. Bravo, we say!

  • EA's Glen Schofield hopes Sony can 'figure it out'

    by 
    Majed Athab
    Majed Athab
    03.03.2009

    Speaking to GI.biz, EA Redwood Shores manager Glen Schofield expressed hope that Sony can figure out what to do with PS3's relatively high price tag in a time of economic woe. The conglomerate faces massive losses from its computer entertainment division and declining sales for its flagship console, but Sony doesn't seem to see a problem. Some suggest a price cut would be beneficial (and believe is actually on the way), but Schofield isn't sure it's the best direction: "You know, I can't tell them what to do. I don't know their finances." So what is Sony to do? It seems like the company is caught between a rock and a hard place. "They've been such a great, great partner," said Schofield. "I hope they get out of this and they figure it out and they're around for a long time." If outsiders like Schofield are worried for Sony ... imagine what its employees are feeling.

  • EA's Schofield sticks to 'quality games' mantra

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    02.26.2009

    Though EA's pledge to focus on quality games and new IP may have resulted in critical approval and a more positive image among gamers, the company has still been forced to take serious financial cost-cutting measures in recent months. Thankfully, Glen Schofield, manager of EA's Redwood Shores studio, isn't about to let some unpleasant realities get in the way of staff morale and a commitment to top-notch titles."I said, look, I can't tell you if this is the end or not, but we're making some great games here," Schofield relayed to GI.biz. "If we continue to make great games, if we continue to push this, we're not going to lose our jobs. Because we're making great stuff." The studio hopes to follow up the positively received but commercially disappointing survival-horror, Dead Space, with potentially great stuff like The Godfather II and hellish actioner Dante's Inferno.Schofield reportedly told his staff, "People who aren't making great games are going to lose their jobs. But if you're making quality and we continue to push on that, and you're a quality person then you're going to keep your job." That almost sounds like a threat, doesn't it? Talk about the man(tra) sticking it to you.

  • EA exec: 'Industry' slowly discovering rest of calendar

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    02.25.2009

    Glen Schofield, general manager of EA's Redwood Shores, seems to think publishers are slowly having epiphanies about the illogical decision to cram every major release into the last quarter of the calendar year. Speaking with GI.biz, he states the "the industry" is finally recognizing that it could launch blockbusters during the summer and, if the title is good, it could still do well. The comment comes after EA's Mirror's Edge and Dead Space failed to meet sales projections. Both titles were new IPs dropped into the madness of the holiday season.Gamers and the game press have been screaming for years that the overall release schedule needs to change. BioShock's solid August launch -- and significant press coverage -- is currently the go-to example of stepping outside the Q4 circus for a new game. Even high-profile franchises like GTA IV (April '08) and Resident Evil 5 (March) avoided the holiday mess. Times are slowly changing, but don't expect the holiday overdrive to be gone just yet. [Image]

  • Dead Space dev diary: Zero-gravity gameplay

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    09.09.2008

    Not that we needed any more convincing, but this video has made it quite clear that Dead Space is going to float our boat. Also, our space crates, malformed monsters, severed heads and whatever other detritus happens to be in a room robbed of its gravity. It's nice to know that despite the game's claustrophobic interiors and highly pressurized situations, we'll occasionally be set free from Newton's irritating pull and soar right into the gaping maw of space.(Note: The video is lying about the release date.)

  • Dead Space engine being primed as middleware tool

    by 
    Ross Miller
    Ross Miller
    09.09.2008

    The development team working on Dead Space is hoping its engine becomes a new middleware tool in the vein of Unreal Engine and id Tech. Speaking with Gameplayer, Executive Producer Glen Schofield said the company is in the process of working with lawyers to figure out the legalese for officially naming the engine, which was originally used for The Godfather and From Russia with Love. It's unclear if the intention is to use the engine in-house for EA or market it to other developers for licensing, although according to the article Schofield cited the success of Unreal Engine 3 and how other studios have contributed to its success by adding more technology. Dead Space's engine, which we'd suggest be called simply "Dead Engine," is currently being used for Godfather 2. Dead Space will try to administer a dose of the heebie jeebies (to most places) on October 14.