creation of Burnout 3, including the cancellation of a project, a failed pitch, and a fall out with the game's eventual publisher Electronic Arts (EA). In 2002, Criterion was around 130 people divided into two development teams. One team was working on Burnout 2: Point of Impact, a follow up to Burnout, set to be published by Acclaim Entertainment. The other team had completed the development of the extreme sports game AirBlade for Sony Computer Entertainment Europe. Sony had intentions of continuing to collaborate with Criterion on a sequel to AirBlade, but the AirBlade team turned down the offer. Instead, Criterion began talks with EA, who had a proposal for Criterion to create a remake of the 1988 skateboarding video game Skate or Die!. Criterion was keen to work with EA and started development on the project. Following Burnout 2s release, Criterion prepared a pitch to EA Canada about working on a second game with the publisher. Criterion's proposed title was Need For Speed: Split Second, a stunt racing game within EA's Need for Speed series. Meanwhile, the Skate or Die! remake project was thrown into disarray when EA requested changes to the game's design and the creative direction of the project shifted away from Criterion's vision. With development staff becoming unhappy and stressed about the project, the studio decided to contact EA and cancel the game. EA was displeased with their decision and the relationship between the two companies soured, leading to dissolution of the proposed Need for Speed game. At the 2003 Electronic Entertainment Expo (E3), Criterion Games' director of design Alex Ward was approached by Bruce McMillan, executive vice president at EA Worldwide Studios. McMillan wanted to reconcile EA's relationship with Criterion and partner with them on a game. Initially, Ward refused, citing their experience of working with the publisher. EA persisted and suggested Criterion make Burnout 3 with them. Originally, the studio was waiting until the next generation of video game hardware launched before starting work on a third instalment. Criterion accepted the deal on the conditions that EA would not interfere with the game's development and that Criterion had the freedom to create the game they wanted. Development on Burnout 3 began immediately after the expo in June 2003, with a larger team of staff working on the game than its predecessors. By January 2004, Criterion had a build of the game ready to demonstrate