PSP: Making the Game (behind the scenes with Steve Lycett)

HGZine interview with Steve Lycett, Sumo Digital - Image 1 

If you’ve ever wondered what goes on in the process of making a PSP video game, the second issue of the free HGZIne magazine has a short interview with Sumo Digital‘s Steve Lycett. Simply put, it’s just like working with any other console platform. Only on a smaller scale.

For example, Steve reveals that devs have 24MB out of the total 32MB system memory to play with, with 8MB taken up by the XMB. There’s visual detail to scale, audio to compress, code to streamline and write (or reuse), and so on… Of course, this is speaking from experience, with Sumo Digital slaving (or having slaved) on TOCA Race Driver 3 Challenge and Virtua Tennis 3.

That’s more or less it, although if you want the article unabridged – and the rest of HGZine’s stories and features – you can always hit the Read link below. Oh, and there is one other thing Steve neglected to mention about PSP development. You do need a PSP devkit to begin with.

HGZine interview with Steve Lycett, Sumo Digital - Image 1 

If you’ve ever wondered what goes on in the process of making a PSP video game, the second issue of the free HGZIne magazine has a short interview with Sumo Digital‘s Steve Lycett. Simply put, it’s just like working with any other console platform. Only on a smaller scale.

For example, Steve reveals that devs have 24MB out of the total 32MB system memory to play with, with 8MB taken up by the XMB. There’s visual detail to scale, audio to compress, code to streamline and write (or reuse), and so on… Of course, this is speaking from experience, with Sumo Digital slaving (or having slaved) on TOCA Race Driver 3 Challenge and Virtua Tennis 3.

That’s more or less it, although if you want the article unabridged – and the rest of HGZine’s stories and features – you can always hit the Read link below. Oh, and there is one other thing Steve neglected to mention about PSP development. You do need a PSP devkit to begin with.

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