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spacer Better Know Sledgehammer's Michael Condrey and Glen Schofield

Posted November 8, 2011 by James Brightman

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Call of Duty: Modern Warfare 3 is in stores now and looks to be yet another major success. We're not so sure we'd have been able to type that if it wasn't for the great work that Sledgehammer Games put into the title. When Infinity Ward's Jason West and Vince Zampella got into a legal battle with Activision, and numerous employees decided to leave, the status of Modern Warfare 3 was called into question, but Sledgehammer Games came to the rescue.

Sledgehammer Games wouldn't be what it is today without the leadership of its founders, Michael Condrey (COO) and Glen Schofield (GM). IndustryGamers is putting the spotlight on this developer duo in our newest "Better Know" feature. 

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IndustryGamers: How would you categorize the state of Sledgehammer Games?

Michael Condrey: Sledgehammer Games was founded in July, 2009. In a short 2 1/2 years, we established a studio identity, built a state-of-the art facility, hired a world class team, and have now successfully co-developed the most anticipated game of 2011, Call of Duty MW3. We knew Sledgehammer Games was something special from the start, but even then, we couldn’t have imagined such an incredible beginning for our studio. It's been a remarkable journey, and we couldn’t be more proud of the passion and dedication from the team we’ve amassed to deliver against our primary studio value; Achieve Excellence. Not only do we have the foundation of an industry leading team, but we have a culture rooted in a strong sense of solidarity and camaraderie. It’s a great time right now at Sledgehammer Games – morale in the studio is high and everyone is ready to celebrate the results of their collaboration and hard work with fans all around the world.

IG: Starting up a new development studio in this industry is no easy task. How challenging was that for you at the time, and what pointers do you have for fellow developers in the industry who want to found new studios?

MC: Co-founding Sledgehammer Games has been one of the most rewarding accomplishments in my career. As with most things worthwhile, it wasn't easy. We had a clean canvas to paint our vision, and complete autonomy to craft “what great looks like.”  That was tremendously rewarding. Glen and I had a strong vision for the studio we wanted to build, and we knew every ounce of energy we put into bringing it to life would be well spent. From the beginning, we chose to focus on hiring world class talent, and knew that would require attracting senior developers. To accomplish that goal, we needed to provide financial stability, competitive benefits, a rewarding work space, and offer a compelling franchise for the team to rally behind.

This was achieved by partnering with Activision, which allowed us the stability and backing of the leading 3rd party publisher, and the opportunity to work on the Call of Duty franchise. Coming from a large publisher ourselves, Glen and I were extremely aware of the plusses and minus of working within an established organization. For us, the primary focus was attracting best in class talent. We needed to ensure that not only could we craft and realize a great studio vision and successful business model, but that we would attract that top tier talent required for the Sledgehammer Games team. Activision has been extremely supportive of us, our studio developers, and our studio culture. The independent Activision studio model supports each studio having its own style, and choosing the development methodology that work best for each group. They provide critical publishing support in key areas like Marketing, PR, Recruiting, Localization, and QA, amongst others. They are responsive and communicative, but encourage studio independence in the pursuit of great software. This relationship has allowed us to stay focused and motivated to deliver great content while hitting our development milestones.

Our industry is full of opportunities, from mobile and social games, to blockbuster AAA titles like Call of Duty. Some people may choose to pursue a start-up model without support from a publisher, and many developers have had success in that pursuit. My advice to others thinking of forming their own studio is to establish a clear vision and then stay true to it. Build a viable business plan, and surround yourself with people who are as equally passionate about that vision. Secure adequate funding to be able to support the team needed to achieve that studio's goals. Great games are more expensive, need more developers, and require more capital investment than anyone initially estimates. Don't cut corners or accept a deal that doesn’t provide enough funding or time to realize the vision. Your studio's reputation is as good as your last game. Don't sell your studio brand potential short to get a deal. 

IG: What would you say the proudest moment of your career is and what's your biggest regret?

Glen Schofield: Dead Space was a great game for myself and the team, and is definitely one of the proudest moments of my career. I have been making games for a long time but Dead Space was a real turning point. Not only did we create a new game, but we launched an amazing franchise. That in turn spawned great products including Dead Space Extraction, comic books, novels, animated features and a franchise. We poured everything we had into the development of the title, and had the discipline to polish every aspect we could with every second we had available. When we were done we didn't know we had a hit on our hands, but we were really proud of the game. Everything that followed – critical feedback and commercial reception - validated our hard work and was icing on the cake. As for regrets, there are plenty but I try to take any previous mistakes and right them in the next game.

MC: I feel extremely fortunate to have been surrounded by incredible people, and to have had fantastic mentors and colleagues, throughout my career. Founding Sledgehammer Games and shipping MW3 is at the top of my list of career accomplishments. Winning 2008 Action Game of the Year for Dead Space is also at the top. That said, I also have a lot of pride in the accomplishments from earlier in my career including James Bond: Everything or Nothing, and my time at EA Seattle on Need For Speed and FIFA

My biggest regret... that's a tough one. Those people who know me know that I have a misguided fear of failure and consequently I hold myself to an extremely high work ethic.  That often translates to an imbalance in my work-life. It takes a toll on my family life, and my relationship with my friends. I absolutely love what I do, and feel blessed every day to have the opportunity I have to do what fulfills me. I owe my family and friends a tremendous thanks for their love and support despite them not always getting it equally in return.

IG: Who have been your biggest inspirations in the games industry and why?

GS: There are so many inspirations it's hard to pinpoint one. I think game studios have inspired me more than a single person or individual. Valve has always impressed me as a great developer, as did the old Rare. The craftsmanship and polish they put into their games was fantastic and in the case of Valve, it still is. As a developer, I love playing their games as I know it will be a quality product and will probably push our medium forward. Their attention to detail and the fun mechanics they create (Gravity gun, Portal) are always fresh and new. When I play games like that it inspires me to want to push the boundaries and create a great new mechanic or feature.

MC: I am inspired by industry talent who not only have a strong idea of where they want to go, but a strong will to get there, and in turn shape the industry in their pursuit - developers like Gabe Newell and his team at Valve. I am inspired by creative developers who push their craft and artistic ideas further than many can envision - developers like Tim Schafer and his team at Double Fine. I am inspired by charismatic leaders who build strong teams by building strong team relationships - leaders like Jon Horsley at EAP, and Mark Lamia and his organization at Treyarch.  

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James Brightman has been covering the games industry since 2003 and has been an avid gamer ever since the days of Atari and Intellivision. He was previously the EIC of GameDaily Biz.

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