Devil May Cry 4 producer explains why multiplatform development is easier
After Dead Rising and Lost Planet, Capcom is using the same MT Framework (Capcom’s internal engine) previously used in development to create Devil May Cry 4 (Sony PlayStation 3, Microsoft Xbox 360, PC). Producer Hiroyuki Kobayashi talked about what makes work on a cross-platform game easier, so head over to the full article for more details!
Capcom‘s Hiroyuki Kobayashi, producer of many titles from the Japanese video game company who’s currently working on Devil May Cry 4 (Sony PlayStation 3, Microsoft Xbox 360, PC), shared a few things about going cross-platform and the technology that allows the developer to do so. In an interview, he talked about Capcom’s ticket to next-gen development, which is the MT (multi-target) Framework.
According to Kobayashi, the team behind Devil May Cry 4 began working on the game before Sony finalized specs of the PlayStation 3. Thanks to the Capcom’s internal next-generation engine, the MT Framework, developers were able to solidify the core elements of their project before details on the console surface. Soon enough, the company’s higher-ups announced a multiplatform strategy, and the next Devil May Cry title was bound to appear on the Xbox 360 and PC.
On moving to other platforms outside the Sony PS3, Hiroyuki Kobayashi commented:
In terms of any problems or any effect it had in the development of the game, we initially didn’t have a schedule for releasing it on two platforms simultaneously, so that did have an affect on the amount of work that we had to do.
Because we developed it on the same engine — on the MT Framework — it wasn’t double the work that we had to do, but it probably required about 1.5 times the work and 1.5 times the ability in order to be able to get everything done. There were some changes we had to make, and some extra work that we had to put into it.
Creating a game for two platforms is easier than making an exclusive then porting it, he explained. Unlike PlayStation 2 title Devil May Cry 3: Dante’s Awakening‘s move to the PC which involved an entirely new team, Kobayashi said developing a game “simultaneously for different machines is easier than developing it separately.” He continued, “But it does increase the amount of work that we have to do for the game.”
You can check out the full interview by following the Via link below.
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