Azurik InterviewThe guys from X-boxed.com have scored an interview with Stephen Clarke-Willson, Executive Studio Director of Adrenium Games, and Producer of Azurik: Rise of Perathia.
Why did you choose to produce this game on the Xbox and what are some of the features the Xbox offers you in development?Be sure to head over and check out the rest right here.
For Xbox, we took on the challenge of using the hard drive, the polygon throughput, the RAM, and the speed of the CPU and GPU to make a living world that is exciting to interact with. Once you start building your game design so that the hard drive is not a convenience but a necessity you get into all kinds of cool new territory that’s never been tried before on a console. People do this kind of thing all the time on a PC but the whole experience in terms of framerate and load times and how you communicate with the player is different on a PC. What we’re doing here is a really big deal for home consoles. Our lead programmers, Jeff Petkau and Jon Mavor, have really pushed the limits in terms of making a whole new game engine and all the tools for a brand new console and using just about every feature in the box (except the networking - well save that for another time).