Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 22, 2019
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Digital Extremes' Sinclair: PS3, Xbox 360

Digital Extremes' Sinclair: PS3, Xbox 360 "Not As Similar As You'd Like"

February 5, 2008 | By Staff

February 5, 2008 | By Staff
Comments
    Post A Comment
More: Console/PC



As part of an in-depth Gamasutra interview discussing next-gen title Dark Sector, Digital Extremes project lead Steve Sinclair has been discussing its history and challenges of multi-platform development, commenting that the PS3 and Xbox 360 aren't "as similar as you'd like" for game creation.

Digital Extremes, formed in 1993, has a long history of games, from work on Epic Pinball through Pariah and Warpath, and Sinclair explained the history of Dark Sector and its current publisher D3 in some initial comments:

"We've been with D3 for a couple of years, and before that, Dark Sector's been something that's been on the backburner at various times in development. It's been two years in full production, and prior to that, we worked on Unreal Championship, and some of the Tournament games. Some of it was funded on our own dime, and some of it was with D3."

Later in the interview, Sinclair discusses the opportunity that D3Publisher has given them by stepping in to help with funding publishing, and focuses on the necessity to take time to get the game right on the differing platforms it appears on:

"They have given us more time, because the scope of the game is pretty large, and with the inclusion of multiplayer and that sort of thing, we've been able to put some things back in the game that we were sort of kicking ourselves for having to cut. Like the multiplayer game modes and that sort of thing.

Part of it is, "Do we have a choice of being a little bit later?" because of PlayStation 3 and 360... you know, they're not as similar as you'd like, and not as similar as we had initially thought when we were pitching the game. In some ways, we had no choice but to take extra time."


You can now read the full Gamasutra interview on the subject, including more on how development is going on this ambitious next-generation, multiplatform project, and the challenges of developing a game on an original engine with intriguing new play mechanics.


Related Jobs

Giant Enemy Crab
Giant Enemy Crab — Seattle, Washington, United States
[03.20.19]

Gameplay Engineer
FoxNExt Games
FoxNExt Games — San Jose, California, United States
[03.20.19]

Producer
Disbelief
Disbelief — Chicago, Illinois, United States
[03.20.19]

Senior Programmer, Chicago
Disbelief
Disbelief — Chicago, Illinois, United States
[03.20.19]

Junior Programmer, Chicago









Loading Comments

loader image