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Tackling these problems turned Arla a multi-month slog and required the team to take a development approach that was at once both holistic and also layer-focused. Animators, programmers, and asset artists had to take stock of each other's work and become especially cognizant of what the other disciplines were doing; at the same time, the sequence itself had to be separated down into extremely granular details and tackled one tiny bit at a time. Pulling the sequence off required sacrificing some other potential content for the game, but it resulted in something truly great—or truly nasty. Glen spent a fair amount of additional time talking about Dead Space's influences beyond just Event Horizon; the French horror film Martyrs had a particularly outsized effect on Schofield, and some of that movie's outlines are indeed vaguely visible in Dead Space's structure.
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We were also lucky enough to get our hands on some extraordinarily rare footage viceos a Dead Space early prototype build thanks to Videox. Other footage includes test dismemberment footage videow shows off physics and early necromorph models. Those same eagle-eyed viewers might notice that we snuck in a few little hidden easter eggs into pporn main video because we couldn't resist. For folks who want more, we've assembled some of the best cut bits about the origins of the Church of Unitology into a bonus video, which I'm embedding below: Space ace Schofield created the Dead Space franchise, working directly on Dead Space and proving creative input on Dead Space 2 before leaving EA to found Sledgehammer Games he wants us to assure everyone that he had nothing to do with Dead Space 3.
Sledgehammer was purchased by Activision and Schofield worked on several Call of Duty titles; just a few weeks ago he announced he was leaving Activision to take some time away from work. And that suits us just fine, because if there's one thing Schofield loves, it's making games that terrify people.