How was Gears of War born?
Gears had several iterations, one of which was a multiplayer experience that focused on each squad member having unique abilities. On catching our first glimpse of the then new technology in Unreal Engine 3, we knew it was ideal for us – we could do so much more by having a robust, streaming, single player campaign along with compelling co-op play and a great (but intimate) multiplayer experience to top it off.
Would you be interested in making a sequel in the first place, or would you rather concentrate on newer projects?
Sorry but I can’t talk about that.
How’s the PC version working out so far?
The PC version has worked out wonderfully for us because seeing the universe that was so well realized on the 360 at a much higher rendering quality makes it all seem brand new.
The PC version of Gears of War ships with some cool stuff like exclusive levels, boss fights, multiplayer maps etc. Aren’t you afraid of annoying the Xbox 360 community by doing so?
Simply put, we wanted to make sure that there were significant reasons for PC gamers to acquire Gears on their system. In addition to this, porting the new content back to the 360 would have involved significant work as Unreal Engine 3 has continued to evolve over the year since we shipped the title on Xbox 360.
Is a Gears of War movie happening? If it does, who would you cast as the Gears (Fenix, Dom, Cole Train and Baird)?
We’re still working on the film, so I'm not making any announcements at this point. I would hope that when the time comes to decide on the cast, the director and the studio will pick actors who are charismatic and can sell each soldier’s quirks.






