AAA Developers Who Went Indie (Page 2)
After working as a programmer for Sony and a producer on The Sims Online for EA, Jade Raymond rose to prominence as the public face of Ubisoft Montreal's Assassin's Creed, an intriguing stealth action game that she produced and regularly presented just as the PS3 and Xbox 360 console generation started kicking into gear, with gamers hungry for unique new experiences.
The success of the game and its sequels helped Ubisoft step up to the top table of games publishing, and Raymond worked across multiple titles as executive producer to help the publisher continue its ascent, including building the new studio in Toronto that developed Splinter Cell Blacklist. Then she left Ubisoft in 2014 for reasons unknown.
We found out why the next summer, when it turned out she was founding Motive Studios with EA and helping oversee Visceral and Amy Hennig's new Star Wars game.
Romero then formed Ion Storm and set to work on the ambitious Daikatana, but the game was late and horribly overhyped, supported by extremely dubious marketing that promised "John Romero's about to make you his bitch." It sold terribly, and Romero has struggled to recapture former glories since, founding several companies and working for a spell at Midway.
Last year he sought $700,000 through Kickstarter to create a new FPS called
After joining Capcom in the late 1980s, Inafune worked on the original Street
Later on, he became Capcom's head of production and oversaw the company's attempts to broaden their horizons beyond the domestic Japanese market, which he once described as "finished."
In this he had mixed success, establishing the Lost Planet and Dead Rising series and their connections with western developers, but ultimately leaving in 2010 as the publisher changed tack.
Inafune then founded Comcept and Intercept, and created Mighty No. 9, which achieved a sort of cult appeal despite an initially middling reception.
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