Archive for the ‘Glen Schofield’ Category

Video: Inside the artistic mind of Dead Space designer Glen Schofield

January 16th, 2019

Video directed by Sean Dacanay, edited by Jeremy Smolik. Click here for transcript.

Our recent visit to Dead Space designer Glen Schofield's home to discuss the challenges of developing the horror classic left us with an enormous amount of footage to sort through. Glen was very generous with his time and allowed us more than simply a peek behind the curtain—we got a full tour through the man's artistic mind and processes.

This video is perhaps not as directly game-focused as our previous one, but Glen was brimming with words of wisdom for aspiring game artists—and aspiring artists in general. He tells of his professional beginnings, dutifully toiling away in the Barbie mines at Absolute Entertainment and getting the last laugh when he was promoted over other Barbie-eschewing coworkers. He discusses the artist's eye and how immersing oneself in art alters the way one perceives the world—an engineer might look at a machine and see in their mind the way the parts mesh and the gears turn, while an artist sees the machine and thinks of how to represent it on a canvas in terms of light and shadow. Both disciplines see things that are hidden or non-obvious to everyone else, and both require a blend of talent and training.

My mother is a painter and illustrator, and I hear many of the things she told me growing up echoed in Glen's advice. Artists see the world in a way that other disciplines do not, and the best artists—artists like Schofield—are able to create compelling images that draw the viewer in and allow them to experience some of the artist's own emotions.

Read 1 remaining paragraphs | Comments

Posted in Ars Technica Videos, console gaming, Dead Space, Gaming & Culture, Glen Schofield, PC gaming, war stories | Comments (0)

Video: Dead Space’s scariest moment almost dragged down the entire project

January 8th, 2019

Video directed by Sean Dacanay, edited by Jeremy Smolik. Click here for transcript. Special thanks to Glen Schofield and Chris Stone for assistance gathering footage.

I need to get this out of the way right up front: the War Stories video crew here at Ars loves Dead Space. The game turned 10 years old this past October, and it's a near-perfect execution of the survival horror genre—the world, the sound design, and the mechanics are all spot-on, even after a decade. It's also one of the games we've had on our War Stories to-do list since the very beginning, and we're excited to finally have this video to share with you all.

Executive producer/creator Glen Schofield was fortunately just as excited to talk about the game as we are, and he invited us into his home to tell us the tale of how Isaac Clarke and the USG Ishimura came to be. Creating Dead Space required Schofield and team to create not just an entire original IP (complete with lore and world-building) but new game mechanisms and new ways to tell a story. The focus of putting the player directly into protagonist Isaac Clarke's somewhat clunky shoes affected every decision, and the resulting game managed to be refreshingly original while also paying respectful homage to other horror movies and games (most notably Event Horizon and Resident Evil, respectively.

Read 11 remaining paragraphs | Comments

Posted in Ars Technica Videos, console gaming, Dead Space, Dead Space 2, Features, Gaming & Culture, Glen Schofield, horror, PC gaming, videos, war stories | Comments (0)