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Something
that you did last generation, that I'm not aware whether you are in this
generation, and you may or may not be talking about it, but you guys did tech
sharing with Naughty Dog last time, right?
TP: Yeah, we definitely went back and forth
with them on various aspects of engine technology, and some other technology.
Is
that something that's not continuing? Is that just because you're working in
different genres, or is that because, just, it naturally fell away?
TP: That's a good question. We have
certainly compared notes with Naughty Dog; we just haven't been sharing any
code. The engine we created for the PlayStation 3 is fully Insomniac's
proprietary engine, and it was also on PlayStation 2.
Unfortunately, what's frustrating sometimes
is, people still say, "Oh, isn't that using Naughty Dog's engine?"
And the fact is, that wasn't the case on PlayStation 2, and it isn't the case
now. But, our engineers do talk frequently, because we share similar
challenges, and we can both learn a lot from each other.
And that's great, and that's what we like
in this industry, is that people are open about what they're doing, and we all
benefit when we share information. And that's, again, one of the reasons we
started the Nocturnal Initiative: So we could put some of our code out there,
have people check it out, make suggestions, make changes, and then we can
reincorporate it -- and vice versa. Everybody wins when you share code.
I'm
familiar with it in a very general way, and I've been to the site and poked
around a little bit, but is that essentially an open source thing?
TP: Yeah. It's open-sourcing some of our
tools; that's correct.
That's
an interesting thing to see, especially on closed platforms.
TP: You know, we win too when there are
better and better games on the PlayStation 3. I mean, because currently we are
developing all of our current games on the PlayStation 3, we want that platform
to succeed, so, hey, we're going to do what we can to help other developers
too.
And
I guess the final thing that I want to talk about before I let you go, because
I know that you're a busy guy: I want to talk about Insomniac North Carolina. How long has that been established,
now?
TP: Well, we announced it earlier this year
-- probably five months ago? I think there are ten guys out there
now. Chad Dezem is our studio director; Shaun McCabe is our production director;
they have opened up the studio officially, and are moving into the offices, and
getting everything ready to move into its first production cycle.
What
attracted you, initially, to opening a studio in a remote location?
TP: I wouldn't call it remote.
Well,
it's 3,000 miles away.
TP: Well, yeah, remote from us; it's a
great place, though, to have a game company. I mean, the Raleigh-Durham area is
filled with fantastic development companies, and it's a very friendly
community, as we found when we announced that we were going in.
As soon as we
announced it, we got calls from guys like Epic, and Red Storm, and lots of
other studios just welcoming us and saying, "Hey! We're looking forward to
having you be part of the community!" I talked to Mike Capps about it, and
Cliff [Bleszinski], and we all know each other well, and it's really cool to know that we're
neighbors with some of the best developers in the world, out there.
And
what led you to choose that particular geographical location?
TP: Shaun and Chad
had expressed an interest to move back east, but at the same time, they wanted
to remain a part of Insomniac. And the reasons they wanted to move back were
for family reasons, and I completely understand that. And there are other
people here at Insomniac that have family back east, and would prefer to be on
the east coast, so that was a slam dunk.
At the same time, here, as we continue to
produce more and more games, the pressure to expand continues to increase --
but we don't want to have a monster company here in Burbank.
And so, being able to support a sister company, another branch in North
Carolina, is a great way to expand Insomniac but keep that intimate feel that
we've cultivated over the years.
So
you think that it's going to retain the broad Insomniac culture, but maybe
develop its own sort of culture at the same time?
TP: Sure. Yeah, sure. I mean, I think that
both Chad
and Shaun believe in the Insomniac philosophy that we have used to develop
games over the years, and I'm looking forward to the North
Carolina studio bringing new
aspects to what we do here in Burbank.
So I think that'll be a great back-and-forth. And we're also going to be
supporting the North Carolina
studio with tools and technology that's built here in Burbank.
Right,
of course.
TP: So, it'll be a very close relationship.
Do
you have a core tech team? Or does the tech just grow out from the development
of the games?
TP: We do have a core tech team; we have a
core tech and tools team. So, we have a number of extremely talented engineers
on both teams, who are both developing new tech for the PlayStation 3, and
tools, proprietary tools, that we use to build our games.
Is
the North
Carolina group, are they just starting out? Are they in preproduction?
TP: Yeah.
And
they're going to be recruiting, and then move into production in a time frame
that you're not, probably, going to talk about.
TP: That's right.
(laughs)
TP: But they are recruiting right now, so
we are still looking for folks. But it's great; we've been adding a lot of
folks. Which brings up another reason we started the studio: We know that there
are a lot of very talented folks on the east coast who are looking to join, to
get into the development field.
And when we talk to people on the east coast,
they don't necessarily want to make the
switch to the west coast, and so, this is an opportunity for them to join
Insomniac.
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