Gears of War Designer Cliff Bleszinski Reveals Struggle With Alcoholism, Discusses the Failure of LawBreakers and Potential Return to Video Game Development
Gears of War designer Cliff Bleszinski has spoken publicly about his struggle with alcoholism, revealing that drinking undermined his career and contributed to the collapse of his studio, Boss Key Productions. In a wide-ranging interview with 80 Level, the 51-year-old developer said he was a "functioning alcoholic" during his time at Epic Games and later became a "non-functioning" one, admitting his drinking played a significant role in the failure of the hero shooter LawBreakers and its follow-up, Radical Heights.
Bleszinski said his problems with alcohol began in 2003 during work on Unreal Tournament and continued through the Gears of War trilogy, which he said was "largely developed hungover" by him. He suffered a seizure and was hospitalised in March, after which he stopped drinking; he is now four months sober and seeing a therapist. He also discussed how his ego contributed to past mistakes, including turning down a co-founder role for Rod Fergusson at Boss Key, and said he is now considering a return to game development, though he has ruled out making another PvP title.
In short
- Cliff Bleszinski reveals long-term alcoholism affected his career and studio
- Says Gears of War trilogy was "largely developed hungover"
- Hospitalised after a seizure in March; now four months sober
- Considering a games industry return, but not another PvP shooter
Explained simply
Cliff Bleszinski is a veteran video game designer best known for creating Gears of War at Epic Games, a commercially successful franchise of the 2000s. The franchise made him one of gaming's most prominent figures.
After leaving Epic Games, Bleszinski founded Boss Key Productions, an independent studio to develop new games. The studio's main project, LawBreakers, a multiplayer shooter, failed commercially, and the company shut down—a significant setback for a designer previously known for major successes.
Bleszinski's decision to speak publicly about personal challenges that affected his career is significant because gaming industry leaders rarely discuss such issues. His reflection provides uncommon insight into difficulties affecting high-profile creative professionals.
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