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By John Li
Gamasutra
[Author's Bio]
August 15, 2002

What Went Right

What Went Wrong

Game Data

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Game Developer Magazine Back Issues four CD Set.
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Features

Postmortem: Pixelogic's The Italian Job

Conclusion

All the development issues we encountered only made us stronger as a team, we solved all the problems and have learnt from our mistakes, some were unavoidable and created a cascading effect on the rest of the game schedule, it has affected how we would approach a new project from start to finish. TIJ was finished with a lot of late nights, work being scrapped, code re-written and levels re-built - the outcome has only strengthened the final product as the game improved with every reiteration.

This project was going to be a development ride of a lifetime, the outcome we could achieve was not even considered until the later stages where the excitement generated from the combination of good marketing, good development choices and hard work from talented individuals had crafted a fun playable game for a wide audience. Modesty crept in to prevent disappointment prior to release, but little did we know.

In the first week of release The Italian Job entered the UK PSOne charts straight in at No.1 and stayed at this position for over 4 weeks, it had also entered at No.3 in the All Consoles Chart and No.4 in the All Formats Chart.

After being so well received in the UK with help from a cult film licence we could only hope that the game would hold it's own in other territories. This was confirmed by excellent reviews from the rest of Europe and the USA (5/5 OPM), the game even inspired some people to watch the film for the very first time.

The original development team has also successfully completed a PC conversion of the game within six months, which involved updating graphics and technologies to suit the PC. Both versions have successfully been released in the UK.


The Italian Job
Pixelogic

Publisher: SCi and Rockstar Games

Number of full-time developers: 9

Length of development: 15 months

Estimated Project Size: 33Mb of source code & over 5Gb of in-game source data Platforms: PSOne, PC

Release date: PSOne: UK October 5, 2001

Platform: PSOne and PC

Development hardware used: Pentium III 500 Mhz, 256MB RAM, 30GB hard drives, Matrox G200 (for PSX), Nvidia Geforce 3 (for PC)

Development software used:3DS Max, Photoshop, Microsoft Visual Studio, Word

Notable Technologies for PC: Renderware, DirectX, Bink


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