We wanted to give an experience, especially with the Vita where, no matter where you are, you can carry on your progress. It doesn’t matter whether you’re online or offline, because you’re competing against their best times. The game’s all about small, pick up and play, pint sized gaming and being competitive against your friends’ times. We always knew that we wanted to put it on Vita as it’s such a nice piece of kit, and because it matches the game perfectly. It was developed at the same time for both. Now, I understand that Motorstorm RC is a PS Vita and PS3 title. I also know that we have a lot of people who go out looking for new ideas and new applications – from everyone really. I know that we have a lot of dedicated people who go out and talk to communities, and who get feedback on how to develop for the Vita from different developers. How enthusiastic and supportive are Sony towards getting independant developers on board their PS Vita platform? It really depends on the game, the scope of the game… I don’t know if I’m honest. If you look at something like Uncharted, that’s going to cost a lot more than Motorstorm RC. How much money do you think the average developer needs to make a game for the PS Vita? How much money went into developing Motorstorm RC? So the Vita is considered to be developer friendly? On the Vita, we had a team of 6 coders entirely for both platforms on each version of the game. When we did the first Motorstorm, we had a team of about 10 programmers who were in charge of rendering, systems, low level tech and stuff stuff like that. How difficult was it for you to work on the PS Vita? I’ve worked on every iteration of Motorstorm. With the PS Vita recently launched in the UK, David Bramhall (Producer at Evolution Studios) was on hand to answer a few questions about his company’s PS Vita launch title – Motorstorm RC – and as to why he thinks the PS Vita is on to a good thing.įirst off, have you worked on any other iteration of the Motorstorm franchise?
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