While never discussed upon the Visceral Game's closure in 2017, Amy Hennig has now confirmed that she has left EA.
Speaking with Eurogamer, Hennig acknowledged her departure from EA back in January.
"I have not worked at EA since January, technically, legally," said Hennig. "Yes. This is the problem, it was hard enough for them, but people were immediately asking them 'is Amy working with you?' and the answer was 'well, we're in negotiations...' like, hmm. It was, sort of the soft pedal answer."
As for why we're only hearing about her departure now, she noted that "I never got the chance to announce that I'm not at EA so I need to just pull off that band-aid at some point - but also had nothing to announce. It makes it sound like I just went home! But I'm doing all this stuff, working on all kinds of things."
Hennig joined Visceral Games in 2014 as senior creative director on the studio's untitled Star Wars project, codenamed 'Ragtag'.
Pitched as a single player narrative from the creator of the Uncharted franchise and set in the Star Wars universe, Ragtag was highly anticipated – despite only showing a glimpse of gameplay footage during EA's 2016 E3 Press Conference.
The closure of Visceral was explained by EA executive VP Patrick Söderlund as a result of "shifts in the market" and a need to "pivot the design." The project has since been taken over by EA Worldwide Studios, led by EA Vancouver – a developer previously known for its work on FIFA.
Despite rumours of in-fighting and conflict with executives, Hennig noted that she left on good terms. "I get along with all those people, I consider even the guys on the exec team friends."
EA confirmed to Polygon that "Yes, Amy Hennig has moved on from Electronic Arts. Amy is an amazing storyteller – a crafter and a creator. We have so much respect for her and the creative spirit she brought to the teams and projects she worked on at EA. We wish Amy all the best with what comes next, and we will all be watching with excitement."
As for what comes next, Hennig has intentions to stay independent. "I'm hoping to bring some people on board, I would love to have a little company of about six to eight people, 15 at the most, and do some more projects, do some VR stuff - I'm consulting with some VR companies and doing a ton of research because I haven't played a lot to immerse myself in it."
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