The
story behind Cel Damage is long, winding, and harrowing, but ultimately
uplifting. And because Cel Damage is our first published title,
its story is also the story of our company, Pseudo Interactive. Based
in Toronto, we began work on the technological core of the game four years
ago. A demo of our driving-combat physics engine at the Game Developers
Conference in 1997, PI's first year of operations, received a warm reception.
Shortly thereafter, PI struck up a relationship with Microsoft's Entertainment
Business Unit (EBU). Over PI's first two years, we started up and killed
a few projects. However, with the coming of Xbox, we found a proper niche
for our emerging technology.
The physics engine that PI president and technology director David Wu
was developing lent itself well to console applications. EBU recognized
this, and an early alliance was formed between PI and the embryonic Xbox
team. A high-profile Microsoft producer came to PI with a vision of where
PI needed to take its game technology, and a new project was born. At
that time, the project was called Cartoon Mayhem and was primarily a car-based
racing game with ancillary gag and weapon features. As we struggled with
the demands of Microsoft's vision for IP development, rendering, and weapon
effects, we realized that the game engine, which was a patchwork of two
years' worth of diverging demands and evolution, would need a complete
overhaul.
For better or for worse, we undertook that overhaul. So it was that just
as we were getting into Cartoon Mayhem's development, our engine, and
our ability to iterate content in playable builds, went down for over
eight months. This was a crucial time for Xbox and its first-party developers.
Microsoft was allocating its resources to those teams with proven track
records and those showing steady progress. We were obviously lacking in
both areas. Microsoft cut PI, along with our Xbox title, at the end of
2000. Though this was a disheartening development for us, by this time
we had the game engine back up and running, and we were suddenly able
to produce good demo levels. It wasn't long before we drew interest from
several other publishers.
We had a quickly evolving technology and a ton of assets ready to go.
The demos we put together enabled us to land a new publishing deal with
Electronic Arts. Switching publishers allowed us to prepare some great
new material, including an internally developed IP, extra gameplay features,
a new renderer, and a new title:
Cel Damage. We realized we were
going to make the Xbox launch, and we were going to do it with our own
property and the backing of the world's largest third-party publisher.
These three facts alone made all the work of the previous several years
worthwhile.