We were asked to join a team on another game already in production. We still believe it was a great project, but we were doing it in the wrong place and at the wrong time. EA was undergoing many changes at the time and after a year or so, the project was cancelled. We were all confident the project would kick ass, but EA’s management felt differently.
![outlast 2 plot outlast 2 plot](https://imgix.bustle.com/mic/rqxi57qybkpire52ibwdivxvucijjwalk01s2hxxfubqixdacyukobabknzkao5t.jpg)
David and I had worked together in 1998 on a Donald Duck game and later on Prince of Persia: The Sands of Time as well as the first Assassin’s Creed. I was attracted by the opportunity to start something new with a small team, and Hugo’s concept was too cool to pass up.Ī few months later, David Chateauneuf joined the team. I joined EA Montreal to work on a new IP based on an original concept by Hugo Dallaire, formerly art director of Splinter Cell and Army of Two. I decided to leave Ubisoft again in 2009 and try something different. The two studios have very different design philosophies and production processes however, and it soon became obvious that I would need to revert to Ubisoft’s way, or go somewhere else.
![outlast 2 plot outlast 2 plot](https://i.ytimg.com/vi/W6wuFLi9WGQ/maxresdefault.jpg)
I had learned many things working at Naughty Dog and was eager to apply them at Ubisoft. Stubbornness is the mother of butt-kicking.Īfter shipping Uncharted: Drake’s Fortune in 2007, I returned to Ubisoft Montreal as a creative director. It’s been an intense and bumpy ride, but we have no regrets, and while we are always open to the possibility of time travel, we would not want to go back and change a thing about the experience. This is the origin story of Red Barrels and the road we took to create Outlast.