informa
/
2 MIN READ
News

Feature: 'GDCE: Postmortem - SCEE's WipEout Pure'

In one of today's main Gamasutra features, with the recent launch of the PSP in Europe, last week at GDC Europe, SCEE's Dave Burrows and Martin Linklater delivered this p...
In one of today's main Gamasutra features, with the recent launch of the PSP in Europe, last week at GDC Europe, SCEE's Dave Burrows and Martin Linklater delivered this postmortem on PSP launch title WipEout Pure. Iain Simons notes, in his write-up of the GDCE session, some of the main themes: "Much of the story of WipEout Pure is about coping with the absence of finished hardware. Preproduction began on the game in August 2003 with just two staff members, production beginning proper in October of that year. It wasn't until a year later, in August 2004 that the team actually received development kits. Finally, in November 2004 they finally received the browser which forms a core element of the download functionality of the PSP. By launch, the team had grown to twenty... One of the core needs for the WipEout Pure developers were that they needed to get to a point in development where they could actually play the game as soon as possible. "We needed the dynamics, user interface, A.I. and core elements first so we can get in and test. Not in a finished state, but in a state that is at least basically playable", they commented as part of the lecture. This methodology spilt through into the development iterations, which became based around six-week cycles. "If you're going to do weapons, instead of spending six weeks on just the bombs and getting them perfect, we spent three days on each weapon to get them all working at least in a fashion - and then go back over them." Dave's Powerpoint slides illustrated this approach perfectly - 'Don't care about graphics! Do care about processes!'" You can now read the full Gamasutra feature on the subject (no registration required, please feel free to link to the article from external websites).

Latest Jobs

Treyarch

Vancouver, BC, Canada
5.8.23
Producer

Bladework games

Remote (United States)
5.18.23
Senior Gameplay Engineer

University of Canterbury

Christchurch, Canterbury, New Zealand
5.17.23
Academic in Game Arts and Animation

Fred Rogers Productions

Hybrid (424 South 27th Street, Pittsburgh, PA, USA
5.19.23
Producer - Games & Websites
More Jobs   

CONNECT WITH US

Explore the
Advertise with
Follow us

Game Developer Job Board

Game Developer

@gamedevdotcom

Explore the

Game Developer Job Board

Browse open positions across the game industry or recruit new talent for your studio

Browse
Advertise with

Game Developer

Engage game professionals and drive sales using an array of Game Developer media solutions to meet your objectives.

Learn More
Follow us

@gamedevdotcom

Follow us @gamedevdotcom to stay up-to-date with the latest news & insider information about events & more