A profile in the latest issue of Edge magazine saw former Sledgehammer Games exec Glen Schofield tell the venerable UK publication that fans donât fully appreciate what it takes for a studio to get a Call of Duty game out the door.
âPeople nowadays [think] a Call of Duty isâŠyou know, just put it through the grinder and another one will come out.â Schofield said. âThey donât realize how much work goes into making a Call of Duty game. Thereâs just a ton of research.â
What kind of research? He clarified:
âYouâre working with expertsâI studied World War II for three years. I worked with historians. I spent eight days in a van in Europe going to all the places that were going to be in the game. I shot different old weapons. All of these things that you have to do when youâre working on a Call of Duty game.â
Schofield also mentioned working alongside special forces from several different countries while acting as co-director on two Call of Duty games (Advanced Warfare, WWII) and supporting Infinity Ward on a third (Modern Warfare 3) during his tenure at Sledgehammer. That honestly doesnât seem like that bad of a deal as far as video game development goes. When the topic of hard work came up, I fully expected him to give a nod to quality assurance or speak on the grueling Call of Duty dev cycle, not âreadingâ and âwatching videos,â as he goes on to explain.
While in no way do I intend to diminish the often-overwhelming amount of work that goes into making video games (the majority of which falls to the grunts rather than leadership), what Schofield is talking about here sounds suspiciously like a vacation. Sure, itâs probably hard to think of it that way when youâre there for work, but come on. Youâre traveling Europe with Activisionâs credit card in your wallet, not back in the studio documenting bugs for 12 hours a day at barely more than minimum wage.
A veteran of the industry, Schofield has overseen the development of several influential video game franchises throughout his decades of experience, most notably sci-fi survival horror franchise Dead Space. He stepped down from his position as vice president and general manager at Sledgehammer Games in 2019 to become CEO of Striking Distance Studios, a newly formed subsidiary of PUBG Corporation parent company Krafton. The studioâs first game, The Callisto Protocol, is part of the burgeoning PlayerUnknownâs Battlegrounds universe, set several hundreds of years in the future.
âStriking Distance Studios has one goal with The Callisto Protocol: to make one of the most terrifying games of all time,â Schofield said at the time
Thereâs no telling what kind of research that will involve, but itâs sure to be a great deal more intensive than a nice European vacation and firing an M1 Garand or two.
Clarification (07/15/2021, 12:23 p.m. ET): This story has been edited to make Glen Schofieldâs departure from Sledgehammer Games and Call of Duty development more apparent early on.Â