

PUBG is many things, but at its heart it’s a kind of vehicle for remarkable stories and moments drawn out of a harsh world. But the scale of those dreams is likely informed by Greene’s own rapid ascension from PlayerUnknown, the ARMA 2 modder, to PlayerUnknown, the globally recognized game developer. “Hundreds of kilometers by hundreds kilometers, with thousands of people, and these are hugely difficult problems to solve”.Īs to how PlayerUnknown productions will go about approaching these problems, all we have to go on right now is a single shot of a dark forest with some swirling leaves and a glitched screen in the middle. “One of my dreams is to create worlds at scale,” says Greene. It was far from the first large-scale shooter on the market, but it always had that notion of being big enough that you could get lost in it, one way or another. If there’s one hint about what, actually, any of this means, it’s that Greene talks about how he’s always been fascinated by scale: PUBG defines itself by an experience that swings between tense, claustrophobic shootouts and the grand sense that there is a vast conflict out there far bigger than you could hold in your head in any one moment. They tried to figure out what, exactly, a PlayerUnknown game was: it would be experiential but also brutal and unforgiving, it would teach you mostly by asking you to get better.

The team decided that rather than cloister themselves in the Netherlands for five years while working on grand schemes, they would break those schemes into smaller parts as they built the technology that they’ll still guarded about discussing: hence Prologue. He likes to talk about his team, which features veteran game developers as well as researchers from outside the industry: there’s a nuclear physicist, as well as a double doctorate in systems management and artificial intelligence. Greene started setting up a new studio in Amsterdam in February of this year, which he’s now built out to 25 people and aims to expand moderately from there. But these opportunities don't come along very often, you don't get a chance to launch a global IP every day. “ “It's so much responsibility, I really don't want to mess this up. “I’ve been told go and create, and we’ll support you.” “With a lot of other creators, they’ve been put in a box”, says Greene. Brendan Greene at PlayerUnknown Productions Credit: PUBG Corp.
