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  Interview: High Impact's Lesley Matheson On New Studios, Tech, And More
by Christian Nutt [Design, Programming, Interview, Console/PC, Mobile Console, North America]
3 comments Share on Twitter Share on Facebook RSS
 
 
May 16, 2008 Article Start Previous Page 2 of 6 Next
 

How long has High Impact Games been around?

LM: Probably two and a half years now?



How big is your studio now?

LM: We have about 45 people.

And do you have multiple, simultaneous projects?

LM: Yes. I mean, you might have heard that we did Size Matters for the PlayStation 2 as well. And then we also have other things we work on.

It seems like a lot of the high profile PSP games, a lot of them end up trickling to the PlayStation 2 after a while. How do you view that, as a developer who's working on the PSP platform to make a game? I mean, law of averages suggests that eventually it will be a PS2 game.

LM: Well obviously there are economical benefits for doing them on PS2, but beyond that, we actually did receive a lot of requests from people to have that available on the PlayStation 2.

I mean, there are a lot of people who own PSPs, but it's nowhere near compared to the size of the PS2 audience, so there was a lot of demand for it. So I think that it's going to be really popular on both.

High Impact Games/Sony's Secret Agent Clank

It seems like you have a great relationship with Sony, and obviously with Insomniac, so is that your focus right now? PSP and PS2 development? Or...?

LM: We focus on one game at a time. Right now we're finishing Clank, and that's PlayStation Portable, and we just wrapped up a PlayStation 2 game. We'll have to see what the future brings.

And now with this game, it diverges a bit from the formula, because it's a Clank game, not a Ratchet game. So was that a creative direction that had been brewing, or was it just something, when you were brainstorming ways to make a game, that really fit the platform and was a natural outgrowth?

LM: I think it had been brewing for a while. Fans have been demanding a Secret Agent Clank game for many years; especially after he made his first appearance in Ratchet & Clank: Up Your Arsenal. So, it's something that the fans were excited about.

We were also interested in taking the franchise into a new direction that felt really fresh to fans. And by making Clank the main character, we were able to explore some really new styles of gameplay.

This is one of those franchises that has had so many entries in such a quick period of time. Does that creative well dry up, or does the fact that there are so many ideas flying around all the time keep it fresh for you guys?

LM: I think for me, the fact that there are so many ideas flying around keeps it fresh for me. Whenever I think about Ratchet games, I ended up having more ideas. Moving toward Clank as a main character just extended that; I think there's just a lot of rich potential in that universe.

 
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Comments

Anonymous
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I think it's so funny how each year that passes people proclaim/dispute that "programmers will not be needed anymore; it will be how robots replaced workers in the factories. Artists will just drag and drop their way to totally unique experiences!" ... ... still waiting for that to happen.



Personally I think the question of using internal tech vs licensing depends completely on your team size, time line, and experience levels of the individual members. It's not just a simple "yes" or "no". Toss a bunch of juniors in a room and the only engine you'll get is whatever they could piece together from some tutorial website. So put a lot of thought into making your own tech before committing. However, a senior team with a solid plan might be able to wow you. I doubt that Shadow of the Colossus or Okami could have been achieved easily with some pre-packaged engine. Not impossible, just not as easily.

Anonymous
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For the vast majority of developers in this day and age, I find the idea of building an engine and tools from the ground up at the same time as developing the game to be faintly ridiculous. You simply don't have the cash and resources to develop a mature engine and tools at the same time as trying to create a AAA title to today’s standards.



I mean is it just a coincidence that Renderware has gone and the PS3 software catalogue is floundering with a large number of big budget average titles?



Apart from that I bet for those developers who claim they have built their engine and tools from the ground up actually started their engine many, many years ago when it was commercially viable and evolved it over many, many projects, refactoring at every step - DICE I bet sits firmly in this camp.



If there exists a reasonable solution to a problem already then it’s an engineer’s prerogative to at least use it as a starting point: why reinvent the wheel? An engineer should be aiming at all times to engineer themselves out of a job i.e. to solve the problem at hand. Granted we won't be able to do that for many years (if ever) because of the constantly shifting foundations and goals but we should certainly be moving in the direction of older industries for example structural engineers in the building industry where they’ve got to the point that the engineers are contracted in to solve a few specific problems with a project.



Today if you're starting a game and haven't got a low level game engine (graphics system, physics system, sound system etc) / high level game engine (game framework, A.I. system, scripting system etc) and/or tools pipeline (conversion tools, build system, game editor etc) in place - THEN BUY AT LEAST SOME OF IT IN!

Amir Taaki
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Hahaha, don't bullshit me. Look at the quality of tech in Ratchet & Clank vs games using Unreal engine.


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