Glen Schofield also discusses internal competition between Call of Duty studios…
Schofield co-directed several entries in the long-running shooter series during his time at Activision, including Modern Warfare 3, Advanced Warfare and WWII.
And in the latest issue of Edge, he said the perception that studios are just grinding out new Call of Duty instalments is way off the mark.
“People nowadays [think] a Call of Duty is… you know, just put it through the grinder and another one will come out;” he said. “They don’t realise how much work goes into making a Call of Duty game. There’s just a ton of research.
“You’re working with experts – I studied World War Two 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 you’re working on a Call of Duty game.”
Sledgehammer’s research process for Advanced Warfare was equally intensive, Schofield said.
“And, you know, to become an expert – we worked with Navy SEALS and Delta Force people to learn [the] tactics and techniques and get them into the game, right? You had to learn about the Special Forces from different countries like England and France and Spain and Italy and all that, because they were all in the game. So, a lot of learning, constantly reading, constantly watching videos and constantly working with experts.”
Schofield also discussed the competition between Call of Duty studios Sledgehammer, Infinity Ward and Treyarch.
“Was there internal competition? No doubt, no doubt,” he said. “It’s weird, because you really rooted for each studio because you needed and wanted every Call of Duty to do well. But you always wanted to get a higher score. You wanted to achieve more sales if you could. So yeah, we pushed each other, we really did.
“But then again,” he added, “we would also help each other out – like, in between, we would go help out Black Ops a little bit. We might take on a level or take on a few objects and things like that – vehicles and things. We were this sort of Call of Duty brotherhood. There was a quiet competition going on, but you helped advance the next game as much as you could.”