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Third Party Developers Take on the Wii U
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Third Party Developers Take on the Wii U

November 16, 2012 Article Start Previous Page 3 of 3

On Creating a Game for Wii U's Launch

Tom Crago, CEO, Tantalus/Straight Right, Mass Effect 3 Wii U

"I love BioWare and have always wanted to work with them; those guys are my heroes. Nintendo and Epic were also involved in the early discussions -- both companies with whom we have a close relationship. So after a couple of months of relentless pressure on my part, I finally convinced BioWare that we were the right choice to nurse their baby. We spent a lot of time talking them through how we would approach the project and I suppose we were able to point to a few past successes. It was a real coup for us."

Guillaume Brunier, producer, Ubisoft Montpellier, ZombiU

"Ubisoft France Studios has strong faith and a real passion for what Nintendo is doing. I believe disruption is where our strength lies, especially in Montpellier. Just as the Wii, the Wii U is all about disruption. So it was only natural for us to embark on that journey.

"When we received the first dev kits we were really puzzled as to what it was and what it could do. Ironically that's what I found appealing, because we did not yet understand what we had in our hands. We could not rely on what we were used to doing. Our only option was to create something new, and I think that's what makes our job fun."

Diego Fernandez Bravo, producer, Ubisoft Paris, Rabbids Land

"This has always been the mojo of the Rabbids: Be at the launch of new hardware and show players that you can do crazy and wacky things with any console. Then you need to be very creative to imagine cool ways to use the new controllers such as the Wii U GamePad and the interaction between the Wii U GamePad and the Wiimote.

"We were fortunate enough to receive development kits early on, and quickly started looking into prototypes with our R&D team. One of the most appealing features is, of course, the second private screen of the Wii U Gamepad, which pushed us to create asymmetrical gameplay for the attractions in our game. This new type of gameplay -- asymmetric -- couldn't be done before the Wii U was created, and the Wii U Gamepad really brought something fresh and different from the other platforms."

Aliens: Colonial Marines

Albert Reed, CEO and co-founder, Demiurge Studios, Aliens: Colonial Marines

"We got involved for a couple reasons. First, a big part of what makes our studio tick is a real, genuine appetite to both innovate and engage new challenges. For better or worse, it's just part of our cultural wiring. The Wii U offered plenty of potential for both. New and exotic hardware that promises innovative user experiences if you can figure out how to unlock its potential -- both technically and creatively. Second, our pals over at Gearbox asked us to get involved! When they called to inquire if we'd be interested in owning the Wii U version of Aliens: Colonial Marines, it was a no brainer.

"There are a number of really appealing aspects of the platform. We love that historically, Nintendo has managed to connect with gaming demographics other platforms may not. They do a tremendous job of entering the mainstream consciousness. Given that we'd like to get our entertainment into as many hands as possible, the Wii U fits that strategy.

"We're also super excited about releasing in the console's launch window. That's a once-a-generation opportunity. Of course the most appealing aspect of the platform has to be its clever input device -- the GamePad. Whether its adding a compelling new wrinkle to a tried 'n' true genre or facilitating the birth of new genres or and user experience, it's an exciting device."

Article Start Previous Page 3 of 3

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