High Moon's O'Connor Talks Bourne Unreal Engine 3 Problems With PS3
There’s been a lot of talk about developers having difficulty with the PS3. In this case, developer High Moon seems to indicate that the problem lies with the Unreal Engine 3 rather than the console. VP Paul O’Connor commented on the difficulties of developing The Bourne Conspiracy game using the Unreal Engine 3 for the PS3 in a recent interview with Gamasutra. The title is currently being developed for both the Xbox 360 and the PS3.
“We needed a lot of support on Unreal to make it run on the PlayStation 3. We got caught in the same crunch as everybody else when [Epic] finalized Gears [Of War], so that definitely slowed down the PS3 support at the time.
But, that being said, the guys have done extraordinary work with the PS3, and it’s just about ready to pipeline.”
O’Connor elaborated on the apparently largely out of the way trials and tribulations of simultaneous SKU development with Unreal Engine 3, explaining:
“I don’t want to badmouth Unreal. It’s an awesome toolset. We wouldn’t be where we were if not for Unreal.
Their support has been as good as it could be for a company that’s had its attention so divided between supporting the developer community and making their own game. But we had to roll a lot of our own stuff on the PS3.”
O’Connor also told Gamasutra about the influence of having source code for Epic’s Gears of War on the development of the Bourne game.
“A key part of the shooting is that we have a cover system. We used Unreal 3, as you know, so our guys had the luxury of picking and choosing the parts of the Gears of War cover system that we thought that fits the Bourne shooting experience.”
When asked to clarify that Epic handed over the Gears Of War source code as part of Unreal Engine 3 license, O’Connor explained:
“We got the whole level layout, too. That was a cold bath for my guys when they saw how they built the Gears of War levels. They look a lot more complex than they are. They’re brilliantly executed in that regard.”
Read the entire interview with O’Connor on Gamasutra.