Jennifer MacLean is CEO of 38 Studios LLC, former Red Sox pitcher Curt Schilling’s video game company, which opened its offices at One Empire Plaza on April 12.
MacLean has 19 years of experience in online content and interactive entertainment working for Comcast, AOL and Microprose Software.
MacLean recently spoke with Providence Business News about 38 Studios’ move to Providence, its decision to delay the release of its first game, “Kingdoms of Amalur: Reckoning” and how the local talent pool stacks up.
PBN: I understand that the decision to push back the release date of “Kingdoms of Amalur: Reckoning” was because other top-selling, role-playing games were releasing new versions, not because of a delay in the development of “Reckoning.” Is that correct?
MACLEAN: We work closely with our publishing partner, Electronic Arts, to determine when to release the game. … Reckoning’s development continues on schedule, and we’re very excited about the game’s upcoming release.
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PBN: How have initial reactions to “Reckoning” been?
MACLEAN: “Reckoning” has a chance to be one of the best games of 2012. The early reactions to “Reckoning,” from both the gaming press and our fans, support that excitement. I’m thrilled and gratified by comments like “the development team’s impressive collection of talent certainly seems to be ensuring the game starts out on the right foot” and “it’s a sexy combination of elements that will hopefully coalesce into a truly epic work of fantasy,” since I know how hard the team has been working to create a game that can compete with the very best entertainment available.
PBN: As a diehard gamer yourself, what aspects of “Reckoning” are you most excited about?
MACLEAN: As a gamer, there are two specific features of “Reckoning” that really excite me. First, the sheer size of the game is amazing. There are literally hundreds of quests to complete in “Reckoning” and your choices throughout the game directly impact your experience, inspiring a “Wow, I need to play it again!” feeling that all developers strive for and every player relishes.
PBN: What can you tell us about the game’s promised simpler combat system – how will that be achieved?
MACLEAN: As our lead designer, Ian Frazier, described at the demonstration at PAX East in March, the combat in “Reckoning” is uniquely timing-based. A player doesn’t have to memorize specific button combinations, but using a combination of timing will generate different results; a warrior can go between a simple shield block and a fantastic leaping block/strike by varying the timing of her actions. The timing-based combat is both simple and elegant, so it’s accessible to everyone; at the same time the game’s combat provides enough variety in its response that the most sophisticated action fans will be satisfied.
PBN: How is development going on “Copernicus” (the codename used for a massive, multiplayer, online-game project)?
MACLEAN: We haven’t yet announced any details on “Copernicus,” but we’re excited about the progress of the game. … It’s safe to say that “Reckoning” is setting the quality bar very high and we expect to meet that standard with every product we release.
PBN: How has 38 Studios been settling into its new location at One Empire Plaza?
MACLEAN: We’re thrilled to be at our new studio in Providence. We’re fortunate to be in a space that’s been designed to help us create great products. … We look forward to continuing to support Providence and Rhode Island at large.
MACLEAN: Our biggest asset is our team, so our hiring process is both rigorous and specialized. We expect our employees to be the best available at their craft. That said, we’ve been able to support tremendous growth, and as of April 18 we have 165 employees in our Providence studio.
PBN: Have you been able to find talent locally?
MACLEAN: One of the things that most excited 38 Studios about the move to Rhode Island is the local talent base. For example, we have more than 10 Rhode Island School of Design alumni in our Providence art group, so I speak from experience when I say that the caliber of local talent available … is second to none. We’re also actively looking for positions that support game development but don’t require development experience; for example, we have open positions in groups like finance, human resources and information technology.
PBN: What can Providence do to leverage 38 Studios’ new presence in order to create a video game cluster?
MACLEAN: The creation of a game cluster is a well-established pattern that’s happened in places as diverse as Vancouver, Montreal and Austin, Texas; a game cluster can and will happen in Providence as well. Providence has several of the resources required to create a video game cluster; there’s access to world-class talent through academic institutions. … Additionally, Providence has an established technology and knowledge community with programs like RI Nexus and Betaspring to help incubate creative ideas, as well as established corporate leaders like GTECH and, close by, Hasbro. Our role at 38 Studios is to be a catalyst and an evangelist. •











