Did the relatively low sales figures of Vita hardware, especially in Europe, make you concerned about OlliOlli’s potential?
Our sales on Vita have been massive. I think OlliOlli was an ideal game for the platform because it was so easy to pick up and play. I also think Vita owners liked having something that they could say started on Vita. It was, it was purpose built, and no one else can touch it. Now we’ve done the ports to PS3, PS4 and Steam, I think it shows that if you do well on Vita, you can do well elsewhere. When we started on OlliOlli, nobody at Roll7 owned a Vita. After a couple of months, we all had one – not just to test our game but to play a bunch of others. It’s a great piece of hardware.
How did the ports come about? Was that something you had in mind and prepared for from the beginning, or did you have to adapt the game later?
It was only earmarked for Vita and we never considered any ports. But we had a meeting after we finished the game and John rightly explained that my job now would be getting it on every platform we could. We’d managed to recoup on Sony’s investment pretty quickly, so they pulled us in for a meeting and asked us to port it to PS3 and PS4.
Apart from giving you feedback from testers, what other support did Sony offer?
We got caught up in this push towards indies, both on Vita and by Sony as a whole. They did a lot to drive sales, in the US particularly, and gave us a good release date. I think if we’d launched before January, around Christmas time, we would have got left by the wayside. Sony gave us a lot of support.