
March 4th, 2010 @ Sway Bar, London
UK studios converge to battle over who's the cleverest - have you booked your place yet?

Thursday April 22nd, 2009 @ The Brewery, London
The countdown to the MCV Awards 2010 has begun – with date, venue and categories announced.
Studio Product Marketing Manager – Racing Titles
On Application
UK - North West

Part One; Developer discusses high budgets, moving to other platforms and meeting expectations
Infinity Ward is this year’s most talked about developer.
The studio’s community manager Robert Bowling speaks to Develop about working on what is widely considered the year’s most anticipated title, and the pressures that come with high expectations. 
Call of Duty 4 remains one of this generation’s defining video games. How confident are you that this one can top that?
I am extremely confident. We took everything that we and the fans love about Call of Duty 4 and kept them at staples.
We’ve stayed rooted to the design philosophies that we had with Call of Duty 4, and built on top of that. We’ve listened to community feedback, and added new things to the multiplayer that changes the way you play online – much in the same way perks did in Call of Duty 4.![]()
I guess the ultra-high expectations must put pressure on you?
It does put pressure on you. But just as much pressure that you always have when you make a game. Very early on we decided to shelter ourselves from being distracted by the hype. We are focussing on making a game that we can be proud of and our fans will like. We approached it like we would any other game.![]()
The release date was set back in March I believe. What have been the advantages and disadvantages to that?
With an early date you draw your line in the sand. You make it very clear: this is when it is coming out and we are very confident in the game. But the challenge is you’ve got to stick to that. You’ve got to stick to your plan and schedule it very carefully, and make sure you use your full development time and leave enough time for polish as well.![]()
Was there ever a moment where you thought “Oh no, we’re not going to make it?”
[Laughs] No, we are very confident in the game right now. We’ve got everything we wanted to get into it and we are at a point where we are happy with it.![]()
You appear to have invested quite heavily in audio, with Hans Zimmer on the score and some quality voice actors. Why have you decided to go down this high-profile route for audio?
Audio is extremely important, as is the story, the pacing and the gameplay. We want to keep that quality across the board. We never really go for the big actor everybody knows. We want to get characters that fit perfect. We will sit, night-after-night, and just watch demo reels and audition tapes. Sure, this guy is good and well known – but he’s not Soap. We really fine actors that fit the characters we wrote.
For Hans Zimmer, it is the first time scoring a video game. But we designed to be a cinematic experience and he is a master of creating that. We didn’t want to get anything that didn’t meet the quality you’d expect from a film.![]()
I guess Hans Zimmer doesn’t come cheap and I imagine the development budget for a game of this magnitude is pretty high. How has the budget helped development?
We are pretty tight on our budgets. Early on – when we decided to make a sequel – Activision estimated out a ridiculous budget. And we were like: ‘No, we don’t need that.’
Much like we don’t let ourselves get distracted by hype, if you have excess you feel like you should use excess. So we said ‘let us design a game the way we’d always design a game. And let us focus on that.’ So we didn’t let the budget affect our mentality. We would only put stuff in the game that is right for the game, and not because we can.
Of course though, it does afford us certain luxuries. With Hans though, it wasn’t so much about the money. He has the same mentality as us, in that he does projects because he is passionate about them. It is something he has never done before and it was a challenge. You have to score a game in a totally different way to a film. So he took it on because he was intrigued by it and he liked the story. Not because we had a cheque book.![]()
Has the studio size grown much since the last Modern Warfare?
Not very much no. We are still under 100 people. Maybe we have ten new people since Call of Duty 4, maybe slightly more. But the core team has always remained the same at Infinity Ward since we made the first one.![]()
You share Call of Duty development with Treyarch of course, which affords you a two-year development cycle. How much of an advantage is this?
Two years is essential, if not more. We really good at that two-year cycle and we have been using it for a while. That is the amount of time we feel we need to make a game and give it the right amount of polish. Polish is extremely important to us. We will not commit to a development cycle that has that.![]()
You share out your engine to other Activision studios, Treyarch included. Does that put extra pressure on you?
Not at all. We focus only on features that benefit our game. If we hit a glass ceiling, then we will develop a feature to get around that. That is why we introduce texture streaming. We do things with our current project in mind, and we never think about other people using our engine. Because that’s their problem.![]()
You’ve been working on Call of Duty for ten years. Have you ever been tempted to move onto a new IP?
We take it game-by-game. We never worry about the future too much. Right now we wanted to make a sequel, so the entire team is hands on deck for making Modern Warfare 2. Then once this is done, maybe we’ll see about doing something new. If we do want to do something else, then we will do it. We don’t feel tied to making Call of Duty games.
We still make Call of Duty games because we’re having fun doing it. And when it stops being fun, we’ll move onto something else.![]()
First Call of Duty was on PC, and then you moved onto consoles. What needs to happen before you consider Wii, or PSP, or DS?
If we felt like we could deliver the cinematic experience we were going for on other platforms, then we would gladly move to that platform. Right now, we don't think the Wii can deliver the exact experience that we’re doing. We like to be very equal across all platforms, and if it’s not equal then we won’t do it.![]()
Have you been taken much inspiration from other first person shooters for Modern Warfare 2?
