Glen Schofield on Healing the Gaming Industry: Insights and Hope for the Future

**Glen Schofield** is a prominent figure in the gaming industry whose work has been influential for many gamers. He played a central role in developing titles such as *Dead Space*, worked on *Call of Duty: Modern Warfare 3*, *Advanced Warfare*, and *WWII*, as well as *The Callisto Protocol*. At Gamescom Asia in Bangkok, **Schofield** shared his insights in an interview with a journalist from *VGC*, discussing the current state of the industry and suggesting ways to improve it.

**Schofield** believes that the gaming business requires some «healing». He proposes that the first step is to train industry professionals in utilizing artificial intelligence. The developer is confident that technological advancements have progressed enough to start experimenting with AI, exploring its applications in game creation.

He explains that if he had access to modern tools during the development of *The Callisto Protocol*, they could have expedited the process, though they wouldn’t replace the narrative development—he would not use AI to write a game.

He mentions that these tools could be beneficial for generating ideas and concept art; now he can quickly visualize quirky characters, such as mummies with crab legs, and experiment with various designs.

According to him, it’s the potential of these technologies that matters most, not their current capabilities. AI can quickly produce environmental elements, modify the scale or shape of objects, and blend materials—this streamlines the work of designers and artists, granting them greater freedom to experiment.

**Schofield** asserts that companies need to invest in employee training. He notes that this is not an immense expense, but rather a prudent investment that could lead to cost reductions in the future. As people start to learn new skills, their interest and motivation to grow increase.

He observes that publishers still seek large projects, yet allocate limited budgets, hoping AI will solve all issues. However, **Schofield** believes the key lies not in investment but in the people trusted to lead these games.

The creator of *Dead Space* is convinced that overly often, leadership roles are assigned to individuals lacking experience. He suggests a simple question to evaluate candidates: «How many games have you released as a game director?»—but in his view, such assessments are rarely conducted. Many aspire to run their own studio and project even when they aren’t ready for it.

He emphasizes that many failed titles received hundreds of millions in funding yet did not yield results due to poor leadership choices. According to **Schofield**, the industry needs to cultivate project leaders from within—providing talented individuals with opportunities to learn and gradually step into key roles.

**Schofield** also believes that reviving E3 is critical for the salvation of the gaming industry. He points out that the equivalent to E3, The Game Awards, lacks its significance and influence, resembling the Spike TV Awards. He hopes it can be something akin to the «Oscars» of gaming. He underscores that video games are a genuine cultural phenomenon, a fact long recognized by organizations like BAFTA.

The developer also spoke about his former employer, **Electronic Arts**. In **Schofield’s** view, the company’s transition to private ownership is unlikely to significantly change its conservative approach to development. Glen thinks the new owners may not have a deep understanding of video games, and **EA** has traditionally been cautious about taking risks.

Nonetheless, he views the launch of *Battlefield 6* positively. **Schofield** notes that the game’s success is largely attributed to the experienced manager **Vince Zampella** at the project’s helm. Effective leadership impacts the quality of the entire team, as a good director hires strong professionals and sets high work standards.

**Schofield** emphasizes that **EA** continues to produce expensive AAA titles, and the determining factor for success is capable leadership, not merely a large budget.

He hasn’t overlooked another former endeavor, either. **Schofield** is concerned about the future of *Call of Duty* under **Microsoft’s** management. He believes that any alterations to the series’ annual release schedule could lead to multi-billion dollar losses.

**Glen Schofield** notes that since his departure from **Sledgehammer Games**, the quality of the team’s titles has not matched the previous level. The studio’s latest release, *Modern Warfare III*, received low reviews, even though it sold well.