RE: [GD-Consoles] Nobody on this list?
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From: Awen L. <ali...@ed...> - 2002-07-04 09:48:49
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>Issue #1 It depends of your main target. Ours was PS2. We had to be clever with texturing. XBox it's a bit more comfortable on this topic... So, no particular problem with resources flow. At first sight XBox output is a bit 'less bright' (bad impression ?), but we had to be careful with that on PS2 (because of the general graphic design: 'not too shiny pleaaaase'). Keeping the same resources on XBox will make my art director an happy man. GC dev. is preliminary, but we have no particular fear. With a technician perspective, i believe that it won't be the most problematic thing (for THAT project: at most an annoying detail) the hardest work is not 'here' while cross-platforming, is it ? >Issue #2 Mmmh. See Tom Forsyth's answer. Fits perfectly. >Issue #3 Consoles are our main targets. No big parallelism in developments here: so we are queuing platforms from the biggest sales potential to the lowest. Being hard on this (brrr), it's more desirable to kick the lowest potentials (the last ones, you can switch to another project)... Another point: 'lowest common denominator' ? I prefer 'first version on the hardest', being very smart at the beginning (you gain some brand new neurons) -> and toying with the next (you can dedicate them to implement some new funny features, probing some new Tom F. deliriums...) Since the beginning we have hardware independant code, using libraries for the low level stuff guarantees us from being stuck while converting. We have 'other platforms culture' too (experience), useful when designing these libs :). >Issue #4 We are not particulary hit by the virus around here... Europe you know. A bit cautious with internet/broadbands, etc :) Previously a 1.5 developper for Sega, i had to do some efforts on this point: it was technically interesting, but a bit... dedicated. Basically a question of design/market/budget: 'i'm not sure about the sales gain while considering online... Could that budget be more useful to another part of your project ?' Well, and more, it depends of what drove your studio: exciting (online ?) design, or mass market seduction (ok. Binary. But the melt is not obvious, i believe, for our decision mens) |