We look at everything when we are making a game. Anytime anything new comes out we will play it. Be it Gears of War or Killzone. We’ll pile in tour theatre and watch people play it and discuss it. I think it is important to appreciate the work everybody is doing, no matter what the genre. Really, when making Call of Duty we look at all genres such as racing games and RPGs, and incorporate elements of all of them. And that shows in aspects of our games, such as the snowmobile section.
We take elements from every genre. We don’t just play first person shooters, we will play RPGs and go: ‘This xp, ranking and perk ability is really awesome’ and that inspires decisions in our games. And that is why we are moving away from being a first person shooter and being a first person action game.
Wow, what an amazing job this interviewer has done. Way to avoid any pertinent or hard-hitting questions, when there is currently huge controversy surrounding this game on multiple fronts, and join the starry-eyed 'IW can do no wrong' bandwagon.
For a second I thought I was reading an interview by a reputable publication that actually was more than a large billboard for major studios...
Are you sure this is develop-online.net and not IGN.com?
Not 1 question about dedicated server and IWnet? Great reporting.
Chris Dring has done it again ladies and gentlemen.
Hundreds of thousands of people are waiting to hear about details on this game and IWNet especially (how it will effect the PC multi-player base) and you manage to avoid the topic completely!
As the previous paster said, I thought this was develop magazine, doesn't a huge paradigm shift in a franchise mean anything to you people?
Brown-nosing would be putting it kindly...
very very nice FAIL on the interview ! not 1 important question for the community ... good going ! iwnet ...dedicated servers ? why no official answers for the loyal gamers ?
Way to NOT ask a single question of value there did he have your testicles in his hand so you wouldn't ask any probing questions?? But i guess we wouldn't want to hurt that Activism advertising revenue now would we?? ;)
I suspect the only reason you got this interview was on the promise of no 'tricky' questions...epic fail...
Really? As others have stated, not one question that anyone gives a shit about at this point. You KNEW what we wanted asked, and this is where it goes? Activision must be giving everyone in the industry reach arounds to avoid being flamed by interviews. Major game sites better not rate this game highly for PC.
Wow sickening just pure sickening why eve go on the pc forum and ask us to post questions to ask him you have might as well not even bother WASTE OF TIME !!!!! Your a joke
"And that is why we are moving away from being a first person shooter and being a first person action game."
Damn, it won't be long they'll be adding a platform level to the CoD. WTH can't they realize that what consumer wants is an improved CoD game, not a Super-Mario-Brothers meets Baldurs Gate meets CoD masshup shite.
This interview appeared in MCV way back, before the whole IWnet thing happened.
Hi everyone,
Thanks for your comments on the piece - we appreciate them, and are always happy to be called out!
To answer a specific number of recurring questions here:
1) This interview was conducted by and for MCV magazine - originally Develop was going to have a separate interview, one with IW staff members other than Bowling, but we couldn't get it organised mutually and so decided not to do it. As such, we've reprinted the MCV interview because we know there are quite a few people that don't read both, given that both MCV and Develop are super-targeted at their trade audiences.
We chose to run it because we think there are things in there that are interesting to our audience, such as the outlandish 'too much budget' stuff. We stand by that.
Some people have said that it isn't up to our usual standards, which we'll take as a compliment - but maybe we'll look at more clearly deliniating when the content is from a sister source so that you know what to expect at the beginning.
2) I can understand that you're all saying 'why didn't you ask about the dedicated server thing or about that FAGS video', which is fair enough - but this interview was done before either of those things emerged, so given that we lack the ability to time travel our hands were somewhat tied on that one.
3) No, the interview wasn't arranged on the pretense of us not asking any difficult questions - we'd never agree to that.
4) Similarly, no, it's nothing about the advertising money. Develop has nothing to do with Activision from a financial standpoint. I'm totally free to say here, for example, that I personally couldn't give a damn about MW2.
5) Seriously - wishing cancer on Robert Bowling? We're fine with you guys airing your views on IW or us or whatever here, but we're not going to let ridiculous personal abuse clog up this website. If you start wishing cancer on someone, maybe it's time to take a step back and rethink this whole internets thing.
E
Deputy Editor, Develop
Fair comment, given the nature of how and when the interview was done I apologise for going off half cocked. I agree with you on the cancer bit that's way out of order and I assume you deleted that post.....maybe a bad back for a while though ;)
Cancer? A bad back? These people don't owe you anything. If you don't like the game BEFORE forking out money, you have no right to bitch and moan - just don't buy it and if you're so damn passionate about the problem either a) develop your own or b) just like thousands of other enthusiasts do everyday, make your own mod. Otherwise grow up and realise the world does not revolve around what you want.
Yeah I was surprised no one questioned about the dedicated servers for MW2 on the PC. It's a rather big deal and they will lose a good portion of not only money, but gamers and fans too. Hopefully they will fix that problem and get it done with. The pc world is rather big and they need to realize this before its too late.
This piece was written before the dedicated server fiasco, which was in mid October? Then why run this obvisouly "old" news.
There is no date on the article to indicate it is nearly 3 weeks old.
Blah..