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GDCE: 'Feature: Overview of the PSP in 2005'

In one of today's main Gamasutra features, and reported live from Game Developers Conference Europe, the 'PSP Overview for 2005' was headed by Sebastien Rubens of the SCE...
In one of today's main Gamasutra features, and reported live from Game Developers Conference Europe, the 'PSP Overview for 2005' was headed by Sebastien Rubens of the SCEE (Sony Computer Entertainment Europe) Technology Group, Mike Froggatt of SCEE Studio Cambridge and Dave Burrows of SCEE Studio Liverpool. The session covered the console's immediate and past accomplishments as well as its path for the future. In this part of the write-up, David Jenkins discusses Sony Cambridge's input into the panel: "The next speaker was Mike Froggatt, the lead programmer on MediEvil Resurrection at SCEE Studio Cambridge. From this point on the session became highly technical as he tried to warn potential PSP developers of the various potential pitfalls, or “gotchas” as he put it, when developing for the PSP. To the amusement of the audience his initial slide suggested that almost every element of the PSP, from the CPU to the Network functionality had its potential problems – although he was keen to point out that overall the PSP was very easy and enjoyable to program for. Froggatt explained that MediEvil Resurrection (a launch title for Europe, but not released in the U.S. until September 13th) was based on the engine used for the studio’s previous PlayStation 2 titles Primal and Ghosthunter. The process of converting the engine for use on the portable was described as relatively easy, but with some unforeseen issues." 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).

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