A portion of a Vooks interview with Warren Spector...
Vooks: So you’ve had the Wii U under lock and key for little while, when did that version get started and how did you keep it a secret for so long?
Warren: There are couple of things to be clear, you know, they [Nintendo] never made the dev kit available, at least to us, until fairly late in the process. So, you know, I can’t say we were working on this thing for years now, that’s for sure. You didn’t to keep a secret as long as you might think. We put together a proposal that got kicked around at Disney, and Nintendo for long time. At the end of the day we probably seriously started working on it about 6 months ago. I just have to be clear about the one thing. All of the creative and asset generation was driven out of Junction Point, my studio. We controlled all of the versions of the game, but the Wii U version was actually implemented by a team that was partly at Avalanche, one of our sister’s studios in Salt Lake City and at Heavy Iron our external developers. We didn’t have to take that one on here. They were part of our enormous extended team, like Blitz, on the PS3 and 360 versions.
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