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“[laughs]It’s different within each team, within each development project, but primarily my role is to make sure that both Sony and the Developer are coordinated and releasing their product together. So it’s on the publishing side of things, but as you see from my background I started out on the development side of things, starting out on sports games such as the original NHL Hockey, and then moved into action-adventure games,” says Simon “I don’t know if you remember a series of games from a company called Oddworld Inhabitants, that did Abe’s Odyssey and Abe’s Exodus?”
“Fantastic series of games”
“And then at some point I switched over to Sony, and started working on the publishing side of things when they were looking for developers interested in doing first party exclusive games, and interested in developing a long term relationship with. So companies such as Naughty Dog [Uncharted] and Sucker Punch [inFamous] and most recently with Resistance: Burning Skies, working with Nihilistic Software.”
“With Nihilistic because they are a relatively well established team, having been around for ten or eleven years, my role was not so much managing the people because they certainly had internal processes for that, but they are really gracious allowing us to work as close partners. So I was involved with the creative from day one, and a lot of the suggestions integrated into the version for the PlayStation Vita, and indeed the idea of doing a PlayStation Vita version came from our side of the fence.”
“That being said, the reality is, we really try to establish close partnerships with our development teams so we can have the best possible product in the end.”
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