Callisto Protocol director Glen addressed his tweet, proudly celebrating his team cracking to the finish on The Callisto Protocol. The director now says it was his fault that he got the team in trouble.
In September, Schofield said in a now-deleted Tweet that he was proud of his team working “6-7 days a week” and after hours to complete The Callisto Protocol, a new survival horror game from the studio.
“The truth is I screwed up,” Schofield said in an interview with Inverse. “We’re a small team and we were so good at it all through the development, but in the end I messed up and we worked more than we should have. That got away from us,” admits Schofield.
The Callisto protocol
The director also says the response that followed his September tweet was “educational” and that he hopes it will serve as a “catalyst for change in general.”
Much has been written about the practice of crunch in the video game industry. It is usually defined as when developers are asked to work overtime for a concentrated period of time. While some in the industry have previously been considered a rite of passage by some in the industry, the practice has come under intense scrutiny and is said to be one reason why the video game industry has such a high turnover of workers.
Schofield promises that crunch “isn’t something that happens in our next project or a future project.”
The Callisto protocol is a kind of spiritual successor to Dead Space, which Scofield also created. It’s slated to release on December 2, and you can read our hands-on preview of the survival horror game on IGN.
Matt TM Kim is the news editor of IGN. You can reach him @lasoftd.