Tag Archives: development

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Capcom Wants A 1.5 Year Development Cycle For Major Sequels

Capcom recently divulged that they expect a 1.5 year development cycle when producing sequels to major franchises. The company initially wanted a 2.5 year development cycle for their sequels, but in these changing times they feel 1.5 years is more adequate. Capcom also mentioned that they have around 30 key developers.

We have about 30 key developers and are able to deploy the required personnel at the required times as needed. This allows us to develop content with a small number of people while operating a number of lines at once. Ideally, we want to use a development period of 1.5 years as a rule for each team. Our goal is to make the development cycle even shorter.

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Nintendo’s New Development Building Is Now Open

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Kyoto NP is reporting that Nintendo’s new development building is finally open for business. The building located near Minami-Ku, Kyoto will be where Nintendo hardware and software is produced. The company also said that it will promote the product development and initiative of next-generation game consoles. The total cost of the building is around 19 billion yen. Here’s what Nintendo president Satoru Iwata had to say, “We’ll be interacting more deeply with hardware development, but we’ll also be able to develop integrated software.”

Thanks, Kallum

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Nintendo Says Shin Megami Tensei X Fire Emblem Is ‘Right On Schedule’

Developer Hitoshi Yamagami has told fans that Shin Megami Tensei X Fire Emblem development is going really well. Yamagami says that Code Name: STEAM hasn’t impacted development of Shin Megami Tensei X Fire Emblem and the game is right on schedule.

“We’re right on schedule, but if I answer in any more detail I will lose my job, so please have mercy on me,”

Thanks, StarTeamFight

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Ubisoft Toronto Has Five Unannounced Games In Development

Jade Raymond, the Canadian video game executive and the Managing Director of Ubisoft Toronto, has revealed that the company currently has five new games in development. Raymond wouldn’t specify what the titles were, but one of them has to be the next Assassin’s Creed. Two of the games are co-productions with other gaming studios, which sounds interesting.

No one left any the wiser as to what’s up at Ubisoft Toronto, only that there are five titles being developed there right now and that two of them are co-productions with other gaming studios. Continue your wild speculation, gamers.

“There are definitely a lot of plates spinning,” confirmed Raymond, best known for producing the wildly popular Assassin’s Creed series for Ubisoft’s Montreal office. “None of them have been announced.”

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Here’s A Look At Nintendo’s New Development Studio

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Nintendo Japan has completed work on its new development studio which is located in Kyoto, Japan. Japanese gaming publication Inside Games recently took some snaps of the new studio which looks very similar to Nintendo’s headquarters. Nintendo says that they built the structure to centralize and strengthen Nintendo’s game development. You can check out all the images, here.

Thanks,  N-Dub Nation

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Smash Bros Creator Explains Why Japanese Games Supposedly Take So Long To Make

Super Smash Bros creator Masahiro Sakurai has addressed a fan’s concerns in his semi-weekly column for Weekly Famitsu. The fan asked why Japanese games supposedly take longer to develop than western games. The fan asked the following question: “It appears that the time it takes to develop a game differs between Japan and other countries, so why do people say that Japan takes a lot of time on development?” Here’s what Sakurai had to say on the matter.

“Whether it’s domestic or international, development speed is a case-by-case scenario, so I feel this may be a biased opinion. I think the Yakuza team is quite fast considering the scale of their games, and some foreign games can take over 5 years from initial proposal to the actual product release.”

“However, the fact that someone asks this does seem to indicate that it’s not completely unfounded. If I were to guess, it seems that foreign studios have the appearance of a stricter product schedule and organization. Then again, in some cases, even if the development period is long, the development staff can be small, so the entire picture is a mystery.”

“Also, the time between announcement and release does not necessarily equal the development period. In most cases, when development actually started is never publicly announced.”

“In any case, whether it’s cost-effective or not is what’s important. Whether the development period is long or short, the real questions is if the man-hours spent can bring about a profit or results. Of course, this is also a case-by-case scenario.”

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Digital Foundry Sheds Some Light On The Experience Of Developing For Wii U

Respected technology publication Digital Foundry has shed some light on the experience of developing on Wii U at the time of the launch. There’s a whole host of interesting information contained within the article so it’s well worth giving the full thing a read. Here’s some interesting titbits from the feature including the difficulties third-party developers faced when developing for the system.

“So a basic comparison/calculation makes the Wii U look, on paper at least, significantly slower than an Xbox 360 in terms of raw CPU.”

“Having worked on other hardware consoles, I suppose that we were rather spoilt by having mature toolchains that integrated nicely with our development environment. Wii U on the other hand seemed to be trying at every turn to make it difficult to compile and run any code. Nintendo had provided an integration of their development tools into Visual Studio – the de facto standard for development – but it didn’t work, not even close.”

“After about a week of chasing we heard back from the support team that they had received an answer from Japan, which they emailed to us. The reply was in the form of a few sentences of very broken English that didn’t really answer the question that we had asked in the first place. So we went back to them asking for clarification, which took another week or so to come back. After the second delay we asked why it was taking to long for replies to come back from Japan, were they very busy? The local support team said no, it’s just that any questions had to be sent off for translation into Japanese, then sent to the developers, who replied and then the replies were translated back to English and sent back to us. With timezone differences and the delay in translating, this usually took a week!”

“At some point in this conversation we were informed that it was no good referencing Live and PSN as nobody in their development teams used those systems (!) so could we provide more detailed explanations for them?”