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You
talked about going through changes at Pandemic. First of all, did this game
actually start before you were acquired by Elevation Partners?
CB: Um, yeah, only just. Like, we shipped Mercs early '05, obviously, and the team
did a bunch of other stuff -- I personally went and worked on Destroy All Humans a little bit, some of
the other guys we know worked on Battlefront
II -- we made a couple of internal demos, and looked around at some
different IPs before settling on Mercs 2.
And at the start of Mercs 2 we actually had primarily an engine development team for
almost a year, we were just working on tech and tools, and really upgrading our
pipelines to next-gen.
So the game itself, we didn't really get seriously into
until probably the beginning of '06 -- and at that time, we really focused on
the PS3. Spent a long time making sure that we were squared away with the PS3.
And yeah, it started before the Elevation acquisition.
It's
interesting to see people's reaction to EA, and the changes that had been
happening at EA. What's your take on that, and how has it affected your
project?
CB: Well, I have to say there has not been
much... I've really said, there has been no direct impact on the day-to-day
development. At least not so far. I think there's been some significant changes
to -- we've had to integrate parts of it, the active side of the business, and
obviously there is a huge, and very interesting, frankly, resource pool.
We're
starting to talk to some of the other teams, and kind of start to share some of
the techniques. It's really interesting to be interacting with the Burnout team, or the Godfather 2 team, or just reach out to
some of those teams who do work that we're really big fans of -- kind of see
what they're doing, and just compare notes. So that's pretty fun.
But, really, so far, in day-to-day
development? I think we haven't really noticed a difference. It was kind of the
same under Elevation. And that was really the goal -- we felt like we've figured
out a pretty good way to, in our own kind of scratch way, to make fun and cool
games. And I don't think anyone's got an agenda to really mess with that. So,
so far so good.
I know, of course, everyone who works in
the industry has an opinion on EA, and their reputation, but our experience has
been great. For us, it's kind of interesting, because John Riccitiello was,
obviously, deeply involved in Elevation, and was really, really a big advocate
of that model. So, when he moved back to EA, he took back a lot of the stuff
that he'd been thinking about with Elevation.
And to my eye -- and I'm not proclaiming to
be a biz dev expert or anything like that -- it seems to me that he's really
applying some of those principles that were behind Elevation. And so far, the
kind of "games label" model, and working under Frank Gibeau, from my
perspective, has been a delight. Frank's a really smart, really, really sharp
guy. So far it's just been a really positive relationship and a help.
And I think for Mercs 3, and for other projects moving into the future, I
personally am very excited at doing a much more thorough survey of the
technologies, and tools, and information, and resources -- you know, like the
usability stuff -- there's a lot of stuff that a big company like EA has that a
smaller company like Pandemic just doesn't.
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