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space and it sounded perfect, so

I jumped aboard.”

Now in its 15th year, Infinity

Ward has been through seismic

changes in that time but have

remained at the forefront of Call

of Duty development, a series it

conceived for PC way back in 2002.

Horton is thriving in the environment and

says working at the studio is the “same kind

of depth” as Crystal Dynamics “but on a much

larger scale”.

“Now I have a much bigger art team of

around 60 plus. I just work through

the leads and whenever I have

an opportunity to, I talk to all

the artists that I can. The

leadership is very important

to me because the team are

my eyes and ears and they

can communicate the high

level goals. It’s an amazing

effort to see everyone so driven

and passionate to create this high

quality experience.”

So did Horton have a clear idea of what

he wanted to achieve with

Infinite Warfare

?

“I really wanted to just take some of the

sensibilities that we had for character and

storytelling to make sure that our worlds and

our characters were as believable as possible.

“The vision that they had for

Infinite Warfare

was to tell a much more rich, character driven

story, so that feathered really well with what I

love to do, which is bringing these characters

to life in worlds that you can explore and learn

about.

“Some of my favourite stuff about

Infinite

Warfare

is we now have a story that you can

start from the beginning to end and there’s no

loading screens. You can just play the whole

space

man

Brian Horton has enjoyed a long career in video game development. He

recently spoke to us about his work as studio art director on the latest

Call of Duty,

InfiniteWarfare

.

Words

Paul Jones

visit

stack.net.au

12

jbhifi.com.au

NOVEMBER

2016

GAMES

FEATURE

W

e last spoke with the

affable Brian Horton

when he was in the

employ of Crystal Dynamics,

having just finished work on the

Tomb Raider reboot. Surrounded by

concept sketches he had been working on

for what would become the follow-up title,

Rise of the Tomb Raider

, we were struck by his

fervent enthusiasm for his craft. Some three

and a half years later and now working as

the studio art director on

Call of Duty:

Infinite Warfare

, that same level of

vigour remains. It’s infectious.

“You know, I’ve always

wanted to work with

Activision, and Infinity

Ward is the best,”

Horton tells us when

we ask how he began

working with the Call

of Duty franchise

progenitor.

“I grew up in the ‘80s

so the [Atari] 2600 was my

first console and I loved

Pitfall

. To come to Activision,

the studio that made my

favourite game, was truly

amazing.

“When Dave Stohl

(studio head at Infinity

Ward) contacted me,

I had just wrapped up

Tomb Raider

and it was

a great opportunity to

make a switch. They

pitched me this idea of

Call of Duty going to

Brian

Horton

It's an amazing

effort to see

everyone so driven

and passionate