EDGE - - HYPE - Nathan Vella Co-founder and pres­i­dent, Capy

Why have you shifted Be­low to ID@Xbox?

Be­cause we were self-fund­ing it, we were driv­ing de­vel­op­ment our­selves – it fits al­most [per­fectly] into what ID@Xbox’s plat­form goals are. If Mi­crosoft had ID@Xbox when we started the project, it would have been kind of dif­fer­ent for us. We wanted to self-pub­lish, we wanted to hit other plat­forms at a cer­tain point, and we’re not go­ing to sign up for some mas­sive amount of ex­clu­siv­ity, be­cause that doesn’t fit the way we do things.

You had early ac­cess to Xbox One and its tools. What it’s like to work with?

We’ve had a re­ally good ex­pe­ri­ence work­ing with it. We de­cided to put [XBLA game] Su­per Time Force onto Xbox One, and the process of get­ting it over was rel­a­tively clean and straight­for­ward. We’re not push­ing any mas­sive tech bound­aries; I’m not say­ing Be­low isn’t a re­ally chal­leng­ing tech­ni­cal prod­uct – there’s a ton of crazy tech go­ing on there – but we’re not build­ing Cr­y­sis 3. Our goal is to lever­age the tech­nol­ogy to make re­ally aes­thet­i­cally fo­cused, stylised and stylish stuff. The chances of us run­ning into mas­sive tech­ni­cal hur­dles are prob­a­bly sig­nif­i­cantly lower than the Respawns and Cry­teks of the world. For us, it’s a great lit­tle box. We’re at a point where we can ac­tu­ally get stuff done and run­ning on it with rel­a­tive ease.

Mi­crosoft takes a lot of flak for the way it treats in­die devs in par­tic­u­lar. Is that fair?

Sure, there’s been some bumps, but I think that’s a big sign of a pos­i­tive re­la­tion­ship – you can hit those bumps, get over them and con­tinue mov­ing for­ward in a way that’s mu­tu­ally ben­e­fi­cial. Ev­ery­one from Phil Spencer to [Chris] Charla to Ted Woolsey, they’ve al­ways been very up­front about them car­ing about the stu­dio, not just push­ing the project we signed a deal for.

What res­o­lu­tion and fram­er­ate are you tar­get­ing for the fin­ished game?

Right now, it’s run­ning at 1080p. We’re still early enough in de­vel­op­ment that the fram­er­ate isn’t set, but we’re go­ing to try to hit 60fps, and it seems like that is pos­si­ble. It’s 1080p and sig­nif­i­cantly above 30fps, and we haven’t spent tons of time in op­ti­mi­sa­tion… It’s very im­por­tant for the game to be 1080p – the scale and size of the whole game world re­ally shines at that res­o­lu­tion.

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