Edge

COLLECTED WORKS GLEN SCHOFIELD

BARBIE: GAME GIRL

Developer Imagineering Publisher Hi Tech Expressions Format Game Boy Release 1992

GEX 3D: ENTER THE GECKO 1992

Developer/publisher Crystal Dynamics, Midway Games Format Game Boy Color, N64, PC, PS1 Release 1998

THE LORD OF THE RINGS: THE RETURN OF THE KING

Developer/publisher EA (Redwood Shores) Format GameCube, PC, PS2, Xbox Release 2003

JAMES BOND 007: FROM RUSSIA WITH LOVE

Developer/publisher EA (Redwood Shores) Format GameCube, PS2, Xbox Release 2005

DEAR SPACE

Developer/publisher EA (Redwood Shores) Format PC, PS3, Xbox 360 Release 2008

CALL OF DUTY: MODERN WARFARE 3

Developer Sledgehammer Games Publisher Activision Format PC, PS3, Xbox 360 Release 2011

CALL OF DUTY: WWII

Developer Sledgehammer Games Publisher Activision Format PC, PS4, Xbox One Release 2017

THE CALLISTO PROTOCOL

Developer Striking Distance Studios Publisher Kralton Format PC, PS5, Xbox Series Release 2022

Glen Schofield was confident when he applied for his first job in the game industry some 30 years ago. “I can do this,” he remembers telling himself. “Little did I know how hard it was!” Either way, he could hardly have imagined that, three decades later, he’d have worked with some of the world’s biggest brands: from Barbie to Bond, Disney to Call Of Duty.

Having gained a degree in commercial art from Brooklyn’s prestigious Pratt Institute, he started his career as an illustrator in New York before moving to a multimedia company where he learned about computer graphics, using tools such as DPaint. When he was given a commission to illustrate covers for Game Boy games, his career path was set.

Making games was, of course, very different back then: at the time, he says, he could be involved in as many as eight releases per year. In his role as art director at Absolute Entertainment, most games were made by just two people: an artist and a programmer. “In most cases, the artist was the designer; the engineer mostly spent time implementing the game, and they would also do the music at that time. They had their hands pretty busy. So I ended up designing all the time.”

A move to California to become art director at Capcom America in 1994 proved transformative, even though he only worked on one game there, contributing art to Street Fighter:. “I was the third guy hired there. They hired the president, the vice president, and then me, the art director. And guess who had to do all the work! I was painting the walls, buying equipment and all sorts of things. But it taught me a lot about setting up a studio, which I used in my later years.”

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